Spelling fixes.
[wine/multimedia.git] / dlls / wined3d / ati_fragment_shader.c
blobcd5a11b1df3f499bef046ada542aa601063fd577
1 /*
2 * Fixed function pipeline replacement using GL_ATI_fragment_shader
4 * Copyright 2008 Stefan Dösinger(for CodeWeavers)
6 * This library is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU Lesser General Public
8 * License as published by the Free Software Foundation; either
9 * version 2.1 of the License, or (at your option) any later version.
11 * This library is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14 * Lesser General Public License for more details.
16 * You should have received a copy of the GNU Lesser General Public
17 * License along with this library; if not, write to the Free Software
18 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
21 #include "config.h"
23 #include <math.h>
24 #include <stdio.h>
26 #include "wined3d_private.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
30 /* Some private defines, Constant associations, etc.
31 * Env bump matrix and per stage constant should be independent,
32 * a stage that bump maps can't read the per state constant
34 #define ATI_FFP_CONST_BUMPMAT(i) (GL_CON_0_ATI + i)
35 #define ATI_FFP_CONST_CONSTANT0 GL_CON_0_ATI
36 #define ATI_FFP_CONST_CONSTANT1 GL_CON_1_ATI
37 #define ATI_FFP_CONST_CONSTANT2 GL_CON_2_ATI
38 #define ATI_FFP_CONST_CONSTANT3 GL_CON_3_ATI
39 #define ATI_FFP_CONST_CONSTANT4 GL_CON_4_ATI
40 #define ATI_FFP_CONST_CONSTANT5 GL_CON_5_ATI
41 #define ATI_FFP_CONST_TFACTOR GL_CON_6_ATI
43 /* GL_ATI_fragment_shader specific fixed function pipeline description. "Inherits" from the common one */
44 struct atifs_ffp_desc
46 struct ffp_desc parent;
47 GLuint shader;
50 struct atifs_private_data
52 struct shader_arb_priv parent;
53 struct list fragment_shaders; /* A linked list to track fragment pipeline replacement shaders */
57 static const char *debug_dstmod(GLuint mod) {
58 switch(mod) {
59 case GL_NONE: return "GL_NONE";
60 case GL_2X_BIT_ATI: return "GL_2X_BIT_ATI";
61 case GL_4X_BIT_ATI: return "GL_4X_BIT_ATI";
62 case GL_8X_BIT_ATI: return "GL_8X_BIT_ATI";
63 case GL_HALF_BIT_ATI: return "GL_HALF_BIT_ATI";
64 case GL_QUARTER_BIT_ATI: return "GL_QUARTER_BIT_ATI";
65 case GL_EIGHTH_BIT_ATI: return "GL_EIGHTH_BIT_ATI";
66 case GL_SATURATE_BIT_ATI: return "GL_SATURATE_BIT_ATI";
67 default: return "Unexpected modifier\n";
71 static const char *debug_argmod(GLuint mod) {
72 switch(mod) {
73 case GL_NONE:
74 return "GL_NONE";
76 case GL_2X_BIT_ATI:
77 return "GL_2X_BIT_ATI";
78 case GL_COMP_BIT_ATI:
79 return "GL_COMP_BIT_ATI";
80 case GL_NEGATE_BIT_ATI:
81 return "GL_NEGATE_BIT_ATI";
82 case GL_BIAS_BIT_ATI:
83 return "GL_BIAS_BIT_ATI";
85 case GL_2X_BIT_ATI | GL_COMP_BIT_ATI:
86 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI";
87 case GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI:
88 return "GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI";
89 case GL_2X_BIT_ATI | GL_BIAS_BIT_ATI:
90 return "GL_2X_BIT_ATI | GL_BIAS_BIT_ATI";
91 case GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI:
92 return "GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI";
93 case GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI:
94 return "GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI";
95 case GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
96 return "GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
98 case GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
99 return "GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
100 case GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
101 return "GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
102 case GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI:
103 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI";
104 case GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI:
105 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI";
107 case GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
108 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
110 default:
111 return "Unexpected argmod combination\n";
114 static const char *debug_register(GLuint reg) {
115 switch(reg) {
116 case GL_REG_0_ATI: return "GL_REG_0_ATI";
117 case GL_REG_1_ATI: return "GL_REG_1_ATI";
118 case GL_REG_2_ATI: return "GL_REG_2_ATI";
119 case GL_REG_3_ATI: return "GL_REG_3_ATI";
120 case GL_REG_4_ATI: return "GL_REG_4_ATI";
121 case GL_REG_5_ATI: return "GL_REG_5_ATI";
123 case GL_CON_0_ATI: return "GL_CON_0_ATI";
124 case GL_CON_1_ATI: return "GL_CON_1_ATI";
125 case GL_CON_2_ATI: return "GL_CON_2_ATI";
126 case GL_CON_3_ATI: return "GL_CON_3_ATI";
127 case GL_CON_4_ATI: return "GL_CON_4_ATI";
128 case GL_CON_5_ATI: return "GL_CON_5_ATI";
129 case GL_CON_6_ATI: return "GL_CON_6_ATI";
130 case GL_CON_7_ATI: return "GL_CON_7_ATI";
132 case GL_ZERO: return "GL_ZERO";
133 case GL_ONE: return "GL_ONE";
134 case GL_PRIMARY_COLOR: return "GL_PRIMARY_COLOR";
135 case GL_SECONDARY_INTERPOLATOR_ATI: return "GL_SECONDARY_INTERPOLATOR_ATI";
137 default: return "Unknown register\n";
141 static const char *debug_swizzle(GLuint swizzle) {
142 switch(swizzle) {
143 case GL_SWIZZLE_STR_ATI: return "GL_SWIZZLE_STR_ATI";
144 case GL_SWIZZLE_STQ_ATI: return "GL_SWIZZLE_STQ_ATI";
145 case GL_SWIZZLE_STR_DR_ATI: return "GL_SWIZZLE_STR_DR_ATI";
146 case GL_SWIZZLE_STQ_DQ_ATI: return "GL_SWIZZLE_STQ_DQ_ATI";
147 default: return "unknown swizzle";
151 #define GLINFO_LOCATION (*gl_info)
152 static GLuint register_for_arg(DWORD arg, WineD3D_GL_Info *gl_info, unsigned int stage, GLuint *mod, GLuint tmparg) {
153 GLenum ret;
155 if(mod) *mod = GL_NONE;
156 if(arg == 0xFFFFFFFF) return -1; /* This is the marker for unused registers */
158 switch(arg & WINED3DTA_SELECTMASK) {
159 case WINED3DTA_DIFFUSE:
160 ret = GL_PRIMARY_COLOR;
161 break;
163 case WINED3DTA_CURRENT:
164 /* Note that using GL_REG_0_ATI for the passed on register is safe because
165 * texture0 is read at stage0, so in the worst case it is read in the
166 * instruction writing to reg0. Afterwards texture0 is not used any longer.
