wined3d: Only use 4 component specular colors if GL allows it.
[wine] / dlls / wined3d / ati_fragment_shader.c
1 /*
2  * Fixed function pipeline replacement using GL_ATI_fragment_shader
3  *
4  * Copyright 2008 Stefan Dösinger(for CodeWeavers)
5  *
6  * This library is free software; you can redistribute it and/or
7  * modify it under the terms of the GNU Lesser General Public
8  * License as published by the Free Software Foundation; either
9  * version 2.1 of the License, or (at your option) any later version.
10  *
11  * This library is distributed in the hope that it will be useful,
12  * but WITHOUT ANY WARRANTY; without even the implied warranty of
13  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
14  * Lesser General Public License for more details.
15  *
16  * You should have received a copy of the GNU Lesser General Public
17  * License along with this library; if not, write to the Free Software
18  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
19  */
20
21 #include "config.h"
22
23 #include <math.h>
24 #include <stdio.h>
25
26 #include "wined3d_private.h"
27
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
29 WINE_DECLARE_DEBUG_CHANNEL(d3d);
30
31 /* GL locking for state handlers is done by the caller. */
32
33 /* Some private defines, Constant associations, etc.
34  * Env bump matrix and per stage constant should be independent,
35  * a stage that bump maps can't read the per state constant
36  */
37 #define ATI_FFP_CONST_BUMPMAT(i) (GL_CON_0_ATI + i)
38 #define ATI_FFP_CONST_CONSTANT0 GL_CON_0_ATI
39 #define ATI_FFP_CONST_CONSTANT1 GL_CON_1_ATI
40 #define ATI_FFP_CONST_CONSTANT2 GL_CON_2_ATI
41 #define ATI_FFP_CONST_CONSTANT3 GL_CON_3_ATI
42 #define ATI_FFP_CONST_CONSTANT4 GL_CON_4_ATI
43 #define ATI_FFP_CONST_CONSTANT5 GL_CON_5_ATI
44 #define ATI_FFP_CONST_TFACTOR   GL_CON_6_ATI
45
46 /* GL_ATI_fragment_shader specific fixed function pipeline description. "Inherits" from the common one */
47 struct atifs_ffp_desc
48 {
49     struct ffp_frag_desc parent;
50     GLuint shader;
51     unsigned int num_textures_used;
52 };
53
54 struct atifs_private_data
55 {
56     struct wine_rb_tree fragment_shaders; /* A rb-tree to track fragment pipeline replacement shaders */
57 };
58
59 static const char *debug_dstmod(GLuint mod) {
60     switch(mod) {
61         case GL_NONE:               return "GL_NONE";
62         case GL_2X_BIT_ATI:         return "GL_2X_BIT_ATI";
63         case GL_4X_BIT_ATI:         return "GL_4X_BIT_ATI";
64         case GL_8X_BIT_ATI:         return "GL_8X_BIT_ATI";
65         case GL_HALF_BIT_ATI:       return "GL_HALF_BIT_ATI";
66         case GL_QUARTER_BIT_ATI:    return "GL_QUARTER_BIT_ATI";
67         case GL_EIGHTH_BIT_ATI:     return "GL_EIGHTH_BIT_ATI";
68         case GL_SATURATE_BIT_ATI:   return "GL_SATURATE_BIT_ATI";
69         default:                    return "Unexpected modifier\n";
70     }
71 }
72
73 static const char *debug_argmod(GLuint mod) {
74     switch(mod) {
75         case GL_NONE:
76             return "GL_NONE";
77
78         case GL_2X_BIT_ATI:
79             return "GL_2X_BIT_ATI";
80         case GL_COMP_BIT_ATI:
81             return "GL_COMP_BIT_ATI";
82         case GL_NEGATE_BIT_ATI:
83             return "GL_NEGATE_BIT_ATI";
84         case GL_BIAS_BIT_ATI:
85             return "GL_BIAS_BIT_ATI";
86
87         case GL_2X_BIT_ATI | GL_COMP_BIT_ATI:
88             return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI";
89         case GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI:
90             return "GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI";
91         case GL_2X_BIT_ATI | GL_BIAS_BIT_ATI:
92             return "GL_2X_BIT_ATI | GL_BIAS_BIT_ATI";
93         case GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI:
94             return "GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI";
95         case GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI:
96             return "GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI";
97         case GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
98             return "GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
99
100         case GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
101             return "GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
102         case GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
103             return "GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
104         case GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI:
105             return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI";
106         case GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI:
107             return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI";
108
109         case GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
110             return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
111
112         default:
113             return "Unexpected argmod combination\n";
114     }
115 }
116 static const char *debug_register(GLuint reg) {
117     switch(reg) {
118         case GL_REG_0_ATI:                  return "GL_REG_0_ATI";
119         case GL_REG_1_ATI:                  return "GL_REG_1_ATI";
120         case GL_REG_2_ATI:                  return "GL_REG_2_ATI";
121         case GL_REG_3_ATI:                  return "GL_REG_3_ATI";
122         case GL_REG_4_ATI:                  return "GL_REG_4_ATI";
123         case GL_REG_5_ATI:                  return "GL_REG_5_ATI";
124
125         case GL_CON_0_ATI:                  return "GL_CON_0_ATI";
126         case GL_CON_1_ATI:                  return "GL_CON_1_ATI";
127         case GL_CON_2_ATI:                  return "GL_CON_2_ATI";
128         case GL_CON_3_ATI:                  return "GL_CON_3_ATI";
129         case GL_CON_4_ATI:                  return "GL_CON_4_ATI";
130         case GL_CON_5_ATI:                  return "GL_CON_5_ATI";
131         case GL_CON_6_ATI:                  return "GL_CON_6_ATI";
132         case GL_CON_7_ATI:                  return "GL_CON_7_ATI";
133
134         case GL_ZERO:                       return "GL_ZERO";
