2 * Fixed function pipeline replacement using GL_ATI_fragment_shader
4 * Copyright 2008 Stefan Dösinger(for CodeWeavers)
6 * This library is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU Lesser General Public
8 * License as published by the Free Software Foundation; either
9 * version 2.1 of the License, or (at your option) any later version.
11 * This library is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14 * Lesser General Public License for more details.
16 * You should have received a copy of the GNU Lesser General Public
17 * License along with this library; if not, write to the Free Software
18 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "wined3d_private.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
29 WINE_DECLARE_DEBUG_CHANNEL(d3d);
31 /* GL locking for state handlers is done by the caller. */
33 /* Some private defines, Constant associations, etc.
34 * Env bump matrix and per stage constant should be independent,
35 * a stage that bump maps can't read the per state constant
37 #define ATI_FFP_CONST_BUMPMAT(i) (GL_CON_0_ATI + i)
38 #define ATI_FFP_CONST_CONSTANT0 GL_CON_0_ATI
39 #define ATI_FFP_CONST_CONSTANT1 GL_CON_1_ATI
40 #define ATI_FFP_CONST_CONSTANT2 GL_CON_2_ATI
41 #define ATI_FFP_CONST_CONSTANT3 GL_CON_3_ATI
42 #define ATI_FFP_CONST_CONSTANT4 GL_CON_4_ATI
43 #define ATI_FFP_CONST_CONSTANT5 GL_CON_5_ATI
44 #define ATI_FFP_CONST_TFACTOR GL_CON_6_ATI
46 /* GL_ATI_fragment_shader specific fixed function pipeline description. "Inherits" from the common one */
49 struct ffp_frag_desc parent;
51 unsigned int num_textures_used;
54 struct atifs_private_data
56 struct wine_rb_tree fragment_shaders; /* A rb-tree to track fragment pipeline replacement shaders */
59 static const char *debug_dstmod(GLuint mod) {
61 case GL_NONE: return "GL_NONE";
62 case GL_2X_BIT_ATI: return "GL_2X_BIT_ATI";
63 case GL_4X_BIT_ATI: return "GL_4X_BIT_ATI";
64 case GL_8X_BIT_ATI: return "GL_8X_BIT_ATI";
65 case GL_HALF_BIT_ATI: return "GL_HALF_BIT_ATI";
66 case GL_QUARTER_BIT_ATI: return "GL_QUARTER_BIT_ATI";
67 case GL_EIGHTH_BIT_ATI: return "GL_EIGHTH_BIT_ATI";
68 case GL_SATURATE_BIT_ATI: return "GL_SATURATE_BIT_ATI";
69 default: return "Unexpected modifier\n";
73 static const char *debug_argmod(GLuint mod) {
79 return "GL_2X_BIT_ATI";
81 return "GL_COMP_BIT_ATI";
82 case GL_NEGATE_BIT_ATI:
83 return "GL_NEGATE_BIT_ATI";
85 return "GL_BIAS_BIT_ATI";
87 case GL_2X_BIT_ATI | GL_COMP_BIT_ATI:
88 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI";
89 case GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI:
90 return "GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI";
91 case GL_2X_BIT_ATI | GL_BIAS_BIT_ATI:
92 return "GL_2X_BIT_ATI | GL_BIAS_BIT_ATI";
93 case GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI:
94 return "GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI";
95 case GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI:
96 return "GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI";
97 case GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
98 return "GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
100 case GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
101 return "GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
102 case GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
103 return "GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
104 case GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI:
105 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI";
106 case GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI:
107 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI";
109 case GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
110 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
113 return "Unexpected argmod combination\n";
116 static const char *debug_register(GLuint reg) {
118 case GL_REG_0_ATI: return "GL_REG_0_ATI";
119 case GL_REG_1_ATI: return "GL_REG_1_ATI";
120 case GL_REG_2_ATI: return "GL_REG_2_ATI";
121 case GL_REG_3_ATI: return "GL_REG_3_ATI";
122 case GL_REG_4_ATI: return "GL_REG_4_ATI";
123 case GL_REG_5_ATI: return "GL_REG_5_ATI";
125 case GL_CON_0_ATI: return "GL_CON_0_ATI";
126 case GL_CON_1_ATI: return "GL_CON_1_ATI";
127 case GL_CON_2_ATI: return "GL_CON_2_ATI";
128 case GL_CON_3_ATI: return "GL_CON_3_ATI";
129 case GL_CON_4_ATI: return "GL_CON_4_ATI";
130 case GL_CON_5_ATI: return "GL_CON_5_ATI";
131 case GL_CON_6_ATI: return "GL_CON_6_ATI";
132 case GL_CON_7_ATI: return "GL_CON_7_ATI";
134 case GL_ZERO: return "GL_ZERO";
135 case GL_ONE: return "GL_ONE";
136 case GL_PRIMARY_COLOR: return "GL_PRIMARY_COLOR";
137 case GL_SECONDARY_INTERPOLATOR_ATI: return "GL_SECONDARY_INTERPOLATOR_ATI";
139 default: return "Unknown register\n";
143 static const char *debug_swizzle(GLuint swizzle) {
145 case GL_SWIZZLE_STR_ATI: return "GL_SWIZZLE_STR_ATI";
146 case GL_SWIZZLE_STQ_ATI: return "GL_SWIZZLE_STQ_ATI";
147 case GL_SWIZZLE_STR_DR_ATI: return "GL_SWIZZLE_STR_DR_ATI";
148 case GL_SWIZZLE_STQ_DQ_ATI: return "GL_SWIZZLE_STQ_DQ_ATI";
149 default: return "unknown swizzle";