167 * If we're reading from current
169 if(stage == 0) {
170 ret = GL_PRIMARY_COLOR;
171 } else {
172 ret = GL_REG_0_ATI;
174 break;
176 case WINED3DTA_TEXTURE:
177 ret = GL_REG_0_ATI + stage;
178 break;
180 case WINED3DTA_TFACTOR:
181 ret = ATI_FFP_CONST_TFACTOR;
182 break;
184 case WINED3DTA_SPECULAR:
185 ret = GL_SECONDARY_INTERPOLATOR_ATI;
186 break;
188 case WINED3DTA_TEMP:
189 ret = tmparg;
190 break;
192 case WINED3DTA_CONSTANT:
193 FIXME("Unhandled source argument WINED3DTA_TEMP\n");
194 ret = GL_CON_0_ATI;
195 break;
197 default:
198 FIXME("Unknown source argument %d\n", arg);
199 ret = GL_ZERO;
202 if(arg & WINED3DTA_COMPLEMENT) {
203 if(mod) *mod |= GL_COMP_BIT_ATI;
205 if(arg & WINED3DTA_ALPHAREPLICATE) {
206 FIXME("Unhandled read modifier WINED3DTA_ALPHAREPLICATE\n");
208 return ret;
211 static GLuint find_tmpreg(struct texture_stage_op op[MAX_TEXTURES]) {
212 int lowest_read = -1;
213 int lowest_write = -1;
214 int i;
215 BOOL tex_used[MAX_TEXTURES];
217 memset(tex_used, 0, sizeof(tex_used));
218 for(i = 0; i < MAX_TEXTURES; i++) {
219 if(op[i].cop == WINED3DTOP_DISABLE) {
220 break;
223 if(lowest_read == -1 &&
224 (op[i].carg1 == WINED3DTA_TEMP || op[i].carg2 == WINED3DTA_TEMP || op[i].carg0 == WINED3DTA_TEMP ||
225 op[i].aarg1 == WINED3DTA_TEMP || op[i].aarg2 == WINED3DTA_TEMP || op[i].aarg0 == WINED3DTA_TEMP)) {
226 lowest_read = i;
229 if(lowest_write == -1 && op[i].dst == WINED3DTA_TEMP) {
230 lowest_write = i;
233 if(op[i].carg1 == WINED3DTA_TEXTURE || op[i].carg2 == WINED3DTA_TEXTURE || op[i].carg0 == WINED3DTA_TEXTURE ||
234 op[i].aarg1 == WINED3DTA_TEXTURE || op[i].aarg2 == WINED3DTA_TEXTURE || op[i].aarg0 == WINED3DTA_TEXTURE) {
235 tex_used[i] = TRUE;
239 /* Temp reg not read? We don't need it, return GL_NONE */
240 if(lowest_read == -1) return GL_NONE;
242 if(lowest_write >= lowest_read) {
243 FIXME("Temp register read before being written\n");
246 if(lowest_write == -1) {
247 /* This needs a test. Maybe we are supposed to return 0.0/0.0/0.0/0.0, or fail drawprim, or whatever */
248 FIXME("Temp register read without being written\n");
249 return GL_REG_1_ATI;
250 } else if(lowest_write >= 1) {
251 /* If we're writing to the temp reg at earliest in stage 1, we can use register 1 for the temp result.
252 * there may be texture data stored in reg 1, but we do not need it any longer since stage 1 already
253 * read it
255 return GL_REG_1_ATI;
256 } else {
257 /* Search for a free texture register. We have 6 registers available. GL_REG_0_ATI is already used
258 * for the regular result
260 for(i = 1; i < 6; i++) {
261 if(!tex_used[i]) {
262 return GL_REG_0_ATI + i;
265 /* What to do here? Report it in ValidateDevice? */
266 FIXME("Could not find a register for the temporary register\n");
267 return 0;
271 static GLuint gen_ati_shader(struct texture_stage_op op[MAX_TEXTURES], WineD3D_GL_Info *gl_info) {
272 GLuint ret = GL_EXTCALL(glGenFragmentShadersATI(1));
273 unsigned int stage;
274 GLuint arg0, arg1, arg2, extrarg;
275 GLuint dstmod, argmod0, argmod1, argmod2, argmodextra;
276 GLuint swizzle;
277 GLuint tmparg = find_tmpreg(op);
278 GLuint dstreg;
280 if(!ret) {
281 ERR("Failed to generate a GL_ATI_fragment_shader shader id\n");
282 return 0;
284 GL_EXTCALL(glBindFragmentShaderATI(ret));
285 checkGLcall("GL_EXTCALL(glBindFragmentShaderATI(ret))");
287 TRACE("glBeginFragmentShaderATI()\n");
288 GL_EXTCALL(glBeginFragmentShaderATI());
289 checkGLcall("GL_EXTCALL(glBeginFragmentShaderATI())");
291 /* Pass 1: Generate sampling instructions for perturbation maps */
292 for(stage = 0; stage < GL_LIMITS(textures); stage++) {
293 if(op[stage].cop == WINED3DTOP_DISABLE) break;
294 if(op[stage].cop != WINED3DTOP_BUMPENVMAP &&
295 op[stage].cop != WINED3DTOP_BUMPENVMAPLUMINANCE) continue;
297 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, GL_SWIZZLE_STR_ATI)\n",
298 stage, stage);
299 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
300 GL_TEXTURE0_ARB + stage,
301 GL_SWIZZLE_STR_ATI));
302 TRACE("glPassTexCoordATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, GL_SWIZZLE_STR_ATI)\n",
303 stage + 1, stage + 1);
304 GL_EXTCALL(glPassTexCoordATI(GL_REG_0_ATI + stage + 1,
305 GL_TEXTURE0_ARB + stage + 1,
306 GL_SWIZZLE_STR_ATI));
308 /* We need GL_REG_5_ATI as a temporary register to swizzle the bump matrix. So we run into
309 * issues if we're bump mapping on stage 4 or 5
311 if(stage >= 4) {
312 FIXME("Bump mapping in stage %d\n", stage);
316 /* Pass 2: Generate perturbation calculations */
317 for(stage = 0; stage < GL_LIMITS(textures); stage++) {
318 if(op[stage].cop == WINED3DTOP_DISABLE) break;
319 if(op[stage].cop != WINED3DTOP_BUMPENVMAP &&
320 op[stage].cop != WINED3DTOP_BUMPENVMAPLUMINANCE) continue;
322 /* Nice thing, we get the color correction for free :-) */
323 if(op[stage].color_correction == WINED3DFMT_V8U8) {
324 argmodextra = GL_2X_BIT_ATI | GL_BIAS_BIT_ATI;
325 } else {
326 argmodextra = 0;
329 TRACE("glColorFragmentOp3ATI(GL_DOT2_ADD_ATI, GL_REG_%d_ATI, GL_RED_BIT_ATI, GL_NONE, GL_REG_%d_ATI, GL_NONE, %s, ATI_FFP_CONST_BUMPMAT(%d), GL_NONE, GL_NONE, GL_REG_%d_ATI, GL_RED, GL_NONE)\n",
