d3drm: Implement IDirect3DRMMeshImpl_GetGroupMaterial.
[wine/multimedia.git] / dlls / wined3d / ati_fragment_shader.c
blobf1bf231fad3e5a391a14355e6c3aadcc203f9358
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";
194 static void wrap_op1(const struct wined3d_gl_info *gl_info, GLuint op, GLuint dst, GLuint dstMask, GLuint dstMod,
195 GLuint arg1, GLuint arg1Rep, GLuint arg1Mod)
197 if(dstMask == GL_ALPHA) {
198 TRACE("glAlphaFragmentOp1ATI(%s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst), debug_dstmod(dstMod),
199 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod));
200 GL_EXTCALL(glAlphaFragmentOp1ATI(op, dst, dstMod, arg1, arg1Rep, arg1Mod));
201 } else {
202 TRACE("glColorFragmentOp1ATI(%s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst),
203 debug_mask(dstMask), debug_dstmod(dstMod),
204 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod));
205 GL_EXTCALL(glColorFragmentOp1ATI(op, dst, dstMask, dstMod, arg1, arg1Rep, arg1Mod));
209 static void wrap_op2(const struct wined3d_gl_info *gl_info, GLuint op, GLuint dst, GLuint dstMask, GLuint dstMod,
210 GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod)
212 if(dstMask == GL_ALPHA) {
213 TRACE("glAlphaFragmentOp2ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst), debug_dstmod(dstMod),
214 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod),
215 debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod));
216 GL_EXTCALL(glAlphaFragmentOp2ATI(op, dst, dstMod, arg1, arg1Rep, arg1Mod, arg2, arg2Rep, arg2Mod));
217 } else {
218 TRACE("glColorFragmentOp2ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst),
219 debug_mask(dstMask), debug_dstmod(dstMod),
220 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod),
221 debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod));
222 GL_EXTCALL(glColorFragmentOp2ATI(op, dst, dstMask, dstMod, arg1, arg1Rep, arg1Mod, arg2, arg2Rep, arg2Mod));
226 static void wrap_op3(const struct wined3d_gl_info *gl_info, GLuint op, GLuint dst, GLuint dstMask, GLuint dstMod,
227 GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod,
228 GLuint arg3, GLuint arg3Rep, GLuint arg3Mod)
230 if(dstMask == GL_ALPHA) {
231 /* Leave some free space to fit "GL_NONE, " in to align most alpha and color op lines */
232 TRACE("glAlphaFragmentOp3ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst), debug_dstmod(dstMod),
233 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod),
234 debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod),
235 debug_register(arg3), debug_rep(arg3Rep), debug_argmod(arg3Mod));
236 GL_EXTCALL(glAlphaFragmentOp3ATI(op, dst, dstMod,
237 arg1, arg1Rep, arg1Mod,
238 arg2, arg2Rep, arg2Mod,
239 arg3, arg3Rep, arg3Mod));
240 } else {
241 TRACE("glColorFragmentOp3ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst),
242 debug_mask(dstMask), debug_dstmod(dstMod),
243 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod),
244 debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod),
245 debug_register(arg3), debug_rep(arg3Rep), debug_argmod(arg3Mod));
246 GL_EXTCALL(glColorFragmentOp3ATI(op, dst, dstMask, dstMod,
247 arg1, arg1Rep, arg1Mod,
248 arg2, arg2Rep, arg2Mod,
249 arg3, arg3Rep, arg3Mod));
253 static GLuint register_for_arg(DWORD arg, const struct wined3d_gl_info *gl_info,
254 unsigned int stage, GLuint *mod, GLuint *rep, GLuint tmparg)
256 GLenum ret;
258 if(mod) *mod = GL_NONE;
259 if(arg == ARG_UNUSED)
261 if (rep) *rep = GL_NONE;
262 return -1; /* This is the marker for unused registers */
265 switch(arg & WINED3DTA_SELECTMASK) {
266 case WINED3DTA_DIFFUSE:
267 ret = GL_PRIMARY_COLOR;
268 break;
270 case WINED3DTA_CURRENT:
271 /* Note that using GL_REG_0_ATI for the passed on register is safe because
272 * texture0 is read at stage0, so in the worst case it is read in the
273 * instruction writing to reg0. Afterwards texture0 is not used any longer.
