winealsa.drv: Fix DSOUND_BufPtrDiff in Kane's Wrath with new audio pathway.
[wine/multimedia.git] / dlls / wined3d / ati_fragment_shader.c
blobaea942cc47e5dd1c58e36ba060d5e9cee9442d9f
1 /*
2 * Fixed function pipeline replacement using GL_ATI_fragment_shader
4 * Copyright 2008 Stefan Dösinger(for CodeWeavers)
6 * This library is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU Lesser General Public
8 * License as published by the Free Software Foundation; either
9 * version 2.1 of the License, or (at your option) any later version.
11 * This library is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14 * Lesser General Public License for more details.
16 * You should have received a copy of the GNU Lesser General Public
17 * License along with this library; if not, write to the Free Software
18 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
21 #include "config.h"
23 #include <math.h>
24 #include <stdio.h>
26 #include "wined3d_private.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
29 WINE_DECLARE_DEBUG_CHANNEL(d3d);
31 /* GL locking for state handlers is done by the caller. */
33 /* Some private defines, Constant associations, etc.
34 * Env bump matrix and per stage constant should be independent,
35 * a stage that bump maps can't read the per state constant
37 #define ATI_FFP_CONST_BUMPMAT(i) (GL_CON_0_ATI + i)
38 #define ATI_FFP_CONST_CONSTANT0 GL_CON_0_ATI
39 #define ATI_FFP_CONST_CONSTANT1 GL_CON_1_ATI
40 #define ATI_FFP_CONST_CONSTANT2 GL_CON_2_ATI
41 #define ATI_FFP_CONST_CONSTANT3 GL_CON_3_ATI
42 #define ATI_FFP_CONST_CONSTANT4 GL_CON_4_ATI
43 #define ATI_FFP_CONST_CONSTANT5 GL_CON_5_ATI
44 #define ATI_FFP_CONST_TFACTOR GL_CON_6_ATI
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;
54 struct atifs_private_data
56 struct wine_rb_tree fragment_shaders; /* A rb-tree to track fragment pipeline replacement shaders */
59 static const char *debug_dstmod(GLuint mod) {
60 switch(mod) {
61 case GL_NONE: return "GL_NONE";
62 case GL_2X_BIT_ATI: return "GL_2X_BIT_ATI";
63 case GL_4X_BIT_ATI: return "GL_4X_BIT_ATI";
64 case GL_8X_BIT_ATI: return "GL_8X_BIT_ATI";
65 case GL_HALF_BIT_ATI: return "GL_HALF_BIT_ATI";
66 case GL_QUARTER_BIT_ATI: return "GL_QUARTER_BIT_ATI";
67 case GL_EIGHTH_BIT_ATI: return "GL_EIGHTH_BIT_ATI";
68 case GL_SATURATE_BIT_ATI: return "GL_SATURATE_BIT_ATI";
69 default: return "Unexpected modifier\n";
73 static const char *debug_argmod(GLuint mod) {
74 switch(mod) {
75 case GL_NONE:
76 return "GL_NONE";
78 case GL_2X_BIT_ATI:
79 return "GL_2X_BIT_ATI";
80 case GL_COMP_BIT_ATI:
81 return "GL_COMP_BIT_ATI";
82 case GL_NEGATE_BIT_ATI:
83 return "GL_NEGATE_BIT_ATI";
84 case GL_BIAS_BIT_ATI:
85 return "GL_BIAS_BIT_ATI";
87 case GL_2X_BIT_ATI | GL_COMP_BIT_ATI:
88 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI";
89 case GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI:
90 return "GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI";
91 case GL_2X_BIT_ATI | GL_BIAS_BIT_ATI:
92 return "GL_2X_BIT_ATI | GL_BIAS_BIT_ATI";
93 case GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI:
94 return "GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI";
95 case GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI:
96 return "GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI";
97 case GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
98 return "GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
100 case GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
101 return "GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
102 case GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
103 return "GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
104 case GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI:
105 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI";
106 case GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI:
107 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI";
109 case GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
110 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
112 default:
113 return "Unexpected argmod combination\n";
116 static const char *debug_register(GLuint reg) {
117 switch(reg) {
118 case GL_REG_0_ATI: return "GL_REG_0_ATI";
119 case GL_REG_1_ATI: return "GL_REG_1_ATI";
120 case GL_REG_2_ATI: return "GL_REG_2_ATI";
121 case GL_REG_3_ATI: return "GL_REG_3_ATI";
122 case GL_REG_4_ATI: return "GL_REG_4_ATI";
123 case GL_REG_5_ATI: return "GL_REG_5_ATI";
125 case GL_CON_0_ATI: return "GL_CON_0_ATI";
126 case GL_CON_1_ATI: return "GL_CON_1_ATI";
127 case GL_CON_2_ATI: return "GL_CON_2_ATI";
128 case GL_CON_3_ATI: return "GL_CON_3_ATI";
129 case GL_CON_4_ATI: return "GL_CON_4_ATI";
130 case GL_CON_5_ATI: return "GL_CON_5_ATI";
131 case GL_CON_6_ATI: return "GL_CON_6_ATI";
132 case GL_CON_7_ATI: return "GL_CON_7_ATI";
134 case GL_ZERO: return "GL_ZERO";
135 case GL_ONE: return "GL_ONE";
136 case GL_PRIMARY_COLOR: return "GL_PRIMARY_COLOR";
137 case GL_SECONDARY_INTERPOLATOR_ATI: return "GL_SECONDARY_INTERPOLATOR_ATI";
139 default: return "Unknown register\n";
143 static const char *debug_swizzle(GLuint swizzle) {
144 switch(swizzle) {
145 case GL_SWIZZLE_STR_ATI: return "GL_SWIZZLE_STR_ATI";