135         case GL_ONE:                        return "GL_ONE";
136         case GL_PRIMARY_COLOR:              return "GL_PRIMARY_COLOR";
137         case GL_SECONDARY_INTERPOLATOR_ATI: return "GL_SECONDARY_INTERPOLATOR_ATI";
138
139         default:                            return "Unknown register\n";
140     }
141 }
142
143 static const char *debug_swizzle(GLuint swizzle) {
144     switch(swizzle) {
145         case GL_SWIZZLE_STR_ATI:        return "GL_SWIZZLE_STR_ATI";
146         case GL_SWIZZLE_STQ_ATI:        return "GL_SWIZZLE_STQ_ATI";
147         case GL_SWIZZLE_STR_DR_ATI:     return "GL_SWIZZLE_STR_DR_ATI";
148         case GL_SWIZZLE_STQ_DQ_ATI:     return "GL_SWIZZLE_STQ_DQ_ATI";
149         default:                        return "unknown swizzle";
150     }
151 }
152
153 static const char *debug_rep(GLuint rep) {
154     switch(rep) {
155         case GL_NONE:                   return "GL_NONE";
156         case GL_RED:                    return "GL_RED";
157         case GL_GREEN:                  return "GL_GREEN";
158         case GL_BLUE:                   return "GL_BLUE";
159         default:                        return "unknown argrep";
160     }
161 }
162
163 static const char *debug_op(GLuint op) {
164     switch(op) {
165         case GL_MOV_ATI:                return "GL_MOV_ATI";
166         case GL_ADD_ATI:                return "GL_ADD_ATI";
167         case GL_MUL_ATI:                return "GL_MUL_ATI";
168         case GL_SUB_ATI:                return "GL_SUB_ATI";
169         case GL_DOT3_ATI:               return "GL_DOT3_ATI";
170         case GL_DOT4_ATI:               return "GL_DOT4_ATI";
171         case GL_MAD_ATI:                return "GL_MAD_ATI";
172         case GL_LERP_ATI:               return "GL_LERP_ATI";
173         case GL_CND_ATI:                return "GL_CND_ATI";
174         case GL_CND0_ATI:               return "GL_CND0_ATI";
175         case GL_DOT2_ADD_ATI:           return "GL_DOT2_ADD_ATI";
176         default:                        return "unexpected op";
177     }
178 }
179
180 static const char *debug_mask(GLuint mask) {
181     switch(mask) {
182         case GL_NONE:                           return "GL_NONE";
183         case GL_RED_BIT_ATI:                    return "GL_RED_BIT_ATI";
184         case GL_GREEN_BIT_ATI:                  return "GL_GREEN_BIT_ATI";
185         case GL_BLUE_BIT_ATI:                   return "GL_BLUE_BIT_ATI";
186         case GL_RED_BIT_ATI | GL_GREEN_BIT_ATI: return "GL_RED_BIT_ATI | GL_GREEN_BIT_ATI";
187         case GL_RED_BIT_ATI | GL_BLUE_BIT_ATI:  return "GL_RED_BIT_ATI | GL_BLUE_BIT_ATI";
188         case GL_GREEN_BIT_ATI | GL_BLUE_BIT_ATI:return "GL_GREEN_BIT_ATI | GL_BLUE_BIT_ATI";
189         case GL_RED_BIT_ATI | GL_GREEN_BIT_ATI | GL_BLUE_BIT_ATI:return "GL_RED_BIT_ATI | GL_GREEN_BIT_ATI | GL_BLUE_BIT_ATI";
190         default:                                return "Unexpected writemask";
191     }
192 }
193 #define GLINFO_LOCATION (*gl_info)
194
195 static void wrap_op1(const WineD3D_GL_Info *gl_info, GLuint op, GLuint dst, GLuint dstMask, GLuint dstMod,
196                      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));
201     } else {
202         TRACE("glColorFragmentOp1ATI(%s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst),
203               debug_mask(dstMask), debug_dstmod(dstMod),
204               debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod));
205         GL_EXTCALL(glColorFragmentOp1ATI(op, dst, dstMask, dstMod, arg1, arg1Rep, arg1Mod));
206     }
207 }
208
209 static void wrap_op2(const WineD3D_GL_Info *gl_info, GLuint op, GLuint dst, GLuint dstMask, GLuint dstMod,
210                      GLuint arg1, GLuint arg1Rep, GLuint arg1Mod,
211                      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));
217     } else {
218         TRACE("glColorFragmentOp2ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst),
219               debug_mask(dstMask), debug_dstmod(dstMod),
220               debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod),
221               debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod));
222         GL_EXTCALL(glColorFragmentOp2ATI(op, dst, dstMask, dstMod, arg1, arg1Rep, arg1Mod, arg2, arg2Rep, arg2Mod));
223     }
224 }
225
226 static void wrap_op3(const WineD3D_GL_Info *gl_info, GLuint op, GLuint dst, GLuint dstMask, GLuint dstMod,
227                      GLuint arg1, GLuint arg1Rep, GLuint arg1Mod,
228                      GLuint arg2, GLuint arg2Rep, GLuint arg2Mod,
229                      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));
240     } else {
241         TRACE("glColorFragmentOp3ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst),
242               debug_mask(dstMask), debug_dstmod(dstMod),
243               debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod),
244               debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod),
245               debug_register(arg3), debug_rep(arg3Rep), debug_argmod(arg3Mod));
246         GL_EXTCALL(glColorFragmentOp3ATI(op, dst, dstMask, dstMod,
247                                          arg1, arg1Rep, arg1Mod,
248                                          arg2, arg2Rep, arg2Mod,
249                                          arg3, arg3Rep, arg3Mod));
250     }
251 }
252
253 static GLuint register_for_arg(DWORD arg, const WineD3D_GL_Info *gl_info,
254         unsigned int stage, GLuint *mod, GLuint *rep, GLuint tmparg)
255 {
256     GLenum ret;
257
258     if(mod) *mod = GL_NONE;
259     if(arg == ARG_UNUSED)
260     {
261         if (rep) *rep = GL_NONE;
262         return -1; /* This is the marker for unused registers */
263     }
264
265     switch(arg & WINED3DTA_SELECTMASK) {
266         case WINED3DTA_DIFFUSE:
267             ret = GL_PRIMARY_COLOR;
268             break;
269
270         case WINED3DTA_CURRENT:
271             /* Note that using GL_REG_0_ATI for the passed on register is safe because
272              * texture0 is read at stage0, so in the worst case it is read in the
273              * instruction writing to reg0. Afterwards texture0 is not used any longer.