330 stage + 1, stage, debug_argmod(argmodextra), stage, stage + 1);
331 GL_EXTCALL(glColorFragmentOp3ATI(GL_DOT2_ADD_ATI, GL_REG_0_ATI + stage + 1, GL_RED_BIT_ATI, GL_NONE,
332 GL_REG_0_ATI + stage, GL_NONE, argmodextra,
333 ATI_FFP_CONST_BUMPMAT(stage), GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI,
334 GL_REG_0_ATI + stage + 1, GL_RED, GL_NONE));
336 /* FIXME: How can I make GL_DOT2_ADD_ATI read the factors from blue and alpha? It defaults to red and green,
337 * and it is fairly easy to make it read GL_BLUE or BL_ALPHA, but I can't get an R * B + G * A. So we're wasting
338 * one register and two instructions in this pass for a simple swizzling operation.
339 * For starters it might be good enough to merge the two movs into one, but even that isn't possible :-(
341 * NOTE: GL_BLUE | GL_ALPHA is not possible. It doesn't throw a compilation error, but an OR operation on the
342 * constants doesn't make sense, considering their values.
344 TRACE("glColorFragmentOp1ATI(GL_MOV_ATI, GL_REG_5_ATI, GL_RED_BIT_ATI, GL_NONE, ATI_FFP_CONST_BUMPMAT(%d), GL_BLUE, GL_NONE)\n", stage);
345 GL_EXTCALL(glColorFragmentOp1ATI(GL_MOV_ATI, GL_REG_5_ATI, GL_RED_BIT_ATI, GL_NONE,
346 ATI_FFP_CONST_BUMPMAT(stage), GL_BLUE, GL_NONE));
347 TRACE("glColorFragmentOp1ATI(GL_MOV_ATI, GL_REG_5_ATI, GL_GREEN_BIT_ATI, GL_NONE, ATI_FFP_CONST_BUMPMAT(%d), GL_ALPHA, GL_NONE)\n", stage);
348 GL_EXTCALL(glColorFragmentOp1ATI(GL_MOV_ATI, GL_REG_5_ATI, GL_GREEN_BIT_ATI, GL_NONE,
349 ATI_FFP_CONST_BUMPMAT(stage), GL_ALPHA, GL_NONE));
350 TRACE("glColorFragmentOp3ATI(GL_DOT2_ADD_ATI, GL_REG_%d_ATI, GL_GREEN_BIT_ATI, GL_NONE, GL_REG_%d_ATI, GL_NONE, %s, GL_REG_5_ATI, GL_NONE, GL_NONE, GL_REG_%d_ATI, GL_GREEN, GL_NONE)\n",
351 stage + 1, stage, debug_argmod(argmodextra), stage + 1);
352 GL_EXTCALL(glColorFragmentOp3ATI(GL_DOT2_ADD_ATI, GL_REG_0_ATI + stage + 1, GL_GREEN_BIT_ATI, GL_NONE,
353 GL_REG_0_ATI + stage, GL_NONE, argmodextra,
354 GL_REG_5_ATI, GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI,
355 GL_REG_0_ATI + stage + 1, GL_GREEN, GL_NONE));
358 /* Pass 3: Generate sampling instructions for regular textures */
359 for(stage = 0; stage < GL_LIMITS(textures); stage++) {
360 if(op[stage].cop == WINED3DTOP_DISABLE) {
361 break;
364 if(op[stage].projected == proj_none) {
365 swizzle = GL_SWIZZLE_STR_ATI;
366 } else if(op[stage].projected == proj_count3) {
367 /* TODO: D3DTTFF_COUNT3 | D3DTTFF_PROJECTED would be GL_SWIZZLE_STR_DR_ATI.
368 * However, the FFP vertex processing texture transform matrix handler does
369 * some transformations in the texture matrix which makes the 3rd coordinate
370 * arrive in Q, not R in that case. This is needed for opengl fixed function
371 * fragment processing which always divides by Q. In this backend we can
372 * handle that properly and be compatible with vertex shader output and avoid
373 * side effects of the texture matrix games
375 swizzle = GL_SWIZZLE_STQ_DQ_ATI;
376 } else {
377 swizzle = GL_SWIZZLE_STQ_DQ_ATI;
380 if((op[stage].carg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
381 (op[stage].carg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
382 (op[stage].carg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
383 (op[stage].aarg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
384 (op[stage].aarg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
385 (op[stage].aarg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
386 op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) {
388 if(stage > 0 &&
389 (op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
390 op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
391 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_REG_%d_ATI, GL_SWIZZLE_STR_ATI)\n",
392 stage, stage);
393 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
394 GL_REG_0_ATI + stage,
395 GL_SWIZZLE_STR_ATI));
396 } else {
397 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, %s)\n",
398 stage, stage, debug_swizzle(swizzle));
399 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
400 GL_TEXTURE0_ARB + stage,
401 swizzle));
406 /* Pass 4: Generate the arithmetic instructions */
407 for(stage = 0; stage < MAX_TEXTURES; stage++) {
408 if(op[stage].cop == WINED3DTOP_DISABLE) {
409 if(stage == 0) {
410 /* Handle complete texture disabling gracefully */
411 TRACE("glColorFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE, GL_PRIMARY_COLOR, GL_NONE, GL_NONE)\n");
412 GL_EXTCALL(glColorFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE,
413 GL_PRIMARY_COLOR, GL_NONE, GL_NONE));
414 TRACE("glAlphaFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_PRIMARY_COLOR, GL_NONE, GL_NONE)\n");
415 GL_EXTCALL(glAlphaFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE,
416 GL_PRIMARY_COLOR, GL_NONE, GL_NONE));
418 break;
421 if(op[stage].dst == WINED3DTA_TEMP) {
422 /* If we're writing to D3DTA_TEMP, but never reading from it we don't have to write there in the first place.