274 * If we're reading from current
276 ret = stage ? GL_REG_0_ATI : GL_PRIMARY_COLOR;
277 break;
279 case WINED3DTA_TEXTURE:
280 ret = GL_REG_0_ATI + stage;
281 break;
283 case WINED3DTA_TFACTOR:
284 ret = ATI_FFP_CONST_TFACTOR;
285 break;
287 case WINED3DTA_SPECULAR:
288 ret = GL_SECONDARY_INTERPOLATOR_ATI;
289 break;
291 case WINED3DTA_TEMP:
292 ret = tmparg;
293 break;
295 case WINED3DTA_CONSTANT:
296 FIXME("Unhandled source argument WINED3DTA_TEMP\n");
297 ret = GL_CON_0_ATI;
298 break;
300 default:
301 FIXME("Unknown source argument %d\n", arg);
302 ret = GL_ZERO;
305 if(arg & WINED3DTA_COMPLEMENT) {
306 if(mod) *mod |= GL_COMP_BIT_ATI;
308 if(arg & WINED3DTA_ALPHAREPLICATE) {
309 if(rep) *rep = GL_ALPHA;
310 } else {
311 if(rep) *rep = GL_NONE;
313 return ret;
316 static GLuint find_tmpreg(const struct texture_stage_op op[MAX_TEXTURES])
318 int lowest_read = -1;
319 int lowest_write = -1;
320 int i;
321 BOOL tex_used[MAX_TEXTURES];
323 memset(tex_used, 0, sizeof(tex_used));
324 for (i = 0; i < MAX_TEXTURES; ++i)
326 if (op[i].cop == WINED3D_TOP_DISABLE)
327 break;
329 if(lowest_read == -1 &&
330 (op[i].carg1 == WINED3DTA_TEMP || op[i].carg2 == WINED3DTA_TEMP || op[i].carg0 == WINED3DTA_TEMP ||
331 op[i].aarg1 == WINED3DTA_TEMP || op[i].aarg2 == WINED3DTA_TEMP || op[i].aarg0 == WINED3DTA_TEMP)) {
332 lowest_read = i;
335 if(lowest_write == -1 && op[i].dst == tempreg) {
336 lowest_write = i;
339 if(op[i].carg1 == WINED3DTA_TEXTURE || op[i].carg2 == WINED3DTA_TEXTURE || op[i].carg0 == WINED3DTA_TEXTURE ||
340 op[i].aarg1 == WINED3DTA_TEXTURE || op[i].aarg2 == WINED3DTA_TEXTURE || op[i].aarg0 == WINED3DTA_TEXTURE) {
341 tex_used[i] = TRUE;
345 /* Temp reg not read? We don't need it, return GL_NONE */
346 if(lowest_read == -1) return GL_NONE;
348 if(lowest_write >= lowest_read) {
349 FIXME("Temp register read before being written\n");
352 if(lowest_write == -1) {
353 /* This needs a test. Maybe we are supposed to return 0.0/0.0/0.0/0.0, or fail drawprim, or whatever */
354 FIXME("Temp register read without being written\n");
355 return GL_REG_1_ATI;
356 } else if(lowest_write >= 1) {
357 /* If we're writing to the temp reg at earliest in stage 1, we can use register 1 for the temp result.
358 * there may be texture data stored in reg 1, but we do not need it any longer since stage 1 already
359 * read it
361 return GL_REG_1_ATI;
362 } else {
363 /* Search for a free texture register. We have 6 registers available. GL_REG_0_ATI is already used
364 * for the regular result
366 for(i = 1; i < 6; i++) {
367 if(!tex_used[i]) {
368 return GL_REG_0_ATI + i;
371 /* What to do here? Report it in ValidateDevice? */
372 FIXME("Could not find a register for the temporary register\n");
373 return 0;
377 static GLuint gen_ati_shader(const struct texture_stage_op op[MAX_TEXTURES], const struct wined3d_gl_info *gl_info)
379 GLuint ret = GL_EXTCALL(glGenFragmentShadersATI(1));
380 unsigned int stage;
381 GLuint arg0, arg1, arg2, extrarg;
382 GLuint dstmod, argmod0, argmod1, argmod2, argmodextra;
383 GLuint rep0, rep1, rep2;
384 GLuint swizzle;
385 GLuint tmparg = find_tmpreg(op);
386 GLuint dstreg;
388 if(!ret) {
389 ERR("Failed to generate a GL_ATI_fragment_shader shader id\n");
390 return 0;
392 GL_EXTCALL(glBindFragmentShaderATI(ret));
393 checkGLcall("GL_EXTCALL(glBindFragmentShaderATI(ret))");
395 TRACE("glBeginFragmentShaderATI()\n");
396 GL_EXTCALL(glBeginFragmentShaderATI());
397 checkGLcall("GL_EXTCALL(glBeginFragmentShaderATI())");
399 /* Pass 1: Generate sampling instructions for perturbation maps */
400 for (stage = 0; stage < gl_info->limits.textures; ++stage)
402 if (op[stage].cop == WINED3D_TOP_DISABLE)
403 break;
404 if (op[stage].cop != WINED3D_TOP_BUMPENVMAP
405 && op[stage].cop != WINED3D_TOP_BUMPENVMAP_LUMINANCE)
406 continue;
408 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, GL_SWIZZLE_STR_ATI)\n",
409 stage, stage);
410 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
411 GL_TEXTURE0_ARB + stage,
412 GL_SWIZZLE_STR_ATI));
413 if(op[stage + 1].projected == proj_none) {
414 swizzle = GL_SWIZZLE_STR_ATI;
415 } else if(op[stage + 1].projected == proj_count4) {
416 swizzle = GL_SWIZZLE_STQ_DQ_ATI;
417 } else {
418 swizzle = GL_SWIZZLE_STR_DR_ATI;
420 TRACE("glPassTexCoordATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, %s)\n",
