2 * Fixed function pipeline replacement using GL_ATI_fragment_shader
4 * Copyright 2008 Stefan Dösinger(for CodeWeavers)
6 * This library is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU Lesser General Public
8 * License as published by the Free Software Foundation; either
9 * version 2.1 of the License, or (at your option) any later version.
11 * This library is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14 * Lesser General Public License for more details.
16 * You should have received a copy of the GNU Lesser General Public
17 * License along with this library; if not, write to the Free Software
18 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "wined3d_private.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
29 WINE_DECLARE_DEBUG_CHANNEL(d3d);
31 /* GL locking for state handlers is done by the caller. */
33 /* Some private defines, Constant associations, etc.
34 * Env bump matrix and per stage constant should be independent,
35 * a stage that bump maps can't read the per state constant
37 #define ATI_FFP_CONST_BUMPMAT(i) (GL_CON_0_ATI + i)
38 #define ATI_FFP_CONST_CONSTANT0 GL_CON_0_ATI
39 #define ATI_FFP_CONST_CONSTANT1 GL_CON_1_ATI
40 #define ATI_FFP_CONST_CONSTANT2 GL_CON_2_ATI
41 #define ATI_FFP_CONST_CONSTANT3 GL_CON_3_ATI
42 #define ATI_FFP_CONST_CONSTANT4 GL_CON_4_ATI
43 #define ATI_FFP_CONST_CONSTANT5 GL_CON_5_ATI
44 #define ATI_FFP_CONST_TFACTOR GL_CON_6_ATI
46 /* GL_ATI_fragment_shader specific fixed function pipeline description. "Inherits" from the common one */
49 struct ffp_frag_desc parent;
51 unsigned int num_textures_used;
54 struct atifs_private_data
56 struct wine_rb_tree fragment_shaders; /* A rb-tree to track fragment pipeline replacement shaders */
59 static const char *debug_dstmod(GLuint mod) {
61 case GL_NONE: return "GL_NONE";
62 case GL_2X_BIT_ATI: return "GL_2X_BIT_ATI";
63 case GL_4X_BIT_ATI: return "GL_4X_BIT_ATI";
64 case GL_8X_BIT_ATI: return "GL_8X_BIT_ATI";
65 case GL_HALF_BIT_ATI: return "GL_HALF_BIT_ATI";
66 case GL_QUARTER_BIT_ATI: return "GL_QUARTER_BIT_ATI";
67 case GL_EIGHTH_BIT_ATI: return "GL_EIGHTH_BIT_ATI";
68 case GL_SATURATE_BIT_ATI: return "GL_SATURATE_BIT_ATI";
69 default: return "Unexpected modifier\n";
73 static const char *debug_argmod(GLuint mod) {
79 return "GL_2X_BIT_ATI";
81 return "GL_COMP_BIT_ATI";
82 case GL_NEGATE_BIT_ATI:
83 return "GL_NEGATE_BIT_ATI";
85 return "GL_BIAS_BIT_ATI";
87 case GL_2X_BIT_ATI | GL_COMP_BIT_ATI:
88 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI";
89 case GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI:
90 return "GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI";
91 case GL_2X_BIT_ATI | GL_BIAS_BIT_ATI:
92 return "GL_2X_BIT_ATI | GL_BIAS_BIT_ATI";
93 case GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI:
94 return "GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI";
95 case GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI:
96 return "GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI";
97 case GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
98 return "GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
100 case GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
101 return "GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
102 case GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
103 return "GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
104 case GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI:
105 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI";
106 case GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI:
107 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI";
109 case GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
110 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
113 return "Unexpected argmod combination\n";
116 static const char *debug_register(GLuint reg) {
118 case GL_REG_0_ATI: return "GL_REG_0_ATI";
119 case GL_REG_1_ATI: return "GL_REG_1_ATI";
120 case GL_REG_2_ATI: return "GL_REG_2_ATI";
121 case GL_REG_3_ATI: return "GL_REG_3_ATI";