274              * If we're reading from current
275              */
276             if(stage == 0) {
277                 ret = GL_PRIMARY_COLOR;
278             } else {
279                 ret = GL_REG_0_ATI;
280             }
281             break;
282
283         case WINED3DTA_TEXTURE:
284             ret = GL_REG_0_ATI + stage;
285             break;
286
287         case WINED3DTA_TFACTOR:
288             ret = ATI_FFP_CONST_TFACTOR;
289             break;
290
291         case WINED3DTA_SPECULAR:
292             ret = GL_SECONDARY_INTERPOLATOR_ATI;
293             break;
294
295         case WINED3DTA_TEMP:
296             ret = tmparg;
297             break;
298
299         case WINED3DTA_CONSTANT:
300             FIXME("Unhandled source argument WINED3DTA_TEMP\n");
301             ret = GL_CON_0_ATI;
302             break;
303
304         default:
305             FIXME("Unknown source argument %d\n", arg);
306             ret = GL_ZERO;
307     }
308
309     if(arg & WINED3DTA_COMPLEMENT) {
310         if(mod) *mod |= GL_COMP_BIT_ATI;
311     }
312     if(arg & WINED3DTA_ALPHAREPLICATE) {
313         if(rep) *rep = GL_ALPHA;
314     } else {
315         if(rep) *rep = GL_NONE;
316     }
317     return ret;
318 }
319
320 static GLuint find_tmpreg(const struct texture_stage_op op[MAX_TEXTURES])
321 {
322     int lowest_read = -1;
323     int lowest_write = -1;
324     int i;
325     BOOL tex_used[MAX_TEXTURES];
326
327     memset(tex_used, 0, sizeof(tex_used));
328     for(i = 0; i < MAX_TEXTURES; i++) {
329         if(op[i].cop == WINED3DTOP_DISABLE) {
330             break;
331         }
332
333         if(lowest_read == -1 &&
334           (op[i].carg1 == WINED3DTA_TEMP || op[i].carg2 == WINED3DTA_TEMP || op[i].carg0 == WINED3DTA_TEMP ||
335            op[i].aarg1 == WINED3DTA_TEMP || op[i].aarg2 == WINED3DTA_TEMP || op[i].aarg0 == WINED3DTA_TEMP)) {
336             lowest_read = i;
337         }
338
339         if(lowest_write == -1 && op[i].dst == tempreg) {
340             lowest_write = i;
341         }
342
343         if(op[i].carg1 == WINED3DTA_TEXTURE || op[i].carg2 == WINED3DTA_TEXTURE || op[i].carg0 == WINED3DTA_TEXTURE ||
344            op[i].aarg1 == WINED3DTA_TEXTURE || op[i].aarg2 == WINED3DTA_TEXTURE || op[i].aarg0 == WINED3DTA_TEXTURE) {
345             tex_used[i] = TRUE;
346         }
347     }
348
349     /* Temp reg not read? We don't need it, return GL_NONE */
350     if(lowest_read == -1) return GL_NONE;
351
352     if(lowest_write >= lowest_read) {
353         FIXME("Temp register read before being written\n");
354     }
355
356     if(lowest_write == -1) {
357         /* This needs a test. Maybe we are supposed to return 0.0/0.0/0.0/0.0, or fail drawprim, or whatever */
358         FIXME("Temp register read without being written\n");
359         return GL_REG_1_ATI;
360     } else if(lowest_write >= 1) {
361         /* If we're writing to the temp reg at earliest in stage 1, we can use register 1 for the temp result.
362          * there may be texture data stored in reg 1, but we do not need it any longer since stage 1 already
363          * read it
364          */
365         return GL_REG_1_ATI;
366     } else {
367         /* Search for a free texture register. We have 6 registers available. GL_REG_0_ATI is already used
368          * for the regular result
369          */
370         for(i = 1; i < 6; i++) {
371             if(!tex_used[i]) {
372                 return GL_REG_0_ATI + i;
373             }
374         }
375         /* What to do here? Report it in ValidateDevice? */
376         FIXME("Could not find a register for the temporary register\n");
377         return 0;
378     }
379 }
380
381 static GLuint gen_ati_shader(const struct texture_stage_op op[MAX_TEXTURES], const WineD3D_GL_Info *gl_info)
382 {
383     GLuint ret = GL_EXTCALL(glGenFragmentShadersATI(1));
384     unsigned int stage;
385     GLuint arg0, arg1, arg2, extrarg;
386     GLuint dstmod, argmod0, argmod1, argmod2, argmodextra;
387     GLuint rep0, rep1, rep2;
388     GLuint swizzle;
389     GLuint tmparg = find_tmpreg(op);
390     GLuint dstreg;
391
392     if(!ret) {
393         ERR("Failed to generate a GL_ATI_fragment_shader shader id\n");
394         return 0;
395     }
396     GL_EXTCALL(glBindFragmentShaderATI(ret));
397     checkGLcall("GL_EXTCALL(glBindFragmentShaderATI(ret))");
398
399     TRACE("glBeginFragmentShaderATI()\n");
400     GL_EXTCALL(glBeginFragmentShaderATI());
401     checkGLcall("GL_EXTCALL(glBeginFragmentShaderATI())");
402
403     /* Pass 1: Generate sampling instructions for perturbation maps */
404       for(stage = 0; stage < GL_LIMITS(textures); stage++) {
405         if(op[stage].cop == WINED3DTOP_DISABLE) break;
406         if(op[stage].cop != WINED3DTOP_BUMPENVMAP &&
407            op[stage].cop != WINED3DTOP_BUMPENVMAPLUMINANCE) continue;
408
409         TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, GL_SWIZZLE_STR_ATI)\n",
410               stage, stage);
411         GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
412                    GL_TEXTURE0_ARB + stage,
413                    GL_SWIZZLE_STR_ATI));
414         if(op[stage + 1].projected == proj_none) {
415             swizzle = GL_SWIZZLE_STR_ATI;
416         } else if(op[stage + 1].projected == proj_count4) {
417             swizzle = GL_SWIZZLE_STQ_DQ_ATI;
418         } else {
419             swizzle = GL_SWIZZLE_STR_DR_ATI;
420         }
421         TRACE("glPassTexCoordATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, %s)\n",
422               stage + 1, stage + 1, debug_swizzle(swizzle));
423         GL_EXTCALL(glPassTexCoordATI(GL_REG_0_ATI + stage + 1,
424                    GL_TEXTURE0_ARB + stage + 1,
425                    swizzle));
426     }
427
428     /* Pass 2: Generate perturbation calculations */
429     for(stage = 0; stage < GL_LIMITS(textures); stage++) {
430         GLuint argmodextra_x, argmodextra_y;
431         struct color_fixup_desc fixup;
432
433         if(op[stage].cop == WINED3DTOP_DISABLE) break;
434         if(op[stage].cop != WINED3DTOP_BUMPENVMAP &&
435            op[stage].cop != WINED3DTOP_BUMPENVMAPLUMINANCE) continue;
436
437         fixup = op[stage].color_fixup;
438         if (fixup.x_source != CHANNEL_SOURCE_X || fixup.y_source != CHANNEL_SOURCE_Y)
439         {
440             FIXME("Swizzles not implemented\n");
441             argmodextra_x = GL_NONE;
442             argmodextra_y = GL_NONE;
443         }
444         else
445         {
446             /* Nice thing, we get the color correction for free :-) */
447             argmodextra_x = fixup.x_sign_fixup ? GL_2X_BIT_ATI | GL_BIAS_BIT_ATI : GL_NONE;
448             argmodextra_y = fixup.y_sign_fixup ? GL_2X_BIT_ATI | GL_BIAS_BIT_ATI : GL_NONE;
449         }
450
451         wrap_op3(gl_info, GL_DOT2_ADD_ATI, GL_REG_0_ATI + stage + 1, GL_RED_BIT_ATI, GL_NONE,
452                  GL_REG_0_ATI + stage, GL_NONE, argmodextra_x,
453                  ATI_FFP_CONST_BUMPMAT(stage), GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI,
454                  GL_REG_0_ATI + stage + 1, GL_RED, GL_NONE);
455
456         /* Don't use GL_DOT2_ADD_ATI here because we cannot configure it to read the blue and alpha
457          * component of the bump matrix. Instead do this with two MADs:
458          *
459          * coord.a = tex.r * bump.b + coord.g
460          * coord.g = tex.g * bump.a + coord.a
461          *
462          * The first instruction writes to alpha so it can be coissued with the above DOT2_ADD.
