d3d9: Test for fixed function value clamping.
[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_desc parent;
47     GLuint shader;
48     unsigned int num_textures_used;
49 };
50
51 struct atifs_private_data
52 {
53     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 #define GLINFO_LOCATION (*gl_info)
152 static GLuint register_for_arg(DWORD arg, WineD3D_GL_Info *gl_info, unsigned int stage, GLuint *mod, GLuint tmparg) {
153     GLenum ret;
154
155     if(mod) *mod = GL_NONE;
156     if(arg == ARG_UNUSED) return -1; /* This is the marker for unused registers */
157
158     switch(arg & WINED3DTA_SELECTMASK) {
159         case WINED3DTA_DIFFUSE:
160             ret = GL_PRIMARY_COLOR;
161             break;
162
163         case WINED3DTA_CURRENT:
164             /* Note that using GL_REG_0_ATI for the passed on register is safe because
165              * texture0 is read at stage0, so in the worst case it is read in the
166              * instruction writing to reg0. Afterwards texture0 is not used any longer.
167              * If we're reading from current
168              */
169             if(stage == 0) {
170                 ret = GL_PRIMARY_COLOR;
171             } else {
172                 ret = GL_REG_0_ATI;
173             }
174             break;
175
176         case WINED3DTA_TEXTURE:
177             ret = GL_REG_0_ATI + stage;
178             break;
179
180         case WINED3DTA_TFACTOR:
181             ret = ATI_FFP_CONST_TFACTOR;
182             break;
183
184         case WINED3DTA_SPECULAR:
185             ret = GL_SECONDARY_INTERPOLATOR_ATI;
186             break;
187
188         case WINED3DTA_TEMP:
189             ret = tmparg;
190             break;
191
192         case WINED3DTA_CONSTANT:
193             FIXME("Unhandled source argument WINED3DTA_TEMP\n");
194             ret = GL_CON_0_ATI;
195             break;
196
197         default:
198             FIXME("Unknown source argument %d\n", arg);
199             ret = GL_ZERO;
200     }
201
202     if(arg & WINED3DTA_COMPLEMENT) {
203         if(mod) *mod |= GL_COMP_BIT_ATI;
204     }
205     if(arg & WINED3DTA_ALPHAREPLICATE) {
206         FIXME("Unhandled read modifier WINED3DTA_ALPHAREPLICATE\n");
207     }
208     return ret;
209 }
210
211 static GLuint find_tmpreg(struct texture_stage_op op[MAX_TEXTURES]) {
212     int lowest_read = -1;
213     int lowest_write = -1;
214     int i;
215     BOOL tex_used[MAX_TEXTURES];
216
217     memset(tex_used, 0, sizeof(tex_used));
218     for(i = 0; i < MAX_TEXTURES; i++) {
219         if(op[i].cop == WINED3DTOP_DISABLE) {
220             break;
221         }
222
223         if(lowest_read == -1 &&
224           (op[i].carg1 == WINED3DTA_TEMP || op[i].carg2 == WINED3DTA_TEMP || op[i].carg0 == WINED3DTA_TEMP ||
225            op[i].aarg1 == WINED3DTA_TEMP || op[i].aarg2 == WINED3DTA_TEMP || op[i].aarg0 == WINED3DTA_TEMP)) {
226             lowest_read = i;
227         }
228
229         if(lowest_write == -1 && op[i].dst == tempreg) {
230             lowest_write = i;
231         }
232
233         if(op[i].carg1 == WINED3DTA_TEXTURE || op[i].carg2 == WINED3DTA_TEXTURE || op[i].carg0 == WINED3DTA_TEXTURE ||
234            op[i].aarg1 == WINED3DTA_TEXTURE || op[i].aarg2 == WINED3DTA_TEXTURE || op[i].aarg0 == WINED3DTA_TEXTURE) {
235             tex_used[i] = TRUE;
236         }
237     }
238
239     /* Temp reg not read? We don't need it, return GL_NONE */
240     if(lowest_read == -1) return GL_NONE;
241
242     if(lowest_write >= lowest_read) {
243         FIXME("Temp register read before being written\n");
244     }
245
246     if(lowest_write == -1) {
247         /* This needs a test. Maybe we are supposed to return 0.0/0.0/0.0/0.0, or fail drawprim, or whatever */
248         FIXME("Temp register read without being written\n");
249         return GL_REG_1_ATI;
250     } else if(lowest_write >= 1) {
251         /* If we're writing to the temp reg at earliest in stage 1, we can use register 1 for the temp result.
