wined3d: Adding AMD HD5670, HD5570, HD5550, HD5450 detection.
[wine] / dlls / wined3d / ati_fragment_shader.c
1 /*
2  * Fixed function pipeline replacement using GL_ATI_fragment_shader
3  *
4  * Copyright 2008 Stefan Dösinger(for CodeWeavers)
5  *
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.
10  *
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.
15  *
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
19  */
20
21 #include "config.h"
22
23 #include <math.h>
24 #include <stdio.h>
25
26 #include "wined3d_private.h"
27
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
29 WINE_DECLARE_DEBUG_CHANNEL(d3d);
30
31 /* GL locking for state handlers is done by the caller. */
32
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
36  */
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
45
46 /* GL_ATI_fragment_shader specific fixed function pipeline description. "Inherits" from the common one */
47 struct atifs_ffp_desc
48 {
49     struct ffp_frag_desc parent;
50     GLuint shader;
51     unsigned int num_textures_used;
52 };
53
54 struct atifs_private_data
55 {
56     struct wine_rb_tree fragment_shaders; /* A rb-tree to track fragment pipeline replacement shaders */
57 };
58
59 static const char *debug_dstmod(GLuint mod) {
60     switch(mod) {
61         case GL_NONE:               return "GL_NONE";
62         case GL_2X_BIT_ATI:         return "GL_2X_BIT_ATI";
63         case GL_4X_BIT_ATI:         return "GL_4X_BIT_ATI";
64         case GL_8X_BIT_ATI:         return "GL_8X_BIT_ATI";
65         case GL_HALF_BIT_ATI:       return "GL_HALF_BIT_ATI";
66         case GL_QUARTER_BIT_ATI:    return "GL_QUARTER_BIT_ATI";
67         case GL_EIGHTH_BIT_ATI:     return "GL_EIGHTH_BIT_ATI";
68         case GL_SATURATE_BIT_ATI:   return "GL_SATURATE_BIT_ATI";
69         default:                    return "Unexpected modifier\n";
70     }
71 }
72
73 static const char *debug_argmod(GLuint mod) {
74     switch(mod) {
75         case GL_NONE:
76             return "GL_NONE";
77
78         case GL_2X_BIT_ATI:
79             return "GL_2X_BIT_ATI";
80         case GL_COMP_BIT_ATI:
81             return "GL_COMP_BIT_ATI";
82         case GL_NEGATE_BIT_ATI:
83             return "GL_NEGATE_BIT_ATI";
84         case GL_BIAS_BIT_ATI:
85             return "GL_BIAS_BIT_ATI";
86
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";
99
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";
108
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";
111
112         default:
113             return "Unexpected argmod combination\n";
114     }
115 }
116 static const char *debug_register(GLuint reg) {
117     switch(reg) {
118         case GL_REG_0_ATI:                  return "GL_REG_0_ATI";
119         case GL_REG_1_ATI:                  return "GL_REG_1_ATI";
120         case GL_REG_2_ATI:                  return "GL_REG_2_ATI";
121         case GL_REG_3_ATI:                  return "GL_REG_3_ATI";
122         case GL_REG_4_ATI:                  return "GL_REG_4_ATI";
123         case GL_REG_5_ATI:                  return "GL_REG_5_ATI";
124
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";
133
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";
138
139         default:                            return "Unknown register\n";
140     }
141 }
142
143 static const char *debug_swizzle(GLuint swizzle) {
144     switch(swizzle) {
145         case GL_SWIZZLE_STR_ATI:        return "GL_SWIZZLE_STR_ATI";
146         case GL_SWIZZLE_STQ_ATI:        return "GL_SWIZZLE_STQ_ATI";
147         case GL_SWIZZLE_STR_DR_ATI:     return "GL_SWIZZLE_STR_DR_ATI";
148         case GL_SWIZZLE_STQ_DQ_ATI:     return "GL_SWIZZLE_STQ_DQ_ATI";
149         default:                        return "unknown swizzle";
150     }
151 }
152
153 static const char *debug_rep(GLuint rep) {
154     switch(rep) {
155         case GL_NONE:                   return "GL_NONE";
156         case GL_RED:                    return "GL_RED";
157         case GL_GREEN:                  return "GL_GREEN";
158         case GL_BLUE:                   return "GL_BLUE";
159         default:                        return "unknown argrep";
160     }
161 }
162
163 static const char *debug_op(GLuint op) {
164     switch(op) {
165         case GL_MOV_ATI:                return "GL_MOV_ATI";
166         case GL_ADD_ATI:                return "GL_ADD_ATI";
167         case GL_MUL_ATI:                return "GL_MUL_ATI";
168         case GL_SUB_ATI:                return "GL_SUB_ATI";
169         case GL_DOT3_ATI:               return "GL_DOT3_ATI";
170         case GL_DOT4_ATI:               return "GL_DOT4_ATI";
171         case GL_MAD_ATI:                return "GL_MAD_ATI";
172         case GL_LERP_ATI:               return "GL_LERP_ATI";
173         case GL_CND_ATI:                return "GL_CND_ATI";
174         case GL_CND0_ATI:               return "GL_CND0_ATI";
175         case GL_DOT2_ADD_ATI:           return "GL_DOT2_ADD_ATI";
176         default:                        return "unexpected op";
177     }
178 }
179
180 static const char *debug_mask(GLuint mask) {
181     switch(mask) {
182         case GL_NONE:                           return "GL_NONE";
183         case GL_RED_BIT_ATI:                    return "GL_RED_BIT_ATI";
184         case GL_GREEN_BIT_ATI:                  return "GL_GREEN_BIT_ATI";
185         case GL_BLUE_BIT_ATI:                   return "GL_BLUE_BIT_ATI";
186         case GL_RED_BIT_ATI | GL_GREEN_BIT_ATI: return "GL_RED_BIT_ATI | GL_GREEN_BIT_ATI";
187         case GL_RED_BIT_ATI | GL_BLUE_BIT_ATI:  return "GL_RED_BIT_ATI | GL_BLUE_BIT_ATI";
188         case GL_GREEN_BIT_ATI | GL_BLUE_BIT_ATI:return "GL_GREEN_BIT_ATI | GL_BLUE_BIT_ATI";