463          * coord.a is unused. If the perturbed texture is projected, this was already handled
464          * in the glPassTexCoordATI above.
465          */
466         wrap_op3(gl_info, GL_MAD_ATI, GL_REG_0_ATI + stage + 1, GL_ALPHA, GL_NONE,
467                  GL_REG_0_ATI + stage, GL_RED, argmodextra_y,
468                  ATI_FFP_CONST_BUMPMAT(stage), GL_BLUE, GL_NONE,
469                  GL_REG_0_ATI + stage + 1, GL_GREEN, GL_NONE);
470         wrap_op3(gl_info, GL_MAD_ATI, GL_REG_0_ATI + stage + 1, GL_GREEN_BIT_ATI, GL_NONE,
471                  GL_REG_0_ATI + stage, GL_GREEN, argmodextra_y,
472                  ATI_FFP_CONST_BUMPMAT(stage), GL_ALPHA, GL_NONE,
473                  GL_REG_0_ATI + stage + 1, GL_ALPHA, GL_NONE);
474     }
475
476     /* Pass 3: Generate sampling instructions for regular textures */
477     for(stage = 0; stage < GL_LIMITS(textures); stage++) {
478         if(op[stage].cop == WINED3DTOP_DISABLE) {
479             break;
480         }
481
482         if(op[stage].projected == proj_none) {
483             swizzle = GL_SWIZZLE_STR_ATI;
484         } else if(op[stage].projected == proj_count3) {
485             swizzle = GL_SWIZZLE_STR_DR_ATI;
486         } else {
487             swizzle = GL_SWIZZLE_STQ_DQ_ATI;
488         }
489
490         if((op[stage].carg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
491            (op[stage].carg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
492            (op[stage].carg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
493            (op[stage].aarg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
494            (op[stage].aarg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
495            (op[stage].aarg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
496             op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) {
497
498             if(stage > 0 &&
499                (op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
500                 op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
501                 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_REG_%d_ATI, GL_SWIZZLE_STR_ATI)\n",
502                       stage, stage);
503                 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
504                            GL_REG_0_ATI + stage,
505                            GL_SWIZZLE_STR_ATI));
506             } else {
507                 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, %s)\n",
508                     stage, stage, debug_swizzle(swizzle));
509                 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
510                                         GL_TEXTURE0_ARB + stage,
511                                         swizzle));
512             }
513         }
514     }
515
516     /* Pass 4: Generate the arithmetic instructions */
517     for(stage = 0; stage < MAX_TEXTURES; stage++) {
518         if(op[stage].cop == WINED3DTOP_DISABLE) {
519             if(stage == 0) {
520                 /* Handle complete texture disabling gracefully */
521                 wrap_op1(gl_info, GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE,
522                          GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
523                 wrap_op1(gl_info, GL_MOV_ATI, GL_REG_0_ATI, GL_ALPHA, GL_NONE,
524                          GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
525             }
526             break;
527         }
528
529         if(op[stage].dst == tempreg) {
530             /* If we're writing to D3DTA_TEMP, but never reading from it we don't have to write there in the first place.
531              * skip the entire stage, this saves some GPU time
532              */
533             if(tmparg == GL_NONE) continue;
534
535             dstreg = tmparg;
536         } else {
537             dstreg = GL_REG_0_ATI;
538         }
539
540         arg0 = register_for_arg(op[stage].carg0, gl_info, stage, &argmod0, &rep0, tmparg);
541         arg1 = register_for_arg(op[stage].carg1, gl_info, stage, &argmod1, &rep1, tmparg);
542         arg2 = register_for_arg(op[stage].carg2, gl_info, stage, &argmod2, &rep2, tmparg);
543         dstmod = GL_NONE;
544         argmodextra = GL_NONE;
545         extrarg = GL_NONE;
546
547         switch(op[stage].cop) {
548             case WINED3DTOP_SELECTARG2:
549                 arg1 = arg2;
550                 argmod1 = argmod2;
551                 rep1 = rep2;
552             case WINED3DTOP_SELECTARG1:
553                 wrap_op1(gl_info, GL_MOV_ATI, dstreg, GL_NONE, GL_NONE,
554                          arg1, rep1, argmod1);
555                 break;
556
557             case WINED3DTOP_MODULATE4X:
558                 if(dstmod == GL_NONE) dstmod = GL_4X_BIT_ATI;
559             case WINED3DTOP_MODULATE2X:
560                 if(dstmod == GL_NONE) dstmod = GL_2X_BIT_ATI;
561                 dstmod |= GL_SATURATE_BIT_ATI;
562             case WINED3DTOP_MODULATE:
563                 wrap_op2(gl_info, GL_MUL_ATI, dstreg, GL_NONE, dstmod,
564                          arg1, rep1, argmod1,
565                          arg2, rep2, argmod2);
566                 break;
567
568             case WINED3DTOP_ADDSIGNED2X:
569                 dstmod = GL_2X_BIT_ATI;
570             case WINED3DTOP_ADDSIGNED:
571                 argmodextra = GL_BIAS_BIT_ATI;
572             case WINED3DTOP_ADD:
573                 dstmod |= GL_SATURATE_BIT_ATI;
574                 wrap_op2(gl_info, GL_ADD_ATI, GL_REG_0_ATI, GL_NONE, dstmod,
575                          arg1, rep1, argmod1,
576                          arg2, rep2, argmodextra | argmod2);
577                 break;
578
579             case WINED3DTOP_SUBTRACT:
580                 dstmod |= GL_SATURATE_BIT_ATI;
581                 wrap_op2(gl_info, GL_SUB_ATI, dstreg, GL_NONE, dstmod,
582                          arg1, rep1, argmod1,
583                          arg2, rep2, argmod2);
584                 break;
585
586             case WINED3DTOP_ADDSMOOTH:
587                 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
588                 /* Dst = arg1 + * arg2(1 -arg 1)
589                  *     = arg2 * (1 - arg1) + arg1
590                  */
591                 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
592                          arg2, rep2, argmod2,
593                          arg1, rep1, argmodextra,
594                          arg1, rep1, argmod1);
595                 break;
596
597             case WINED3DTOP_BLENDCURRENTALPHA:
598                 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_CURRENT, gl_info, stage, NULL, NULL, -1);
599             case WINED3DTOP_BLENDFACTORALPHA:
600                 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TFACTOR, gl_info, stage, NULL, NULL, -1);
601             case WINED3DTOP_BLENDTEXTUREALPHA:
602                 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
