[INCLUDES/WINE] Update rbtree.h. [D3DCOMPILER_43][DBGHELP][WINED3D] Reflect the rbtre...
[reactos.git] / reactos / dll / directx / wine / wined3d / ati_fragment_shader.c
1 /*
2 * Fixed function pipeline replacement using GL_ATI_fragment_shader
3 *
4 * Copyright 2008 Stefan Dösinger(for CodeWeavers)
5 *
6 * This library is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU Lesser General Public
8 * License as published by the Free Software Foundation; either
9 * version 2.1 of the License, or (at your option) any later version.
10 *
11 * This library is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14 * Lesser General Public License for more details.
15 *
16 * You should have received a copy of the GNU Lesser General Public
17 * License along with this library; if not, write to the Free Software
18 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
19 */
20
21 #include "wined3d_private.h"
22
23 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
24 WINE_DECLARE_DEBUG_CHANNEL(d3d);
25
26 /* Context activation for state handlers is done by the caller. */
27
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
31 */
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
35
36 enum atifs_constant_value
37 {
38 ATIFS_CONSTANT_UNUSED = 0,
39 ATIFS_CONSTANT_BUMP,
40 ATIFS_CONSTANT_TFACTOR,
41 ATIFS_CONSTANT_STAGE,
42 };
43
44 /* GL_ATI_fragment_shader specific fixed function pipeline description. "Inherits" from the common one */
45 struct atifs_ffp_desc
46 {
47 struct ffp_frag_desc parent;
48 GLuint shader;
49 unsigned int num_textures_used;
50 enum atifs_constant_value constants[8];
51 };
52
53 struct atifs_private_data
54 {
55 struct wine_rb_tree fragment_shaders; /* A rb-tree to track fragment pipeline replacement shaders */
56 };
57
58 struct atifs_context_private_data
59 {
60 const struct atifs_ffp_desc *last_shader;
61 };
62
63 static const char *debug_dstmod(GLuint mod) {
64 switch(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";
74 }
75 }
76
77 static const char *debug_argmod(GLuint mod) {
78 switch(mod) {
79 case GL_NONE:
80 return "GL_NONE";
81
82 case GL_2X_BIT_ATI:
83 return "GL_2X_BIT_ATI";
84 case GL_COMP_BIT_ATI:
85 return "GL_COMP_BIT_ATI";
86 case GL_NEGATE_BIT_ATI:
87 return "GL_NEGATE_BIT_ATI";
88 case GL_BIAS_BIT_ATI:
89 return "GL_BIAS_BIT_ATI";
90
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";
103
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";
112
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";
115
116 default:
117 return "Unexpected argmod combination\n";
118 }
119 }
120 static const char *debug_register(GLuint reg) {
121 switch(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";
128
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";
137
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";
142
143 default: return "Unknown register\n";
144 }
145 }
146
147 static const char *debug_swizzle(GLuint swizzle) {
148 switch(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";
154 }
155 }
156
157 static const char *debug_rep(GLuint rep) {
158 switch(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";
165 }
166 }
167
168 static const char *debug_op(GLuint op) {
169 switch(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";
182 }
183 }
184
185 static const char *debug_mask(GLuint mask) {
186 switch(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";
196 }
197 }
198
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)
201 {
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));
206 } else {
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));
211 }
212 }
213
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)
216 {
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));
222 } else {
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));
228 }
229 }
230
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)
234 {
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));
245 } else {
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));
255 }
256 }
257
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)
260 {
261 GLenum ret;
262
263 if(mod) *mod = GL_NONE;
264 if(arg == ARG_UNUSED)
265 {
266 if (rep) *rep = GL_NONE;
267 return -1; /* This is the marker for unused registers */
268 }
269
270 switch(arg & WINED3DTA_SELECTMASK) {
271 case WINED3DTA_DIFFUSE:
272 ret = GL_PRIMARY_COLOR;
273 break;
274
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
280 */
281 ret = stage ? GL_REG_0_ATI : GL_PRIMARY_COLOR;
282 break;
283
284 case WINED3DTA_TEXTURE:
285 ret = GL_REG_0_ATI + stage;
286 break;
287
288 case WINED3DTA_TFACTOR:
289 ret = ATIFS_CONST_TFACTOR;
290 break;
291
292 case WINED3DTA_SPECULAR:
293 ret = GL_SECONDARY_INTERPOLATOR_ATI;
294 break;
295
296 case WINED3DTA_TEMP:
297 ret = tmparg;
298 break;
299
300 case WINED3DTA_CONSTANT:
301 ret = ATIFS_CONST_STAGE(stage);
302 break;
303
304 default:
305 FIXME("Unknown source argument %d\n", arg);
306 ret = GL_ZERO;
307 }
308
309 if(arg & WINED3DTA_COMPLEMENT) {
310 if(mod) *mod |= GL_COMP_BIT_ATI;
311 }
312 if(arg & WINED3DTA_ALPHAREPLICATE) {
313 if(rep) *rep = GL_ALPHA;
314 } else {
315 if(rep) *rep = GL_NONE;
316 }
317 return ret;
318 }
319
320 static GLuint find_tmpreg(const struct texture_stage_op op[MAX_TEXTURES])
