Sync with trunk head (r49139)
[reactos.git] / dll / directx / wine / wined3d / ati_fragment_shader.c
1 /*
2 * Fixed function pipeline replacement using GL_ATI_fragment_shader
3 *
4 * Copyright 2008 Stefan Dösinger(for CodeWeavers)
5 *
6 * This library is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU Lesser General Public
8 * License as published by the Free Software Foundation; either
9 * version 2.1 of the License, or (at your option) any later version.
10 *
11 * This library is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14 * Lesser General Public License for more details.
15 *
16 * You should have received a copy of the GNU Lesser General Public
17 * License along with this library; if not, write to the Free Software
18 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
19 */
20
21 #include "config.h"
22
23 #include <math.h>
24 #include <stdio.h>
25
26 #include "wined3d_private.h"
27
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
29 WINE_DECLARE_DEBUG_CHANNEL(d3d);
30
31 /* GL locking for state handlers is done by the caller. */
32
33 /* Some private defines, Constant associations, etc.
34 * Env bump matrix and per stage constant should be independent,
35 * a stage that bump maps can't read the per state constant
36 */
37 #define ATI_FFP_CONST_BUMPMAT(i) (GL_CON_0_ATI + i)
38 #define ATI_FFP_CONST_CONSTANT0 GL_CON_0_ATI
39 #define ATI_FFP_CONST_CONSTANT1 GL_CON_1_ATI
40 #define ATI_FFP_CONST_CONSTANT2 GL_CON_2_ATI
41 #define ATI_FFP_CONST_CONSTANT3 GL_CON_3_ATI
42 #define ATI_FFP_CONST_CONSTANT4 GL_CON_4_ATI
43 #define ATI_FFP_CONST_CONSTANT5 GL_CON_5_ATI
44 #define ATI_FFP_CONST_TFACTOR GL_CON_6_ATI
45
46 /* GL_ATI_fragment_shader specific fixed function pipeline description. "Inherits" from the common one */
47 struct atifs_ffp_desc
48 {
49 struct ffp_frag_desc parent;
50 GLuint shader;
51 unsigned int num_textures_used;
52 };
53
54 struct atifs_private_data
55 {
56 struct wine_rb_tree fragment_shaders; /* A rb-tree to track fragment pipeline replacement shaders */
57 };
58
59 static const char *debug_dstmod(GLuint mod) {
60 switch(mod) {
61 case GL_NONE: return "GL_NONE";
62 case GL_2X_BIT_ATI: return "GL_2X_BIT_ATI";
63 case GL_4X_BIT_ATI: return "GL_4X_BIT_ATI";
64 case GL_8X_BIT_ATI: return "GL_8X_BIT_ATI";
65 case GL_HALF_BIT_ATI: return "GL_HALF_BIT_ATI";
66 case GL_QUARTER_BIT_ATI: return "GL_QUARTER_BIT_ATI";
67 case GL_EIGHTH_BIT_ATI: return "GL_EIGHTH_BIT_ATI";
68 case GL_SATURATE_BIT_ATI: return "GL_SATURATE_BIT_ATI";
69 default: return "Unexpected modifier\n";
70 }
71 }
72
73 static const char *debug_argmod(GLuint mod) {
74 switch(mod) {
75 case GL_NONE:
76 return "GL_NONE";
77
78 case GL_2X_BIT_ATI:
79 return "GL_2X_BIT_ATI";
80 case GL_COMP_BIT_ATI:
81 return "GL_COMP_BIT_ATI";
82 case GL_NEGATE_BIT_ATI:
83 return "GL_NEGATE_BIT_ATI";
84 case GL_BIAS_BIT_ATI:
85 return "GL_BIAS_BIT_ATI";
86
87 case GL_2X_BIT_ATI | GL_COMP_BIT_ATI:
88 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI";
89 case GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI:
90 return "GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI";
91 case GL_2X_BIT_ATI | GL_BIAS_BIT_ATI:
92 return "GL_2X_BIT_ATI | GL_BIAS_BIT_ATI";
93 case GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI:
94 return "GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI";
95 case GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI:
96 return "GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI";
97 case GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
98 return "GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
99
100 case GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
101 return "GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
102 case GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
103 return "GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
104 case GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI:
105 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI";
106 case GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI:
107 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI";
108
109 case GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
110 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
111
112 default:
113 return "Unexpected argmod combination\n";
114 }
115 }
116 static const char *debug_register(GLuint reg) {
117 switch(reg) {
118 case GL_REG_0_ATI: return "GL_REG_0_ATI";
119 case GL_REG_1_ATI: return "GL_REG_1_ATI";
120 case GL_REG_2_ATI: return "GL_REG_2_ATI";
121 case GL_REG_3_ATI: return "GL_REG_3_ATI";
122 case GL_REG_4_ATI: return "GL_REG_4_ATI";
123 case GL_REG_5_ATI: return "GL_REG_5_ATI";
124
125 case GL_CON_0_ATI: return "GL_CON_0_ATI";
126 case GL_CON_1_ATI: return "GL_CON_1_ATI";
127 case GL_CON_2_ATI: return "GL_CON_2_ATI";
128 case GL_CON_3_ATI: return "GL_CON_3_ATI";
129 case GL_CON_4_ATI: return "GL_CON_4_ATI";
130 case GL_CON_5_ATI: return "GL_CON_5_ATI";
131 case GL_CON_6_ATI: return "GL_CON_6_ATI";
132 case GL_CON_7_ATI: return "GL_CON_7_ATI";
133
134 case GL_ZERO: return "GL_ZERO";
135 case GL_ONE: return "GL_ONE";
136 case GL_PRIMARY_COLOR: return "GL_PRIMARY_COLOR";
137 case GL_SECONDARY_INTERPOLATOR_ATI: return "GL_SECONDARY_INTERPOLATOR_ATI";
138
139 default: return "Unknown register\n";
140 }
141 }
142
143 static const char *debug_swizzle(GLuint swizzle) {
144 switch(swizzle) {
145 case GL_SWIZZLE_STR_ATI: return "GL_SWIZZLE_STR_ATI";
146 case GL_SWIZZLE_STQ_ATI: return "GL_SWIZZLE_STQ_ATI";