603             case WINED3DTOP_BLENDDIFFUSEALPHA:
604                 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_DIFFUSE, gl_info, stage, NULL, NULL, -1);
605                 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_NONE, GL_NONE,
606                          extrarg, GL_ALPHA, GL_NONE,
607                          arg1, rep1, argmod1,
608                          arg2, rep2, argmod2);
609                 break;
610
611             case WINED3DTOP_BLENDTEXTUREALPHAPM:
612                 arg0 = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
613                 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_NONE,
614                          arg2, rep2,  argmod2,
615                          arg0, GL_ALPHA, GL_COMP_BIT_ATI,
616                          arg1, rep1,  argmod1);
617                 break;
618
619             /* D3DTOP_PREMODULATE ???? */
620
621             case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
622                 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
623             case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
624                 if(!argmodextra) argmodextra = argmod1;
625                 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
626                          arg2, rep2,  argmod2,
627                          arg1, GL_ALPHA, argmodextra,
628                          arg1, rep1,  argmod1);
629                 break;
630
631             case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
632                 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
633             case WINED3DTOP_MODULATECOLOR_ADDALPHA:
634                 if(!argmodextra) argmodextra = argmod1;
635                 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
636                          arg2, rep2,  argmod2,
637                          arg1, rep1,  argmodextra,
638                          arg1, GL_ALPHA, argmod1);
639                 break;
640
641             case WINED3DTOP_DOTPRODUCT3:
642                 wrap_op2(gl_info, GL_DOT3_ATI, dstreg, GL_NONE, GL_4X_BIT_ATI | GL_SATURATE_BIT_ATI,
643                          arg1, rep1, argmod1 | GL_BIAS_BIT_ATI,
644                          arg2, rep2, argmod2 | GL_BIAS_BIT_ATI);
645                 break;
646
647             case WINED3DTOP_MULTIPLYADD:
648                 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
649                          arg1, rep1, argmod1,
650                          arg2, rep2, argmod2,
651                          arg0, rep0, argmod0);
652                 break;
653
654             case WINED3DTOP_LERP:
655                 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_NONE, GL_NONE,
656                          arg0, rep0, argmod0,
657                          arg1, rep1, argmod1,
658                          arg2, rep2, argmod2);
659                 break;
660
661             case WINED3DTOP_BUMPENVMAP:
662             case WINED3DTOP_BUMPENVMAPLUMINANCE:
663                 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
664                 break;
665
666             default: FIXME("Unhandled color operation %d on stage %d\n", op[stage].cop, stage);
667         }
668
669         arg0 = register_for_arg(op[stage].aarg0, gl_info, stage, &argmod0, NULL, tmparg);
670         arg1 = register_for_arg(op[stage].aarg1, gl_info, stage, &argmod1, NULL, tmparg);
671         arg2 = register_for_arg(op[stage].aarg2, gl_info, stage, &argmod2, NULL, tmparg);
672         dstmod = GL_NONE;
673         argmodextra = GL_NONE;
674         extrarg = GL_NONE;
675
676         switch(op[stage].aop) {
677             case WINED3DTOP_DISABLE:
678                 /* Get the primary color to the output if on stage 0, otherwise leave register 0 untouched */
679                 if(stage == 0) {
680                     wrap_op1(gl_info, GL_MOV_ATI, GL_REG_0_ATI, GL_ALPHA, GL_NONE,
681                              GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
682                 }
683                 break;
684
685             case WINED3DTOP_SELECTARG2:
686                 arg1 = arg2;
687                 argmod1 = argmod2;
688             case WINED3DTOP_SELECTARG1:
689                 wrap_op1(gl_info, GL_MOV_ATI, dstreg, GL_ALPHA, GL_NONE,
690                          arg1, GL_NONE, argmod1);
691                 break;
692
693             case WINED3DTOP_MODULATE4X:
694                 if(dstmod == GL_NONE) dstmod = GL_4X_BIT_ATI;
695             case WINED3DTOP_MODULATE2X:
696                 if(dstmod == GL_NONE) dstmod = GL_2X_BIT_ATI;
697                 dstmod |= GL_SATURATE_BIT_ATI;
698             case WINED3DTOP_MODULATE:
699                 wrap_op2(gl_info, GL_MUL_ATI, dstreg, GL_ALPHA, dstmod,
700                          arg1, GL_NONE, argmod1,
701                          arg2, GL_NONE, argmod2);
702                 break;
703
704             case WINED3DTOP_ADDSIGNED2X:
705                 dstmod = GL_2X_BIT_ATI;
706             case WINED3DTOP_ADDSIGNED:
707                 argmodextra = GL_BIAS_BIT_ATI;
708             case WINED3DTOP_ADD:
709                 dstmod |= GL_SATURATE_BIT_ATI;
710                 wrap_op2(gl_info, GL_ADD_ATI, dstreg, GL_ALPHA, dstmod,
711                          arg1, GL_NONE, argmod1,
712                          arg2, GL_NONE, argmodextra | argmod2);
713                 break;
714
715             case WINED3DTOP_SUBTRACT:
716                 dstmod |= GL_SATURATE_BIT_ATI;
717                 wrap_op2(gl_info, GL_SUB_ATI, dstreg, GL_ALPHA, dstmod,
718                          arg1, GL_NONE, argmod1,
719                          arg2, GL_NONE, argmod2);
720                 break;
721
722             case WINED3DTOP_ADDSMOOTH:
723                 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
724                 /* Dst = arg1 + * arg2(1 -arg 1)
725                  *     = arg2 * (1 - arg1) + arg1
726                  */
727                 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_ALPHA, GL_SATURATE_BIT_ATI,
728                          arg2, GL_NONE, argmod2,
729                          arg1, GL_NONE, argmodextra,
730                          arg1, GL_NONE, argmod1);
731                 break;
732
733             case WINED3DTOP_BLENDCURRENTALPHA:
734                 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_CURRENT, gl_info, stage, NULL, NULL, -1);
735             case WINED3DTOP_BLENDFACTORALPHA:
736                 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TFACTOR, gl_info, stage, NULL, NULL, -1);
737             case WINED3DTOP_BLENDTEXTUREALPHA:
738                 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
739             case WINED3DTOP_BLENDDIFFUSEALPHA:
740                 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_DIFFUSE, gl_info, stage, NULL, NULL, -1);
741                 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_ALPHA, GL_NONE,