189         case GL_RED_BIT_ATI | GL_GREEN_BIT_ATI | GL_BLUE_BIT_ATI:return "GL_RED_BIT_ATI | GL_GREEN_BIT_ATI | GL_BLUE_BIT_ATI";
190         default:                                return "Unexpected writemask";
191     }
192 }
193
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)
196 {
197     if(dstMask == GL_ALPHA) {
198         TRACE("glAlphaFragmentOp1ATI(%s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst), debug_dstmod(dstMod),
199               debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod));
200         GL_EXTCALL(glAlphaFragmentOp1ATI(op, dst, dstMod, arg1, arg1Rep, arg1Mod));
201     } else {
202         TRACE("glColorFragmentOp1ATI(%s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst),
203               debug_mask(dstMask), debug_dstmod(dstMod),
204               debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod));
205         GL_EXTCALL(glColorFragmentOp1ATI(op, dst, dstMask, dstMod, arg1, arg1Rep, arg1Mod));
206     }
207 }
208
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)
211 {
212     if(dstMask == GL_ALPHA) {
213         TRACE("glAlphaFragmentOp2ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst), debug_dstmod(dstMod),
214               debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod),
215               debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod));
216         GL_EXTCALL(glAlphaFragmentOp2ATI(op, dst, dstMod, arg1, arg1Rep, arg1Mod, arg2, arg2Rep, arg2Mod));
217     } else {
218         TRACE("glColorFragmentOp2ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst),
219               debug_mask(dstMask), debug_dstmod(dstMod),
220               debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod),
221               debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod));
222         GL_EXTCALL(glColorFragmentOp2ATI(op, dst, dstMask, dstMod, arg1, arg1Rep, arg1Mod, arg2, arg2Rep, arg2Mod));
223     }
224 }
225
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)
229 {
230     if(dstMask == GL_ALPHA) {
231         /* Leave some free space to fit "GL_NONE, " in to align most alpha and color op lines */
232         TRACE("glAlphaFragmentOp3ATI(%s, %s,          %s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst), debug_dstmod(dstMod),
233               debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod),
234               debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod),
235               debug_register(arg3), debug_rep(arg3Rep), debug_argmod(arg3Mod));
236         GL_EXTCALL(glAlphaFragmentOp3ATI(op, dst, dstMod,
237                                          arg1, arg1Rep, arg1Mod,
238                                          arg2, arg2Rep, arg2Mod,
239                                          arg3, arg3Rep, arg3Mod));
240     } else {
241         TRACE("glColorFragmentOp3ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst),
242               debug_mask(dstMask), debug_dstmod(dstMod),
243               debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod),
244               debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod),
245               debug_register(arg3), debug_rep(arg3Rep), debug_argmod(arg3Mod));
246         GL_EXTCALL(glColorFragmentOp3ATI(op, dst, dstMask, dstMod,
247                                          arg1, arg1Rep, arg1Mod,
248                                          arg2, arg2Rep, arg2Mod,
249                                          arg3, arg3Rep, arg3Mod));
250     }
251 }
252
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)
255 {
256     GLenum ret;
257
258     if(mod) *mod = GL_NONE;
259     if(arg == ARG_UNUSED)
260     {
261         if (rep) *rep = GL_NONE;
262         return -1; /* This is the marker for unused registers */
263     }
264
265     switch(arg & WINED3DTA_SELECTMASK) {
266         case WINED3DTA_DIFFUSE:
267             ret = GL_PRIMARY_COLOR;
268             break;
269
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
275              */
276             ret = stage ? GL_REG_0_ATI : GL_PRIMARY_COLOR;
277             break;
278
279         case WINED3DTA_TEXTURE:
280             ret = GL_REG_0_ATI + stage;
281             break;
282
283         case WINED3DTA_TFACTOR:
284             ret = ATI_FFP_CONST_TFACTOR;
285             break;
286
287         case WINED3DTA_SPECULAR:
288             ret = GL_SECONDARY_INTERPOLATOR_ATI;
289             break;
290
291         case WINED3DTA_TEMP:
292             ret = tmparg;
293             break;
294
295         case WINED3DTA_CONSTANT:
296             FIXME("Unhandled source argument WINED3DTA_TEMP\n");
297             ret = GL_CON_0_ATI;
298             break;
299
300         default:
301             FIXME("Unknown source argument %d\n", arg);
302             ret = GL_ZERO;
303     }
304
305     if(arg & WINED3DTA_COMPLEMENT) {
306         if(mod) *mod |= GL_COMP_BIT_ATI;
307     }
308     if(arg & WINED3DTA_ALPHAREPLICATE) {
309         if(rep) *rep = GL_ALPHA;
310     } else {
311         if(rep) *rep = GL_NONE;
312     }
313     return ret;
314 }
315
316 static GLuint find_tmpreg(const struct texture_stage_op op[MAX_TEXTURES])
317 {
318     int lowest_read = -1;
319     int lowest_write = -1;
320     int i;
321     BOOL tex_used[MAX_TEXTURES];
322
323     memset(tex_used, 0, sizeof(tex_used));
324     for(i = 0; i < MAX_TEXTURES; i++) {
325         if(op[i].cop == WINED3DTOP_DISABLE) {
326             break;
327         }
328
329         if(lowest_read == -1 &&
330           (op[i].carg1 == WINED3DTA_TEMP || op[i].carg2 == WINED3DTA_TEMP || op[i].carg0 == WINED3DTA_TEMP ||
331            op[i].aarg1 == WINED3DTA_TEMP || op[i].aarg2 == WINED3DTA_TEMP || op[i].aarg0 == WINED3DTA_TEMP)) {