252          * there may be texture data stored in reg 1, but we do not need it any longer since stage 1 already
253          * read it
254          */
255         return GL_REG_1_ATI;
256     } else {
257         /* Search for a free texture register. We have 6 registers available. GL_REG_0_ATI is already used
258          * for the regular result
259          */
260         for(i = 1; i < 6; i++) {
261             if(!tex_used[i]) {
262                 return GL_REG_0_ATI + i;
263             }
264         }
265         /* What to do here? Report it in ValidateDevice? */
266         FIXME("Could not find a register for the temporary register\n");
267         return 0;
268     }
269 }
270
271 static GLuint gen_ati_shader(struct texture_stage_op op[MAX_TEXTURES], WineD3D_GL_Info *gl_info) {
272     GLuint ret = GL_EXTCALL(glGenFragmentShadersATI(1));
273     unsigned int stage;
274     GLuint arg0, arg1, arg2, extrarg;
275     GLuint dstmod, argmod0, argmod1, argmod2, argmodextra;
276     GLuint swizzle;
277     GLuint tmparg = find_tmpreg(op);
278     GLuint dstreg;
279
280     if(!ret) {
281         ERR("Failed to generate a GL_ATI_fragment_shader shader id\n");
282         return 0;
283     }
284     GL_EXTCALL(glBindFragmentShaderATI(ret));
285     checkGLcall("GL_EXTCALL(glBindFragmentShaderATI(ret))");
286
287     TRACE("glBeginFragmentShaderATI()\n");
288     GL_EXTCALL(glBeginFragmentShaderATI());
289     checkGLcall("GL_EXTCALL(glBeginFragmentShaderATI())");
290
291     /* Pass 1: Generate sampling instructions for perturbation maps */
292       for(stage = 0; stage < GL_LIMITS(textures); stage++) {
293         if(op[stage].cop == WINED3DTOP_DISABLE) break;
294         if(op[stage].cop != WINED3DTOP_BUMPENVMAP &&
295            op[stage].cop != WINED3DTOP_BUMPENVMAPLUMINANCE) continue;
296
297         TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, GL_SWIZZLE_STR_ATI)\n",
298               stage, stage);
299         GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
300                    GL_TEXTURE0_ARB + stage,
301                    GL_SWIZZLE_STR_ATI));
302         TRACE("glPassTexCoordATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, GL_SWIZZLE_STR_ATI)\n",
303               stage + 1, stage + 1);
304         GL_EXTCALL(glPassTexCoordATI(GL_REG_0_ATI + stage + 1,
305                    GL_TEXTURE0_ARB + stage + 1,
306                    GL_SWIZZLE_STR_ATI));
307
308         /* We need GL_REG_5_ATI as a temporary register to swizzle the bump matrix. So we run into
309          * issues if we're bump mapping on stage 4 or 5
310          */
311         if(stage >= 4) {
312             FIXME("Bump mapping in stage %d\n", stage);
313         }
314     }
315
316     /* Pass 2: Generate perturbation calculations */
317     for(stage = 0; stage < GL_LIMITS(textures); stage++) {
318         if(op[stage].cop == WINED3DTOP_DISABLE) break;
319         if(op[stage].cop != WINED3DTOP_BUMPENVMAP &&
320            op[stage].cop != WINED3DTOP_BUMPENVMAPLUMINANCE) continue;
321
322         /* Nice thing, we get the color correction for free :-) */
323         if(op[stage].color_correction == WINED3DFMT_V8U8) {
324             argmodextra = GL_2X_BIT_ATI | GL_BIAS_BIT_ATI;
325         } else {
326             argmodextra = 0;
327         }
328
329         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",
330               stage + 1, stage, debug_argmod(argmodextra), stage, stage + 1);
331         GL_EXTCALL(glColorFragmentOp3ATI(GL_DOT2_ADD_ATI, GL_REG_0_ATI + stage + 1, GL_RED_BIT_ATI, GL_NONE,
332                                          GL_REG_0_ATI + stage, GL_NONE, argmodextra,
333                                          ATI_FFP_CONST_BUMPMAT(stage), GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI,
334                                          GL_REG_0_ATI + stage + 1, GL_RED, GL_NONE));
335
336         /* FIXME: How can I make GL_DOT2_ADD_ATI read the factors from blue and alpha? It defaults to red and green,
337          * 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
338          * one register and two instructions in this pass for a simple swizzling operation.
339          * For starters it might be good enough to merge the two movs into one, but even that isn't possible :-(
340          *
341          * NOTE: GL_BLUE | GL_ALPHA is not possible. It doesn't throw a compilation error, but an OR operation on the
342          * constants doesn't make sense, considering their values.
343          */
344         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);
345         GL_EXTCALL(glColorFragmentOp1ATI(GL_MOV_ATI, GL_REG_5_ATI, GL_RED_BIT_ATI, GL_NONE,
346                                          ATI_FFP_CONST_BUMPMAT(stage), GL_BLUE, GL_NONE));
347         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);
348         GL_EXTCALL(glColorFragmentOp1ATI(GL_MOV_ATI, GL_REG_5_ATI, GL_GREEN_BIT_ATI, GL_NONE,
349                                         ATI_FFP_CONST_BUMPMAT(stage), GL_ALPHA, GL_NONE));
350         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",
351               stage + 1, stage, debug_argmod(argmodextra), stage + 1);
352         GL_EXTCALL(glColorFragmentOp3ATI(GL_DOT2_ADD_ATI, GL_REG_0_ATI + stage + 1, GL_GREEN_BIT_ATI, GL_NONE,
353                                          GL_REG_0_ATI + stage, GL_NONE, argmodextra,
354                                          GL_REG_5_ATI, GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI,
355                                          GL_REG_0_ATI + stage + 1, GL_GREEN, GL_NONE));
356     }
357
358     /* Pass 3: Generate sampling instructions for regular textures */
359     for(stage = 0; stage < GL_LIMITS(textures); stage++) {
360         if(op[stage].cop == WINED3DTOP_DISABLE) {
361             break;
362         }
363
364         if(op[stage].projected == proj_none) {
365             swizzle = GL_SWIZZLE_STR_ATI;
366         } else if(op[stage].projected == proj_count3) {
367             /* TODO: D3DTTFF_COUNT3 | D3DTTFF_PROJECTED would be GL_SWIZZLE_STR_DR_ATI.