146 case GL_SWIZZLE_STQ_ATI: return "GL_SWIZZLE_STQ_ATI";
147 case GL_SWIZZLE_STR_DR_ATI: return "GL_SWIZZLE_STR_DR_ATI";
148 case GL_SWIZZLE_STQ_DQ_ATI: return "GL_SWIZZLE_STQ_DQ_ATI";
149 default: return "unknown swizzle";
153 static const char *debug_rep(GLuint rep) {
154 switch(rep) {
155 case GL_NONE: return "GL_NONE";
156 case GL_RED: return "GL_RED";
157 case GL_GREEN: return "GL_GREEN";
158 case GL_BLUE: return "GL_BLUE";
159 default: return "unknown argrep";
163 static const char *debug_op(GLuint op) {
164 switch(op) {
165 case GL_MOV_ATI: return "GL_MOV_ATI";
166 case GL_ADD_ATI: return "GL_ADD_ATI";
167 case GL_MUL_ATI: return "GL_MUL_ATI";
168 case GL_SUB_ATI: return "GL_SUB_ATI";
169 case GL_DOT3_ATI: return "GL_DOT3_ATI";
170 case GL_DOT4_ATI: return "GL_DOT4_ATI";
171 case GL_MAD_ATI: return "GL_MAD_ATI";
172 case GL_LERP_ATI: return "GL_LERP_ATI";
173 case GL_CND_ATI: return "GL_CND_ATI";
174 case GL_CND0_ATI: return "GL_CND0_ATI";
175 case GL_DOT2_ADD_ATI: return "GL_DOT2_ADD_ATI";
176 default: return "unexpected op";
180 static const char *debug_mask(GLuint mask) {
181 switch(mask) {
182 case GL_NONE: return "GL_NONE";
183 case GL_RED_BIT_ATI: return "GL_RED_BIT_ATI";
184 case GL_GREEN_BIT_ATI: return "GL_GREEN_BIT_ATI";
185 case GL_BLUE_BIT_ATI: return "GL_BLUE_BIT_ATI";
186 case GL_RED_BIT_ATI | GL_GREEN_BIT_ATI: return "GL_RED_BIT_ATI | GL_GREEN_BIT_ATI";
187 case GL_RED_BIT_ATI | GL_BLUE_BIT_ATI: return "GL_RED_BIT_ATI | GL_BLUE_BIT_ATI";
188 case GL_GREEN_BIT_ATI | GL_BLUE_BIT_ATI:return "GL_GREEN_BIT_ATI | GL_BLUE_BIT_ATI";
189 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";
190 default: return "Unexpected writemask";
193 #define GLINFO_LOCATION (*gl_info)
195 static void wrap_op1(const struct wined3d_gl_info *gl_info, GLuint op, GLuint dst, GLuint dstMask, GLuint dstMod,
196 GLuint arg1, GLuint arg1Rep, GLuint arg1Mod)
198 if(dstMask == GL_ALPHA) {
199 TRACE("glAlphaFragmentOp1ATI(%s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst), debug_dstmod(dstMod),
200 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod));
201 GL_EXTCALL(glAlphaFragmentOp1ATI(op, dst, dstMod, arg1, arg1Rep, arg1Mod));
202 } else {
203 TRACE("glColorFragmentOp1ATI(%s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst),
204 debug_mask(dstMask), debug_dstmod(dstMod),
205 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod));
206 GL_EXTCALL(glColorFragmentOp1ATI(op, dst, dstMask, dstMod, arg1, arg1Rep, arg1Mod));
210 static void wrap_op2(const struct wined3d_gl_info *gl_info, GLuint op, GLuint dst, GLuint dstMask, GLuint dstMod,
211 GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod)
213 if(dstMask == GL_ALPHA) {
214 TRACE("glAlphaFragmentOp2ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst), debug_dstmod(dstMod),
215 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod),
216 debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod));
217 GL_EXTCALL(glAlphaFragmentOp2ATI(op, dst, dstMod, arg1, arg1Rep, arg1Mod, arg2, arg2Rep, arg2Mod));
218 } else {
219 TRACE("glColorFragmentOp2ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst),
220 debug_mask(dstMask), 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(glColorFragmentOp2ATI(op, dst, dstMask, dstMod, arg1, arg1Rep, arg1Mod, arg2, arg2Rep, arg2Mod));
227 static void wrap_op3(const struct wined3d_gl_info *gl_info, GLuint op, GLuint dst, GLuint dstMask, GLuint dstMod,
228 GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod,
229 GLuint arg3, GLuint arg3Rep, GLuint arg3Mod)
231 if(dstMask == GL_ALPHA) {
232 /* Leave some free space to fit "GL_NONE, " in to align most alpha and color op lines */
233 TRACE("glAlphaFragmentOp3ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst), debug_dstmod(dstMod),
234 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod),
235 debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod),
236 debug_register(arg3), debug_rep(arg3Rep), debug_argmod(arg3Mod));
237 GL_EXTCALL(glAlphaFragmentOp3ATI(op, dst, dstMod,
238 arg1, arg1Rep, arg1Mod,
239 arg2, arg2Rep, arg2Mod,
240 arg3, arg3Rep, arg3Mod));
241 } else {
242 TRACE("glColorFragmentOp3ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst),
243 debug_mask(dstMask), debug_dstmod(dstMod),
244 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod),
245 debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod),
246 debug_register(arg3), debug_rep(arg3Rep), debug_argmod(arg3Mod));
247 GL_EXTCALL(glColorFragmentOp3ATI(op, dst, dstMask, dstMod,
248 arg1, arg1Rep, arg1Mod,
249 arg2, arg2Rep, arg2Mod,
250 arg3, arg3Rep, arg3Mod));
254 static GLuint register_for_arg(DWORD arg, const struct wined3d_gl_info *gl_info,
255 unsigned int stage, GLuint *mod, GLuint *rep, GLuint tmparg)
257 GLenum ret;
259 if(mod) *mod = GL_NONE;
260 if(arg == ARG_UNUSED)
262 if (rep) *rep = GL_NONE;
263 return -1; /* This is the marker for unused registers */
266 switch(arg & WINED3DTA_SELECTMASK) {
267 case WINED3DTA_DIFFUSE:
268 ret = GL_PRIMARY_COLOR;
269 break;
271 case WINED3DTA_CURRENT:
272 /* Note that using GL_REG_0_ATI for the passed on register is safe because
273 * texture0 is read at stage0, so in the worst case it is read in the
274 * instruction writing to reg0. Afterwards texture0 is not used any longer.
