wined3d: Use a bitmask to store which bool and int constants are set.
[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
30 /* Some private defines, Constant associations, etc.
31  * Env bump matrix and per stage constant should be independent,
32  * a stage that bump maps can't read the per state constant
33  */
34 #define ATI_FFP_CONST_BUMPMAT(i) (GL_CON_0_ATI + i)
35 #define ATI_FFP_CONST_CONSTANT0 GL_CON_0_ATI
36 #define ATI_FFP_CONST_CONSTANT1 GL_CON_1_ATI
37 #define ATI_FFP_CONST_CONSTANT2 GL_CON_2_ATI
38 #define ATI_FFP_CONST_CONSTANT3 GL_CON_3_ATI
39 #define ATI_FFP_CONST_CONSTANT4 GL_CON_4_ATI
40 #define ATI_FFP_CONST_CONSTANT5 GL_CON_5_ATI
41 #define ATI_FFP_CONST_TFACTOR   GL_CON_6_ATI
42
43 /* GL_ATI_fragment_shader specific fixed function pipeline description. "Inherits" from the common one */
44 struct atifs_ffp_desc
45 {
46     struct ffp_frag_desc parent;
47     GLuint shader;
48     unsigned int num_textures_used;
49 };
50
51 struct atifs_private_data
52 {
53     struct hash_table_t *fragment_shaders; /* A hashtable to track fragment pipeline replacement shaders */
54
55 };
56
57 static const char *debug_dstmod(GLuint mod) {
58     switch(mod) {
59         case GL_NONE:               return "GL_NONE";
60         case GL_2X_BIT_ATI:         return "GL_2X_BIT_ATI";
61         case GL_4X_BIT_ATI:         return "GL_4X_BIT_ATI";
62         case GL_8X_BIT_ATI:         return "GL_8X_BIT_ATI";
63         case GL_HALF_BIT_ATI:       return "GL_HALF_BIT_ATI";
64         case GL_QUARTER_BIT_ATI:    return "GL_QUARTER_BIT_ATI";
65         case GL_EIGHTH_BIT_ATI:     return "GL_EIGHTH_BIT_ATI";
66         case GL_SATURATE_BIT_ATI:   return "GL_SATURATE_BIT_ATI";
67         default:                    return "Unexpected modifier\n";
68     }
69 }
70
71 static const char *debug_argmod(GLuint mod) {
72     switch(mod) {
73         case GL_NONE:
74             return "GL_NONE";
75
76         case GL_2X_BIT_ATI:
77             return "GL_2X_BIT_ATI";
78         case GL_COMP_BIT_ATI:
79             return "GL_COMP_BIT_ATI";
80         case GL_NEGATE_BIT_ATI:
81             return "GL_NEGATE_BIT_ATI";
82         case GL_BIAS_BIT_ATI:
83             return "GL_BIAS_BIT_ATI";
84
85         case GL_2X_BIT_ATI | GL_COMP_BIT_ATI:
86             return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI";
87         case GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI:
88             return "GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI";
89         case GL_2X_BIT_ATI | GL_BIAS_BIT_ATI:
90             return "GL_2X_BIT_ATI | GL_BIAS_BIT_ATI";
91         case GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI:
92             return "GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI";
93         case GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI:
94             return "GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI";
95         case GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
96             return "GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
97
98         case GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
99             return "GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
100         case GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
101             return "GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
102         case GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI:
103             return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI";
104         case GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI:
105             return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI";
106
107         case GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
108             return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
109
110         default:
111             return "Unexpected argmod combination\n";
112     }
113 }
114 static const char *debug_register(GLuint reg) {
115     switch(reg) {
116         case GL_REG_0_ATI:                  return "GL_REG_0_ATI";
117         case GL_REG_1_ATI:                  return "GL_REG_1_ATI";
118         case GL_REG_2_ATI:                  return "GL_REG_2_ATI";
119         case GL_REG_3_ATI:                  return "GL_REG_3_ATI";
120         case GL_REG_4_ATI:                  return "GL_REG_4_ATI";
121         case GL_REG_5_ATI:                  return "GL_REG_5_ATI";
122
123         case GL_CON_0_ATI:                  return "GL_CON_0_ATI";
124         case GL_CON_1_ATI:                  return "GL_CON_1_ATI";
125         case GL_CON_2_ATI:                  return "GL_CON_2_ATI";
126         case GL_CON_3_ATI:                  return "GL_CON_3_ATI";
127         case GL_CON_4_ATI:                  return "GL_CON_4_ATI";
128         case GL_CON_5_ATI:                  return "GL_CON_5_ATI";
129         case GL_CON_6_ATI:                  return "GL_CON_6_ATI";
130         case GL_CON_7_ATI:                  return "GL_CON_7_ATI";
131
132         case GL_ZERO:                       return "GL_ZERO";
133         case GL_ONE:                        return "GL_ONE";
134         case GL_PRIMARY_COLOR:              return "GL_PRIMARY_COLOR";
135         case GL_SECONDARY_INTERPOLATOR_ATI: return "GL_SECONDARY_INTERPOLATOR_ATI";
136
137         default:                            return "Unknown register\n";
138     }
139 }
140
141 static const char *debug_swizzle(GLuint swizzle) {
142     switch(swizzle) {
143         case GL_SWIZZLE_STR_ATI:        return "GL_SWIZZLE_STR_ATI";
144         case GL_SWIZZLE_STQ_ATI:        return "GL_SWIZZLE_STQ_ATI";
145         case GL_SWIZZLE_STR_DR_ATI:     return "GL_SWIZZLE_STR_DR_ATI";
146         case GL_SWIZZLE_STQ_DQ_ATI:     return "GL_SWIZZLE_STQ_DQ_ATI";
147         default:                        return "unknown swizzle";
148     }
149 }
150
151 static const char *debug_rep(GLuint rep) {
152     switch(rep) {
153         case GL_NONE:                   return "GL_NONE";
154         case GL_RED:                    return "GL_RED";
155         case GL_GREEN:                  return "GL_GREEN";
156         case GL_BLUE:                   return "GL_BLUE";
157         default:                        return "unknown argrep";
158     }
159 }
160
161 #define GLINFO_LOCATION (*gl_info)
162 static GLuint register_for_arg(DWORD arg, const WineD3D_GL_Info *gl_info,
163         unsigned int stage, GLuint *mod, GLuint *rep, GLuint tmparg)
164 {
165     GLenum ret;
166
167     if(mod) *mod = GL_NONE;
168     if(arg == ARG_UNUSED)
169     {
170         if (rep) *rep = GL_NONE;
171         return -1; /* This is the marker for unused registers */
172     }
173
174     switch(arg & WINED3DTA_SELECTMASK) {
175         case WINED3DTA_DIFFUSE:
176             ret = GL_PRIMARY_COLOR;
177             break;
178
179         case WINED3DTA_CURRENT:
180             /* Note that using GL_REG_0_ATI for the passed on register is safe because
181              * texture0 is read at stage0, so in the worst case it is read in the
182              * instruction writing to reg0. Afterwards texture0 is not used any longer.