332             lowest_read = i;
333         }
334
335         if(lowest_write == -1 && op[i].dst == tempreg) {
336             lowest_write = i;
337         }
338
339         if(op[i].carg1 == WINED3DTA_TEXTURE || op[i].carg2 == WINED3DTA_TEXTURE || op[i].carg0 == WINED3DTA_TEXTURE ||
340            op[i].aarg1 == WINED3DTA_TEXTURE || op[i].aarg2 == WINED3DTA_TEXTURE || op[i].aarg0 == WINED3DTA_TEXTURE) {
341             tex_used[i] = TRUE;
342         }
343     }
344
345     /* Temp reg not read? We don't need it, return GL_NONE */
346     if(lowest_read == -1) return GL_NONE;
347
348     if(lowest_write >= lowest_read) {
349         FIXME("Temp register read before being written\n");
350     }
351
352     if(lowest_write == -1) {
353         /* This needs a test. Maybe we are supposed to return 0.0/0.0/0.0/0.0, or fail drawprim, or whatever */
354         FIXME("Temp register read without being written\n");
355         return GL_REG_1_ATI;
356     } else if(lowest_write >= 1) {
357         /* If we're writing to the temp reg at earliest in stage 1, we can use register 1 for the temp result.
358          * there may be texture data stored in reg 1, but we do not need it any longer since stage 1 already
359          * read it
360          */
361         return GL_REG_1_ATI;
362     } else {
363         /* Search for a free texture register. We have 6 registers available. GL_REG_0_ATI is already used
364          * for the regular result
365          */
366         for(i = 1; i < 6; i++) {
367             if(!tex_used[i]) {
368                 return GL_REG_0_ATI + i;
369             }
370         }
371         /* What to do here? Report it in ValidateDevice? */
372         FIXME("Could not find a register for the temporary register\n");
373         return 0;
374     }
375 }
376
377 static GLuint gen_ati_shader(const struct texture_stage_op op[MAX_TEXTURES], const struct wined3d_gl_info *gl_info)
378 {
379     GLuint ret = GL_EXTCALL(glGenFragmentShadersATI(1));
380     unsigned int stage;
381     GLuint arg0, arg1, arg2, extrarg;
382     GLuint dstmod, argmod0, argmod1, argmod2, argmodextra;
383     GLuint rep0, rep1, rep2;
384     GLuint swizzle;
385     GLuint tmparg = find_tmpreg(op);
386     GLuint dstreg;
387
388     if(!ret) {
389         ERR("Failed to generate a GL_ATI_fragment_shader shader id\n");
390         return 0;
391     }
392     GL_EXTCALL(glBindFragmentShaderATI(ret));
393     checkGLcall("GL_EXTCALL(glBindFragmentShaderATI(ret))");
394
395     TRACE("glBeginFragmentShaderATI()\n");
396     GL_EXTCALL(glBeginFragmentShaderATI());
397     checkGLcall("GL_EXTCALL(glBeginFragmentShaderATI())");
398
399     /* Pass 1: Generate sampling instructions for perturbation maps */
400     for (stage = 0; stage < gl_info->limits.textures; ++stage)
401     {
402         if(op[stage].cop == WINED3DTOP_DISABLE) break;
403         if(op[stage].cop != WINED3DTOP_BUMPENVMAP &&
404            op[stage].cop != WINED3DTOP_BUMPENVMAPLUMINANCE) continue;
405
406         TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, GL_SWIZZLE_STR_ATI)\n",
407               stage, stage);
408         GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
409                    GL_TEXTURE0_ARB + stage,
410                    GL_SWIZZLE_STR_ATI));
411         if(op[stage + 1].projected == proj_none) {
412             swizzle = GL_SWIZZLE_STR_ATI;
413         } else if(op[stage + 1].projected == proj_count4) {
414             swizzle = GL_SWIZZLE_STQ_DQ_ATI;
415         } else {
416             swizzle = GL_SWIZZLE_STR_DR_ATI;
417         }
418         TRACE("glPassTexCoordATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, %s)\n",
419               stage + 1, stage + 1, debug_swizzle(swizzle));
420         GL_EXTCALL(glPassTexCoordATI(GL_REG_0_ATI + stage + 1,
421                    GL_TEXTURE0_ARB + stage + 1,
422                    swizzle));
423     }
424
425     /* Pass 2: Generate perturbation calculations */
426     for (stage = 0; stage < gl_info->limits.textures; ++stage)
427     {
428         GLuint argmodextra_x, argmodextra_y;
429         struct color_fixup_desc fixup;
430
431         if(op[stage].cop == WINED3DTOP_DISABLE) break;
432         if(op[stage].cop != WINED3DTOP_BUMPENVMAP &&
433            op[stage].cop != WINED3DTOP_BUMPENVMAPLUMINANCE) continue;
434
435         fixup = op[stage].color_fixup;
436         if (fixup.x_source != CHANNEL_SOURCE_X || fixup.y_source != CHANNEL_SOURCE_Y)
437         {
438             FIXME("Swizzles not implemented\n");
439             argmodextra_x = GL_NONE;
440             argmodextra_y = GL_NONE;
441         }
442         else
443         {
444             /* Nice thing, we get the color correction for free :-) */
445             argmodextra_x = fixup.x_sign_fixup ? GL_2X_BIT_ATI | GL_BIAS_BIT_ATI : GL_NONE;
446             argmodextra_y = fixup.y_sign_fixup ? GL_2X_BIT_ATI | GL_BIAS_BIT_ATI : GL_NONE;
447         }
448
449         wrap_op3(gl_info, GL_DOT2_ADD_ATI, GL_REG_0_ATI + stage + 1, GL_RED_BIT_ATI, GL_NONE,
450                  GL_REG_0_ATI + stage, GL_NONE, argmodextra_x,
451                  ATI_FFP_CONST_BUMPMAT(stage), GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI,
452                  GL_REG_0_ATI + stage + 1, GL_RED, GL_NONE);
453
454         /* Don't use GL_DOT2_ADD_ATI here because we cannot configure it to read the blue and alpha
455          * component of the bump matrix. Instead do this with two MADs:
456          *
457          * coord.a = tex.r * bump.b + coord.g
458          * coord.g = tex.g * bump.a + coord.a
459          *
460          * The first instruction writes to alpha so it can be coissued with the above DOT2_ADD.