147 case GL_SWIZZLE_STR_DR_ATI: return "GL_SWIZZLE_STR_DR_ATI";
148 case GL_SWIZZLE_STQ_DQ_ATI: return "GL_SWIZZLE_STQ_DQ_ATI";
149 default: return "unknown swizzle";
150 }
151 }
152
153 static const char *debug_rep(GLuint rep) {
154 switch(rep) {
155 case GL_NONE: return "GL_NONE";
156 case GL_RED: return "GL_RED";
157 case GL_GREEN: return "GL_GREEN";
158 case GL_BLUE: return "GL_BLUE";
159 default: return "unknown argrep";
160 }
161 }
162
163 static const char *debug_op(GLuint op) {
164 switch(op) {
165 case GL_MOV_ATI: return "GL_MOV_ATI";
166 case GL_ADD_ATI: return "GL_ADD_ATI";
167 case GL_MUL_ATI: return "GL_MUL_ATI";
168 case GL_SUB_ATI: return "GL_SUB_ATI";
169 case GL_DOT3_ATI: return "GL_DOT3_ATI";
170 case GL_DOT4_ATI: return "GL_DOT4_ATI";
171 case GL_MAD_ATI: return "GL_MAD_ATI";
172 case GL_LERP_ATI: return "GL_LERP_ATI";
173 case GL_CND_ATI: return "GL_CND_ATI";
174 case GL_CND0_ATI: return "GL_CND0_ATI";
175 case GL_DOT2_ADD_ATI: return "GL_DOT2_ADD_ATI";
176 default: return "unexpected op";
177 }
178 }
179
180 static const char *debug_mask(GLuint mask) {
181 switch(mask) {
182 case GL_NONE: return "GL_NONE";
183 case GL_RED_BIT_ATI: return "GL_RED_BIT_ATI";
184 case GL_GREEN_BIT_ATI: return "GL_GREEN_BIT_ATI";
185 case GL_BLUE_BIT_ATI: return "GL_BLUE_BIT_ATI";
186 case GL_RED_BIT_ATI | GL_GREEN_BIT_ATI: return "GL_RED_BIT_ATI | GL_GREEN_BIT_ATI";
187 case GL_RED_BIT_ATI | GL_BLUE_BIT_ATI: return "GL_RED_BIT_ATI | GL_BLUE_BIT_ATI";
188 case GL_GREEN_BIT_ATI | GL_BLUE_BIT_ATI:return "GL_GREEN_BIT_ATI | GL_BLUE_BIT_ATI";
189 case GL_RED_BIT_ATI | GL_GREEN_BIT_ATI | GL_BLUE_BIT_ATI:return "GL_RED_BIT_ATI | GL_GREEN_BIT_ATI | GL_BLUE_BIT_ATI";
190 default: return "Unexpected writemask";
191 }
192 }
193
194 static void wrap_op1(const struct wined3d_gl_info *gl_info, GLuint op, GLuint dst, GLuint dstMask, GLuint dstMod,
195 GLuint arg1, GLuint arg1Rep, GLuint arg1Mod)
196 {
197 if(dstMask == GL_ALPHA) {
198 TRACE("glAlphaFragmentOp1ATI(%s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst), debug_dstmod(dstMod),
199 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod));
200 GL_EXTCALL(glAlphaFragmentOp1ATI(op, dst, dstMod, arg1, arg1Rep, arg1Mod));
201 } else {
202 TRACE("glColorFragmentOp1ATI(%s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst),
203 debug_mask(dstMask), debug_dstmod(dstMod),
204 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod));
205 GL_EXTCALL(glColorFragmentOp1ATI(op, dst, dstMask, dstMod, arg1, arg1Rep, arg1Mod));
206 }
207 }
208
209 static void wrap_op2(const struct wined3d_gl_info *gl_info, GLuint op, GLuint dst, GLuint dstMask, GLuint dstMod,
210 GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod)
211 {
212 if(dstMask == GL_ALPHA) {
213 TRACE("glAlphaFragmentOp2ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst), debug_dstmod(dstMod),
214 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod),
215 debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod));
216 GL_EXTCALL(glAlphaFragmentOp2ATI(op, dst, dstMod, arg1, arg1Rep, arg1Mod, arg2, arg2Rep, arg2Mod));
217 } else {
218 TRACE("glColorFragmentOp2ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst),
219 debug_mask(dstMask), debug_dstmod(dstMod),
220 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod),
221 debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod));
222 GL_EXTCALL(glColorFragmentOp2ATI(op, dst, dstMask, dstMod, arg1, arg1Rep, arg1Mod, arg2, arg2Rep, arg2Mod));
223 }
224 }
225
226 static void wrap_op3(const struct wined3d_gl_info *gl_info, GLuint op, GLuint dst, GLuint dstMask, GLuint dstMod,
227 GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod,
228 GLuint arg3, GLuint arg3Rep, GLuint arg3Mod)
229 {
230 if(dstMask == GL_ALPHA) {
231 /* Leave some free space to fit "GL_NONE, " in to align most alpha and color op lines */
232 TRACE("glAlphaFragmentOp3ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst), debug_dstmod(dstMod),
233 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod),
234 debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod),
235 debug_register(arg3), debug_rep(arg3Rep), debug_argmod(arg3Mod));
236 GL_EXTCALL(glAlphaFragmentOp3ATI(op, dst, dstMod,
237 arg1, arg1Rep, arg1Mod,
238 arg2, arg2Rep, arg2Mod,
239 arg3, arg3Rep, arg3Mod));
240 } else {
241 TRACE("glColorFragmentOp3ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst),
242 debug_mask(dstMask), debug_dstmod(dstMod),
243 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod),
244 debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod),
245 debug_register(arg3), debug_rep(arg3Rep), debug_argmod(arg3Mod));
246 GL_EXTCALL(glColorFragmentOp3ATI(op, dst, dstMask, dstMod,
247 arg1, arg1Rep, arg1Mod,
248 arg2, arg2Rep, arg2Mod,
249 arg3, arg3Rep, arg3Mod));
250 }
251 }
252
253 static GLuint register_for_arg(DWORD arg, const struct wined3d_gl_info *gl_info,
254 unsigned int stage, GLuint *mod, GLuint *rep, GLuint tmparg)
255 {
256 GLenum ret;
257
258 if(mod) *mod = GL_NONE;
259 if(arg == ARG_UNUSED)
260 {
261 if (rep) *rep = GL_NONE;
262 return -1; /* This is the marker for unused registers */
263 }
264
265 switch(arg & WINED3DTA_SELECTMASK) {
266 case WINED3DTA_DIFFUSE:
267 ret = GL_PRIMARY_COLOR;
268 break;
269
270 case WINED3DTA_CURRENT:
271 /* Note that using GL_REG_0_ATI for the passed on register is safe because
272 * texture0 is read at stage0, so in the worst case it is read in the
273 * instruction writing to reg0. Afterwards texture0 is not used any longer.