153 static const char *debug_rep(GLuint rep) {
155 case GL_NONE: return "GL_NONE";
156 case GL_RED: return "GL_RED";
157 case GL_GREEN: return "GL_GREEN";
158 case GL_BLUE: return "GL_BLUE";
159 default: return "unknown argrep";
163 static const char *debug_op(GLuint op) {
165 case GL_MOV_ATI: return "GL_MOV_ATI";
166 case GL_ADD_ATI: return "GL_ADD_ATI";
167 case GL_MUL_ATI: return "GL_MUL_ATI";
168 case GL_SUB_ATI: return "GL_SUB_ATI";
169 case GL_DOT3_ATI: return "GL_DOT3_ATI";
170 case GL_DOT4_ATI: return "GL_DOT4_ATI";
171 case GL_MAD_ATI: return "GL_MAD_ATI";
172 case GL_LERP_ATI: return "GL_LERP_ATI";
173 case GL_CND_ATI: return "GL_CND_ATI";
174 case GL_CND0_ATI: return "GL_CND0_ATI";
175 case GL_DOT2_ADD_ATI: return "GL_DOT2_ADD_ATI";
176 default: return "unexpected op";
180 static const char *debug_mask(GLuint mask) {
182 case GL_NONE: return "GL_NONE";
183 case GL_RED_BIT_ATI: return "GL_RED_BIT_ATI";
184 case GL_GREEN_BIT_ATI: return "GL_GREEN_BIT_ATI";
185 case GL_BLUE_BIT_ATI: return "GL_BLUE_BIT_ATI";
186 case GL_RED_BIT_ATI | GL_GREEN_BIT_ATI: return "GL_RED_BIT_ATI | GL_GREEN_BIT_ATI";
187 case GL_RED_BIT_ATI | GL_BLUE_BIT_ATI: return "GL_RED_BIT_ATI | GL_BLUE_BIT_ATI";
188 case GL_GREEN_BIT_ATI | GL_BLUE_BIT_ATI:return "GL_GREEN_BIT_ATI | GL_BLUE_BIT_ATI";
189 case GL_RED_BIT_ATI | GL_GREEN_BIT_ATI | GL_BLUE_BIT_ATI:return "GL_RED_BIT_ATI | GL_GREEN_BIT_ATI | GL_BLUE_BIT_ATI";
190 default: return "Unexpected writemask";
194 static void wrap_op1(const struct wined3d_gl_info *gl_info, GLuint op, GLuint dst, GLuint dstMask, GLuint dstMod,
195 GLuint arg1, GLuint arg1Rep, GLuint arg1Mod)
197 if(dstMask == GL_ALPHA) {
198 TRACE("glAlphaFragmentOp1ATI(%s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst), debug_dstmod(dstMod),
199 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod));
200 GL_EXTCALL(glAlphaFragmentOp1ATI(op, dst, dstMod, arg1, arg1Rep, arg1Mod));
202 TRACE("glColorFragmentOp1ATI(%s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst),
203 debug_mask(dstMask), debug_dstmod(dstMod),
204 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod));
205 GL_EXTCALL(glColorFragmentOp1ATI(op, dst, dstMask, dstMod, arg1, arg1Rep, arg1Mod));
209 static void wrap_op2(const struct wined3d_gl_info *gl_info, GLuint op, GLuint dst, GLuint dstMask, GLuint dstMod,
210 GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod)
212 if(dstMask == GL_ALPHA) {
213 TRACE("glAlphaFragmentOp2ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst), debug_dstmod(dstMod),
214 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod),
215 debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod));
216 GL_EXTCALL(glAlphaFragmentOp2ATI(op, dst, dstMod, arg1, arg1Rep, arg1Mod, arg2, arg2Rep, arg2Mod));
218 TRACE("glColorFragmentOp2ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst),
219 debug_mask(dstMask), debug_dstmod(dstMod),
220 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod),
221 debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod));
222 GL_EXTCALL(glColorFragmentOp2ATI(op, dst, dstMask, dstMod, arg1, arg1Rep, arg1Mod, arg2, arg2Rep, arg2Mod));
226 static void wrap_op3(const struct wined3d_gl_info *gl_info, GLuint op, GLuint dst, GLuint dstMask, GLuint dstMod,
227 GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod,
228 GLuint arg3, GLuint arg3Rep, GLuint arg3Mod)
230 if(dstMask == GL_ALPHA) {
231 /* Leave some free space to fit "GL_NONE, " in to align most alpha and color op lines */
232 TRACE("glAlphaFragmentOp3ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst), debug_dstmod(dstMod),
233 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod),
234 debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod),
235 debug_register(arg3), debug_rep(arg3Rep), debug_argmod(arg3Mod));
236 GL_EXTCALL(glAlphaFragmentOp3ATI(op, dst, dstMod,
237 arg1, arg1Rep, arg1Mod,
238 arg2, arg2Rep, arg2Mod,
239 arg3, arg3Rep, arg3Mod));
241 TRACE("glColorFragmentOp3ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst),
242 debug_mask(dstMask), debug_dstmod(dstMod),
243 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod),
244 debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod),
245 debug_register(arg3), debug_rep(arg3Rep), debug_argmod(arg3Mod));
246 GL_EXTCALL(glColorFragmentOp3ATI(op, dst, dstMask, dstMod,
247 arg1, arg1Rep, arg1Mod,
248 arg2, arg2Rep, arg2Mod,
249 arg3, arg3Rep, arg3Mod));
253 static GLuint register_for_arg(DWORD arg, const struct wined3d_gl_info *gl_info,
254 unsigned int stage, GLuint *mod, GLuint *rep, GLuint tmparg)
258 if(mod) *mod = GL_NONE;
259 if(arg == ARG_UNUSED)
261 if (rep) *rep = GL_NONE;
262 return -1; /* This is the marker for unused registers */
265 switch(arg & WINED3DTA_SELECTMASK) {
266 case WINED3DTA_DIFFUSE:
267 ret = GL_PRIMARY_COLOR;
270 case WINED3DTA_CURRENT:
271 /* Note that using GL_REG_0_ATI for the passed on register is safe because
272 * texture0 is read at stage0, so in the worst case it is read in the
273 * instruction writing to reg0. Afterwards texture0 is not used any longer.