275 * If we're reading from current
277 if(stage == 0) {
278 ret = GL_PRIMARY_COLOR;
279 } else {
280 ret = GL_REG_0_ATI;
282 break;
284 case WINED3DTA_TEXTURE:
285 ret = GL_REG_0_ATI + stage;
286 break;
288 case WINED3DTA_TFACTOR:
289 ret = ATI_FFP_CONST_TFACTOR;
290 break;
292 case WINED3DTA_SPECULAR:
293 ret = GL_SECONDARY_INTERPOLATOR_ATI;
294 break;
296 case WINED3DTA_TEMP:
297 ret = tmparg;
298 break;
300 case WINED3DTA_CONSTANT:
301 FIXME("Unhandled source argument WINED3DTA_TEMP\n");
302 ret = GL_CON_0_ATI;
303 break;
305 default:
306 FIXME("Unknown source argument %d\n", arg);
307 ret = GL_ZERO;
310 if(arg & WINED3DTA_COMPLEMENT) {
311 if(mod) *mod |= GL_COMP_BIT_ATI;
313 if(arg & WINED3DTA_ALPHAREPLICATE) {
314 if(rep) *rep = GL_ALPHA;
315 } else {
316 if(rep) *rep = GL_NONE;
318 return ret;
321 static GLuint find_tmpreg(const struct texture_stage_op op[MAX_TEXTURES])
323 int lowest_read = -1;
324 int lowest_write = -1;
325 int i;
326 BOOL tex_used[MAX_TEXTURES];
328 memset(tex_used, 0, sizeof(tex_used));
329 for(i = 0; i < MAX_TEXTURES; i++) {
330 if(op[i].cop == WINED3DTOP_DISABLE) {
331 break;
334 if(lowest_read == -1 &&
335 (op[i].carg1 == WINED3DTA_TEMP || op[i].carg2 == WINED3DTA_TEMP || op[i].carg0 == WINED3DTA_TEMP ||
336 op[i].aarg1 == WINED3DTA_TEMP || op[i].aarg2 == WINED3DTA_TEMP || op[i].aarg0 == WINED3DTA_TEMP)) {
337 lowest_read = i;
340 if(lowest_write == -1 && op[i].dst == tempreg) {
341 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 GLuint gen_ati_shader(const struct texture_stage_op op[MAX_TEXTURES], const struct wined3d_gl_info *gl_info)
384 GLuint ret = GL_EXTCALL(glGenFragmentShadersATI(1));
385 unsigned int stage;
386 GLuint arg0, arg1, arg2, extrarg;
387 GLuint dstmod, argmod0, argmod1, argmod2, argmodextra;
388 GLuint rep0, rep1, rep2;
389 GLuint swizzle;
390 GLuint tmparg = find_tmpreg(op);
391 GLuint dstreg;
393 if(!ret) {
394 ERR("Failed to generate a GL_ATI_fragment_shader shader id\n");
395 return 0;
397 GL_EXTCALL(glBindFragmentShaderATI(ret));
398 checkGLcall("GL_EXTCALL(glBindFragmentShaderATI(ret))");
400 TRACE("glBeginFragmentShaderATI()\n");
401 GL_EXTCALL(glBeginFragmentShaderATI());
402 checkGLcall("GL_EXTCALL(glBeginFragmentShaderATI())");
404 /* Pass 1: Generate sampling instructions for perturbation maps */
405 for(stage = 0; stage < GL_LIMITS(textures); stage++) {
406 if(op[stage].cop == WINED3DTOP_DISABLE) break;
407 if(op[stage].cop != WINED3DTOP_BUMPENVMAP &&
408 op[stage].cop != WINED3DTOP_BUMPENVMAPLUMINANCE) continue;
410 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, GL_SWIZZLE_STR_ATI)\n",
411 stage, stage);
412 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
413 GL_TEXTURE0_ARB + stage,
414 GL_SWIZZLE_STR_ATI));
415 if(op[stage + 1].projected == proj_none) {
416 swizzle = GL_SWIZZLE_STR_ATI;
417 } else if(op[stage + 1].projected == proj_count4) {
418 swizzle = GL_SWIZZLE_STQ_DQ_ATI;
419 } else {
420 swizzle = GL_SWIZZLE_STR_DR_ATI;
422 TRACE("glPassTexCoordATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, %s)\n",
423 stage + 1, stage + 1, debug_swizzle(swizzle));
424 GL_EXTCALL(glPassTexCoordATI(GL_REG_0_ATI + stage + 1,
425 GL_TEXTURE0_ARB + stage + 1,
426 swizzle));
429 /* Pass 2: Generate perturbation calculations */
430 for(stage = 0; stage < GL_LIMITS(textures); stage++) {
431 GLuint argmodextra_x, argmodextra_y;
432 struct color_fixup_desc fixup;
434 if(op[stage].cop == WINED3DTOP_DISABLE) break;
435 if(op[stage].cop != WINED3DTOP_BUMPENVMAP &&
436 op[stage].cop != WINED3DTOP_BUMPENVMAPLUMINANCE) continue;
438 fixup = op[stage].color_fixup;
439 if (fixup.x_source != CHANNEL_SOURCE_X || fixup.y_source != CHANNEL_SOURCE_Y)
