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 hash_table_t *fragment_shaders; /* A hashtable to track fragment pipeline replacement shaders */
60 static const char *debug_dstmod(GLuint mod) {
62 case GL_NONE: return "GL_NONE";
63 case GL_2X_BIT_ATI: return "GL_2X_BIT_ATI";
64 case GL_4X_BIT_ATI: return "GL_4X_BIT_ATI";
65 case GL_8X_BIT_ATI: return "GL_8X_BIT_ATI";
66 case GL_HALF_BIT_ATI: return "GL_HALF_BIT_ATI";
67 case GL_QUARTER_BIT_ATI: return "GL_QUARTER_BIT_ATI";
68 case GL_EIGHTH_BIT_ATI: return "GL_EIGHTH_BIT_ATI";
69 case GL_SATURATE_BIT_ATI: return "GL_SATURATE_BIT_ATI";
70 default: return "Unexpected modifier\n";
74 static const char *debug_argmod(GLuint mod) {
80 return "GL_2X_BIT_ATI";
82 return "GL_COMP_BIT_ATI";
83 case GL_NEGATE_BIT_ATI:
84 return "GL_NEGATE_BIT_ATI";
86 return "GL_BIAS_BIT_ATI";
88 case GL_2X_BIT_ATI | GL_COMP_BIT_ATI:
89 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI";
90 case GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI:
91 return "GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI";
92 case GL_2X_BIT_ATI | GL_BIAS_BIT_ATI:
93 return "GL_2X_BIT_ATI | GL_BIAS_BIT_ATI";
94 case GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI:
95 return "GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI";
96 case GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI:
97 return "GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI";
98 case GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
99 return "GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
101 case GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
102 return "GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
103 case GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
104 return "GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
105 case GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI:
106 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI";
107 case GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI:
108 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI";
110 case GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
111 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
114 return "Unexpected argmod combination\n";
117 static const char *debug_register(GLuint reg) {
119 case GL_REG_0_ATI: return "GL_REG_0_ATI";
120 case GL_REG_1_ATI: return "GL_REG_1_ATI";
121 case GL_REG_2_ATI: return "GL_REG_2_ATI";
122 case GL_REG_3_ATI: return "GL_REG_3_ATI";
123 case GL_REG_4_ATI: return "GL_REG_4_ATI";
124 case GL_REG_5_ATI: return "GL_REG_5_ATI";
126 case GL_CON_0_ATI: return "GL_CON_0_ATI";
127 case GL_CON_1_ATI: return "GL_CON_1_ATI";
128 case GL_CON_2_ATI: return "GL_CON_2_ATI";
129 case GL_CON_3_ATI: return "GL_CON_3_ATI";
130 case GL_CON_4_ATI: return "GL_CON_4_ATI";
131 case GL_CON_5_ATI: return "GL_CON_5_ATI";
132 case GL_CON_6_ATI: return "GL_CON_6_ATI";
133 case GL_CON_7_ATI: return "GL_CON_7_ATI";
135 case GL_ZERO: return "GL_ZERO";
136 case GL_ONE: return "GL_ONE";
137 case GL_PRIMARY_COLOR: return "GL_PRIMARY_COLOR";
138 case GL_SECONDARY_INTERPOLATOR_ATI: return "GL_SECONDARY_INTERPOLATOR_ATI";
140 default: return "Unknown register\n";
144 static const char *debug_swizzle(GLuint swizzle) {
146 case GL_SWIZZLE_STR_ATI: return "GL_SWIZZLE_STR_ATI";
147 case GL_SWIZZLE_STQ_ATI: return "GL_SWIZZLE_STQ_ATI";
148 case GL_SWIZZLE_STR_DR_ATI: return "GL_SWIZZLE_STR_DR_ATI";
149 case GL_SWIZZLE_STQ_DQ_ATI: return "GL_SWIZZLE_STQ_DQ_ATI";
150 default: return "unknown swizzle";
154 static const char *debug_rep(GLuint rep) {
156 case GL_NONE: return "GL_NONE";
157 case GL_RED: return "GL_RED";
158 case GL_GREEN: return "GL_GREEN";
159 case GL_BLUE: return "GL_BLUE";
160 default: return "unknown argrep";
164 static const char *debug_op(GLuint op) {
166 case GL_MOV_ATI: return "GL_MOV_ATI";
167 case GL_ADD_ATI: return "GL_ADD_ATI";
168 case GL_MUL_ATI: return "GL_MUL_ATI";
169 case GL_SUB_ATI: return "GL_SUB_ATI";
170 case GL_DOT3_ATI: return "GL_DOT3_ATI";
171 case GL_DOT4_ATI: return "GL_DOT4_ATI";
172 case GL_MAD_ATI: return "GL_MAD_ATI";
173 case GL_LERP_ATI: return "GL_LERP_ATI";
174 case GL_CND_ATI: return "GL_CND_ATI";
175 case GL_CND0_ATI: return "GL_CND0_ATI";
176 case GL_DOT2_ADD_ATI: return "GL_DOT2_ADD_ATI";
177 default: return "unexpected op";
