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
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,
42 ATIFS_CONSTANT_TFACTOR
,
46 /* GL_ATI_fragment_shader specific fixed function pipeline description. "Inherits" from the common one */
49 struct ffp_frag_desc parent
;
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
) {
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
) {
85 return "GL_2X_BIT_ATI";
87 return "GL_COMP_BIT_ATI";
88 case GL_NEGATE_BIT_ATI
:
89 return "GL_NEGATE_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";
119 return "Unexpected argmod combination\n";
122 static const char *debug_register(GLuint 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
) {
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
) {
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
) {
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
) {
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
));
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
));
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
));
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
)
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
;
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
;
286 case WINED3DTA_TEXTURE
:
287 ret
= GL_REG_0_ATI
+ stage
;
290 case WINED3DTA_TFACTOR
:
291 ret
= ATIFS_CONST_TFACTOR
;
294 case WINED3DTA_SPECULAR
:
295 ret
= GL_SECONDARY_INTERPOLATOR_ATI
;
302 case WINED3DTA_CONSTANT
:
303 ret
= ATIFS_CONST_STAGE(stage
);
307 FIXME("Unknown source argument %d\n", arg
);
311 if(arg
& WINED3DTA_COMPLEMENT
) {
312 if(mod
) *mod
|= GL_COMP_BIT_ATI
;
314 if(arg
& WINED3DTA_ALPHAREPLICATE
) {
315 if(rep
) *rep
= GL_ALPHA
;
317 if(rep
) *rep
= GL_NONE
;
322 static GLuint
find_tmpreg(const struct texture_stage_op op
[WINED3D_MAX_TEXTURES
])
324 int lowest_read
= -1;
325 int lowest_write
= -1;
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
)
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
)) {
341 if (lowest_write
== -1 && op
[i
].tmp_dst
)
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
) {
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");
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
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
++) {
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");
382 static const struct color_fixup_desc color_fixup_rg
=
386 0, CHANNEL_SOURCE_ONE
,
387 0, CHANNEL_SOURCE_ONE
389 static const struct color_fixup_desc color_fixup_rgl
=
396 static const struct color_fixup_desc color_fixup_rgba
=
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
);
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));
472 GLuint arg0
, arg1
, arg2
, extrarg
;
473 GLuint dstmod
, argmod0
, argmod1
, argmod2
, argmodextra
;
474 GLuint rep0
, rep1
, rep2
;
476 GLuint tmparg
= find_tmpreg(op
);
478 BOOL tfactor_used
= FALSE
;
481 ERR("Failed to generate a GL_ATI_fragment_shader shader id\n");
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
)
496 if (op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP
497 && op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
500 constants
[stage
] = ATIFS_CONSTANT_BUMP
;
502 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, GL_SWIZZLE_STR_ATI)\n",
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
;
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,
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
)
526 if (op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP
527 && op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
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
;
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
)
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
;
580 swizzle
= GL_SWIZZLE_STQ_DQ_ATI
;
582 if (op_reads_texture(&op
[stage
]))
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",
590 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI
+ stage
,
591 GL_REG_0_ATI
+ stage
,
592 GL_SWIZZLE_STR_ATI
));
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
,
603 /* Pass 4: Generate the arithmetic instructions */
604 for (stage
= 0; stage
< WINED3D_MAX_TEXTURES
; ++stage
)
606 if (op
[stage
].cop
== WINED3D_TOP_DISABLE
)
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
);
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
)
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 */
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
);
644 argmodextra
= GL_NONE
;
647 if (op_reads_tfactor(&op
[stage
]))
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
:
667 case WINED3D_TOP_SELECT_ARG1
:
668 wrap_op1(gl_info
, GL_MOV_ATI
, dstreg
, GL_NONE
, GL_NONE
,
669 arg1
, rep1
, argmod1
);
672 case WINED3D_TOP_MODULATE_4X
:
673 if(dstmod
== GL_NONE
) dstmod
= GL_4X_BIT_ATI
;
675 case WINED3D_TOP_MODULATE_2X
:
676 if(dstmod
== GL_NONE
) dstmod
= GL_2X_BIT_ATI
;
677 dstmod
|= GL_SATURATE_BIT_ATI
;
679 case WINED3D_TOP_MODULATE
:
680 wrap_op2(gl_info
, GL_MUL_ATI
, dstreg
, GL_NONE
, dstmod
,
682 arg2
, rep2
, argmod2
);
685 case WINED3D_TOP_ADD_SIGNED_2X
:
686 dstmod
= GL_2X_BIT_ATI
;
