wined3d: Split the info log into separate lines.
[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 hash_table_t *fragment_shaders; /* A hashtable to track fragment pipeline replacement shaders */
57
58 };
59
60 static const char *debug_dstmod(GLuint mod) {
61     switch(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";
71     }
72 }
73
74 static const char *debug_argmod(GLuint mod) {
75     switch(mod) {
76         case GL_NONE:
77             return "GL_NONE";
78
79         case GL_2X_BIT_ATI:
80             return "GL_2X_BIT_ATI";
81         case GL_COMP_BIT_ATI:
82             return "GL_COMP_BIT_ATI";
83         case GL_NEGATE_BIT_ATI:
84             return "GL_NEGATE_BIT_ATI";
85         case GL_BIAS_BIT_ATI:
86             return "GL_BIAS_BIT_ATI";
87
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";
100
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";
109
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";
112
113         default:
114             return "Unexpected argmod combination\n";
115     }
116 }
117 static const char *debug_register(GLuint reg) {
118     switch(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";
125
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";
134
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";
139
140         default:                            return "Unknown register\n";
141     }
142 }
143
144 static const char *debug_swizzle(GLuint swizzle) {
145     switch(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";
151     }
152 }
153
154 static const char *debug_rep(GLuint rep) {
155     switch(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";
161     }
162 }
163
164 static const char *debug_op(GLuint op) {
165     switch(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";
178     }
179 }
180
181 static const char *debug_mask(GLuint mask) {
182     switch(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";
192     }
193 }
194 #define GLINFO_LOCATION (*gl_info)
195
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));
202     } else {
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));
207     }
208 }
209
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));
218     } else {
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));
224     }
225 }
226
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));
241     } else {
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));
251     }
252 }
253
254 static GLuint register_for_arg(DWORD arg, const WineD3D_GL_Info *gl_info,
255         unsigned int stage, GLuint *mod, GLuint *rep, GLuint tmparg)
256 {
257     GLenum ret;
258
259     if(mod) *mod = GL_NONE;
260     if(arg == ARG_UNUSED)
261     {
262         if (rep) *rep = GL_NONE;
263         return -1; /* This is the marker for unused registers */
264     }
265
266     switch(arg & WINED3DTA_SELECTMASK) {
267         case WINED3DTA_DIFFUSE:
268             ret = GL_PRIMARY_COLOR;
269             break;
270
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
276              */
277             if(stage == 0) {
278                 ret = GL_PRIMARY_COLOR;
279             } else {
280                 ret = GL_REG_0_ATI;
281             }
282             break;
283
284         case WINED3DTA_TEXTURE:
285             ret = GL_REG_0_ATI + stage;
286             break;
287
288         case WINED3DTA_TFACTOR:
289             ret = ATI_FFP_CONST_TFACTOR;
290             break;
291
292         case WINED3DTA_SPECULAR:
293             ret = GL_SECONDARY_INTERPOLATOR_ATI;
294             break;
295
296         case WINED3DTA_TEMP:
297             ret = tmparg;
298             break;
299
300         case WINED3DTA_CONSTANT:
301             FIXME("Unhandled source argument WINED3DTA_TEMP\n");
302             ret = GL_CON_0_ATI;
303             break;
304
305         default:
306             FIXME("Unknown source argument %d\n", arg);
307             ret = GL_ZERO;
308     }
309
310     if(arg & WINED3DTA_COMPLEMENT) {
311         if(mod) *mod |= GL_COMP_BIT_ATI;
312     }
313     if(arg & WINED3DTA_ALPHAREPLICATE) {
314         if(rep) *rep = GL_ALPHA;
315     } else {
316         if(rep) *rep = GL_NONE;
317     }
318     return ret;
319 }
320
321 static GLuint find_tmpreg(const struct texture_stage_op op[MAX_TEXTURES])
322 {
323     int lowest_read = -1;
324     int lowest_write = -1;
325     int i;
326     BOOL tex_used[MAX_TEXTURES];
327
328     memset(tex_used, 0, sizeof(tex_used));
329     for(i = 0; i < MAX_TEXTURES; i++) {
330         if(op[i].cop == WINED3DTOP_DISABLE) {
331             break;
332         }
333
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)) {
337             lowest_read = i;
338         }
339
340         if(lowest_write == -1 && op[i].dst == tempreg) {
341             lowest_write = i;
342         }
343
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) {
346             tex_used[i] = TRUE;
347         }
348     }
349
350     /* Temp reg not read? We don't need it, return GL_NONE */
351     if(lowest_read == -1) return GL_NONE;
352
353     if(lowest_write >= lowest_read) {
354         FIXME("Temp register read before being written\n");
355     }
356
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");
360         return GL_REG_1_ATI;
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
364          * read it
365          */
366         return GL_REG_1_ATI;
367     } else {