368              * However, the FFP vertex processing texture transform matrix handler does
369              * some transformations in the texture matrix which makes the 3rd coordinate
370              * arrive in Q, not R in that case. This is needed for opengl fixed function
371              * fragment processing which always divides by Q. In this backend we can
372              * handle that properly and be compatible with vertex shader output and avoid
373              * side effects of the texture matrix games
374              */
375             swizzle = GL_SWIZZLE_STQ_DQ_ATI;
376         } else {
377             swizzle = GL_SWIZZLE_STQ_DQ_ATI;
378         }
379
380         if((op[stage].carg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
381            (op[stage].carg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
382            (op[stage].carg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
383            (op[stage].aarg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
384            (op[stage].aarg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
385            (op[stage].aarg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
386             op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) {
387
388             if(stage > 0 &&
389                (op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
390                 op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
391                 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_REG_%d_ATI, GL_SWIZZLE_STR_ATI)\n",
392                       stage, stage);
393                 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
394                            GL_REG_0_ATI + stage,
395                            GL_SWIZZLE_STR_ATI));
396             } else {
397                 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, %s)\n",
398                     stage, stage, debug_swizzle(swizzle));
399                 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
400                                         GL_TEXTURE0_ARB + stage,
401                                         swizzle));
402             }
403         }
404     }
405
406     /* Pass 4: Generate the arithmetic instructions */
407     for(stage = 0; stage < MAX_TEXTURES; stage++) {
408         if(op[stage].cop == WINED3DTOP_DISABLE) {
409             if(stage == 0) {
410                 /* Handle complete texture disabling gracefully */
411                 TRACE("glColorFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE, GL_PRIMARY_COLOR, GL_NONE, GL_NONE)\n");
412                 GL_EXTCALL(glColorFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE,
413                                                  GL_PRIMARY_COLOR, GL_NONE, GL_NONE));
414                 TRACE("glAlphaFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_PRIMARY_COLOR, GL_NONE, GL_NONE)\n");
415                 GL_EXTCALL(glAlphaFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE,
416                                                  GL_PRIMARY_COLOR, GL_NONE, GL_NONE));
417             }
418             break;
419         }
420
421         if(op[stage].dst == tempreg) {
422             /* If we're writing to D3DTA_TEMP, but never reading from it we don't have to write there in the first place.
423              * skip the entire stage, this saves some GPU time
424              */
425             if(tmparg == GL_NONE) continue;
426
427             dstreg = tmparg;
428         } else {
429             dstreg = GL_REG_0_ATI;
430         }
431
432         arg0 = register_for_arg(op[stage].carg0, gl_info, stage, &argmod0, tmparg);
433         arg1 = register_for_arg(op[stage].carg1, gl_info, stage, &argmod1, tmparg);
434         arg2 = register_for_arg(op[stage].carg2, gl_info, stage, &argmod2, tmparg);
435         dstmod = GL_NONE;
436         argmodextra = GL_NONE;
437         extrarg = GL_NONE;
438
439         switch(op[stage].cop) {
440             case WINED3DTOP_SELECTARG2:
441                 arg1 = arg2;
442                 argmod1 = argmod2;
443             case WINED3DTOP_SELECTARG1:
444                 TRACE("glColorFragmentOp1ATI(GL_MOV_ATI, %s, GL_NONE, GL_NONE, %s, GL_NONE, %s)\n",
445                       debug_register(dstreg), debug_register(arg1), debug_argmod(argmod1));
446                 GL_EXTCALL(glColorFragmentOp1ATI(GL_MOV_ATI, dstreg, GL_NONE, GL_NONE,
447                                                  arg1, GL_NONE, argmod1));
448                 break;
449
450             case WINED3DTOP_MODULATE4X:
451                 if(dstmod == GL_NONE) dstmod = GL_4X_BIT_ATI;
452             case WINED3DTOP_MODULATE2X:
453                 if(dstmod == GL_NONE) dstmod = GL_2X_BIT_ATI;
454                 dstmod |= GL_SATURATE_BIT_ATI;
455             case WINED3DTOP_MODULATE:
456                 TRACE("glColorFragmentOp2ATI(GL_MUL_ATI, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
457                       debug_register(dstreg), debug_dstmod(dstmod),
458                       debug_register(arg1), debug_argmod(argmod1),
459                       debug_register(arg2), debug_argmod(argmod2));
460                 GL_EXTCALL(glColorFragmentOp2ATI(GL_MUL_ATI, dstreg, GL_NONE, dstmod,
461                                                  arg1, GL_NONE, argmod1,
462                                                  arg2, GL_NONE, argmod2));
463                 break;
464
465             case WINED3DTOP_ADDSIGNED2X:
466                 dstmod = GL_2X_BIT_ATI;
467             case WINED3DTOP_ADDSIGNED:
468                 argmodextra = GL_BIAS_BIT_ATI;
469             case WINED3DTOP_ADD:
470                 dstmod |= GL_SATURATE_BIT_ATI;
471                 TRACE("glColorFragmentOp2ATI(GL_ADD_ATI, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
472                       debug_register(dstreg), debug_dstmod(dstmod),
473                       debug_register(arg1), debug_argmod(argmod1),
474                       debug_register(arg2), debug_argmod(argmodextra | argmod2));
475                 GL_EXTCALL(glColorFragmentOp2ATI(GL_ADD_ATI, GL_REG_0_ATI, GL_NONE, dstmod,
476                                                  arg1, GL_NONE, argmod1,
477                                                  arg2, GL_NONE, argmodextra | argmod2));
478                 break;
479
480             case WINED3DTOP_SUBTRACT:
481                 dstmod |= GL_SATURATE_BIT_ATI;
482                 TRACE("glColorFragmentOp2ATI(GL_SUB_ATI, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
483                       debug_register(dstreg), debug_dstmod(dstmod),
484                       debug_register(arg1), debug_argmod(argmod1),
485                       debug_register(arg2), debug_argmod(argmod2));
486                 GL_EXTCALL(glColorFragmentOp2ATI(GL_SUB_ATI, dstreg, GL_NONE, dstmod,
487                                                  arg1, GL_NONE, argmod1,
488                                                  arg2, GL_NONE, argmod2));
489                 break;
490
491             case WINED3DTOP_ADDSMOOTH:
492                 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
493                 TRACE("glColorFragmentOp3ATI(GL_MAD_ATI, %s, GL_NONE, GL_SATURATE_BIT_ATI, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