742                          extrarg, GL_ALPHA, GL_NONE,
743                          arg1, GL_NONE, argmod1,
744                          arg2, GL_NONE, argmod2);
745                 break;
746
747             case WINED3DTOP_BLENDTEXTUREALPHAPM:
748                 arg0 = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
749                 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_ALPHA, GL_NONE,
750                          arg2, GL_NONE,  argmod2,
751                          arg0, GL_ALPHA, GL_COMP_BIT_ATI,
752                          arg1, GL_NONE,  argmod1);
753                 break;
754
755             /* D3DTOP_PREMODULATE ???? */
756
757             case WINED3DTOP_DOTPRODUCT3:
758                 wrap_op2(gl_info, GL_DOT3_ATI, dstreg, GL_ALPHA, GL_4X_BIT_ATI | GL_SATURATE_BIT_ATI,
759                          arg1, GL_NONE, argmod1 | GL_BIAS_BIT_ATI,
760                          arg2, GL_NONE, argmod2 | GL_BIAS_BIT_ATI);
761                 break;
762
763             case WINED3DTOP_MULTIPLYADD:
764                 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_ALPHA, GL_SATURATE_BIT_ATI,
765                          arg1, GL_NONE, argmod1,
766                          arg2, GL_NONE, argmod2,
767                          arg0, GL_NONE, argmod0);
768                 break;
769
770             case WINED3DTOP_LERP:
771                 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_ALPHA, GL_SATURATE_BIT_ATI,
772                          arg1, GL_NONE, argmod1,
773                          arg2, GL_NONE, argmod2,
774                          arg0, GL_NONE, argmod0);
775                 break;
776
777             case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
778             case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
779             case WINED3DTOP_MODULATECOLOR_ADDALPHA:
780             case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
781             case WINED3DTOP_BUMPENVMAP:
782             case WINED3DTOP_BUMPENVMAPLUMINANCE:
783                 ERR("Application uses an invalid alpha operation\n");
784                 break;
785
786             default: FIXME("Unhandled alpha operation %d on stage %d\n", op[stage].aop, stage);
787         }
788     }
789
790     TRACE("glEndFragmentShaderATI()\n");
791     GL_EXTCALL(glEndFragmentShaderATI());
792     checkGLcall("GL_EXTCALL(glEndFragmentShaderATI())");
793     return ret;
794 }
795 #undef GLINFO_LOCATION
796
797 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
798 static void set_tex_op_atifs(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
799     IWineD3DDeviceImpl          *This = stateblock->wineD3DDevice;
800     const struct atifs_ffp_desc *desc;
801     struct ffp_frag_settings     settings;
802     struct atifs_private_data   *priv = This->fragment_priv;
803     DWORD mapped_stage;
804     unsigned int i;
805
806     gen_ffp_frag_op(stateblock, &settings, TRUE);
807     desc = (const struct atifs_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
808     if(!desc) {
809         struct atifs_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
810         if (!new_desc)
811         {
812             ERR("Out of memory\n");
813             return;
814         }
815         new_desc->num_textures_used = 0;
816         for(i = 0; i < GL_LIMITS(texture_stages); i++) {
817             if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
818             new_desc->num_textures_used = i;
819         }
820
821         memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
822         new_desc->shader = gen_ati_shader(settings.op, &GLINFO_LOCATION);
823         add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
824         TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
825         desc = new_desc;
826     }
827
828     /* GL_ATI_fragment_shader depends on the GL_TEXTURE_xD enable settings. Update the texture stages
829      * used by this shader
830      */
831     for(i = 0; i < desc->num_textures_used; i++) {
832         mapped_stage = This->texUnitMap[i];
833         if (mapped_stage != WINED3D_UNMAPPED_STAGE)
834         {
835             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
836             checkGLcall("glActiveTextureARB");
837             texture_activate_dimensions(i, stateblock, context);
838         }
839     }
840
841     GL_EXTCALL(glBindFragmentShaderATI(desc->shader));
842 }
843
844 static void state_texfactor_atifs(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
845     float col[4];
846     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
847
848     GL_EXTCALL(glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR, col));
849     checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR, col)");
850 }
851
852 static void set_bumpmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
853     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
854     float mat[2][2];
855
856     mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
857     mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
858     mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
859     mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
860     /* GL_ATI_fragment_shader allows only constants from 0.0 to 1.0, but the bumpmat
861      * constants can be in any range. While they should stay between [-1.0 and 1.0] because
862      * Shader Model 1.x pixel shaders are clamped to that range negative values are used occasionally,
863      * for example by our d3d9 test. So to get negative values scale -1;1 to 0;1 and undo that in the
864      * shader(it is free). This might potentially reduce precision. However, if the hardware does
865      * support proper floats it shouldn't, and if it doesn't we can't get anything better anyway
866      */
867     mat[0][0] = (mat[0][0] + 1.0f) * 0.5f;
868     mat[1][0] = (mat[1][0] + 1.0f) * 0.5f;
869     mat[0][1] = (mat[0][1] + 1.0f) * 0.5f;
870     mat[1][1] = (mat[1][1] + 1.0f) * 0.5f;
871     GL_EXTCALL(glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), (float *) mat));
872     checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), mat)");
873 }
874
875 static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
876     if(!isStateDirty(context, STATE_PIXELSHADER)) {
877         set_tex_op_atifs(state, stateblock, context);
878     }
879 }
880
881 static void atifs_apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
882     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
883     BOOL use_vshader = use_vs(stateblock);
884
885     context->last_was_pshader = use_ps(stateblock);
886     /* The ATIFS code does not support pixel shaders currently, but we have to provide a state handler
887      * to call shader_select to select a vertex shader if one is applied because the vertex shader state
888      * may defer calling the shader backend if the pshader state is dirty.