122 case GL_REG_4_ATI: return "GL_REG_4_ATI";
123 case GL_REG_5_ATI: return "GL_REG_5_ATI";
125 case GL_CON_0_ATI: return "GL_CON_0_ATI";
126 case GL_CON_1_ATI: return "GL_CON_1_ATI";
127 case GL_CON_2_ATI: return "GL_CON_2_ATI";
128 case GL_CON_3_ATI: return "GL_CON_3_ATI";
129 case GL_CON_4_ATI: return "GL_CON_4_ATI";
130 case GL_CON_5_ATI: return "GL_CON_5_ATI";
131 case GL_CON_6_ATI: return "GL_CON_6_ATI";
132 case GL_CON_7_ATI: return "GL_CON_7_ATI";
134 case GL_ZERO: return "GL_ZERO";
135 case GL_ONE: return "GL_ONE";
136 case GL_PRIMARY_COLOR: return "GL_PRIMARY_COLOR";
137 case GL_SECONDARY_INTERPOLATOR_ATI: return "GL_SECONDARY_INTERPOLATOR_ATI";
139 default: return "Unknown register\n";
143 static const char *debug_swizzle(GLuint swizzle) {
145 case GL_SWIZZLE_STR_ATI: return "GL_SWIZZLE_STR_ATI";
146 case GL_SWIZZLE_STQ_ATI: return "GL_SWIZZLE_STQ_ATI";
147 case GL_SWIZZLE_STR_DR_ATI: return "GL_SWIZZLE_STR_DR_ATI";
148 case GL_SWIZZLE_STQ_DQ_ATI: return "GL_SWIZZLE_STQ_DQ_ATI";
149 default: return "unknown swizzle";
153 static const char *debug_rep(GLuint rep) {
155 case GL_NONE: return "GL_NONE";
156 case GL_RED: return "GL_RED";
157 case GL_GREEN: return "GL_GREEN";
158 case GL_BLUE: return "GL_BLUE";
159 default: return "unknown argrep";
163 static const char *debug_op(GLuint op) {
165 case GL_MOV_ATI: return "GL_MOV_ATI";
166 case GL_ADD_ATI: return "GL_ADD_ATI";
167 case GL_MUL_ATI: return "GL_MUL_ATI";
168 case GL_SUB_ATI: return "GL_SUB_ATI";
169 case GL_DOT3_ATI: return "GL_DOT3_ATI";
170 case GL_DOT4_ATI: return "GL_DOT4_ATI";
171 case GL_MAD_ATI: return "GL_MAD_ATI";
172 case GL_LERP_ATI: return "GL_LERP_ATI";
173 case GL_CND_ATI: return "GL_CND_ATI";
174 case GL_CND0_ATI: return "GL_CND0_ATI";
175 case GL_DOT2_ADD_ATI: return "GL_DOT2_ADD_ATI";
176 default: return "unexpected op";
180 static const char *debug_mask(GLuint mask) {
182 case GL_NONE: return "GL_NONE";
183 case GL_RED_BIT_ATI: return "GL_RED_BIT_ATI";
184 case GL_GREEN_BIT_ATI: return "GL_GREEN_BIT_ATI";
185 case GL_BLUE_BIT_ATI: return "GL_BLUE_BIT_ATI";
186 case GL_RED_BIT_ATI | GL_GREEN_BIT_ATI: return "GL_RED_BIT_ATI | GL_GREEN_BIT_ATI";
187 case GL_RED_BIT_ATI | GL_BLUE_BIT_ATI: return "GL_RED_BIT_ATI | GL_BLUE_BIT_ATI";
188 case GL_GREEN_BIT_ATI | GL_BLUE_BIT_ATI:return "GL_GREEN_BIT_ATI | GL_BLUE_BIT_ATI";
189 case GL_RED_BIT_ATI | GL_GREEN_BIT_ATI | GL_BLUE_BIT_ATI:return "GL_RED_BIT_ATI | GL_GREEN_BIT_ATI | GL_BLUE_BIT_ATI";
190 default: return "Unexpected writemask";
193 #define GLINFO_LOCATION (*gl_info)
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));
202 TRACE("glColorFragmentOp1ATI(%s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst),
203 debug_mask(dstMask), debug_dstmod(dstMod),
204 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod));
205 GL_EXTCALL(glColorFragmentOp1ATI(op, dst, dstMask, dstMod, arg1, arg1Rep, arg1Mod));
209 static void wrap_op2(const 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));
218 TRACE("glColorFragmentOp2ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst),
219 debug_mask(dstMask), debug_dstmod(dstMod),
220 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod),
221 debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod));
222 GL_EXTCALL(glColorFragmentOp2ATI(op, dst, dstMask, dstMod, arg1, arg1Rep, arg1Mod, arg2, arg2Rep, arg2Mod));
226 static void wrap_op3(const 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));
241 TRACE("glColorFragmentOp3ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst),
242 debug_mask(dstMask), debug_dstmod(dstMod),
243 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod),
244 debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod),
245 debug_register(arg3), debug_rep(arg3Rep), debug_argmod(arg3Mod));
246 GL_EXTCALL(glColorFragmentOp3ATI(op, dst, dstMask, dstMod,
247 arg1, arg1Rep, arg1Mod,
248 arg2, arg2Rep, arg2Mod,
249 arg3, arg3Rep, arg3Mod));
253 static GLuint register_for_arg(DWORD arg, const WineD3D_GL_Info *gl_info,
254 unsigned int stage, GLuint *mod, GLuint *rep, GLuint tmparg)