368         /* Search for a free texture register. We have 6 registers available. GL_REG_0_ATI is already used
369          * for the regular result
370          */
371         for(i = 1; i < 6; i++) {
372             if(!tex_used[i]) {
373                 return GL_REG_0_ATI + i;
374             }
375         }
376         /* What to do here? Report it in ValidateDevice? */
377         FIXME("Could not find a register for the temporary register\n");
378         return 0;
379     }
380 }
381
382 static GLuint gen_ati_shader(const struct texture_stage_op op[MAX_TEXTURES], const WineD3D_GL_Info *gl_info)
383 {
384     GLuint ret = GL_EXTCALL(glGenFragmentShadersATI(1));
385     unsigned int stage;
386     GLuint arg0, arg1, arg2, extrarg;
387     GLuint dstmod, argmod0, argmod1, argmod2, argmodextra;
388     GLuint rep0, rep1, rep2;
389     GLuint swizzle;
390     GLuint tmparg = find_tmpreg(op);
391     GLuint dstreg;
392
393     if(!ret) {
394         ERR("Failed to generate a GL_ATI_fragment_shader shader id\n");
395         return 0;
396     }
397     GL_EXTCALL(glBindFragmentShaderATI(ret));
398     checkGLcall("GL_EXTCALL(glBindFragmentShaderATI(ret))");
399
400     TRACE("glBeginFragmentShaderATI()\n");
401     GL_EXTCALL(glBeginFragmentShaderATI());
402     checkGLcall("GL_EXTCALL(glBeginFragmentShaderATI())");
403
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;
409
410         TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, GL_SWIZZLE_STR_ATI)\n",
411               stage, stage);
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;
419         } else {
420             swizzle = GL_SWIZZLE_STR_DR_ATI;
421         }
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,
426                    swizzle));
427
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
430          */
431         if(stage >= 4) {
432             FIXME("Bump mapping in stage %d\n", stage);
433         }
434     }
435
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;
440
441         if(op[stage].cop == WINED3DTOP_DISABLE) break;
442         if(op[stage].cop != WINED3DTOP_BUMPENVMAP &&
443            op[stage].cop != WINED3DTOP_BUMPENVMAPLUMINANCE) continue;
444
445         fixup = op[stage].color_fixup;
446         if (fixup.x_source != CHANNEL_SOURCE_X || fixup.y_source != CHANNEL_SOURCE_Y)
447         {
448             FIXME("Swizzles not implemented\n");
449             argmodextra_x = GL_NONE;
450             argmodextra_y = GL_NONE;
451         }
452         else
453         {
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;
457         }
458
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);
463
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 :-(
468          *
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.
471          */
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);
480     }
481
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) {
485             break;
486         }
487
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;
492         } else {
493             swizzle = GL_SWIZZLE_STQ_DQ_ATI;
494         }
495
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) {
503
504             if(stage > 0 &&
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",
508                       stage, stage);
509                 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
510                            GL_REG_0_ATI + stage,
511                            GL_SWIZZLE_STR_ATI));
512             } else {
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,
517                                         swizzle));
518             }
519         }
520     }
521
522     /* Pass 4: Generate the arithmetic instructions */
523     for(stage = 0; stage < MAX_TEXTURES; stage++) {
524         if(op[stage].cop == WINED3DTOP_DISABLE) {
525             if(stage == 0) {
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);
531             }
532             break;
533         }
534
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
538              */
539             if(tmparg == GL_NONE) continue;
540
541             dstreg = tmparg;
542         } else {
543             dstreg = GL_REG_0_ATI;
544         }
545
546         arg0 = register_for_arg(op[stage].carg0, gl_info, stage, &argmod0, &rep0, tmparg);
547         arg1 = register_for_arg(op[stage].carg1, gl_info, stage, &argmod1, &rep1, tmparg);
548         arg2 = register_for_arg(op[stage].carg2, gl_info, stage, &argmod2, &rep2, tmparg);
549         dstmod = GL_NONE;
550         argmodextra = GL_NONE;
551         extrarg = GL_NONE;
552
553         switch(op[stage].cop) {
554             case WINED3DTOP_SELECTARG2:
555                 arg1 = arg2;
556                 argmod1 = argmod2;
557                 rep1 = rep2;
558             case WINED3DTOP_SELECTARG1:
559                 wrap_op1(gl_info, GL_MOV_ATI, dstreg, GL_NONE, GL_NONE,
560                          arg1, rep1, argmod1);
561                 break;
562
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,
570                          arg1, rep1, argmod1,
571                          arg2, rep2, argmod2);
572                 break;
573
574             case WINED3DTOP_ADDSIGNED2X:
575                 dstmod = GL_2X_BIT_ATI;
576             case WINED3DTOP_ADDSIGNED:
577                 argmodextra = GL_BIAS_BIT_ATI;
578             case WINED3DTOP_ADD:
579                 dstmod |= GL_SATURATE_BIT_ATI;
580                 wrap_op2(gl_info, GL_ADD_ATI, GL_REG_0_ATI, GL_NONE, dstmod,
581                          arg1, rep1, argmod1,
582                          arg2, rep2, argmodextra | argmod2);
583                 break;
584
585             case WINED3DTOP_SUBTRACT:
586                 dstmod |= GL_SATURATE_BIT_ATI;
587                 wrap_op2(gl_info, GL_SUB_ATI, dstreg, GL_NONE, dstmod,
588                          arg1, rep1, argmod1,
589                          arg2, rep2, argmod2);
590                 break;
591
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
596                  */
597                 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
598                          arg2, rep2, argmod2,
599                          arg1, rep1, argmodextra,
600                          arg1, rep1, argmod1);
601                 break;
602
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,
613                          arg1, rep1, argmod1,
614                          arg2, rep2, argmod2);
615                 break;
616
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,
620                          arg2, rep2,  argmod2,
621                          arg0, GL_ALPHA, GL_COMP_BIT_ATI,
622                          arg1, rep1,  argmod1);
623                 break;
624
625             /* D3DTOP_PREMODULATE ???? */
626
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,
632                          arg2, rep2,  argmod2,
633                          arg1, GL_ALPHA, argmodextra,
634                          arg1, rep1,  argmod1);
635                 break;
636
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,
642                          arg2, rep2,  argmod2,
643                          arg1, rep1,  argmodextra,
644                          arg1, GL_ALPHA, argmod1);
645                 break;
646
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);
651                 break;
652
653             case WINED3DTOP_MULTIPLYADD:
654                 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
655                          arg1, rep1, argmod1,
656                          arg2, rep2, argmod2,
657                          arg0, rep0, argmod0);
658                 break;
659
660             case WINED3DTOP_LERP:
661                 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_NONE, GL_NONE,
662                          arg0, rep0, argmod0,
663                          arg1, rep1, argmod1,
664                          arg2, rep2, argmod2);
665                 break;
666
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 */
670                 break;
671
672             default: FIXME("Unhandled color operation %d on stage %d\n", op[stage].cop, stage);
673         }
674
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);
678         dstmod = GL_NONE;
679         argmodextra = GL_NONE;
680         extrarg = GL_NONE;
681
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 */
685                 if(stage == 0) {
686                     wrap_op1(gl_info, GL_MOV_ATI, GL_REG_0_ATI, GL_ALPHA, GL_NONE,
687                              GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
688                 }
689                 break;
690
691             case WINED3DTOP_SELECTARG2:
692                 arg1 = arg2;
693                 argmod1 = argmod2;
694             case WINED3DTOP_SELECTARG1:
695                 wrap_op1(gl_info, GL_MOV_ATI, dstreg, GL_ALPHA, GL_NONE,
696                          arg1, GL_NONE, argmod1);
697                 break;
698
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);
708                 break;
709
710             case WINED3DTOP_ADDSIGNED2X:
711                 dstmod = GL_2X_BIT_ATI;
712             case WINED3DTOP_ADDSIGNED:
713                 argmodextra = GL_BIAS_BIT_ATI;
714             case WINED3DTOP_ADD:
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);
719                 break;
720
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);
726                 break;
727
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
732                  */
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);
737                 break;
738
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);
751                 break;
752
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);
759                 break;
760
761             /* D3DTOP_PREMODULATE ???? */
762
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);
767                 break;
768
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);
774                 break;
775
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);
781                 break;
782
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");
790                 break;
791
792             default: FIXME("Unhandled alpha operation %d on stage %d\n", op[stage].aop, stage);
793         }
794     }
795
796     TRACE("glEndFragmentShaderATI()\n");
797     GL_EXTCALL(glEndFragmentShaderATI());
798     checkGLcall("GL_EXTCALL(glEndFragmentShaderATI())");
799     return ret;
800 }
801 #undef GLINFO_LOCATION
802
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;
809     DWORD mapped_stage;
810     unsigned int i;
811
812     gen_ffp_frag_op(stateblock, &settings, TRUE);
813     desc = (const struct atifs_ffp_desc *)find_ffp_frag_shader(priv->fragment_shaders, &settings);