461          * coord.a is unused. If the perturbed texture is projected, this was already handled
462          * in the glPassTexCoordATI above.
463          */
464         wrap_op3(gl_info, GL_MAD_ATI, GL_REG_0_ATI + stage + 1, GL_ALPHA, GL_NONE,
465                  GL_REG_0_ATI + stage, GL_RED, argmodextra_y,
466                  ATI_FFP_CONST_BUMPMAT(stage), GL_BLUE, GL_NONE,
467                  GL_REG_0_ATI + stage + 1, GL_GREEN, GL_NONE);
468         wrap_op3(gl_info, GL_MAD_ATI, GL_REG_0_ATI + stage + 1, GL_GREEN_BIT_ATI, GL_NONE,
469                  GL_REG_0_ATI + stage, GL_GREEN, argmodextra_y,
470                  ATI_FFP_CONST_BUMPMAT(stage), GL_ALPHA, GL_NONE,
471                  GL_REG_0_ATI + stage + 1, GL_ALPHA, GL_NONE);
472     }
473
474     /* Pass 3: Generate sampling instructions for regular textures */
475     for (stage = 0; stage < gl_info->limits.textures; ++stage)
476     {
477         if(op[stage].cop == WINED3DTOP_DISABLE) {
478             break;
479         }
480
481         if(op[stage].projected == proj_none) {
482             swizzle = GL_SWIZZLE_STR_ATI;
483         } else if(op[stage].projected == proj_count3) {
484             swizzle = GL_SWIZZLE_STR_DR_ATI;
485         } else {
486             swizzle = GL_SWIZZLE_STQ_DQ_ATI;
487         }
488
489         if((op[stage].carg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
490            (op[stage].carg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
491            (op[stage].carg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
492            (op[stage].aarg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
493            (op[stage].aarg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
494            (op[stage].aarg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
495             op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) {
496
497             if(stage > 0 &&
498                (op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
499                 op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
500                 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_REG_%d_ATI, GL_SWIZZLE_STR_ATI)\n",
501                       stage, stage);
502                 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
503                            GL_REG_0_ATI + stage,
504                            GL_SWIZZLE_STR_ATI));
505             } else {
506                 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, %s)\n",
507                     stage, stage, debug_swizzle(swizzle));
508                 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
509                                         GL_TEXTURE0_ARB + stage,
510                                         swizzle));
511             }
512         }
513     }
514
515     /* Pass 4: Generate the arithmetic instructions */
516     for (stage = 0; stage < MAX_TEXTURES; ++stage)
517     {
518         if (op[stage].cop == WINED3DTOP_DISABLE)
519         {
520             if (!stage)
521             {
522                 /* Handle complete texture disabling gracefully */
523                 wrap_op1(gl_info, GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE,
524                          GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
525                 wrap_op1(gl_info, GL_MOV_ATI, GL_REG_0_ATI, GL_ALPHA, GL_NONE,
526                          GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
527             }
528             break;
529         }
530
531         if(op[stage].dst == tempreg) {
532             /* If we're writing to D3DTA_TEMP, but never reading from it we don't have to write there in the first place.