421 stage + 1, stage + 1, debug_swizzle(swizzle));
422 GL_EXTCALL(glPassTexCoordATI(GL_REG_0_ATI + stage + 1,
423 GL_TEXTURE0_ARB + stage + 1,
424 swizzle));
427 /* Pass 2: Generate perturbation calculations */
428 for (stage = 0; stage < gl_info->limits.textures; ++stage)
430 GLuint argmodextra_x, argmodextra_y;
431 struct color_fixup_desc fixup;
433 if (op[stage].cop == WINED3D_TOP_DISABLE)
434 break;
435 if (op[stage].cop != WINED3D_TOP_BUMPENVMAP
436 && op[stage].cop != WINED3D_TOP_BUMPENVMAP_LUMINANCE)
437 continue;
439 fixup = op[stage].color_fixup;
440 if (fixup.x_source != CHANNEL_SOURCE_X || fixup.y_source != CHANNEL_SOURCE_Y)
442 FIXME("Swizzles not implemented\n");
443 argmodextra_x = GL_NONE;
444 argmodextra_y = GL_NONE;
446 else
448 /* Nice thing, we get the color correction for free :-) */
449 argmodextra_x = fixup.x_sign_fixup ? GL_2X_BIT_ATI | GL_BIAS_BIT_ATI : GL_NONE;
450 argmodextra_y = fixup.y_sign_fixup ? GL_2X_BIT_ATI | GL_BIAS_BIT_ATI : GL_NONE;
453 wrap_op3(gl_info, GL_DOT2_ADD_ATI, GL_REG_0_ATI + stage + 1, GL_RED_BIT_ATI, GL_NONE,
454 GL_REG_0_ATI + stage, GL_NONE, argmodextra_x,
455 ATI_FFP_CONST_BUMPMAT(stage), GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI,
456 GL_REG_0_ATI + stage + 1, GL_RED, GL_NONE);
458 /* Don't use GL_DOT2_ADD_ATI here because we cannot configure it to read the blue and alpha
459 * component of the bump matrix. Instead do this with two MADs:
461 * coord.a = tex.r * bump.b + coord.g
462 * coord.g = tex.g * bump.a + coord.a
464 * The first instruction writes to alpha so it can be coissued with the above DOT2_ADD.
465 * coord.a is unused. If the perturbed texture is projected, this was already handled
466 * in the glPassTexCoordATI above.
468 wrap_op3(gl_info, GL_MAD_ATI, GL_REG_0_ATI + stage + 1, GL_ALPHA, GL_NONE,
469 GL_REG_0_ATI + stage, GL_RED, argmodextra_y,
470 ATI_FFP_CONST_BUMPMAT(stage), GL_BLUE, GL_NONE,
471 GL_REG_0_ATI + stage + 1, GL_GREEN, GL_NONE);
472 wrap_op3(gl_info, GL_MAD_ATI, GL_REG_0_ATI + stage + 1, GL_GREEN_BIT_ATI, GL_NONE,
473 GL_REG_0_ATI + stage, GL_GREEN, argmodextra_y,
474 ATI_FFP_CONST_BUMPMAT(stage), GL_ALPHA, GL_NONE,
475 GL_REG_0_ATI + stage + 1, GL_ALPHA, GL_NONE);
478 /* Pass 3: Generate sampling instructions for regular textures */
479 for (stage = 0; stage < gl_info->limits.textures; ++stage)
481 if (op[stage].cop == WINED3D_TOP_DISABLE)
482 break;
484 if(op[stage].projected == proj_none) {
485 swizzle = GL_SWIZZLE_STR_ATI;
486 } else if(op[stage].projected == proj_count3) {
487 swizzle = GL_SWIZZLE_STR_DR_ATI;
488 } else {
489 swizzle = GL_SWIZZLE_STQ_DQ_ATI;
492 if ((op[stage].carg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
493 || (op[stage].carg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
494 || (op[stage].carg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
495 || (op[stage].aarg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
496 || (op[stage].aarg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
497 || (op[stage].aarg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
498 || op[stage].cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA)
500 if (stage > 0
501 && (op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP
502 || op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE))
504 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_REG_%d_ATI, GL_SWIZZLE_STR_ATI)\n",
505 stage, stage);
506 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
507 GL_REG_0_ATI + stage,
508 GL_SWIZZLE_STR_ATI));
509 } else {
510 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, %s)\n",
511 stage, stage, debug_swizzle(swizzle));
512 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
513 GL_TEXTURE0_ARB + stage,
514 swizzle));
519 /* Pass 4: Generate the arithmetic instructions */
520 for (stage = 0; stage < MAX_TEXTURES; ++stage)
522 if (op[stage].cop == WINED3D_TOP_DISABLE)
524 if (!stage)
526 /* Handle complete texture disabling gracefully */
527 wrap_op1(gl_info, GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE,
528 GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
529 wrap_op1(gl_info, GL_MOV_ATI, GL_REG_0_ATI, GL_ALPHA, GL_NONE,
530 GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
532 break;
535 if(op[stage].dst == tempreg) {
536 /* If we're writing to D3DTA_TEMP, but never reading from it we don't have to write there in the first place.