814     if(!desc) {
815         struct atifs_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
816         if (!new_desc)
817         {
818             ERR("Out of memory\n");
819             return;
820         }
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;
825         }
826
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);
831         desc = new_desc;
832     }
833
834     /* GL_ATI_fragment_shader depends on the GL_TEXTURE_xD enable settings. Update the texture stages
835      * used by this shader
836      */
837     for(i = 0; i < desc->num_textures_used; i++) {
838         mapped_stage = This->texUnitMap[i];
839         if (mapped_stage != WINED3D_UNMAPPED_STAGE)
840         {
841             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
842             checkGLcall("glActiveTextureARB");
843             texture_activate_dimensions(i, stateblock, context);
844         }
845     }
846
847     GL_EXTCALL(glBindFragmentShaderATI(desc->shader));
848 }
849
850 static void state_texfactor_atifs(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
851     float col[4];
852     D3DCOLORTOGLFLOAT4(stateblock->renderState[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, WineD3DContext *context) {
859     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
860     float mat[2][2];
861
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
872      */
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)");
879 }
880
881 static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
882     if(!isStateDirty(context, STATE_PIXELSHADER)) {
883         set_tex_op_atifs(state, stateblock, context);
884     }
885 }
886
887 static void atifs_apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
888     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
889     BOOL use_vshader = use_vs(stateblock);
890
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.
895      *
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
901      * simpler.
902      */
903     if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
904         device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, use_vshader);
905
906         if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && use_vshader) {
907             device->StateTable[STATE_VERTEXSHADERCONSTANT].apply(STATE_VERTEXSHADERCONSTANT, stateblock, context);
908         }
909     }
910 }
911
912 #undef GLINFO_LOCATION
913
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                               },
1045 };
1046
1047 static void atifs_enable(IWineD3DDevice *iface, BOOL enable) {
1048     ENTER_GL();
1049     if(enable) {
1050         glEnable(GL_FRAGMENT_SHADER_ATI);
1051         checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
1052     } else {
1053         glDisable(GL_FRAGMENT_SHADER_ATI);
1054         checkGLcall("glDisable(GL_FRAGMENT_SHADER_ATI)");
1055     }
1056     LEAVE_GL();
1057 }
1058
1059 static void atifs_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps)
1060 {
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;
1085
1086     /* TODO: Implement WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
1087     and WINED3DTEXOPCAPS_PREMODULATE */
1088
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.
1097      *
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
1100      */
1101     caps->MaxTextureBlendStages   = 8;
1102     caps->MaxSimultaneousTextures = 6;
1103
1104     caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
1105 }
1106
1107 static HRESULT atifs_alloc(IWineD3DDevice *iface) {
1108     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1109     struct atifs_private_data *priv;
1110
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;
1115     }
1116     priv = This->fragment_priv;
1117     priv->fragment_shaders = hash_table_create(ffp_frag_program_key_hash, ffp_frag_program_key_compare);
1118     return WINED3D_OK;
1119 }
1120
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;
1125
1126     ENTER_GL();
1127     GL_EXTCALL(glDeleteFragmentShaderATI(entry_ati->shader));
1128     checkGLcall("glDeleteFragmentShaderATI(entry->shader)");
1129     HeapFree(GetProcessHeap(), 0, entry_ati);
1130     LEAVE_GL();
1131 }
1132
1133 static void atifs_free(IWineD3DDevice *iface) {
1134     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1135     struct atifs_private_data *priv = This->fragment_priv;
1136
1137     hash_table_destroy(priv->fragment_shaders, atifs_free_ffpshader, This);
1138
1139     HeapFree(GetProcessHeap(), 0, priv);
1140     This->fragment_priv = NULL;
1141 }
1142 #undef GLINFO_LOCATION
1143
1144 static BOOL atifs_color_fixup_supported(struct color_fixup_desc fixup)
1145 {
1146     if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
1147     {
1148         TRACE("Checking support for fixup:\n");
1149         dump_color_fixup_desc(fixup);
1150     }
1151
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)
1156     {
1157         TRACE("[OK]\n");
1158         return TRUE;
1159     }
1160
1161     TRACE("[FAILED]\n");
1162     return FALSE;
1163 }
1164
1165 const struct fragment_pipeline atifs_fragment_pipeline = {
1166     atifs_enable,
1167     atifs_get_caps,
1168     atifs_alloc,
1169     atifs_free,
1170     atifs_color_fixup_supported,
1171     atifs_fragmentstate_template,
1172     TRUE /* We can disable projected textures */
1173 };