533              * skip the entire stage, this saves some GPU time
534              */
535             if(tmparg == GL_NONE) continue;
536
537             dstreg = tmparg;
538         } else {
539             dstreg = GL_REG_0_ATI;
540         }
541
542         arg0 = register_for_arg(op[stage].carg0, gl_info, stage, &argmod0, &rep0, tmparg);
543         arg1 = register_for_arg(op[stage].carg1, gl_info, stage, &argmod1, &rep1, tmparg);
544         arg2 = register_for_arg(op[stage].carg2, gl_info, stage, &argmod2, &rep2, tmparg);
545         dstmod = GL_NONE;
546         argmodextra = GL_NONE;
547         extrarg = GL_NONE;
548
549         switch(op[stage].cop) {
550             case WINED3DTOP_SELECTARG2:
551                 arg1 = arg2;
552                 argmod1 = argmod2;
553                 rep1 = rep2;
554             case WINED3DTOP_SELECTARG1:
555                 wrap_op1(gl_info, GL_MOV_ATI, dstreg, GL_NONE, GL_NONE,
556                          arg1, rep1, argmod1);
557                 break;
558
559             case WINED3DTOP_MODULATE4X:
560                 if(dstmod == GL_NONE) dstmod = GL_4X_BIT_ATI;
561             case WINED3DTOP_MODULATE2X:
562                 if(dstmod == GL_NONE) dstmod = GL_2X_BIT_ATI;
563                 dstmod |= GL_SATURATE_BIT_ATI;
564             case WINED3DTOP_MODULATE:
565                 wrap_op2(gl_info, GL_MUL_ATI, dstreg, GL_NONE, dstmod,
566                          arg1, rep1, argmod1,
567                          arg2, rep2, argmod2);
568                 break;
569
570             case WINED3DTOP_ADDSIGNED2X:
571                 dstmod = GL_2X_BIT_ATI;
572             case WINED3DTOP_ADDSIGNED:
573                 argmodextra = GL_BIAS_BIT_ATI;
574             case WINED3DTOP_ADD:
575                 dstmod |= GL_SATURATE_BIT_ATI;
576                 wrap_op2(gl_info, GL_ADD_ATI, GL_REG_0_ATI, GL_NONE, dstmod,
577                          arg1, rep1, argmod1,
578                          arg2, rep2, argmodextra | argmod2);
579                 break;
580
581             case WINED3DTOP_SUBTRACT:
582                 dstmod |= GL_SATURATE_BIT_ATI;
583                 wrap_op2(gl_info, GL_SUB_ATI, dstreg, GL_NONE, dstmod,
584                          arg1, rep1, argmod1,
585                          arg2, rep2, argmod2);
586                 break;
587
588             case WINED3DTOP_ADDSMOOTH:
589                 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
590                 /* Dst = arg1 + * arg2(1 -arg 1)
591                  *     = arg2 * (1 - arg1) + arg1
592                  */
593                 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
594                          arg2, rep2, argmod2,
595                          arg1, rep1, argmodextra,
596                          arg1, rep1, argmod1);
597                 break;
598
599             case WINED3DTOP_BLENDCURRENTALPHA:
600                 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_CURRENT, gl_info, stage, NULL, NULL, -1);
601             case WINED3DTOP_BLENDFACTORALPHA:
602                 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TFACTOR, gl_info, stage, NULL, NULL, -1);
603             case WINED3DTOP_BLENDTEXTUREALPHA:
604                 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
605             case WINED3DTOP_BLENDDIFFUSEALPHA:
606                 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_DIFFUSE, gl_info, stage, NULL, NULL, -1);
607                 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_NONE, GL_NONE,
608                          extrarg, GL_ALPHA, GL_NONE,
609                          arg1, rep1, argmod1,
610                          arg2, rep2, argmod2);
611                 break;
612
613             case WINED3DTOP_BLENDTEXTUREALPHAPM:
614                 arg0 = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
615                 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_NONE,
616                          arg2, rep2,  argmod2,
617                          arg0, GL_ALPHA, GL_COMP_BIT_ATI,
618                          arg1, rep1,  argmod1);
619                 break;
620
621             /* D3DTOP_PREMODULATE ???? */
622
623             case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
624                 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
625             case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
626                 if(!argmodextra) argmodextra = argmod1;
627                 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
628                          arg2, rep2,  argmod2,
629                          arg1, GL_ALPHA, argmodextra,
630                          arg1, rep1,  argmod1);
631                 break;
632
633             case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
634                 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
635             case WINED3DTOP_MODULATECOLOR_ADDALPHA:
636                 if(!argmodextra) argmodextra = argmod1;
637                 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
638                          arg2, rep2,  argmod2,
639                          arg1, rep1,  argmodextra,
640                          arg1, GL_ALPHA, argmod1);
641                 break;
642
643             case WINED3DTOP_DOTPRODUCT3:
644                 wrap_op2(gl_info, GL_DOT3_ATI, dstreg, GL_NONE, GL_4X_BIT_ATI | GL_SATURATE_BIT_ATI,
645                          arg1, rep1, argmod1 | GL_BIAS_BIT_ATI,
646                          arg2, rep2, argmod2 | GL_BIAS_BIT_ATI);
647                 break;
648
649             case WINED3DTOP_MULTIPLYADD:
650                 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
651                          arg1, rep1, argmod1,
652                          arg2, rep2, argmod2,
653                          arg0, rep0, argmod0);
654                 break;
655
656             case WINED3DTOP_LERP:
657                 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_NONE, GL_NONE,
658                          arg0, rep0, argmod0,
659                          arg1, rep1, argmod1,
660                          arg2, rep2, argmod2);
661                 break;
662
663             case WINED3DTOP_BUMPENVMAP:
664             case WINED3DTOP_BUMPENVMAPLUMINANCE:
665                 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
666                 break;
667
668             default: FIXME("Unhandled color operation %d on stage %d\n", op[stage].cop, stage);
669         }
670
671         arg0 = register_for_arg(op[stage].aarg0, gl_info, stage, &argmod0, NULL, tmparg);
672         arg1 = register_for_arg(op[stage].aarg1, gl_info, stage, &argmod1, NULL, tmparg);