181 static const char *debug_mask(GLuint mask) {
183 case GL_NONE: return "GL_NONE";
184 case GL_RED_BIT_ATI: return "GL_RED_BIT_ATI";
185 case GL_GREEN_BIT_ATI: return "GL_GREEN_BIT_ATI";
186 case GL_BLUE_BIT_ATI: return "GL_BLUE_BIT_ATI";
187 case GL_RED_BIT_ATI | GL_GREEN_BIT_ATI: return "GL_RED_BIT_ATI | GL_GREEN_BIT_ATI";
188 case GL_RED_BIT_ATI | GL_BLUE_BIT_ATI: return "GL_RED_BIT_ATI | GL_BLUE_BIT_ATI";
189 case GL_GREEN_BIT_ATI | GL_BLUE_BIT_ATI:return "GL_GREEN_BIT_ATI | GL_BLUE_BIT_ATI";
190 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";
191 default: return "Unexpected writemask";
194 #define GLINFO_LOCATION (*gl_info)
196 static void wrap_op1(const WineD3D_GL_Info *gl_info, GLuint op, GLuint dst, GLuint dstMask, GLuint dstMod,
197 GLuint arg1, GLuint arg1Rep, GLuint arg1Mod) {
198 if(dstMask == GL_ALPHA) {
199 TRACE("glAlphaFragmentOp1ATI(%s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst), debug_dstmod(dstMod),
200 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod));
201 GL_EXTCALL(glAlphaFragmentOp1ATI(op, dst, dstMod, arg1, arg1Rep, arg1Mod));
203 TRACE("glColorFragmentOp1ATI(%s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst),
204 debug_mask(dstMask), debug_dstmod(dstMod),
205 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod));
206 GL_EXTCALL(glColorFragmentOp1ATI(op, dst, dstMask, dstMod, arg1, arg1Rep, arg1Mod));
210 static void wrap_op2(const WineD3D_GL_Info *gl_info, GLuint op, GLuint dst, GLuint dstMask, GLuint dstMod,
211 GLuint arg1, GLuint arg1Rep, GLuint arg1Mod,
212 GLuint arg2, GLuint arg2Rep, GLuint arg2Mod) {
213 if(dstMask == GL_ALPHA) {
214 TRACE("glAlphaFragmentOp2ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst), debug_dstmod(dstMod),
215 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod),
216 debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod));
217 GL_EXTCALL(glAlphaFragmentOp2ATI(op, dst, dstMod, arg1, arg1Rep, arg1Mod, arg2, arg2Rep, arg2Mod));
219 TRACE("glColorFragmentOp2ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst),
220 debug_mask(dstMask), debug_dstmod(dstMod),
221 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod),
222 debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod));
223 GL_EXTCALL(glColorFragmentOp2ATI(op, dst, dstMask, dstMod, arg1, arg1Rep, arg1Mod, arg2, arg2Rep, arg2Mod));
227 static void wrap_op3(const WineD3D_GL_Info *gl_info, GLuint op, GLuint dst, GLuint dstMask, GLuint dstMod,
228 GLuint arg1, GLuint arg1Rep, GLuint arg1Mod,
229 GLuint arg2, GLuint arg2Rep, GLuint arg2Mod,
230 GLuint arg3, GLuint arg3Rep, GLuint arg3Mod) {
231 if(dstMask == GL_ALPHA) {
232 /* Leave some free space to fit "GL_NONE, " in to align most alpha and color op lines */
233 TRACE("glAlphaFragmentOp3ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst), debug_dstmod(dstMod),
234 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod),
235 debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod),
236 debug_register(arg3), debug_rep(arg3Rep), debug_argmod(arg3Mod));
237 GL_EXTCALL(glAlphaFragmentOp3ATI(op, dst, dstMod,
238 arg1, arg1Rep, arg1Mod,
239 arg2, arg2Rep, arg2Mod,
240 arg3, arg3Rep, arg3Mod));
242 TRACE("glColorFragmentOp3ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst),
243 debug_mask(dstMask), debug_dstmod(dstMod),
244 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod),
245 debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod),
246 debug_register(arg3), debug_rep(arg3Rep), debug_argmod(arg3Mod));
247 GL_EXTCALL(glColorFragmentOp3ATI(op, dst, dstMask, dstMod,
248 arg1, arg1Rep, arg1Mod,
249 arg2, arg2Rep, arg2Mod,
250 arg3, arg3Rep, arg3Mod));
254 static GLuint register_for_arg(DWORD arg, const WineD3D_GL_Info *gl_info,
255 unsigned int stage, GLuint *mod, GLuint *rep, GLuint tmparg)
259 if(mod) *mod = GL_NONE;
260 if(arg == ARG_UNUSED)
262 if (rep) *rep = GL_NONE;
263 return -1; /* This is the marker for unused registers */
266 switch(arg & WINED3DTA_SELECTMASK) {
267 case WINED3DTA_DIFFUSE:
268 ret = GL_PRIMARY_COLOR;
271 case WINED3DTA_CURRENT:
272 /* Note that using GL_REG_0_ATI for the passed on register is safe because
273 * texture0 is read at stage0, so in the worst case it is read in the
274 * instruction writing to reg0. Afterwards texture0 is not used any longer.