889      *
890      * In theory the application should not be able to mark the pixel shader dirty because it cannot
891      * create a shader, and thus has no way to set the state to something != NULL. However, a different
892      * pipeline part may link a different state to its pixelshader handler, thus a pshader state exists
893      * and can be dirtified. Also the pshader is always dirtified at startup, and blitting disables all
894      * shaders and dirtifies all shader states. If atifs can deal with this it keeps the rest of the code
895      * simpler.
896      */
897     if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
898         device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, use_vshader);
899
900         if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && use_vshader) {
901             device->StateTable[STATE_VERTEXSHADERCONSTANT].apply(STATE_VERTEXSHADERCONSTANT, stateblock, context);
902         }
903     }
904 }
905
906 #undef GLINFO_LOCATION
907
908 static const struct StateEntryTemplate atifs_fragmentstate_template[] = {
909     {STATE_RENDER(WINED3DRS_TEXTUREFACTOR),               { STATE_RENDER(WINED3DRS_TEXTUREFACTOR),              state_texfactor_atifs   }, WINED3D_GL_EXT_NONE             },
910     {STATE_RENDER(WINED3DRS_FOGCOLOR),                    { STATE_RENDER(WINED3DRS_FOGCOLOR),                   state_fogcolor          }, WINED3D_GL_EXT_NONE             },
911     {STATE_RENDER(WINED3DRS_FOGDENSITY),                  { STATE_RENDER(WINED3DRS_FOGDENSITY),                 state_fogdensity        }, WINED3D_GL_EXT_NONE             },
912     {STATE_RENDER(WINED3DRS_FOGENABLE),                   { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog_fragpart      }, WINED3D_GL_EXT_NONE             },
913     {STATE_RENDER(WINED3DRS_FOGTABLEMODE),                { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog_fragpart      }, WINED3D_GL_EXT_NONE             },
914     {STATE_RENDER(WINED3DRS_FOGVERTEXMODE),               { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog_fragpart      }, WINED3D_GL_EXT_NONE             },
915     {STATE_RENDER(WINED3DRS_FOGSTART),                    { STATE_RENDER(WINED3DRS_FOGSTART),                   state_fogstartend       }, WINED3D_GL_EXT_NONE             },
916     {STATE_RENDER(WINED3DRS_FOGEND),                      { STATE_RENDER(WINED3DRS_FOGSTART),                   state_fogstartend       }, WINED3D_GL_EXT_NONE             },
917     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
918     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
919     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
920     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
921     {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
922     {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
923     {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
924     {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
925     {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
926     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, WINED3D_GL_EXT_NONE             },
927     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, WINED3D_GL_EXT_NONE             },
928     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, WINED3D_GL_EXT_NONE             },
929     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, WINED3D_GL_EXT_NONE             },
930     {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
931     {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
932     {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
933     {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
934     {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
935     {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
936     {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
937     {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
938     {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
939     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, WINED3D_GL_EXT_NONE             },
940     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, WINED3D_GL_EXT_NONE             },
941     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, WINED3D_GL_EXT_NONE             },
942     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, WINED3D_GL_EXT_NONE             },
943     {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
944     {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
945     {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
946     {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
947     {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
948     {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
949     {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
950     {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
951     {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
952     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, WINED3D_GL_EXT_NONE             },
953     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, WINED3D_GL_EXT_NONE             },
954     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, WINED3D_GL_EXT_NONE             },
955     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, WINED3D_GL_EXT_NONE             },
956     {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
957     {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
958     {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
959     {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
960     {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
961     {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
962     {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
963     {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
964     {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
965     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, WINED3D_GL_EXT_NONE             },
966     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, WINED3D_GL_EXT_NONE             },
967     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, WINED3D_GL_EXT_NONE             },
968     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, WINED3D_GL_EXT_NONE             },
969     {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
970     {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
971     {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
972     {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
973     {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
974     {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
975     {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
976     {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
977     {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
978     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, WINED3D_GL_EXT_NONE             },
979     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, WINED3D_GL_EXT_NONE             },
980     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, WINED3D_GL_EXT_NONE             },
981     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, WINED3D_GL_EXT_NONE             },
982     {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
983     {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
984     {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
985     {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
986     {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
987     {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
988     {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
989     {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
990     {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
991     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, WINED3D_GL_EXT_NONE             },
992     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, WINED3D_GL_EXT_NONE             },
993     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, WINED3D_GL_EXT_NONE             },
994     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, WINED3D_GL_EXT_NONE             },
995     {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
996     {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
997     {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
998     {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
999     {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
1000     {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
1001     {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
1002     {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
1003     {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
1004     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, WINED3D_GL_EXT_NONE             },
1005     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, WINED3D_GL_EXT_NONE             },
1006     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, WINED3D_GL_EXT_NONE             },
1007     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, WINED3D_GL_EXT_NONE             },
1008     {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
1009     {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
1010     {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
1011     {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