274 * If we're reading from current
275 */
276 ret = stage ? GL_REG_0_ATI : GL_PRIMARY_COLOR;
277 break;
278
279 case WINED3DTA_TEXTURE:
280 ret = GL_REG_0_ATI + stage;
281 break;
282
283 case WINED3DTA_TFACTOR:
284 ret = ATI_FFP_CONST_TFACTOR;
285 break;
286
287 case WINED3DTA_SPECULAR:
288 ret = GL_SECONDARY_INTERPOLATOR_ATI;
289 break;
290
291 case WINED3DTA_TEMP:
292 ret = tmparg;
293 break;
294
295 case WINED3DTA_CONSTANT:
296 FIXME("Unhandled source argument WINED3DTA_TEMP\n");
297 ret = GL_CON_0_ATI;
298 break;
299
300 default:
301 FIXME("Unknown source argument %d\n", arg);
302 ret = GL_ZERO;
303 }
304
305 if(arg & WINED3DTA_COMPLEMENT) {
306 if(mod) *mod |= GL_COMP_BIT_ATI;
307 }
308 if(arg & WINED3DTA_ALPHAREPLICATE) {
309 if(rep) *rep = GL_ALPHA;
310 } else {
311 if(rep) *rep = GL_NONE;
312 }
313 return ret;
314 }
315
316 static GLuint find_tmpreg(const struct texture_stage_op op[MAX_TEXTURES])
317 {
318 int lowest_read = -1;
319 int lowest_write = -1;
320 int i;
321 BOOL tex_used[MAX_TEXTURES];
322
323 memset(tex_used, 0, sizeof(tex_used));
324 for(i = 0; i < MAX_TEXTURES; i++) {
325 if(op[i].cop == WINED3DTOP_DISABLE) {
326 break;
327 }
328
329 if(lowest_read == -1 &&
330 (op[i].carg1 == WINED3DTA_TEMP || op[i].carg2 == WINED3DTA_TEMP || op[i].carg0 == WINED3DTA_TEMP ||
331 op[i].aarg1 == WINED3DTA_TEMP || op[i].aarg2 == WINED3DTA_TEMP || op[i].aarg0 == WINED3DTA_TEMP)) {
332 lowest_read = i;
333 }
334
335 if(lowest_write == -1 && op[i].dst == tempreg) {
336 lowest_write = i;
337 }
338
339 if(op[i].carg1 == WINED3DTA_TEXTURE || op[i].carg2 == WINED3DTA_TEXTURE || op[i].carg0 == WINED3DTA_TEXTURE ||
340 op[i].aarg1 == WINED3DTA_TEXTURE || op[i].aarg2 == WINED3DTA_TEXTURE || op[i].aarg0 == WINED3DTA_TEXTURE) {
341 tex_used[i] = TRUE;
342 }
343 }
344
345 /* Temp reg not read? We don't need it, return GL_NONE */
346 if(lowest_read == -1) return GL_NONE;
347
348 if(lowest_write >= lowest_read) {
349 FIXME("Temp register read before being written\n");
350 }
351
352 if(lowest_write == -1) {
353 /* This needs a test. Maybe we are supposed to return 0.0/0.0/0.0/0.0, or fail drawprim, or whatever */
354 FIXME("Temp register read without being written\n");
355 return GL_REG_1_ATI;
356 } else if(lowest_write >= 1) {
357 /* If we're writing to the temp reg at earliest in stage 1, we can use register 1 for the temp result.