183              * If we're reading from current
184              */
185             if(stage == 0) {
186                 ret = GL_PRIMARY_COLOR;
187             } else {
188                 ret = GL_REG_0_ATI;
189             }
190             break;
191
192         case WINED3DTA_TEXTURE:
193             ret = GL_REG_0_ATI + stage;
194             break;
195
196         case WINED3DTA_TFACTOR:
197             ret = ATI_FFP_CONST_TFACTOR;
198             break;
199
200         case WINED3DTA_SPECULAR:
201             ret = GL_SECONDARY_INTERPOLATOR_ATI;
202             break;
203
204         case WINED3DTA_TEMP:
205             ret = tmparg;
206             break;
207
208         case WINED3DTA_CONSTANT:
209             FIXME("Unhandled source argument WINED3DTA_TEMP\n");
210             ret = GL_CON_0_ATI;
211             break;
212
213         default:
214             FIXME("Unknown source argument %d\n", arg);
215             ret = GL_ZERO;
216     }
217
218     if(arg & WINED3DTA_COMPLEMENT) {
219         if(mod) *mod |= GL_COMP_BIT_ATI;
220     }
221     if(arg & WINED3DTA_ALPHAREPLICATE) {
222         if(rep) *rep = GL_ALPHA;
223     } else {
224         if(rep) *rep = GL_NONE;
225     }
226     return ret;
227 }
228
229 static GLuint find_tmpreg(const struct texture_stage_op op[MAX_TEXTURES])
230 {
231     int lowest_read = -1;
232     int lowest_write = -1;
233     int i;
234     BOOL tex_used[MAX_TEXTURES];
235
236     memset(tex_used, 0, sizeof(tex_used));
237     for(i = 0; i < MAX_TEXTURES; i++) {
238         if(op[i].cop == WINED3DTOP_DISABLE) {
239             break;
240         }
241
242         if(lowest_read == -1 &&
243           (op[i].carg1 == WINED3DTA_TEMP || op[i].carg2 == WINED3DTA_TEMP || op[i].carg0 == WINED3DTA_TEMP ||
244            op[i].aarg1 == WINED3DTA_TEMP || op[i].aarg2 == WINED3DTA_TEMP || op[i].aarg0 == WINED3DTA_TEMP)) {
245             lowest_read = i;
246         }
247
248         if(lowest_write == -1 && op[i].dst == tempreg) {
249             lowest_write = i;
250         }
251
252         if(op[i].carg1 == WINED3DTA_TEXTURE || op[i].carg2 == WINED3DTA_TEXTURE || op[i].carg0 == WINED3DTA_TEXTURE ||
253            op[i].aarg1 == WINED3DTA_TEXTURE || op[i].aarg2 == WINED3DTA_TEXTURE || op[i].aarg0 == WINED3DTA_TEXTURE) {
254             tex_used[i] = TRUE;
255         }
256     }
257
258     /* Temp reg not read? We don't need it, return GL_NONE */
259     if(lowest_read == -1) return GL_NONE;
260
261     if(lowest_write >= lowest_read) {
262         FIXME("Temp register read before being written\n");
263     }
264
265     if(lowest_write == -1) {
266         /* This needs a test. Maybe we are supposed to return 0.0/0.0/0.0/0.0, or fail drawprim, or whatever */
267         FIXME("Temp register read without being written\n");
268         return GL_REG_1_ATI;
269     } else if(lowest_write >= 1) {
270         /* If we're writing to the temp reg at earliest in stage 1, we can use register 1 for the temp result.
271          * there may be texture data stored in reg 1, but we do not need it any longer since stage 1 already
272          * read it
273          */
274         return GL_REG_1_ATI;
275     } else {
276         /* Search for a free texture register. We have 6 registers available. GL_REG_0_ATI is already used
277          * for the regular result
278          */
279         for(i = 1; i < 6; i++) {
280             if(!tex_used[i]) {
281                 return GL_REG_0_ATI + i;
282             }
283         }
284         /* What to do here? Report it in ValidateDevice? */
285         FIXME("Could not find a register for the temporary register\n");
286         return 0;
287     }
288 }
289
290 static GLuint gen_ati_shader(const struct texture_stage_op op[MAX_TEXTURES], const WineD3D_GL_Info *gl_info)
291 {
292     GLuint ret = GL_EXTCALL(glGenFragmentShadersATI(1));
293     unsigned int stage;
294     GLuint arg0, arg1, arg2, extrarg;
295     GLuint dstmod, argmod0, argmod1, argmod2, argmodextra;
296     GLuint rep0, rep1, rep2;
297     GLuint swizzle;
298     GLuint tmparg = find_tmpreg(op);
299     GLuint dstreg;
300
301     if(!ret) {
302         ERR("Failed to generate a GL_ATI_fragment_shader shader id\n");
303         return 0;
304     }
305     GL_EXTCALL(glBindFragmentShaderATI(ret));
306     checkGLcall("GL_EXTCALL(glBindFragmentShaderATI(ret))");
307
308     TRACE("glBeginFragmentShaderATI()\n");
309     GL_EXTCALL(glBeginFragmentShaderATI());
310     checkGLcall("GL_EXTCALL(glBeginFragmentShaderATI())");
311
312     /* Pass 1: Generate sampling instructions for perturbation maps */
313       for(stage = 0; stage < GL_LIMITS(textures); stage++) {
314         if(op[stage].cop == WINED3DTOP_DISABLE) break;
315         if(op[stage].cop != WINED3DTOP_BUMPENVMAP &&
316            op[stage].cop != WINED3DTOP_BUMPENVMAPLUMINANCE) continue;
317
318         TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, GL_SWIZZLE_STR_ATI)\n",
319               stage, stage);
320         GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
321                    GL_TEXTURE0_ARB + stage,
322                    GL_SWIZZLE_STR_ATI));
323         if(op[stage + 1].projected == proj_none) {
324             swizzle = GL_SWIZZLE_STR_ATI;
325         } else if(op[stage + 1].projected == proj_count4) {
326             swizzle = GL_SWIZZLE_STQ_DQ_ATI;
327         } else {
328             swizzle = GL_SWIZZLE_STR_DR_ATI;
329         }
330         TRACE("glPassTexCoordATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, %s)\n",
331               stage + 1, stage + 1, debug_swizzle(swizzle));
332         GL_EXTCALL(glPassTexCoordATI(GL_REG_0_ATI + stage + 1,
333                    GL_TEXTURE0_ARB + stage + 1,
334                    swizzle));
335
336         /* We need GL_REG_5_ATI as a temporary register to swizzle the bump matrix. So we run into
337          * issues if we're bump mapping on stage 4 or 5
338          */
339         if(stage >= 4) {
340             FIXME("Bump mapping in stage %d\n", stage);
341         }
342     }
343
344     /* Pass 2: Generate perturbation calculations */
345     for(stage = 0; stage < GL_LIMITS(textures); stage++) {
346         if(op[stage].cop == WINED3DTOP_DISABLE) break;