537 * skip the entire stage, this saves some GPU time
539 if(tmparg == GL_NONE) continue;
541 dstreg = tmparg;
542 } else {
543 dstreg = GL_REG_0_ATI;
546 arg0 = register_for_arg(op[stage].carg0, gl_info, stage, &argmod0, &rep0, tmparg);
547 arg1 = register_for_arg(op[stage].carg1, gl_info, stage, &argmod1, &rep1, tmparg);
548 arg2 = register_for_arg(op[stage].carg2, gl_info, stage, &argmod2, &rep2, tmparg);
549 dstmod = GL_NONE;
550 argmodextra = GL_NONE;
551 extrarg = GL_NONE;
553 switch (op[stage].cop)
555 case WINED3D_TOP_SELECT_ARG2:
556 arg1 = arg2;
557 argmod1 = argmod2;
558 rep1 = rep2;
559 /* fall through */
560 case WINED3D_TOP_SELECT_ARG1:
561 wrap_op1(gl_info, GL_MOV_ATI, dstreg, GL_NONE, GL_NONE,
562 arg1, rep1, argmod1);
563 break;
565 case WINED3D_TOP_MODULATE_4X:
566 if(dstmod == GL_NONE) dstmod = GL_4X_BIT_ATI;
567 /* fall through */
568 case WINED3D_TOP_MODULATE_2X:
569 if(dstmod == GL_NONE) dstmod = GL_2X_BIT_ATI;
570 dstmod |= GL_SATURATE_BIT_ATI;
571 /* fall through */
572 case WINED3D_TOP_MODULATE:
573 wrap_op2(gl_info, GL_MUL_ATI, dstreg, GL_NONE, dstmod,
574 arg1, rep1, argmod1,
575 arg2, rep2, argmod2);
576 break;
578 case WINED3D_TOP_ADD_SIGNED_2X:
579 dstmod = GL_2X_BIT_ATI;
580 /* fall through */
581 case WINED3D_TOP_ADD_SIGNED:
582 argmodextra = GL_BIAS_BIT_ATI;
583 /* fall through */
584 case WINED3D_TOP_ADD:
585 dstmod |= GL_SATURATE_BIT_ATI;
586 wrap_op2(gl_info, GL_ADD_ATI, GL_REG_0_ATI, GL_NONE, dstmod,
587 arg1, rep1, argmod1,
588 arg2, rep2, argmodextra | argmod2);
589 break;
591 case WINED3D_TOP_SUBTRACT:
592 dstmod |= GL_SATURATE_BIT_ATI;
593 wrap_op2(gl_info, GL_SUB_ATI, dstreg, GL_NONE, dstmod,
594 arg1, rep1, argmod1,
595 arg2, rep2, argmod2);
596 break;
598 case WINED3D_TOP_ADD_SMOOTH:
599 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
600 /* Dst = arg1 + * arg2(1 -arg 1)
601 * = arg2 * (1 - arg1) + arg1
603 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
604 arg2, rep2, argmod2,
605 arg1, rep1, argmodextra,
606 arg1, rep1, argmod1);
607 break;
609 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
610 if (extrarg == GL_NONE)
611 extrarg = register_for_arg(WINED3DTA_CURRENT, gl_info, stage, NULL, NULL, -1);
612 /* fall through */
613 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
614 if (extrarg == GL_NONE)
615 extrarg = register_for_arg(WINED3DTA_TFACTOR, gl_info, stage, NULL, NULL, -1);
616 /* fall through */
617 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
618 if (extrarg == GL_NONE)
619 extrarg = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
620 /* fall through */
621 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
622 if (extrarg == GL_NONE)
623 extrarg = register_for_arg(WINED3DTA_DIFFUSE, gl_info, stage, NULL, NULL, -1);
624 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_NONE, GL_NONE,
625 extrarg, GL_ALPHA, GL_NONE,
626 arg1, rep1, argmod1,
627 arg2, rep2, argmod2);
628 break;
630 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
631 arg0 = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
632 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_NONE,
633 arg2, rep2, argmod2,
634 arg0, GL_ALPHA, GL_COMP_BIT_ATI,
635 arg1, rep1, argmod1);
636 break;
638 /* D3DTOP_PREMODULATE ???? */
640 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
641 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
642 /* fall through */
643 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
644 if (!argmodextra)
645 argmodextra = argmod1;
646 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
647 arg2, rep2, argmod2,
648 arg1, GL_ALPHA, argmodextra,
649 arg1, rep1, argmod1);
650 break;
652 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
653 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
654 /* fall through */
655 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
656 if (!argmodextra)
657 argmodextra = argmod1;
658 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
659 arg2, rep2, argmod2,
660 arg1, rep1, argmodextra,
661 arg1, GL_ALPHA, argmod1);
662 break;
664 case WINED3D_TOP_DOTPRODUCT3:
665 wrap_op2(gl_info, GL_DOT3_ATI, dstreg, GL_NONE, GL_4X_BIT_ATI | GL_SATURATE_BIT_ATI,
666 arg1, rep1, argmod1 | GL_BIAS_BIT_ATI,
667 arg2, rep2, argmod2 | GL_BIAS_BIT_ATI);
668 break;
670 case WINED3D_TOP_MULTIPLY_ADD:
671 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
672 arg1, rep1, argmod1,
673 arg2, rep2, argmod2,
674 arg0, rep0, argmod0);
675 break;
677 case WINED3D_TOP_LERP:
678 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_NONE, GL_NONE,
679 arg0, rep0, argmod0,
680 arg1, rep1, argmod1,
681 arg2, rep2, argmod2);
682 break;
684 case WINED3D_TOP_BUMPENVMAP:
685 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
686 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
687 break;
689 default: FIXME("Unhandled color operation %d on stage %d\n", op[stage].cop, stage);
692 arg0 = register_for_arg(op[stage].aarg0, gl_info, stage, &argmod0, NULL, tmparg);
693 arg1 = register_for_arg(op[stage].aarg1, gl_info, stage, &argmod1, NULL, tmparg);
694 arg2 = register_for_arg(op[stage].aarg2, gl_info, stage, &argmod2, NULL, tmparg);
695 dstmod = GL_NONE;
696 argmodextra = GL_NONE;
697 extrarg = GL_NONE;
699 switch (op[stage].aop)
701 case WINED3D_TOP_DISABLE:
702 /* Get the primary color to the output if on stage 0, otherwise leave register 0 untouched */
703 if (!stage)
705 wrap_op1(gl_info, GL_MOV_ATI, GL_REG_0_ATI, GL_ALPHA, GL_NONE,
706 GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