358 * there may be texture data stored in reg 1, but we do not need it any longer since stage 1 already
359 * read it
360 */
361 return GL_REG_1_ATI;
362 } else {
363 /* Search for a free texture register. We have 6 registers available. GL_REG_0_ATI is already used
364 * for the regular result
365 */
366 for(i = 1; i < 6; i++) {
367 if(!tex_used[i]) {
368 return GL_REG_0_ATI + i;
369 }
370 }
371 /* What to do here? Report it in ValidateDevice? */
372 FIXME("Could not find a register for the temporary register\n");
373 return 0;
374 }
375 }
376
377 static GLuint gen_ati_shader(const struct texture_stage_op op[MAX_TEXTURES], const struct wined3d_gl_info *gl_info)
378 {
379 GLuint ret = GL_EXTCALL(glGenFragmentShadersATI(1));
380 unsigned int stage;
381 GLuint arg0, arg1, arg2, extrarg;
382 GLuint dstmod, argmod0, argmod1, argmod2, argmodextra;
383 GLuint rep0, rep1, rep2;
384 GLuint swizzle;
385 GLuint tmparg = find_tmpreg(op);
386 GLuint dstreg;
387
388 if(!ret) {
389 ERR("Failed to generate a GL_ATI_fragment_shader shader id\n");
390 return 0;
391 }
392 GL_EXTCALL(glBindFragmentShaderATI(ret));
393 checkGLcall("GL_EXTCALL(glBindFragmentShaderATI(ret))");
394
395 TRACE("glBeginFragmentShaderATI()\n");
396 GL_EXTCALL(glBeginFragmentShaderATI());
397 checkGLcall("GL_EXTCALL(glBeginFragmentShaderATI())");
398
399 /* Pass 1: Generate sampling instructions for perturbation maps */
400 for (stage = 0; stage < gl_info->limits.textures; ++stage)
401 {
402 if(op[stage].cop == WINED3DTOP_DISABLE) break;
403 if(op[stage].cop != WINED3DTOP_BUMPENVMAP &&
404 op[stage].cop != WINED3DTOP_BUMPENVMAPLUMINANCE) continue;
405
406 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, GL_SWIZZLE_STR_ATI)\n",
407 stage, stage);
408 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
409 GL_TEXTURE0_ARB + stage,
410 GL_SWIZZLE_STR_ATI));
411 if(op[stage + 1].projected == proj_none) {
412 swizzle = GL_SWIZZLE_STR_ATI;
413 } else if(op[stage + 1].projected == proj_count4) {
414 swizzle = GL_SWIZZLE_STQ_DQ_ATI;
415 } else {
416 swizzle = GL_SWIZZLE_STR_DR_ATI;
417 }
418 TRACE("glPassTexCoordATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, %s)\n",
419 stage + 1, stage + 1, debug_swizzle(swizzle));
420 GL_EXTCALL(glPassTexCoordATI(GL_REG_0_ATI + stage + 1,
421 GL_TEXTURE0_ARB + stage + 1,
422 swizzle));
423 }
424
425 /* Pass 2: Generate perturbation calculations */
426 for (stage = 0; stage < gl_info->limits.textures; ++stage)
427 {
428 GLuint argmodextra_x, argmodextra_y;
429 struct color_fixup_desc fixup;
430
431 if(op[stage].cop == WINED3DTOP_DISABLE) break;
432 if(op[stage].cop != WINED3DTOP_BUMPENVMAP &&
433 op[stage].cop != WINED3DTOP_BUMPENVMAPLUMINANCE) continue;
434
435 fixup = op[stage].color_fixup;
436 if (fixup.x_source != CHANNEL_SOURCE_X || fixup.y_source != CHANNEL_SOURCE_Y)
437 {
438 FIXME("Swizzles not implemented\n");
439 argmodextra_x = GL_NONE;
440 argmodextra_y = GL_NONE;
441 }
442 else
443 {
444 /* Nice thing, we get the color correction for free :-) */
445 argmodextra_x = fixup.x_sign_fixup ? GL_2X_BIT_ATI | GL_BIAS_BIT_ATI : GL_NONE;
446 argmodextra_y = fixup.y_sign_fixup ? GL_2X_BIT_ATI | GL_BIAS_BIT_ATI : GL_NONE;
447 }
448
449 wrap_op3(gl_info, GL_DOT2_ADD_ATI, GL_REG_0_ATI + stage + 1, GL_RED_BIT_ATI, GL_NONE,
450 GL_REG_0_ATI + stage, GL_NONE, argmodextra_x,
451 ATI_FFP_CONST_BUMPMAT(stage), GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI,
452 GL_REG_0_ATI + stage + 1, GL_RED, GL_NONE);
453
454 /* Don't use GL_DOT2_ADD_ATI here because we cannot configure it to read the blue and alpha
455 * component of the bump matrix. Instead do this with two MADs:
456 *
457 * coord.a = tex.r * bump.b + coord.g
458 * coord.g = tex.g * bump.a + coord.a
459 *
460 * The first instruction writes to alpha so it can be coissued with the above DOT2_ADD.
461 * coord.a is unused. If the perturbed texture is projected, this was already handled
462 * in the glPassTexCoordATI above.
463 */
464 wrap_op3(gl_info, GL_MAD_ATI, GL_REG_0_ATI + stage + 1, GL_ALPHA, GL_NONE,
465 GL_REG_0_ATI + stage, GL_RED, argmodextra_y,
466 ATI_FFP_CONST_BUMPMAT(stage), GL_BLUE, GL_NONE,
467 GL_REG_0_ATI + stage + 1, GL_GREEN, GL_NONE);
468 wrap_op3(gl_info, GL_MAD_ATI, GL_REG_0_ATI + stage + 1, GL_GREEN_BIT_ATI, GL_NONE,
469 GL_REG_0_ATI + stage, GL_GREEN, argmodextra_y,
470 ATI_FFP_CONST_BUMPMAT(stage), GL_ALPHA, GL_NONE,
471 GL_REG_0_ATI + stage + 1, GL_ALPHA, GL_NONE);
472 }
473
474 /* Pass 3: Generate sampling instructions for regular textures */
475 for (stage = 0; stage < gl_info->limits.textures; ++stage)
476 {
477 if(op[stage].cop == WINED3DTOP_DISABLE) {
478 break;
479 }
480
481 if(op[stage].projected == proj_none) {
482 swizzle = GL_SWIZZLE_STR_ATI;
483 } else if(op[stage].projected == proj_count3) {
484 swizzle = GL_SWIZZLE_STR_DR_ATI;
485 } else {
486 swizzle = GL_SWIZZLE_STQ_DQ_ATI;
487 }
488
489 if((op[stage].carg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
490 (op[stage].carg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
491 (op[stage].carg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
492 (op[stage].aarg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
493 (op[stage].aarg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
494 (op[stage].aarg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
495 op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) {
496
497 if(stage > 0 &&
498 (op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
499 op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
500 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_REG_%d_ATI, GL_SWIZZLE_STR_ATI)\n",
501 stage, stage);
502 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
503 GL_REG_0_ATI + stage,
504 GL_SWIZZLE_STR_ATI));
505 } else {
506 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, %s)\n",
507 stage, stage, debug_swizzle(swizzle));
508 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
509 GL_TEXTURE0_ARB + stage,
510 swizzle));
511 }
512 }
513 }
514
515 /* Pass 4: Generate the arithmetic instructions */
516 for (stage = 0; stage < MAX_TEXTURES; ++stage)
517 {
518 if (op[stage].cop == WINED3DTOP_DISABLE)
519 {
520 if (!stage)
521 {
522 /* Handle complete texture disabling gracefully */
523 wrap_op1(gl_info, GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE,
524 GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
525 wrap_op1(gl_info, GL_MOV_ATI, GL_REG_0_ATI, GL_ALPHA, GL_NONE,
526 GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
527 }
528 break;
529 }
530
531 if(op[stage].dst == tempreg) {
532 /* If we're writing to D3DTA_TEMP, but never reading from it we don't have to write there in the first place.