347         if(op[stage].cop != WINED3DTOP_BUMPENVMAP &&
348            op[stage].cop != WINED3DTOP_BUMPENVMAPLUMINANCE) continue;
349
350         /* Nice thing, we get the color correction for free :-) */
351         if(op[stage].color_correction == WINED3DFMT_V8U8) {
352             argmodextra = GL_2X_BIT_ATI | GL_BIAS_BIT_ATI;
353         } else {
354             argmodextra = 0;
355         }
356
357         TRACE("glColorFragmentOp3ATI(GL_DOT2_ADD_ATI, GL_REG_%d_ATI, GL_RED_BIT_ATI, GL_NONE, GL_REG_%d_ATI, GL_NONE, %s, ATI_FFP_CONST_BUMPMAT(%d), GL_NONE, GL_NONE, GL_REG_%d_ATI, GL_RED, GL_NONE)\n",
358               stage + 1, stage, debug_argmod(argmodextra), stage, stage + 1);
359         GL_EXTCALL(glColorFragmentOp3ATI(GL_DOT2_ADD_ATI, GL_REG_0_ATI + stage + 1, GL_RED_BIT_ATI, GL_NONE,
360                                          GL_REG_0_ATI + stage, GL_NONE, argmodextra,
361                                          ATI_FFP_CONST_BUMPMAT(stage), GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI,
362                                          GL_REG_0_ATI + stage + 1, GL_RED, GL_NONE));
363
364         /* FIXME: How can I make GL_DOT2_ADD_ATI read the factors from blue and alpha? It defaults to red and green,
365          * 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
366          * one register and two instructions in this pass for a simple swizzling operation.
367          * For starters it might be good enough to merge the two movs into one, but even that isn't possible :-(
368          *
369          * NOTE: GL_BLUE | GL_ALPHA is not possible. It doesn't throw a compilation error, but an OR operation on the
370          * constants doesn't make sense, considering their values.
371          */
372         TRACE("glColorFragmentOp1ATI(GL_MOV_ATI, GL_REG_5_ATI, GL_RED_BIT_ATI, GL_NONE, ATI_FFP_CONST_BUMPMAT(%d), GL_BLUE, GL_NONE)\n", stage);
373         GL_EXTCALL(glColorFragmentOp1ATI(GL_MOV_ATI, GL_REG_5_ATI, GL_RED_BIT_ATI, GL_NONE,
374                                          ATI_FFP_CONST_BUMPMAT(stage), GL_BLUE, GL_NONE));
375         TRACE("glColorFragmentOp1ATI(GL_MOV_ATI, GL_REG_5_ATI, GL_GREEN_BIT_ATI, GL_NONE, ATI_FFP_CONST_BUMPMAT(%d), GL_ALPHA, GL_NONE)\n", stage);
376         GL_EXTCALL(glColorFragmentOp1ATI(GL_MOV_ATI, GL_REG_5_ATI, GL_GREEN_BIT_ATI, GL_NONE,
377                                         ATI_FFP_CONST_BUMPMAT(stage), GL_ALPHA, GL_NONE));
378         TRACE("glColorFragmentOp3ATI(GL_DOT2_ADD_ATI, GL_REG_%d_ATI, GL_GREEN_BIT_ATI, GL_NONE, GL_REG_%d_ATI, GL_NONE, %s, GL_REG_5_ATI, GL_NONE, GL_NONE, GL_REG_%d_ATI, GL_GREEN, GL_NONE)\n",
379               stage + 1, stage, debug_argmod(argmodextra), stage + 1);
380         GL_EXTCALL(glColorFragmentOp3ATI(GL_DOT2_ADD_ATI, GL_REG_0_ATI + stage + 1, GL_GREEN_BIT_ATI, GL_NONE,
381                                          GL_REG_0_ATI + stage, GL_NONE, argmodextra,
382                                          GL_REG_5_ATI, GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI,
383                                          GL_REG_0_ATI + stage + 1, GL_GREEN, GL_NONE));
384     }
385
386     /* Pass 3: Generate sampling instructions for regular textures */
387     for(stage = 0; stage < GL_LIMITS(textures); stage++) {
388         if(op[stage].cop == WINED3DTOP_DISABLE) {
389             break;
390         }
391
392         if(op[stage].projected == proj_none) {
393             swizzle = GL_SWIZZLE_STR_ATI;
394         } else if(op[stage].projected == proj_count3) {
395             swizzle = GL_SWIZZLE_STR_DR_ATI;
396         } else {
397             swizzle = GL_SWIZZLE_STQ_DQ_ATI;
398         }
399
400         if((op[stage].carg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
401            (op[stage].carg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
402            (op[stage].carg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
403            (op[stage].aarg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
404            (op[stage].aarg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
405            (op[stage].aarg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
406             op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) {
407
408             if(stage > 0 &&
409                (op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
410                 op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
411                 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_REG_%d_ATI, GL_SWIZZLE_STR_ATI)\n",
412                       stage, stage);
413                 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
414                            GL_REG_0_ATI + stage,
415                            GL_SWIZZLE_STR_ATI));
416             } else {
417                 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, %s)\n",
418                     stage, stage, debug_swizzle(swizzle));
419                 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
420                                         GL_TEXTURE0_ARB + stage,
421                                         swizzle));
422             }
423         }
424     }
425
426     /* Pass 4: Generate the arithmetic instructions */
427     for(stage = 0; stage < MAX_TEXTURES; stage++) {
428         if(op[stage].cop == WINED3DTOP_DISABLE) {
429             if(stage == 0) {
430                 /* Handle complete texture disabling gracefully */
431                 TRACE("glColorFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE, GL_PRIMARY_COLOR, GL_NONE, GL_NONE)\n");
432                 GL_EXTCALL(glColorFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE,
433                                                  GL_PRIMARY_COLOR, GL_NONE, GL_NONE));
434                 TRACE("glAlphaFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_PRIMARY_COLOR, GL_NONE, GL_NONE)\n");
435                 GL_EXTCALL(glAlphaFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE,
436                                                  GL_PRIMARY_COLOR, GL_NONE, GL_NONE));
437             }
438             break;
439         }
440
441         if(op[stage].dst == tempreg) {
442             /* If we're writing to D3DTA_TEMP, but never reading from it we don't have to write there in the first place.