441 FIXME("Swizzles not implemented\n");
442 argmodextra_x = GL_NONE;
443 argmodextra_y = GL_NONE;
445 else
447 /* Nice thing, we get the color correction for free :-) */
448 argmodextra_x = fixup.x_sign_fixup ? GL_2X_BIT_ATI | GL_BIAS_BIT_ATI : GL_NONE;
449 argmodextra_y = fixup.y_sign_fixup ? GL_2X_BIT_ATI | GL_BIAS_BIT_ATI : GL_NONE;
452 wrap_op3(gl_info, GL_DOT2_ADD_ATI, GL_REG_0_ATI + stage + 1, GL_RED_BIT_ATI, GL_NONE,
453 GL_REG_0_ATI + stage, GL_NONE, argmodextra_x,
454 ATI_FFP_CONST_BUMPMAT(stage), GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI,
455 GL_REG_0_ATI + stage + 1, GL_RED, GL_NONE);
457 /* Don't use GL_DOT2_ADD_ATI here because we cannot configure it to read the blue and alpha
458 * component of the bump matrix. Instead do this with two MADs:
460 * coord.a = tex.r * bump.b + coord.g
461 * coord.g = tex.g * bump.a + coord.a
463 * The first instruction writes to alpha so it can be coissued with the above DOT2_ADD.
464 * coord.a is unused. If the perturbed texture is projected, this was already handled
465 * in the glPassTexCoordATI above.
467 wrap_op3(gl_info, GL_MAD_ATI, GL_REG_0_ATI + stage + 1, GL_ALPHA, GL_NONE,
468 GL_REG_0_ATI + stage, GL_RED, argmodextra_y,
469 ATI_FFP_CONST_BUMPMAT(stage), GL_BLUE, GL_NONE,
470 GL_REG_0_ATI + stage + 1, GL_GREEN, GL_NONE);
471 wrap_op3(gl_info, GL_MAD_ATI, GL_REG_0_ATI + stage + 1, GL_GREEN_BIT_ATI, GL_NONE,
472 GL_REG_0_ATI + stage, GL_GREEN, argmodextra_y,
473 ATI_FFP_CONST_BUMPMAT(stage), GL_ALPHA, GL_NONE,
474 GL_REG_0_ATI + stage + 1, GL_ALPHA, GL_NONE);
477 /* Pass 3: Generate sampling instructions for regular textures */
478 for(stage = 0; stage < GL_LIMITS(textures); stage++) {
479 if(op[stage].cop == WINED3DTOP_DISABLE) {
480 break;
483 if(op[stage].projected == proj_none) {
484 swizzle = GL_SWIZZLE_STR_ATI;
485 } else if(op[stage].projected == proj_count3) {
486 swizzle = GL_SWIZZLE_STR_DR_ATI;
487 } else {
488 swizzle = GL_SWIZZLE_STQ_DQ_ATI;
491 if((op[stage].carg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
492 (op[stage].carg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
493 (op[stage].carg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
494 (op[stage].aarg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
495 (op[stage].aarg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
496 (op[stage].aarg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
497 op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) {
499 if(stage > 0 &&
500 (op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
501 op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
502 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_REG_%d_ATI, GL_SWIZZLE_STR_ATI)\n",
503 stage, stage);
504 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
505 GL_REG_0_ATI + stage,
506 GL_SWIZZLE_STR_ATI));
507 } else {
508 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, %s)\n",
509 stage, stage, debug_swizzle(swizzle));
510 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
511 GL_TEXTURE0_ARB + stage,
512 swizzle));
517 /* Pass 4: Generate the arithmetic instructions */
518 for(stage = 0; stage < MAX_TEXTURES; stage++) {
519 if(op[stage].cop == WINED3DTOP_DISABLE) {
520 if(stage == 0) {
521 /* Handle complete texture disabling gracefully */
522 wrap_op1(gl_info, GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE,
523 GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
524 wrap_op1(gl_info, GL_MOV_ATI, GL_REG_0_ATI, GL_ALPHA, GL_NONE,
525 GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
527 break;
530 if(op[stage].dst == tempreg) {
531 /* If we're writing to D3DTA_TEMP, but never reading from it we don't have to write there in the first place.