533 * skip the entire stage, this saves some GPU time
534 */
535 if(tmparg == GL_NONE) continue;
536
537 dstreg = tmparg;
538 } else {
539 dstreg = GL_REG_0_ATI;
540 }
541
542 arg0 = register_for_arg(op[stage].carg0, gl_info, stage, &argmod0, &rep0, tmparg);
543 arg1 = register_for_arg(op[stage].carg1, gl_info, stage, &argmod1, &rep1, tmparg);
544 arg2 = register_for_arg(op[stage].carg2, gl_info, stage, &argmod2, &rep2, tmparg);
545 dstmod = GL_NONE;
546 argmodextra = GL_NONE;
547 extrarg = GL_NONE;
548
549 switch(op[stage].cop) {
550 case WINED3DTOP_SELECTARG2:
551 arg1 = arg2;
552 argmod1 = argmod2;
553 rep1 = rep2;
554 case WINED3DTOP_SELECTARG1:
555 wrap_op1(gl_info, GL_MOV_ATI, dstreg, GL_NONE, GL_NONE,
556 arg1, rep1, argmod1);
557 break;
558
559 case WINED3DTOP_MODULATE4X:
560 if(dstmod == GL_NONE) dstmod = GL_4X_BIT_ATI;
561 case WINED3DTOP_MODULATE2X:
562 if(dstmod == GL_NONE) dstmod = GL_2X_BIT_ATI;
563 dstmod |= GL_SATURATE_BIT_ATI;
564 case WINED3DTOP_MODULATE:
565 wrap_op2(gl_info, GL_MUL_ATI, dstreg, GL_NONE, dstmod,
566 arg1, rep1, argmod1,
567 arg2, rep2, argmod2);
568 break;
569
570 case WINED3DTOP_ADDSIGNED2X:
571 dstmod = GL_2X_BIT_ATI;
572 case WINED3DTOP_ADDSIGNED:
573 argmodextra = GL_BIAS_BIT_ATI;
574 case WINED3DTOP_ADD:
575 dstmod |= GL_SATURATE_BIT_ATI;
576 wrap_op2(gl_info, GL_ADD_ATI, GL_REG_0_ATI, GL_NONE, dstmod,
577 arg1, rep1, argmod1,
578 arg2, rep2, argmodextra | argmod2);
579 break;
580
581 case WINED3DTOP_SUBTRACT:
582 dstmod |= GL_SATURATE_BIT_ATI;
583 wrap_op2(gl_info, GL_SUB_ATI, dstreg, GL_NONE, dstmod,
584 arg1, rep1, argmod1,
585 arg2, rep2, argmod2);
586 break;
587
588 case WINED3DTOP_ADDSMOOTH:
589 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
590 /* Dst = arg1 + * arg2(1 -arg 1)
591 * = arg2 * (1 - arg1) + arg1
592 */
593 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
594 arg2, rep2, argmod2,
595 arg1, rep1, argmodextra,
596 arg1, rep1, argmod1);
597 break;
598
599 case WINED3DTOP_BLENDCURRENTALPHA:
600 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_CURRENT, gl_info, stage, NULL, NULL, -1);
601 case WINED3DTOP_BLENDFACTORALPHA:
602 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TFACTOR, gl_info, stage, NULL, NULL, -1);
603 case WINED3DTOP_BLENDTEXTUREALPHA:
604 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
605 case WINED3DTOP_BLENDDIFFUSEALPHA:
606 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_DIFFUSE, gl_info, stage, NULL, NULL, -1);
607 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_NONE, GL_NONE,
608 extrarg, GL_ALPHA, GL_NONE,
609 arg1, rep1, argmod1,
610 arg2, rep2, argmod2);
611 break;
612
613 case WINED3DTOP_BLENDTEXTUREALPHAPM:
614 arg0 = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
615 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_NONE,
616 arg2, rep2, argmod2,
617 arg0, GL_ALPHA, GL_COMP_BIT_ATI,
618 arg1, rep1, argmod1);
619 break;
620
621 /* D3DTOP_PREMODULATE ???? */
622
623 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
624 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
625 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
626 if(!argmodextra) argmodextra = argmod1;
627 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
628 arg2, rep2, argmod2,
629 arg1, GL_ALPHA, argmodextra,
630 arg1, rep1, argmod1);
631 break;
632
633 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
634 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
635 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
636 if(!argmodextra) argmodextra = argmod1;
637 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
638 arg2, rep2, argmod2,
639 arg1, rep1, argmodextra,
640 arg1, GL_ALPHA, argmod1);
641 break;
642
643 case WINED3DTOP_DOTPRODUCT3:
644 wrap_op2(gl_info, GL_DOT3_ATI, dstreg, GL_NONE, GL_4X_BIT_ATI | GL_SATURATE_BIT_ATI,
645 arg1, rep1, argmod1 | GL_BIAS_BIT_ATI,
646 arg2, rep2, argmod2 | GL_BIAS_BIT_ATI);
647 break;
648
649 case WINED3DTOP_MULTIPLYADD:
650 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
651 arg1, rep1, argmod1,
652 arg2, rep2, argmod2,
653 arg0, rep0, argmod0);
654 break;
655
656 case WINED3DTOP_LERP:
657 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_NONE, GL_NONE,
658 arg0, rep0, argmod0,
659 arg1, rep1, argmod1,
660 arg2, rep2, argmod2);
661 break;
662
663 case WINED3DTOP_BUMPENVMAP:
664 case WINED3DTOP_BUMPENVMAPLUMINANCE:
665 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
666 break;
667
668 default: FIXME("Unhandled color operation %d on stage %d\n", op[stage].cop, stage);
669 }
670
671 arg0 = register_for_arg(op[stage].aarg0, gl_info, stage, &argmod0, NULL, tmparg);
672 arg1 = register_for_arg(op[stage].aarg1, gl_info, stage, &argmod1, NULL, tmparg);
673 arg2 = register_for_arg(op[stage].aarg2, gl_info, stage, &argmod2, NULL, tmparg);
674 dstmod = GL_NONE;
675 argmodextra = GL_NONE;
676 extrarg = GL_NONE;
677
678 switch(op[stage].aop) {
679 case WINED3DTOP_DISABLE:
680 /* Get the primary color to the output if on stage 0, otherwise leave register 0 untouched */
681 if (!stage)
682 {
683 wrap_op1(gl_info, GL_MOV_ATI, GL_REG_0_ATI, GL_ALPHA, GL_NONE,
684 GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
685 }
686 break;
687
688 case WINED3DTOP_SELECTARG2:
689 arg1 = arg2;
690 argmod1 = argmod2;
691 case WINED3DTOP_SELECTARG1:
692 wrap_op1(gl_info, GL_MOV_ATI, dstreg, GL_ALPHA, GL_NONE,
693 arg1, GL_NONE, argmod1);
694 break;
695
696 case WINED3DTOP_MODULATE4X:
697 if(dstmod == GL_NONE) dstmod = GL_4X_BIT_ATI;
698 case WINED3DTOP_MODULATE2X:
699 if(dstmod == GL_NONE) dstmod = GL_2X_BIT_ATI;
700 dstmod |= GL_SATURATE_BIT_ATI;
701 case WINED3DTOP_MODULATE:
702 wrap_op2(gl_info, GL_MUL_ATI, dstreg, GL_ALPHA, dstmod,
703 arg1, GL_NONE, argmod1,
704 arg2, GL_NONE, argmod2);
705 break;
706
707 case WINED3DTOP_ADDSIGNED2X:
708 dstmod = GL_2X_BIT_ATI;
709 case WINED3DTOP_ADDSIGNED:
710 argmodextra = GL_BIAS_BIT_ATI;
711 case WINED3DTOP_ADD:
712 dstmod |= GL_SATURATE_BIT_ATI;
713 wrap_op2(gl_info, GL_ADD_ATI, dstreg, GL_ALPHA, dstmod,
714 arg1, GL_NONE, argmod1,
715 arg2, GL_NONE, argmodextra | argmod2);
716 break;
717
718 case WINED3DTOP_SUBTRACT:
719 dstmod |= GL_SATURATE_BIT_ATI;
720 wrap_op2(gl_info, GL_SUB_ATI, dstreg, GL_ALPHA, dstmod,
721 arg1, GL_NONE, argmod1,
722 arg2, GL_NONE, argmod2);
723 break;
724
725 case WINED3DTOP_ADDSMOOTH:
726 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
727 /* Dst = arg1 + * arg2(1 -arg 1)
728 * = arg2 * (1 - arg1) + arg1
729 */
730 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_ALPHA, GL_SATURATE_BIT_ATI,
731 arg2, GL_NONE, argmod2,
732 arg1, GL_NONE, argmodextra,
733 arg1, GL_NONE, argmod1);
734 break;
735
736 case WINED3DTOP_BLENDCURRENTALPHA:
737 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_CURRENT, gl_info, stage, NULL, NULL, -1);
738 case WINED3DTOP_BLENDFACTORALPHA:
739 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TFACTOR, gl_info, stage, NULL, NULL, -1);