443              * skip the entire stage, this saves some GPU time
444              */
445             if(tmparg == GL_NONE) continue;
446
447             dstreg = tmparg;
448         } else {
449             dstreg = GL_REG_0_ATI;
450         }
451
452         arg0 = register_for_arg(op[stage].carg0, gl_info, stage, &argmod0, &rep0, tmparg);
453         arg1 = register_for_arg(op[stage].carg1, gl_info, stage, &argmod1, &rep1, tmparg);
454         arg2 = register_for_arg(op[stage].carg2, gl_info, stage, &argmod2, &rep2, tmparg);
455         dstmod = GL_NONE;
456         argmodextra = GL_NONE;
457         extrarg = GL_NONE;
458
459         switch(op[stage].cop) {
460             case WINED3DTOP_SELECTARG2:
461                 arg1 = arg2;
462                 argmod1 = argmod2;
463                 rep1 = rep2;
464             case WINED3DTOP_SELECTARG1:
465                 TRACE("glColorFragmentOp1ATI(GL_MOV_ATI, %s, GL_NONE, GL_NONE, %s, %s, %s)\n",
466                       debug_register(dstreg), debug_register(arg1), debug_rep(rep1), debug_argmod(argmod1));
467                 GL_EXTCALL(glColorFragmentOp1ATI(GL_MOV_ATI, dstreg, GL_NONE, GL_NONE,
468                                                  arg1, rep1, argmod1));
469                 break;
470
471             case WINED3DTOP_MODULATE4X:
472                 if(dstmod == GL_NONE) dstmod = GL_4X_BIT_ATI;
473             case WINED3DTOP_MODULATE2X:
474                 if(dstmod == GL_NONE) dstmod = GL_2X_BIT_ATI;
475                 dstmod |= GL_SATURATE_BIT_ATI;
476             case WINED3DTOP_MODULATE:
477                 TRACE("glColorFragmentOp2ATI(GL_MUL_ATI, %s, GL_NONE, %s, %s, %s, %s, %s, %s, %s)\n",
478                       debug_register(dstreg), debug_dstmod(dstmod),
479                       debug_register(arg1), debug_rep(rep1), debug_argmod(argmod1),
480                       debug_register(arg2), debug_rep(rep2), debug_argmod(argmod2));
481                 GL_EXTCALL(glColorFragmentOp2ATI(GL_MUL_ATI, dstreg, GL_NONE, dstmod,
482                                                  arg1, rep1, argmod1,
483                                                  arg2, rep2, argmod2));
484                 break;
485
486             case WINED3DTOP_ADDSIGNED2X:
487                 dstmod = GL_2X_BIT_ATI;
488             case WINED3DTOP_ADDSIGNED:
489                 argmodextra = GL_BIAS_BIT_ATI;
490             case WINED3DTOP_ADD:
491                 dstmod |= GL_SATURATE_BIT_ATI;
492                 TRACE("glColorFragmentOp2ATI(GL_ADD_ATI, %s, GL_NONE, %s, %s, %s, %s, %s, %s, %s)\n",
493                       debug_register(dstreg), debug_dstmod(dstmod),
494                       debug_register(arg1), debug_rep(rep1), debug_argmod(argmod1),
495                       debug_register(arg2), debug_rep(rep2), debug_argmod(argmodextra | argmod2));
496                 GL_EXTCALL(glColorFragmentOp2ATI(GL_ADD_ATI, GL_REG_0_ATI, GL_NONE, dstmod,
497                                                  arg1, rep1, argmod1,
498                                                  arg2, rep2, argmodextra | argmod2));
499                 break;
500
501             case WINED3DTOP_SUBTRACT:
502                 dstmod |= GL_SATURATE_BIT_ATI;
503                 TRACE("glColorFragmentOp2ATI(GL_SUB_ATI, %s, GL_NONE, %s, %s, %s, %s, %s, %s, %s)\n",
504                       debug_register(dstreg), debug_dstmod(dstmod),
505                       debug_register(arg1), debug_rep(rep1), debug_argmod(argmod1),
506                       debug_register(arg2), debug_rep(rep2), debug_argmod(argmod2));
507                 GL_EXTCALL(glColorFragmentOp2ATI(GL_SUB_ATI, dstreg, GL_NONE, dstmod,
508                                                  arg1, rep1, argmod1,
509                                                  arg2, rep2, argmod2));
510                 break;
511
512             case WINED3DTOP_ADDSMOOTH:
513                 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
514                 TRACE("glColorFragmentOp3ATI(GL_MAD_ATI, %s, GL_NONE, GL_SATURATE_BIT_ATI, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n",
515                       debug_register(dstreg),
516                       debug_register(arg2), debug_rep(rep2), debug_argmod(argmod2),
517                       debug_register(arg1), debug_rep(rep1), debug_argmod(argmodextra),
518                       debug_register(arg1), debug_rep(rep1), debug_argmod(argmod1));
519                 /* Dst = arg1 + * arg2(1 -arg 1)
520                  *     = arg2 * (1 - arg1) + arg1
521                  */
522                 GL_EXTCALL(glColorFragmentOp3ATI(GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
523                                                  arg2, rep2, argmod2,
524                                                  arg1, rep1, argmodextra,
525                                                  arg1, rep1, argmod1));
526                 break;
527
528             case WINED3DTOP_BLENDCURRENTALPHA:
529                 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_CURRENT, gl_info, stage, NULL, NULL, -1);
530             case WINED3DTOP_BLENDFACTORALPHA:
531                 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TFACTOR, gl_info, stage, NULL, NULL, -1);
532             case WINED3DTOP_BLENDTEXTUREALPHA:
533                 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
534             case WINED3DTOP_BLENDDIFFUSEALPHA:
535                 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_DIFFUSE, gl_info, stage, NULL, NULL, -1);
536                 TRACE("glColorFragmentOp3ATI(GL_LERP_ATI, %s, GL_NONE, GL_NONE, %s, GL_ALPHA, GL_NONE, %s, %s, %s, %s, %s, %s)\n",
537                       debug_register(dstreg),
538                       debug_register(extrarg),
539                       debug_register(arg1), debug_rep(rep1), debug_argmod(argmod1),
540                       debug_register(arg2), debug_rep(rep2), debug_argmod(argmod2));
541                 GL_EXTCALL(glColorFragmentOp3ATI(GL_LERP_ATI, dstreg, GL_NONE, GL_NONE,
542                                                  extrarg, GL_ALPHA, GL_NONE,
543                                                  arg1, rep1, argmod1,
544                                                  arg2, rep2, argmod2));
545                 break;
546
547             case WINED3DTOP_BLENDTEXTUREALPHAPM:
548                 arg0 = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
549                 TRACE("glColorFragmentOp3ATI(GL_MAD_ATI, %s, GL_NONE, GL_NONE, %s, %s, %s, %s, GL_ALPHA, GL_COMP_BIT_ATI, %s, %s, %s)\n",
550                       debug_register(dstreg),
551                       debug_register(arg2), debug_rep(rep2), debug_argmod(argmod2),
552                       debug_register(arg0),
553                       debug_register(arg1), debug_rep(rep1), debug_argmod(argmod1));
554                 GL_EXTCALL(glColorFragmentOp3ATI(GL_MAD_ATI, dstreg, GL_NONE, GL_NONE,
555                                                  arg2, rep2,  argmod2,
556                                                  arg0, GL_ALPHA, GL_COMP_BIT_ATI,
557                                                  arg1, rep1,  argmod1));
558                 break;
559
560             /* D3DTOP_PREMODULATE ???? */
561
562             case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
563                 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
564             case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
565                 if(!argmodextra) argmodextra = argmod1;
566                 TRACE("glColorFragmentOp3ATI(GL_MAD_ATI, %s, GL_NONE, GL_SATURATE_BIT_ATI, %s, %s, %s, %s, GL_ALPHA, %s, %s, %s, %s)\n",
567                       debug_register(dstreg),
568                       debug_register(arg2), debug_rep(rep2), debug_argmod(argmod2),
569                       debug_register(arg1), debug_argmod(argmodextra), debug_register(arg1), debug_rep(rep1), debug_argmod(arg1));
570                 GL_EXTCALL(glColorFragmentOp3ATI(GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
571                                                  arg2, rep2,  argmod2,
572                                                  arg1, GL_ALPHA, argmodextra,
573                                                  arg1, rep1,  argmod1));
