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
21 #include "wined3d_private.h"
23 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
24 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
26 /* Context activation for state handlers is done by the caller. */
28 /* Some private defines, Constant associations, etc.
29 * Env bump matrix and per stage constant should be independent,
30 * a stage that bump maps can't read the per state constant
32 #define ATI_FFP_CONST_BUMPMAT(i) (GL_CON_0_ATI + i)
33 #define ATI_FFP_CONST_CONSTANT0 GL_CON_0_ATI
34 #define ATI_FFP_CONST_CONSTANT1 GL_CON_1_ATI
35 #define ATI_FFP_CONST_CONSTANT2 GL_CON_2_ATI
36 #define ATI_FFP_CONST_CONSTANT3 GL_CON_3_ATI
37 #define ATI_FFP_CONST_CONSTANT4 GL_CON_4_ATI
38 #define ATI_FFP_CONST_CONSTANT5 GL_CON_5_ATI
39 #define ATI_FFP_CONST_TFACTOR GL_CON_6_ATI
41 /* GL_ATI_fragment_shader specific fixed function pipeline description. "Inherits" from the common one */
44 struct ffp_frag_desc parent
;
46 unsigned int num_textures_used
;
49 struct atifs_private_data
51 struct wine_rb_tree fragment_shaders
; /* A rb-tree to track fragment pipeline replacement shaders */
54 static const char *debug_dstmod(GLuint mod
) {
56 case GL_NONE
: return "GL_NONE";
57 case GL_2X_BIT_ATI
: return "GL_2X_BIT_ATI";
58 case GL_4X_BIT_ATI
: return "GL_4X_BIT_ATI";
59 case GL_8X_BIT_ATI
: return "GL_8X_BIT_ATI";
60 case GL_HALF_BIT_ATI
: return "GL_HALF_BIT_ATI";
61 case GL_QUARTER_BIT_ATI
: return "GL_QUARTER_BIT_ATI";
62 case GL_EIGHTH_BIT_ATI
: return "GL_EIGHTH_BIT_ATI";
63 case GL_SATURATE_BIT_ATI
: return "GL_SATURATE_BIT_ATI";
64 default: return "Unexpected modifier\n";
68 static const char *debug_argmod(GLuint mod
) {
74 return "GL_2X_BIT_ATI";
76 return "GL_COMP_BIT_ATI";
77 case GL_NEGATE_BIT_ATI
:
78 return "GL_NEGATE_BIT_ATI";
80 return "GL_BIAS_BIT_ATI";
82 case GL_2X_BIT_ATI
| GL_COMP_BIT_ATI
:
83 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI";
84 case GL_2X_BIT_ATI
| GL_NEGATE_BIT_ATI
:
85 return "GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI";
86 case GL_2X_BIT_ATI
| GL_BIAS_BIT_ATI
:
87 return "GL_2X_BIT_ATI | GL_BIAS_BIT_ATI";
88 case GL_COMP_BIT_ATI
| GL_NEGATE_BIT_ATI
:
89 return "GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI";
90 case GL_COMP_BIT_ATI
| GL_BIAS_BIT_ATI
:
91 return "GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI";
92 case GL_NEGATE_BIT_ATI
| GL_BIAS_BIT_ATI
:
93 return "GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
95 case GL_COMP_BIT_ATI
| GL_NEGATE_BIT_ATI
| GL_BIAS_BIT_ATI
:
96 return "GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
97 case GL_2X_BIT_ATI
| GL_NEGATE_BIT_ATI
| GL_BIAS_BIT_ATI
:
98 return "GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
99 case GL_2X_BIT_ATI
| GL_COMP_BIT_ATI
| GL_BIAS_BIT_ATI
:
100 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI";
101 case GL_2X_BIT_ATI
| GL_COMP_BIT_ATI
| GL_NEGATE_BIT_ATI
:
102 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI";
104 case GL_2X_BIT_ATI
| GL_COMP_BIT_ATI
| GL_NEGATE_BIT_ATI
| GL_BIAS_BIT_ATI
:
105 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
108 return "Unexpected argmod combination\n";
111 static const char *debug_register(GLuint reg
) {
113 case GL_REG_0_ATI
: return "GL_REG_0_ATI";
114 case GL_REG_1_ATI
: return "GL_REG_1_ATI";
115 case GL_REG_2_ATI
: return "GL_REG_2_ATI";
116 case GL_REG_3_ATI
: return "GL_REG_3_ATI";
117 case GL_REG_4_ATI
: return "GL_REG_4_ATI";
118 case GL_REG_5_ATI
: return "GL_REG_5_ATI";
120 case GL_CON_0_ATI
: return "GL_CON_0_ATI";
121 case GL_CON_1_ATI
: return "GL_CON_1_ATI";
122 case GL_CON_2_ATI
: return "GL_CON_2_ATI";
123 case GL_CON_3_ATI
: return "GL_CON_3_ATI";
124 case GL_CON_4_ATI
: return "GL_CON_4_ATI";
125 case GL_CON_5_ATI
: return "GL_CON_5_ATI";
126 case GL_CON_6_ATI
: return "GL_CON_6_ATI";
127 case GL_CON_7_ATI
: return "GL_CON_7_ATI";
129 case GL_ZERO
: return "GL_ZERO";
130 case GL_ONE
: return "GL_ONE";