740 case WINED3DTOP_BLENDTEXTUREALPHA:
741 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
742 case WINED3DTOP_BLENDDIFFUSEALPHA:
743 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_DIFFUSE, gl_info, stage, NULL, NULL, -1);
744 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_ALPHA, GL_NONE,
745 extrarg, GL_ALPHA, GL_NONE,
746 arg1, GL_NONE, argmod1,
747 arg2, GL_NONE, argmod2);
748 break;
749
750 case WINED3DTOP_BLENDTEXTUREALPHAPM:
751 arg0 = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
752 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_ALPHA, GL_NONE,
753 arg2, GL_NONE, argmod2,
754 arg0, GL_ALPHA, GL_COMP_BIT_ATI,
755 arg1, GL_NONE, argmod1);
756 break;
757
758 /* D3DTOP_PREMODULATE ???? */
759
760 case WINED3DTOP_DOTPRODUCT3:
761 wrap_op2(gl_info, GL_DOT3_ATI, dstreg, GL_ALPHA, GL_4X_BIT_ATI | GL_SATURATE_BIT_ATI,
762 arg1, GL_NONE, argmod1 | GL_BIAS_BIT_ATI,
763 arg2, GL_NONE, argmod2 | GL_BIAS_BIT_ATI);
764 break;
765
766 case WINED3DTOP_MULTIPLYADD:
767 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_ALPHA, GL_SATURATE_BIT_ATI,
768 arg1, GL_NONE, argmod1,
769 arg2, GL_NONE, argmod2,
770 arg0, GL_NONE, argmod0);
771 break;
772
773 case WINED3DTOP_LERP:
774 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_ALPHA, GL_SATURATE_BIT_ATI,
775 arg1, GL_NONE, argmod1,
776 arg2, GL_NONE, argmod2,
777 arg0, GL_NONE, argmod0);
778 break;
779
780 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
781 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
782 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
783 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
784 case WINED3DTOP_BUMPENVMAP:
785 case WINED3DTOP_BUMPENVMAPLUMINANCE:
786 ERR("Application uses an invalid alpha operation\n");
787 break;
788
789 default: FIXME("Unhandled alpha operation %d on stage %d\n", op[stage].aop, stage);
790 }
791 }
792
793 TRACE("glEndFragmentShaderATI()\n");
794 GL_EXTCALL(glEndFragmentShaderATI());
795 checkGLcall("GL_EXTCALL(glEndFragmentShaderATI())");
796 return ret;
797 }
798
799 static void set_tex_op_atifs(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
800 {
801 const struct wined3d_gl_info *gl_info = context->gl_info;
802 IWineD3DDeviceImpl *This = stateblock->device;
803 const struct atifs_ffp_desc *desc;
804 struct ffp_frag_settings settings;
805 struct atifs_private_data *priv = This->fragment_priv;
806 DWORD mapped_stage;
807 unsigned int i;
808
809 gen_ffp_frag_op(stateblock, &settings, TRUE);
810 desc = (const struct atifs_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
811 if(!desc) {
812 struct atifs_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
813 if (!new_desc)
814 {
815 ERR("Out of memory\n");
816 return;
817 }
818 new_desc->num_textures_used = 0;
819 for (i = 0; i < gl_info->limits.texture_stages; ++i)
820 {
821 if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
822 new_desc->num_textures_used = i;
823 }
824
825 memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
826 new_desc->shader = gen_ati_shader(settings.op, gl_info);
827 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
828 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
829 desc = new_desc;
830 }
831
832 /* GL_ATI_fragment_shader depends on the GL_TEXTURE_xD enable settings. Update the texture stages
833 * used by this shader
834 */
835 for(i = 0; i < desc->num_textures_used; i++) {
836 mapped_stage = This->texUnitMap[i];
837 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
838 {
839 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
840 checkGLcall("glActiveTextureARB");
841 texture_activate_dimensions(stateblock->state.textures[i], gl_info);
842 }
843 }
844
845 GL_EXTCALL(glBindFragmentShaderATI(desc->shader));
846 }
847
848 static void state_texfactor_atifs(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
849 {
850 const struct wined3d_gl_info *gl_info = context->gl_info;
851 float col[4];
852 D3DCOLORTOGLFLOAT4(stateblock->state.render_states[WINED3DRS_TEXTUREFACTOR], col);
853
854 GL_EXTCALL(glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR, col));
855 checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR, col)");
856 }
857
858 static void set_bumpmat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
859 {
860 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
861 const struct wined3d_gl_info *gl_info = context->gl_info;
862 float mat[2][2];
863
864 mat[0][0] = *((float *)&stateblock->state.texture_states[stage][WINED3DTSS_BUMPENVMAT00]);
865 mat[1][0] = *((float *)&stateblock->state.texture_states[stage][WINED3DTSS_BUMPENVMAT01]);
866 mat[0][1] = *((float *)&stateblock->state.texture_states[stage][WINED3DTSS_BUMPENVMAT10]);
867 mat[1][1] = *((float *)&stateblock->state.texture_states[stage][WINED3DTSS_BUMPENVMAT11]);
868 /* GL_ATI_fragment_shader allows only constants from 0.0 to 1.0, but the bumpmat
869 * constants can be in any range. While they should stay between [-1.0 and 1.0] because
870 * Shader Model 1.x pixel shaders are clamped to that range negative values are used occasionally,
871 * for example by our d3d9 test. So to get negative values scale -1;1 to 0;1 and undo that in the
872 * shader(it is free). This might potentially reduce precision. However, if the hardware does
873 * support proper floats it shouldn't, and if it doesn't we can't get anything better anyway
874 */
875 mat[0][0] = (mat[0][0] + 1.0f) * 0.5f;
876 mat[1][0] = (mat[1][0] + 1.0f) * 0.5f;
877 mat[0][1] = (mat[0][1] + 1.0f) * 0.5f;
878 mat[1][1] = (mat[1][1] + 1.0f) * 0.5f;
879 GL_EXTCALL(glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), (float *) mat));
880 checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), mat)");
881 }
882
883 static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
884 {
885 if(!isStateDirty(context, STATE_PIXELSHADER)) {
886 set_tex_op_atifs(state, stateblock, context);
887 }
888 }
889
890 static void atifs_apply_pixelshader(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
891 {
892 const struct wined3d_state *state = &stateblock->state;
893 IWineD3DDeviceImpl *device = stateblock->device;
894 BOOL use_vshader = use_vs(state);
895
896 context->last_was_pshader = use_ps(state);
897 /* The ATIFS code does not support pixel shaders currently, but we have to provide a state handler
898 * to call shader_select to select a vertex shader if one is applied because the vertex shader state
899 * may defer calling the shader backend if the pshader state is dirty.
900 *
901 * In theory the application should not be able to mark the pixel shader dirty because it cannot
902 * create a shader, and thus has no way to set the state to something != NULL. However, a different
903 * pipeline part may link a different state to its pixelshader handler, thus a pshader state exists
