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
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 */
49 struct ffp_frag_desc parent
;
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
) {
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
) {
79 return "GL_2X_BIT_ATI";
81 return "GL_COMP_BIT_ATI";
82 case GL_NEGATE_BIT_ATI
:
83 return "GL_NEGATE_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";
113 return "Unexpected argmod combination\n";
116 static const char *debug_register(GLuint 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
) {
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
) {
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
) {
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
) {
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
));
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
));
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
));
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
)
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
;
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
277 ret
= GL_PRIMARY_COLOR
;
283 case WINED3DTA_TEXTURE
:
284 ret
= GL_REG_0_ATI
+ stage
;
287 case WINED3DTA_TFACTOR
:
288 ret
= ATI_FFP_CONST_TFACTOR
;
291 case WINED3DTA_SPECULAR
:
292 ret
= GL_SECONDARY_INTERPOLATOR_ATI
;
299 case WINED3DTA_CONSTANT
:
300 FIXME("Unhandled source argument WINED3DTA_TEMP\n");
305 FIXME("Unknown source argument %d\n", arg
);
309 if(arg
& WINED3DTA_COMPLEMENT
) {
310 if(mod
) *mod
|= GL_COMP_BIT_ATI
;
312 if(arg
& WINED3DTA_ALPHAREPLICATE
) {
313 if(rep
) *rep
= GL_ALPHA
;
315 if(rep
) *rep
= GL_NONE
;
320 static GLuint
find_tmpreg(const struct texture_stage_op op
[MAX_TEXTURES
])
322 int lowest_read
= -1;
323 int lowest_write
= -1;
325 BOOL tex_used
[MAX_TEXTURES
];
327 memset(tex_used
, 0, sizeof(tex_used
));
328 for(i
= 0; i
< MAX_TEXTURES
; i
++) {
329 if(op
[i
].cop
== WINED3DTOP_DISABLE
) {
333 if(lowest_read
== -1 &&
334 (op
[i
].carg1
== WINED3DTA_TEMP
|| op
[i
].carg2
== WINED3DTA_TEMP
|| op
[i
].carg0
== WINED3DTA_TEMP
||
335 op
[i
].aarg1
== WINED3DTA_TEMP
|| op
[i
].aarg2
== WINED3DTA_TEMP
|| op
[i
].aarg0
== WINED3DTA_TEMP
)) {
339 if(lowest_write
== -1 && op
[i
].dst
== tempreg
) {
343 if(op
[i
].carg1
== WINED3DTA_TEXTURE
|| op
[i
].carg2
== WINED3DTA_TEXTURE
|| op
[i
].carg0
== WINED3DTA_TEXTURE
||
344 op
[i
].aarg1
== WINED3DTA_TEXTURE
|| op
[i
].aarg2
== WINED3DTA_TEXTURE
|| op
[i
].aarg0
== WINED3DTA_TEXTURE
) {
349 /* Temp reg not read? We don't need it, return GL_NONE */
350 if(lowest_read
== -1) return GL_NONE
;
352 if(lowest_write
>= lowest_read
) {
353 FIXME("Temp register read before being written\n");
356 if(lowest_write
== -1) {
357 /* This needs a test. Maybe we are supposed to return 0.0/0.0/0.0/0.0, or fail drawprim, or whatever */
358 FIXME("Temp register read without being written\n");
360 } else if(lowest_write
>= 1) {
361 /* If we're writing to the temp reg at earliest in stage 1, we can use register 1 for the temp result.