574                 break;
575
576             case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
577                 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
578             case WINED3DTOP_MODULATECOLOR_ADDALPHA:
579                 if(!argmodextra) argmodextra = argmod1;
580                 TRACE("glColorFragmentOp3ATI(GL_MAD_ATI, %s, GL_NONE, GL_SATURATE_BIT_ATI, %s, %s, %s, %s, %s, %s, %s, GL_ALPHA, %s)\n",
581                       debug_register(dstreg),
582                       debug_register(arg2), debug_rep(rep2), debug_argmod(argmod2),
583                       debug_register(arg1), debug_rep(rep1), debug_argmod(argmodextra),
584                       debug_register(arg1), debug_argmod(argmod1));
585                 GL_EXTCALL(glColorFragmentOp3ATI(GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
586                                                  arg2, rep2,  argmod2,
587                                                  arg1, rep1,  argmodextra,
588                                                  arg1, GL_ALPHA, argmod1));
589                 break;
590
591             case WINED3DTOP_DOTPRODUCT3:
592                 TRACE("glColorFragmentOp2ATI(GL_DOT3_ATI, %s, GL_NONE, GL_4X_BIT_ATI | GL_SATURATE_BIT_ATI, %s, %s, %s, %s, %s, %s)\n",
593                       debug_register(dstreg),
594                       debug_register(arg1), debug_rep(rep1), debug_argmod(argmod1 | GL_BIAS_BIT_ATI),
595                       debug_register(arg2), debug_rep(rep2), debug_argmod(argmod2 | GL_BIAS_BIT_ATI));
596                 GL_EXTCALL(glColorFragmentOp2ATI(GL_DOT3_ATI, dstreg, GL_NONE, GL_4X_BIT_ATI | GL_SATURATE_BIT_ATI,
597                                                  arg1, rep1, argmod1 | GL_BIAS_BIT_ATI,
598                                                  arg2, rep2, argmod2 | GL_BIAS_BIT_ATI));
599                 break;
600
601             case WINED3DTOP_MULTIPLYADD:
602                 TRACE("glColorFragmentOp3ATI(GL_MAD_ATI, %s, GL_NONE, GL_SATURATE_BIT_ATI, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n",
603                       debug_register(dstreg),
604                       debug_register(arg1), debug_rep(rep1), debug_argmod(argmod1),
605                       debug_register(arg2), debug_rep(rep2), debug_argmod(argmod2),
606                       debug_register(arg0), debug_rep(rep0), debug_argmod(argmod0));
607                 GL_EXTCALL(glColorFragmentOp3ATI(GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
608                                                  arg1, rep1, argmod1,
609                                                  arg2, rep2, argmod2,
610                                                  arg0, rep0, argmod0));
611                 break;
612
613             case WINED3DTOP_LERP:
614                 TRACE("glColorFragmentOp3ATI(GL_LERP_ATI, %s, GL_NONE, GL_NONE, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n",
615                       debug_register(dstreg),
616                       debug_register(arg1), debug_rep(rep1), debug_argmod(argmod1),
617                       debug_register(arg2), debug_rep(rep2), debug_argmod(argmod2),
618                       debug_register(arg0), debug_rep(rep0), debug_argmod(argmod0));
619                 GL_EXTCALL(glColorFragmentOp3ATI(GL_LERP_ATI, dstreg, GL_NONE, GL_NONE,
620                                                  arg0, rep0, argmod0,
621                                                  arg1, rep1, argmod1,
622                                                  arg2, rep2, argmod2));
623                 break;
624
625             case WINED3DTOP_BUMPENVMAP:
626             case WINED3DTOP_BUMPENVMAPLUMINANCE:
627                 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
628                 break;
629
630             default: FIXME("Unhandled color operation %d on stage %d\n", op[stage].cop, stage);
631         }
632
633         arg0 = register_for_arg(op[stage].aarg0, gl_info, stage, &argmod0, NULL, tmparg);
634         arg1 = register_for_arg(op[stage].aarg1, gl_info, stage, &argmod1, NULL, tmparg);
635         arg2 = register_for_arg(op[stage].aarg2, gl_info, stage, &argmod2, NULL, tmparg);
636         dstmod = GL_NONE;
637         argmodextra = GL_NONE;
638         extrarg = GL_NONE;
639
640         switch(op[stage].aop) {
641             case WINED3DTOP_DISABLE:
642                 /* Get the primary color to the output if on stage 0, otherwise leave register 0 untouched */
643                 if(stage == 0) {
644                     TRACE("glAlphaFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_PRIMARY_COLOR, GL_NONE, GL_NONE)\n");
645                     GL_EXTCALL(glAlphaFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE,
646                                GL_PRIMARY_COLOR, GL_NONE, GL_NONE));
647                 }
648                 break;
649
650             case WINED3DTOP_SELECTARG2:
651                 arg1 = arg2;
652                 argmod1 = argmod2;
653             case WINED3DTOP_SELECTARG1:
654                 TRACE("glAlphaFragmentOp1ATI(GL_MOV_ATI, %s,          GL_NONE, %s, GL_NONE, %s)\n",
655                       debug_register(dstreg),
656                       debug_register(arg1), debug_argmod(argmod1));
657                 GL_EXTCALL(glAlphaFragmentOp1ATI(GL_MOV_ATI, dstreg, GL_NONE,
658                                                  arg1, GL_NONE, argmod1));
659                 break;
660
661             case WINED3DTOP_MODULATE4X:
662                 if(dstmod == GL_NONE) dstmod = GL_4X_BIT_ATI;
663             case WINED3DTOP_MODULATE2X:
664                 if(dstmod == GL_NONE) dstmod = GL_2X_BIT_ATI;
665                 dstmod |= GL_SATURATE_BIT_ATI;
666             case WINED3DTOP_MODULATE:
667                 TRACE("glAlphaFragmentOp2ATI(GL_MUL_ATI, %s,          %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
668                       debug_register(dstreg), debug_dstmod(dstmod),
669                       debug_register(arg1), debug_argmod(argmod1),
670                       debug_register(arg2), debug_argmod(argmod2));
671                 GL_EXTCALL(glAlphaFragmentOp2ATI(GL_MUL_ATI, dstreg, dstmod,
672                                                  arg1, GL_NONE, argmod1,
673                                                  arg2, GL_NONE, argmod2));
674                 break;
675
676             case WINED3DTOP_ADDSIGNED2X:
677                 dstmod = GL_2X_BIT_ATI;
678             case WINED3DTOP_ADDSIGNED:
679                 argmodextra = GL_BIAS_BIT_ATI;
680             case WINED3DTOP_ADD:
681                 dstmod |= GL_SATURATE_BIT_ATI;
682                 TRACE("glAlphaFragmentOp2ATI(GL_ADD_ATI, %s,          %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
683                       debug_register(dstreg), debug_dstmod(dstmod),
684                       debug_register(arg1), debug_argmod(argmod1),
685                       debug_register(arg2), debug_argmod(argmodextra | argmod2));
686                 GL_EXTCALL(glAlphaFragmentOp2ATI(GL_ADD_ATI, dstreg, dstmod,
687                                                  arg1, GL_NONE, argmod1,
688                                                  arg2, GL_NONE, argmodextra | argmod2));
689                 break;
690
691             case WINED3DTOP_SUBTRACT:
692                 dstmod |= GL_SATURATE_BIT_ATI;
693                 TRACE("glAlphaFragmentOp2ATI(GL_SUB_ATI, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
694                       debug_register(dstreg), debug_dstmod(dstmod),
695                       debug_register(arg1), debug_argmod(argmod1),
696                       debug_register(arg2), debug_argmod(argmod2));
697                 GL_EXTCALL(glAlphaFragmentOp2ATI(GL_SUB_ATI, dstreg, dstmod,
698                                                  arg1, GL_NONE, argmod1,
699                                                  arg2, GL_NONE, argmod2));
700                 break;
701
702             case WINED3DTOP_ADDSMOOTH:
703                 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
704                 TRACE("glAlphaFragmentOp3ATI(GL_MAD_ATI, %s,          GL_SATURATE_BIT_ATI, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