904 * and can be dirtified. Also the pshader is always dirtified at startup, and blitting disables all
905 * shaders and dirtifies all shader states. If atifs can deal with this it keeps the rest of the code
906 * simpler.
907 */
908 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
909 device->shader_backend->shader_select(context, FALSE, use_vshader);
910
911 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && use_vshader)
912 stateblock_apply_state(STATE_VERTEXSHADERCONSTANT, stateblock, context);
913 }
914 }
915
916 static void atifs_srgbwriteenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
917 {
918 if (stateblock->state.render_states[WINED3DRS_SRGBWRITEENABLE])
919 WARN("sRGB writes are not supported by this fragment pipe.\n");
920 }
921
922 static const struct StateEntryTemplate atifs_fragmentstate_template[] = {
923 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor_atifs }, WINED3D_GL_EXT_NONE },
924 {STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
925 {STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
926 {STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
927 {STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
928 {STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
929 {STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
930 {STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
931 {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), atifs_srgbwriteenable }, WINED3D_GL_EXT_NONE },
932 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
933 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
934 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
935 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
936 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
937 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
938 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
939 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
940 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
941 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
942 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
943 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
944 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
945 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
946 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
947 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
948 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
949 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
950 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
951 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
952 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
953 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
954 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
955 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
956 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
957 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
958 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
959 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
960 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
961 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
962 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
963 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
964 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
965 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
966 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
967 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
968 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
969 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
970 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
971 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
972 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
973 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
974 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
975 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
976 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
977 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
978 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
979 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
980 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
981 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
982 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
983 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
984 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
985 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
986 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
987 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
988 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
989 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
990 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
991 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
992 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
993 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
994 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
995 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
996 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
997 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
998 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
999 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1000 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1001 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1002 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1003 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1004 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1005 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1006 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
1007 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
1008 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
1009 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
1010 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1011 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1012 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1013 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1014 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1015 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1016 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1017 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1018 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1019 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
1020 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
1021 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
1022 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