131 case GL_PRIMARY_COLOR
: return "GL_PRIMARY_COLOR";
132 case GL_SECONDARY_INTERPOLATOR_ATI
: return "GL_SECONDARY_INTERPOLATOR_ATI";
134 default: return "Unknown register\n";
138 static const char *debug_swizzle(GLuint swizzle
) {
140 case GL_SWIZZLE_STR_ATI
: return "GL_SWIZZLE_STR_ATI";
141 case GL_SWIZZLE_STQ_ATI
: return "GL_SWIZZLE_STQ_ATI";
142 case GL_SWIZZLE_STR_DR_ATI
: return "GL_SWIZZLE_STR_DR_ATI";
143 case GL_SWIZZLE_STQ_DQ_ATI
: return "GL_SWIZZLE_STQ_DQ_ATI";
144 default: return "unknown swizzle";
148 static const char *debug_rep(GLuint rep
) {
150 case GL_NONE
: return "GL_NONE";
151 case GL_RED
: return "GL_RED";
152 case GL_GREEN
: return "GL_GREEN";
153 case GL_BLUE
: return "GL_BLUE";
154 case GL_ALPHA
: return "GL_ALPHA";
155 default: return "unknown argrep";
159 static const char *debug_op(GLuint op
) {
161 case GL_MOV_ATI
: return "GL_MOV_ATI";
162 case GL_ADD_ATI
: return "GL_ADD_ATI";
163 case GL_MUL_ATI
: return "GL_MUL_ATI";
164 case GL_SUB_ATI
: return "GL_SUB_ATI";
165 case GL_DOT3_ATI
: return "GL_DOT3_ATI";
166 case GL_DOT4_ATI
: return "GL_DOT4_ATI";
167 case GL_MAD_ATI
: return "GL_MAD_ATI";
168 case GL_LERP_ATI
: return "GL_LERP_ATI";
169 case GL_CND_ATI
: return "GL_CND_ATI";
170 case GL_CND0_ATI
: return "GL_CND0_ATI";
171 case GL_DOT2_ADD_ATI
: return "GL_DOT2_ADD_ATI";
172 default: return "unexpected op";
176 static const char *debug_mask(GLuint mask
) {
178 case GL_NONE
: return "GL_NONE";
179 case GL_RED_BIT_ATI
: return "GL_RED_BIT_ATI";
180 case GL_GREEN_BIT_ATI
: return "GL_GREEN_BIT_ATI";
181 case GL_BLUE_BIT_ATI
: return "GL_BLUE_BIT_ATI";
182 case GL_RED_BIT_ATI
| GL_GREEN_BIT_ATI
: return "GL_RED_BIT_ATI | GL_GREEN_BIT_ATI";
183 case GL_RED_BIT_ATI
| GL_BLUE_BIT_ATI
: return "GL_RED_BIT_ATI | GL_BLUE_BIT_ATI";
184 case GL_GREEN_BIT_ATI
| GL_BLUE_BIT_ATI
:return "GL_GREEN_BIT_ATI | GL_BLUE_BIT_ATI";
185 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";
186 default: return "Unexpected writemask";
190 static void wrap_op1(const struct wined3d_gl_info
*gl_info
, GLuint op
, GLuint dst
, GLuint dstMask
, GLuint dstMod
,
191 GLuint arg1
, GLuint arg1Rep
, GLuint arg1Mod
)
193 if(dstMask
== GL_ALPHA
) {
194 TRACE("glAlphaFragmentOp1ATI(%s, %s, %s, %s, %s, %s)\n", debug_op(op
), debug_register(dst
), debug_dstmod(dstMod
),
195 debug_register(arg1
), debug_rep(arg1Rep
), debug_argmod(arg1Mod
));
196 GL_EXTCALL(glAlphaFragmentOp1ATI(op
, dst
, dstMod
, arg1
, arg1Rep
, arg1Mod
));
198 TRACE("glColorFragmentOp1ATI(%s, %s, %s, %s, %s, %s, %s)\n", debug_op(op
), debug_register(dst
),
199 debug_mask(dstMask
), debug_dstmod(dstMod
),
200 debug_register(arg1
), debug_rep(arg1Rep
), debug_argmod(arg1Mod
));
201 GL_EXTCALL(glColorFragmentOp1ATI(op
, dst
, dstMask
, dstMod
, arg1
, arg1Rep
, arg1Mod
));
205 static void wrap_op2(const struct wined3d_gl_info
*gl_info
, GLuint op
, GLuint dst
, GLuint dstMask
, GLuint dstMod
,
206 GLuint arg1
, GLuint arg1Rep
, GLuint arg1Mod
, GLuint arg2
, GLuint arg2Rep
, GLuint arg2Mod
)
208 if(dstMask
== GL_ALPHA
) {
209 TRACE("glAlphaFragmentOp2ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op
), debug_register(dst
), debug_dstmod(dstMod
),
210 debug_register(arg1
), debug_rep(arg1Rep
), debug_argmod(arg1Mod
),
211 debug_register(arg2
), debug_rep(arg2Rep
), debug_argmod(arg2Mod
));
212 GL_EXTCALL(glAlphaFragmentOp2ATI(op
, dst
, dstMod
, arg1
, arg1Rep
, arg1Mod
, arg2
, arg2Rep
, arg2Mod
));
214 TRACE("glColorFragmentOp2ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op
), debug_register(dst
),
215 debug_mask(dstMask
), debug_dstmod(dstMod
),
216 debug_register(arg1
), debug_rep(arg1Rep
), debug_argmod(arg1Mod
),
217 debug_register(arg2
), debug_rep(arg2Rep
), debug_argmod(arg2Mod
));
218 GL_EXTCALL(glColorFragmentOp2ATI(op
, dst
, dstMask
, dstMod
, arg1
, arg1Rep
, arg1Mod
, arg2
, arg2Rep
, arg2Mod
));
222 static void wrap_op3(const struct wined3d_gl_info
*gl_info
, GLuint op
, GLuint dst
, GLuint dstMask
, GLuint dstMod
,