274 * If we're reading from current
276 ret = stage ? GL_REG_0_ATI : GL_PRIMARY_COLOR;
279 case WINED3DTA_TEXTURE:
280 ret = GL_REG_0_ATI + stage;
283 case WINED3DTA_TFACTOR:
284 ret = ATI_FFP_CONST_TFACTOR;
287 case WINED3DTA_SPECULAR:
288 ret = GL_SECONDARY_INTERPOLATOR_ATI;
295 case WINED3DTA_CONSTANT:
296 FIXME("Unhandled source argument WINED3DTA_TEMP\n");
301 FIXME("Unknown source argument %d\n", arg);
305 if(arg & WINED3DTA_COMPLEMENT) {
306 if(mod) *mod |= GL_COMP_BIT_ATI;
308 if(arg & WINED3DTA_ALPHAREPLICATE) {
309 if(rep) *rep = GL_ALPHA;
311 if(rep) *rep = GL_NONE;
316 static GLuint find_tmpreg(const struct texture_stage_op op[MAX_TEXTURES])
318 int lowest_read = -1;
319 int lowest_write = -1;
321 BOOL tex_used[MAX_TEXTURES];
323 memset(tex_used, 0, sizeof(tex_used));
324 for(i = 0; i < MAX_TEXTURES; i++) {
325 if(op[i].cop == WINED3DTOP_DISABLE) {
329 if(lowest_read == -1 &&
330 (op[i].carg1 == WINED3DTA_TEMP || op[i].carg2 == WINED3DTA_TEMP || op[i].carg0 == WINED3DTA_TEMP ||
331 op[i].aarg1 == WINED3DTA_TEMP || op[i].aarg2 == WINED3DTA_TEMP || op[i].aarg0 == WINED3DTA_TEMP)) {
335 if(lowest_write == -1 && op[i].dst == tempreg) {
339 if(op[i].carg1 == WINED3DTA_TEXTURE || op[i].carg2 == WINED3DTA_TEXTURE || op[i].carg0 == WINED3DTA_TEXTURE ||
340 op[i].aarg1 == WINED3DTA_TEXTURE || op[i].aarg2 == WINED3DTA_TEXTURE || op[i].aarg0 == WINED3DTA_TEXTURE) {
345 /* Temp reg not read? We don't need it, return GL_NONE */
346 if(lowest_read == -1) return GL_NONE;
348 if(lowest_write >= lowest_read) {
349 FIXME("Temp register read before being written\n");
352 if(lowest_write == -1) {
353 /* This needs a test. Maybe we are supposed to return 0.0/0.0/0.0/0.0, or fail drawprim, or whatever */
354 FIXME("Temp register read without being written\n");
356 } else if(lowest_write >= 1) {
357 /* If we're writing to the temp reg at earliest in stage 1, we can use register 1 for the temp result.