423 * skip the entire stage, this saves some GPU time
425 if(tmparg == GL_NONE) continue;
427 dstreg = tmparg;
428 } else {
429 dstreg = GL_REG_0_ATI;
432 arg0 = register_for_arg(op[stage].carg0, gl_info, stage, &argmod0, tmparg);
433 arg1 = register_for_arg(op[stage].carg1, gl_info, stage, &argmod1, tmparg);
434 arg2 = register_for_arg(op[stage].carg2, gl_info, stage, &argmod2, tmparg);
435 dstmod = GL_NONE;
436 argmodextra = GL_NONE;
437 extrarg = GL_NONE;
439 switch(op[stage].cop) {
440 case WINED3DTOP_SELECTARG2:
441 arg1 = arg2;
442 argmod1 = argmod2;
443 case WINED3DTOP_SELECTARG1:
444 TRACE("glColorFragmentOp1ATI(GL_MOV_ATI, %s, GL_NONE, GL_NONE, %s, GL_NONE, %s)\n",
445 debug_register(dstreg), debug_register(arg1), debug_argmod(argmod1));
446 GL_EXTCALL(glColorFragmentOp1ATI(GL_MOV_ATI, dstreg, GL_NONE, GL_NONE,
447 arg1, GL_NONE, argmod1));
448 break;
450 case WINED3DTOP_MODULATE4X:
451 if(dstmod == GL_NONE) dstmod = GL_4X_BIT_ATI;
452 case WINED3DTOP_MODULATE2X:
453 if(dstmod == GL_NONE) dstmod = GL_2X_BIT_ATI;
454 case WINED3DTOP_MODULATE:
455 TRACE("glColorFragmentOp2ATI(GL_MUL_ATI, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
456 debug_register(dstreg), debug_dstmod(dstmod),
457 debug_register(arg1), debug_argmod(argmod1),
458 debug_register(arg2), debug_argmod(argmod2));
459 GL_EXTCALL(glColorFragmentOp2ATI(GL_MUL_ATI, dstreg, GL_NONE, dstmod,
460 arg1, GL_NONE, argmod1,
461 arg2, GL_NONE, argmod2));
462 break;
464 case WINED3DTOP_ADDSIGNED2X:
465 dstmod = GL_2X_BIT_ATI;
466 case WINED3DTOP_ADDSIGNED:
467 argmodextra = GL_BIAS_BIT_ATI;
468 case WINED3DTOP_ADD:
469 TRACE("glColorFragmentOp2ATI(GL_ADD_ATI, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
470 debug_register(dstreg), debug_dstmod(dstmod),
471 debug_register(arg1), debug_argmod(argmod1),
472 debug_register(arg2), debug_argmod(argmodextra | argmod2));
473 GL_EXTCALL(glColorFragmentOp2ATI(GL_ADD_ATI, GL_REG_0_ATI, GL_NONE, dstmod,
474 arg1, GL_NONE, argmod1,
475 arg2, GL_NONE, argmodextra | argmod2));
476 break;
478 case WINED3DTOP_SUBTRACT:
479 TRACE("glColorFragmentOp2ATI(GL_SUB_ATI, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
480 debug_register(dstreg), debug_dstmod(dstmod),
481 debug_register(arg1), debug_argmod(argmod1),
482 debug_register(arg2), debug_argmod(argmod2));
483 GL_EXTCALL(glColorFragmentOp2ATI(GL_SUB_ATI, dstreg, GL_NONE, dstmod,
484 arg1, GL_NONE, argmod1,
485 arg2, GL_NONE, argmod2));
486 break;
488 case WINED3DTOP_ADDSMOOTH:
489 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
490 TRACE("glColorFragmentOp3ATI(GL_MAD_ATI, %s, GL_NONE, GL_NONE, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
491 debug_register(dstreg),
492 debug_register(arg2), debug_argmod(argmod2),
493 debug_register(arg1), debug_argmod(argmodextra),
494 debug_register(arg1), debug_argmod(argmod1));
495 /* Dst = arg1 + * arg2(1 -arg 1)
496 * = arg2 * (1 - arg1) + arg1
498 GL_EXTCALL(glColorFragmentOp3ATI(GL_MAD_ATI, dstreg, GL_NONE, GL_NONE,
499 arg2, GL_NONE, argmod2,
500 arg1, GL_NONE, argmodextra,
501 arg1, GL_NONE, argmod1));
502 break;
504 case WINED3DTOP_BLENDCURRENTALPHA:
505 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_CURRENT, gl_info, stage, NULL, -1);
506 case WINED3DTOP_BLENDFACTORALPHA:
507 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TFACTOR, gl_info, stage, NULL, -1);
508 case WINED3DTOP_BLENDTEXTUREALPHA:
509 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, -1);
510 case WINED3DTOP_BLENDDIFFUSEALPHA:
511 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_DIFFUSE, gl_info, stage, NULL, -1);
512 TRACE("glColorFragmentOp3ATI(GL_LERP_ATI, %s, GL_NONE, GL_NONE, %s, GL_ALPHA, GL_NONE, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
513 debug_register(dstreg),
514 debug_register(extrarg),
515 debug_register(arg1), debug_argmod(argmod1),
516 debug_register(arg2), debug_argmod(argmod2));
517 GL_EXTCALL(glColorFragmentOp3ATI(GL_LERP_ATI, dstreg, GL_NONE, GL_NONE,
518 extrarg, GL_ALPHA, GL_NONE,
519 arg1, GL_NONE, argmod1,
520 arg2, GL_NONE, argmod2));
521 break;
523 case WINED3DTOP_BLENDTEXTUREALPHAPM:
524 arg0 = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, -1);
525 TRACE("glColorFragmentOp3ATI(GL_MAD_ATI, %s, GL_NONE, GL_NONE, %s, GL_NONE, %s, %s, GL_ALPHA, GL_COMP_BIT_ATI, %s, GL_NONE, %s)\n",
526 debug_register(dstreg),
527 debug_register(arg2), debug_argmod(argmod2),
528 debug_register(arg0),
529 debug_register(arg1), debug_argmod(argmod1));
530 GL_EXTCALL(glColorFragmentOp3ATI(GL_MAD_ATI, dstreg, GL_NONE, GL_NONE,
531 arg2, GL_NONE, argmod2,
532 arg0, GL_ALPHA, GL_COMP_BIT_ATI,
533 arg1, GL_NONE, argmod1));
534 break;
536 /* D3DTOP_PREMODULATE ???? */
538 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
539 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
540 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
541 if(!argmodextra) argmodextra = argmod1;
542 TRACE("glColorFragmentOp3ATI(GL_MAD_ATI, %s, GL_NONE, GL_NONE, %s, GL_NONE, %s, %s, GL_ALPHA, %s, %s, GL_NONE, %s)\n",
543 debug_register(dstreg),
544 debug_register(arg2), debug_argmod(argmod2),
545 debug_register(arg1), debug_argmod(argmodextra), debug_register(arg1), debug_argmod(arg1));
546 GL_EXTCALL(glColorFragmentOp3ATI(GL_MAD_ATI, dstreg, GL_NONE, GL_NONE,