673         arg2 = register_for_arg(op[stage].aarg2, gl_info, stage, &argmod2, NULL, tmparg);
674         dstmod = GL_NONE;
675         argmodextra = GL_NONE;
676         extrarg = GL_NONE;
677
678         switch(op[stage].aop) {
679             case WINED3DTOP_DISABLE:
680                 /* Get the primary color to the output if on stage 0, otherwise leave register 0 untouched */
681                 if (!stage)
682                 {
683                     wrap_op1(gl_info, GL_MOV_ATI, GL_REG_0_ATI, GL_ALPHA, GL_NONE,
684                              GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
685                 }
686                 break;
687
688             case WINED3DTOP_SELECTARG2:
689                 arg1 = arg2;
690                 argmod1 = argmod2;
691             case WINED3DTOP_SELECTARG1:
692                 wrap_op1(gl_info, GL_MOV_ATI, dstreg, GL_ALPHA, GL_NONE,
693                          arg1, GL_NONE, argmod1);
694                 break;
695
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);
705                 break;
706
707             case WINED3DTOP_ADDSIGNED2X:
708                 dstmod = GL_2X_BIT_ATI;
709             case WINED3DTOP_ADDSIGNED:
710                 argmodextra = GL_BIAS_BIT_ATI;
711             case WINED3DTOP_ADD:
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);
716                 break;
717
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);
723                 break;
724
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
729                  */
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);
734                 break;
735
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);
748                 break;
749
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);
756                 break;
757
758             /* D3DTOP_PREMODULATE ???? */
759
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);
764                 break;
765
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);
771                 break;
772
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);
778                 break;
779
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");
787                 break;
788
789             default: FIXME("Unhandled alpha operation %d on stage %d\n", op[stage].aop, stage);
790         }
791     }
792
793     TRACE("glEndFragmentShaderATI()\n");
794     GL_EXTCALL(glEndFragmentShaderATI());
795     checkGLcall("GL_EXTCALL(glEndFragmentShaderATI())");
796     return ret;
797 }
798
799 static void set_tex_op_atifs(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
800 {
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;
806     DWORD mapped_stage;
807     unsigned int i;
808
809     gen_ffp_frag_op(stateblock, &settings, TRUE);
810     desc = (const struct atifs_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
811     if(!desc) {
812         struct atifs_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
813         if (!new_desc)
814         {
815             ERR("Out of memory\n");
816             return;
817         }
818         new_desc->num_textures_used = 0;
819         for (i = 0; i < gl_info->limits.texture_stages; ++i)
820         {
821             if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
822             new_desc->num_textures_used = i;
823         }
824
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);
829         desc = new_desc;
830     }
831
832     /* GL_ATI_fragment_shader depends on the GL_TEXTURE_xD enable settings. Update the texture stages
833      * used by this shader
834      */
835     for(i = 0; i < desc->num_textures_used; i++) {
836         mapped_stage = This->texUnitMap[i];
837         if (mapped_stage != WINED3D_UNMAPPED_STAGE)
838         {
839             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
840             checkGLcall("glActiveTextureARB");
841             texture_activate_dimensions(stateblock->state.textures[i], gl_info);
842         }
843     }
844
845     GL_EXTCALL(glBindFragmentShaderATI(desc->shader));
846 }
847
848 static void state_texfactor_atifs(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
849 {
850     const struct wined3d_gl_info *gl_info = context->gl_info;
851     float col[4];
852     D3DCOLORTOGLFLOAT4(stateblock->state.render_states[WINED3DRS_TEXTUREFACTOR], col);
853
854     GL_EXTCALL(glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR, col));
855     checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR, col)");
856 }
857
858 static void set_bumpmat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
859 {
860     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
861     const struct wined3d_gl_info *gl_info = context->gl_info;
862     float mat[2][2];
863
864     mat[0][0] = *((float *)&stateblock->state.texture_states[stage][WINED3DTSS_BUMPENVMAT00]);
865     mat[1][0] = *((float *)&stateblock->state.texture_states[stage][WINED3DTSS_BUMPENVMAT01]);
866     mat[0][1] = *((float *)&stateblock->state.texture_states[stage][WINED3DTSS_BUMPENVMAT10]);
867     mat[1][1] = *((float *)&stateblock->state.texture_states[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
874      */
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)");
881 }
882
883 static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
884 {
885     if(!isStateDirty(context, STATE_PIXELSHADER)) {
886         set_tex_op_atifs(state, stateblock, context);
887     }
888 }
889
890 static void atifs_apply_pixelshader(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
891 {
892     const struct wined3d_state *state = &stateblock->state;
893     IWineD3DDeviceImpl *device = stateblock->device;
894     BOOL use_vshader = use_vs(state);
895
896     context->last_was_pshader = use_ps(state);
897     /* The ATIFS code does not support pixel shaders currently, but we have to provide a state handler
898      * to call shader_select to select a vertex shader if one is applied because the vertex shader state
899      * may defer calling the shader backend if the pshader state is dirty.
900      *
901      * In theory the application should not be able to mark the pixel shader dirty because it cannot
902      * create a shader, and thus has no way to set the state to something != NULL. However, a different
903      * pipeline part may link a different state to its pixelshader handler, thus a pshader state exists
904      * and can be dirtified. Also the pshader is always dirtified at startup, and blitting disables all
905      * shaders and dirtifies all shader states. If atifs can deal with this it keeps the rest of the code
906      * simpler.