362 * there may be texture data stored in reg 1, but we do not need it any longer since stage 1 already
367 /* Search for a free texture register. We have 6 registers available. GL_REG_0_ATI is already used
368 * for the regular result
370 for(i
= 1; i
< 6; i
++) {
372 return GL_REG_0_ATI
+ i
;
375 /* What to do here? Report it in ValidateDevice? */
376 FIXME("Could not find a register for the temporary register\n");
381 static GLuint
gen_ati_shader(const struct texture_stage_op op
[MAX_TEXTURES
], const struct wined3d_gl_info
*gl_info
)
383 GLuint ret
= GL_EXTCALL(glGenFragmentShadersATI(1));
385 GLuint arg0
, arg1
, arg2
, extrarg
;
386 GLuint dstmod
, argmod0
, argmod1
, argmod2
, argmodextra
;
387 GLuint rep0
, rep1
, rep2
;
389 GLuint tmparg
= find_tmpreg(op
);
393 ERR("Failed to generate a GL_ATI_fragment_shader shader id\n");
396 GL_EXTCALL(glBindFragmentShaderATI(ret
));
397 checkGLcall("GL_EXTCALL(glBindFragmentShaderATI(ret))");
399 TRACE("glBeginFragmentShaderATI()\n");
400 GL_EXTCALL(glBeginFragmentShaderATI());
401 checkGLcall("GL_EXTCALL(glBeginFragmentShaderATI())");
403 /* Pass 1: Generate sampling instructions for perturbation maps */
404 for (stage
= 0; stage
< gl_info
->limits
.textures
; ++stage
)
406 if(op
[stage
].cop
== WINED3DTOP_DISABLE
) break;
407 if(op
[stage
].cop
!= WINED3DTOP_BUMPENVMAP
&&
408 op
[stage
].cop
!= WINED3DTOP_BUMPENVMAPLUMINANCE
) continue;
410 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, GL_SWIZZLE_STR_ATI)\n",
412 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI
+ stage
,
413 GL_TEXTURE0_ARB
+ stage
,
414 GL_SWIZZLE_STR_ATI
));
415 if(op
[stage
+ 1].projected
== proj_none
) {
416 swizzle
= GL_SWIZZLE_STR_ATI
;
417 } else if(op
[stage
+ 1].projected
== proj_count4
) {
418 swizzle
= GL_SWIZZLE_STQ_DQ_ATI
;
420 swizzle
= GL_SWIZZLE_STR_DR_ATI
;
422 TRACE("glPassTexCoordATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, %s)\n",
423 stage
+ 1, stage
+ 1, debug_swizzle(swizzle
));
424 GL_EXTCALL(glPassTexCoordATI(GL_REG_0_ATI
+ stage
+ 1,
425 GL_TEXTURE0_ARB
+ stage
+ 1,
429 /* Pass 2: Generate perturbation calculations */
430 for (stage
= 0; stage
< gl_info
->limits
.textures
; ++stage
)
432 GLuint argmodextra_x
, argmodextra_y
;
433 struct color_fixup_desc fixup
;
435 if(op
[stage
].cop
== WINED3DTOP_DISABLE
) break;
436 if(op
[stage
].cop
!= WINED3DTOP_BUMPENVMAP
&&
437 op
[stage
].cop
!= WINED3DTOP_BUMPENVMAPLUMINANCE
) 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
;
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
== WINED3DTOP_DISABLE
) {
485 if(op
[stage
].projected
== proj_none
) {
486 swizzle
= GL_SWIZZLE_STR_ATI
;
487 } else if(op
[stage
].projected
== proj_count3
) {
488 swizzle
= GL_SWIZZLE_STR_DR_ATI
;
490 swizzle
= GL_SWIZZLE_STQ_DQ_ATI
;
493 if((op
[stage
].carg0
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
||
494 (op
[stage
].carg1
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
||
495 (op
[stage
].carg2
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
||
496 (op
[stage
].aarg0
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
||
497 (op
[stage
].aarg1
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
||
498 (op
[stage
].aarg2
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
||
499 op
[stage
].cop
== WINED3DTOP_BLENDTEXTUREALPHA
) {
502 (op
[stage
- 1].cop
== WINED3DTOP_BUMPENVMAP
||
503 op
[stage
- 1].cop
== WINED3DTOP_BUMPENVMAPLUMINANCE
)) {
504 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_REG_%d_ATI, GL_SWIZZLE_STR_ATI)\n",
506 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI
+ stage
,
507 GL_REG_0_ATI
+ stage
,
508 GL_SWIZZLE_STR_ATI
));
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
,
519 /* Pass 4: Generate the arithmetic instructions */
520 for(stage
= 0; stage
< MAX_TEXTURES
; stage
++) {
521 if(op
[stage
].cop
== WINED3DTOP_DISABLE
) {
523 /* Handle complete texture disabling gracefully */
524 wrap_op1(gl_info
, GL_MOV_ATI
, GL_REG_0_ATI
, GL_NONE
, GL_NONE
,
525 GL_PRIMARY_COLOR
, GL_NONE
, GL_NONE
);
526 wrap_op1(gl_info
, GL_MOV_ATI
, GL_REG_0_ATI
, GL_ALPHA
, GL_NONE
,
527 GL_PRIMARY_COLOR
, GL_NONE
, GL_NONE
);
532 if(op
[stage
].dst
== tempreg
) {
533 /* If we're writing to D3DTA_TEMP, but never reading from it we don't have to write there in the first place.