708 break;
710 case WINED3D_TOP_SELECT_ARG2:
711 arg1 = arg2;
712 argmod1 = argmod2;
713 /* fall through */
714 case WINED3D_TOP_SELECT_ARG1:
715 wrap_op1(gl_info, GL_MOV_ATI, dstreg, GL_ALPHA, GL_NONE,
716 arg1, GL_NONE, argmod1);
717 break;
719 case WINED3D_TOP_MODULATE_4X:
720 if (dstmod == GL_NONE)
721 dstmod = GL_4X_BIT_ATI;
722 /* fall through */
723 case WINED3D_TOP_MODULATE_2X:
724 if (dstmod == GL_NONE)
725 dstmod = GL_2X_BIT_ATI;
726 dstmod |= GL_SATURATE_BIT_ATI;
727 /* fall through */
728 case WINED3D_TOP_MODULATE:
729 wrap_op2(gl_info, GL_MUL_ATI, dstreg, GL_ALPHA, dstmod,
730 arg1, GL_NONE, argmod1,
731 arg2, GL_NONE, argmod2);
732 break;
734 case WINED3D_TOP_ADD_SIGNED_2X:
735 dstmod = GL_2X_BIT_ATI;
736 /* fall through */
737 case WINED3D_TOP_ADD_SIGNED:
738 argmodextra = GL_BIAS_BIT_ATI;
739 /* fall through */
740 case WINED3D_TOP_ADD:
741 dstmod |= GL_SATURATE_BIT_ATI;
742 wrap_op2(gl_info, GL_ADD_ATI, dstreg, GL_ALPHA, dstmod,
743 arg1, GL_NONE, argmod1,
744 arg2, GL_NONE, argmodextra | argmod2);
745 break;
747 case WINED3D_TOP_SUBTRACT:
748 dstmod |= GL_SATURATE_BIT_ATI;
749 wrap_op2(gl_info, GL_SUB_ATI, dstreg, GL_ALPHA, dstmod,
750 arg1, GL_NONE, argmod1,
751 arg2, GL_NONE, argmod2);
752 break;
754 case WINED3D_TOP_ADD_SMOOTH:
755 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
756 /* Dst = arg1 + * arg2(1 -arg 1)
757 * = arg2 * (1 - arg1) + arg1
759 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_ALPHA, GL_SATURATE_BIT_ATI,
760 arg2, GL_NONE, argmod2,
761 arg1, GL_NONE, argmodextra,
762 arg1, GL_NONE, argmod1);
763 break;
765 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
766 if (extrarg == GL_NONE)
767 extrarg = register_for_arg(WINED3DTA_CURRENT, gl_info, stage, NULL, NULL, -1);
768 /* fall through */
769 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
770 if (extrarg == GL_NONE)
771 extrarg = register_for_arg(WINED3DTA_TFACTOR, gl_info, stage, NULL, NULL, -1);
772 /* fall through */
773 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
774 if (extrarg == GL_NONE)
775 extrarg = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
776 /* fall through */
777 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
778 if (extrarg == GL_NONE)
779 extrarg = register_for_arg(WINED3DTA_DIFFUSE, gl_info, stage, NULL, NULL, -1);
780 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_ALPHA, GL_NONE,
781 extrarg, GL_ALPHA, GL_NONE,
782 arg1, GL_NONE, argmod1,
783 arg2, GL_NONE, argmod2);
784 break;
786 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
787 arg0 = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
788 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_ALPHA, GL_NONE,
789 arg2, GL_NONE, argmod2,
790 arg0, GL_ALPHA, GL_COMP_BIT_ATI,
791 arg1, GL_NONE, argmod1);
792 break;
794 /* D3DTOP_PREMODULATE ???? */
796 case WINED3D_TOP_DOTPRODUCT3:
797 wrap_op2(gl_info, GL_DOT3_ATI, dstreg, GL_ALPHA, GL_4X_BIT_ATI | GL_SATURATE_BIT_ATI,
798 arg1, GL_NONE, argmod1 | GL_BIAS_BIT_ATI,
799 arg2, GL_NONE, argmod2 | GL_BIAS_BIT_ATI);
800 break;
802 case WINED3D_TOP_MULTIPLY_ADD:
803 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_ALPHA, GL_SATURATE_BIT_ATI,
804 arg1, GL_NONE, argmod1,
805 arg2, GL_NONE, argmod2,
806 arg0, GL_NONE, argmod0);
807 break;
809 case WINED3D_TOP_LERP:
810 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_ALPHA, GL_SATURATE_BIT_ATI,
811 arg1, GL_NONE, argmod1,
812 arg2, GL_NONE, argmod2,
813 arg0, GL_NONE, argmod0);
814 break;
816 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
817 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
818 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
819 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
820 case WINED3D_TOP_BUMPENVMAP:
821 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
822 ERR("Application uses an invalid alpha operation\n");
823 break;
825 default: FIXME("Unhandled alpha operation %d on stage %d\n", op[stage].aop, stage);
829 TRACE("glEndFragmentShaderATI()\n");
830 GL_EXTCALL(glEndFragmentShaderATI());
831 checkGLcall("GL_EXTCALL(glEndFragmentShaderATI())");
832 return ret;
835 static void set_tex_op_atifs(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
837 const struct wined3d_device *device = context->swapchain->device;
838 const struct wined3d_gl_info *gl_info = context->gl_info;
839 const struct atifs_ffp_desc *desc;
840 struct ffp_frag_settings settings;
841 struct atifs_private_data *priv = device->fragment_priv;
842 DWORD mapped_stage;
843 unsigned int i;
845 gen_ffp_frag_op(device, state, &settings, TRUE);
846 desc = (const struct atifs_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
847 if(!desc) {
848 struct atifs_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
849 if (!new_desc)
851 ERR("Out of memory\n");
852 return;
854 new_desc->num_textures_used = 0;
855 for (i = 0; i < gl_info->limits.texture_stages; ++i)
857 if (settings.op[i].cop == WINED3D_TOP_DISABLE)
858 break;
859 new_desc->num_textures_used = i;
862 memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
863 new_desc->shader = gen_ati_shader(settings.op, gl_info);
864 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
865 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
866 desc = new_desc;
869 /* GL_ATI_fragment_shader depends on the GL_TEXTURE_xD enable settings. Update the texture stages
870 * used by this shader
872 for (i = 0; i < desc->num_textures_used; ++i)
874 mapped_stage = device->texUnitMap[i];