494                       debug_register(dstreg),
495                       debug_register(arg2), debug_argmod(argmod2),
496                       debug_register(arg1), debug_argmod(argmodextra),
497                       debug_register(arg1), debug_argmod(argmod1));
498                 /* Dst = arg1 + * arg2(1 -arg 1)
499                  *     = arg2 * (1 - arg1) + arg1
500                  */
501                 GL_EXTCALL(glColorFragmentOp3ATI(GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
502                                                  arg2, GL_NONE, argmod2,
503                                                  arg1, GL_NONE, argmodextra,
504                                                  arg1, GL_NONE, argmod1));
505                 break;
506
507             case WINED3DTOP_BLENDCURRENTALPHA:
508                 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_CURRENT, gl_info, stage, NULL, -1);
509             case WINED3DTOP_BLENDFACTORALPHA:
510                 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TFACTOR, gl_info, stage, NULL, -1);
511             case WINED3DTOP_BLENDTEXTUREALPHA:
512                 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, -1);
513             case WINED3DTOP_BLENDDIFFUSEALPHA:
514                 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_DIFFUSE, gl_info, stage, NULL, -1);
515                 TRACE("glColorFragmentOp3ATI(GL_LERP_ATI, %s, GL_NONE, GL_NONE, %s, GL_ALPHA, GL_NONE, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
516                       debug_register(dstreg),
517                       debug_register(extrarg),
518                       debug_register(arg1), debug_argmod(argmod1),
519                       debug_register(arg2), debug_argmod(argmod2));
520                 GL_EXTCALL(glColorFragmentOp3ATI(GL_LERP_ATI, dstreg, GL_NONE, GL_NONE,
521                                                  extrarg, GL_ALPHA, GL_NONE,
522                                                  arg1, GL_NONE, argmod1,
523                                                  arg2, GL_NONE, argmod2));
524                 break;
525
526             case WINED3DTOP_BLENDTEXTUREALPHAPM:
527                 arg0 = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, -1);
528                 TRACE("glColorFragmentOp3ATI(GL_MAD_ATI, %s, GL_NONE, GL_NONE, %s, GL_NONE, %s, %s, GL_ALPHA, GL_COMP_BIT_ATI, %s, GL_NONE, %s)\n",
529                       debug_register(dstreg),
530                       debug_register(arg2), debug_argmod(argmod2),
531                       debug_register(arg0),
532                       debug_register(arg1), debug_argmod(argmod1));
533                 GL_EXTCALL(glColorFragmentOp3ATI(GL_MAD_ATI, dstreg, GL_NONE, GL_NONE,
534                                                  arg2, GL_NONE,  argmod2,
535                                                  arg0, GL_ALPHA, GL_COMP_BIT_ATI,
536                                                  arg1, GL_NONE,  argmod1));
537                 break;
538
539             /* D3DTOP_PREMODULATE ???? */
540
541             case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
542                 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
543             case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
544                 if(!argmodextra) argmodextra = argmod1;
545                 TRACE("glColorFragmentOp3ATI(GL_MAD_ATI, %s, GL_NONE, GL_SATURATE_BIT_ATI, %s, GL_NONE, %s, %s, GL_ALPHA, %s, %s, GL_NONE, %s)\n",
546                       debug_register(dstreg),
547                       debug_register(arg2), debug_argmod(argmod2),
548                       debug_register(arg1), debug_argmod(argmodextra), debug_register(arg1), debug_argmod(arg1));
549                 GL_EXTCALL(glColorFragmentOp3ATI(GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
550                                                  arg2, GL_NONE,  argmod2,
551                                                  arg1, GL_ALPHA, argmodextra,
552                                                  arg1, GL_NONE,  argmod1));
553                 break;
554
555             case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
556                 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
557             case WINED3DTOP_MODULATECOLOR_ADDALPHA:
558                 if(!argmodextra) argmodextra = argmod1;
559                 TRACE("glColorFragmentOp3ATI(GL_MAD_ATI, %s, GL_NONE, GL_SATURATE_BIT_ATI, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_ALPHA, %s)\n",
560                       debug_register(dstreg),
561                       debug_register(arg2), debug_argmod(argmod2),
562                       debug_register(arg1), debug_argmod(argmodextra),
563                       debug_register(arg1), debug_argmod(argmod1));
564                 GL_EXTCALL(glColorFragmentOp3ATI(GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
565                                                  arg2, GL_NONE,  argmod2,
566                                                  arg1, GL_NONE,  argmodextra,
567                                                  arg1, GL_ALPHA, argmod1));
568                 break;
569
570             case WINED3DTOP_DOTPRODUCT3:
571                 TRACE("glColorFragmentOp2ATI(GL_DOT3_ATI, %s, GL_NONE, GL_4X_BIT_ATI | GL_SATURATE_BIT_ATI, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
572                       debug_register(dstreg),
573                       debug_register(arg1), debug_argmod(argmod1 | GL_BIAS_BIT_ATI),
574                       debug_register(arg2), debug_argmod(argmod2 | GL_BIAS_BIT_ATI));
575                 GL_EXTCALL(glColorFragmentOp2ATI(GL_DOT3_ATI, dstreg, GL_NONE, GL_4X_BIT_ATI | GL_SATURATE_BIT_ATI,
576                                                  arg1, GL_NONE, argmod1 | GL_BIAS_BIT_ATI,
577                                                  arg2, GL_NONE, argmod2 | GL_BIAS_BIT_ATI));
578                 break;
579
580             case WINED3DTOP_MULTIPLYADD:
581                 TRACE("glColorFragmentOp3ATI(GL_MAD_ATI, %s, GL_NONE, GL_SATURATE_BIT_ATI, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
582                       debug_register(dstreg),
583                       debug_register(arg1), debug_argmod(argmod1),
584                       debug_register(arg2), debug_argmod(argmod2),
585                       debug_register(arg0), debug_argmod(argmod0));
586                 GL_EXTCALL(glColorFragmentOp3ATI(GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
587                                                  arg1, GL_NONE, argmod1,
588                                                  arg2, GL_NONE, argmod2,
589                                                  arg0, GL_NONE, argmod0));
590                 break;
591
592             case WINED3DTOP_LERP:
593                 TRACE("glColorFragmentOp3ATI(GL_LERP_ATI, %s, GL_NONE, GL_NONE, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
594                       debug_register(dstreg),
595                       debug_register(arg1), debug_argmod(argmod1),
596                       debug_register(arg2), debug_argmod(argmod2),
597                       debug_register(arg0), debug_argmod(argmod0));