358 * there may be texture data stored in reg 1, but we do not need it any longer since stage 1 already
363 /* Search for a free texture register. We have 6 registers available. GL_REG_0_ATI is already used
364 * for the regular result
366 for(i = 1; i < 6; i++) {
368 return GL_REG_0_ATI + i;
371 /* What to do here? Report it in ValidateDevice? */
372 FIXME("Could not find a register for the temporary register\n");
377 static GLuint gen_ati_shader(const struct texture_stage_op op[MAX_TEXTURES], const struct wined3d_gl_info *gl_info)
379 GLuint ret = GL_EXTCALL(glGenFragmentShadersATI(1));
381 GLuint arg0, arg1, arg2, extrarg;
382 GLuint dstmod, argmod0, argmod1, argmod2, argmodextra;
383 GLuint rep0, rep1, rep2;
385 GLuint tmparg = find_tmpreg(op);
389 ERR("Failed to generate a GL_ATI_fragment_shader shader id\n");
392 GL_EXTCALL(glBindFragmentShaderATI(ret));
393 checkGLcall("GL_EXTCALL(glBindFragmentShaderATI(ret))");
395 TRACE("glBeginFragmentShaderATI()\n");
396 GL_EXTCALL(glBeginFragmentShaderATI());
397 checkGLcall("GL_EXTCALL(glBeginFragmentShaderATI())");
399 /* Pass 1: Generate sampling instructions for perturbation maps */
400 for (stage = 0; stage < gl_info->limits.textures; ++stage)
402 if(op[stage].cop == WINED3DTOP_DISABLE) break;
403 if(op[stage].cop != WINED3DTOP_BUMPENVMAP &&
404 op[stage].cop != WINED3DTOP_BUMPENVMAPLUMINANCE) continue;
406 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, GL_SWIZZLE_STR_ATI)\n",
408 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
409 GL_TEXTURE0_ARB + stage,
410 GL_SWIZZLE_STR_ATI));
411 if(op[stage + 1].projected == proj_none) {
412 swizzle = GL_SWIZZLE_STR_ATI;
413 } else if(op[stage + 1].projected == proj_count4) {
414 swizzle = GL_SWIZZLE_STQ_DQ_ATI;
416 swizzle = GL_SWIZZLE_STR_DR_ATI;
418 TRACE("glPassTexCoordATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, %s)\n",
419 stage + 1, stage + 1, debug_swizzle(swizzle));
420 GL_EXTCALL(glPassTexCoordATI(GL_REG_0_ATI + stage + 1,
421 GL_TEXTURE0_ARB + stage + 1,
425 /* Pass 2: Generate perturbation calculations */
426 for (stage = 0; stage < gl_info->limits.textures; ++stage)
428 GLuint argmodextra_x, argmodextra_y;
429 struct color_fixup_desc fixup;
431 if(op[stage].cop == WINED3DTOP_DISABLE) break;
432 if(op[stage].cop != WINED3DTOP_BUMPENVMAP &&
433 op[stage].cop != WINED3DTOP_BUMPENVMAPLUMINANCE) continue;
435 fixup = op[stage].color_fixup;
436 if (fixup.x_source != CHANNEL_SOURCE_X || fixup.y_source != CHANNEL_SOURCE_Y)
438 FIXME("Swizzles not implemented\n");
439 argmodextra_x = GL_NONE;
440 argmodextra_y = GL_NONE;
444 /* Nice thing, we get the color correction for free :-) */
445 argmodextra_x = fixup.x_sign_fixup ? GL_2X_BIT_ATI | GL_BIAS_BIT_ATI : GL_NONE;
446 argmodextra_y = fixup.y_sign_fixup ? GL_2X_BIT_ATI | GL_BIAS_BIT_ATI : GL_NONE;
449 wrap_op3(gl_info, GL_DOT2_ADD_ATI, GL_REG_0_ATI + stage + 1, GL_RED_BIT_ATI, GL_NONE,
450 GL_REG_0_ATI + stage, GL_NONE, argmodextra_x,
451 ATI_FFP_CONST_BUMPMAT(stage), GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI,
452 GL_REG_0_ATI + stage + 1, GL_RED, GL_NONE);
454 /* Don't use GL_DOT2_ADD_ATI here because we cannot configure it to read the blue and alpha
455 * component of the bump matrix. Instead do this with two MADs:
457 * coord.a = tex.r * bump.b + coord.g
458 * coord.g = tex.g * bump.a + coord.a
460 * The first instruction writes to alpha so it can be coissued with the above DOT2_ADD.
461 * coord.a is unused. If the perturbed texture is projected, this was already handled
462 * in the glPassTexCoordATI above.
464 wrap_op3(gl_info, GL_MAD_ATI, GL_REG_0_ATI + stage + 1, GL_ALPHA, GL_NONE,
465 GL_REG_0_ATI + stage, GL_RED, argmodextra_y,
466 ATI_FFP_CONST_BUMPMAT(stage), GL_BLUE, GL_NONE,
467 GL_REG_0_ATI + stage + 1, GL_GREEN, GL_NONE);
468 wrap_op3(gl_info, GL_MAD_ATI, GL_REG_0_ATI + stage + 1, GL_GREEN_BIT_ATI, GL_NONE,
469 GL_REG_0_ATI + stage, GL_GREEN, argmodextra_y,
470 ATI_FFP_CONST_BUMPMAT(stage), GL_ALPHA, GL_NONE,
471 GL_REG_0_ATI + stage + 1, GL_ALPHA, GL_NONE);
474 /* Pass 3: Generate sampling instructions for regular textures */
475 for (stage = 0; stage < gl_info->limits.textures; ++stage)
477 if(op[stage].cop == WINED3DTOP_DISABLE) {
481 if(op[stage].projected == proj_none) {
482 swizzle = GL_SWIZZLE_STR_ATI;
483 } else if(op[stage].projected == proj_count3) {
484 swizzle = GL_SWIZZLE_STR_DR_ATI;
486 swizzle = GL_SWIZZLE_STQ_DQ_ATI;
489 if((op[stage].carg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
490 (op[stage].carg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
491 (op[stage].carg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
492 (op[stage].aarg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
493 (op[stage].aarg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
494 (op[stage].aarg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
495 op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) {
498 (op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
499 op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
500 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_REG_%d_ATI, GL_SWIZZLE_STR_ATI)\n",
502 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
503 GL_REG_0_ATI + stage,
504 GL_SWIZZLE_STR_ATI));
506 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, %s)\n",
507 stage, stage, debug_swizzle(swizzle));
508 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
509 GL_TEXTURE0_ARB + stage,
515 /* Pass 4: Generate the arithmetic instructions */
516 for (stage = 0; stage < MAX_TEXTURES; ++stage)
518 if (op[stage].cop == WINED3DTOP_DISABLE)
522 /* Handle complete texture disabling gracefully */
523 wrap_op1(gl_info, GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE,
524 GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
525 wrap_op1(gl_info, GL_MOV_ATI, GL_REG_0_ATI, GL_ALPHA, GL_NONE,
526 GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
531 if(op[stage].dst == tempreg) {
532 /* If we're writing to D3DTA_TEMP, but never reading from it we don't have to write there in the first place.
