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 ATIFS_CONST_BUMPMAT(i) (GL_CON_0_ATI + i)
33 #define ATIFS_CONST_STAGE(i) (GL_CON_0_ATI + i)
34 #define ATIFS_CONST_TFACTOR GL_CON_6_ATI
36 enum atifs_constant_value
38 ATIFS_CONSTANT_UNUSED
= 0,
40 ATIFS_CONSTANT_TFACTOR
,
44 /* GL_ATI_fragment_shader specific fixed function pipeline description. "Inherits" from the common one */
47 struct ffp_frag_desc parent
;
49 unsigned int num_textures_used
;
50 enum atifs_constant_value constants
[8];
53 struct atifs_private_data
55 struct wine_rb_tree fragment_shaders
; /* A rb-tree to track fragment pipeline replacement shaders */
58 struct atifs_context_private_data
60 const struct atifs_ffp_desc
*last_shader
;
63 static const char *debug_dstmod(GLuint mod
) {
65 case GL_NONE
: return "GL_NONE";
66 case GL_2X_BIT_ATI
: return "GL_2X_BIT_ATI";
67 case GL_4X_BIT_ATI
: return "GL_4X_BIT_ATI";
68 case GL_8X_BIT_ATI
: return "GL_8X_BIT_ATI";
69 case GL_HALF_BIT_ATI
: return "GL_HALF_BIT_ATI";
70 case GL_QUARTER_BIT_ATI
: return "GL_QUARTER_BIT_ATI";
71 case GL_EIGHTH_BIT_ATI
: return "GL_EIGHTH_BIT_ATI";
72 case GL_SATURATE_BIT_ATI
: return "GL_SATURATE_BIT_ATI";
73 default: return "Unexpected modifier\n";
77 static const char *debug_argmod(GLuint mod
) {
83 return "GL_2X_BIT_ATI";
85 return "GL_COMP_BIT_ATI";
86 case GL_NEGATE_BIT_ATI
:
87 return "GL_NEGATE_BIT_ATI";
89 return "GL_BIAS_BIT_ATI";
91 case GL_2X_BIT_ATI
| GL_COMP_BIT_ATI
:
92 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI";
93 case GL_2X_BIT_ATI
| GL_NEGATE_BIT_ATI
:
94 return "GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI";
95 case GL_2X_BIT_ATI
| GL_BIAS_BIT_ATI
:
96 return "GL_2X_BIT_ATI | GL_BIAS_BIT_ATI";
97 case GL_COMP_BIT_ATI
| GL_NEGATE_BIT_ATI
:
98 return "GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI";
99 case GL_COMP_BIT_ATI
| GL_BIAS_BIT_ATI
:
100 return "GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI";
101 case GL_NEGATE_BIT_ATI
| GL_BIAS_BIT_ATI
:
102 return "GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
104 case GL_COMP_BIT_ATI
| GL_NEGATE_BIT_ATI
| GL_BIAS_BIT_ATI
:
105 return "GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
106 case GL_2X_BIT_ATI
| GL_NEGATE_BIT_ATI
| GL_BIAS_BIT_ATI
:
107 return "GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
108 case GL_2X_BIT_ATI
| GL_COMP_BIT_ATI
| GL_BIAS_BIT_ATI
:
109 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI";
110 case GL_2X_BIT_ATI
| GL_COMP_BIT_ATI
| GL_NEGATE_BIT_ATI
:
111 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI";
113 case GL_2X_BIT_ATI
| GL_COMP_BIT_ATI
| GL_NEGATE_BIT_ATI
| GL_BIAS_BIT_ATI
:
114 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
117 return "Unexpected argmod combination\n";
120 static const char *debug_register(GLuint reg
) {
122 case GL_REG_0_ATI
: return "GL_REG_0_ATI";
123 case GL_REG_1_ATI
: return "GL_REG_1_ATI";
124 case GL_REG_2_ATI
: return "GL_REG_2_ATI";
125 case GL_REG_3_ATI
: return "GL_REG_3_ATI";
126 case GL_REG_4_ATI
: return "GL_REG_4_ATI";
127 case GL_REG_5_ATI
: return "GL_REG_5_ATI";
129 case GL_CON_0_ATI
: return "GL_CON_0_ATI";
130 case GL_CON_1_ATI
: return "GL_CON_1_ATI";
131 case GL_CON_2_ATI
: return "GL_CON_2_ATI";
132 case GL_CON_3_ATI
: return "GL_CON_3_ATI";
133 case GL_CON_4_ATI
: return "GL_CON_4_ATI";
134 case GL_CON_5_ATI
: return "GL_CON_5_ATI";
135 case GL_CON_6_ATI
: return "GL_CON_6_ATI";
136 case GL_CON_7_ATI
: return "GL_CON_7_ATI";
138 case GL_ZERO
: return "GL_ZERO";
139 case GL_ONE
: return "GL_ONE";
140 case GL_PRIMARY_COLOR
: return "GL_PRIMARY_COLOR";
141 case GL_SECONDARY_INTERPOLATOR_ATI
: return "GL_SECONDARY_INTERPOLATOR_ATI";
143 default: return "Unknown register\n";
147 static const char *debug_swizzle(GLuint swizzle
) {
149 case GL_SWIZZLE_STR_ATI
: return "GL_SWIZZLE_STR_ATI";
150 case GL_SWIZZLE_STQ_ATI
: return "GL_SWIZZLE_STQ_ATI";
151 case GL_SWIZZLE_STR_DR_ATI
: return "GL_SWIZZLE_STR_DR_ATI";
152 case GL_SWIZZLE_STQ_DQ_ATI
: return "GL_SWIZZLE_STQ_DQ_ATI";
153 default: return "unknown swizzle";
157 static const char *debug_rep(GLuint rep
) {
159 case GL_NONE
: return "GL_NONE";
160 case GL_RED
: return "GL_RED";
161 case GL_GREEN
: return "GL_GREEN";
162 case GL_BLUE
: return "GL_BLUE";
163 case GL_ALPHA
: return "GL_ALPHA";
164 default: return "unknown argrep";
168 static const char *debug_op(GLuint op
) {
170 case GL_MOV_ATI
: return "GL_MOV_ATI";
171 case GL_ADD_ATI
: return "GL_ADD_ATI";
172 case GL_MUL_ATI
: return "GL_MUL_ATI";
173 case GL_SUB_ATI
: return "GL_SUB_ATI";
174 case GL_DOT3_ATI
: return "GL_DOT3_ATI";
175 case GL_DOT4_ATI
: return "GL_DOT4_ATI";
176 case GL_MAD_ATI
: return "GL_MAD_ATI";
177 case GL_LERP_ATI
: return "GL_LERP_ATI";
178 case GL_CND_ATI