532 * skip the entire stage, this saves some GPU time
534 if(tmparg == GL_NONE) continue;
536 dstreg = tmparg;
537 } else {
538 dstreg = GL_REG_0_ATI;
541 arg0 = register_for_arg(op[stage].carg0, gl_info, stage, &argmod0, &rep0, tmparg);
542 arg1 = register_for_arg(op[stage].carg1, gl_info, stage, &argmod1, &rep1, tmparg);
543 arg2 = register_for_arg(op[stage].carg2, gl_info, stage, &argmod2, &rep2, tmparg);
544 dstmod = GL_NONE;
545 argmodextra = GL_NONE;
546 extrarg = GL_NONE;
548 switch(op[stage].cop) {
549 case WINED3DTOP_SELECTARG2:
550 arg1 = arg2;
551 argmod1 = argmod2;
552 rep1 = rep2;
553 case WINED3DTOP_SELECTARG1:
554 wrap_op1(gl_info, GL_MOV_ATI, dstreg, GL_NONE, GL_NONE,
555 arg1, rep1, argmod1);
556 break;
558 case WINED3DTOP_MODULATE4X:
559 if(dstmod == GL_NONE) dstmod = GL_4X_BIT_ATI;
560 case WINED3DTOP_MODULATE2X:
561 if(dstmod == GL_NONE) dstmod = GL_2X_BIT_ATI;
562 dstmod |= GL_SATURATE_BIT_ATI;
563 case WINED3DTOP_MODULATE:
564 wrap_op2(gl_info, GL_MUL_ATI, dstreg, GL_NONE, dstmod,
565 arg1, rep1, argmod1,
566 arg2, rep2, argmod2);
567 break;
569 case WINED3DTOP_ADDSIGNED2X:
570 dstmod = GL_2X_BIT_ATI;
571 case WINED3DTOP_ADDSIGNED:
572 argmodextra = GL_BIAS_BIT_ATI;
573 case WINED3DTOP_ADD:
574 dstmod |= GL_SATURATE_BIT_ATI;
575 wrap_op2(gl_info, GL_ADD_ATI, GL_REG_0_ATI, GL_NONE, dstmod,
576 arg1, rep1, argmod1,
577 arg2, rep2, argmodextra | argmod2);
578 break;
580 case WINED3DTOP_SUBTRACT:
581 dstmod |= GL_SATURATE_BIT_ATI;
582 wrap_op2(gl_info, GL_SUB_ATI, dstreg, GL_NONE, dstmod,
583 arg1, rep1, argmod1,
584 arg2, rep2, argmod2);
585 break;
587 case WINED3DTOP_ADDSMOOTH:
588 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
589 /* Dst = arg1 + * arg2(1 -arg 1)
590 * = arg2 * (1 - arg1) + arg1
592 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
593 arg2, rep2, argmod2,
594 arg1, rep1, argmodextra,
595 arg1, rep1, argmod1);
596 break;
598 case WINED3DTOP_BLENDCURRENTALPHA:
599 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_CURRENT, gl_info, stage, NULL, NULL, -1);
600 case WINED3DTOP_BLENDFACTORALPHA:
601 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TFACTOR, gl_info, stage, NULL, NULL, -1);
602 case WINED3DTOP_BLENDTEXTUREALPHA:
603 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
604 case WINED3DTOP_BLENDDIFFUSEALPHA:
605 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_DIFFUSE, gl_info, stage, NULL, NULL, -1);
606 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_NONE, GL_NONE,
607 extrarg, GL_ALPHA, GL_NONE,
608 arg1, rep1, argmod1,
609 arg2, rep2, argmod2);
610 break;
612 case WINED3DTOP_BLENDTEXTUREALPHAPM:
613 arg0 = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
614 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_NONE,
615 arg2, rep2, argmod2,
616 arg0, GL_ALPHA, GL_COMP_BIT_ATI,
617 arg1, rep1, argmod1);
618 break;
620 /* D3DTOP_PREMODULATE ???? */
622 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
623 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
624 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
625 if(!argmodextra) argmodextra = argmod1;
626 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
627 arg2, rep2, argmod2,
628 arg1, GL_ALPHA, argmodextra,
629 arg1, rep1, argmod1);
630 break;
632 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
633 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
634 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
635 if(!argmodextra) argmodextra = argmod1;
636 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
637 arg2, rep2, argmod2,
638 arg1, rep1, argmodextra,
639 arg1, GL_ALPHA, argmod1);
640 break;
642 case WINED3DTOP_DOTPRODUCT3:
643 wrap_op2(gl_info, GL_DOT3_ATI, dstreg, GL_NONE, GL_4X_BIT_ATI | GL_SATURATE_BIT_ATI,
644 arg1, rep1, argmod1 | GL_BIAS_BIT_ATI,
645 arg2, rep2, argmod2 | GL_BIAS_BIT_ATI);
646 break;
648 case WINED3DTOP_MULTIPLYADD:
649 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
650 arg1, rep1, argmod1,
651 arg2, rep2, argmod2,
652 arg0, rep0, argmod0);
653 break;
655 case WINED3DTOP_LERP:
656 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_NONE, GL_NONE,
657 arg0, rep0, argmod0,
658 arg1, rep1, argmod1,
659 arg2, rep2, argmod2);
660 break;
662 case WINED3DTOP_BUMPENVMAP:
663 case WINED3DTOP_BUMPENVMAPLUMINANCE:
664 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
665 break;
667 default: FIXME("Unhandled color operation %d on stage %d\n", op[stage].cop, stage);
670 arg0 = register_for_arg(op[stage].aarg0, gl_info, stage, &argmod0, NULL, tmparg);
671 arg1 = register_for_arg(op[stage].aarg1, gl_info, stage, &argmod1, NULL, tmparg);
672 arg2 = register_for_arg(op[stage].aarg2, gl_info, stage, &argmod2, NULL, tmparg);
673 dstmod = GL_NONE;
674 argmodextra = GL_NONE;
675 extrarg = GL_NONE;
677 switch(op[stage].aop) {
678 case WINED3DTOP_DISABLE:
679 /* Get the primary color to the output if on stage 0, otherwise leave register 0 untouched */
680 if(stage == 0) {
681 wrap_op1(gl_info, GL_MOV_ATI, GL_REG_0_ATI, GL_ALPHA, GL_NONE,
682 GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
684 break;
686 case WINED3DTOP_SELECTARG2:
687 arg1 = arg2;
688 argmod1 = argmod2;
689 case WINED3DTOP_SELECTARG1:
690 wrap_op1(gl_info, GL_MOV_ATI, dstreg, GL_ALPHA, GL_NONE,
691 arg1, GL_NONE, argmod1);
692 break;
694 case WINED3DTOP_MODULATE4X:
695 if(dstmod == GL_NONE) dstmod = GL_4X_BIT_ATI;
696 case WINED3DTOP_MODULATE2X:
697 if(dstmod == GL_NONE) dstmod = GL_2X_BIT_ATI;
698 dstmod |= GL_SATURATE_BIT_ATI;
699 case WINED3DTOP_MODULATE:
700 wrap_op2(gl_info, GL_MUL_ATI, dstreg, GL_ALPHA, dstmod,
701 arg1, GL_NONE, argmod1,
702 arg2, GL_NONE, argmod2);
703 break;
705 case WINED3DTOP_ADDSIGNED2X:
706 dstmod = GL_2X_BIT_ATI;
707 case WINED3DTOP_ADDSIGNED:
708 argmodextra = GL_BIAS_BIT_ATI;
709 case WINED3DTOP_ADD:
710 dstmod |= GL_SATURATE_BIT_ATI;
711 wrap_op2(gl_info, GL_ADD_ATI, dstreg, GL_ALPHA, dstmod,
712 arg1, GL_NONE, argmod1,
713 arg2, GL_NONE, argmodextra | argmod2);
714 break;
716 case WINED3DTOP_SUBTRACT:
717 dstmod |= GL_SATURATE_BIT_ATI;
718 wrap_op2(gl_info, GL_SUB_ATI, dstreg, GL_ALPHA, dstmod,
719 arg1, GL_NONE, argmod1,
720 arg2, GL_NONE, argmod2);
721 break;
723 case WINED3DTOP_ADDSMOOTH:
724 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
725 /* Dst = arg1 + * arg2(1 -arg 1)
726 * = arg2 * (1 - arg1) + arg1
728 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_ALPHA, GL_SATURATE_BIT_ATI,
729 arg2, GL_NONE, argmod2,
730 arg1, GL_NONE, argmodextra,
731 arg1, GL_NONE, argmod1);
732 break;
734 case WINED3DTOP_BLENDCURRENTALPHA:
735 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_CURRENT, gl_info, stage, NULL, NULL, -1);
736 case WINED3DTOP_BLENDFACTORALPHA:
737 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TFACTOR, gl_info, stage, NULL, NULL, -1);
738 case WINED3DTOP_BLENDTEXTUREALPHA:
739 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
740 case WINED3DTOP_BLENDDIFFUSEALPHA:
741 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_DIFFUSE, gl_info, stage, NULL, NULL, -1);
742 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_ALPHA, GL_NONE,
743 extrarg, GL_ALPHA, GL_NONE,
744 arg1, GL_NONE, argmod1,
745 arg2, GL_NONE, argmod2);
746 break;
748 case WINED3DTOP_BLENDTEXTUREALPHAPM:
749 arg0 = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
750 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_ALPHA, GL_NONE,
751 arg2, GL_NONE, argmod2,
752 arg0, GL_ALPHA, GL_COMP_BIT_ATI,
753 arg1, GL_NONE, argmod1);
754 break;
756 /* D3DTOP_PREMODULATE ???? */
758 case WINED3DTOP_DOTPRODUCT3:
759 wrap_op2(gl_info, GL_DOT3_ATI, dstreg, GL_ALPHA, GL_4X_BIT_ATI | GL_SATURATE_BIT_ATI,
760 arg1, GL_NONE, argmod1 | GL_BIAS_BIT_ATI,
761 arg2, GL_NONE, argmod2 | GL_BIAS_BIT_ATI);
762 break;
764 case WINED3DTOP_MULTIPLYADD:
765 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_ALPHA, GL_SATURATE_BIT_ATI,
766 arg1, GL_NONE, argmod1,
767 arg2, GL_NONE, argmod2,
768 arg0, GL_NONE, argmod0);
769 break;
771 case WINED3DTOP_LERP:
772 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_ALPHA, GL_SATURATE_BIT_ATI,
773 arg1, GL_NONE, argmod1,
774 arg2, GL_NONE, argmod2,
775 arg0, GL_NONE, argmod0);
776 break;
778 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
779 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
780 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
781 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
782 case WINED3DTOP_BUMPENVMAP:
783 case WINED3DTOP_BUMPENVMAPLUMINANCE:
784 ERR("Application uses an invalid alpha operation\n");
785 break;
787 default: FIXME("Unhandled alpha operation %d on stage %d\n", op[stage].aop, stage);
791 TRACE("glEndFragmentShaderATI()\n");
792 GL_EXTCALL(glEndFragmentShaderATI());
793 checkGLcall("GL_EXTCALL(glEndFragmentShaderATI())");
794 return ret;
796 #undef GLINFO_LOCATION
798 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
799 static void set_tex_op_atifs(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
801 IWineD3DDeviceImpl *This = stateblock->wineD3DDevice;
802 const struct atifs_ffp_desc *desc;
803 struct ffp_frag_settings settings;
804 struct atifs_private_data *priv = This->fragment_priv;
805 DWORD mapped_stage;
806 unsigned int i;
808 gen_ffp_frag_op(stateblock, &settings, TRUE);
809 desc = (const struct atifs_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
810 if(!desc) {
811 struct atifs_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
812 if (!new_desc)
814 ERR("Out of memory\n");
815 return;
817 new_desc->num_textures_used = 0;
818 for(i = 0; i < GL_LIMITS(texture_stages); i++) {
819 if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
820 new_desc->num_textures_used = i;
823 memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
824 new_desc->shader = gen_ati_shader(settings.op, &GLINFO_LOCATION);
825 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
826 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
827 desc = new_desc;
830 /* GL_ATI_fragment_shader depends on the GL_TEXTURE_xD enable settings. Update the texture stages
831 * used by this shader
833 for(i = 0; i < desc->num_textures_used; i++) {
834 mapped_stage = This->texUnitMap[i];
835 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
837 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
838 checkGLcall("glActiveTextureARB");
839 texture_activate_dimensions(i, stateblock, context);
843 GL_EXTCALL(glBindFragmentShaderATI(desc->shader));
846 static void state_texfactor_atifs(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
848 float col[4];
849 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
851 GL_EXTCALL(glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR, col));
852 checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR, col)");
855 static void set_bumpmat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
857 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
858 float mat[2][2];
860 mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
861 mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
862 mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
863 mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
864 /* GL_ATI_fragment_shader allows only constants from 0.0 to 1.0, but the bumpmat
865 * constants can be in any range. While they should stay between [-1.0 and 1.0] because
866 * Shader Model 1.x pixel shaders are clamped to that range negative values are used occasionally,
867 * for example by our d3d9 test. So to get negative values scale -1;1 to 0;1 and undo that in the
868 * shader(it is free). This might potentially reduce precision. However, if the hardware does
869 * support proper floats it shouldn't, and if it doesn't we can't get anything better anyway
871 mat[0][0] = (mat[0][0] + 1.0f) * 0.5f;
872 mat[1][0] = (mat[1][0] + 1.0f) * 0.5f;
873 mat[0][1] = (mat[0][1] + 1.0f) * 0.5f;
874 mat[1][1] = (mat[1][1] + 1.0f) * 0.5f;
875 GL_EXTCALL(glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), (float *) mat));
876 checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), mat)");
879 static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
881 if(!isStateDirty(context, STATE_PIXELSHADER)) {
882 set_tex_op_atifs(state, stateblock, context);
886 static void atifs_apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
888 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
889 BOOL use_vshader = use_vs(stateblock);
891 context->last_was_pshader = use_ps(stateblock);
892 /* The ATIFS code does not support pixel shaders currently, but we have to provide a state handler
893 * to call shader_select to select a vertex shader if one is applied because the vertex shader state
894 * may defer calling the shader backend if the pshader state is dirty.
896 * In theory the application should not be able to mark the pixel shader dirty because it cannot
897 * create a shader, and thus has no way to set the state to something != NULL. However, a different
898 * pipeline part may link a different state to its pixelshader handler, thus a pshader state exists
899 * and can be dirtified. Also the pshader is always dirtified at startup, and blitting disables all