223 GLuint arg1
, GLuint arg1Rep
, GLuint arg1Mod
, GLuint arg2
, GLuint arg2Rep
, GLuint arg2Mod
,
224 GLuint arg3
, GLuint arg3Rep
, GLuint arg3Mod
)
226 if(dstMask
== GL_ALPHA
) {
227 /* Leave some free space to fit "GL_NONE, " in to align most alpha and color op lines */
228 TRACE("glAlphaFragmentOp3ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op
), debug_register(dst
), debug_dstmod(dstMod
),
229 debug_register(arg1
), debug_rep(arg1Rep
), debug_argmod(arg1Mod
),
230 debug_register(arg2
), debug_rep(arg2Rep
), debug_argmod(arg2Mod
),
231 debug_register(arg3
), debug_rep(arg3Rep
), debug_argmod(arg3Mod
));
232 GL_EXTCALL(glAlphaFragmentOp3ATI(op
, dst
, dstMod
,
233 arg1
, arg1Rep
, arg1Mod
,
234 arg2
, arg2Rep
, arg2Mod
,
235 arg3
, arg3Rep
, arg3Mod
));
237 TRACE("glColorFragmentOp3ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op
), debug_register(dst
),
238 debug_mask(dstMask
), debug_dstmod(dstMod
),
239 debug_register(arg1
), debug_rep(arg1Rep
), debug_argmod(arg1Mod
),
240 debug_register(arg2
), debug_rep(arg2Rep
), debug_argmod(arg2Mod
),
241 debug_register(arg3
), debug_rep(arg3Rep
), debug_argmod(arg3Mod
));
242 GL_EXTCALL(glColorFragmentOp3ATI(op
, dst
, dstMask
, dstMod
,
243 arg1
, arg1Rep
, arg1Mod
,
244 arg2
, arg2Rep
, arg2Mod
,
245 arg3
, arg3Rep
, arg3Mod
));
249 static GLuint
register_for_arg(DWORD arg
, const struct wined3d_gl_info
*gl_info
,
250 unsigned int stage
, GLuint
*mod
, GLuint
*rep
, GLuint tmparg
)
254 if(mod
) *mod
= GL_NONE
;
255 if(arg
== ARG_UNUSED
)
257 if (rep
) *rep
= GL_NONE
;
258 return -1; /* This is the marker for unused registers */
261 switch(arg
& WINED3DTA_SELECTMASK
) {
262 case WINED3DTA_DIFFUSE
:
263 ret
= GL_PRIMARY_COLOR
;
266 case WINED3DTA_CURRENT
:
267 /* Note that using GL_REG_0_ATI for the passed on register is safe because
268 * texture0 is read at stage0, so in the worst case it is read in the
269 * instruction writing to reg0. Afterwards texture0 is not used any longer.
270 * If we're reading from current
272 ret
= stage
? GL_REG_0_ATI
: GL_PRIMARY_COLOR
;
275 case WINED3DTA_TEXTURE
:
276 ret
= GL_REG_0_ATI
+ stage
;
279 case WINED3DTA_TFACTOR
:
280 ret
= ATI_FFP_CONST_TFACTOR
;
283 case WINED3DTA_SPECULAR
:
284 ret
= GL_SECONDARY_INTERPOLATOR_ATI
;
291 case WINED3DTA_CONSTANT
:
292 FIXME("Unhandled source argument WINED3DTA_TEMP\n");
297 FIXME("Unknown source argument %d\n", arg
);
301 if(arg
& WINED3DTA_COMPLEMENT
) {
302 if(mod
) *mod
|= GL_COMP_BIT_ATI
;
304 if(arg
& WINED3DTA_ALPHAREPLICATE
) {
305 if(rep
) *rep
= GL_ALPHA
;
307 if(rep
) *rep
= GL_NONE
;
312 static GLuint
find_tmpreg(const struct texture_stage_op op
[MAX_TEXTURES
])
314 int lowest_read
= -1;
315 int lowest_write
= -1;
317 BOOL tex_used
[MAX_TEXTURES
];
319 memset(tex_used
, 0, sizeof(tex_used
));
320 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
322 if (op
[i
].cop
== WINED3D_TOP_DISABLE
)
325 if(lowest_read
== -1 &&
326 (op
[i
].carg1
== WINED3DTA_TEMP
|| op
[i
].carg2
== WINED3DTA_TEMP
|| op
[i
].carg0
== WINED3DTA_TEMP
||
327 op
[i
].aarg1
== WINED3DTA_TEMP
|| op
[i
].aarg2
== WINED3DTA_TEMP
|| op
[i
].aarg0
== WINED3DTA_TEMP
)) {
331 if(lowest_write
== -1 && op
[i
].dst
== tempreg
) {
335 if(op
[i
].carg1
== WINED3DTA_TEXTURE
|| op
[i
].carg2
== WINED3DTA_TEXTURE
|| op
[i
].carg0
== WINED3DTA_TEXTURE
||
336 op
[i
].aarg1
== WINED3DTA_TEXTURE
|| op
[i
].aarg2
== WINED3DTA_TEXTURE
|| op
[i
].aarg0
== WINED3DTA_TEXTURE
) {
341 /* Temp reg not read? We don't need it, return GL_NONE */
342 if(lowest_read
== -1) return GL_NONE
;
344 if(lowest_write
>= lowest_read
) {
345 FIXME("Temp register read before being written\n");
348 if(lowest_write
== -1) {
349 /* This needs a test. Maybe we are supposed to return 0.0/0.0/0.0/0.0, or fail drawprim, or whatever */
350 FIXME("Temp register read without being written\n");
352 } else if(lowest_write
>= 1) {
353 /* If we're writing to the temp reg at earliest in stage 1, we can use register 1 for the temp result.