275 * If we're reading from current
278 ret = GL_PRIMARY_COLOR;
284 case WINED3DTA_TEXTURE:
285 ret = GL_REG_0_ATI + stage;
288 case WINED3DTA_TFACTOR:
289 ret = ATI_FFP_CONST_TFACTOR;
292 case WINED3DTA_SPECULAR:
293 ret = GL_SECONDARY_INTERPOLATOR_ATI;
300 case WINED3DTA_CONSTANT:
301 FIXME("Unhandled source argument WINED3DTA_TEMP\n");
306 FIXME("Unknown source argument %d\n", arg);
310 if(arg & WINED3DTA_COMPLEMENT) {
311 if(mod) *mod |= GL_COMP_BIT_ATI;
313 if(arg & WINED3DTA_ALPHAREPLICATE) {
314 if(rep) *rep = GL_ALPHA;
316 if(rep) *rep = GL_NONE;
321 static GLuint find_tmpreg(const struct texture_stage_op op[MAX_TEXTURES])
323 int lowest_read = -1;
324 int lowest_write = -1;
326 BOOL tex_used[MAX_TEXTURES];
328 memset(tex_used, 0, sizeof(tex_used));
329 for(i = 0; i < MAX_TEXTURES; i++) {
330 if(op[i].cop == WINED3DTOP_DISABLE) {
334 if(lowest_read == -1 &&
335 (op[i].carg1 == WINED3DTA_TEMP || op[i].carg2 == WINED3DTA_TEMP || op[i].carg0 == WINED3DTA_TEMP ||
336 op[i].aarg1 == WINED3DTA_TEMP || op[i].aarg2 == WINED3DTA_TEMP || op[i].aarg0 == WINED3DTA_TEMP)) {
340 if(lowest_write == -1 && op[i].dst == tempreg) {
344 if(op[i].carg1 == WINED3DTA_TEXTURE || op[i].carg2 == WINED3DTA_TEXTURE || op[i].carg0 == WINED3DTA_TEXTURE ||
345 op[i].aarg1 == WINED3DTA_TEXTURE || op[i].aarg2 == WINED3DTA_TEXTURE || op[i].aarg0 == WINED3DTA_TEXTURE) {
350 /* Temp reg not read? We don't need it, return GL_NONE */
351 if(lowest_read == -1) return GL_NONE;
353 if(lowest_write >= lowest_read) {
354 FIXME("Temp register read before being written\n");
357 if(lowest_write == -1) {
358 /* This needs a test. Maybe we are supposed to return 0.0/0.0/0.0/0.0, or fail drawprim, or whatever */
359 FIXME("Temp register read without being written\n");
361 } else if(lowest_write >= 1) {
362 /* If we're writing to the temp reg at earliest in stage 1, we can use register 1 for the temp result.
363 * there may be texture data stored in reg 1, but we do not need it any longer since stage 1 already
368 /* Search for a free texture register. We have 6 registers available. GL_REG_0_ATI is already used
369 * for the regular result
371 for(i = 1; i < 6; i++) {
373 return GL_REG_0_ATI + i;
376 /* What to do here? Report it in ValidateDevice? */
377 FIXME("Could not find a register for the temporary register\n");
382 static GLuint gen_ati_shader(const struct texture_stage_op op[MAX_TEXTURES], const WineD3D_GL_Info *gl_info)
384 GLuint ret = GL_EXTCALL(glGenFragmentShadersATI(1));
386 GLuint arg0, arg1, arg2, extrarg;
387 GLuint dstmod, argmod0, argmod1, argmod2, argmodextra;
388 GLuint rep0, rep1, rep2;
390 GLuint tmparg = find_tmpreg(op);
394 ERR("Failed to generate a GL_ATI_fragment_shader shader id\n");
397 GL_EXTCALL(glBindFragmentShaderATI(ret));
398 checkGLcall("GL_EXTCALL(glBindFragmentShaderATI(ret))");
400 TRACE("glBeginFragmentShaderATI()\n");
401 GL_EXTCALL(glBeginFragmentShaderATI());
402 checkGLcall("GL_EXTCALL(glBeginFragmentShaderATI())");
404 /* Pass 1: Generate sampling instructions for perturbation maps */
405 for(stage = 0; stage < GL_LIMITS(textures); stage++) {
406 if(op[stage].cop == WINED3DTOP_DISABLE) break;
407 if(op[stage].cop != WINED3DTOP_BUMPENVMAP &&
408 op[stage].cop != WINED3DTOP_BUMPENVMAPLUMINANCE) continue;
410 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, GL_SWIZZLE_STR_ATI)\n",
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,
428 /* We need GL_REG_5_ATI as a temporary register to swizzle the bump matrix. So we run into
429 * issues if we're bump mapping on stage 4 or 5
432 FIXME("Bump mapping in stage %d\n", stage);
436 /* Pass 2: Generate perturbation calculations */
437 for(stage = 0; stage < GL_LIMITS(textures); stage++) {
438 GLuint argmodextra_x, argmodextra_y;
439 struct color_fixup_desc fixup;
441 if(op[stage].cop == WINED3DTOP_DISABLE) break;
442 if(op[stage].cop != WINED3DTOP_BUMPENVMAP &&