900 * shaders and dirtifies all shader states. If atifs can deal with this it keeps the rest of the code
901 * simpler.
903 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
904 device->shader_backend->shader_select(context, FALSE, use_vshader);
906 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && use_vshader) {
907 device->StateTable[STATE_VERTEXSHADERCONSTANT].apply(STATE_VERTEXSHADERCONSTANT, stateblock, context);
912 #undef GLINFO_LOCATION
914 static const struct StateEntryTemplate atifs_fragmentstate_template[] = {
915 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor_atifs }, WINED3D_GL_EXT_NONE },
916 {STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
917 {STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
918 {STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
919 {STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
920 {STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
921 {STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
922 {STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
923 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
924 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
925 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
926 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
927 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
928 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
929 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
930 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
931 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
932 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
933 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
934 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
935 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
936 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
937 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
938 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
939 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
940 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
941 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
942 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
943 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
944 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
945 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
946 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
947 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
948 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
949 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
950 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
951 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
952 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
953 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
954 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
955 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
956 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
957 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
958 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
959 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
960 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
961 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
962 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
963 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
964 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
965 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
966 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
967 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
968 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
969 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
970 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
971 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
972 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
973 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
974 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
975 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
976 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
977 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
978 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
979 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
980 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
981 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
982 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
983 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
984 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
985 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
986 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
987 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
988 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
989 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
990 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
991 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
992 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
993 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
994 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
995 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
996 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
997 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
998 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
999 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
1000 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
1001 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
1002 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
1003 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
1004 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
1005 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
1006 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
1007 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
1008 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
1009 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
1010 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
1011 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
1012 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
1013 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
1014 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
1015 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
1016 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
1017 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
1018 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