533 * skip the entire stage, this saves some GPU time
535 if(tmparg == GL_NONE) continue;
539 dstreg = GL_REG_0_ATI;
542 arg0 = register_for_arg(op[stage].carg0, gl_info, stage, &argmod0, &rep0, tmparg);
543 arg1 = register_for_arg(op[stage].carg1, gl_info, stage, &argmod1, &rep1, tmparg);
544 arg2 = register_for_arg(op[stage].carg2, gl_info, stage, &argmod2, &rep2, tmparg);
546 argmodextra = GL_NONE;
549 switch(op[stage].cop) {
550 case WINED3DTOP_SELECTARG2:
554 case WINED3DTOP_SELECTARG1:
555 wrap_op1(gl_info, GL_MOV_ATI, dstreg, GL_NONE, GL_NONE,
556 arg1, rep1, argmod1);
559 case WINED3DTOP_MODULATE4X:
560 if(dstmod == GL_NONE) dstmod = GL_4X_BIT_ATI;
561 case WINED3DTOP_MODULATE2X:
562 if(dstmod == GL_NONE) dstmod = GL_2X_BIT_ATI;
563 dstmod |= GL_SATURATE_BIT_ATI;
564 case WINED3DTOP_MODULATE:
565 wrap_op2(gl_info, GL_MUL_ATI, dstreg, GL_NONE, dstmod,
567 arg2, rep2, argmod2);
570 case WINED3DTOP_ADDSIGNED2X:
571 dstmod = GL_2X_BIT_ATI;
572 case WINED3DTOP_ADDSIGNED:
573 argmodextra = GL_BIAS_BIT_ATI;
575 dstmod |= GL_SATURATE_BIT_ATI;
576 wrap_op2(gl_info, GL_ADD_ATI, GL_REG_0_ATI, GL_NONE, dstmod,
578 arg2, rep2, argmodextra | argmod2);
581 case WINED3DTOP_SUBTRACT:
582 dstmod |= GL_SATURATE_BIT_ATI;
583 wrap_op2(gl_info, GL_SUB_ATI, dstreg, GL_NONE, dstmod,
585 arg2, rep2, argmod2);
588 case WINED3DTOP_ADDSMOOTH:
589 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
590 /* Dst = arg1 + * arg2(1 -arg 1)
591 * = arg2 * (1 - arg1) + arg1
593 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
595 arg1, rep1, argmodextra,
596 arg1, rep1, argmod1);
599 case WINED3DTOP_BLENDCURRENTALPHA:
600 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_CURRENT, gl_info, stage, NULL, NULL, -1);
601 case WINED3DTOP_BLENDFACTORALPHA:
602 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TFACTOR, gl_info, stage, NULL, NULL, -1);
603 case WINED3DTOP_BLENDTEXTUREALPHA:
604 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
605 case WINED3DTOP_BLENDDIFFUSEALPHA:
606 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_DIFFUSE, gl_info, stage, NULL, NULL, -1);
607 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_NONE, GL_NONE,
608 extrarg, GL_ALPHA, GL_NONE,
610 arg2, rep2, argmod2);
613 case WINED3DTOP_BLENDTEXTUREALPHAPM:
614 arg0 = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
615 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_NONE,
617 arg0, GL_ALPHA, GL_COMP_BIT_ATI,
618 arg1, rep1, argmod1);
621 /* D3DTOP_PREMODULATE ???? */
623 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
624 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
625 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
626 if(!argmodextra) argmodextra = argmod1;
627 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
629 arg1, GL_ALPHA, argmodextra,
630 arg1, rep1, argmod1);
633 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
634 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
635 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
636 if(!argmodextra) argmodextra = argmod1;
637 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
639 arg1, rep1, argmodextra,
640 arg1, GL_ALPHA, argmod1);
643 case WINED3DTOP_DOTPRODUCT3:
644 wrap_op2(gl_info, GL_DOT3_ATI, dstreg, GL_NONE, GL_4X_BIT_ATI | GL_SATURATE_BIT_ATI,
645 arg1, rep1, argmod1 | GL_BIAS_BIT_ATI,
646 arg2, rep2, argmod2 | GL_BIAS_BIT_ATI);
649 case WINED3DTOP_MULTIPLYADD:
650 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
653 arg0, rep0, argmod0);
656 case WINED3DTOP_LERP:
657 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_NONE, GL_NONE,
660 arg2, rep2, argmod2);
663 case WINED3DTOP_BUMPENVMAP:
664 case WINED3DTOP_BUMPENVMAPLUMINANCE:
665 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
668 default: FIXME("Unhandled color operation %d on stage %d\n", op[stage].cop, stage);
671 arg0 = register_for_arg(op[stage].aarg0, gl_info, stage, &argmod0, NULL, tmparg);
672 arg1 = register_for_arg(op[stage].aarg1, gl_info, stage, &argmod1, NULL, tmparg);
673 arg2 = register_for_arg(op[stage].aarg2, gl_info, stage, &argmod2, NULL, tmparg);
675 argmodextra = GL_NONE;
678 switch(op[stage].aop) {
679 case WINED3DTOP_DISABLE:
680 /* Get the primary color to the output if on stage 0, otherwise leave register 0 untouched */
683 wrap_op1(gl_info, GL_MOV_ATI, GL_REG_0_ATI, GL_ALPHA, GL_NONE,
684 GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
688 case WINED3DTOP_SELECTARG2:
691 case WINED3DTOP_SELECTARG1:
692 wrap_op1(gl_info, GL_MOV_ATI, dstreg, GL_ALPHA, GL_NONE,
693 arg1, GL_NONE, argmod1);
696 case WINED3DTOP_MODULATE4X:
697 if(dstmod == GL_NONE) dstmod = GL_4X_BIT_ATI;
698 case WINED3DTOP_MODULATE2X:
699 if(dstmod == GL_NONE) dstmod = GL_2X_BIT_ATI;
700 dstmod |= GL_SATURATE_BIT_ATI;
701 case WINED3DTOP_MODULATE:
702 wrap_op2(gl_info, GL_MUL_ATI, dstreg, GL_ALPHA, dstmod,
703 arg1, GL_NONE, argmod1,
704 arg2, GL_NONE, argmod2);
707 case WINED3DTOP_ADDSIGNED2X:
708 dstmod = GL_2X_BIT_ATI;
709 case WINED3DTOP_ADDSIGNED:
710 argmodextra = GL_BIAS_BIT_ATI;
712 dstmod |= GL_SATURATE_BIT_ATI;
713 wrap_op2(gl_info, GL_ADD_ATI, dstreg, GL_ALPHA, dstmod,
714 arg1, GL_NONE, argmod1,
715 arg2, GL_NONE, argmodextra | argmod2);
718 case WINED3DTOP_SUBTRACT:
719 dstmod |= GL_SATURATE_BIT_ATI;
720 wrap_op2(gl_info, GL_SUB_ATI, dstreg, GL_ALPHA, dstmod,
721 arg1, GL_NONE, argmod1,
722 arg2, GL_NONE, argmod2);
725 case WINED3DTOP_ADDSMOOTH:
726 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
727 /* Dst = arg1 + * arg2(1 -arg 1)
728 * = arg2 * (1 - arg1) + arg1
730 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_ALPHA, GL_SATURATE_BIT_ATI,
731 arg2, GL_NONE, argmod2,
732 arg1, GL_NONE, argmodextra,
733 arg1, GL_NONE, argmod1);
736 case WINED3DTOP_BLENDCURRENTALPHA:
737 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_CURRENT, gl_info, stage, NULL, NULL, -1);
738 case WINED3DTOP_BLENDFACTORALPHA:
739 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TFACTOR, gl_info, stage, NULL, NULL, -1);
740 case WINED3DTOP_BLENDTEXTUREALPHA:
741 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
742 case WINED3DTOP_BLENDDIFFUSEALPHA:
743 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_DIFFUSE, gl_info, stage, NULL, NULL, -1);
744 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_ALPHA, GL_NONE,
745 extrarg, GL_ALPHA, GL_NONE,
746 arg1, GL_NONE, argmod1,