: return "GL_CND_ATI";
179 case GL_CND0_ATI
: return "GL_CND0_ATI";
180 case GL_DOT2_ADD_ATI
: return "GL_DOT2_ADD_ATI";
181 default: return "unexpected op";
185 static const char *debug_mask(GLuint mask
) {
187 case GL_NONE
: return "GL_NONE";
188 case GL_RED_BIT_ATI
: return "GL_RED_BIT_ATI";
189 case GL_GREEN_BIT_ATI
: return "GL_GREEN_BIT_ATI";
190 case GL_BLUE_BIT_ATI
: return "GL_BLUE_BIT_ATI";
191 case GL_RED_BIT_ATI
| GL_GREEN_BIT_ATI
: return "GL_RED_BIT_ATI | GL_GREEN_BIT_ATI";
192 case GL_RED_BIT_ATI
| GL_BLUE_BIT_ATI
: return "GL_RED_BIT_ATI | GL_BLUE_BIT_ATI";
193 case GL_GREEN_BIT_ATI
| GL_BLUE_BIT_ATI
:return "GL_GREEN_BIT_ATI | GL_BLUE_BIT_ATI";
194 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";
195 default: return "Unexpected writemask";
199 static void wrap_op1(const struct wined3d_gl_info
*gl_info
, GLuint op
, GLuint dst
, GLuint dstMask
, GLuint dstMod
,
200 GLuint arg1
, GLuint arg1Rep
, GLuint arg1Mod
)
202 if(dstMask
== GL_ALPHA
) {
203 TRACE("glAlphaFragmentOp1ATI(%s, %s, %s, %s, %s, %s)\n", debug_op(op
), debug_register(dst
), debug_dstmod(dstMod
),
204 debug_register(arg1
), debug_rep(arg1Rep
), debug_argmod(arg1Mod
));
205 GL_EXTCALL(glAlphaFragmentOp1ATI(op
, dst
, dstMod
, arg1
, arg1Rep
, arg1Mod
));
207 TRACE("glColorFragmentOp1ATI(%s, %s, %s, %s, %s, %s, %s)\n", debug_op(op
), debug_register(dst
),
208 debug_mask(dstMask
), debug_dstmod(dstMod
),
209 debug_register(arg1
), debug_rep(arg1Rep
), debug_argmod(arg1Mod
));
210 GL_EXTCALL(glColorFragmentOp1ATI(op
, dst
, dstMask
, dstMod
, arg1
, arg1Rep
, arg1Mod
));
214 static void wrap_op2(const struct wined3d_gl_info
*gl_info
, GLuint op
, GLuint dst
, GLuint dstMask
, GLuint dstMod
,
215 GLuint arg1
, GLuint arg1Rep
, GLuint arg1Mod
, GLuint arg2
, GLuint arg2Rep
, GLuint arg2Mod
)
217 if(dstMask
== GL_ALPHA
) {
218 TRACE("glAlphaFragmentOp2ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op
), debug_register(dst
), debug_dstmod(dstMod
),
219 debug_register(arg1
), debug_rep(arg1Rep
), debug_argmod(arg1Mod
),
220 debug_register(arg2
), debug_rep(arg2Rep
), debug_argmod(arg2Mod
));
221 GL_EXTCALL(glAlphaFragmentOp2ATI(op
, dst
, dstMod
, arg1
, arg1Rep
, arg1Mod
, arg2
, arg2Rep
, arg2Mod
));
223 TRACE("glColorFragmentOp2ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op
), debug_register(dst
),
224 debug_mask(dstMask
), debug_dstmod(dstMod
),
225 debug_register(arg1
), debug_rep(arg1Rep
), debug_argmod(arg1Mod
),
226 debug_register(arg2
), debug_rep(arg2Rep
), debug_argmod(arg2Mod
));
227 GL_EXTCALL(glColorFragmentOp2ATI(op
, dst
, dstMask
, dstMod
, arg1
, arg1Rep
, arg1Mod
, arg2
, arg2Rep
, arg2Mod
));
231 static void wrap_op3(const struct wined3d_gl_info
*gl_info
, GLuint op
, GLuint dst
, GLuint dstMask
, GLuint dstMod
,
232 GLuint arg1
, GLuint arg1Rep
, GLuint arg1Mod
, GLuint arg2
, GLuint arg2Rep
, GLuint arg2Mod
,
233 GLuint arg3
, GLuint arg3Rep
, GLuint arg3Mod
)
235 if(dstMask
== GL_ALPHA
) {
236 /* Leave some free space to fit "GL_NONE, " in to align most alpha and color op lines */
237 TRACE("glAlphaFragmentOp3ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op
), debug_register(dst
), debug_dstmod(dstMod
),
238 debug_register(arg1
), debug_rep(arg1Rep
), debug_argmod(arg1Mod
),
239 debug_register(arg2
), debug_rep(arg2Rep
), debug_argmod(arg2Mod
),
240 debug_register(arg3
), debug_rep(arg3Rep
), debug_argmod(arg3Mod
));
241 GL_EXTCALL(glAlphaFragmentOp3ATI(op
, dst
, dstMod
,
242 arg1
, arg1Rep
, arg1Mod
,
243 arg2
, arg2Rep
, arg2Mod
,
244 arg3
, arg3Rep
, arg3Mod
));
246 TRACE("glColorFragmentOp3ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op
), debug_register(dst
),
247 debug_mask(dstMask
), debug_dstmod(dstMod
),
248 debug_register(arg1
), debug_rep(arg1Rep
), debug_argmod(arg1Mod
),
249 debug_register(arg2
), debug_rep(arg2Rep
), debug_argmod(arg2Mod
),
250 debug_register(arg3
), debug_rep(arg3Rep
), debug_argmod(arg3Mod
));
251 GL_EXTCALL(glColorFragmentOp3ATI(op
, dst
, dstMask
, dstMod
,
252 arg1
, arg1Rep
, arg1Mod
,
253 arg2
, arg2Rep
, arg2Mod
,
254 arg3
, arg3Rep
, arg3Mod
));
258 static GLuint
register_for_arg(DWORD arg
, const struct wined3d_gl_info
*gl_info
,
259 unsigned int stage
, GLuint
*mod
, GLuint
*rep
, GLuint tmparg
)
263 if(mod
) *mod
= GL_NONE
;
264 if(arg
== ARG_UNUSED
)
266 if (rep
) *rep
= GL_NONE
;
267 return -1; /* This is the marker for unused registers */
270 switch(arg
& WINED3DTA_SELECTMASK
) {
271 case WINED3DTA_DIFFUSE
:
272 ret
= GL_PRIMARY_COLOR
;
275 case WINED3DTA_CURRENT
:
276 /* Note that using GL_REG_0_ATI for the passed on register is safe because
277 * texture0 is read at stage0, so in the worst case it is read in the
278 * instruction writing to reg0. Afterwards texture0 is not used any longer.