258 if(mod) *mod = GL_NONE;
259 if(arg == ARG_UNUSED)
261 if (rep) *rep = GL_NONE;
262 return -1; /* This is the marker for unused registers */
265 switch(arg & WINED3DTA_SELECTMASK) {
266 case WINED3DTA_DIFFUSE:
267 ret = GL_PRIMARY_COLOR;
270 case WINED3DTA_CURRENT:
271 /* Note that using GL_REG_0_ATI for the passed on register is safe because
272 * texture0 is read at stage0, so in the worst case it is read in the
273 * instruction writing to reg0. Afterwards texture0 is not used any longer.
274 * If we're reading from current
277 ret = GL_PRIMARY_COLOR;
283 case WINED3DTA_TEXTURE:
284 ret = GL_REG_0_ATI + stage;
287 case WINED3DTA_TFACTOR:
288 ret = ATI_FFP_CONST_TFACTOR;
291 case WINED3DTA_SPECULAR:
292 ret = GL_SECONDARY_INTERPOLATOR_ATI;
299 case WINED3DTA_CONSTANT:
300 FIXME("Unhandled source argument WINED3DTA_TEMP\n");
305 FIXME("Unknown source argument %d\n", arg);
309 if(arg & WINED3DTA_COMPLEMENT) {
310 if(mod) *mod |= GL_COMP_BIT_ATI;
312 if(arg & WINED3DTA_ALPHAREPLICATE) {
313 if(rep) *rep = GL_ALPHA;
315 if(rep) *rep = GL_NONE;
320 static GLuint find_tmpreg(const struct texture_stage_op op[MAX_TEXTURES])
322 int lowest_read = -1;
323 int lowest_write = -1;
325 BOOL tex_used[MAX_TEXTURES];
327 memset(tex_used, 0, sizeof(tex_used));
328 for(i = 0; i < MAX_TEXTURES; i++) {
329 if(op[i].cop == WINED3DTOP_DISABLE) {
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)) {
339 if(lowest_write == -1 && op[i].dst == tempreg) {
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) {
349 /* Temp reg not read? We don't need it, return GL_NONE */
350 if(lowest_read == -1) return GL_NONE;
352 if(lowest_write >= lowest_read) {
353 FIXME("Temp register read before being written\n");
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");
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
367 /* Search for a free texture register. We have 6 registers available. GL_REG_0_ATI is already used
368 * for the regular result
370 for(i = 1; i < 6; i++) {
372 return GL_REG_0_ATI + i;
375 /* What to do here? Report it in ValidateDevice? */
376 FIXME("Could not find a register for the temporary register\n");
381 static GLuint gen_ati_shader(const struct texture_stage_op op[MAX_TEXTURES], const WineD3D_GL_Info *gl_info)
383 GLuint ret = GL_EXTCALL(glGenFragmentShadersATI(1));
385 GLuint arg0, arg1, arg2, extrarg;
386 GLuint dstmod, argmod0, argmod1, argmod2, argmodextra;
387 GLuint rep0, rep1, rep2;
389 GLuint tmparg = find_tmpreg(op);
393 ERR("Failed to generate a GL_ATI_fragment_shader shader id\n");
396 GL_EXTCALL(glBindFragmentShaderATI(ret));
397 checkGLcall("GL_EXTCALL(glBindFragmentShaderATI(ret))");
399 TRACE("glBeginFragmentShaderATI()\n");
400 GL_EXTCALL(glBeginFragmentShaderATI());
401 checkGLcall("GL_EXTCALL(glBeginFragmentShaderATI())");
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;
409 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, GL_SWIZZLE_STR_ATI)\n",
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;
419 swizzle = GL_SWIZZLE_STR_DR_ATI;
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,
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;
433 if(op[stage].cop == WINED3DTOP_DISABLE) break;
434 if(op[stage].cop != WINED3DTOP_BUMPENVMAP &&
435 op[stage].cop != WINED3DTOP_BUMPENVMAPLUMINANCE) continue;
437 fixup = op[stage].color_fixup;
438 if (fixup.x_source != CHANNEL_SOURCE_X || fixup.y_source != CHANNEL_SOURCE_Y)
440 FIXME("Swizzles not implemented\n");
441 argmodextra_x = GL_NONE;
442 argmodextra_y = GL_NONE;
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;
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);
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:
459 * coord.a = tex.r * bump.b + coord.g
460 * coord.g = tex.g * bump.a + coord.a
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.
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);
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) {
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;
487 swizzle = GL_SWIZZLE_STQ_DQ_ATI;
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) {