747 arg2, GL_NONE, argmod2);
750 case WINED3DTOP_BLENDTEXTUREALPHAPM:
751 arg0 = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
752 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_ALPHA, GL_NONE,
753 arg2, GL_NONE, argmod2,
754 arg0, GL_ALPHA, GL_COMP_BIT_ATI,
755 arg1, GL_NONE, argmod1);
758 /* D3DTOP_PREMODULATE ???? */
760 case WINED3DTOP_DOTPRODUCT3:
761 wrap_op2(gl_info, GL_DOT3_ATI, dstreg, GL_ALPHA, GL_4X_BIT_ATI | GL_SATURATE_BIT_ATI,
762 arg1, GL_NONE, argmod1 | GL_BIAS_BIT_ATI,
763 arg2, GL_NONE, argmod2 | GL_BIAS_BIT_ATI);
766 case WINED3DTOP_MULTIPLYADD:
767 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_ALPHA, GL_SATURATE_BIT_ATI,
768 arg1, GL_NONE, argmod1,
769 arg2, GL_NONE, argmod2,
770 arg0, GL_NONE, argmod0);
773 case WINED3DTOP_LERP:
774 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_ALPHA, GL_SATURATE_BIT_ATI,
775 arg1, GL_NONE, argmod1,
776 arg2, GL_NONE, argmod2,
777 arg0, GL_NONE, argmod0);
780 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
781 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
782 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
783 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
784 case WINED3DTOP_BUMPENVMAP:
785 case WINED3DTOP_BUMPENVMAPLUMINANCE:
786 ERR("Application uses an invalid alpha operation\n");
789 default: FIXME("Unhandled alpha operation %d on stage %d\n", op[stage].aop, stage);
793 TRACE("glEndFragmentShaderATI()\n");
794 GL_EXTCALL(glEndFragmentShaderATI());
795 checkGLcall("GL_EXTCALL(glEndFragmentShaderATI())");
799 static void set_tex_op_atifs(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
801 const struct wined3d_device *device = context->swapchain->device;
802 const struct wined3d_gl_info *gl_info = context->gl_info;
803 const struct atifs_ffp_desc *desc;
804 struct ffp_frag_settings settings;
805 struct atifs_private_data *priv = device->fragment_priv;
809 gen_ffp_frag_op(device, state, &settings, TRUE);
810 desc = (const struct atifs_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
812 struct atifs_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
815 ERR("Out of memory\n");
818 new_desc->num_textures_used = 0;
819 for (i = 0; i < gl_info->limits.texture_stages; ++i)
821 if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
822 new_desc->num_textures_used = i;
825 memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
826 new_desc->shader = gen_ati_shader(settings.op, gl_info);
827 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
828 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
832 /* GL_ATI_fragment_shader depends on the GL_TEXTURE_xD enable settings. Update the texture stages
833 * used by this shader
835 for (i = 0; i < desc->num_textures_used; ++i)
837 mapped_stage = device->texUnitMap[i];
838 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
840 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
841 checkGLcall("glActiveTextureARB");
842 texture_activate_dimensions(state->textures[i], gl_info);
846 GL_EXTCALL(glBindFragmentShaderATI(desc->shader));
849 static void state_texfactor_atifs(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
851 const struct wined3d_gl_info *gl_info = context->gl_info;
853 D3DCOLORTOGLFLOAT4(state->render_states[WINED3DRS_TEXTUREFACTOR], col);
855 GL_EXTCALL(glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR, col));
856 checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR, col)");
859 static void set_bumpmat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
861 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
862 const struct wined3d_gl_info *gl_info = context->gl_info;
865 mat[0][0] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVMAT00]);
866 mat[1][0] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVMAT01]);
867 mat[0][1] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVMAT10]);
868 mat[1][1] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVMAT11]);
869 /* GL_ATI_fragment_shader allows only constants from 0.0 to 1.0, but the bumpmat
870 * constants can be in any range. While they should stay between [-1.0 and 1.0] because
871 * Shader Model 1.x pixel shaders are clamped to that range negative values are used occasionally,
872 * for example by our d3d9 test. So to get negative values scale -1;1 to 0;1 and undo that in the
873 * shader(it is free). This might potentially reduce precision. However, if the hardware does
874 * support proper floats it shouldn't, and if it doesn't we can't get anything better anyway
876 mat[0][0] = (mat[0][0] + 1.0f) * 0.5f;
877 mat[1][0] = (mat[1][0] + 1.0f) * 0.5f;
878 mat[0][1] = (mat[0][1] + 1.0f) * 0.5f;
879 mat[1][1] = (mat[1][1] + 1.0f) * 0.5f;
880 GL_EXTCALL(glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), (float *) mat));
881 checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), mat)");
884 static void textransform(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
886 if (!isStateDirty(context, STATE_PIXELSHADER))
887 set_tex_op_atifs(context, state, state_id);
890 static void atifs_apply_pixelshader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
892 const struct wined3d_device *device = context->swapchain->device;
893 BOOL use_vshader = use_vs(state);
895 context->last_was_pshader = use_ps(state);
896 /* The ATIFS code does not support pixel shaders currently, but we have to
897 * provide a state handler to call shader_select to select a vertex shader
898 * if one is applied because the vertex shader state may defer calling the
899 * shader backend if the pshader state is dirty.
901 * In theory the application should not be able to mark the pixel shader
902 * dirty because it cannot create a shader, and thus has no way to set the
903 * state to something != NULL. However, a different pipeline part may link
904 * a different state to its pixelshader handler, thus a pshader state
905 * exists and can be dirtified. Also the pshader is always dirtified at
906 * startup, and blitting disables all shaders and dirtifies all shader
907 * states. If atifs can deal with this it keeps the rest of the code
909 if (!isStateDirty(context, context->state_table[STATE_VSHADER].representative))
911 device->shader_backend->shader_select(context, FALSE, use_vshader);
913 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && use_vshader)