279 * If we're reading from current
281 ret
= stage
? GL_REG_0_ATI
: GL_PRIMARY_COLOR
;
284 case WINED3DTA_TEXTURE
:
285 ret
= GL_REG_0_ATI
+ stage
;
288 case WINED3DTA_TFACTOR
:
289 ret
= ATIFS_CONST_TFACTOR
;
292 case WINED3DTA_SPECULAR
:
293 ret
= GL_SECONDARY_INTERPOLATOR_ATI
;
300 case WINED3DTA_CONSTANT
:
301 ret
= ATIFS_CONST_STAGE(stage
);
305 FIXME("Unknown source argument %d\n", arg
);
309 if(arg
& WINED3DTA_COMPLEMENT
) {
310 if(mod
) *mod
|= GL_COMP_BIT_ATI
;
312 if(arg
& WINED3DTA_ALPHAREPLICATE
) {
313 if(rep
) *rep
= GL_ALPHA
;
315 if(rep
) *rep
= GL_NONE
;
320 static GLuint
find_tmpreg(const struct texture_stage_op op
[MAX_TEXTURES
])
322 int lowest_read
= -1;
323 int lowest_write
= -1;
325 BOOL tex_used
[MAX_TEXTURES
];
327 memset(tex_used
, 0, sizeof(tex_used
));
328 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
330 if (op
[i
].cop
== WINED3D_TOP_DISABLE
)
333 if(lowest_read
== -1 &&
334 (op
[i
].carg1
== WINED3DTA_TEMP
|| op
[i
].carg2
== WINED3DTA_TEMP
|| op
[i
].carg0
== WINED3DTA_TEMP
||
335 op
[i
].aarg1
== WINED3DTA_TEMP
|| op
[i
].aarg2
== WINED3DTA_TEMP
|| op
[i
].aarg0
== WINED3DTA_TEMP
)) {
339 if(lowest_write
== -1 && op
[i
].dst
== tempreg
) {
343 if(op
[i
].carg1
== WINED3DTA_TEXTURE
|| op
[i
].carg2
== WINED3DTA_TEXTURE
|| op
[i
].carg0
== WINED3DTA_TEXTURE
||
344 op
[i
].aarg1
== WINED3DTA_TEXTURE
|| op
[i
].aarg2
== WINED3DTA_TEXTURE
|| op
[i
].aarg0
== WINED3DTA_TEXTURE
) {
349 /* Temp reg not read? We don't need it, return GL_NONE */
350 if(lowest_read
== -1) return GL_NONE
;
352 if(lowest_write
>= lowest_read
) {
353 FIXME("Temp register read before being written\n");
356 if(lowest_write
== -1) {
357 /* This needs a test. Maybe we are supposed to return 0.0/0.0/0.0/0.0, or fail drawprim, or whatever */
358 FIXME("Temp register read without being written\n");
360 } else if(lowest_write
>= 1) {
361 /* If we're writing to the temp reg at earliest in stage 1, we can use register 1 for the temp result.
362 * there may be texture data stored in reg 1, but we do not need it any longer since stage 1 already
367 /* Search for a free texture register. We have 6 registers available. GL_REG_0_ATI is already used
368 * for the regular result
370 for(i
= 1; i
< 6; i
++) {
372 return GL_REG_0_ATI
+ i
;
375 /* What to do here? Report it in ValidateDevice? */
376 FIXME("Could not find a register for the temporary register\n");
381 static const struct color_fixup_desc color_fixup_rg
=
385 0, CHANNEL_SOURCE_ONE
,
386 0, CHANNEL_SOURCE_ONE
388 static const struct color_fixup_desc color_fixup_rgl
=
395 static const struct color_fixup_desc color_fixup_rgba
=
403 static BOOL
op_reads_texture(const struct texture_stage_op
*op
)
405 return (op
->carg0
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
406 || (op
->carg1
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
407 || (op
->carg2
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
408 || (op
->aarg0
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
409 || (op
->aarg1
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
410 || (op
->aarg2
& WINED3DTA_SELECTMASK
) == WINED3DTA_TEXTURE
411 || op
->cop
== WINED3D_TOP_BLEND_TEXTURE_ALPHA
;
414 static void atifs_color_fixup(const struct wined3d_gl_info
*gl_info
, struct color_fixup_desc fixup
, GLuint reg
)
416 if(is_same_fixup(fixup
, color_fixup_rg
))
418 wrap_op1(gl_info
, GL_MOV_ATI
, reg
, GL_RED_BIT_ATI
| GL_GREEN_BIT_ATI
, GL_NONE
,
419 reg
, GL_NONE
, GL_2X_BIT_ATI
| GL_BIAS_BIT_ATI
);
420 wrap_op1(gl_info
, GL_MOV_ATI
, reg
, GL_BLUE_BIT_ATI
, GL_NONE
,
421 GL_ONE
, GL_NONE
, GL_NONE
);
422 wrap_op1(gl_info
, GL_MOV_ATI
, reg
, GL_ALPHA
, GL_NONE
,
423 GL_ONE
, GL_NONE
, GL_NONE
);
425 else if(is_same_fixup(fixup
, color_fixup_rgl
))
427 wrap_op1(gl_info
, GL_MOV_ATI
, reg
, GL_RED_BIT_ATI
| GL_GREEN_BIT_ATI
, GL_NONE
,
428 reg
, GL_NONE
, GL_2X_BIT_ATI
| GL_BIAS_BIT_ATI
);
430 else if (is_same_fixup(fixup
, color_fixup_rgba
))
432 wrap_op1(gl_info
, GL_MOV_ATI
, reg
, GL_NONE
, GL_NONE
,
433 reg
, GL_NONE
, GL_2X_BIT_ATI
| GL_BIAS_BIT_ATI
);
434 wrap_op1(gl_info
, GL_MOV_ATI
, reg
, GL_ALPHA
, GL_NONE
,
435 reg
, GL_NONE
, GL_2X_BIT_ATI
| GL_BIAS_BIT_ATI
);
439 /* Should not happen - atifs_color_fixup_supported refuses other fixups. */
440 ERR("Unsupported color fixup.\n");
444 static BOOL
op_reads_tfactor(const struct texture_stage_op
*op
)
446 return (op
->carg0
& WINED3DTA_SELECTMASK
) == WINED3DTA_TFACTOR
447 || (op
->carg1
& WINED3DTA_SELECTMASK
) == WINED3DTA_TFACTOR
448 || (op
->carg2
& WINED3DTA_SELECTMASK
) == WINED3DTA_TFACTOR
449 || (op
->aarg0
& WINED3DTA_SELECTMASK
) == WINED3DTA_TFACTOR
450 || (op
->aarg1
& WINED3DTA_SELECTMASK
) == WINED3DTA_TFACTOR
451 || (op
->aarg2
& WINED3DTA_SELECTMASK
) == WINED3DTA_TFACTOR
452 || op
->cop
== WINED3D_TOP_BLEND_FACTOR_ALPHA
453 || op
->aop
== WINED3D_TOP_BLEND_FACTOR_ALPHA
;
456 static BOOL
op_reads_constant(const struct texture_stage_op
*op
)
458 return (op
->carg0
& WINED3DTA_SELECTMASK
) == WINED3DTA_CONSTANT
459 || (op
->carg1
& WINED3DTA_SELECTMASK
) == WINED3DTA_CONSTANT
460 || (op
->carg2
& WINED3DTA_SELECTMASK
) == WINED3DTA_CONSTANT
461 || (op
->aarg0
& WINED3DTA_SELECTMASK
) == WINED3DTA_CONSTANT
462 || (op
->aarg1
& WINED3DTA_SELECTMASK
) == WINED3DTA_CONSTANT
463 || (op
->aarg2
& WINED3DTA_SELECTMASK
) == WINED3DTA_CONSTANT
;
466 static GLuint
gen_ati_shader(const struct texture_stage_op op
[MAX_TEXTURES
],