443 op[stage].cop != WINED3DTOP_BUMPENVMAPLUMINANCE) continue;
445 fixup = op[stage].color_fixup;
446 if (fixup.x_source != CHANNEL_SOURCE_X || fixup.y_source != CHANNEL_SOURCE_Y)
448 FIXME("Swizzles not implemented\n");
449 argmodextra_x = GL_NONE;
450 argmodextra_y = GL_NONE;
454 /* Nice thing, we get the color correction for free :-) */
455 argmodextra_x = fixup.x_sign_fixup ? GL_2X_BIT_ATI | GL_BIAS_BIT_ATI : GL_NONE;
456 argmodextra_y = fixup.y_sign_fixup ? GL_2X_BIT_ATI | GL_BIAS_BIT_ATI : GL_NONE;
459 wrap_op3(gl_info, GL_DOT2_ADD_ATI, GL_REG_0_ATI + stage + 1, GL_RED_BIT_ATI, GL_NONE,
460 GL_REG_0_ATI + stage, GL_NONE, argmodextra_x,
461 ATI_FFP_CONST_BUMPMAT(stage), GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI,
462 GL_REG_0_ATI + stage + 1, GL_RED, GL_NONE);
464 /* FIXME: How can I make GL_DOT2_ADD_ATI read the factors from blue and alpha? It defaults to red and green,
465 * and it is fairly easy to make it read GL_BLUE or BL_ALPHA, but I can't get an R * B + G * A. So we're wasting
466 * one register and two instructions in this pass for a simple swizzling operation.
467 * For starters it might be good enough to merge the two movs into one, but even that isn't possible :-(
469 * NOTE: GL_BLUE | GL_ALPHA is not possible. It doesn't throw a compilation error, but an OR operation on the
470 * constants doesn't make sense, considering their values.
472 wrap_op1(gl_info, GL_MOV_ATI, GL_REG_5_ATI, GL_RED_BIT_ATI, GL_NONE,
473 ATI_FFP_CONST_BUMPMAT(stage), GL_BLUE, GL_NONE);
474 wrap_op1(gl_info, GL_MOV_ATI, GL_REG_5_ATI, GL_GREEN_BIT_ATI, GL_NONE,
475 ATI_FFP_CONST_BUMPMAT(stage), GL_ALPHA, GL_NONE);
476 wrap_op3(gl_info, GL_DOT2_ADD_ATI, GL_REG_0_ATI + stage + 1, GL_GREEN_BIT_ATI, GL_NONE,
477 GL_REG_0_ATI + stage, GL_NONE, argmodextra_y,
478 GL_REG_5_ATI, GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI,
479 GL_REG_0_ATI + stage + 1, GL_GREEN, GL_NONE);
482 /* Pass 3: Generate sampling instructions for regular textures */
483 for(stage = 0; stage < GL_LIMITS(textures); stage++) {
484 if(op[stage].cop == WINED3DTOP_DISABLE) {
488 if(op[stage].projected == proj_none) {
489 swizzle = GL_SWIZZLE_STR_ATI;
490 } else if(op[stage].projected == proj_count3) {
491 swizzle = GL_SWIZZLE_STR_DR_ATI;
493 swizzle = GL_SWIZZLE_STQ_DQ_ATI;
496 if((op[stage].carg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
497 (op[stage].carg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
498 (op[stage].carg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
499 (op[stage].aarg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
500 (op[stage].aarg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
501 (op[stage].aarg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
502 op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) {
505 (op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
506 op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
507 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_REG_%d_ATI, GL_SWIZZLE_STR_ATI)\n",
509 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
510 GL_REG_0_ATI + stage,
511 GL_SWIZZLE_STR_ATI));
513 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, %s)\n",
514 stage, stage, debug_swizzle(swizzle));
515 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
516 GL_TEXTURE0_ARB + stage,
522 /* Pass 4: Generate the arithmetic instructions */
523 for(stage = 0; stage < MAX_TEXTURES; stage++) {
524 if(op[stage].cop == WINED3DTOP_DISABLE) {
526 /* Handle complete texture disabling gracefully */
527 wrap_op1(gl_info, GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE,
528 GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
529 wrap_op1(gl_info, GL_MOV_ATI, GL_REG_0_ATI, GL_ALPHA, GL_NONE,
530 GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
535 if(op[stage].dst == tempreg) {
536 /* If we're writing to D3DTA_TEMP, but never reading from it we don't have to write there in the first place.