705                       debug_register(dstreg),
706                       debug_register(arg2), debug_argmod(argmod2),
707                       debug_register(arg1), debug_argmod(argmodextra),
708                       debug_register(arg1), debug_argmod(argmod1));
709                 /* Dst = arg1 + * arg2(1 -arg 1)
710                  *     = arg2 * (1 - arg1) + arg1
711                  */
712                 GL_EXTCALL(glAlphaFragmentOp3ATI(GL_MAD_ATI, dstreg, GL_SATURATE_BIT_ATI,
713                                                  arg2, GL_NONE, argmod2,
714                                                  arg1, GL_NONE, argmodextra,
715                                                  arg1, GL_NONE, argmod1));
716                 break;
717
718             case WINED3DTOP_BLENDCURRENTALPHA:
719                 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_CURRENT, gl_info, stage, NULL, NULL, -1);
720             case WINED3DTOP_BLENDFACTORALPHA:
721                 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TFACTOR, gl_info, stage, NULL, NULL, -1);
722             case WINED3DTOP_BLENDTEXTUREALPHA:
723                 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
724             case WINED3DTOP_BLENDDIFFUSEALPHA:
725                 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_DIFFUSE, gl_info, stage, NULL, NULL, -1);
726                 TRACE("glAlphaFragmentOp3ATI(GL_LERP_ATI, %s,          GL_NONE, %s, GL_ALPHA, GL_NONE, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
727                       debug_register(dstreg),
728                       debug_register(extrarg),
729                       debug_register(arg1), debug_argmod(argmod1),
730                       debug_register(arg2), debug_argmod(argmod2));
731                 GL_EXTCALL(glAlphaFragmentOp3ATI(GL_LERP_ATI, dstreg, GL_NONE,
732                                                  extrarg, GL_ALPHA, GL_NONE,
733                                                  arg1, GL_NONE, argmod1,
734                                                  arg2, GL_NONE, argmod2));
735                 break;
736
737             case WINED3DTOP_BLENDTEXTUREALPHAPM:
738                 arg0 = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
739                 TRACE("glAlphaFragmentOp3ATI(GL_MAD_ATI, %s,          GL_NONE, %s, GL_NONE, %s, %s, GL_ALPHA, GL_COMP_BIT_ATI, %s, GL_NONE, %s)\n",
740                       debug_register(dstreg),
741                       debug_register(arg2), debug_argmod(argmod2),
742                       debug_register(arg0),
743                       debug_register(arg1), debug_argmod(argmod1));
744                 GL_EXTCALL(glAlphaFragmentOp3ATI(GL_MAD_ATI, dstreg, GL_NONE,
745                                                  arg2, GL_NONE,  argmod2,
746                                                  arg0, GL_ALPHA, GL_COMP_BIT_ATI,
747                                                  arg1, GL_NONE,  argmod1));
748                 break;
749
750             /* D3DTOP_PREMODULATE ???? */
751
752             case WINED3DTOP_DOTPRODUCT3:
753                 TRACE("glAlphaFragmentOp2ATI(GL_DOT3_ATI, %s,          GL_4X_BIT_ATI | GL_SATURATE_BIT_ATI, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
754                       debug_register(dstreg),
755                       debug_register(arg1), debug_argmod(argmod1 | GL_BIAS_BIT_ATI),
756                       debug_register(arg2), debug_argmod(argmod2 | GL_BIAS_BIT_ATI));
757                 GL_EXTCALL(glAlphaFragmentOp2ATI(GL_DOT3_ATI, dstreg, GL_4X_BIT_ATI | GL_SATURATE_BIT_ATI,
758                                                  arg1, GL_NONE, argmod1 | GL_BIAS_BIT_ATI,
759                                                  arg2, GL_NONE, argmod2 | GL_BIAS_BIT_ATI));
760                 break;
761
762             case WINED3DTOP_MULTIPLYADD:
763                 TRACE("glAlphaFragmentOp3ATI(GL_MAD_ATI, %s,          GL_SATURATE_BIT_ATI, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
764                       debug_register(dstreg),
765                       debug_register(arg1), debug_argmod(argmod1),
766                       debug_register(arg2), debug_argmod(argmod2),
767                       debug_register(arg0), debug_argmod(argmod0));
768                 GL_EXTCALL(glAlphaFragmentOp3ATI(GL_MAD_ATI, dstreg,          GL_SATURATE_BIT_ATI,
769                            arg1, GL_NONE, argmod1,
770                            arg2, GL_NONE, argmod2,
771                            arg0, GL_NONE, argmod0));
772                 break;
773
774             case WINED3DTOP_LERP:
775                 TRACE("glAlphaFragmentOp3ATI(GL_LERP_ATI, %s,          GL_SATURATE_BIT_ATI, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
776                       debug_register(dstreg),
777                       debug_register(arg1), debug_argmod(argmod1),
778                       debug_register(arg2), debug_argmod(argmod2),
779                       debug_register(arg0), debug_argmod(argmod0));
780                 GL_EXTCALL(glAlphaFragmentOp3ATI(GL_LERP_ATI, dstreg, GL_SATURATE_BIT_ATI,
781                                                  arg1, GL_NONE, argmod1,
782                                                  arg2, GL_NONE, argmod2,
783                                                  arg0, GL_NONE, argmod0));
784                 break;
785
786             case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
787             case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
788             case WINED3DTOP_MODULATECOLOR_ADDALPHA:
789             case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
790             case WINED3DTOP_BUMPENVMAP:
791             case WINED3DTOP_BUMPENVMAPLUMINANCE:
792                 ERR("Application uses an invalid alpha operation\n");
793                 break;
794
795             default: FIXME("Unhandled alpha operation %d on stage %d\n", op[stage].aop, stage);
796         }
797     }
798
799     TRACE("glEndFragmentShaderATI()\n");
800     GL_EXTCALL(glEndFragmentShaderATI());
801     checkGLcall("GL_EXTCALL(glEndFragmentShaderATI())");
802     return ret;
803 }
804 #undef GLINFO_LOCATION
805
806 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
807 static void set_tex_op_atifs(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
808     IWineD3DDeviceImpl          *This = stateblock->wineD3DDevice;
809     const struct atifs_ffp_desc *desc;
810     struct ffp_frag_settings     settings;
811     struct atifs_private_data   *priv = (struct atifs_private_data *) This->fragment_priv;
812     DWORD mapped_stage;
813     unsigned int i;
814
815     gen_ffp_frag_op(stateblock, &settings, TRUE);
816     desc = (const struct atifs_ffp_desc *)find_ffp_frag_shader(priv->fragment_shaders, &settings);
817     if(!desc) {
818         struct atifs_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
819         if (!new_desc)
820         {
821             ERR("Out of memory\n");
822             return;
823         }
824         new_desc->num_textures_used = 0;
825         for(i = 0; i < GL_LIMITS(texture_stages); i++) {
826             if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
827             new_desc->num_textures_used = i;
828         }
829
830         memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
831         new_desc->shader = gen_ati_shader(settings.op, &GLINFO_LOCATION);
832         add_ffp_frag_shader(priv->fragment_shaders, &new_desc->parent);
833         TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
834         desc = new_desc;
835     }
836
837     /* GL_ATI_fragment_shader depends on the GL_TEXTURE_xD enable settings. Update the texture stages
838      * used by this shader
839      */
840     for(i = 0; i < desc->num_textures_used; i++) {
841         mapped_stage = This->texUnitMap[i];
842         if(mapped_stage != -1) {
843             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
844             checkGLcall("glActiveTextureARB");
845             texture_activate_dimensions(i, stateblock, context);
846         }
847     }
848
849     GL_EXTCALL(glBindFragmentShaderATI(desc->shader));
850 }
851
852 static void state_texfactor_atifs(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