467 const struct wined3d_gl_info
*gl_info
, enum atifs_constant_value
*constants
)
469 GLuint ret
= GL_EXTCALL(glGenFragmentShadersATI(1));
471 GLuint arg0
, arg1
, arg2
, extrarg
;
472 GLuint dstmod
, argmod0
, argmod1
, argmod2
, argmodextra
;
473 GLuint rep0
, rep1
, rep2
;
475 GLuint tmparg
= find_tmpreg(op
);
477 BOOL tfactor_used
= FALSE
;
480 ERR("Failed to generate a GL_ATI_fragment_shader shader id\n");
483 GL_EXTCALL(glBindFragmentShaderATI(ret
));
484 checkGLcall("GL_EXTCALL(glBindFragmentShaderATI(ret))");
486 TRACE("glBeginFragmentShaderATI()\n");
487 GL_EXTCALL(glBeginFragmentShaderATI());
488 checkGLcall("GL_EXTCALL(glBeginFragmentShaderATI())");
490 /* Pass 1: Generate sampling instructions for perturbation maps */
491 for (stage
= 0; stage
< gl_info
->limits
.textures
; ++stage
)
493 if (op
[stage
].cop
== WINED3D_TOP_DISABLE
)
495 if (op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP
496 && op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
499 constants
[stage
] = ATIFS_CONSTANT_BUMP
;
501 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, GL_SWIZZLE_STR_ATI)\n",
503 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI
+ stage
,
504 GL_TEXTURE0_ARB
+ stage
,
505 GL_SWIZZLE_STR_ATI
));
506 if(op
[stage
+ 1].projected
== proj_none
) {
507 swizzle
= GL_SWIZZLE_STR_ATI
;
508 } else if(op
[stage
+ 1].projected
== proj_count4
) {
509 swizzle
= GL_SWIZZLE_STQ_DQ_ATI
;
511 swizzle
= GL_SWIZZLE_STR_DR_ATI
;
513 TRACE("glPassTexCoordATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, %s)\n",
514 stage
+ 1, stage
+ 1, debug_swizzle(swizzle
));
515 GL_EXTCALL(glPassTexCoordATI(GL_REG_0_ATI
+ stage
+ 1,
516 GL_TEXTURE0_ARB
+ stage
+ 1,
520 /* Pass 2: Generate perturbation calculations */
521 for (stage
= 0; stage
< gl_info
->limits
.textures
; ++stage
)
523 GLuint argmodextra_x
, argmodextra_y
;
524 struct color_fixup_desc fixup
;
526 if (op
[stage
].cop
== WINED3D_TOP_DISABLE
)
528 if (op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP
529 && op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
532 fixup
= op
[stage
].color_fixup
;
533 if (fixup
.x_source
!= CHANNEL_SOURCE_X
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
)
535 FIXME("Swizzles not implemented\n");
536 argmodextra_x
= GL_NONE
;
537 argmodextra_y
= GL_NONE
;
541 /* Nice thing, we get the color correction for free :-) */
542 argmodextra_x
= fixup
.x_sign_fixup
? GL_2X_BIT_ATI
| GL_BIAS_BIT_ATI
: GL_NONE
;
543 argmodextra_y
= fixup
.y_sign_fixup
? GL_2X_BIT_ATI
| GL_BIAS_BIT_ATI
: GL_NONE
;
546 wrap_op3(gl_info
, GL_DOT2_ADD_ATI
, GL_REG_0_ATI
+ stage
+ 1, GL_RED_BIT_ATI
, GL_NONE
,
547 GL_REG_0_ATI
+ stage
, GL_NONE
, argmodextra_x
,
548 ATIFS_CONST_BUMPMAT(stage
), GL_NONE
, GL_2X_BIT_ATI
| GL_BIAS_BIT_ATI
,
549 GL_REG_0_ATI
+ stage
+ 1, GL_RED
, GL_NONE
);
551 /* Don't use GL_DOT2_ADD_ATI here because we cannot configure it to read the blue and alpha
552 * component of the bump matrix. Instead do this with two MADs:
554 * coord.a = tex.r * bump.b + coord.g
555 * coord.g = tex.g * bump.a + coord.a
557 * The first instruction writes to alpha so it can be coissued with the above DOT2_ADD.
558 * coord.a is unused. If the perturbed texture is projected, this was already handled
559 * in the glPassTexCoordATI above.
561 wrap_op3(gl_info
, GL_MAD_ATI
, GL_REG_0_ATI
+ stage
+ 1, GL_ALPHA
, GL_NONE
,
562 GL_REG_0_ATI
+ stage
, GL_RED
, argmodextra_y
,
563 ATIFS_CONST_BUMPMAT(stage
), GL_BLUE
, GL_2X_BIT_ATI
| GL_BIAS_BIT_ATI
,
564 GL_REG_0_ATI
+ stage
+ 1, GL_GREEN
, GL_NONE
);
565 wrap_op3(gl_info
, GL_MAD_ATI
, GL_REG_0_ATI
+ stage
+ 1, GL_GREEN_BIT_ATI
, GL_NONE
,
566 GL_REG_0_ATI
+ stage
, GL_GREEN
, argmodextra_y
,
567 ATIFS_CONST_BUMPMAT(stage
), GL_ALPHA
, GL_2X_BIT_ATI
| GL_BIAS_BIT_ATI
,
568 GL_REG_0_ATI
+ stage
+ 1, GL_ALPHA
, GL_NONE
);
571 /* Pass 3: Generate sampling instructions for regular textures */
572 for (stage
= 0; stage
< gl_info
->limits
.textures
; ++stage
)
574 if (op
[stage
].cop
== WINED3D_TOP_DISABLE
)
577 if(op
[stage
].projected
== proj_none
) {
578 swizzle
= GL_SWIZZLE_STR_ATI
;
579 } else if(op
[stage
].projected
== proj_count3
) {
580 swizzle
= GL_SWIZZLE_STR_DR_ATI
;
582 swizzle
= GL_SWIZZLE_STQ_DQ_ATI
;
585 if (op_reads_texture(&op
[stage
]))
588 && (op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP
589 || op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
))
591 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_REG_%d_ATI, GL_SWIZZLE_STR_ATI)\n",
593 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI
+ stage
,
594 GL_REG_0_ATI
+ stage
,
595 GL_SWIZZLE_STR_ATI
));
597 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, %s)\n",
598 stage
, stage
, debug_swizzle(swizzle
));
599 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI
+ stage
,
600 GL_TEXTURE0_ARB
+ stage
,
606 /* Pass 4: Generate the arithmetic instructions */
607 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
609 if (op
[stage
].cop
== WINED3D_TOP_DISABLE
)
613 /* Handle complete texture disabling gracefully */
614 wrap_op1(gl_info
, GL_MOV_ATI
, GL_REG_0_ATI
, GL_NONE
, GL_NONE
,
615 GL_PRIMARY_COLOR
, GL_NONE
, GL_NONE
);
616 wrap_op1(gl_info
, GL_MOV_ATI
, GL_REG_0_ATI
, GL_ALPHA
, GL_NONE
,
617 GL_PRIMARY_COLOR
, GL_NONE
, GL_NONE
);
622 if(op
[stage
].dst
== tempreg
) {
623 /* If we're writing to D3DTA_TEMP, but never reading from it we don't have to write there in the first place.