875 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
877 context_active_texture(context, gl_info, mapped_stage);
878 texture_activate_dimensions(state->textures[i], gl_info);
882 GL_EXTCALL(glBindFragmentShaderATI(desc->shader));
885 static void state_texfactor_atifs(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
887 const struct wined3d_gl_info *gl_info = context->gl_info;
888 float col[4];
890 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
891 GL_EXTCALL(glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR, col));
892 checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR, col)");
895 static void set_bumpmat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
897 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
898 const struct wined3d_gl_info *gl_info = context->gl_info;
899 float mat[2][2];
901 mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]);
902 mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]);
903 mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]);
904 mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]);
905 /* GL_ATI_fragment_shader allows only constants from 0.0 to 1.0, but the bumpmat
906 * constants can be in any range. While they should stay between [-1.0 and 1.0] because
907 * Shader Model 1.x pixel shaders are clamped to that range negative values are used occasionally,
908 * for example by our d3d9 test. So to get negative values scale -1;1 to 0;1 and undo that in the
909 * shader(it is free). This might potentially reduce precision. However, if the hardware does
910 * support proper floats it shouldn't, and if it doesn't we can't get anything better anyway
912 mat[0][0] = (mat[0][0] + 1.0f) * 0.5f;
913 mat[1][0] = (mat[1][0] + 1.0f) * 0.5f;
914 mat[0][1] = (mat[0][1] + 1.0f) * 0.5f;
915 mat[1][1] = (mat[1][1] + 1.0f) * 0.5f;
916 GL_EXTCALL(glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), (float *) mat));
917 checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), mat)");
920 static void textransform(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
922 if (!isStateDirty(context, STATE_PIXELSHADER))
923 set_tex_op_atifs(context, state, state_id);
926 static void atifs_apply_pixelshader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
928 const struct wined3d_device *device = context->swapchain->device;
929 BOOL use_vshader = use_vs(state);
931 context->last_was_pshader = use_ps(state);
932 /* The ATIFS code does not support pixel shaders currently, but we have to
933 * provide a state handler to call shader_select to select a vertex shader
934 * if one is applied because the vertex shader state may defer calling the
935 * shader backend if the pshader state is dirty.
937 * In theory the application should not be able to mark the pixel shader
938 * dirty because it cannot create a shader, and thus has no way to set the
939 * state to something != NULL. However, a different pipeline part may link
940 * a different state to its pixelshader handler, thus a pshader state
941 * exists and can be dirtified. Also the pshader is always dirtified at
942 * startup, and blitting disables all shaders and dirtifies all shader
943 * states. If atifs can deal with this it keeps the rest of the code
944 * simpler. */
945 if (!isStateDirty(context, context->state_table[STATE_VSHADER].representative))
947 device->shader_backend->shader_select(context, FALSE, use_vshader);
949 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && use_vshader)
950 context_apply_state(context, state, STATE_VERTEXSHADERCONSTANT);
954 static void atifs_srgbwriteenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
956 if (state->render_states[WINED3D_RS_SRGBWRITEENABLE])
957 WARN("sRGB writes are not supported by this fragment pipe.\n");
960 static const struct StateEntryTemplate atifs_fragmentstate_template[] = {
961 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor_atifs }, WINED3D_GL_EXT_NONE },
962 {STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
963 {STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
964 {STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
965 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
966 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
967 {STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
968 {STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
969 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), atifs_srgbwriteenable }, WINED3D_GL_EXT_NONE },
970 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
971 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
972 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
973 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
974 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
975 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
976 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
977 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
978 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
979 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
980 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
981 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
982 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
983 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
984 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
985 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
986 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