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",
503 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
504 GL_REG_0_ATI + stage,
505 GL_SWIZZLE_STR_ATI));
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,
516 /* Pass 4: Generate the arithmetic instructions */
517 for(stage = 0; stage < MAX_TEXTURES; stage++) {
518 if(op[stage].cop == WINED3DTOP_DISABLE) {
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);
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
533 if(tmparg == GL_NONE) continue;
537 dstreg = GL_REG_0_ATI;
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);
544 argmodextra = GL_NONE;
547 switch(op[stage].cop) {
548 case WINED3DTOP_SELECTARG2:
552 case WINED3DTOP_SELECTARG1:
553 wrap_op1(gl_info, GL_MOV_ATI, dstreg, GL_NONE, GL_NONE,
554 arg1, rep1, argmod1);
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,
565 arg2, rep2, argmod2);
568 case WINED3DTOP_ADDSIGNED2X:
569 dstmod = GL_2X_BIT_ATI;
570 case WINED3DTOP_ADDSIGNED:
571 argmodextra = GL_BIAS_BIT_ATI;
573 dstmod |= GL_SATURATE_BIT_ATI;
574 wrap_op2(gl_info, GL_ADD_ATI, GL_REG_0_ATI, GL_NONE, dstmod,
576 arg2, rep2, argmodextra | argmod2);
579 case WINED3DTOP_SUBTRACT:
580 dstmod |= GL_SATURATE_BIT_ATI;
581 wrap_op2(gl_info, GL_SUB_ATI, dstreg, GL_NONE, dstmod,
583 arg2, rep2, argmod2);
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
591 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
593 arg1, rep1, argmodextra,
594 arg1, rep1, argmod1);
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,
608 arg2, rep2, argmod2);
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,
615 arg0, GL_ALPHA, GL_COMP_BIT_ATI,
616 arg1, rep1, argmod1);
619 /* D3DTOP_PREMODULATE ???? */
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,
627 arg1, GL_ALPHA, argmodextra,
628 arg1, rep1, argmod1);
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,
637 arg1, rep1, argmodextra,
638 arg1, GL_ALPHA, argmod1);
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);
647 case WINED3DTOP_MULTIPLYADD:
648 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
651 arg0, rep0, argmod0);
654 case WINED3DTOP_LERP:
655 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_NONE, GL_NONE,
658 arg2, rep2, argmod2);
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 */
666 default: FIXME("Unhandled color operation %d on stage %d\n", op[stage].cop, stage);
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);
673 argmodextra = GL_NONE;
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 */
680 wrap_op1(gl_info, GL_MOV_ATI, GL_REG_0_ATI, GL_ALPHA, GL_NONE,
681 GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
685 case WINED3DTOP_SELECTARG2:
688 case WINED3DTOP_SELECTARG1:
689 wrap_op1(gl_info, GL_MOV_ATI, dstreg, GL_ALPHA, GL_NONE,
690 arg1, GL_NONE, argmod1);
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);
704 case WINED3DTOP_ADDSIGNED2X:
705 dstmod = GL_2X_BIT_ATI;
706 case WINED3DTOP_ADDSIGNED:
707 argmodextra = GL_BIAS_BIT_ATI;
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);
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);
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
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);
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);
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);
755 /* D3DTOP_PREMODULATE ???? */
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);
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);
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);
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");
786 default: FIXME("Unhandled alpha operation %d on stage %d\n", op[stage].aop, stage);
790 TRACE("glEndFragmentShaderATI()\n");
791 GL_EXTCALL(glEndFragmentShaderATI());
792 checkGLcall("GL_EXTCALL(glEndFragmentShaderATI())");
795 #undef GLINFO_LOCATION
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;
806 gen_ffp_frag_op(stateblock, &settings, TRUE);
807 desc = (const struct atifs_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