1019 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
1020 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
1021 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
1022 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
1023 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
1024 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
1025 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
1026 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
1027 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
1028 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
1029 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
1030 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
1031 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
1032 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
1033 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
1034 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
1035 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
1036 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
1037 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
1038 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
1039 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
1040 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
1041 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
1042 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
1043 {STATE_PIXELSHADER, { STATE_PIXELSHADER, atifs_apply_pixelshader }, WINED3D_GL_EXT_NONE },
1044 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
1047 /* Context activation is done by the caller. */
1048 static void atifs_enable(IWineD3DDevice *iface, BOOL enable) {
1049 ENTER_GL();
1050 if(enable) {
1051 glEnable(GL_FRAGMENT_SHADER_ATI);
1052 checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
1053 } else {
1054 glDisable(GL_FRAGMENT_SHADER_ATI);
1055 checkGLcall("glDisable(GL_FRAGMENT_SHADER_ATI)");
1057 LEAVE_GL();
1060 static void atifs_get_caps(WINED3DDEVTYPE devtype, const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
1062 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
1063 WINED3DTEXOPCAPS_SELECTARG1 |
1064 WINED3DTEXOPCAPS_SELECTARG2 |
1065 WINED3DTEXOPCAPS_MODULATE4X |
1066 WINED3DTEXOPCAPS_MODULATE2X |
1067 WINED3DTEXOPCAPS_MODULATE |
1068 WINED3DTEXOPCAPS_ADDSIGNED2X |
1069 WINED3DTEXOPCAPS_ADDSIGNED |
1070 WINED3DTEXOPCAPS_ADD |
1071 WINED3DTEXOPCAPS_SUBTRACT |
1072 WINED3DTEXOPCAPS_ADDSMOOTH |
1073 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
1074 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
1075 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
1076 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
1077 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
1078 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
1079 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
1080 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
1081 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
1082 WINED3DTEXOPCAPS_DOTPRODUCT3 |
1083 WINED3DTEXOPCAPS_MULTIPLYADD |
1084 WINED3DTEXOPCAPS_LERP |
1085 WINED3DTEXOPCAPS_BUMPENVMAP;
1087 /* TODO: Implement WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
1088 and WINED3DTEXOPCAPS_PREMODULATE */
1090 /* GL_ATI_fragment_shader always supports 6 textures, which was the limit on r200 cards
1091 * which this extension is exclusively focused on(later cards have GL_ARB_fragment_program).
1092 * If the current card has more than 8 fixed function textures in OpenGL's regular fixed
1093 * function pipeline then the ATI_fragment_shader backend imposes a stricter limit. This
1094 * shouldn't be too hard since Nvidia cards have a limit of 4 textures with the default ffp
1095 * pipeline, and almost all games are happy with that. We can however support up to 8
1096 * texture stages because we have a 2nd pass limit of 8 instructions, and per stage we use
1097 * only 1 instruction.
1099 * The proper fix for this is not to use GL_ATI_fragment_shader on cards newer than the
1100 * r200 series and use an ARB or GLSL shader instead
1102 caps->MaxTextureBlendStages = 8;
1103 caps->MaxSimultaneousTextures = 6;
1105 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
1108 static HRESULT atifs_alloc(IWineD3DDevice *iface) {
1109 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1110 struct atifs_private_data *priv;
1112 This->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct atifs_private_data));
1113 if(!This->fragment_priv) {
1114 ERR("Out of memory\n");
1115 return E_OUTOFMEMORY;
1117 priv = This->fragment_priv;
1118 if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
1120 ERR("Failed to initialize rbtree.\n");
1121 HeapFree(GetProcessHeap(), 0, This->fragment_priv);
1122 return E_OUTOFMEMORY;
1124 return WINED3D_OK;
1127 #define GLINFO_LOCATION This->adapter->gl_info
1128 /* Context activation is done by the caller. */
1129 static void atifs_free_ffpshader(struct wine_rb_entry *entry, void *context)
1131 IWineD3DDeviceImpl *This = context;
1132 struct atifs_ffp_desc *entry_ati = WINE_RB_ENTRY_VALUE(entry, struct atifs_ffp_desc, parent.entry);
1134 ENTER_GL();
1135 GL_EXTCALL(glDeleteFragmentShaderATI(entry_ati->shader));
1136 checkGLcall("glDeleteFragmentShaderATI(entry->shader)");
1137 HeapFree(GetProcessHeap(), 0, entry_ati);
1138 LEAVE_GL();
1141 /* Context activation is done by the caller. */
1142 static void atifs_free(IWineD3DDevice *iface) {
1143 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1144 struct atifs_private_data *priv = This->fragment_priv;
1146 wine_rb_destroy(&priv->fragment_shaders, atifs_free_ffpshader, This);
1148 HeapFree(GetProcessHeap(), 0, priv);
1149 This->fragment_priv = NULL;
1151 #undef GLINFO_LOCATION
1153 static BOOL atifs_color_fixup_supported(struct color_fixup_desc fixup)
1155 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
1157 TRACE("Checking support for fixup:\n");
1158 dump_color_fixup_desc(fixup);
1161 /* We only support sign fixup of the first two channels. */
1162 if (fixup.x_source == CHANNEL_SOURCE_X && fixup.y_source == CHANNEL_SOURCE_Y
1163 && fixup.z_source == CHANNEL_SOURCE_Z && fixup.w_source == CHANNEL_SOURCE_W
1164 && !fixup.z_sign_fixup && !fixup.w_sign_fixup)
1166 TRACE("[OK]\n");
1167 return TRUE;
1170 TRACE("[FAILED]\n");
1171 return FALSE;
1174 const struct fragment_pipeline atifs_fragment_pipeline = {
1175 atifs_enable,
1176 atifs_get_caps,
1177 atifs_alloc,
1178 atifs_free,
1179 atifs_color_fixup_supported,
1180 atifs_fragmentstate_template,
1181 TRUE /* We can disable projected textures */