688 case WINED3D_TOP_ADD_SIGNED
:
689 argmodextra
= GL_BIAS_BIT_ATI
;
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
,
695 arg2
, rep2
, argmodextra
| argmod2
);
698 case WINED3D_TOP_SUBTRACT
:
699 dstmod
|= GL_SATURATE_BIT_ATI
;
700 wrap_op2(gl_info
, GL_SUB_ATI
, dstreg
, GL_NONE
, dstmod
,
702 arg2
, rep2
, argmod2
);
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
,
712 arg1
, rep1
, argmodextra
,
713 arg1
, rep1
, argmod1
);
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);
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);
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);
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
,
734 arg2
, rep2
, argmod2
);
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
,
741 arg0
, GL_ALPHA
, GL_COMP_BIT_ATI
,
742 arg1
, rep1
, argmod1
);
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
;
750 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
752 argmodextra
= argmod1
;
753 wrap_op3(gl_info
, GL_MAD_ATI
, dstreg
, GL_NONE
, GL_SATURATE_BIT_ATI
,
755 arg1
, GL_ALPHA
, argmodextra
,
756 arg1
, rep1
, argmod1
);
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
;
762 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
764 argmodextra
= argmod1
;
765 wrap_op3(gl_info
, GL_MAD_ATI
, dstreg
, GL_NONE
, GL_SATURATE_BIT_ATI
,
767 arg1
, rep1
, argmodextra
,
768 arg1
, GL_ALPHA
, argmod1
);
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
);
777 case WINED3D_TOP_MULTIPLY_ADD
:
778 wrap_op3(gl_info
, GL_MAD_ATI
, dstreg
, GL_NONE
, GL_SATURATE_BIT_ATI
,
781 arg0
, rep0
, argmod0
);
784 case WINED3D_TOP_LERP
:
785 wrap_op3(gl_info
, GL_LERP_ATI
, dstreg
, GL_NONE
, GL_NONE
,
788 arg2
, rep2
, argmod2
);
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
);
798 argmodextra
= 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 */
807 wrap_op1(gl_info
, GL_MOV_ATI
, GL_REG_0_ATI
, GL_ALPHA
, GL_NONE
,
808 GL_PRIMARY_COLOR
, GL_NONE
, GL_NONE
);
812 case WINED3D_TOP_SELECT_ARG2
:
816 case WINED3D_TOP_SELECT_ARG1
:
817 wrap_op1(gl_info
, GL_MOV_ATI
, dstreg
, GL_ALPHA
, GL_NONE
,
818 arg1
, GL_NONE
, argmod1
);
821 case WINED3D_TOP_MODULATE_4X
:
822 if (dstmod
== GL_NONE
)
823 dstmod
= GL_4X_BIT_ATI
;
825 case WINED3D_TOP_MODULATE_2X
:
826 if (dstmod
== GL_NONE
)
827 dstmod
= GL_2X_BIT_ATI
;
828 dstmod
|= GL_SATURATE_BIT_ATI
;
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
);
836 case WINED3D_TOP_ADD_SIGNED_2X
:
837 dstmod
= GL_2X_BIT_ATI
;
839 case WINED3D_TOP_ADD_SIGNED
:
840 argmodextra
= GL_BIAS_BIT_ATI
;
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
);
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
);
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
);
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);
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);
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);
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
);
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
);
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
);
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
);
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
);
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");
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())");
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
)
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
;
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
)
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
)
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
;
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
);
1028 struct atifs_ffp_desc
*new_desc
;
1030 if (!(new_desc
= heap_alloc_zero(sizeof(*new_desc
))))
1032 ERR("Out of memory\n");
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
)
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
);
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
])
1071 switch (desc
->constants
[i
])
1073 case ATIFS_CONSTANT_BUMP
:
1074 set_bumpmat(context
, state
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_BUMPENV_MAT00
));
1077 case ATIFS_CONSTANT_TFACTOR
:
1078 atifs_tfactor(context
, state
, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
));
1081 case ATIFS_CONSTANT_STAGE
:
1082 atifs_stage_constant(context
, state
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_CONSTANT
));
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
;
1259 gl_info
->gl_ops
.gl
.p_glEnable(GL_FRAGMENT_SHADER_ATI
);
1260 checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
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
))))
1330 wine_rb_init(&priv
->fragment_shaders
, wined3d_ffp_frag_program_key_compare
);
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
);
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
))))
1372 context
->fragment_pipe_data
= priv
;
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
=
1385 atifs_get_emul_mask
,
1388 atifs_alloc_context_data
,
1389 atifs_free_context_data
,
1390 atifs_color_fixup_supported
,
1391 atifs_fragmentstate_template
,