809 struct atifs_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
812 ERR("Out of memory\n");
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;
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);
828 /* GL_ATI_fragment_shader depends on the GL_TEXTURE_xD enable settings. Update the texture stages
829 * used by this shader
831 for(i = 0; i < desc->num_textures_used; i++) {
832 mapped_stage = This->texUnitMap[i];
833 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
835 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
836 checkGLcall("glActiveTextureARB");
837 texture_activate_dimensions(i, stateblock, context);
841 GL_EXTCALL(glBindFragmentShaderATI(desc->shader));
844 static void state_texfactor_atifs(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
846 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
848 GL_EXTCALL(glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR, col));
849 checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR, col)");
852 static void set_bumpmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
853 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
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
867 mat[0][0] = (mat[0][0] + 1.0) * 0.5;
868 mat[1][0] = (mat[1][0] + 1.0) * 0.5;
869 mat[0][1] = (mat[0][1] + 1.0) * 0.5;
870 mat[1][1] = (mat[1][1] + 1.0) * 0.5;
871 GL_EXTCALL(glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), (float *) mat));
872 checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), mat)");
875 static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
876 if(!isStateDirty(context, STATE_PIXELSHADER)) {
877 set_tex_op_atifs(state, stateblock, context);
881 static void atifs_apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
882 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
883 BOOL use_vshader = use_vs(stateblock);
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.
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
897 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
898 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, use_vshader);
900 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && use_vshader) {
901 device->StateTable[STATE_VERTEXSHADERCONSTANT].apply(STATE_VERTEXSHADERCONSTANT, stateblock, context);
906 #undef GLINFO_LOCATION
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 },
1041 static void atifs_enable(IWineD3DDevice *iface, BOOL enable) {
1044 glEnable(GL_FRAGMENT_SHADER_ATI);
1045 checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
1047 glDisable(GL_FRAGMENT_SHADER_ATI);
1048 checkGLcall("glDisable(GL_FRAGMENT_SHADER_ATI)");
1053 static void atifs_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps)
1055 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
1056 WINED3DTEXOPCAPS_SELECTARG1 |
1057 WINED3DTEXOPCAPS_SELECTARG2 |
1058 WINED3DTEXOPCAPS_MODULATE4X |
1059 WINED3DTEXOPCAPS_MODULATE2X |
1060 WINED3DTEXOPCAPS_MODULATE |
1061 WINED3DTEXOPCAPS_ADDSIGNED2X |
1062 WINED3DTEXOPCAPS_ADDSIGNED |
1063 WINED3DTEXOPCAPS_ADD |
1064 WINED3DTEXOPCAPS_SUBTRACT |
1065 WINED3DTEXOPCAPS_ADDSMOOTH |
1066 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
1067 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
1068 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
1069 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
1070 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
1071 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
1072 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
1073 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
1074 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
1075 WINED3DTEXOPCAPS_DOTPRODUCT3 |
1076 WINED3DTEXOPCAPS_MULTIPLYADD |
1077 WINED3DTEXOPCAPS_LERP |
1078 WINED3DTEXOPCAPS_BUMPENVMAP;
1080 /* TODO: Implement WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
1081 and WINED3DTEXOPCAPS_PREMODULATE */
1083 /* GL_ATI_fragment_shader always supports 6 textures, which was the limit on r200 cards
1084 * which this extension is exclusively focused on(later cards have GL_ARB_fragment_program).