598                 GL_EXTCALL(glColorFragmentOp3ATI(GL_LERP_ATI, dstreg, GL_NONE, GL_NONE,
599                                                  arg0, GL_NONE, argmod0,
600                                                  arg1, GL_NONE, argmod1,
601                                                  arg2, GL_NONE, argmod2));
602                 break;
603
604             case WINED3DTOP_BUMPENVMAP:
605             case WINED3DTOP_BUMPENVMAPLUMINANCE:
606                 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
607                 break;
608
609             default: FIXME("Unhandled color operation %d on stage %d\n", op[stage].cop, stage);
610         }
611
612         arg0 = register_for_arg(op[stage].aarg0, gl_info, stage, &argmod0, tmparg);
613         arg1 = register_for_arg(op[stage].aarg1, gl_info, stage, &argmod1, tmparg);
614         arg2 = register_for_arg(op[stage].aarg2, gl_info, stage, &argmod2, tmparg);
615         dstmod = GL_NONE;
616         argmodextra = GL_NONE;
617         extrarg = GL_NONE;
618
619         switch(op[stage].aop) {
620             case WINED3DTOP_DISABLE:
621                 /* Get the primary color to the output if on stage 0, otherwise leave register 0 untouched */
622                 if(stage == 0) {
623                     TRACE("glAlphaFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_PRIMARY_COLOR, GL_NONE, GL_NONE)\n");
624                     GL_EXTCALL(glAlphaFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE,
625                                GL_PRIMARY_COLOR, GL_NONE, GL_NONE));
626                 }
627                 break;
628
629             case WINED3DTOP_SELECTARG2:
630                 arg1 = arg2;
631                 argmod1 = argmod2;
632             case WINED3DTOP_SELECTARG1:
633                 TRACE("glAlphaFragmentOp1ATI(GL_MOV_ATI, %s,          GL_NONE, %s, GL_NONE, %s)\n",
634                       debug_register(dstreg),
635                       debug_register(arg1), debug_argmod(argmod1));
636                 GL_EXTCALL(glAlphaFragmentOp1ATI(GL_MOV_ATI, dstreg, GL_NONE,
637                                                  arg1, GL_NONE, argmod1));
638                 break;
639
640             case WINED3DTOP_MODULATE4X:
641                 if(dstmod == GL_NONE) dstmod = GL_4X_BIT_ATI;
642             case WINED3DTOP_MODULATE2X:
643                 if(dstmod == GL_NONE) dstmod = GL_2X_BIT_ATI;
644                 dstmod |= GL_SATURATE_BIT_ATI;
645             case WINED3DTOP_MODULATE:
646                 TRACE("glAlphaFragmentOp2ATI(GL_MUL_ATI, %s,          %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
647                       debug_register(dstreg), debug_dstmod(dstmod),
648                       debug_register(arg1), debug_argmod(argmod1),
649                       debug_register(arg2), debug_argmod(argmod2));
650                 GL_EXTCALL(glAlphaFragmentOp2ATI(GL_MUL_ATI, dstreg, dstmod,
651                                                  arg1, GL_NONE, argmod1,
652                                                  arg2, GL_NONE, argmod2));
653                 break;
654
655             case WINED3DTOP_ADDSIGNED2X:
656                 dstmod = GL_2X_BIT_ATI;
657             case WINED3DTOP_ADDSIGNED:
658                 argmodextra = GL_BIAS_BIT_ATI;
659             case WINED3DTOP_ADD:
660                 dstmod |= GL_SATURATE_BIT_ATI;
661                 TRACE("glAlphaFragmentOp2ATI(GL_ADD_ATI, %s,          %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
662                       debug_register(dstreg), debug_dstmod(dstmod),
663                       debug_register(arg1), debug_argmod(argmod1),
664                       debug_register(arg2), debug_argmod(argmodextra | argmod2));
665                 GL_EXTCALL(glAlphaFragmentOp2ATI(GL_ADD_ATI, dstreg, dstmod,
666                                                  arg1, GL_NONE, argmod1,
667                                                  arg2, GL_NONE, argmodextra | argmod2));
668                 break;
669
670             case WINED3DTOP_SUBTRACT:
671                 dstmod |= GL_SATURATE_BIT_ATI;
672                 TRACE("glAlphaFragmentOp2ATI(GL_SUB_ATI, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
673                       debug_register(dstreg), debug_dstmod(dstmod),
674                       debug_register(arg1), debug_argmod(argmod1),
675                       debug_register(arg2), debug_argmod(argmod2));
676                 GL_EXTCALL(glAlphaFragmentOp2ATI(GL_SUB_ATI, dstreg, dstmod,
677                                                  arg1, GL_NONE, argmod1,
678                                                  arg2, GL_NONE, argmod2));
679                 break;
680
681             case WINED3DTOP_ADDSMOOTH:
682                 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
683                 TRACE("glAlphaFragmentOp3ATI(GL_MAD_ATI, %s,          GL_SATURATE_BIT_ATI, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
684                       debug_register(dstreg),
685                       debug_register(arg2), debug_argmod(argmod2),
686                       debug_register(arg1), debug_argmod(argmodextra),
687                       debug_register(arg1), debug_argmod(argmod1));
688                 /* Dst = arg1 + * arg2(1 -arg 1)
689                  *     = arg2 * (1 - arg1) + arg1
690                  */
691                 GL_EXTCALL(glAlphaFragmentOp3ATI(GL_MAD_ATI, dstreg, GL_SATURATE_BIT_ATI,
692                                                  arg2, GL_NONE, argmod2,
693                                                  arg1, GL_NONE, argmodextra,
694                                                  arg1, GL_NONE, argmod1));
695                 break;
696
697             case WINED3DTOP_BLENDCURRENTALPHA:
698                 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_CURRENT, gl_info, stage, NULL, -1);
699             case WINED3DTOP_BLENDFACTORALPHA:
700                 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TFACTOR, gl_info, stage, NULL, -1);
701             case WINED3DTOP_BLENDTEXTUREALPHA:
702                 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, -1);
703             case WINED3DTOP_BLENDDIFFUSEALPHA:
704                 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_DIFFUSE, gl_info, stage, NULL, -1);
705                 TRACE("glAlphaFragmentOp3ATI(GL_LERP_ATI, %s,          GL_NONE, %s, GL_ALPHA, GL_NONE, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
706                       debug_register(dstreg),
707                       debug_register(extrarg),
708                       debug_register(arg1), debug_argmod(argmod1),
709                       debug_register(arg2), debug_argmod(argmod2));
710                 GL_EXTCALL(glAlphaFragmentOp3ATI(GL_LERP_ATI, dstreg, GL_NONE,
711                                                  extrarg, GL_ALPHA, GL_NONE,
712                                                  arg1, GL_NONE, argmod1,
713                                                  arg2, GL_NONE, argmod2));
714                 break;
715
716             case WINED3DTOP_BLENDTEXTUREALPHAPM:
717                 arg0 = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, -1);