321 {
322 int lowest_read = -1;
323 int lowest_write = -1;
324 int i;
325 BOOL tex_used[MAX_TEXTURES];
326
327 memset(tex_used, 0, sizeof(tex_used));
328 for (i = 0; i < MAX_TEXTURES; ++i)
329 {
330 if (op[i].cop == WINED3D_TOP_DISABLE)
331 break;
332
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)) {
336 lowest_read = i;
337 }
338
339 if(lowest_write == -1 && op[i].dst == tempreg) {
340 lowest_write = i;
341 }
342
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) {
345 tex_used[i] = TRUE;
346 }
347 }
348
349 /* Temp reg not read? We don't need it, return GL_NONE */
350 if(lowest_read == -1) return GL_NONE;
351
352 if(lowest_write >= lowest_read) {
353 FIXME("Temp register read before being written\n");
354 }
355
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");
359 return GL_REG_1_ATI;
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
363 * read it
364 */
365 return GL_REG_1_ATI;
366 } else {
367 /* Search for a free texture register. We have 6 registers available. GL_REG_0_ATI is already used
368 * for the regular result
369 */
370 for(i = 1; i < 6; i++) {
371 if(!tex_used[i]) {
372 return GL_REG_0_ATI + i;
373 }
374 }
375 /* What to do here? Report it in ValidateDevice? */
376 FIXME("Could not find a register for the temporary register\n");
377 return 0;
378 }
379 }
380
381 static const struct color_fixup_desc color_fixup_rg =
382 {
383 1, CHANNEL_SOURCE_X,
384 1, CHANNEL_SOURCE_Y,
385 0, CHANNEL_SOURCE_ONE,
386 0, CHANNEL_SOURCE_ONE
387 };
388 static const struct color_fixup_desc color_fixup_rgl =
389 {
390 1, CHANNEL_SOURCE_X,
391 1, CHANNEL_SOURCE_Y,
392 0, CHANNEL_SOURCE_Z,
393 0, CHANNEL_SOURCE_W
394 };
395 static const struct color_fixup_desc color_fixup_rgba =
396 {
397 1, CHANNEL_SOURCE_X,
398 1, CHANNEL_SOURCE_Y,
399 1, CHANNEL_SOURCE_Z,
400 1, CHANNEL_SOURCE_W
401 };
402
403 static BOOL op_reads_texture(const struct texture_stage_op *op)
404 {
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;
412 }
413
414 static void atifs_color_fixup(const struct wined3d_gl_info *gl_info, struct color_fixup_desc fixup, GLuint reg)
415 {
416 if(is_same_fixup(fixup, color_fixup_rg))
417 {
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);
424 }
425 else if(is_same_fixup(fixup, color_fixup_rgl))
426 {
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);
429 }
430 else if (is_same_fixup(fixup, color_fixup_rgba))
431 {
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);
436 }
437 else
438 {
439 /* Should not happen - atifs_color_fixup_supported refuses other fixups. */
440 ERR("Unsupported color fixup.\n");
441 }
442 }
443
444 static BOOL op_reads_tfactor(const struct texture_stage_op *op)
445 {
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;
454 }
455
456 static BOOL op_reads_constant(const struct texture_stage_op *op)
457 {
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;
464 }
465
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)
468 {
469 GLuint ret = GL_EXTCALL(glGenFragmentShadersATI(1));
470 unsigned int stage;
471 GLuint arg0, arg1, arg2, extrarg;
472 GLuint dstmod, argmod0, argmod1, argmod2, argmodextra;
473 GLuint rep0, rep1, rep2;
474 GLuint swizzle;
475 GLuint tmparg = find_tmpreg(op);
476 GLuint dstreg;
477 BOOL tfactor_used = FALSE;
478
479 if(!ret) {
480 ERR("Failed to generate a GL_ATI_fragment_shader shader id\n");
481 return 0;
482 }
483 GL_EXTCALL(glBindFragmentShaderATI(ret));
484 checkGLcall("GL_EXTCALL(glBindFragmentShaderATI(ret))");
485
486 TRACE("glBeginFragmentShaderATI()\n");
487 GL_EXTCALL(glBeginFragmentShaderATI());
488 checkGLcall("GL_EXTCALL(glBeginFragmentShaderATI())");
489
490 /* Pass 1: Generate sampling instructions for perturbation maps */
491 for (stage = 0; stage < gl_info->limits.textures; ++stage)
492 {
493 if (op[stage].cop == WINED3D_TOP_DISABLE)
494 break;
495 if (op[stage].cop != WINED3D_TOP_BUMPENVMAP
496 && op[stage].cop != WINED3D_TOP_BUMPENVMAP_LUMINANCE)
497 continue;
498
499 constants[stage] = ATIFS_CONSTANT_BUMP;
500
501 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, GL_SWIZZLE_STR_ATI)\n",
502 stage, stage);
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;
510 } else {
511 swizzle = GL_SWIZZLE_STR_DR_ATI;
512 }
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,
517 swizzle));
518 }
519
520 /* Pass 2: Generate perturbation calculations */
521 for (stage = 0; stage < gl_info->limits.textures; ++stage)
522 {
523 GLuint argmodextra_x, argmodextra_y;
524 struct color_fixup_desc fixup;
525
526 if (op[stage].cop == WINED3D_TOP_DISABLE)
527 break;
528 if (op[stage].cop != WINED3D_TOP_BUMPENVMAP
529 && op[stage].cop != WINED3D_TOP_BUMPENVMAP_LUMINANCE)
530 continue;
531
532 fixup = op[stage].color_fixup;
533 if (fixup.x_source != CHANNEL_SOURCE_X || fixup.y_source != CHANNEL_SOURCE_Y)
534 {
535 FIXME("Swizzles not implemented\n");
536 argmodextra_x = GL_NONE;
537 argmodextra_y = GL_NONE;
538 }
539 else
540 {
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;
544 }
545
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);
550
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:
553 *
554 * coord.a = tex.r * bump.b + coord.g
555 * coord.g = tex.g * bump.a + coord.a
556 *
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.