1085 * If the current card has more than 8 fixed function textures in OpenGL's regular fixed
1086 * function pipeline then the ATI_fragment_shader backend imposes a stricter limit. This
1087 * shouldn't be too hard since Nvidia cards have a limit of 4 textures with the default ffp
1088 * pipeline, and almost all games are happy with that. We can however support up to 8
1089 * texture stages because we have a 2nd pass limit of 8 instructions, and per stage we use
1090 * only 1 instruction.
1092 * The proper fix for this is not to use GL_ATI_fragment_shader on cards newer than the
1093 * r200 series and use an ARB or GLSL shader instead
1095 caps->MaxTextureBlendStages = 8;
1096 caps->MaxSimultaneousTextures = 6;
1098 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
1101 static HRESULT atifs_alloc(IWineD3DDevice *iface) {
1102 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1103 struct atifs_private_data *priv;
1105 This->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct atifs_private_data));
1106 if(!This->fragment_priv) {
1107 ERR("Out of memory\n");
1108 return E_OUTOFMEMORY;
1110 priv = This->fragment_priv;
1111 if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
1113 ERR("Failed to initialize rbtree.\n");
1114 HeapFree(GetProcessHeap(), 0, This->fragment_priv);
1115 return E_OUTOFMEMORY;
1120 #define GLINFO_LOCATION This->adapter->gl_info
1121 static void atifs_free_ffpshader(struct wine_rb_entry *entry, void *context)
1123 IWineD3DDeviceImpl *This = context;
1124 struct atifs_ffp_desc *entry_ati = WINE_RB_ENTRY_VALUE(entry, struct atifs_ffp_desc, parent.entry);
1127 GL_EXTCALL(glDeleteFragmentShaderATI(entry_ati->shader));
1128 checkGLcall("glDeleteFragmentShaderATI(entry->shader)");
1129 HeapFree(GetProcessHeap(), 0, entry_ati);
1133 static void atifs_free(IWineD3DDevice *iface) {
1134 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1135 struct atifs_private_data *priv = This->fragment_priv;
1137 wine_rb_destroy(&priv->fragment_shaders, atifs_free_ffpshader, This);
1139 HeapFree(GetProcessHeap(), 0, priv);
1140 This->fragment_priv = NULL;
1142 #undef GLINFO_LOCATION
1144 static BOOL atifs_color_fixup_supported(struct color_fixup_desc fixup)
1146 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
1148 TRACE("Checking support for fixup:\n");
1149 dump_color_fixup_desc(fixup);
1152 /* We only support sign fixup of the first two channels. */
1153 if (fixup.x_source == CHANNEL_SOURCE_X && fixup.y_source == CHANNEL_SOURCE_Y
1154 && fixup.z_source == CHANNEL_SOURCE_Z && fixup.w_source == CHANNEL_SOURCE_W
1155 && !fixup.z_sign_fixup && !fixup.w_sign_fixup)
1161 TRACE("[FAILED]\n");
1165 const struct fragment_pipeline atifs_fragment_pipeline = {
1170 atifs_color_fixup_supported,
1171 atifs_fragmentstate_template,
1172 TRUE /* We can disable projected textures */