534 * skip the entire stage, this saves some GPU time
536 if(tmparg
== GL_NONE
) continue;
540 dstreg
= GL_REG_0_ATI
;
543 arg0
= register_for_arg(op
[stage
].carg0
, gl_info
, stage
, &argmod0
, &rep0
, tmparg
);
544 arg1
= register_for_arg(op
[stage
].carg1
, gl_info
, stage
, &argmod1
, &rep1
, tmparg
);
545 arg2
= register_for_arg(op
[stage
].carg2
, gl_info
, stage
, &argmod2
, &rep2
, tmparg
);
547 argmodextra
= GL_NONE
;
550 switch(op
[stage
].cop
) {
551 case WINED3DTOP_SELECTARG2
:
555 case WINED3DTOP_SELECTARG1
:
556 wrap_op1(gl_info
, GL_MOV_ATI
, dstreg
, GL_NONE
, GL_NONE
,
557 arg1
, rep1
, argmod1
);
560 case WINED3DTOP_MODULATE4X
:
561 if(dstmod
== GL_NONE
) dstmod
= GL_4X_BIT_ATI
;
562 case WINED3DTOP_MODULATE2X
:
563 if(dstmod
== GL_NONE
) dstmod
= GL_2X_BIT_ATI
;
564 dstmod
|= GL_SATURATE_BIT_ATI
;
565 case WINED3DTOP_MODULATE
:
566 wrap_op2(gl_info
, GL_MUL_ATI
, dstreg
, GL_NONE
, dstmod
,
568 arg2
, rep2
, argmod2
);
571 case WINED3DTOP_ADDSIGNED2X
:
572 dstmod
= GL_2X_BIT_ATI
;
573 case WINED3DTOP_ADDSIGNED
:
574 argmodextra
= GL_BIAS_BIT_ATI
;
576 dstmod
|= GL_SATURATE_BIT_ATI
;
577 wrap_op2(gl_info
, GL_ADD_ATI
, GL_REG_0_ATI
, GL_NONE
, dstmod
,
579 arg2
, rep2
, argmodextra
| argmod2
);
582 case WINED3DTOP_SUBTRACT
:
583 dstmod
|= GL_SATURATE_BIT_ATI
;
584 wrap_op2(gl_info
, GL_SUB_ATI
, dstreg
, GL_NONE
, dstmod
,
586 arg2
, rep2
, argmod2
);
589 case WINED3DTOP_ADDSMOOTH
:
590 argmodextra
= argmod1
& GL_COMP_BIT_ATI
? argmod1
& ~GL_COMP_BIT_ATI
: argmod1
| GL_COMP_BIT_ATI
;
591 /* Dst = arg1 + * arg2(1 -arg 1)
592 * = arg2 * (1 - arg1) + arg1
594 wrap_op3(gl_info
, GL_MAD_ATI
, dstreg
, GL_NONE
, GL_SATURATE_BIT_ATI
,
596 arg1
, rep1
, argmodextra
,
597 arg1
, rep1
, argmod1
);
600 case WINED3DTOP_BLENDCURRENTALPHA
:
601 if(extrarg
== GL_NONE
) extrarg
= register_for_arg(WINED3DTA_CURRENT
, gl_info
, stage
, NULL
, NULL
, -1);
602 case WINED3DTOP_BLENDFACTORALPHA
:
603 if(extrarg
== GL_NONE
) extrarg
= register_for_arg(WINED3DTA_TFACTOR
, gl_info
, stage
, NULL
, NULL
, -1);
604 case WINED3DTOP_BLENDTEXTUREALPHA
:
605 if(extrarg
== GL_NONE
) extrarg
= register_for_arg(WINED3DTA_TEXTURE
, gl_info
, stage
, NULL
, NULL
, -1);
606 case WINED3DTOP_BLENDDIFFUSEALPHA
:
607 if(extrarg
== GL_NONE
) extrarg
= register_for_arg(WINED3DTA_DIFFUSE
, gl_info
, stage
, NULL
, NULL
, -1);
608 wrap_op3(gl_info
, GL_LERP_ATI
, dstreg
, GL_NONE
, GL_NONE
,
609 extrarg
, GL_ALPHA
, GL_NONE
,
611 arg2
, rep2
, argmod2
);
614 case WINED3DTOP_BLENDTEXTUREALPHAPM
:
615 arg0
= register_for_arg(WINED3DTA_TEXTURE
, gl_info
, stage
, NULL
, NULL
, -1);
616 wrap_op3(gl_info
, GL_MAD_ATI
, dstreg
, GL_NONE
, GL_NONE
,
618 arg0
, GL_ALPHA
, GL_COMP_BIT_ATI
,
619 arg1
, rep1
, argmod1
);
622 /* D3DTOP_PREMODULATE ???? */
624 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR
:
625 argmodextra
= argmod1
& GL_COMP_BIT_ATI
? argmod1
& ~GL_COMP_BIT_ATI
: argmod1
| GL_COMP_BIT_ATI
;
626 case WINED3DTOP_MODULATEALPHA_ADDCOLOR
:
627 if(!argmodextra
) argmodextra
= argmod1
;
628 wrap_op3(gl_info
, GL_MAD_ATI
, dstreg
, GL_NONE
, GL_SATURATE_BIT_ATI
,
630 arg1
, GL_ALPHA
, argmodextra
,
631 arg1
, rep1
, argmod1
);