537 * skip the entire stage, this saves some GPU time
539 if(tmparg == GL_NONE) continue;
543 dstreg = GL_REG_0_ATI;
546 arg0 = register_for_arg(op[stage].carg0, gl_info, stage, &argmod0, &rep0, tmparg);
547 arg1 = register_for_arg(op[stage].carg1, gl_info, stage, &argmod1, &rep1, tmparg);
548 arg2 = register_for_arg(op[stage].carg2, gl_info, stage, &argmod2, &rep2, tmparg);
550 argmodextra = GL_NONE;
553 switch(op[stage].cop) {
554 case WINED3DTOP_SELECTARG2:
558 case WINED3DTOP_SELECTARG1:
559 wrap_op1(gl_info, GL_MOV_ATI, dstreg, GL_NONE, GL_NONE,
560 arg1, rep1, argmod1);
563 case WINED3DTOP_MODULATE4X:
564 if(dstmod == GL_NONE) dstmod = GL_4X_BIT_ATI;
565 case WINED3DTOP_MODULATE2X:
566 if(dstmod == GL_NONE) dstmod = GL_2X_BIT_ATI;
567 dstmod |= GL_SATURATE_BIT_ATI;
568 case WINED3DTOP_MODULATE:
569 wrap_op2(gl_info, GL_MUL_ATI, dstreg, GL_NONE, dstmod,
571 arg2, rep2, argmod2);
574 case WINED3DTOP_ADDSIGNED2X:
575 dstmod = GL_2X_BIT_ATI;
576 case WINED3DTOP_ADDSIGNED:
577 argmodextra = GL_BIAS_BIT_ATI;
579 dstmod |= GL_SATURATE_BIT_ATI;
580 wrap_op2(gl_info, GL_ADD_ATI, GL_REG_0_ATI, GL_NONE, dstmod,
582 arg2, rep2, argmodextra | argmod2);
585 case WINED3DTOP_SUBTRACT:
586 dstmod |= GL_SATURATE_BIT_ATI;
587 wrap_op2(gl_info, GL_SUB_ATI, dstreg, GL_NONE, dstmod,
589 arg2, rep2, argmod2);
592 case WINED3DTOP_ADDSMOOTH:
593 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
594 /* Dst = arg1 + * arg2(1 -arg 1)
595 * = arg2 * (1 - arg1) + arg1
597 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
599 arg1, rep1, argmodextra,
600 arg1, rep1, argmod1);
603 case WINED3DTOP_BLENDCURRENTALPHA:
604 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_CURRENT, gl_info, stage, NULL, NULL, -1);
605 case WINED3DTOP_BLENDFACTORALPHA:
606 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TFACTOR, gl_info, stage, NULL, NULL, -1);
607 case WINED3DTOP_BLENDTEXTUREALPHA:
608 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
609 case WINED3DTOP_BLENDDIFFUSEALPHA:
610 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_DIFFUSE, gl_info, stage, NULL, NULL, -1);
611 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_NONE, GL_NONE,
612 extrarg, GL_ALPHA, GL_NONE,
614 arg2, rep2, argmod2);
617 case WINED3DTOP_BLENDTEXTUREALPHAPM:
618 arg0 = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
619 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_NONE,
621 arg0, GL_ALPHA, GL_COMP_BIT_ATI,
622 arg1, rep1, argmod1);
625 /* D3DTOP_PREMODULATE ???? */
627 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
628 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
629 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
630 if(!argmodextra) argmodextra = argmod1;
631 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
633 arg1, GL_ALPHA, argmodextra,
634 arg1, rep1, argmod1);
637 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
638 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
639 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
640 if(!argmodextra) argmodextra = argmod1;
641 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
643 arg1, rep1, argmodextra,
644 arg1, GL_ALPHA, argmod1);
647 case WINED3DTOP_DOTPRODUCT3:
648 wrap_op2(gl_info, GL_DOT3_ATI, dstreg, GL_NONE, GL_4X_BIT_ATI | GL_SATURATE_BIT_ATI,
649 arg1, rep1, argmod1 | GL_BIAS_BIT_ATI,
650 arg2, rep2, argmod2 | GL_BIAS_BIT_ATI);
653 case WINED3DTOP_MULTIPLYADD:
654 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
657 arg0, rep0, argmod0);
660 case WINED3DTOP_LERP:
661 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_NONE, GL_NONE,
664 arg2, rep2, argmod2);
667 case WINED3DTOP_BUMPENVMAP:
668 case WINED3DTOP_BUMPENVMAPLUMINANCE:
669 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
672 default: FIXME("Unhandled color operation %d on stage %d\n", op[stage].cop, stage);
675 arg0 = register_for_arg(op[stage].aarg0, gl_info, stage, &argmod0, NULL, tmparg);
676 arg1 = register_for_arg(op[stage].aarg1, gl_info, stage, &argmod1, NULL, tmparg);
677 arg2 = register_for_arg(op[stage].aarg2, gl_info, stage, &argmod2, NULL, tmparg);
679 argmodextra = GL_NONE;
682 switch(op[stage].aop) {
683 case WINED3DTOP_DISABLE:
684 /* Get the primary color to the output if on stage 0, otherwise leave register 0 untouched */
686 wrap_op1(gl_info, GL_MOV_ATI, GL_REG_0_ATI, GL_ALPHA, GL_NONE,
687 GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
691 case WINED3DTOP_SELECTARG2:
694 case WINED3DTOP_SELECTARG1:
695 wrap_op1(gl_info, GL_MOV_ATI, dstreg, GL_ALPHA, GL_NONE,
696 arg1, GL_NONE, argmod1);
699 case WINED3DTOP_MODULATE4X:
700 if(dstmod == GL_NONE) dstmod = GL_4X_BIT_ATI;
701 case WINED3DTOP_MODULATE2X:
702 if(dstmod == GL_NONE) dstmod = GL_2X_BIT_ATI;
703 dstmod |= GL_SATURATE_BIT_ATI;
704 case WINED3DTOP_MODULATE:
705 wrap_op2(gl_info, GL_MUL_ATI, dstreg, GL_ALPHA, dstmod,
706 arg1, GL_NONE, argmod1,
707 arg2, GL_NONE, argmod2);
710 case WINED3DTOP_ADDSIGNED2X:
711 dstmod = GL_2X_BIT_ATI;
712 case WINED3DTOP_ADDSIGNED:
713 argmodextra = GL_BIAS_BIT_ATI;
715 dstmod |= GL_SATURATE_BIT_ATI;
716 wrap_op2(gl_info, GL_ADD_ATI, dstreg, GL_ALPHA, dstmod,
717 arg1, GL_NONE, argmod1,
718 arg2, GL_NONE, argmodextra | argmod2);
721 case WINED3DTOP_SUBTRACT:
722 dstmod |= GL_SATURATE_BIT_ATI;
723 wrap_op2(gl_info, GL_SUB_ATI, dstreg, GL_ALPHA, dstmod,
724 arg1, GL_NONE, argmod1,
725 arg2, GL_NONE, argmod2);
728 case WINED3DTOP_ADDSMOOTH:
729 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
730 /* Dst = arg1 + * arg2(1 -arg 1)
731 * = arg2 * (1 - arg1) + arg1
733 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_ALPHA, GL_SATURATE_BIT_ATI,
734 arg2, GL_NONE, argmod2,
735 arg1, GL_NONE, argmodextra,
736 arg1, GL_NONE, argmod1);
739 case WINED3DTOP_BLENDCURRENTALPHA:
740 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_CURRENT, gl_info, stage, NULL, NULL, -1);
741 case WINED3DTOP_BLENDFACTORALPHA:
742 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TFACTOR, gl_info, stage, NULL, NULL, -1);
743 case WINED3DTOP_BLENDTEXTUREALPHA:
744 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
745 case WINED3DTOP_BLENDDIFFUSEALPHA:
746 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_DIFFUSE, gl_info, stage, NULL, NULL, -1);
747 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_ALPHA, GL_NONE,
748 extrarg, GL_ALPHA, GL_NONE,
749 arg1, GL_NONE, argmod1,
750 arg2, GL_NONE, argmod2);
753 case WINED3DTOP_BLENDTEXTUREALPHAPM:
754 arg0 = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
755 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_ALPHA, GL_NONE,
756 arg2, GL_NONE, argmod2,
757 arg0, GL_ALPHA, GL_COMP_BIT_ATI,
758 arg1, GL_NONE, argmod1);
761 /* D3DTOP_PREMODULATE ???? */
763 case WINED3DTOP_DOTPRODUCT3:
764 wrap_op2(gl_info, GL_DOT3_ATI, dstreg, GL_ALPHA, GL_4X_BIT_ATI | GL_SATURATE_BIT_ATI,
765 arg1, GL_NONE, argmod1 | GL_BIAS_BIT_ATI,
766 arg2, GL_NONE, argmod2 | GL_BIAS_BIT_ATI);
769 case WINED3DTOP_MULTIPLYADD:
770 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_ALPHA, GL_SATURATE_BIT_ATI,
771 arg1, GL_NONE, argmod1,
772 arg2, GL_NONE, argmod2,
773 arg0, GL_NONE, argmod0);
776 case WINED3DTOP_LERP:
777 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_ALPHA, GL_SATURATE_BIT_ATI,
778 arg1, GL_NONE, argmod1,
779 arg2, GL_NONE, argmod2,
780 arg0, GL_NONE, argmod0);
783 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
784 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
785 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
786 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
787 case WINED3DTOP_BUMPENVMAP:
788 case WINED3DTOP_BUMPENVMAPLUMINANCE:
789 ERR("Application uses an invalid alpha operation\n");
792 default: FIXME("Unhandled alpha operation %d on stage %d\n", op[stage].aop, stage);
796 TRACE("glEndFragmentShaderATI()\n");
797 GL_EXTCALL(glEndFragmentShaderATI());
798 checkGLcall("GL_EXTCALL(glEndFragmentShaderATI())");
801 #undef GLINFO_LOCATION
803 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
804 static void set_tex_op_atifs(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
805 IWineD3DDeviceImpl *This = stateblock->wineD3DDevice;
806 const struct atifs_ffp_desc *desc;
807 struct ffp_frag_settings settings;
808 struct atifs_private_data *priv = This->fragment_priv;
812 gen_ffp_frag_op(stateblock, &settings, TRUE);
813 desc = (const struct atifs_ffp_desc *)find_ffp_frag_shader(priv->fragment_shaders, &settings);
815 struct atifs_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
818 ERR("Out of memory\n");
821 new_desc->num_textures_used = 0;
822 for(i = 0; i < GL_LIMITS(texture_stages); i++) {
823 if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
824 new_desc->num_textures_used = i;
827 memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
828 new_desc->shader = gen_ati_shader(settings.op, &GLINFO_LOCATION);
829 add_ffp_frag_shader(priv->fragment_shaders, &new_desc->parent);
830 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
834 /* GL_ATI_fragment_shader depends on the GL_TEXTURE_xD enable settings. Update the texture stages
835 * used by this shader
837 for(i = 0; i < desc->num_textures_used; i++) {
838 mapped_stage = This->texUnitMap[i];
839 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
841 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
842 checkGLcall("glActiveTextureARB");
843 texture_activate_dimensions(i, stateblock, context);
847 GL_EXTCALL(glBindFragmentShaderATI(desc->shader));
850 static void state_texfactor_atifs(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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, WineD3DContext *context) {
859 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
862 mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
863 mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
864 mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
865 mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
866 /* GL_ATI_fragment_shader allows only constants from 0.0 to 1.0, but the bumpmat
867 * constants can be in any range. While they should stay between [-1.0 and 1.0] because
868 * Shader Model 1.x pixel shaders are clamped to that range negative values are used occasionally,
869 * for example by our d3d9 test. So to get negative values scale -1;1 to 0;1 and undo that in the
870 * shader(it is free). This might potentially reduce precision. However, if the hardware does
871 * support proper floats it shouldn't, and if it doesn't we can't get anything better anyway
873 mat[0][0] = (mat[0][0] + 1.0) * 0.5;
874 mat[1][0] = (mat[1][0] + 1.0) * 0.5;
875 mat[0][1] = (mat[0][1] + 1.0) * 0.5;
876 mat[1][1] = (mat[1][1] + 1.0) * 0.5;
877 GL_EXTCALL(glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), (float *) mat));
878 checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), mat)");
881 static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
882 if(!isStateDirty(context, STATE_PIXELSHADER)) {
883 set_tex_op_atifs(state, stateblock, context);
887 static void atifs_apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
888 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
889 BOOL use_vshader = use_vs(stateblock);
891 context->last_was_pshader = use_ps(stateblock);
892 /* The ATIFS code does not support pixel shaders currently, but we have to provide a state handler
893 * to call shader_select to select a vertex shader if one is applied because the vertex shader state
894 * may defer calling the shader backend if the pshader state is dirty.
896 * In theory the application should not be able to mark the pixel shader dirty because it cannot
897 * create a shader, and thus has no way to set the state to something != NULL. However, a different
898 * pipeline part may link a different state to its pixelshader handler, thus a pshader state exists
899 * and can be dirtified. Also the pshader is always dirtified at startup, and blitting disables all
900 * shaders and dirtifies all shader states. If atifs can deal with this it keeps the rest of the code
903 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
904 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, use_vshader);
906 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && use_vshader) {
907 device->StateTable[STATE_VERTEXSHADERCONSTANT].apply(STATE_VERTEXSHADERCONSTANT, stateblock, context);