853     float col[4];
854     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
855
856     GL_EXTCALL(glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR, col));
857     checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR, col)");
858 }
859
860 static void set_bumpmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
861     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
862     float mat[2][2];
863
864     mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
865     mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
866     mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
867     mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
868     /* GL_ATI_fragment_shader allows only constants from 0.0 to 1.0, but the bumpmat
869      * constants can be in any range. While they should stay between [-1.0 and 1.0] because
870      * Shader Model 1.x pixel shaders are clamped to that range negative values are used occasionally,
871      * for example by our d3d9 test. So to get negative values scale -1;1 to 0;1 and undo that in the
872      * shader(it is free). This might potentially reduce precision. However, if the hardware does
873      * support proper floats it shouldn't, and if it doesn't we can't get anything better anyway
874      */
875     mat[0][0] = (mat[0][0] + 1.0) * 0.5;
876     mat[1][0] = (mat[1][0] + 1.0) * 0.5;
877     mat[0][1] = (mat[0][1] + 1.0) * 0.5;
878     mat[1][1] = (mat[1][1] + 1.0) * 0.5;
879     GL_EXTCALL(glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), (float *) mat));
880     checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), mat)");
881 }
882
883 static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
884     if(!isStateDirty(context, STATE_PIXELSHADER)) {
885         set_tex_op_atifs(state, stateblock, context);
886     }
887 }
888
889 #undef GLINFO_LOCATION
890
891 static const struct StateEntryTemplate atifs_fragmentstate_template[] = {
892     {STATE_RENDER(WINED3DRS_TEXTUREFACTOR),               { STATE_RENDER(WINED3DRS_TEXTUREFACTOR),              state_texfactor_atifs   }, 0                               },
893     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
894     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
895     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
896     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
897     {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
898     {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
899     {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
900     {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
901     {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
902     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
903     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
904     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
905     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
906     {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
907     {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
908     {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
909     {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
910     {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
911     {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
912     {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
913     {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
914     {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
915     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
916     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
917     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
918     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
919     {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
920     {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
921     {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
922     {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
923     {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
924     {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
925     {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
926     {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
927     {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
928     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
929     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
930     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
931     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
932     {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
933     {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
934     {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
935     {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
936     {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
937     {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
938     {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
939     {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
940     {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
941     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
942     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
943     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
944     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
945     {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
946     {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
947     {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
948     {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
949     {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
950     {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
951     {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
952     {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
953     {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
954     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
955     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
956     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
957     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
958     {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
959     {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
960     {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
961     {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
962     {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
963     {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
964     {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
965     {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
966     {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
967     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
968     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
969     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
970     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
971     {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
972     {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
973     {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
974     {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
975     {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
976     {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
977     {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
978     {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
979     {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
980     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
981     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
982     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
983     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
984     {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
985     {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
986     {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
987     {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
988     {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
989     {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
990     {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