634 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA
:
635 argmodextra
= argmod1
& GL_COMP_BIT_ATI
? argmod1
& ~GL_COMP_BIT_ATI
: argmod1
| GL_COMP_BIT_ATI
;
636 case WINED3DTOP_MODULATECOLOR_ADDALPHA
:
637 if(!argmodextra
) argmodextra
= argmod1
;
638 wrap_op3(gl_info
, GL_MAD_ATI
, dstreg
, GL_NONE
, GL_SATURATE_BIT_ATI
,
640 arg1
, rep1
, argmodextra
,
641 arg1
, GL_ALPHA
, argmod1
);
644 case WINED3DTOP_DOTPRODUCT3
:
645 wrap_op2(gl_info
, GL_DOT3_ATI
, dstreg
, GL_NONE
, GL_4X_BIT_ATI
| GL_SATURATE_BIT_ATI
,
646 arg1
, rep1
, argmod1
| GL_BIAS_BIT_ATI
,
647 arg2
, rep2
, argmod2
| GL_BIAS_BIT_ATI
);
650 case WINED3DTOP_MULTIPLYADD
:
651 wrap_op3(gl_info
, GL_MAD_ATI
, dstreg
, GL_NONE
, GL_SATURATE_BIT_ATI
,
654 arg0
, rep0
, argmod0
);
657 case WINED3DTOP_LERP
:
658 wrap_op3(gl_info
, GL_LERP_ATI
, dstreg
, GL_NONE
, GL_NONE
,
661 arg2
, rep2
, argmod2
);
664 case WINED3DTOP_BUMPENVMAP
:
665 case WINED3DTOP_BUMPENVMAPLUMINANCE
:
666 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
669 default: FIXME("Unhandled color operation %d on stage %d\n", op
[stage
].cop
, stage
);
672 arg0
= register_for_arg(op
[stage
].aarg0
, gl_info
, stage
, &argmod0
, NULL
, tmparg
);
673 arg1
= register_for_arg(op
[stage
].aarg1
, gl_info
, stage
, &argmod1
, NULL
, tmparg
);
674 arg2
= register_for_arg(op
[stage
].aarg2
, gl_info
, stage
, &argmod2
, NULL
, tmparg
);
676 argmodextra
= GL_NONE
;
679 switch(op
[stage
].aop
) {
680 case WINED3DTOP_DISABLE
:
681 /* Get the primary color to the output if on stage 0, otherwise leave register 0 untouched */
683 wrap_op1(gl_info
, GL_MOV_ATI
, GL_REG_0_ATI
, GL_ALPHA
, GL_NONE
,
684 GL_PRIMARY_COLOR
, GL_NONE
, GL_NONE
);
688 case WINED3DTOP_SELECTARG2
:
691 case WINED3DTOP_SELECTARG1
:
692 wrap_op1(gl_info
, GL_MOV_ATI
, dstreg
, GL_ALPHA
, GL_NONE
,
693 arg1
, GL_NONE
, argmod1
);
696 case WINED3DTOP_MODULATE4X
:
697 if(dstmod
== GL_NONE
) dstmod
= GL_4X_BIT_ATI
;
698 case WINED3DTOP_MODULATE2X
:
699 if(dstmod
== GL_NONE
) dstmod
= GL_2X_BIT_ATI
;
700 dstmod
|= GL_SATURATE_BIT_ATI
;
701 case WINED3DTOP_MODULATE
:
702 wrap_op2(gl_info
, GL_MUL_ATI
, dstreg
, GL_ALPHA
, dstmod
,
703 arg1
, GL_NONE
, argmod1
,
704 arg2
, GL_NONE
, argmod2
);
707 case WINED3DTOP_ADDSIGNED2X
:
708 dstmod
= GL_2X_BIT_ATI
;
709 case WINED3DTOP_ADDSIGNED
:
710 argmodextra
= GL_BIAS_BIT_ATI
;
712 dstmod
|= GL_SATURATE_BIT_ATI
;
713 wrap_op2(gl_info
, GL_ADD_ATI
, dstreg
, GL_ALPHA
, dstmod
,
714 arg1
, GL_NONE
, argmod1
,
715 arg2
, GL_NONE
, argmodextra
| argmod2
);
718 case WINED3DTOP_SUBTRACT
:
719 dstmod
|= GL_SATURATE_BIT_ATI
;
720 wrap_op2(gl_info
, GL_SUB_ATI
, dstreg
, GL_ALPHA
, dstmod
,
721 arg1
, GL_NONE
, argmod1
,
722 arg2
, GL_NONE
, argmod2
);
725 case WINED3DTOP_ADDSMOOTH
:
726 argmodextra
= argmod1
& GL_COMP_BIT_ATI
? argmod1
& ~GL_COMP_BIT_ATI
: argmod1
| GL_COMP_BIT_ATI
;
727 /* Dst = arg1 + * arg2(1 -arg 1)
728 * = arg2 * (1 - arg1) + arg1
730 wrap_op3(gl_info
, GL_MAD_ATI
, dstreg
, GL_ALPHA
, GL_SATURATE_BIT_ATI
,
731 arg2
, GL_NONE
, argmod2
,
732 arg1
, GL_NONE
, argmodextra
,
733 arg1
, GL_NONE
, argmod1
);
736 case WINED3DTOP_BLENDCURRENTALPHA
:
737 if(extrarg
== GL_NONE
) extrarg
= register_for_arg(WINED3DTA_CURRENT