1012     {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
1013     {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
1014     {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
1015     {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
1016     {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
1017     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, WINED3D_GL_EXT_NONE             },
1018     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, WINED3D_GL_EXT_NONE             },
1019     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, WINED3D_GL_EXT_NONE             },
1020     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, WINED3D_GL_EXT_NONE             },
1021     { STATE_SAMPLER(0),                                   { STATE_SAMPLER(0),                                   sampler_texdim          }, WINED3D_GL_EXT_NONE             },
1022     { STATE_SAMPLER(1),                                   { STATE_SAMPLER(1),                                   sampler_texdim          }, WINED3D_GL_EXT_NONE             },
1023     { STATE_SAMPLER(2),                                   { STATE_SAMPLER(2),                                   sampler_texdim          }, WINED3D_GL_EXT_NONE             },
1024     { STATE_SAMPLER(3),                                   { STATE_SAMPLER(3),                                   sampler_texdim          }, WINED3D_GL_EXT_NONE             },
1025     { STATE_SAMPLER(4),                                   { STATE_SAMPLER(4),                                   sampler_texdim          }, WINED3D_GL_EXT_NONE             },
1026     { STATE_SAMPLER(5),                                   { STATE_SAMPLER(5),                                   sampler_texdim          }, WINED3D_GL_EXT_NONE             },
1027     { STATE_SAMPLER(6),                                   { STATE_SAMPLER(6),                                   sampler_texdim          }, WINED3D_GL_EXT_NONE             },
1028     { STATE_SAMPLER(7),                                   { STATE_SAMPLER(7),                                   sampler_texdim          }, WINED3D_GL_EXT_NONE             },
1029     {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
1030     {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
1031     {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
1032     {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
1033     {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
1034     {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
1035     {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
1036     {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
1037     {STATE_PIXELSHADER,                                   { STATE_PIXELSHADER,                                  atifs_apply_pixelshader }, WINED3D_GL_EXT_NONE             },
1038     {0 /* Terminate */,                                   { 0,                                                  0                       }, WINED3D_GL_EXT_NONE             },
1039 };
1040
1041 /* Context activation is done by the caller. */
1042 static void atifs_enable(IWineD3DDevice *iface, BOOL enable) {
1043     ENTER_GL();
1044     if(enable) {
1045         glEnable(GL_FRAGMENT_SHADER_ATI);
1046         checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
1047     } else {
1048         glDisable(GL_FRAGMENT_SHADER_ATI);
1049         checkGLcall("glDisable(GL_FRAGMENT_SHADER_ATI)");
1050     }
1051     LEAVE_GL();
1052 }
1053
1054 static void atifs_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps)
1055 {
1056     caps->TextureOpCaps =  WINED3DTEXOPCAPS_DISABLE                     |
1057                            WINED3DTEXOPCAPS_SELECTARG1                  |
1058                            WINED3DTEXOPCAPS_SELECTARG2                  |
1059                            WINED3DTEXOPCAPS_MODULATE4X                  |
1060                            WINED3DTEXOPCAPS_MODULATE2X                  |
1061                            WINED3DTEXOPCAPS_MODULATE                    |
1062                            WINED3DTEXOPCAPS_ADDSIGNED2X                 |
1063                            WINED3DTEXOPCAPS_ADDSIGNED                   |
1064                            WINED3DTEXOPCAPS_ADD                         |
1065                            WINED3DTEXOPCAPS_SUBTRACT                    |
1066                            WINED3DTEXOPCAPS_ADDSMOOTH                   |
1067                            WINED3DTEXOPCAPS_BLENDCURRENTALPHA           |
1068                            WINED3DTEXOPCAPS_BLENDFACTORALPHA            |
1069                            WINED3DTEXOPCAPS_BLENDTEXTUREALPHA           |
1070                            WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA           |
1071                            WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM         |
1072                            WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR      |
1073                            WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA      |
1074                            WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA   |
1075                            WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR   |
1076                            WINED3DTEXOPCAPS_DOTPRODUCT3                 |
1077                            WINED3DTEXOPCAPS_MULTIPLYADD                 |
1078                            WINED3DTEXOPCAPS_LERP                        |
1079                            WINED3DTEXOPCAPS_BUMPENVMAP;
1080
1081     /* TODO: Implement WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
1082     and WINED3DTEXOPCAPS_PREMODULATE */
1083
1084     /* GL_ATI_fragment_shader always supports 6 textures, which was the limit on r200 cards
1085      * which this extension is exclusively focused on(later cards have GL_ARB_fragment_program).
1086      * If the current card has more than 8 fixed function textures in OpenGL's regular fixed
1087      * function pipeline then the ATI_fragment_shader backend imposes a stricter limit. This
1088      * shouldn't be too hard since Nvidia cards have a limit of 4 textures with the default ffp
1089      * pipeline, and almost all games are happy with that. We can however support up to 8
1090      * texture stages because we have a 2nd pass limit of 8 instructions, and per stage we use
1091      * only 1 instruction.
1092      *
1093      * The proper fix for this is not to use GL_ATI_fragment_shader on cards newer than the
1094      * r200 series and use an ARB or GLSL shader instead
1095      */
1096     caps->MaxTextureBlendStages   = 8;
1097     caps->MaxSimultaneousTextures = 6;
1098
1099     caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
1100 }
1101
1102 static HRESULT atifs_alloc(IWineD3DDevice *iface) {
1103     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1104     struct atifs_private_data *priv;
1105
1106     This->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct atifs_private_data));
1107     if(!This->fragment_priv) {
1108         ERR("Out of memory\n");
1109         return E_OUTOFMEMORY;
1110     }
1111     priv = This->fragment_priv;
1112     if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
1113     {
1114         ERR("Failed to initialize rbtree.\n");
1115         HeapFree(GetProcessHeap(), 0, This->fragment_priv);
1116         return E_OUTOFMEMORY;
1117     }
1118     return WINED3D_OK;
1119 }
1120
1121 #define GLINFO_LOCATION This->adapter->gl_info
1122 /* Context activation is done by the caller. */
1123 static void atifs_free_ffpshader(struct wine_rb_entry *entry, void *context)
1124 {
1125     IWineD3DDeviceImpl *This = context;
1126     struct atifs_ffp_desc *entry_ati = WINE_RB_ENTRY_VALUE(entry, struct atifs_ffp_desc, parent.entry);
1127
1128     ENTER_GL();
1129     GL_EXTCALL(glDeleteFragmentShaderATI(entry_ati->shader));
1130     checkGLcall("glDeleteFragmentShaderATI(entry->shader)");
1131     HeapFree(GetProcessHeap(), 0, entry_ati);
1132     LEAVE_GL();
1133 }
1134
1135 /* Context activation is done by the caller. */
1136 static void atifs_free(IWineD3DDevice *iface) {
1137     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1138     struct atifs_private_data *priv = This->fragment_priv;
1139
1140     wine_rb_destroy(&priv->fragment_shaders, atifs_free_ffpshader, This);
1141
1142     HeapFree(GetProcessHeap(), 0, priv);
1143     This->fragment_priv = NULL;
1144 }
1145 #undef GLINFO_LOCATION
1146
1147 static BOOL atifs_color_fixup_supported(struct color_fixup_desc fixup)
1148 {
1149     if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
1150     {
1151         TRACE("Checking support for fixup:\n");
1152         dump_color_fixup_desc(fixup);
1153     }
1154
1155     /* We only support sign fixup of the first two channels. */
1156     if (fixup.x_source == CHANNEL_SOURCE_X && fixup.y_source == CHANNEL_SOURCE_Y
1157             && fixup.z_source == CHANNEL_SOURCE_Z && fixup.w_source == CHANNEL_SOURCE_W
1158             && !fixup.z_sign_fixup && !fixup.w_sign_fixup)
1159     {
1160         TRACE("[OK]\n");
1161         return TRUE;
1162     }
1163
1164     TRACE("[FAILED]\n");
1165     return FALSE;
1166 }
1167
1168 const struct fragment_pipeline atifs_fragment_pipeline = {
1169     atifs_enable,
1170     atifs_get_caps,
1171     atifs_alloc,
1172     atifs_free,
1173     atifs_color_fixup_supported,
1174     atifs_fragmentstate_template,
1175     TRUE /* We can disable projected textures */
1176 };