991     {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
992     {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
993     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
994     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
995     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
996     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
997     { STATE_SAMPLER(0),                                   { STATE_SAMPLER(0),                                   sampler_texdim          }, 0                               },
998     { STATE_SAMPLER(1),                                   { STATE_SAMPLER(1),                                   sampler_texdim          }, 0                               },
999     { STATE_SAMPLER(2),                                   { STATE_SAMPLER(2),                                   sampler_texdim          }, 0                               },
1000     { STATE_SAMPLER(3),                                   { STATE_SAMPLER(3),                                   sampler_texdim          }, 0                               },
1001     { STATE_SAMPLER(4),                                   { STATE_SAMPLER(4),                                   sampler_texdim          }, 0                               },
1002     { STATE_SAMPLER(5),                                   { STATE_SAMPLER(5),                                   sampler_texdim          }, 0                               },
1003     { STATE_SAMPLER(6),                                   { STATE_SAMPLER(6),                                   sampler_texdim          }, 0                               },
1004     { STATE_SAMPLER(7),                                   { STATE_SAMPLER(7),                                   sampler_texdim          }, 0                               },
1005     {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
1006     {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
1007     {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
1008     {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
1009     {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
1010     {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
1011     {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
1012     {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
1013     {0 /* Terminate */,                                   { 0,                                                  0                       }, 0                               },
1014 };
1015
1016 static void atifs_enable(IWineD3DDevice *iface, BOOL enable) {
1017     if(enable) {
1018         glEnable(GL_FRAGMENT_SHADER_ATI);
1019         checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
1020     } else {
1021         glDisable(GL_FRAGMENT_SHADER_ATI);
1022         checkGLcall("glDisable(GL_FRAGMENT_SHADER_ATI)");
1023     }
1024 }
1025
1026 static void atifs_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps)
1027 {
1028     caps->TextureOpCaps =  WINED3DTEXOPCAPS_DISABLE                     |
1029                            WINED3DTEXOPCAPS_SELECTARG1                  |
1030                            WINED3DTEXOPCAPS_SELECTARG2                  |
1031                            WINED3DTEXOPCAPS_MODULATE4X                  |
1032                            WINED3DTEXOPCAPS_MODULATE2X                  |
1033                            WINED3DTEXOPCAPS_MODULATE                    |
1034                            WINED3DTEXOPCAPS_ADDSIGNED2X                 |
1035                            WINED3DTEXOPCAPS_ADDSIGNED                   |
1036                            WINED3DTEXOPCAPS_ADD                         |
1037                            WINED3DTEXOPCAPS_SUBTRACT                    |
1038                            WINED3DTEXOPCAPS_ADDSMOOTH                   |
1039                            WINED3DTEXOPCAPS_BLENDCURRENTALPHA           |
1040                            WINED3DTEXOPCAPS_BLENDFACTORALPHA            |
1041                            WINED3DTEXOPCAPS_BLENDTEXTUREALPHA           |
1042                            WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA           |
1043                            WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM         |
1044                            WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR      |
1045                            WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA      |
1046                            WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA   |
1047                            WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR   |
1048                            WINED3DTEXOPCAPS_DOTPRODUCT3                 |
1049                            WINED3DTEXOPCAPS_MULTIPLYADD                 |
1050                            WINED3DTEXOPCAPS_LERP                        |
1051                            WINED3DTEXOPCAPS_BUMPENVMAP;
1052
1053     /* TODO: Implement WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
1054     and WINED3DTEXOPCAPS_PREMODULATE */
1055
1056     /* GL_ATI_fragment_shader always supports 6 textures, which was the limit on r200 cards
1057      * which this extension is exclusively focused on(later cards have GL_ARB_fragment_program).
1058      * If the current card has more than 8 fixed function textures in OpenGL's regular fixed
1059      * function pipeline then the ATI_fragment_shader backend imposes a stricter limit. This
1060      * shouldn't be too hard since Nvidia cards have a limit of 4 textures with the default ffp
1061      * pipeline, and almost all games are happy with that. We can however support up to 8
1062      * texture stages because we have a 2nd pass limit of 8 instructions, and per stage we use
1063      * only 1 instruction.
1064      *
1065      * The proper fix for this is not to use GL_ATI_fragment_shader on cards newer than the
1066      * r200 series and use an ARB or GLSL shader instead
1067      */
1068     caps->MaxTextureBlendStages   = 8;
1069     caps->MaxSimultaneousTextures = 6;
1070
1071     caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
1072 }
1073
1074 static HRESULT atifs_alloc(IWineD3DDevice *iface) {
1075     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1076     struct atifs_private_data *priv;
1077
1078     This->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct atifs_private_data));
1079     if(!This->fragment_priv) {
1080         ERR("Out of memory\n");
1081         return E_OUTOFMEMORY;
1082     }
1083     priv = (struct atifs_private_data *) This->fragment_priv;
1084     priv->fragment_shaders = hash_table_create(ffp_frag_program_key_hash, ffp_frag_program_key_compare);
1085     return WINED3D_OK;
1086 }
1087
1088 #define GLINFO_LOCATION This->adapter->gl_info
1089 static void atifs_free_ffpshader(void *value, void *device) {
1090     IWineD3DDeviceImpl *This = device;
1091     struct atifs_ffp_desc *entry_ati = value;
1092
1093     ENTER_GL();
1094     GL_EXTCALL(glDeleteFragmentShaderATI(entry_ati->shader));
1095     checkGLcall("glDeleteFragmentShaderATI(entry->shader)");
1096     HeapFree(GetProcessHeap(), 0, entry_ati);
1097     LEAVE_GL();
1098 }
1099
1100 static void atifs_free(IWineD3DDevice *iface) {
1101     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1102     struct atifs_private_data *priv = (struct atifs_private_data *) This->fragment_priv;
1103
1104     hash_table_destroy(priv->fragment_shaders, atifs_free_ffpshader, This);
1105
1106     HeapFree(GetProcessHeap(), 0, priv);
1107     This->fragment_priv = NULL;
1108 }
1109 #undef GLINFO_LOCATION
1110
1111 static BOOL atifs_conv_supported(WINED3DFORMAT fmt) {
1112     TRACE("Checking shader format support for format %s:", debug_d3dformat(fmt));
1113     switch(fmt) {
1114         case WINED3DFMT_V8U8:
1115         case WINED3DFMT_V16U16:
1116             TRACE("[OK]\n");
1117             return TRUE;
1118         default:
1119             TRACE("[FAILED\n");
1120             return FALSE;
1121     }
1122 }
1123
1124 const struct fragment_pipeline atifs_fragment_pipeline = {
1125     atifs_enable,
1126     atifs_get_caps,
1127     atifs_alloc,
1128     atifs_free,
1129     atifs_conv_supported,
1130     atifs_fragmentstate_template,
1131     TRUE /* We can disable projected textures */
1132 };