354 * there may be texture data stored in reg 1, but we do not need it any longer since stage 1 already
359 /* Search for a free texture register. We have 6 registers available. GL_REG_0_ATI is already used
360 * for the regular result
362 for(i
= 1; i
< 6; i
++) {
364 return GL_REG_0_ATI
+ i
;
367 /* What to do here? Report it in ValidateDevice? */
368 FIXME("Could not find a register for the temporary register\n");
373 static GLuint
gen_ati_shader(const struct texture_stage_op op
[MAX_TEXTURES
], const struct wined3d_gl_info
*gl_info
)
375 GLuint ret
= GL_EXTCALL(glGenFragmentShadersATI(1));
377 GLuint arg0
, arg1
, arg2
, extrarg
;
378 GLuint dstmod
, argmod0
, argmod1
, argmod2
, argmodextra
;
379 GLuint rep0
, rep1
, rep2
;
381 GLuint tmparg
= find_tmpreg(op
);
385 ERR("Failed to generate a GL_ATI_fragment_shader shader id\n");
388 GL_EXTCALL(glBindFragmentShaderATI(ret
));
389 checkGLcall("GL_EXTCALL(glBindFragmentShaderATI(ret))");
391 TRACE("glBeginFragmentShaderATI()\n");
392 GL_EXTCALL(glBeginFragmentShaderATI());
393 checkGLcall("GL_EXTCALL(glBeginFragmentShaderATI())");
395 /* Pass 1: Generate sampling instructions for perturbation maps */
396 for (stage
= 0; stage
< gl_info
->limits
.textures
; ++stage
)
398 if (op
[stage
].cop
== WINED3D_TOP_DISABLE
)
400 if (op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP
401 && op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
404 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, GL_SWIZZLE_STR_ATI)\n",
406 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI
+ stage
,
407 GL_TEXTURE0_ARB
+ stage
,
408 GL_SWIZZLE_STR_ATI
));
409 if(op
[stage
+ 1].projected
== proj_none
) {
410 swizzle
= GL_SWIZZLE_STR_ATI
;
411 } else if(op
[stage
+ 1].projected
== proj_count4
) {
412 swizzle
= GL_SWIZZLE_STQ_DQ_ATI
;
414 swizzle
= GL_SWIZZLE_STR_DR_ATI
;
416 TRACE("glPassTexCoordATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, %s)\n",
417 stage
+ 1, stage
+ 1, debug_swizzle(swizzle
));
418 GL_EXTCALL(glPassTexCoordATI(GL_REG_0_ATI
+ stage
+ 1,
419 GL_TEXTURE0_ARB
+ stage
+ 1,
423 /* Pass 2: Generate perturbation calculations */
424 for (stage
= 0; stage
< gl_info
->limits
.textures
; ++stage
)
426 GLuint argmodextra_x
, argmodextra_y
;
427 struct color_fixup_desc fixup
;
429 if (op
[stage
].cop
== WINED3D_TOP_DISABLE
)
431 if (op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP
432 && op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
435 fixup
= op
[stage
].color_fixup
;
436 if (fixup
.x_source
!= CHANNEL_SOURCE_X
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
)
438 FIXME("Swizzles not implemented\n");
439 argmodextra_x
= GL_NONE
;
440 argmodextra_y
= GL_NONE
;
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
;
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
);
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:
457 * coord.a = tex.r * bump.b + coord.g
458 * coord.g = tex.g * bump.a + coord.a
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.
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_2X_BIT_ATI
| GL_BIAS_BIT_ATI
,
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_2X_BIT_ATI
| GL_BIAS_BIT_ATI
,
471 GL_REG_0_ATI
+ stage
+ 1, GL_ALPHA
, GL_NONE
);
474 /* Pass 3: Generate sampling instructions for regular textures */
475 for (stage
= 0; stage
< gl_info
->limits
.textures
; ++stage
)
477 if (op
[stage
].cop
== WINED3D_TOP_DISABLE
)
480 if(op
[stage
].projected
== proj_none
) {
481 swizzle
= GL_SWIZZLE_STR_ATI
;
482 } else if(op
[stage
].projected
== proj_count3
) {
483 swizzle
= GL_SWIZZLE_STR_DR_ATI
;
485 swizzle
= GL_SWIZZLE_STQ_DQ_ATI
;
488 if ((op
[stage
].carg0
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
489 || (op
[stage
].carg1
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
490 || (op
[stage
].carg2
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
491 || (op
[stage
].aarg0
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
492 || (op
[stage
].aarg1
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
493 || (op
[stage
].aarg2
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
494 || op
[stage
].cop
== WINED3D_TOP_BLEND_TEXTURE_ALPHA
)
497 && (op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP
498 || op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
))
500 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_REG_%d_ATI, GL_SWIZZLE_STR_ATI)\n",
502 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI
+ stage
,
503 GL_REG_0_ATI
+ stage
,
504 GL_SWIZZLE_STR_ATI
));
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
,
515 /* Pass 4: Generate the arithmetic instructions */
516 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
518 if (op
[stage
].cop
== WINED3D_TOP_DISABLE
)
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
);
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
535 if(tmparg
== GL_NONE
) continue;
539 dstreg
= GL_REG_0_ATI
;
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
);
546 argmodextra
= GL_NONE
;
549 switch (op
[stage
].cop
)
551 case WINED3D_TOP_SELECT_ARG2
:
556 case WINED3D_TOP_SELECT_ARG1
:
557 wrap_op1(gl_info
, GL_MOV_ATI
, dstreg
, GL_NONE
, GL_NONE
,
558 arg1
, rep1
, argmod1
);
561 case WINED3D_TOP_MODULATE_4X
:
562 if(dstmod
== GL_NONE
) dstmod
= GL_4X_BIT_ATI
;
564 case WINED3D_TOP_MODULATE_2X
:
565 if(dstmod
== GL_NONE
) dstmod
= GL_2X_BIT_ATI
;
566 dstmod
|= GL_SATURATE_BIT_ATI
;
568 case WINED3D_TOP_MODULATE
:
569 wrap_op2(gl_info
, GL_MUL_ATI
, dstreg
, GL_NONE
, dstmod
,
571 arg2
, rep2
, argmod2
);
574 case WINED3D_TOP_ADD_SIGNED_2X
:
575 dstmod
= GL_2X_BIT_ATI
;
577 case WINED3D_TOP_ADD_SIGNED
:
578 argmodextra
= GL_BIAS_BIT_ATI
;
580 case WINED3D_TOP_ADD
:
581 dstmod
|= GL_SATURATE_BIT_ATI
;
582 wrap_op2(gl_info
, GL_ADD_ATI
, GL_REG_0_ATI
, GL_NONE
, dstmod
,
584 arg2
, rep2
, argmodextra
| argmod2
);
587 case WINED3D_TOP_SUBTRACT
:
588 dstmod
|= GL_SATURATE_BIT_ATI
;
589 wrap_op2(gl_info
, GL_SUB_ATI
, dstreg
, GL_NONE
, dstmod
,
591 arg2
, rep2
, argmod2
);
594 case WINED3D_TOP_ADD_SMOOTH
:
595 argmodextra
= argmod1
& GL_COMP_BIT_ATI
? argmod1
& ~GL_COMP_BIT_ATI
: argmod1
| GL_COMP_BIT_ATI
;
596 /* Dst = arg1 + * arg2(1 -arg 1)
597 * = arg2 * (1 - arg1) + arg1
599 wrap_op3(gl_info
, GL_MAD_ATI
, dstreg
, GL_NONE
, GL_SATURATE_BIT_ATI
,