, gl_info
, stage
, NULL
, NULL
, -1);
738 case WINED3DTOP_BLENDFACTORALPHA
:
739 if(extrarg
== GL_NONE
) extrarg
= register_for_arg(WINED3DTA_TFACTOR
, gl_info
, stage
, NULL
, NULL
, -1);
740 case WINED3DTOP_BLENDTEXTUREALPHA
:
741 if(extrarg
== GL_NONE
) extrarg
= register_for_arg(WINED3DTA_TEXTURE
, gl_info
, stage
, NULL
, NULL
, -1);
742 case WINED3DTOP_BLENDDIFFUSEALPHA
:
743 if(extrarg
== GL_NONE
) extrarg
= register_for_arg(WINED3DTA_DIFFUSE
, gl_info
, stage
, NULL
, NULL
, -1);
744 wrap_op3(gl_info
, GL_LERP_ATI
, dstreg
, GL_ALPHA
, GL_NONE
,
745 extrarg
, GL_ALPHA
, GL_NONE
,
746 arg1
, GL_NONE
, argmod1
,
747 arg2
, GL_NONE
, argmod2
);
750 case WINED3DTOP_BLENDTEXTUREALPHAPM
:
751 arg0
= register_for_arg(WINED3DTA_TEXTURE
, gl_info
, stage
, NULL
, NULL
, -1);
752 wrap_op3(gl_info
, GL_MAD_ATI
, dstreg
, GL_ALPHA
, GL_NONE
,
753 arg2
, GL_NONE
, argmod2
,
754 arg0
, GL_ALPHA
, GL_COMP_BIT_ATI
,
755 arg1
, GL_NONE
, argmod1
);
758 /* D3DTOP_PREMODULATE ???? */
760 case WINED3DTOP_DOTPRODUCT3
:
761 wrap_op2(gl_info
, GL_DOT3_ATI
, dstreg
, GL_ALPHA
, GL_4X_BIT_ATI
| GL_SATURATE_BIT_ATI
,
762 arg1
, GL_NONE
, argmod1
| GL_BIAS_BIT_ATI
,
763 arg2
, GL_NONE
, argmod2
| GL_BIAS_BIT_ATI
);
766 case WINED3DTOP_MULTIPLYADD
:
767 wrap_op3(gl_info
, GL_MAD_ATI
, dstreg
, GL_ALPHA
, GL_SATURATE_BIT_ATI
,
768 arg1
, GL_NONE
, argmod1
,
769 arg2
, GL_NONE
, argmod2
,
770 arg0
, GL_NONE
, argmod0
);
773 case WINED3DTOP_LERP
:
774 wrap_op3(gl_info
, GL_LERP_ATI
, dstreg
, GL_ALPHA
, GL_SATURATE_BIT_ATI
,
775 arg1
, GL_NONE
, argmod1
,
776 arg2
, GL_NONE
, argmod2
,
777 arg0
, GL_NONE
, argmod0
);
780 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR
:
781 case WINED3DTOP_MODULATEALPHA_ADDCOLOR
:
782 case WINED3DTOP_MODULATECOLOR_ADDALPHA
:
783 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA
:
784 case WINED3DTOP_BUMPENVMAP
:
785 case WINED3DTOP_BUMPENVMAPLUMINANCE
:
786 ERR("Application uses an invalid alpha operation\n");
789 default: FIXME("Unhandled alpha operation %d on stage %d\n", op
[stage
].aop
, stage
);
793 TRACE("glEndFragmentShaderATI()\n");
794 GL_EXTCALL(glEndFragmentShaderATI());
795 checkGLcall("GL_EXTCALL(glEndFragmentShaderATI())");
799 static void set_tex_op_atifs(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
801 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
802 IWineD3DDeviceImpl
*This
= stateblock
->device
;
803 const struct atifs_ffp_desc
*desc
;
804 struct ffp_frag_settings settings
;
805 struct atifs_private_data
*priv
= This
->fragment_priv
;
809 gen_ffp_frag_op(stateblock
, &settings
, TRUE
);
810 desc
= (const struct atifs_ffp_desc
*)find_ffp_frag_shader(&priv
->fragment_shaders
, &settings
);
812 struct atifs_ffp_desc
*new_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc
));
815 ERR("Out of memory\n");
818 new_desc
->num_textures_used
= 0;
819 for (i
= 0; i
< gl_info
->limits
.texture_stages
; ++i
)
821 if(settings
.op
[i
].cop
== WINED3DTOP_DISABLE
) break;
822 new_desc
->num_textures_used
= i
;
825 memcpy(&new_desc
->parent
.settings
, &settings
, sizeof(settings
));
826 new_desc
->shader
= gen_ati_shader(settings
.op
, gl_info
);
827 add_ffp_frag_shader(&priv
->fragment_shaders