1023 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1024 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1025 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1026 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1027 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1028 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1029 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1030 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1031 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1032 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
1033 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
1034 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
1035 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
1036 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
1037 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
1038 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
1039 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
1040 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
1041 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
1042 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
1043 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
1044 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
1045 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
1046 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
1047 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
1048 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
1049 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
1050 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
1051 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
1052 {STATE_PIXELSHADER, { STATE_PIXELSHADER, atifs_apply_pixelshader }, WINED3D_GL_EXT_NONE },
1053 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
1054 };
1055
1056 /* Context activation is done by the caller. */
1057 static void atifs_enable(IWineD3DDevice *iface, BOOL enable) {
1058 ENTER_GL();
1059 if(enable) {
1060 glEnable(GL_FRAGMENT_SHADER_ATI);
1061 checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
1062 } else {
1063 glDisable(GL_FRAGMENT_SHADER_ATI);
1064 checkGLcall("glDisable(GL_FRAGMENT_SHADER_ATI)");
1065 }
1066 LEAVE_GL();
1067 }
1068
1069 static void atifs_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
1070 {
1071 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
1072 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
1073 WINED3DTEXOPCAPS_SELECTARG1 |
1074 WINED3DTEXOPCAPS_SELECTARG2 |
1075 WINED3DTEXOPCAPS_MODULATE4X |
1076 WINED3DTEXOPCAPS_MODULATE2X |
1077 WINED3DTEXOPCAPS_MODULATE |
1078 WINED3DTEXOPCAPS_ADDSIGNED2X |
1079 WINED3DTEXOPCAPS_ADDSIGNED |
1080 WINED3DTEXOPCAPS_ADD |
1081 WINED3DTEXOPCAPS_SUBTRACT |
1082 WINED3DTEXOPCAPS_ADDSMOOTH |
1083 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
1084 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
1085 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
1086 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
1087 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
1088 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
1089 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
1090 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
1091 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
1092 WINED3DTEXOPCAPS_DOTPRODUCT3 |
1093 WINED3DTEXOPCAPS_MULTIPLYADD |
1094 WINED3DTEXOPCAPS_LERP |
1095 WINED3DTEXOPCAPS_BUMPENVMAP;
1096
1097 /* TODO: Implement WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
1098 and WINED3DTEXOPCAPS_PREMODULATE */
1099
1100 /* GL_ATI_fragment_shader always supports 6 textures, which was the limit on r200 cards
1101 * which this extension is exclusively focused on(later cards have GL_ARB_fragment_program).
1102 * If the current card has more than 8 fixed function textures in OpenGL's regular fixed
1103 * function pipeline then the ATI_fragment_shader backend imposes a stricter limit. This
1104 * shouldn't be too hard since Nvidia cards have a limit of 4 textures with the default ffp
1105 * pipeline, and almost all games are happy with that. We can however support up to 8
1106 * texture stages because we have a 2nd pass limit of 8 instructions, and per stage we use
1107 * only 1 instruction.
1108 *
1109 * The proper fix for this is not to use GL_ATI_fragment_shader on cards newer than the
1110 * r200 series and use an ARB or GLSL shader instead
1111 */
1112 caps->MaxTextureBlendStages = 8;
1113 caps->MaxSimultaneousTextures = 6;
1114 }
1115
1116 static HRESULT atifs_alloc(IWineD3DDevice *iface) {
1117 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1118 struct atifs_private_data *priv;
1119
1120 This->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct atifs_private_data));
1121 if(!This->fragment_priv) {
1122 ERR("Out of memory\n");
1123 return E_OUTOFMEMORY;
1124 }
1125 priv = This->fragment_priv;
1126 if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
1127 {
1128 ERR("Failed to initialize rbtree.\n");
1129 HeapFree(GetProcessHeap(), 0, This->fragment_priv);
1130 return E_OUTOFMEMORY;
1131 }
1132 return WINED3D_OK;
1133 }
1134
1135 /* Context activation is done by the caller. */
1136 static void atifs_free_ffpshader(struct wine_rb_entry *entry, void *context)
1137 {
1138 IWineD3DDeviceImpl *This = context;
1139 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
1140 struct atifs_ffp_desc *entry_ati = WINE_RB_ENTRY_VALUE(entry, struct atifs_ffp_desc, parent.entry);
1141
1142 ENTER_GL();
1143 GL_EXTCALL(glDeleteFragmentShaderATI(entry_ati->shader));
1144 checkGLcall("glDeleteFragmentShaderATI(entry->shader)");
1145 HeapFree(GetProcessHeap(), 0, entry_ati);
1146 LEAVE_GL();
1147 }
1148
1149 /* Context activation is done by the caller. */
1150 static void atifs_free(IWineD3DDevice *iface) {
1151 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1152 struct atifs_private_data *priv = This->fragment_priv;
1153
1154 wine_rb_destroy(&priv->fragment_shaders, atifs_free_ffpshader, This);
1155
1156 HeapFree(GetProcessHeap(), 0, priv);
1157 This->fragment_priv = NULL;
1158 }
1159
1160 static BOOL atifs_color_fixup_supported(struct color_fixup_desc fixup)
1161 {
1162 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
1163 {
1164 TRACE("Checking support for fixup:\n");
1165 dump_color_fixup_desc(fixup);
1166 }
1167
1168 /* We only support sign fixup of the first two channels. */
1169 if (fixup.x_source == CHANNEL_SOURCE_X && fixup.y_source == CHANNEL_SOURCE_Y
1170 && fixup.z_source == CHANNEL_SOURCE_Z && fixup.w_source == CHANNEL_SOURCE_W
1171 && !fixup.z_sign_fixup && !fixup.w_sign_fixup)
1172 {
1173 TRACE("[OK]\n");
1174 return TRUE;
1175 }
1176
1177 TRACE("[FAILED]\n");
1178 return FALSE;
1179 }
1180
1181 const struct fragment_pipeline atifs_fragment_pipeline = {
1182 atifs_enable,
1183 atifs_get_caps,
1184 atifs_alloc,
1185 atifs_free,
1186 atifs_color_fixup_supported,
1187 atifs_fragmentstate_template,
1188 TRUE /* We can disable projected textures */
1189 };