624 * skip the entire stage, this saves some GPU time
626 if(tmparg
== GL_NONE
) continue;
630 dstreg
= GL_REG_0_ATI
;
633 if (op
[stage
].cop
== WINED3D_TOP_BUMPENVMAP
|| op
[stage
].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
635 /* Those are handled in the first pass of the shader (generation pass 1 and 2) already */
639 arg0
= register_for_arg(op
[stage
].carg0
, gl_info
, stage
, &argmod0
, &rep0
, tmparg
);
640 arg1
= register_for_arg(op
[stage
].carg1
, gl_info
, stage
, &argmod1
, &rep1
, tmparg
);
641 arg2
= register_for_arg(op
[stage
].carg2
, gl_info
, stage
, &argmod2
, &rep2
, tmparg
);
643 argmodextra
= GL_NONE
;
646 if (op_reads_tfactor(&op
[stage
]))
649 if (op_reads_constant(&op
[stage
]))
651 if (constants
[stage
] != ATIFS_CONSTANT_UNUSED
)
652 FIXME("Constant %u already used.\n", stage
);
653 constants
[stage
] = ATIFS_CONSTANT_STAGE
;
656 if (op_reads_texture(&op
[stage
]) && !is_identity_fixup(op
[stage
].color_fixup
))
657 atifs_color_fixup(gl_info
, op
[stage
].color_fixup
, GL_REG_0_ATI
+ stage
);
659 switch (op
[stage
].cop
)
661 case WINED3D_TOP_SELECT_ARG2
:
666 case WINED3D_TOP_SELECT_ARG1
:
667 wrap_op1(gl_info
, GL_MOV_ATI
, dstreg
, GL_NONE
, GL_NONE
,
668 arg1
, rep1
, argmod1
);
671 case WINED3D_TOP_MODULATE_4X
:
672 if(dstmod
== GL_NONE
) dstmod
= GL_4X_BIT_ATI
;
674 case WINED3D_TOP_MODULATE_2X
:
675 if(dstmod
== GL_NONE
) dstmod
= GL_2X_BIT_ATI
;
676 dstmod
|= GL_SATURATE_BIT_ATI
;
678 case WINED3D_TOP_MODULATE
:
679 wrap_op2(gl_info
, GL_MUL_ATI
, dstreg
, GL_NONE
, dstmod
,
681 arg2
, rep2
, argmod2
);
684 case WINED3D_TOP_ADD_SIGNED_2X
:
685 dstmod
= GL_2X_BIT_ATI
;
687 case WINED3D_TOP_ADD_SIGNED
:
688 argmodextra
= GL_BIAS_BIT_ATI
;
690 case WINED3D_TOP_ADD
:
691 dstmod
|= GL_SATURATE_BIT_ATI
;
692 wrap_op2(gl_info
, GL_ADD_ATI
, GL_REG_0_ATI
, GL_NONE
, dstmod
,
694 arg2
, rep2
, argmodextra
| argmod2
);
697 case WINED3D_TOP_SUBTRACT
:
698 dstmod
|= GL_SATURATE_BIT_ATI
;
699 wrap_op2(gl_info
, GL_SUB_ATI
, dstreg
, GL_NONE
, dstmod
,
701 arg2
, rep2
, argmod2
);
704 case WINED3D_TOP_ADD_SMOOTH
:
705 argmodextra
= argmod1
& GL_COMP_BIT_ATI
? argmod1
& ~GL_COMP_BIT_ATI
: argmod1
| GL_COMP_BIT_ATI
;
706 /* Dst = arg1 + * arg2(1 -arg 1)
707 * = arg2 * (1 - arg1) + arg1
709 wrap_op3(gl_info
, GL_MAD_ATI
, dstreg
, GL_NONE
, GL_SATURATE_BIT_ATI
,
711 arg1
, rep1
, argmodextra
,
712 arg1
, rep1
, argmod1
);
715 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
716 if (extrarg
== GL_NONE
)
717 extrarg
= register_for_arg(WINED3DTA_CURRENT
, gl_info
, stage
, NULL
, NULL
, -1);
719 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
720 if (extrarg
== GL_NONE
)
721 extrarg
= register_for_arg(WINED3DTA_TFACTOR
, gl_info
, stage
, NULL
, NULL
, -1);
723 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
724 if (extrarg
== GL_NONE
)
725 extrarg
= register_for_arg(WINED3DTA_TEXTURE
, gl_info
, stage
, NULL
, NULL
, -1);
727 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
728 if (extrarg
== GL_NONE
)
729 extrarg
= register_for_arg(WINED3DTA_DIFFUSE
, gl_info
, stage
, NULL
, NULL
, -1);
730 wrap_op3(gl_info
, GL_LERP_ATI
, dstreg
, GL_NONE
, GL_NONE
,
731 extrarg
, GL_ALPHA
, GL_NONE
,
733 arg2
, rep2
, argmod2
);
736 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
737 arg0
= register_for_arg(WINED3DTA_TEXTURE
, gl_info
, stage
, NULL
, NULL
, -1);
738 wrap_op3(gl_info
, GL_MAD_ATI
, dstreg
, GL_NONE
, GL_NONE
,
740 arg0
, GL_ALPHA
, GL_COMP_BIT_ATI
,
741 arg1
, rep1
, argmod1
);
744 /* D3DTOP_PREMODULATE ???? */
746 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
747 argmodextra
= argmod1
& GL_COMP_BIT_ATI
? argmod1
& ~GL_COMP_BIT_ATI
: argmod1
| GL_COMP_BIT_ATI
;
749 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
751 argmodextra
= argmod1
;
752 wrap_op3(gl_info
, GL_MAD_ATI
, dstreg
, GL_NONE
, GL_SATURATE_BIT_ATI
,
754 arg1
, GL_ALPHA
, argmodextra
,
755 arg1
, rep1
, argmod1
);
758 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
759 argmodextra
= argmod1
& GL_COMP_BIT_ATI
? argmod1
& ~GL_COMP_BIT_ATI
: argmod1
| GL_COMP_BIT_ATI
;
761 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
763 argmodextra
= argmod1
;
764 wrap_op3(gl_info
, GL_MAD_ATI
, dstreg
, GL_NONE
, GL_SATURATE_BIT_ATI
,
766 arg1
, rep1
, argmodextra
,
767 arg1
, GL_ALPHA
, argmod1
);
770 case WINED3D_TOP_DOTPRODUCT3
:
771 wrap_op2(gl_info
, GL_DOT3_ATI
, dstreg
, GL_NONE
, GL_4X_BIT_ATI
| GL_SATURATE_BIT_ATI
,
772 arg1
, rep1
, argmod1
| GL_BIAS_BIT_ATI
,
773 arg2
, rep2
, argmod2
| GL_BIAS_BIT_ATI
);
776 case WINED3D_TOP_MULTIPLY_ADD
:
777 wrap_op3(gl_info
, GL_MAD_ATI
, dstreg
, GL_NONE
, GL_SATURATE_BIT_ATI
,
780 arg0
, rep0
, argmod0
);
783 case WINED3D_TOP_LERP
:
784 wrap_op3(gl_info
, GL_LERP_ATI
, dstreg
, GL_NONE
, GL_NONE
,
787 arg2
, rep2
, argmod2
);
790 default: FIXME("Unhandled color operation %d on stage %d\n", op
[stage
].cop
, stage
);
793 arg0
= register_for_arg(op
[stage
].aarg0
, gl_info
, stage
, &argmod0
, NULL
, tmparg
);
794 arg1
= register_for_arg(op
[stage
].aarg1
, gl_info
, stage
, &argmod1
, NULL
, tmparg
);
795 arg2
= register_for_arg(op
[stage
].aarg2
, gl_info
, stage
, &argmod2
, NULL
, tmparg
);
797 argmodextra
= GL_NONE
;
800 switch (op
[stage
].aop
)
802 case WINED3D_TOP_DISABLE
:
803 /* Get the primary color to the output if on stage 0, otherwise leave register 0 untouched */
806 wrap_op1(gl_info
, GL_MOV_ATI
, GL_REG_0_ATI
, GL_ALPHA
, GL_NONE
,
807 GL_PRIMARY_COLOR
, GL_NONE
, GL_NONE
);
811 case WINED3D_TOP_SELECT_ARG2
:
815 case WINED3D_TOP_SELECT_ARG1
:
816 wrap_op1(gl_info
, GL_MOV_ATI
, dstreg
, GL_ALPHA
, GL_NONE
,
817 arg1
, GL_NONE
, argmod1
);
820 case WINED3D_TOP_MODULATE_4X
:
821 if (dstmod
== GL_NONE
)
822 dstmod
= GL_4X_BIT_ATI
;
824 case WINED3D_TOP_MODULATE_2X
:
825 if (dstmod
== GL_NONE
)
826 dstmod
= GL_2X_BIT_ATI
;
827 dstmod
|= GL_SATURATE_BIT_ATI
;
829 case WINED3D_TOP_MODULATE
:
830 wrap_op2(gl_info
, GL_MUL_ATI
, dstreg
, GL_ALPHA
, dstmod
,
831 arg1
, GL_NONE
, argmod1
,
832 arg2
, GL_NONE
, argmod2
);
835 case WINED3D_TOP_ADD_SIGNED_2X
:
836 dstmod
= GL_2X_BIT_ATI
;
838 case WINED3D_TOP_ADD_SIGNED
:
839 argmodextra
= GL_BIAS_BIT_ATI
;
841 case WINED3D_TOP_ADD
:
842 dstmod
|= GL_SATURATE_BIT_ATI
;
843 wrap_op2(gl_info
, GL_ADD_ATI
, dstreg
, GL_ALPHA
, dstmod
,
844 arg1
, GL_NONE
, argmod1
,
845 arg2
, GL_NONE
, argmodextra
| argmod2
);
848 case WINED3D_TOP_SUBTRACT
:
849 dstmod
|= GL_SATURATE_BIT_ATI
;
850 wrap_op2(gl_info
, GL_SUB_ATI
, dstreg
, GL_ALPHA
, dstmod
,
851 arg1
, GL_NONE
, argmod1
,
852 arg2
, GL_NONE
, argmod2
);
855 case WINED3D_TOP_ADD_SMOOTH
:
856 argmodextra
= argmod1
& GL_COMP_BIT_ATI
? argmod1
& ~GL_COMP_BIT_ATI
: argmod1
| GL_COMP_BIT_ATI
;
857 /* Dst = arg1 + * arg2(1 -arg 1)
858 * = arg2 * (1 - arg1) + arg1
860 wrap_op3(gl_info
, GL_MAD_ATI
, dstreg
, GL_ALPHA
, GL_SATURATE_BIT_ATI
,
861 arg2
, GL_NONE
, argmod2
,
862 arg1
, GL_NONE
, argmodextra
,
863 arg1
, GL_NONE
, argmod1
);
866 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
867 if (extrarg
== GL_NONE
)
868 extrarg
= register_for_arg(WINED3DTA_CURRENT
, gl_info
, stage
, NULL
, NULL
, -1);
870 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
871 if (extrarg
== GL_NONE
)
872 extrarg
= register_for_arg(WINED3DTA_TFACTOR
, gl_info
, stage
, NULL
, NULL
, -1);
874 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
875 if (extrarg
== GL_NONE
)
876 extrarg
= register_for_arg(WINED3DTA_TEXTURE
, gl_info
, stage
, NULL
, NULL
, -1);
878 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
879 if (extrarg
== GL_NONE
)
880 extrarg
= register_for_arg(WINED3DTA_DIFFUSE
, gl_info
, stage
, NULL