, &new_desc
->parent
);
828 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc
);
832 /* GL_ATI_fragment_shader depends on the GL_TEXTURE_xD enable settings. Update the texture stages
833 * used by this shader
835 for(i
= 0; i
< desc
->num_textures_used
; i
++) {
836 mapped_stage
= This
->texUnitMap
[i
];
837 if (mapped_stage
!= WINED3D_UNMAPPED_STAGE
)
839 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ mapped_stage
));
840 checkGLcall("glActiveTextureARB");
841 texture_activate_dimensions(i
, stateblock
, context
);
845 GL_EXTCALL(glBindFragmentShaderATI(desc
->shader
));
848 static void state_texfactor_atifs(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
850 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
852 D3DCOLORTOGLFLOAT4(stateblock
->renderState
[WINED3DRS_TEXTUREFACTOR
], col
);
854 GL_EXTCALL(glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR
, col
));
855 checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR, col)");
858 static void set_bumpmat(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
860 DWORD stage
= (state
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
861 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
864 mat
[0][0] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT00
]);
865 mat
[1][0] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT01
]);
866 mat
[0][1] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT10
]);
867 mat
[1][1] = *((float *) &stateblock
->textureState
[stage
][WINED3DTSS_BUMPENVMAT11
]);
868 /* GL_ATI_fragment_shader allows only constants from 0.0 to 1.0, but the bumpmat
869 * constants can be in any range. While they should stay between [-1.0 and 1.0] because
870 * Shader Model 1.x pixel shaders are clamped to that range negative values are used occasionally,
871 * for example by our d3d9 test. So to get negative values scale -1;1 to 0;1 and undo that in the
872 * shader(it is free). This might potentially reduce precision. However, if the hardware does
873 * support proper floats it shouldn't, and if it doesn't we can't get anything better anyway
875 mat
[0][0] = (mat
[0][0] + 1.0f
) * 0.5f
;
876 mat
[1][0] = (mat
[1][0] + 1.0f
) * 0.5f
;
877 mat
[0][1] = (mat
[0][1] + 1.0f
) * 0.5f
;
878 mat
[1][1] = (mat
[1][1] + 1.0f
) * 0.5f
;
879 GL_EXTCALL(glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage
), (float *) mat
));
880 checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), mat)");
883 static void textransform(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
885 if(!isStateDirty(context
, STATE_PIXELSHADER
)) {
886 set_tex_op_atifs(state
, stateblock
, context
);
890 static void atifs_apply_pixelshader(DWORD state
, IWineD3DStateBlockImpl
*stateblock
, struct wined3d_context
*context
)
892 IWineD3DDeviceImpl
*device
= stateblock
->device
;
893 BOOL use_vshader
= use_vs(stateblock
);
895 context
->last_was_pshader
= use_ps(stateblock
);
896 /* The ATIFS code does not support pixel shaders currently, but we have to provide a state handler
897 * to call shader_select to select a vertex shader if one is applied because the vertex shader state
898 * may defer calling the shader backend if the pshader state is dirty.