718                 TRACE("glAlphaFragmentOp3ATI(GL_MAD_ATI, %s,          GL_NONE, %s, GL_NONE, %s, %s, GL_ALPHA, GL_COMP_BIT_ATI, %s, GL_NONE, %s)\n",
719                       debug_register(dstreg),
720                       debug_register(arg2), debug_argmod(argmod2),
721                       debug_register(arg0),
722                       debug_register(arg1), debug_argmod(argmod1));
723                 GL_EXTCALL(glAlphaFragmentOp3ATI(GL_MAD_ATI, dstreg, GL_NONE,
724                                                  arg2, GL_NONE,  argmod2,
725                                                  arg0, GL_ALPHA, GL_COMP_BIT_ATI,
726                                                  arg1, GL_NONE,  argmod1));
727                 break;
728
729             /* D3DTOP_PREMODULATE ???? */
730
731             case WINED3DTOP_DOTPRODUCT3:
732                 TRACE("glAlphaFragmentOp2ATI(GL_DOT3_ATI, %s,          GL_4X_BIT_ATI | GL_SATURATE_BIT_ATI, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
733                       debug_register(dstreg),
734                       debug_register(arg1), debug_argmod(argmod1 | GL_BIAS_BIT_ATI),
735                       debug_register(arg2), debug_argmod(argmod2 | GL_BIAS_BIT_ATI));
736                 GL_EXTCALL(glAlphaFragmentOp2ATI(GL_DOT3_ATI, dstreg, GL_4X_BIT_ATI | GL_SATURATE_BIT_ATI,
737                                                  arg1, GL_NONE, argmod1 | GL_BIAS_BIT_ATI,
738                                                  arg2, GL_NONE, argmod2 | GL_BIAS_BIT_ATI));
739                 break;
740
741             case WINED3DTOP_MULTIPLYADD:
742                 TRACE("glAlphaFragmentOp3ATI(GL_MAD_ATI, %s,          GL_SATURATE_BIT_ATI, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
743                       debug_register(dstreg),
744                       debug_register(arg1), debug_argmod(argmod1),
745                       debug_register(arg2), debug_argmod(argmod2),
746                       debug_register(arg0), debug_argmod(argmod0));
747                 GL_EXTCALL(glAlphaFragmentOp3ATI(GL_MAD_ATI, dstreg,          GL_SATURATE_BIT_ATI,
748                            arg1, GL_NONE, argmod1,
749                            arg2, GL_NONE, argmod2,
750                            arg0, GL_NONE, argmod0));
751                 break;
752
753             case WINED3DTOP_LERP:
754                 TRACE("glAlphaFragmentOp3ATI(GL_LERP_ATI, %s,          GL_SATURATE_BIT_ATI, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
755                       debug_register(dstreg),
756                       debug_register(arg1), debug_argmod(argmod1),
757                       debug_register(arg2), debug_argmod(argmod2),
758                       debug_register(arg0), debug_argmod(argmod0));
759                 GL_EXTCALL(glAlphaFragmentOp3ATI(GL_LERP_ATI, dstreg, GL_SATURATE_BIT_ATI,
760                                                  arg1, GL_NONE, argmod1,
761                                                  arg2, GL_NONE, argmod2,
762                                                  arg0, GL_NONE, argmod0));
763                 break;
764
765             case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
766             case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
767             case WINED3DTOP_MODULATECOLOR_ADDALPHA:
768             case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
769             case WINED3DTOP_BUMPENVMAP:
770             case WINED3DTOP_BUMPENVMAPLUMINANCE:
771                 ERR("Application uses an invalid alpha operation\n");
772                 break;
773
774             default: FIXME("Unhandled alpha operation %d on stage %d\n", op[stage].aop, stage);
775         }
776     }
777
778     TRACE("glEndFragmentShaderATI()\n");
779     GL_EXTCALL(glEndFragmentShaderATI());
780     checkGLcall("GL_EXTCALL(glEndFragmentShaderATI())");
781     return ret;
782 }
783 #undef GLINFO_LOCATION
784
785 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
786 static void set_tex_op_atifs(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
787     IWineD3DDeviceImpl          *This = stateblock->wineD3DDevice;
788     struct atifs_ffp_desc       *desc;
789     struct ffp_settings settings;
790     struct atifs_private_data   *priv = (struct atifs_private_data *) This->fragment_priv;
791     DWORD mapped_stage;
792     unsigned int i;
793
794     gen_ffp_op(stateblock, &settings, TRUE);
795     desc = (struct atifs_ffp_desc *) find_ffp_shader(priv->fragment_shaders, &settings);
796     if(!desc) {
797         desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*desc));
798         if(!desc) {
799             ERR("Out of memory\n");
800             return;
801         }
802         desc->num_textures_used = 0;
803         for(i = 0; i < GL_LIMITS(texture_stages); i++) {
804             if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
805             desc->num_textures_used = i;
806         }
807
808         memcpy(&desc->parent.settings, &settings, sizeof(settings));
809         desc->shader = gen_ati_shader(settings.op, &GLINFO_LOCATION);
810         add_ffp_shader(priv->fragment_shaders, &desc->parent);
811         TRACE("Allocated fixed function replacement shader descriptor %p\n", desc);
812     }
813
814     /* GL_ATI_fragment_shader depends on the GL_TEXTURE_xD enable settings. Update the texture stages
815      * used by this shader
816      */
817     for(i = 0; i < desc->num_textures_used; i++) {
818         mapped_stage = This->texUnitMap[i];
819         if(mapped_stage != -1) {
820             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
821             checkGLcall("glActiveTextureARB");
822             texture_activate_dimensions(i, stateblock, context);
823         }
824     }
825
826     GL_EXTCALL(glBindFragmentShaderATI(desc->shader));
827 }
828
829 static void state_texfactor_atifs(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
830     float col[4];
831     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
832
833     GL_EXTCALL(glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR, col));
834     checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR, col)");
835 }
836
837 static void set_bumpmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
838     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
839     float mat[2][2];
840
841     mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
842     mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
843     mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
844     mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
845     /* GL_ATI_fragment_shader allows only constants from 0.0 to 1.0, but the bumpmat
846      * constants can be in any range. While they should stay between [-1.0 and 1.0] because
847      * Shader Model 1.x pixel shaders are clamped to that range negative values are used occasionally,
848      * for example by our d3d9 test. So to get negative values scale -1;1 to 0;1 and undo that in the
849      * shader(it is free). This might potentially reduce precision. However, if the hardware does
850      * support proper floats it shouldn't, and if it doesn't we can't get anything better anyway
851      */