914 context_apply_state(context, state, STATE_VERTEXSHADERCONSTANT);
918 static void atifs_srgbwriteenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
920 if (state->render_states[WINED3DRS_SRGBWRITEENABLE])
921 WARN("sRGB writes are not supported by this fragment pipe.\n");
924 static const struct StateEntryTemplate atifs_fragmentstate_template[] = {
925 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor_atifs }, WINED3D_GL_EXT_NONE },
926 {STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
927 {STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
928 {STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
929 {STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
930 {STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
931 {STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
932 {STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
933 {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), atifs_srgbwriteenable }, WINED3D_GL_EXT_NONE },
934 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
935 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
936 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
937 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
938 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
939 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
940 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
941 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
942 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
943 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
944 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
945 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
946 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
947 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
948 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
949 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
950 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
951 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
952 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
953 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
954 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
955 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
956 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
957 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
958 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
959 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
960 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
961 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
962 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
963 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
964 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
965 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
966 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
967 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
968 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
969 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
970 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
971 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
972 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
973 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
974 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
975 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
976 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
977 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
978 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
979 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
980 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
981 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
982 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
983 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
984 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
985 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
986 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
987 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
988 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
989 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
990 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
991 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
992 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
993 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
994 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
995 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
996 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
997 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
998 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
999 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1000 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1001 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1002 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1003 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1004 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1005 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1006 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1007 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1008 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
1009 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
1010 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
1011 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
1012 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1013 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1014 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1015 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1016 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1017 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1018 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1019 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1020 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1021 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
1022 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
1023 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
1024 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