907      */
908     if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
909         device->shader_backend->shader_select(context, FALSE, use_vshader);
910
911         if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && use_vshader)
912             stateblock_apply_state(STATE_VERTEXSHADERCONSTANT, stateblock, context);
913     }
914 }
915
916 static void atifs_srgbwriteenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
917 {
918     if (stateblock->state.render_states[WINED3DRS_SRGBWRITEENABLE])
919         WARN("sRGB writes are not supported by this fragment pipe.\n");
920 }
921
922 static const struct StateEntryTemplate atifs_fragmentstate_template[] = {
923     {STATE_RENDER(WINED3DRS_TEXTUREFACTOR),               { STATE_RENDER(WINED3DRS_TEXTUREFACTOR),              state_texfactor_atifs   }, WINED3D_GL_EXT_NONE             },
924     {STATE_RENDER(WINED3DRS_FOGCOLOR),                    { STATE_RENDER(WINED3DRS_FOGCOLOR),                   state_fogcolor          }, WINED3D_GL_EXT_NONE             },
925     {STATE_RENDER(WINED3DRS_FOGDENSITY),                  { STATE_RENDER(WINED3DRS_FOGDENSITY),                 state_fogdensity        }, WINED3D_GL_EXT_NONE             },
926     {STATE_RENDER(WINED3DRS_FOGENABLE),                   { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog_fragpart      }, WINED3D_GL_EXT_NONE             },
927     {STATE_RENDER(WINED3DRS_FOGTABLEMODE),                { STATE_RENDER(WINED3DRS_FOGENABLE),                  NULL                    }, WINED3D_GL_EXT_NONE             },
928     {STATE_RENDER(WINED3DRS_FOGVERTEXMODE),               { STATE_RENDER(WINED3DRS_FOGENABLE),                  NULL                    }, WINED3D_GL_EXT_NONE             },
929     {STATE_RENDER(WINED3DRS_FOGSTART),                    { STATE_RENDER(WINED3DRS_FOGSTART),                   state_fogstartend       }, WINED3D_GL_EXT_NONE             },
930     {STATE_RENDER(WINED3DRS_FOGEND),                      { STATE_RENDER(WINED3DRS_FOGSTART),                   NULL                    }, WINED3D_GL_EXT_NONE             },
931     {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE),             { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE),            atifs_srgbwriteenable   }, WINED3D_GL_EXT_NONE             },
932     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
933     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
934     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
935     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
936     {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
937     {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
938     {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
939     {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
940     {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
941     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, WINED3D_GL_EXT_NONE             },
942     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
943     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
944     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
945     {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
946     {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
947     {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
948     {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
949     {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
950     {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
951     {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
952     {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
953     {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
954     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, WINED3D_GL_EXT_NONE             },
955     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
956     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
957     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
958     {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
959     {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
960     {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
961     {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
962     {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
963     {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
964     {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
965     {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
966     {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
967     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, WINED3D_GL_EXT_NONE             },
968     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
969     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
970     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
971     {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
972     {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
973     {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
974     {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
975     {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
976     {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
977     {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
978     {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
979     {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
980     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, WINED3D_GL_EXT_NONE             },
981     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
982     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
983     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
984     {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
985     {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
986     {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
987     {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
988     {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
989     {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
990     {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
991     {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
992     {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
993     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, WINED3D_GL_EXT_NONE             },
994     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
995     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
996     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
997     {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
998     {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
999     {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
1000     {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
1001     {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
1002     {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
1003     {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
1004     {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
1005     {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
1006     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, WINED3D_GL_EXT_NONE             },
1007     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
1008     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
1009     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
1010     {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
1011     {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
1012     {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
1013     {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
1014     {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
1015     {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
1016     {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
1017     {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
1018     {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
1019     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, WINED3D_GL_EXT_NONE             },
1020     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
1021     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
1022     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
1023     {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
1024     {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
1025     {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
1026     {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
1027     {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
1028     {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
1029     {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
1030     {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
1031     {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
1032     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, WINED3D_GL_EXT_NONE             },