547 arg2, GL_NONE, argmod2,
548 arg1, GL_ALPHA, argmodextra,
549 arg1, GL_NONE, argmod1));
550 break;
552 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
553 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
554 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
555 if(!argmodextra) argmodextra = argmod1;
556 TRACE("glColorFragmentOp3ATI(GL_MAD_ATI, %s, GL_NONE, GL_NONE, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_ALPHA, %s)\n",
557 debug_register(dstreg),
558 debug_register(arg2), debug_argmod(argmod2),
559 debug_register(arg1), debug_argmod(argmodextra),
560 debug_register(arg1), debug_argmod(argmod1));
561 GL_EXTCALL(glColorFragmentOp3ATI(GL_MAD_ATI, dstreg, GL_NONE, GL_NONE,
562 arg2, GL_NONE, argmod2,
563 arg1, GL_NONE, argmodextra,
564 arg1, GL_ALPHA, argmod1));
565 break;
567 case WINED3DTOP_DOTPRODUCT3:
568 TRACE("glColorFragmentOp2ATI(GL_DOT3_ATI, %s, GL_NONE, GL_4X_BIT_ATI, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
569 debug_register(dstreg),
570 debug_register(arg1), debug_argmod(argmod1 | GL_BIAS_BIT_ATI),
571 debug_register(arg2), debug_argmod(argmod2 | GL_BIAS_BIT_ATI));
572 GL_EXTCALL(glColorFragmentOp2ATI(GL_DOT3_ATI, dstreg, GL_NONE, GL_4X_BIT_ATI,
573 arg1, GL_NONE, argmod1 | GL_BIAS_BIT_ATI,
574 arg2, GL_NONE, argmod2 | GL_BIAS_BIT_ATI));
575 break;
577 case WINED3DTOP_MULTIPLYADD:
578 TRACE("glColorFragmentOp3ATI(GL_MAD_ATI, %s, GL_NONE, GL_NONE, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
579 debug_register(dstreg),
580 debug_register(arg0), debug_argmod(argmod0),
581 debug_register(arg2), debug_argmod(argmod2),
582 debug_register(arg1), debug_argmod(argmod1));
583 GL_EXTCALL(glColorFragmentOp3ATI(GL_MAD_ATI, dstreg, GL_NONE, GL_NONE,
584 arg0, GL_NONE, argmod0,
585 arg2, GL_NONE, argmod2,
586 arg1, GL_NONE, argmod1));
587 break;
589 case WINED3DTOP_LERP:
590 TRACE("glColorFragmentOp3ATI(GL_LERP_ATI, %s, GL_NONE, GL_NONE, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
591 debug_register(dstreg),
592 debug_register(arg1), debug_argmod(argmod1),
593 debug_register(arg2), debug_argmod(argmod2),
594 debug_register(arg0), debug_argmod(argmod0));
595 GL_EXTCALL(glColorFragmentOp3ATI(GL_LERP_ATI, dstreg, GL_NONE, GL_NONE,
596 arg1, GL_NONE, argmod1,
597 arg2, GL_NONE, argmod2,
598 arg0, GL_NONE, argmod0));
599 break;
601 case WINED3DTOP_BUMPENVMAP:
602 case WINED3DTOP_BUMPENVMAPLUMINANCE:
603 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
604 break;
606 default: FIXME("Unhandled color operation %d on stage %d\n", op[stage].cop, stage);
609 arg0 = register_for_arg(op[stage].aarg0, gl_info, stage, &argmod0, tmparg);
610 arg1 = register_for_arg(op[stage].aarg1, gl_info, stage, &argmod1, tmparg);
611 arg2 = register_for_arg(op[stage].aarg2, gl_info, stage, &argmod2, tmparg);
612 dstmod = GL_NONE;
613 argmodextra = GL_NONE;
614 extrarg = GL_NONE;
616 switch(op[stage].aop) {
617 case WINED3DTOP_DISABLE:
618 /* Get the primary color to the output if on stage 0, otherwise leave register 0 untouched */
619 if(stage == 0) {
620 TRACE("glAlphaFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_PRIMARY_COLOR, GL_NONE, GL_NONE)\n");
621 GL_EXTCALL(glAlphaFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE,
622 GL_PRIMARY_COLOR, GL_NONE, GL_NONE));
624 break;
626 case WINED3DTOP_SELECTARG2:
627 arg1 = arg2;
628 argmod1 = argmod2;
629 case WINED3DTOP_SELECTARG1:
630 TRACE("glAlphaFragmentOp1ATI(GL_MOV_ATI, %s, GL_NONE, %s, GL_NONE, %s)\n",
631 debug_register(dstreg),
632 debug_register(arg1), debug_argmod(argmod1));
633 GL_EXTCALL(glAlphaFragmentOp1ATI(GL_MOV_ATI, dstreg, GL_NONE,
634 arg1, GL_NONE, argmod1));
635 break;
637 case WINED3DTOP_MODULATE4X:
638 if(dstmod == GL_NONE) dstmod = GL_4X_BIT_ATI;
639 case WINED3DTOP_MODULATE2X:
640 if(dstmod == GL_NONE) dstmod = GL_2X_BIT_ATI;
641 case WINED3DTOP_MODULATE:
642 TRACE("glAlphaFragmentOp2ATI(GL_MUL_ATI, %s, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
643 debug_register(dstreg), debug_dstmod(dstmod),
644 debug_register(arg1), debug_argmod(argmod1),
645 debug_register(arg2), debug_argmod(argmod2));
646 GL_EXTCALL(glAlphaFragmentOp2ATI(GL_MUL_ATI, dstreg, dstmod,
647 arg1, GL_NONE, argmod1,
648 arg2, GL_NONE, argmod2));
649 break;
651 case WINED3DTOP_ADDSIGNED2X:
652 dstmod = GL_2X_BIT_ATI;
653 case WINED3DTOP_ADDSIGNED:
654 argmodextra = GL_BIAS_BIT_ATI;
655 case WINED3DTOP_ADD:
656 TRACE("glAlphaFragmentOp2ATI(GL_ADD_ATI, %s, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
657 debug_register(dstreg), debug_dstmod(dstmod),
658 debug_register(arg1), debug_argmod(argmod1),
659 debug_register(arg2), debug_argmod(argmodextra | argmod2));
660 GL_EXTCALL(glAlphaFragmentOp2ATI(GL_ADD_ATI, dstreg, dstmod,
661 arg1, GL_NONE, argmod1,
662 arg2, GL_NONE, argmodextra | argmod2));
663 break;
665 case WINED3DTOP_SUBTRACT:
666 TRACE("glAlphaFragmentOp2ATI(GL_SUB_ATI, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
667 debug_register(dstreg), debug_dstmod(dstmod),
668 debug_register(arg1), debug_argmod(argmod1),
669 debug_register(arg2), debug_argmod(argmod2));
670 GL_EXTCALL(glAlphaFragmentOp2ATI(GL_SUB_ATI, dstreg, dstmod,
671 arg1, GL_NONE, argmod1,
672 arg2, GL_NONE, argmod2));
673 break;