912 #undef GLINFO_LOCATION
914 static const struct StateEntryTemplate atifs_fragmentstate_template[] = {
915 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor_atifs }, 0 },
916 {STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, 0 },
917 {STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, 0 },
918 {STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, 0 },
919 {STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, 0 },
920 {STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, 0 },
921 {STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, 0 },
922 {STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, 0 },
923 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
924 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
925 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
926 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
927 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
928 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
929 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
930 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
931 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
932 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
933 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
934 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
935 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
936 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
937 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
938 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
939 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
940 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
941 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
942 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
943 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
944 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
945 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
946 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
947 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
948 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
949 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
950 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
951 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
952 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
953 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
954 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
955 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
956 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
957 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
958 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
959 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
960 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
961 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
962 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
963 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
964 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
965 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
966 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
967 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
968 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
969 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
970 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
971 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
972 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
973 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
974 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
975 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
976 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
977 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
978 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
979 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
980 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
981 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
982 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
983 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
984 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
985 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
986 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
987 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
988 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
989 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
990 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
991 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
992 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
993 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
994 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
995 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
996 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
997 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
998 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
999 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
1000 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
1001 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
1002 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
1003 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
1004 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
1005 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
1006 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
1007 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
1008 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
1009 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
1010 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
1011 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
1012 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
1013 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
1014 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
1015 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