1033     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
1034     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
1035     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
1036     { STATE_SAMPLER(0),                                   { STATE_SAMPLER(0),                                   sampler_texdim          }, WINED3D_GL_EXT_NONE             },
1037     { STATE_SAMPLER(1),                                   { STATE_SAMPLER(1),                                   sampler_texdim          }, WINED3D_GL_EXT_NONE             },
1038     { STATE_SAMPLER(2),                                   { STATE_SAMPLER(2),                                   sampler_texdim          }, WINED3D_GL_EXT_NONE             },
1039     { STATE_SAMPLER(3),                                   { STATE_SAMPLER(3),                                   sampler_texdim          }, WINED3D_GL_EXT_NONE             },
1040     { STATE_SAMPLER(4),                                   { STATE_SAMPLER(4),                                   sampler_texdim          }, WINED3D_GL_EXT_NONE             },
1041     { STATE_SAMPLER(5),                                   { STATE_SAMPLER(5),                                   sampler_texdim          }, WINED3D_GL_EXT_NONE             },
1042     { STATE_SAMPLER(6),                                   { STATE_SAMPLER(6),                                   sampler_texdim          }, WINED3D_GL_EXT_NONE             },
1043     { STATE_SAMPLER(7),                                   { STATE_SAMPLER(7),                                   sampler_texdim          }, WINED3D_GL_EXT_NONE             },
1044     {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
1045     {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
1046     {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
1047     {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
1048     {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
1049     {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
1050     {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
1051     {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
1052     {STATE_PIXELSHADER,                                   { STATE_PIXELSHADER,                                  atifs_apply_pixelshader }, WINED3D_GL_EXT_NONE             },
1053     {0 /* Terminate */,                                   { 0,                                                  0                       }, WINED3D_GL_EXT_NONE             },
1054 };
1055
1056 /* Context activation is done by the caller. */
1057 static void atifs_enable(BOOL enable)
1058 {
1059     ENTER_GL();
1060     if(enable) {
1061         glEnable(GL_FRAGMENT_SHADER_ATI);
1062         checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
1063     } else {
1064         glDisable(GL_FRAGMENT_SHADER_ATI);
1065         checkGLcall("glDisable(GL_FRAGMENT_SHADER_ATI)");
1066     }
1067     LEAVE_GL();
1068 }
1069
1070 static void atifs_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
1071 {
1072     caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
1073     caps->TextureOpCaps =  WINED3DTEXOPCAPS_DISABLE                     |
1074                            WINED3DTEXOPCAPS_SELECTARG1                  |
1075                            WINED3DTEXOPCAPS_SELECTARG2                  |
1076                            WINED3DTEXOPCAPS_MODULATE4X                  |
1077                            WINED3DTEXOPCAPS_MODULATE2X                  |
1078                            WINED3DTEXOPCAPS_MODULATE                    |
1079                            WINED3DTEXOPCAPS_ADDSIGNED2X                 |
1080                            WINED3DTEXOPCAPS_ADDSIGNED                   |
1081                            WINED3DTEXOPCAPS_ADD                         |
1082                            WINED3DTEXOPCAPS_SUBTRACT                    |
1083                            WINED3DTEXOPCAPS_ADDSMOOTH                   |
1084                            WINED3DTEXOPCAPS_BLENDCURRENTALPHA           |
1085                            WINED3DTEXOPCAPS_BLENDFACTORALPHA            |
1086                            WINED3DTEXOPCAPS_BLENDTEXTUREALPHA           |
1087                            WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA           |
1088                            WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM         |
1089                            WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR      |
1090                            WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA      |
1091                            WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA   |
1092                            WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR   |
1093                            WINED3DTEXOPCAPS_DOTPRODUCT3                 |
1094                            WINED3DTEXOPCAPS_MULTIPLYADD                 |
1095                            WINED3DTEXOPCAPS_LERP                        |
1096                            WINED3DTEXOPCAPS_BUMPENVMAP;
1097
1098     /* TODO: Implement WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
1099     and WINED3DTEXOPCAPS_PREMODULATE */
1100
1101     /* GL_ATI_fragment_shader always supports 6 textures, which was the limit on r200 cards
1102      * which this extension is exclusively focused on(later cards have GL_ARB_fragment_program).
1103      * If the current card has more than 8 fixed function textures in OpenGL's regular fixed
1104      * function pipeline then the ATI_fragment_shader backend imposes a stricter limit. This
1105      * shouldn't be too hard since Nvidia cards have a limit of 4 textures with the default ffp
1106      * pipeline, and almost all games are happy with that. We can however support up to 8
1107      * texture stages because we have a 2nd pass limit of 8 instructions, and per stage we use
1108      * only 1 instruction.
1109      *
1110      * The proper fix for this is not to use GL_ATI_fragment_shader on cards newer than the
1111      * r200 series and use an ARB or GLSL shader instead
1112      */
1113     caps->MaxTextureBlendStages   = 8;
1114     caps->MaxSimultaneousTextures = 6;
1115 }
1116
1117 static HRESULT atifs_alloc(IWineD3DDeviceImpl *device)
1118 {
1119     struct atifs_private_data *priv;
1120
1121     device->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct atifs_private_data));
1122     if (!device->fragment_priv)
1123     {
1124         ERR("Out of memory\n");
1125         return E_OUTOFMEMORY;
1126     }
1127     priv = device->fragment_priv;
1128     if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
1129     {
1130         ERR("Failed to initialize rbtree.\n");
1131         HeapFree(GetProcessHeap(), 0, device->fragment_priv);
1132         return E_OUTOFMEMORY;
1133     }
1134     return WINED3D_OK;
1135 }
1136
1137 /* Context activation is done by the caller. */
1138 static void atifs_free_ffpshader(struct wine_rb_entry *entry, void *context)
1139 {
1140     IWineD3DDeviceImpl *This = context;
1141     const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
1142     struct atifs_ffp_desc *entry_ati = WINE_RB_ENTRY_VALUE(entry, struct atifs_ffp_desc, parent.entry);
1143
1144     ENTER_GL();
1145     GL_EXTCALL(glDeleteFragmentShaderATI(entry_ati->shader));
1146     checkGLcall("glDeleteFragmentShaderATI(entry->shader)");
1147     HeapFree(GetProcessHeap(), 0, entry_ati);
1148     LEAVE_GL();
1149 }
1150
1151 /* Context activation is done by the caller. */
1152 static void atifs_free(IWineD3DDeviceImpl *device)
1153 {
1154     struct atifs_private_data *priv = device->fragment_priv;
1155
1156     wine_rb_destroy(&priv->fragment_shaders, atifs_free_ffpshader, device);
1157
1158     HeapFree(GetProcessHeap(), 0, priv);
1159     device->fragment_priv = NULL;
1160 }
1161
1162 static BOOL atifs_color_fixup_supported(struct color_fixup_desc fixup)
1163 {
1164     if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
1165     {
1166         TRACE("Checking support for fixup:\n");
1167         dump_color_fixup_desc(fixup);
1168     }
1169
1170     /* We only support sign fixup of the first two channels. */
1171     if (fixup.x_source == CHANNEL_SOURCE_X && fixup.y_source == CHANNEL_SOURCE_Y
1172             && fixup.z_source == CHANNEL_SOURCE_Z && fixup.w_source == CHANNEL_SOURCE_W
1173             && !fixup.z_sign_fixup && !fixup.w_sign_fixup)
1174     {
1175         TRACE("[OK]\n");
1176         return TRUE;
1177     }
1178
1179     TRACE("[FAILED]\n");
1180     return FALSE;
1181 }
1182
1183 const struct fragment_pipeline atifs_fragment_pipeline = {
1184     atifs_enable,
1185     atifs_get_caps,
1186     atifs_alloc,
1187     atifs_free,
1188     atifs_color_fixup_supported,
1189     atifs_fragmentstate_template,
1190     TRUE /* We can disable projected textures */
1191 };