675 case WINED3DTOP_ADDSMOOTH:
676 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
677 TRACE("glAlphaFragmentOp3ATI(GL_MAD_ATI, %s, GL_NONE, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
678 debug_register(dstreg),
679 debug_register(arg2), debug_argmod(argmod2),
680 debug_register(arg1), debug_argmod(argmodextra),
681 debug_register(arg1), debug_argmod(argmod1));
682 /* Dst = arg1 + * arg2(1 -arg 1)
683 * = arg2 * (1 - arg1) + arg1
685 GL_EXTCALL(glAlphaFragmentOp3ATI(GL_MAD_ATI, dstreg, GL_NONE,
686 arg2, GL_NONE, argmod2,
687 arg1, GL_NONE, argmodextra,
688 arg1, GL_NONE, argmod1));
689 break;
691 case WINED3DTOP_BLENDCURRENTALPHA:
692 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_CURRENT, gl_info, stage, NULL, -1);
693 case WINED3DTOP_BLENDFACTORALPHA:
694 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TFACTOR, gl_info, stage, NULL, -1);
695 case WINED3DTOP_BLENDTEXTUREALPHA:
696 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, -1);
697 case WINED3DTOP_BLENDDIFFUSEALPHA:
698 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_DIFFUSE, gl_info, stage, NULL, -1);
699 TRACE("glAlphaFragmentOp3ATI(GL_LERP_ATI, %s, GL_NONE, %s, GL_ALPHA, GL_NONE, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
700 debug_register(dstreg),
701 debug_register(extrarg),
702 debug_register(arg1), debug_argmod(argmod1),
703 debug_register(arg2), debug_argmod(argmod2));
704 GL_EXTCALL(glAlphaFragmentOp3ATI(GL_LERP_ATI, dstreg, GL_NONE,
705 extrarg, GL_ALPHA, GL_NONE,
706 arg1, GL_NONE, argmod1,
707 arg2, GL_NONE, argmod2));
708 break;
710 case WINED3DTOP_BLENDTEXTUREALPHAPM:
711 arg0 = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, -1);
712 TRACE("glAlphaFragmentOp3ATI(GL_MAD_ATI, %s, GL_NONE, %s, GL_NONE, %s, %s, GL_ALPHA, GL_COMP_BIT_ATI, %s, GL_NONE, %s)\n",
713 debug_register(dstreg),
714 debug_register(arg2), debug_argmod(argmod2),
715 debug_register(arg0),
716 debug_register(arg1), debug_argmod(argmod1));
717 GL_EXTCALL(glAlphaFragmentOp3ATI(GL_MAD_ATI, dstreg, GL_NONE,
718 arg2, GL_NONE, argmod2,
719 arg0, GL_ALPHA, GL_COMP_BIT_ATI,
720 arg1, GL_NONE, argmod1));
721 break;
723 /* D3DTOP_PREMODULATE ???? */
725 case WINED3DTOP_DOTPRODUCT3:
726 TRACE("glAlphaFragmentOp2ATI(GL_DOT3_ATI, %s, GL_NONE, GL_4X_BIT_ATI, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
727 debug_register(dstreg),
728 debug_register(arg1), debug_argmod(argmod1 | GL_BIAS_BIT_ATI),
729 debug_register(arg2), debug_argmod(argmod2 | GL_BIAS_BIT_ATI));
730 GL_EXTCALL(glAlphaFragmentOp2ATI(GL_DOT3_ATI, dstreg, GL_4X_BIT_ATI,
731 arg1, GL_NONE, argmod1 | GL_BIAS_BIT_ATI,
732 arg2, GL_NONE, argmod2 | GL_BIAS_BIT_ATI));
733 break;
735 case WINED3DTOP_MULTIPLYADD:
736 TRACE("glAlphaFragmentOp3ATI(GL_MAD_ATI, %s, GL_NONE, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
737 debug_register(dstreg),
738 debug_register(arg0), debug_argmod(argmod0),
739 debug_register(arg2), debug_argmod(argmod2),
740 debug_register(arg1), debug_argmod(argmod1));
741 GL_EXTCALL(glAlphaFragmentOp3ATI(GL_MAD_ATI, dstreg, GL_NONE,
742 arg0, GL_NONE, argmod0,
743 arg2, GL_NONE, argmod2,
744 arg1, GL_NONE, argmod1));
745 break;
747 case WINED3DTOP_LERP:
748 TRACE("glAlphaFragmentOp3ATI(GL_LERP_ATI, %s, GL_NONE, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
749 debug_register(dstreg),
750 debug_register(arg1), debug_argmod(argmod1),
751 debug_register(arg2), debug_argmod(argmod2),
752 debug_register(arg0), debug_argmod(argmod0));
753 GL_EXTCALL(glAlphaFragmentOp3ATI(GL_LERP_ATI, dstreg, GL_NONE,
754 arg1, GL_NONE, argmod1,
755 arg2, GL_NONE, argmod2,
756 arg0, GL_NONE, argmod0));
757 break;
759 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
760 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
761 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
762 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
763 case WINED3DTOP_BUMPENVMAP:
764 case WINED3DTOP_BUMPENVMAPLUMINANCE:
765 ERR("Application uses an invalid alpha operation\n");
766 break;
768 default: FIXME("Unhandled alpha operation %d on stage %d\n", op[stage].aop, stage);
772 TRACE("glEndFragmentShaderATI()\n");
773 GL_EXTCALL(glEndFragmentShaderATI());
774 checkGLcall("GL_EXTCALL(glEndFragmentShaderATI())");
775 return ret;
777 #undef GLINFO_LOCATION
779 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
780 static void set_tex_op_atifs(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
781 IWineD3DDeviceImpl *This = stateblock->wineD3DDevice;
782 struct atifs_ffp_desc *desc;
783 struct texture_stage_op op[MAX_TEXTURES];
784 struct atifs_private_data *priv = (struct atifs_private_data *) This->shader_priv;
786 gen_ffp_op(stateblock, op);
787 desc = (struct atifs_ffp_desc *) find_ffp_shader(&priv->fragment_shaders, op);
788 if(!desc) {
789 desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*desc));
790 if(!desc) {
791 ERR("Out of memory\n");
792 return;
794 memcpy(desc->parent.op, op, sizeof(op));
795 desc->shader = gen_ati_shader(op, &GLINFO_LOCATION);
796 add_ffp_shader(&priv->fragment_shaders, &desc->parent);
797 TRACE("Allocated fixed function replacement shader descriptor %p\n", desc);
800 GL_EXTCALL(glBindFragmentShaderATI(desc->shader));