601 arg1
, rep1
, argmodextra
,
602 arg1
, rep1
, argmod1
);
605 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
606 if (extrarg
== GL_NONE
)
607 extrarg
= register_for_arg(WINED3DTA_CURRENT
, gl_info
, stage
, NULL
, NULL
, -1);
609 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
610 if (extrarg
== GL_NONE
)
611 extrarg
= register_for_arg(WINED3DTA_TFACTOR
, gl_info
, stage
, NULL
, NULL
, -1);
613 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
614 if (extrarg
== GL_NONE
)
615 extrarg
= register_for_arg(WINED3DTA_TEXTURE
, gl_info
, stage
, NULL
, NULL
, -1);
617 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
618 if (extrarg
== GL_NONE
)
619 extrarg
= register_for_arg(WINED3DTA_DIFFUSE
, gl_info
, stage
, NULL
, NULL
, -1);
620 wrap_op3(gl_info
, GL_LERP_ATI
, dstreg
, GL_NONE
, GL_NONE
,
621 extrarg
, GL_ALPHA
, GL_NONE
,
623 arg2
, rep2
, argmod2
);
626 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
627 arg0
= register_for_arg(WINED3DTA_TEXTURE
, gl_info
, stage
, NULL
, NULL
, -1);
628 wrap_op3(gl_info
, GL_MAD_ATI
, dstreg
, GL_NONE
, GL_NONE
,
630 arg0
, GL_ALPHA
, GL_COMP_BIT_ATI
,
631 arg1
, rep1
, argmod1
);
634 /* D3DTOP_PREMODULATE ???? */
636 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
637 argmodextra
= argmod1
& GL_COMP_BIT_ATI
? argmod1
& ~GL_COMP_BIT_ATI
: argmod1
| GL_COMP_BIT_ATI
;
639 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
641 argmodextra
= argmod1
;
642 wrap_op3(gl_info
, GL_MAD_ATI
, dstreg
, GL_NONE
, GL_SATURATE_BIT_ATI
,
644 arg1
, GL_ALPHA
, argmodextra
,
645 arg1
, rep1
, argmod1
);
648 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
649 argmodextra
= argmod1
& GL_COMP_BIT_ATI
? argmod1
& ~GL_COMP_BIT_ATI
: argmod1
| GL_COMP_BIT_ATI
;
651 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
653 argmodextra
= argmod1
;
654 wrap_op3(gl_info
, GL_MAD_ATI
, dstreg
, GL_NONE
, GL_SATURATE_BIT_ATI
,
656 arg1
, rep1
, argmodextra
,
657 arg1
, GL_ALPHA
, argmod1
);
660 case WINED3D_TOP_DOTPRODUCT3
:
661 wrap_op2(gl_info
, GL_DOT3_ATI
, dstreg
, GL_NONE
, GL_4X_BIT_ATI
| GL_SATURATE_BIT_ATI
,
662 arg1
, rep1
, argmod1
| GL_BIAS_BIT_ATI
,
663 arg2
, rep2
, argmod2
| GL_BIAS_BIT_ATI
);
666 case WINED3D_TOP_MULTIPLY_ADD
:
667 wrap_op3(gl_info
, GL_MAD_ATI
, dstreg
, GL_NONE
, GL_SATURATE_BIT_ATI
,
670 arg0
, rep0
, argmod0
);
673 case WINED3D_TOP_LERP
:
674 wrap_op3(gl_info
, GL_LERP_ATI
, dstreg
, GL_NONE
, GL_NONE
,
677 arg2
, rep2
, argmod2
);
680 case WINED3D_TOP_BUMPENVMAP
:
681 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
682 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
685 default: FIXME("Unhandled color operation %d on stage %d\n", op
[stage
].cop
, stage
);
688 arg0
= register_for_arg(op
[stage
].aarg0
, gl_info
, stage
, &argmod0
, NULL
, tmparg
);
689 arg1
= register_for_arg(op
[stage
].aarg1
, gl_info
, stage
, &argmod1
, NULL
, tmparg
);
690 arg2
= register_for_arg(op
[stage
].aarg2
, gl_info
, stage
, &argmod2
, NULL
, tmparg
);
692 argmodextra
= GL_NONE
;
695 switch (op
[stage
].aop
)
697 case WINED3D_TOP_DISABLE
:
698 /* Get the primary color to the output if on stage 0, otherwise leave register 0 untouched */
701 wrap_op1(gl_info
, GL_MOV_ATI
, GL_REG_0_ATI
, GL_ALPHA
, GL_NONE
,
702 GL_PRIMARY_COLOR
, GL_NONE
, GL_NONE
);
706 case WINED3D_TOP_SELECT_ARG2
:
710 case WINED3D_TOP_SELECT_ARG1
:
711 wrap_op1(gl_info
, GL_MOV_ATI
, dstreg
, GL_ALPHA
, GL_NONE
,
712 arg1
, GL_NONE
, argmod1
);
715 case WINED3D_TOP_MODULATE_4X
:
716 if (dstmod
== GL_NONE
)
717 dstmod
= GL_4X_BIT_ATI
;
719 case WINED3D_TOP_MODULATE_2X
:
720 if (dstmod
== GL_NONE
)
721 dstmod
= GL_2X_BIT_ATI
;
722 dstmod
|= GL_SATURATE_BIT_ATI
;
724 case WINED3D_TOP_MODULATE
:
725 wrap_op2(gl_info
, GL_MUL_ATI
, dstreg
, GL_ALPHA
, dstmod
,
726 arg1
, GL_NONE
, argmod1
,
727 arg2
, GL_NONE
, argmod2
);
730 case WINED3D_TOP_ADD_SIGNED_2X
:
731 dstmod
= GL_2X_BIT_ATI
;
733 case WINED3D_TOP_ADD_SIGNED
:
734 argmodextra
= GL_BIAS_BIT_ATI
;
736 case WINED3D_TOP_ADD
:
737 dstmod
|= GL_SATURATE_BIT_ATI
;
738 wrap_op2(gl_info
, GL_ADD_ATI
, dstreg
, GL_ALPHA
, dstmod
,
739 arg1
, GL_NONE
, argmod1
,
740 arg2
, GL_NONE
, argmodextra
| argmod2
);
743 case WINED3D_TOP_SUBTRACT
:
744 dstmod
|= GL_SATURATE_BIT_ATI
;
745 wrap_op2(gl_info
, GL_SUB_ATI
, dstreg
, GL_ALPHA
, dstmod
,
746 arg1
, GL_NONE
, argmod1
,
747 arg2
, GL_NONE
, argmod2
);
750 case WINED3D_TOP_ADD_SMOOTH
:
751 argmodextra
= argmod1
& GL_COMP_BIT_ATI
? argmod1
& ~GL_COMP_BIT_ATI
: argmod1
| GL_COMP_BIT_ATI
;
752 /* Dst = arg1 + * arg2(1 -arg 1)
753 * = arg2 * (1 - arg1) + arg1
755 wrap_op3(gl_info
, GL_MAD_ATI
, dstreg
, GL_ALPHA
, GL_SATURATE_BIT_ATI
,
756 arg2
, GL_NONE
, argmod2
,
757 arg1
, GL_NONE
, argmodextra
,
758 arg1
, GL_NONE
, argmod1
);
761 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
762 if (extrarg
== GL_NONE
)
763 extrarg
= register_for_arg(WINED3DTA_CURRENT
, gl_info
, stage
, NULL
, NULL
, -1);
765 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
766 if (extrarg
== GL_NONE
)
767 extrarg
= register_for_arg(WINED3DTA_TFACTOR
, gl_info
, stage
, NULL
, NULL
, -1);
769 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
770 if (extrarg
== GL_NONE
)
771 extrarg
= register_for_arg(WINED3DTA_TEXTURE
, gl_info
, stage
, NULL
, NULL
, -1);
773 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
774 if (extrarg
== GL_NONE
)
775 extrarg
= register_for_arg(WINED3DTA_DIFFUSE
, gl_info
, stage
, NULL
, NULL
, -1);
776 wrap_op3(gl_info
, GL_LERP_ATI
, dstreg
, GL_ALPHA
, GL_NONE
,
777 extrarg
, GL_ALPHA
, GL_NONE
,
778 arg1
, GL_NONE
, argmod1
,
779 arg2
, GL_NONE
, argmod2
);
782 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
783 arg0
= register_for_arg(WINED3DTA_TEXTURE
, gl_info
, stage
, NULL
, NULL
, -1);
784 wrap_op3(gl_info
, GL_MAD_ATI
, dstreg
, GL_ALPHA
, GL_NONE
,
785 arg2
, GL_NONE
, argmod2
,
786 arg0
, GL_ALPHA
, GL_COMP_BIT_ATI
,
787 arg1
, GL_NONE
, argmod1
);
790 /* D3DTOP_PREMODULATE ???? */
792 case WINED3D_TOP_DOTPRODUCT3
:
793 wrap_op2(gl_info
, GL_DOT3_ATI
, dstreg
, GL_ALPHA
, GL_4X_BIT_ATI
| GL_SATURATE_BIT_ATI
,
794 arg1
, GL_NONE
, argmod1
| GL_BIAS_BIT_ATI
,
795 arg2
, GL_NONE
, argmod2
| GL_BIAS_BIT_ATI
);
798 case WINED3D_TOP_MULTIPLY_ADD
:
799 wrap_op3(gl_info
, GL_MAD_ATI