, NULL
, -1);
881 wrap_op3(gl_info
, GL_LERP_ATI
, dstreg
, GL_ALPHA
, GL_NONE
,
882 extrarg
, GL_ALPHA
, GL_NONE
,
883 arg1
, GL_NONE
, argmod1
,
884 arg2
, GL_NONE
, argmod2
);
887 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
888 arg0
= register_for_arg(WINED3DTA_TEXTURE
, gl_info
, stage
, NULL
, NULL
, -1);
889 wrap_op3(gl_info
, GL_MAD_ATI
, dstreg
, GL_ALPHA
, GL_NONE
,
890 arg2
, GL_NONE
, argmod2
,
891 arg0
, GL_ALPHA
, GL_COMP_BIT_ATI
,
892 arg1
, GL_NONE
, argmod1
);
895 /* D3DTOP_PREMODULATE ???? */
897 case WINED3D_TOP_DOTPRODUCT3
:
898 wrap_op2(gl_info
, GL_DOT3_ATI
, dstreg
, GL_ALPHA
, GL_4X_BIT_ATI
| GL_SATURATE_BIT_ATI
,
899 arg1
, GL_NONE
, argmod1
| GL_BIAS_BIT_ATI
,
900 arg2
, GL_NONE
, argmod2
| GL_BIAS_BIT_ATI
);
903 case WINED3D_TOP_MULTIPLY_ADD
:
904 wrap_op3(gl_info
, GL_MAD_ATI
, dstreg
, GL_ALPHA
, GL_SATURATE_BIT_ATI
,
905 arg1
, GL_NONE
, argmod1
,
906 arg2
, GL_NONE
, argmod2
,
907 arg0
, GL_NONE
, argmod0
);
910 case WINED3D_TOP_LERP
:
911 wrap_op3(gl_info
, GL_LERP_ATI
, dstreg
, GL_ALPHA
, GL_SATURATE_BIT_ATI
,
912 arg1
, GL_NONE
, argmod1
,
913 arg2
, GL_NONE
, argmod2
,
914 arg0
, GL_NONE
, argmod0
);
917 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
918 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
919 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
920 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
921 case WINED3D_TOP_BUMPENVMAP
:
922 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
923 ERR("Application uses an invalid alpha operation\n");
926 default: FIXME("Unhandled alpha operation %d on stage %d\n", op
[stage
].aop
, stage
);
930 if (tfactor_used
&& constants
[ATIFS_CONST_TFACTOR
- GL_CON_0_ATI
] != ATIFS_CONSTANT_UNUSED
)
931 FIXME("Texture factor constant already used.\n");
932 constants
[ATIFS_CONST_TFACTOR
- GL_CON_0_ATI
] = ATIFS_CONSTANT_TFACTOR
;
934 /* Assign unused constants to avoid reloading due to unused <-> bump matrix switches. */
935 for (stage
= 0; stage
< 8; ++stage
)
937 if (constants
[stage
] == ATIFS_CONSTANT_UNUSED
)
938 constants
[stage
] = ATIFS_CONSTANT_BUMP
;
941 TRACE("glEndFragmentShaderATI()\n");
942 GL_EXTCALL(glEndFragmentShaderATI());
943 checkGLcall("GL_EXTCALL(glEndFragmentShaderATI())");
947 static void atifs_tfactor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
949 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
951 struct atifs_context_private_data
*ctx_priv
= context
->fragment_pipe_data
;
953 if (!ctx_priv
->last_shader
954 || ctx_priv
->last_shader
->constants
[ATIFS_CONST_TFACTOR
- GL_CON_0_ATI
] != ATIFS_CONSTANT_TFACTOR
)
957 D3DCOLORTOGLFLOAT4(state
->render_states
[WINED3D_RS_TEXTUREFACTOR
], col
);
958 GL_EXTCALL(glSetFragmentShaderConstantATI(ATIFS_CONST_TFACTOR
, col
));
959 checkGLcall("glSetFragmentShaderConstantATI(ATIFS_CONST_TFACTOR, col)");
962 static void set_bumpmat(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
964 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
965 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
967 struct atifs_context_private_data
*ctx_priv
= context
->fragment_pipe_data
;
969 if (!ctx_priv
->last_shader
970 || ctx_priv
->last_shader
->constants
[stage
] != ATIFS_CONSTANT_BUMP
)
973 mat
[0][0] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT00
]);
974 mat
[1][0] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT01
]);
975 mat
[0][1] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT10
]);
976 mat
[1][1] = *((float *)&state
->texture_states
[stage
][WINED3D_TSS_BUMPENV_MAT11
]);
977 /* GL_ATI_fragment_shader allows only constants from 0.0 to 1.0, but the bumpmat
978 * constants can be in any range. While they should stay between [-1.0 and 1.0] because
979 * Shader Model 1.x pixel shaders are clamped to that range negative values are used occasionally,
980 * for example by our d3d9 test. So to get negative values scale -1;1 to 0;1 and undo that in the
981 * shader(it is free). This might potentially reduce precision. However, if the hardware does
982 * support proper floats it shouldn't, and if it doesn't we can't get anything better anyway. */
983 mat
[0][0] = (mat
[0][0] + 1.0f
) * 0.5f
;
984 mat
[1][0] = (mat
[1][0] + 1.0f
) * 0.5f
;
985 mat
[0][1] = (mat
[0][1] + 1.0f
) * 0.5f
;
986 mat
[1][1] = (mat
[1][1] + 1.0f
) * 0.5f
;
987 GL_EXTCALL(glSetFragmentShaderConstantATI(ATIFS_CONST_BUMPMAT(stage
), (float *) mat
));
988 checkGLcall("glSetFragmentShaderConstantATI(ATIFS_CONST_BUMPMAT(stage), mat)");
991 static void atifs_stage_constant(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
993 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
994 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
996 struct atifs_context_private_data
*ctx_priv
= context
->fragment_pipe_data
;
998 if (!ctx_priv
->last_shader
999 || ctx_priv
->last_shader
->constants
[stage
] != ATIFS_CONSTANT_STAGE
)
1002 D3DCOLORTOGLFLOAT4(state
->texture_states
[stage
][WINED3D_TSS_CONSTANT
], col
);
1003 GL_EXTCALL(glSetFragmentShaderConstantATI(ATIFS_CONST_STAGE(stage
), col
));
1004 checkGLcall("glSetFragmentShaderConstantATI(ATIFS_CONST_STAGE(stage), col)");
1007 static void set_tex_op_atifs(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1009 const struct wined3d_device
*device
= context
->swapchain
->device
;
1010 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1011 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
1012 struct atifs_context_private_data
*ctx_priv
= context
->fragment_pipe_data
;
1013 const struct atifs_ffp_desc
*desc
, *last_shader
= ctx_priv
->last_shader
;
1014 struct ffp_frag_settings settings
;
1015 struct atifs_private_data
*priv
= device
->fragment_priv
;
1019 gen_ffp_frag_op(context
, state
, &settings
, TRUE
);
1020 desc
= (const struct atifs_ffp_desc
*)find_ffp_frag_shader(&priv
->fragment_shaders
, &settings
);
1022 struct atifs_ffp_desc
*new_desc
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*new_desc
));
1025 ERR("Out of memory\n");
1028 new_desc
->num_textures_used
= 0;
1029 for (i
= 0; i
< d3d_info
->limits
.ffp_blend_stages
; ++i
)
1031 if (settings
.op
[i
].cop
== WINED3D_TOP_DISABLE
)
1033 new_desc
->num_textures_used
= i
+ 1;
1036 new_desc
->parent
.settings
= settings
;
1037 new_desc
->shader
= gen_ati_shader(settings
.op
, gl_info
, new_desc
->constants
);
1038 add_ffp_frag_shader(&priv
->fragment_shaders
, &new_desc
->parent
);
1039 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc
);
1043 /* GL_ATI_fragment_shader depends on the GL_TEXTURE_xD enable settings. Update the texture stages
1044 * used by this shader
1046 for (i
= 0; i
< desc
->num_textures_used
; ++i
)
1048 mapped_stage
= context
->tex_unit_map
[i
];
1049 if (mapped_stage
!= WINED3D_UNMAPPED_STAGE
)
1051 context_active_texture(context
, gl_info
, mapped_stage
);
1052 texture_activate_dimensions(state
->textures
[i
], gl_info
);
1056 GL_EXTCALL(glBindFragmentShaderATI(desc
->shader
));
1057 ctx_priv
->last_shader
= desc
;
1059 for (i
= 0; i
< 8; i
++)
1061 if (last_shader
&& last_shader
->constants
[i
] == desc
->constants
[i
])
1064 switch (desc
->constants
[i
])
1066 case ATIFS_CONSTANT_BUMP
:
1067 set_bumpmat(context
, state
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_BUMPENV_MAT00
));
1070 case ATIFS_CONSTANT_TFACTOR
:
1071 atifs_tfactor(context
, state
, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
));
1074 case ATIFS_CONSTANT_STAGE
:
1075 atifs_stage_constant(context
, state
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_CONSTANT
));
1079 ERR("Unexpected constant type %u.\n", desc
->constants
[i
]);