1025 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1026 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1027 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1028 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1029 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1030 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1031 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1032 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1033 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1034 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
1035 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
1036 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
1037 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
1038 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
1039 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
1040 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
1041 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
1042 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
1043 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
1044 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
1045 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
1046 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
1047 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
1048 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
1049 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
1050 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
1051 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
1052 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
1053 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
1054 {STATE_PIXELSHADER, { STATE_PIXELSHADER, atifs_apply_pixelshader }, WINED3D_GL_EXT_NONE },
1055 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
1058 /* Context activation and GL locking are done by the caller. */
1059 static void atifs_enable(BOOL enable)
1062 glEnable(GL_FRAGMENT_SHADER_ATI);
1063 checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
1065 glDisable(GL_FRAGMENT_SHADER_ATI);
1066 checkGLcall("glDisable(GL_FRAGMENT_SHADER_ATI)");
1070 static void atifs_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
1072 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
1073 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
1074 WINED3DTEXOPCAPS_SELECTARG1 |
1075 WINED3DTEXOPCAPS_SELECTARG2 |
1076 WINED3DTEXOPCAPS_MODULATE4X |
1077 WINED3DTEXOPCAPS_MODULATE2X |
1078 WINED3DTEXOPCAPS_MODULATE |
1079 WINED3DTEXOPCAPS_ADDSIGNED2X |
1080 WINED3DTEXOPCAPS_ADDSIGNED |
1081 WINED3DTEXOPCAPS_ADD |
1082 WINED3DTEXOPCAPS_SUBTRACT |
1083 WINED3DTEXOPCAPS_ADDSMOOTH |
1084 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
1085 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
1086 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
1087 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
1088 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
1089 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
1090 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
1091 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
1092 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
1093 WINED3DTEXOPCAPS_DOTPRODUCT3 |
1094 WINED3DTEXOPCAPS_MULTIPLYADD |
1095 WINED3DTEXOPCAPS_LERP |
1096 WINED3DTEXOPCAPS_BUMPENVMAP;
1098 /* TODO: Implement WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
1099 and WINED3DTEXOPCAPS_PREMODULATE */
1101 /* GL_ATI_fragment_shader always supports 6 textures, which was the limit on r200 cards
1102 * which this extension is exclusively focused on(later cards have GL_ARB_fragment_program).
1103 * If the current card has more than 8 fixed function textures in OpenGL's regular fixed
1104 * function pipeline then the ATI_fragment_shader backend imposes a stricter limit. This
1105 * shouldn't be too hard since Nvidia cards have a limit of 4 textures with the default ffp
1106 * pipeline, and almost all games are happy with that. We can however support up to 8
1107 * texture stages because we have a 2nd pass limit of 8 instructions, and per stage we use
1108 * only 1 instruction.
1110 * The proper fix for this is not to use GL_ATI_fragment_shader on cards newer than the
1111 * r200 series and use an ARB or GLSL shader instead
1113 caps->MaxTextureBlendStages = 8;
1114 caps->MaxSimultaneousTextures = 6;
1117 static HRESULT atifs_alloc(struct wined3d_device *device)
1119 struct atifs_private_data *priv;
1121 device->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct atifs_private_data));
1122 if (!device->fragment_priv)
1124 ERR("Out of memory\n");
1125 return E_OUTOFMEMORY;
1127 priv = device->fragment_priv;
1128 if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
1130 ERR("Failed to initialize rbtree.\n");
1131 HeapFree(GetProcessHeap(), 0, device->fragment_priv);
1132 return E_OUTOFMEMORY;
1137 /* Context activation is done by the caller. */
1138 static void atifs_free_ffpshader(struct wine_rb_entry *entry, void *context)
1140 struct wined3d_device *device = context;
1141 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1142 struct atifs_ffp_desc *entry_ati = WINE_RB_ENTRY_VALUE(entry, struct atifs_ffp_desc, parent.entry);
1145 GL_EXTCALL(glDeleteFragmentShaderATI(entry_ati->shader));
1146 checkGLcall("glDeleteFragmentShaderATI(entry->shader)");
1147 HeapFree(GetProcessHeap(), 0, entry_ati);
1151 /* Context activation is done by the caller. */
1152 static void atifs_free(struct wined3d_device *device)
1154 struct atifs_private_data *priv = device->fragment_priv;
1156 wine_rb_destroy(&priv->fragment_shaders, atifs_free_ffpshader, device);
1158 HeapFree(GetProcessHeap(), 0, priv);
1159 device->fragment_priv = NULL;
1162 static BOOL atifs_color_fixup_supported(struct color_fixup_desc fixup)
1164 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
1166 TRACE("Checking support for fixup:\n");
1167 dump_color_fixup_desc(fixup);
1170 /* We only support sign fixup of the first two channels. */
1171 if (fixup.x_source == CHANNEL_SOURCE_X && fixup.y_source == CHANNEL_SOURCE_Y
1172 && fixup.z_source == CHANNEL_SOURCE_Z && fixup.w_source == CHANNEL_SOURCE_W
1173 && !fixup.z_sign_fixup && !fixup.w_sign_fixup)
1179 TRACE("[FAILED]\n");
1183 const struct fragment_pipeline atifs_fragment_pipeline = {
1188 atifs_color_fixup_supported,
1189 atifs_fragmentstate_template,
1190 TRUE /* We can disable projected textures */