900 * In theory the application should not be able to mark the pixel shader dirty because it cannot
901 * create a shader, and thus has no way to set the state to something != NULL. However, a different
902 * pipeline part may link a different state to its pixelshader handler, thus a pshader state exists
903 * and can be dirtified. Also the pshader is always dirtified at startup, and blitting disables all
904 * shaders and dirtifies all shader states. If atifs can deal with this it keeps the rest of the code
907 if(!isStateDirty(context
, device
->StateTable
[STATE_VSHADER
].representative
)) {
908 device
->shader_backend
->shader_select(context
, FALSE
, use_vshader
);
910 if (!isStateDirty(context
, STATE_VERTEXSHADERCONSTANT
) && use_vshader
)
911 stateblock_apply_state(STATE_VERTEXSHADERCONSTANT
, stateblock
, context
);
915 static const struct StateEntryTemplate atifs_fragmentstate_template
[] = {
916 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR
), state_texfactor_atifs
}, WINED3D_GL_EXT_NONE
},
917 {STATE_RENDER(WINED3DRS_FOGCOLOR
), { STATE_RENDER(WINED3DRS_FOGCOLOR
), state_fogcolor
}, WINED3D_GL_EXT_NONE
},
918 {STATE_RENDER(WINED3DRS_FOGDENSITY
), { STATE_RENDER(WINED3DRS_FOGDENSITY
), state_fogdensity
}, WINED3D_GL_EXT_NONE
},
919 {STATE_RENDER(WINED3DRS_FOGENABLE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), state_fog_fragpart
}, WINED3D_GL_EXT_NONE
},
920 {STATE_RENDER(WINED3DRS_FOGTABLEMODE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
921 {STATE_RENDER(WINED3DRS_FOGVERTEXMODE
), { STATE_RENDER(WINED3DRS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
922 {STATE_RENDER(WINED3DRS_FOGSTART
), { STATE_RENDER(WINED3DRS_FOGSTART
), state_fogstartend
}, WINED3D_GL_EXT_NONE
},
923 {STATE_RENDER(WINED3DRS_FOGEND
), { STATE_RENDER(WINED3DRS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
924 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), set_tex_op_atifs
}, WINED3D_GL_EXT_NONE
},
925 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
926 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
927 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
928 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
929 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
930 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
931 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
932 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
933 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), set_bumpmat
}, WINED3D_GL_EXT_NONE
},
934 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
935 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
936 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
937 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
938 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
939 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
940 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
941 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
942 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
943 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
944 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
945 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
946 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), set_bumpmat
}, WINED3D_GL_EXT_NONE
},
947 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
948 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
949 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
950 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
951 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
952 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
953 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
954 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
955 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
956 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
957 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
958 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
959 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), set_bumpmat
}, WINED3D_GL_EXT_NONE
},
960 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
961 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
962 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
963 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
964 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
965 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
966 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
967 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
968 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
969 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
970 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
971 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
972 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), set_bumpmat
}, WINED3D_GL_EXT_NONE
},
973 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
974 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
975 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
976 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
977 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
978 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
979 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
980 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
981 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
982 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
983 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
984 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
985 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), set_bumpmat
}, WINED3D_GL_EXT_NONE
},
986 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
987 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
988 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
989 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
990 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
991 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
992 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
993 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
994 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
995 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
996 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
997 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
998 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), set_bumpmat
}, WINED3D_GL_EXT_NONE
},
999 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1000 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1001 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1002 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
1003 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
1004 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
1005 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
1006 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
1007 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
1008 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
1009 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
1010 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
1011 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), set_bumpmat
}, WINED3D_GL_EXT_NONE
},
1012 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1013 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1014 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1015 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
1016 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
1017 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
1018 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
1019 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
1020 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
1021 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
1022 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
1023 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG
), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
), NULL
}, WINED3D_GL_EXT_NONE
},
1024 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), set_bumpmat
}, WINED3D_GL_EXT_NONE
},
1025 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1026 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1027 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11
), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1028 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
1029 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
1030 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
1031 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
1032 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
1033 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
1034 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
1035 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
1036 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
1037 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
1038 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
1039 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
1040 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
1041 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
1042 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
1043 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS
),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
1044 {STATE_PIXELSHADER
, { STATE_PIXELSHADER
, atifs_apply_pixelshader
}, WINED3D_GL_EXT_NONE
},
1045 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
1048 /* Context activation is done by the caller. */
1049 static void atifs_enable(IWineD3DDevice
*iface
, BOOL enable
) {
1052 glEnable(GL_FRAGMENT_SHADER_ATI
);
1053 checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
1055 glDisable(GL_FRAGMENT_SHADER_ATI
);
1056 checkGLcall("glDisable(GL_FRAGMENT_SHADER_ATI)");
1061 static void atifs_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
1063 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
;
1064 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
|
1065 WINED3DTEXOPCAPS_SELECTARG1
|
1066 WINED3DTEXOPCAPS_SELECTARG2
|
1067 WINED3DTEXOPCAPS_MODULATE4X
|
1068 WINED3DTEXOPCAPS_MODULATE2X
|
1069 WINED3DTEXOPCAPS_MODULATE
|
1070 WINED3DTEXOPCAPS_ADDSIGNED2X
|
1071 WINED3DTEXOPCAPS_ADDSIGNED
|
1072 WINED3DTEXOPCAPS_ADD
|
1073 WINED3DTEXOPCAPS_SUBTRACT
|
1074 WINED3DTEXOPCAPS_ADDSMOOTH
|
1075 WINED3DTEXOPCAPS_BLENDCURRENTALPHA
|
1076 WINED3DTEXOPCAPS_BLENDFACTORALPHA
|
1077 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
|
1078 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
|
1079 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
|
1080 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
|
1081 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
|
1082 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
|
1083 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
|
1084 WINED3DTEXOPCAPS_DOTPRODUCT3
|
1085 WINED3DTEXOPCAPS_MULTIPLYADD
|
1086 WINED3DTEXOPCAPS_LERP
|
1087 WINED3DTEXOPCAPS_BUMPENVMAP
;
1089 /* TODO: Implement WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
1090 and WINED3DTEXOPCAPS_PREMODULATE */
1092 /* GL_ATI_fragment_shader always supports 6 textures, which was the limit on r200 cards
1093 * which this extension is exclusively focused on(later cards have GL_ARB_fragment_program).