803 static void state_texfactor_atifs(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
804 float col[4];
805 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
807 GL_EXTCALL(glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR, col));
808 checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR, col)");
811 static void set_bumpmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
812 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
813 float mat[2][2];
815 mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
816 mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
817 mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
818 mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
819 /* GL_ATI_fragment_shader allows only constants from 0.0 to 1.0, but the bumpmat
820 * constants can be in any range. While they should stay between [-1.0 and 1.0] because
821 * Shader Model 1.x pixel shaders are clamped to that range negative values are used occasionally,
822 * for example by our d3d9 test. So to get negative values scale -1;1 to 0;1 and undo that in the
823 * shader(it is free). This might potentially reduce precision. However, if the hardware does
824 * support proper floats it shouldn't, and if it doesn't we can't get anything better anyway
826 mat[0][0] = (mat[0][0] + 1.0) * 0.5;
827 mat[1][0] = (mat[1][0] + 1.0) * 0.5;
828 mat[0][1] = (mat[0][1] + 1.0) * 0.5;
829 mat[1][1] = (mat[1][1] + 1.0) * 0.5;
830 GL_EXTCALL(glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), (float *) mat));
831 checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), mat)");
833 /* FIXME: This should go away
834 * This is currently needed because atifs borrows a pixel shader implementation
835 * from somewhere else, but consumes bump map matrix change events. The other pixel
836 * shader implementation may need notification about the change to update the texbem
837 * constants. Once ATIFS supports real shaders on its own, and GLSL/ARB have a replacement
838 * pipeline this call can go away
840 * FIXME2: Even considering this workaround calling FFPStateTable directly isn't nice
841 * as well. Better would be to call the model's table we inherit from, but currently
842 * it is always the FFP table, and as soon as this changes we can remove the call anyway
844 FFPStateTable[state].apply(state, stateblock, context);
846 #undef GLINFO_LOCATION
848 /* our state table. Borrows lots of stuff from the base implementation */
849 struct StateEntry ATIFSStateTable[STATE_HIGHEST + 1];
851 static void init_state_table() {
852 unsigned int i;
853 const DWORD rep = STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP);
854 memcpy(ATIFSStateTable, arb_program_shader_backend.StateTable, sizeof(ATIFSStateTable));
856 for(i = 0; i < MAX_TEXTURES; i++) {
857 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)].apply = set_tex_op_atifs;
858 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)].representative = rep;
859 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLORARG1)].apply = set_tex_op_atifs;
860 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLORARG1)].representative = rep;
861 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLORARG2)].apply = set_tex_op_atifs;
862 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLORARG2)].representative = rep;
863 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLORARG0)].apply = set_tex_op_atifs;
864 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLORARG0)].representative = rep;
866 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_ALPHAOP)].apply = set_tex_op_atifs;
867 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_ALPHAOP)].representative = rep;
868 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_ALPHAARG1)].apply = set_tex_op_atifs;
869 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_ALPHAARG1)].representative = rep;
870 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_ALPHAARG2)].apply = set_tex_op_atifs;
871 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_ALPHAARG2)].representative = rep;
872 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_ALPHAARG0)].apply = set_tex_op_atifs;
873 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_ALPHAARG0)].representative = rep;
875 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_RESULTARG)].apply = set_tex_op_atifs;
876 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_RESULTARG)].representative = rep;
878 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00)].apply = set_bumpmat;
879 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT01)].apply = set_bumpmat;
880 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT10)].apply = set_bumpmat;
881 ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT11)].apply = set_bumpmat;
884 ATIFSStateTable[STATE_RENDER(WINED3DRS_TEXTUREFACTOR)].apply = state_texfactor_atifs;
885 ATIFSStateTable[STATE_RENDER(WINED3DRS_TEXTUREFACTOR)].representative = STATE_RENDER(WINED3DRS_TEXTUREFACTOR);
888 /* GL_ATI_fragment_shader backend.It borrows a lot from a the
889 * ARB shader backend, currently the whole vertex processing
890 * code. This code would also forward pixel shaders, but if
891 * GL_ARB_fragment_program is supported, the atifs shader backend
892 * is not used.