987 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
988 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
989 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
990 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
991 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
992 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
993 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
994 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
995 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
996 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
997 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
998 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
999 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1000 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1001 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1002 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1003 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1004 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1005 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
1006 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1007 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1008 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1009 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1010 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1011 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1012 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1013 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1014 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1015 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1016 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1017 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1018 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
1019 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1020 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1021 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1022 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1023 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1024 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1025 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1026 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1027 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1028 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1029 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1030 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1031 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
1032 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1033 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1034 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1035 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1036 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1037 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1038 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1039 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1040 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1041 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1042 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1043 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1044 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
1045 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1046 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1047 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1048 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1049 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1050 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1051 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1052 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1053 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1054 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1055 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1056 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1057 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
1058 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1059 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1060 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1061 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1062 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1063 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1064 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1065 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1066 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1067 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1068 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1069 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
1070 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
1071 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1072 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1073 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1074 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
1075 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
1076 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
1077 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
1078 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
1079 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
1080 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
1081 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
1082 {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
1083 {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
1084 {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
1085 {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
1086 {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
1087 {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
1088 {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
1089 {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
1090 {STATE_PIXELSHADER, { STATE_PIXELSHADER, atifs_apply_pixelshader }, WINED3D_GL_EXT_NONE },
1091 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
1094 /* Context activation and GL locking are done by the caller. */
1095 static void atifs_enable(BOOL enable)
1097 if(enable) {
1098 glEnable(GL_FRAGMENT_SHADER_ATI);
1099 checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
1100 } else {
1101 glDisable(GL_FRAGMENT_SHADER_ATI);
1102 checkGLcall("glDisable(GL_FRAGMENT_SHADER_ATI)");
1106 static void atifs_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
1108 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
1109 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
1110 WINED3DTEXOPCAPS_SELECTARG1 |
1111 WINED3DTEXOPCAPS_SELECTARG2 |
1112 WINED3DTEXOPCAPS_MODULATE4X |
1113 WINED3DTEXOPCAPS_MODULATE2X |
1114 WINED3DTEXOPCAPS_MODULATE |
1115 WINED3DTEXOPCAPS_ADDSIGNED2X |
1116 WINED3DTEXOPCAPS_ADDSIGNED |
1117 WINED3DTEXOPCAPS_ADD |
1118 WINED3DTEXOPCAPS_SUBTRACT |
1119 WINED3DTEXOPCAPS_ADDSMOOTH |
1120 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
1121 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
1122 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
1123 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
1124 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
1125 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
1126 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
1127 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
1128 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
1129 WINED3DTEXOPCAPS_DOTPRODUCT3 |
1130 WINED3DTEXOPCAPS_MULTIPLYADD |
1131 WINED3DTEXOPCAPS_LERP |
1132 WINED3DTEXOPCAPS_BUMPENVMAP;
1134 /* TODO: Implement WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
1135 and WINED3DTEXOPCAPS_PREMODULATE */
1137 /* GL_ATI_fragment_shader always supports 6 textures, which was the limit on r200 cards
1138 * which this extension is exclusively focused on(later cards have GL_ARB_fragment_program).
1139 * If the current card has more than 8 fixed function textures in OpenGL's regular fixed
1140 * function pipeline then the ATI_fragment_shader backend imposes a stricter limit. This
1141 * shouldn't be too hard since Nvidia cards have a limit of 4 textures with the default ffp
1142 * pipeline, and almost all games are happy with that. We can however support up to 8
1143 * texture stages because we have a 2nd pass limit of 8 instructions, and per stage we use
1144 * only 1 instruction.
1146 * The proper fix for this is not to use GL_ATI_fragment_shader on cards newer than the
1147 * r200 series and use an ARB or GLSL shader instead
1149 caps->MaxTextureBlendStages = 8;
1150 caps->MaxSimultaneousTextures = 6;
1153 static HRESULT atifs_alloc(struct wined3d_device *device)
1155 struct atifs_private_data *priv;
1157 device->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct atifs_private_data));
1158 if (!device->fragment_priv)
1160 ERR("Out of memory\n");
1161 return E_OUTOFMEMORY;
1163 priv = device->fragment_priv;
1164 if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
1166 ERR("Failed to initialize rbtree.\n");
1167 HeapFree(GetProcessHeap(), 0, device->fragment_priv);
1168 return E_OUTOFMEMORY;
1170 return WINED3D_OK;
1173 /* Context activation is done by the caller. */
1174 static void atifs_free_ffpshader(struct wine_rb_entry *entry, void *context)
1176 struct wined3d_device *device = context;
1177 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1178 struct atifs_ffp_desc *entry_ati = WINE_RB_ENTRY_VALUE(entry, struct atifs_ffp_desc, parent.entry);
1180 ENTER_GL();
1181 GL_EXTCALL(glDeleteFragmentShaderATI(entry_ati->shader));
1182 checkGLcall("glDeleteFragmentShaderATI(entry->shader)");
1183 HeapFree(GetProcessHeap(), 0, entry_ati);
1184 LEAVE_GL();
1187 /* Context activation is done by the caller. */
1188 static void atifs_free(struct wined3d_device *device)
1190 struct atifs_private_data *priv = device->fragment_priv;
1192 wine_rb_destroy(&priv->fragment_shaders, atifs_free_ffpshader, device);
1194 HeapFree(GetProcessHeap(), 0, priv);
1195 device->fragment_priv = NULL;
1198 static BOOL atifs_color_fixup_supported(struct color_fixup_desc fixup)
1200 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
1202 TRACE("Checking support for fixup:\n");
1203 dump_color_fixup_desc(fixup);
1206 /* We only support sign fixup of the first two channels. */
1207 if (fixup.x_source == CHANNEL_SOURCE_X && fixup.y_source == CHANNEL_SOURCE_Y
1208 && fixup.z_source == CHANNEL_SOURCE_Z && fixup.w_source == CHANNEL_SOURCE_W
1209 && !fixup.z_sign_fixup && !fixup.w_sign_fixup)
1211 TRACE("[OK]\n");
1212 return TRUE;
1215 TRACE("[FAILED]\n");
1216 return FALSE;
1219 const struct fragment_pipeline atifs_fragment_pipeline = {
1220 atifs_enable,
1221 atifs_get_caps,
1222 atifs_alloc,
1223 atifs_free,
1224 atifs_color_fixup_supported,
1225 atifs_fragmentstate_template,
1226 TRUE /* We can disable projected textures */