1094 * If the current card has more than 8 fixed function textures in OpenGL's regular fixed
1095 * function pipeline then the ATI_fragment_shader backend imposes a stricter limit. This
1096 * shouldn't be too hard since Nvidia cards have a limit of 4 textures with the default ffp
1097 * pipeline, and almost all games are happy with that. We can however support up to 8
1098 * texture stages because we have a 2nd pass limit of 8 instructions, and per stage we use
1099 * only 1 instruction.
1101 * The proper fix for this is not to use GL_ATI_fragment_shader on cards newer than the
1102 * r200 series and use an ARB or GLSL shader instead
1104 caps
->MaxTextureBlendStages
= 8;
1105 caps
->MaxSimultaneousTextures
= 6;
1108 static HRESULT
atifs_alloc(IWineD3DDevice
*iface
) {
1109 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
1110 struct atifs_private_data
*priv
;
1112 This
->fragment_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct atifs_private_data
));
1113 if(!This
->fragment_priv
) {
1114 ERR("Out of memory\n");
1115 return E_OUTOFMEMORY
;
1117 priv
= This
->fragment_priv
;
1118 if (wine_rb_init(&priv
->fragment_shaders
, &wined3d_ffp_frag_program_rb_functions
) == -1)
1120 ERR("Failed to initialize rbtree.\n");
1121 HeapFree(GetProcessHeap(), 0, This
->fragment_priv
);
1122 return E_OUTOFMEMORY
;
1127 /* Context activation is done by the caller. */
1128 static void atifs_free_ffpshader(struct wine_rb_entry
*entry
, void *context
)
1130 IWineD3DDeviceImpl
*This
= context
;
1131 const struct wined3d_gl_info
*gl_info
= &This
->adapter
->gl_info
;
1132 struct atifs_ffp_desc
*entry_ati
= WINE_RB_ENTRY_VALUE(entry
, struct atifs_ffp_desc
, parent
.entry
);
1135 GL_EXTCALL(glDeleteFragmentShaderATI(entry_ati
->shader
));
1136 checkGLcall("glDeleteFragmentShaderATI(entry->shader)");
1137 HeapFree(GetProcessHeap(), 0, entry_ati
);
1141 /* Context activation is done by the caller. */
1142 static void atifs_free(IWineD3DDevice
*iface
) {
1143 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*) iface
;
1144 struct atifs_private_data
*priv
= This
->fragment_priv
;
1146 wine_rb_destroy(&priv
->fragment_shaders
, atifs_free_ffpshader
, This
);
1148 HeapFree(GetProcessHeap(), 0, priv
);
1149 This
->fragment_priv
= NULL
;
1152 static BOOL
atifs_color_fixup_supported(struct color_fixup_desc fixup
)
1154 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
1156 TRACE("Checking support for fixup:\n");
1157 dump_color_fixup_desc(fixup
);
1160 /* We only support sign fixup of the first two channels. */
1161 if (fixup
.x_source
== CHANNEL_SOURCE_X
&& fixup
.y_source
== CHANNEL_SOURCE_Y
1162 && fixup
.z_source
== CHANNEL_SOURCE_Z
&& fixup
.w_source
== CHANNEL_SOURCE_W
1163 && !fixup
.z_sign_fixup
&& !fixup
.w_sign_fixup
)
1169 TRACE("[FAILED]\n");
1173 const struct fragment_pipeline atifs_fragment_pipeline
= {
1178 atifs_color_fixup_supported
,
1179 atifs_fragmentstate_template
,
1180 TRUE
/* We can disable projected textures */