894 static void shader_atifs_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
895 arb_program_shader_backend.shader_select(iface, usePS, useVS);
898 static void shader_atifs_select_depth_blt(IWineD3DDevice *iface) {
899 arb_program_shader_backend.shader_select_depth_blt(iface);
902 static void shader_atifs_destroy_depth_blt(IWineD3DDevice *iface) {
903 arb_program_shader_backend.shader_destroy_depth_blt(iface);
906 static void shader_atifs_load_constants(IWineD3DDevice *iface, char usePS, char useVS) {
907 arb_program_shader_backend.shader_load_constants(iface, usePS, useVS);
910 static void shader_atifs_cleanup(IWineD3DDevice *iface) {
911 arb_program_shader_backend.shader_cleanup(iface);
914 static void shader_atifs_color_correction(SHADER_OPCODE_ARG* arg) {
915 arb_program_shader_backend.shader_color_correction(arg);
918 static void shader_atifs_destroy(IWineD3DBaseShader *iface) {
919 arb_program_shader_backend.shader_destroy(iface);
922 static HRESULT shader_atifs_alloc(IWineD3DDevice *iface) {
923 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
924 HRESULT hr;
925 struct atifs_private_data *priv;
926 hr = arb_program_shader_backend.shader_alloc_private(iface);
927 if(FAILED(hr)) return hr;
929 This->shader_priv = HeapReAlloc(GetProcessHeap(), 0, This->shader_priv,
930 sizeof(struct atifs_private_data));
931 priv = (struct atifs_private_data *) This->shader_priv;
932 list_init(&priv->fragment_shaders);
933 return WINED3D_OK;
936 #define GLINFO_LOCATION This->adapter->gl_info
937 static void shader_atifs_free(IWineD3DDevice *iface) {
938 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
939 struct atifs_private_data *priv = (struct atifs_private_data *) This->shader_priv;
940 struct ffp_desc *entry, *entry2;
941 struct atifs_ffp_desc *entry_ati;
943 ENTER_GL();
944 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &priv->fragment_shaders, struct ffp_desc, entry) {
945 entry_ati = (struct atifs_ffp_desc *) entry;
946 GL_EXTCALL(glDeleteFragmentShaderATI(entry_ati->shader));
947 checkGLcall("glDeleteFragmentShaderATI(entry->shader)");
948 list_remove(&entry->entry);
949 HeapFree(GetProcessHeap(), 0, entry);
951 LEAVE_GL();
953 /* Not actually needed, but revert what we've done before */
954 This->shader_priv = HeapReAlloc(GetProcessHeap(), 0, This->shader_priv,
955 sizeof(struct shader_arb_priv));
956 arb_program_shader_backend.shader_free_private(iface);
958 #undef GLINFO_LOCATION
960 static BOOL shader_atifs_dirty_const(IWineD3DDevice *iface) {
961 return arb_program_shader_backend.shader_dirtifyable_constants(iface);
964 static void shader_atifs_load_init(void) {
965 arb_program_shader_backend.shader_dll_load_init();
966 init_state_table();
969 static void shader_atifs_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *caps) {
970 arb_program_shader_backend.shader_get_caps(devtype, gl_info, caps);
972 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
973 WINED3DTEXOPCAPS_SELECTARG1 |
974 WINED3DTEXOPCAPS_SELECTARG2 |
975 WINED3DTEXOPCAPS_MODULATE4X |
976 WINED3DTEXOPCAPS_MODULATE2X |
977 WINED3DTEXOPCAPS_MODULATE |
978 WINED3DTEXOPCAPS_ADDSIGNED2X |
979 WINED3DTEXOPCAPS_ADDSIGNED |
980 WINED3DTEXOPCAPS_ADD |
981 WINED3DTEXOPCAPS_SUBTRACT |
982 WINED3DTEXOPCAPS_ADDSMOOTH |
983 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
984 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
985 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
986 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
987 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
988 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
989 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
990 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
991 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
992 WINED3DTEXOPCAPS_DOTPRODUCT3 |
993 WINED3DTEXOPCAPS_MULTIPLYADD |
994 WINED3DTEXOPCAPS_LERP |
995 WINED3DTEXOPCAPS_BUMPENVMAP;
997 /* TODO: Implement WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
998 and WINED3DTEXOPCAPS_PREMODULATE */
1000 /* GL_ATI_fragment_shader only supports up to 6 textures, which was the limit on r200 cards
1001 * which this extension is exclusively focused on(later cards have GL_ARB_fragment_program).
1002 * If the current card has more than 8 fixed function textures in OpenGL's regular fixed
1003 * function pipeline then the ATI_fragment_shader backend imposes a stricter limit. This
1004 * shouldn't be too hard since Nvidia cards have a limit of 4 textures with the default ffp
1005 * pipeline, and almost all games are happy with that. We can however support up to 8
1006 * texture stages because we have a 2nd pass limit of 8 instructions, and per stage we use
1007 * only 1 instruction.
1009 * The proper fix for this is not to use GL_ATI_fragment_shader on cards newer than the
1010 * r200 series and use an ARB or GLSL shader instead
1012 if(caps->MaxSimultaneousTextures > 6) {
1013 WARN("OpenGL fixed function supports %d simultaneous textures,\n", caps->MaxSimultaneousTextures);
1014 WARN("but GL_ATI_fragment_shader limits this to 6\n");
1015 caps->MaxSimultaneousTextures = 6;
1018 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
1021 static void shader_atifs_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer) {
1022 ERR("Should not get here\n");
1025 static void shader_atifs_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer) {
1026 arb_program_shader_backend.shader_generate_vshader(iface, buffer);
1029 const shader_backend_t atifs_shader_backend = {
1030 shader_atifs_select,
1031 shader_atifs_select_depth_blt,
1032 shader_atifs_destroy_depth_blt,
1033 shader_atifs_load_constants,
1034 shader_atifs_cleanup,
1035 shader_atifs_color_correction,
1036 shader_atifs_destroy,
1037 shader_atifs_alloc,
1038 shader_atifs_free,
1039 shader_atifs_dirty_const,
1040 shader_atifs_generate_pshader,
1041 shader_atifs_generate_vshader,
1042 shader_atifs_get_caps,
1043 shader_atifs_load_init,
1044 ATIFSStateTable