852     mat[0][0] = (mat[0][0] + 1.0) * 0.5;
853     mat[1][0] = (mat[1][0] + 1.0) * 0.5;
854     mat[0][1] = (mat[0][1] + 1.0) * 0.5;
855     mat[1][1] = (mat[1][1] + 1.0) * 0.5;
856     GL_EXTCALL(glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), (float *) mat));
857     checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), mat)");
858 }
859 #undef GLINFO_LOCATION
860
861 static const struct StateEntryTemplate atifs_fragmentstate_template[] = {
862     {STATE_RENDER(WINED3DRS_TEXTUREFACTOR),               { STATE_RENDER(WINED3DRS_TEXTUREFACTOR),              state_texfactor_atifs   }, 0                               },
863     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
864     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
865     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
866     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
867     {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
868     {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
869     {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
870     {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
871     {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
872     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
873     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
874     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
875     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
876     {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
877     {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
878     {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
879     {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
880     {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
881     {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
882     {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
883     {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
884     {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
885     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
886     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
887     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
888     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
889     {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
890     {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
891     {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
892     {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
893     {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
894     {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
895     {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
896     {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
897     {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
898     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
899     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
900     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
901     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
902     {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
903     {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
904     {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
905     {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
906     {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
907     {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
908     {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
909     {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
910     {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
911     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
912     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
913     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
914     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
915     {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
916     {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
917     {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
918     {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
919     {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
920     {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
921     {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
922     {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
923     {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
924     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
925     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
926     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
927     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
928     {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
929     {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
930     {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
931     {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
932     {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
933     {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
934     {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
935     {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
936     {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
937     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
938     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
939     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
940     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
941     {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
942     {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
943     {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
944     {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
945     {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
946     {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
947     {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
948     {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
949     {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
950     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
951     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
952     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
953     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
954     {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
955     {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
956     {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
957     {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
958     {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
959     {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
960     {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
961     {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
962     {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, 0                               },
963     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
964     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
965     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
966     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, 0                               },