, dstreg
, GL_ALPHA
, GL_SATURATE_BIT_ATI
,
800 arg1
, GL_NONE
, argmod1
,
801 arg2
, GL_NONE
, argmod2
,
802 arg0
, GL_NONE
, argmod0
);
805 case WINED3D_TOP_LERP
:
806 wrap_op3(gl_info
, GL_LERP_ATI
, dstreg
, GL_ALPHA
, GL_SATURATE_BIT_ATI
,
807 arg1
, GL_NONE
, argmod1
,
808 arg2
, GL_NONE
, argmod2
,
809 arg0
, GL_NONE
, argmod0
);
812 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
813 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
814 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
815 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
816 case WINED3D_TOP_BUMPENVMAP
:
817 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
818 ERR("Application uses an invalid alpha operation\n");
821 default: FIXME("Unhandled alpha operation %d on stage %d\n", op
[stage
].aop
, stage
);
825 TRACE("glEndFragmentShaderATI()\n");
826 GL_EXTCALL(glEndFragmentShaderATI());
827 checkGLcall("GL_EXTCALL(glEndFragmentShaderATI())");
831 static void set_tex_op_atifs(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
833 const struct wined3d_device
*device
= context
->swapchain
->device
;
834 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
835 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
836 const struct atifs_ffp_desc
*desc
;
837 struct ffp_frag_settings settings
;
838 struct atifs_private_data
*priv
= device
->fragment_priv
;
842 gen_ffp_frag_op(context
, state
, &settings
, TRUE
);
843 desc
= (const struct atifs_ffp_desc
*)find_ffp_frag_shader(&priv
->fragment_shaders
, &settings
);
845 struct atifs_ffp_desc
*new_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc
));
848 ERR("Out of memory\n");
851 new_desc
->num_textures_used
= 0;
852 for (i
= 0; i
< d3d_info
->limits
.ffp_blend_stages
; ++i
)
854 if (settings
.op
[i
].cop
== WINED3D_TOP_DISABLE
)
856 new_desc
->num_textures_used
= i
+ 1;
859 new_desc
->parent
.settings
= settings
;
860 new_desc
->shader
= gen_ati_shader(settings
.op
, gl_info
);
861 add_ffp_frag_shader(&priv
->fragment_shaders
, &new_desc
->parent
);
862 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc
);
866 /* GL_ATI_fragment_shader depends on the GL_TEXTURE_xD enable settings. Update the texture stages
867 * used by this shader
869 for (i
= 0; i
< desc
->num_textures_used
; ++i
)
871 mapped_stage
= device
->texUnitMap
[i
];
872 if (mapped_stage
!= WINED3D_UNMAPPED_STAGE
)
874 context_active_texture(context
, gl_info
, mapped_stage
);
875 texture_activate_dimensions(state
->textures
[i
], gl_info
);
879 GL_EXTCALL(glBindFragmentShaderATI(desc
->shader
));
882 static void state_texfactor_atifs(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
884 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
887 D3DCOLORTOGLFLOAT4(state
->render_states
[WINED3D_RS_TEXTUREFACTOR
], col
);
888 GL_EXTCALL(glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR
, col
));
889 checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR, col)");
892 static void set_bumpmat(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
894 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
895 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
898 mat
[0][0] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT00
]);
899 mat
[1][0] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT01
]);
900 mat
[0][1] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT10
]);
901 mat
[1][1] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT11
]);
902 /* GL_ATI_fragment_shader allows only constants from 0.0 to 1.0, but the bumpmat
903 * constants can be in any range. While they should stay between [-1.0 and 1.0] because
904 * Shader Model 1.x pixel shaders are clamped to that range negative values are used occasionally,
905 * for example by our d3d9 test. So to get negative values scale -1;1 to 0;1 and undo that in the
906 * shader(it is free). This might potentially reduce precision. However, if the hardware does
907 * support proper floats it shouldn't, and if it doesn't we can't get anything better anyway
909 mat
[0][0] = (mat
[0][0] + 1.0f
) * 0.5f
;
910 mat
[1][0] = (mat
[1][0] + 1.0f
) * 0.5f
;
911 mat
[0][1] = (mat
[0][1] + 1.0f
) * 0.5f
;
912 mat
[1][1] = (mat
[1][1] + 1.0f
) * 0.5f
;
913 GL_EXTCALL(glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage
), (float *) mat
));
914 checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), mat)");
917 static void textransform(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
919 if (!isStateDirty(context
, STATE_PIXELSHADER
))
920 set_tex_op_atifs(context
, state
, state_id
);
923 static void atifs_apply_pixelshader(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
925 context
->last_was_pshader
= use_ps(state
);
926 /* The ATIFS code does not support pixel shaders currently, but we have to
927 * provide a state handler to call shader_select to select a vertex shader
928 * if one is applied because the vertex shader state may defer calling the
929 * shader backend if the pshader state is dirty.
931 * In theory the application should not be able to mark the pixel shader
932 * dirty because it cannot create a shader, and thus has no way to set the
933 * state to something != NULL. However, a different pipeline part may link
934 * a different state to its pixelshader handler, thus a pshader state
935 * exists and can be dirtified. Also the pshader is always dirtified at
936 * startup, and blitting disables all shaders and dirtifies all shader
937 * states. If atifs can deal with this it keeps the rest of the code
939 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_PIXEL
;
942 static void atifs_srgbwriteenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
944 if (state
->render_states
[WINED3D_RS_SRGBWRITEENABLE
])
945 WARN("sRGB writes are not supported by this fragment pipe.\n");
948 static const struct StateEntryTemplate atifs_fragmentstate_template
[] = {
949 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), state_texfactor_atifs
}, WINED3D_GL_EXT_NONE
},
950 {STATE_RENDER(WINED3D_RS_FOGCOLOR
), { STATE_RENDER(WINED3D_RS_FOGCOLOR
), state_fogcolor
}, WINED3D_GL_EXT_NONE
},
951 {STATE_RENDER(WINED3D_RS_FOGDENSITY
), { STATE_RENDER(WINED3D_RS_FOGDENSITY
), state_fogdensity
}, WINED3D_GL_EXT_NONE
},