1084 static void textransform(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1086 if (!isStateDirty(context
, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
)))
1087 set_tex_op_atifs(context
, state
, state_id
);
1090 static void atifs_srgbwriteenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1092 if (state
->render_states
[WINED3D_RS_SRGBWRITEENABLE
])
1093 WARN("sRGB writes are not supported by this fragment pipe.\n");
1096 static const struct StateEntryTemplate atifs_fragmentstate_template
[] = {
1097 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), atifs_tfactor
}, WINED3D_GL_EXT_NONE
},
1098 {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
1099 {STATE_RENDER(WINED3D_RS_ALPHAREF
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
1100 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), state_alpha_test
}, WINED3D_GL_EXT_NONE
},
1101 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
1102 {STATE_RENDER(WINED3D_RS_FOGCOLOR
), { STATE_RENDER(WINED3D_RS_FOGCOLOR
), state_fogcolor
}, WINED3D_GL_EXT_NONE
},
1103 {STATE_RENDER(WINED3D_RS_FOGDENSITY
), { STATE_RENDER(WINED3D_RS_FOGDENSITY
), state_fogdensity
}, WINED3D_GL_EXT_NONE
},
1104 {STATE_RENDER(WINED3D_RS_FOGENABLE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), state_fog_fragpart
}, WINED3D_GL_EXT_NONE
},
1105 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
1106 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
1107 {STATE_RENDER(WINED3D_RS_FOGSTART
), { STATE_RENDER(WINED3D_RS_FOGSTART
), state_fogstartend
}, WINED3D_GL_EXT_NONE
},
1108 {STATE_RENDER(WINED3D_RS_FOGEND
), { STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
1109 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), atifs_srgbwriteenable
}, WINED3D_GL_EXT_NONE
},
1110 {STATE_COLOR_KEY
, { STATE_COLOR_KEY
, state_nop
}, WINED3D_GL_EXT_NONE
},
1111 {STATE_RENDER(WINED3D_RS_SHADEMODE
), { STATE_RENDER(WINED3D_RS_SHADEMODE
), state_shademode
}, WINED3D_GL_EXT_NONE
},
1112 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1113 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1114 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1115 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1116 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1117 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1118 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1119 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1120 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1121 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat
}, WINED3D_GL_EXT_NONE
},
1122 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1123 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1124 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1125 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), atifs_stage_constant
}, WINED3D_GL_EXT_NONE
},
1126 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1127 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1128 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1129 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1130 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1131 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1132 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1133 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1134 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1135 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat
}, WINED3D_GL_EXT_NONE
},
1136 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1137 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1138 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1139 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), atifs_stage_constant
}, WINED3D_GL_EXT_NONE
},
1140 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1141 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1142 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1143 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1144 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1145 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1146 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1147 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1148 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1149 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat
}, WINED3D_GL_EXT_NONE
},
1150 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1151 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1152 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1153 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), atifs_stage_constant
}, WINED3D_GL_EXT_NONE
},
1154 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1155 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1156 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1157 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1158 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1159 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1160 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1161 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1162 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1163 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat
}, WINED3D_GL_EXT_NONE
},
1164 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1165 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1166 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1167 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), atifs_stage_constant
}, WINED3D_GL_EXT_NONE
},
1168 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1169 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1170 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1171 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1172 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1173 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1174 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1175 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1176 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1177 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat
}, WINED3D_GL_EXT_NONE
},
1178 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1179 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1180 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1181 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), atifs_stage_constant
}, WINED3D_GL_EXT_NONE
},
1182 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1183 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1184 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1185 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1186 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1187 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1188 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1189 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1190 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1191 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat
}, WINED3D_GL_EXT_NONE
},
1192 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1193 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1194 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1195 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), atifs_stage_constant
}, WINED3D_GL_EXT_NONE
},
1196 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1197 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1198 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1199 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1200 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1201 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1202 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1203 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1204 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1205 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat
}, WINED3D_GL_EXT_NONE
},
1206 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1207 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1208 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1209 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), atifs_stage_constant
}, WINED3D_GL_EXT_NONE
},
1210 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1211 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1212 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1213 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1214 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1215 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1216 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1217 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1218 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
1219 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), set_bumpmat
}, WINED3D_GL_EXT_NONE
},
1220 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1221 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1222 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
1223 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), atifs_stage_constant
}, WINED3D_GL_EXT_NONE
},
1224 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
1225 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
1226 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
1227 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
1228 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
1229 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
1230 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
1231 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
1232 {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
1233 {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
1234 {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
1235 {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
1236 {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
1237 {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
1238 {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
1239 {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), textransform
}, WINED3D_GL_EXT_NONE
},
1240 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), set_tex_op_atifs
}, WINED3D_GL_EXT_NONE
},
1241 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
1244 /* Context activation is done by the caller. */
1245 static void atifs_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
1249 gl_info
->gl_ops
.gl
.p_glEnable(GL_FRAGMENT_SHADER_ATI
);
1250 checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
1254 gl_info
->gl_ops
.gl
.p_glDisable(GL_FRAGMENT_SHADER_ATI
);
1255 checkGLcall("glDisable(GL_FRAGMENT_SHADER_ATI)");
1259 static void atifs_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
1261 caps
->wined3d_caps
= WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
1262 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
|
1263 WINED3DPMISCCAPS_PERSTAGECONSTANT
;
1264 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
|
1265 WINED3DTEXOPCAPS_SELECTARG1
|
1266 WINED3DTEXOPCAPS_SELECTARG2
|
1267 WINED3DTEXOPCAPS_MODULATE4X
|
1268 WINED3DTEXOPCAPS_MODULATE2X
|
1269 WINED3DTEXOPCAPS_MODULATE
|
1270 WINED3DTEXOPCAPS_ADDSIGNED2X
|
1271 WINED3DTEXOPCAPS_ADDSIGNED
|
1272 WINED3DTEXOPCAPS_ADD
|
1273 WINED3DTEXOPCAPS_SUBTRACT
|
1274 WINED3DTEXOPCAPS_ADDSMOOTH
|
1275 WINED3DTEXOPCAPS_BLENDCURRENTALPHA
|
1276 WINED3DTEXOPCAPS_BLENDFACTORALPHA
|
1277 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
|
1278 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
|
1279 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
|
1280 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
|
1281 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
|
1282 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
|
1283 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
|
1284 WINED3DTEXOPCAPS_DOTPRODUCT3
|
1285 WINED3DTEXOPCAPS_MULTIPLYADD
|
1286 WINED3DTEXOPCAPS_LERP
|
1287 WINED3DTEXOPCAPS_BUMPENVMAP
;
1289 /* TODO: Implement WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
1290 and WINED3DTEXOPCAPS_PREMODULATE */
1292 /* GL_ATI_fragment_shader always supports 6 textures, which was the limit on r200 cards
1293 * which this extension is exclusively focused on(later cards have GL_ARB_fragment_program).
1294 * If the current card has more than 8 fixed function textures in OpenGL's regular fixed
1295 * function pipeline then the ATI_fragment_shader backend imposes a stricter limit. This
1296 * shouldn't be too hard since Nvidia cards have a limit of 4 textures with the default ffp
1297 * pipeline, and almost all games are happy with that. We can however support up to 8
1298 * texture stages because we have a 2nd pass limit of 8 instructions, and per stage we use
1299 * only 1 instruction.
1301 * The proper fix for this is not to use GL_ATI_fragment_shader on cards newer than the
1302 * r200 series and use an ARB or GLSL shader instead
1304 caps
->MaxTextureBlendStages
= 8;
1305 caps
->MaxSimultaneousTextures
= 6;
1308 static DWORD
atifs_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
1310 return GL_EXT_EMUL_ARB_MULTITEXTURE
| GL_EXT_EMUL_EXT_FOG_COORD
;
1313 static void *atifs_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
1315 struct atifs_private_data
*priv
;
1317 if (!(priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*priv
))))
1320 wine_rb_init(&priv
->fragment_shaders
, wined3d_ffp_frag_program_key_compare
);
1324 /* Context activation is done by the caller. */
1325 static void atifs_free_ffpshader(struct wine_rb_entry
*entry
, void *cb_ctx
)
1327 const struct wined3d_gl_info
*gl_info
= cb_ctx
;
1328 struct atifs_ffp_desc
*entry_ati
= WINE_RB_ENTRY_VALUE(entry
, struct atifs_ffp_desc
, parent
.entry
);
1330 GL_EXTCALL(glDeleteFragmentShaderATI(entry_ati
->shader
));
1331 checkGLcall("glDeleteFragmentShaderATI(entry->shader)");
1332 HeapFree(GetProcessHeap(), 0, entry_ati
);
1335 /* Context activation is done by the caller. */
1336 static void atifs_free(struct wined3d_device
*device
)
1338 struct atifs_private_data
*priv
= device
->fragment_priv
;
1340 wine_rb_destroy(&priv
->fragment_shaders
, atifs_free_ffpshader
, &device
->adapter
->gl_info
);
1342 HeapFree(GetProcessHeap(), 0, priv
);
1343 device
->fragment_priv
= NULL
;
1346 static BOOL
atifs_color_fixup_supported(struct color_fixup_desc fixup
)
1348 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
1350 TRACE("Checking support for fixup:\n");
1351 dump_color_fixup_desc(fixup
);
1354 /* We only support sign fixup of the first two channels. */
1355 if (is_identity_fixup(fixup
) || is_same_fixup(fixup
, color_fixup_rg
)
1356 || is_same_fixup(fixup
, color_fixup_rgl
) || is_same_fixup(fixup
, color_fixup_rgba
))
1362 TRACE("[FAILED]\n");
1366 static BOOL
atifs_alloc_context_data(struct wined3d_context
*context
)
1368 struct atifs_context_private_data
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*priv
));
1371 context
->fragment_pipe_data
= priv
;
1375 static void atifs_free_context_data(struct wined3d_context
*context
)
1377 HeapFree(GetProcessHeap(), 0, context
->fragment_pipe_data
);
1380 const struct fragment_pipeline atifs_fragment_pipeline
= {
1383 atifs_get_emul_mask
,
1386 atifs_alloc_context_data
,
1387 atifs_free_context_data
,
1388 atifs_color_fixup_supported
,
1389 atifs_fragmentstate_template
,