967     { STATE_SAMPLER(0),                                   { STATE_SAMPLER(0),                                   sampler_texdim          }, 0                               },
968     { STATE_SAMPLER(1),                                   { STATE_SAMPLER(1),                                   sampler_texdim          }, 0                               },
969     { STATE_SAMPLER(2),                                   { STATE_SAMPLER(2),                                   sampler_texdim          }, 0                               },
970     { STATE_SAMPLER(3),                                   { STATE_SAMPLER(3),                                   sampler_texdim          }, 0                               },
971     { STATE_SAMPLER(4),                                   { STATE_SAMPLER(4),                                   sampler_texdim          }, 0                               },
972     { STATE_SAMPLER(5),                                   { STATE_SAMPLER(5),                                   sampler_texdim          }, 0                               },
973     { STATE_SAMPLER(6),                                   { STATE_SAMPLER(6),                                   sampler_texdim          }, 0                               },
974     { STATE_SAMPLER(7),                                   { STATE_SAMPLER(7),                                   sampler_texdim          }, 0                               },
975     {0 /* Terminate */,                                   { 0,                                                  0                       }, 0                               },
976 };
977
978 static void atifs_enable(IWineD3DDevice *iface, BOOL enable) {
979     if(enable) {
980         glEnable(GL_FRAGMENT_SHADER_ATI);
981         checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
982     } else {
983         glDisable(GL_FRAGMENT_SHADER_ATI);
984         checkGLcall("glDisable(GL_FRAGMENT_SHADER_ATI)");
985     }
986 }
987
988 static void atifs_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct fragment_caps *caps) {
989     caps->TextureOpCaps =  WINED3DTEXOPCAPS_DISABLE                     |
990                            WINED3DTEXOPCAPS_SELECTARG1                  |
991                            WINED3DTEXOPCAPS_SELECTARG2                  |
992                            WINED3DTEXOPCAPS_MODULATE4X                  |
993                            WINED3DTEXOPCAPS_MODULATE2X                  |
994                            WINED3DTEXOPCAPS_MODULATE                    |
995                            WINED3DTEXOPCAPS_ADDSIGNED2X                 |
996                            WINED3DTEXOPCAPS_ADDSIGNED                   |
997                            WINED3DTEXOPCAPS_ADD                         |
998                            WINED3DTEXOPCAPS_SUBTRACT                    |
999                            WINED3DTEXOPCAPS_ADDSMOOTH                   |
1000                            WINED3DTEXOPCAPS_BLENDCURRENTALPHA           |
1001                            WINED3DTEXOPCAPS_BLENDFACTORALPHA            |
1002                            WINED3DTEXOPCAPS_BLENDTEXTUREALPHA           |
1003                            WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA           |
1004                            WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM         |
1005                            WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR      |
1006                            WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA      |
1007                            WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA   |
1008                            WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR   |
1009                            WINED3DTEXOPCAPS_DOTPRODUCT3                 |
1010                            WINED3DTEXOPCAPS_MULTIPLYADD                 |
1011                            WINED3DTEXOPCAPS_LERP                        |
1012                            WINED3DTEXOPCAPS_BUMPENVMAP;
1013
1014     /* TODO: Implement WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
1015     and WINED3DTEXOPCAPS_PREMODULATE */
1016
1017     /* GL_ATI_fragment_shader always supports 6 textures, which was the limit on r200 cards
1018      * which this extension is exclusively focused on(later cards have GL_ARB_fragment_program).
1019      * If the current card has more than 8 fixed function textures in OpenGL's regular fixed
1020      * function pipeline then the ATI_fragment_shader backend imposes a stricter limit. This
1021      * shouldn't be too hard since Nvidia cards have a limit of 4 textures with the default ffp
1022      * pipeline, and almost all games are happy with that. We can however support up to 8
1023      * texture stages because we have a 2nd pass limit of 8 instructions, and per stage we use
1024      * only 1 instruction.
1025      *
1026      * The proper fix for this is not to use GL_ATI_fragment_shader on cards newer than the
1027      * r200 series and use an ARB or GLSL shader instead
1028      */
1029     caps->MaxTextureBlendStages   = 8;
1030     caps->MaxSimultaneousTextures = 6;
1031
1032     caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
1033 }
1034
1035 static HRESULT atifs_alloc(IWineD3DDevice *iface) {
1036     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1037     struct atifs_private_data *priv;
1038
1039     This->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct atifs_private_data));
1040     if(!This->fragment_priv) {
1041         ERR("Out of memory\n");
1042         return E_OUTOFMEMORY;
1043     }
1044     priv = (struct atifs_private_data *) This->fragment_priv;
1045     priv->fragment_shaders = hash_table_create(ffp_program_key_hash, ffp_program_key_compare);
1046     return WINED3D_OK;
1047 }
1048
1049 #define GLINFO_LOCATION This->adapter->gl_info
1050 static void atifs_free_ffpshader(void *value, void *device) {
1051     IWineD3DDeviceImpl *This = device;
1052     struct atifs_ffp_desc *entry_ati = value;
1053
1054     ENTER_GL();
1055     GL_EXTCALL(glDeleteFragmentShaderATI(entry_ati->shader));
1056     checkGLcall("glDeleteFragmentShaderATI(entry->shader)");
1057     HeapFree(GetProcessHeap(), 0, entry_ati);
1058     LEAVE_GL();
1059 }
1060
1061 static void atifs_free(IWineD3DDevice *iface) {
1062     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1063     struct atifs_private_data *priv = (struct atifs_private_data *) This->fragment_priv;
1064
1065     hash_table_destroy(priv->fragment_shaders, atifs_free_ffpshader, This);
1066
1067     HeapFree(GetProcessHeap(), 0, priv);
1068     This->fragment_priv = NULL;
1069 }
1070 #undef GLINFO_LOCATION
1071
1072 static BOOL atifs_conv_supported(WINED3DFORMAT fmt) {
1073     TRACE("Checking shader format support for format %s:", debug_d3dformat(fmt));
1074     switch(fmt) {
1075         case WINED3DFMT_V8U8:
1076         case WINED3DFMT_V16U16:
1077             TRACE("[OK]\n");
1078             return TRUE;
1079         default:
1080             TRACE("[FAILED\n");
1081             return FALSE;
1082     }
1083 }
1084
1085 const struct fragment_pipeline atifs_fragment_pipeline = {
1086     atifs_enable,
1087     atifs_get_caps,
1088     atifs_alloc,
1089     atifs_free,
1090     atifs_conv_supported,
1091     atifs_fragmentstate_template
1092 };