952 {STATE_RENDER(WINED3D_RS_FOGENABLE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), state_fog_fragpart
}, WINED3D_GL_EXT_NONE
},
953 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
954 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
955 {STATE_RENDER(WINED3D_RS_FOGSTART
), { STATE_RENDER(WINED3D_RS_FOGSTART
), state_fogstartend
}, WINED3D_GL_EXT_NONE
},
956 {STATE_RENDER(WINED3D_RS_FOGEND
), { STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
957 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), atifs_srgbwriteenable
}, WINED3D_GL_EXT_NONE
},
958 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), set_tex_op_atifs
}, WINED3D_GL_EXT_NONE
},
959 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
960 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
961 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
962 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
963 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
964 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
965 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
966 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
967 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat
}, WINED3D_GL_EXT_NONE
},
968 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
969 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
970 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
971 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
972 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
973 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
974 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
975 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
976 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
977 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
978 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
979 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
980 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat
}, WINED3D_GL_EXT_NONE
},
981 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
982 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
983 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
984 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
985 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
986 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
987 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
988 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
989 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
990 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
991 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
992 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
993 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat
}, WINED3D_GL_EXT_NONE
},
994 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
995 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
996 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
997 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
998 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
999 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
1000 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
1001 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
1002 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
1003 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
1004 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
1005 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
1006 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat
}, WINED3D_GL_EXT_NONE
},
1007 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1008 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1009 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1010 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
1011 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
1012 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
1013 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
1014 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
1015 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
1016 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
1017 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
1018 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
1019 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat
}, WINED3D_GL_EXT_NONE
},
1020 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1021 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1022 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1023 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
1024 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
1025 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
1026 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
1027 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
1028 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
1029 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
1030 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
1031 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
1032 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat
}, WINED3D_GL_EXT_NONE
},
1033 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1034 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1035 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1036 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
1037 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
1038 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
1039 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
1040 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
1041 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
1042 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
1043 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
1044 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
1045 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat
}, WINED3D_GL_EXT_NONE
},
1046 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1047 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1048 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1049 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
1050 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
1051 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