1016 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
1017 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
1018 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
1019 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
1020 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
1021 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
1022 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
1023 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
1024 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
1025 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
1026 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
1027 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, 0 },
1028 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, 0 },
1029 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, 0 },
1030 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, 0 },
1031 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, 0 },
1032 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, 0 },
1033 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, 0 },
1034 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, 0 },
1035 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
1036 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
1037 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
1038 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
1039 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
1040 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
1041 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
1042 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
1043 {STATE_PIXELSHADER, { STATE_PIXELSHADER, atifs_apply_pixelshader }, 0 },
1044 {0 /* Terminate */, { 0, 0 }, 0 },
1047 static void atifs_enable(IWineD3DDevice *iface, BOOL enable) {
1050 glEnable(GL_FRAGMENT_SHADER_ATI);
1051 checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
1053 glDisable(GL_FRAGMENT_SHADER_ATI);
1054 checkGLcall("glDisable(GL_FRAGMENT_SHADER_ATI)");
1059 static void atifs_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps)
1061 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
1062 WINED3DTEXOPCAPS_SELECTARG1 |
1063 WINED3DTEXOPCAPS_SELECTARG2 |
1064 WINED3DTEXOPCAPS_MODULATE4X |
1065 WINED3DTEXOPCAPS_MODULATE2X |
1066 WINED3DTEXOPCAPS_MODULATE |
1067 WINED3DTEXOPCAPS_ADDSIGNED2X |
1068 WINED3DTEXOPCAPS_ADDSIGNED |
1069 WINED3DTEXOPCAPS_ADD |
1070 WINED3DTEXOPCAPS_SUBTRACT |
1071 WINED3DTEXOPCAPS_ADDSMOOTH |
1072 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
1073 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
1074 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
1075 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
1076 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
1077 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
1078 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
1079 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
1080 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
1081 WINED3DTEXOPCAPS_DOTPRODUCT3 |
1082 WINED3DTEXOPCAPS_MULTIPLYADD |
1083 WINED3DTEXOPCAPS_LERP |
1084 WINED3DTEXOPCAPS_BUMPENVMAP;
1086 /* TODO: Implement WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
1087 and WINED3DTEXOPCAPS_PREMODULATE */
1089 /* GL_ATI_fragment_shader always supports 6 textures, which was the limit on r200 cards
1090 * which this extension is exclusively focused on(later cards have GL_ARB_fragment_program).
1091 * If the current card has more than 8 fixed function textures in OpenGL's regular fixed
1092 * function pipeline then the ATI_fragment_shader backend imposes a stricter limit. This
1093 * shouldn't be too hard since Nvidia cards have a limit of 4 textures with the default ffp
1094 * pipeline, and almost all games are happy with that. We can however support up to 8
1095 * texture stages because we have a 2nd pass limit of 8 instructions, and per stage we use
1096 * only 1 instruction.
1098 * The proper fix for this is not to use GL_ATI_fragment_shader on cards newer than the
1099 * r200 series and use an ARB or GLSL shader instead
1101 caps->MaxTextureBlendStages = 8;
1102 caps->MaxSimultaneousTextures = 6;
1104 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
1107 static HRESULT atifs_alloc(IWineD3DDevice *iface) {
1108 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1109 struct atifs_private_data *priv;
1111 This->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct atifs_private_data));
1112 if(!This->fragment_priv) {
1113 ERR("Out of memory\n");
1114 return E_OUTOFMEMORY;
1116 priv = This->fragment_priv;
1117 priv->fragment_shaders = hash_table_create(ffp_frag_program_key_hash, ffp_frag_program_key_compare);
1121 #define GLINFO_LOCATION This->adapter->gl_info
1122 static void atifs_free_ffpshader(void *value, void *device) {
1123 IWineD3DDeviceImpl *This = device;
1124 struct atifs_ffp_desc *entry_ati = value;
1127 GL_EXTCALL(glDeleteFragmentShaderATI(entry_ati->shader));
1128 checkGLcall("glDeleteFragmentShaderATI(entry->shader)");
1129 HeapFree(GetProcessHeap(), 0, entry_ati);
1133 static void atifs_free(IWineD3DDevice *iface) {
1134 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1135 struct atifs_private_data *priv = This->fragment_priv;
1137 hash_table_destroy(priv->fragment_shaders, atifs_free_ffpshader, This);
1139 HeapFree(GetProcessHeap(), 0, priv);
1140 This->fragment_priv = NULL;
1142 #undef GLINFO_LOCATION
1144 static BOOL atifs_color_fixup_supported(struct color_fixup_desc fixup)
1146 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
1148 TRACE("Checking support for fixup:\n");
1149 dump_color_fixup_desc(fixup);
1152 /* We only support sign fixup of the first two channels. */
1153 if (fixup.x_source == CHANNEL_SOURCE_X && fixup.y_source == CHANNEL_SOURCE_Y
1154 && fixup.z_source == CHANNEL_SOURCE_Z && fixup.w_source == CHANNEL_SOURCE_W
1155 && !fixup.z_sign_fixup && !fixup.w_sign_fixup)
1161 TRACE("[FAILED]\n");
1165 const struct fragment_pipeline atifs_fragment_pipeline = {
1170 atifs_color_fixup_supported,
1171 atifs_fragmentstate_template,
1172 TRUE /* We can disable projected textures */