1052 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
1053 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
1054 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
1055 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
1056 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
1057 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
1058 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat
}, WINED3D_GL_EXT_NONE
},
1059 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1060 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1061 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1062 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
1063 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
1064 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
1065 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
1066 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
1067 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
1068 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
1069 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
1070 {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
1071 {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
1072 {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
1073 {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
1074 {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
1075 {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
1076 {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
1077 {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
1078 {STATE_PIXELSHADER
, { STATE_PIXELSHADER
, atifs_apply_pixelshader
}, WINED3D_GL_EXT_NONE
},
1079 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
1082 /* Context activation is done by the caller. */
1083 static void atifs_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
1087 gl_info
->gl_ops
.gl
.p_glEnable(GL_FRAGMENT_SHADER_ATI
);
1088 checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
1092 gl_info
->gl_ops
.gl
.p_glDisable(GL_FRAGMENT_SHADER_ATI
);
1093 checkGLcall("glDisable(GL_FRAGMENT_SHADER_ATI)");
1097 static void atifs_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
1099 caps
->wined3d_caps
= WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
1100 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
;
1101 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
|
1102 WINED3DTEXOPCAPS_SELECTARG1
|
1103 WINED3DTEXOPCAPS_SELECTARG2
|
1104 WINED3DTEXOPCAPS_MODULATE4X
|
1105 WINED3DTEXOPCAPS_MODULATE2X
|
1106 WINED3DTEXOPCAPS_MODULATE
|
1107 WINED3DTEXOPCAPS_ADDSIGNED2X
|
1108 WINED3DTEXOPCAPS_ADDSIGNED
|
1109 WINED3DTEXOPCAPS_ADD
|
1110 WINED3DTEXOPCAPS_SUBTRACT
|
1111 WINED3DTEXOPCAPS_ADDSMOOTH
|
1112 WINED3DTEXOPCAPS_BLENDCURRENTALPHA
|
1113 WINED3DTEXOPCAPS_BLENDFACTORALPHA
|
1114 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
|
1115 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
|
1116 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
|
1117 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
|
1118 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
|
1119 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
|
1120 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
|
1121 WINED3DTEXOPCAPS_DOTPRODUCT3
|
1122 WINED3DTEXOPCAPS_MULTIPLYADD
|
1123 WINED3DTEXOPCAPS_LERP
|
1124 WINED3DTEXOPCAPS_BUMPENVMAP
;
1126 /* TODO: Implement WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
1127 and WINED3DTEXOPCAPS_PREMODULATE */
1129 /* GL_ATI_fragment_shader always supports 6 textures, which was the limit on r200 cards
1130 * which this extension is exclusively focused on(later cards have GL_ARB_fragment_program).
1131 * If the current card has more than 8 fixed function textures in OpenGL's regular fixed
1132 * function pipeline then the ATI_fragment_shader backend imposes a stricter limit. This
1133 * shouldn't be too hard since Nvidia cards have a limit of 4 textures with the default ffp
1134 * pipeline, and almost all games are happy with that. We can however support up to 8
1135 * texture stages because we have a 2nd pass limit of 8 instructions, and per stage we use
1136 * only 1 instruction.
1138 * The proper fix for this is not to use GL_ATI_fragment_shader on cards newer than the
1139 * r200 series and use an ARB or GLSL shader instead
1141 caps
->MaxTextureBlendStages
= 8;
1142 caps
->MaxSimultaneousTextures
= 6;
1145 static void *atifs_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
1147 struct atifs_private_data
*priv
;
1149 if (!(priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*priv
))))
1152 if (wine_rb_init(&priv
->fragment_shaders
, &wined3d_ffp_frag_program_rb_functions
) == -1)
1154 ERR("Failed to initialize rbtree.\n");
1155 HeapFree(GetProcessHeap(), 0, priv
);
1162 /* Context activation is done by the caller. */
1163 static void atifs_free_ffpshader(struct wine_rb_entry
*entry
, void *cb_ctx
)
1165 const struct wined3d_gl_info
*gl_info
= cb_ctx
;
1166 struct atifs_ffp_desc
*entry_ati
= WINE_RB_ENTRY_VALUE(entry
, struct atifs_ffp_desc
, parent
.entry
);
1168 GL_EXTCALL(glDeleteFragmentShaderATI(entry_ati
->shader
));
1169 checkGLcall("glDeleteFragmentShaderATI(entry->shader)");
1170 HeapFree(GetProcessHeap(), 0, entry_ati
);
1173 /* Context activation is done by the caller. */
1174 static void atifs_free(struct wined3d_device
*device
)
1176 struct atifs_private_data
*priv
= device
->fragment_priv
;
1178 wine_rb_destroy(&priv
->fragment_shaders
, atifs_free_ffpshader
, &device
->adapter
->gl_info
);
1180 HeapFree(GetProcessHeap(), 0, priv
);
1181 device
->fragment_priv
= NULL
;
1184 static BOOL
atifs_color_fixup_supported(struct color_fixup_desc fixup
)
1186 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
1188 TRACE("Checking support for fixup:\n");
1189 dump_color_fixup_desc(fixup
);
1192 /* We only support sign fixup of the first two channels. */
1193 if (fixup
.x_source
== CHANNEL_SOURCE_X
&& fixup
.y_source
== CHANNEL_SOURCE_Y
1194 && fixup
.z_source
== CHANNEL_SOURCE_Z
&& fixup
.w_source
== CHANNEL_SOURCE_W
1195 && !fixup
.z_sign_fixup
&& !fixup
.w_sign_fixup
)
1201 TRACE("[FAILED]\n");
1205 const struct fragment_pipeline atifs_fragment_pipeline
= {
1210 atifs_color_fixup_supported
,
1211 atifs_fragmentstate_template
,