560 */
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);
569 }
570
571 /* Pass 3: Generate sampling instructions for regular textures */
572 for (stage = 0; stage < gl_info->limits.textures; ++stage)
573 {
574 if (op[stage].cop == WINED3D_TOP_DISABLE)
575 break;
576
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;
581 } else {
582 swizzle = GL_SWIZZLE_STQ_DQ_ATI;
583 }
584
585 if (op_reads_texture(&op[stage]))
586 {
587 if (stage > 0
588 && (op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP
589 || op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE))
590 {
591 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_REG_%d_ATI, GL_SWIZZLE_STR_ATI)\n",
592 stage, stage);
593 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
594 GL_REG_0_ATI + stage,
595 GL_SWIZZLE_STR_ATI));
596 } else {
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,
601 swizzle));
602 }
603 }
604 }
605
606 /* Pass 4: Generate the arithmetic instructions */
607 for (stage = 0; stage < MAX_TEXTURES; ++stage)
608 {
609 if (op[stage].cop == WINED3D_TOP_DISABLE)
610 {
611 if (!stage)
612 {
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);
618 }
619 break;
620 }
621
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
625 */
626 if(tmparg == GL_NONE) continue;
627
628 dstreg = tmparg;
629 } else {
630 dstreg = GL_REG_0_ATI;
631 }
632
633 if (op[stage].cop == WINED3D_TOP_BUMPENVMAP || op[stage].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
634 {
635 /* Those are handled in the first pass of the shader (generation pass 1 and 2) already */
636 continue;
637 }
638
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);
642 dstmod = GL_NONE;
643 argmodextra = GL_NONE;
644 extrarg = GL_NONE;
645
646 if (op_reads_tfactor(&op[stage]))
647 tfactor_used = TRUE;
648
649 if (op_reads_constant(&op[stage]))
650 {
651 if (constants[stage] != ATIFS_CONSTANT_UNUSED)
652 FIXME("Constant %u already used.\n", stage);
653 constants[stage] = ATIFS_CONSTANT_STAGE;
654 }
655
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);
658
659 switch (op[stage].cop)
660 {
661 case WINED3D_TOP_SELECT_ARG2:
662 arg1 = arg2;
663 argmod1 = argmod2;
664 rep1 = rep2;
665 /* fall through */
666 case WINED3D_TOP_SELECT_ARG1:
667 wrap_op1(gl_info, GL_MOV_ATI, dstreg, GL_NONE, GL_NONE,
668 arg1, rep1, argmod1);
669 break;
670
671 case WINED3D_TOP_MODULATE_4X:
672 if(dstmod == GL_NONE) dstmod = GL_4X_BIT_ATI;
673 /* fall through */
674 case WINED3D_TOP_MODULATE_2X:
675 if(dstmod == GL_NONE) dstmod = GL_2X_BIT_ATI;
676 dstmod |= GL_SATURATE_BIT_ATI;
677 /* fall through */
678 case WINED3D_TOP_MODULATE:
679 wrap_op2(gl_info, GL_MUL_ATI, dstreg, GL_NONE, dstmod,
680 arg1, rep1, argmod1,
681 arg2, rep2, argmod2);
682 break;
683
684 case WINED3D_TOP_ADD_SIGNED_2X:
685 dstmod = GL_2X_BIT_ATI;
686 /* fall through */
687 case WINED3D_TOP_ADD_SIGNED:
688 argmodextra = GL_BIAS_BIT_ATI;
689 /* fall through */
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,
693 arg1, rep1, argmod1,
694 arg2, rep2, argmodextra | argmod2);
695 break;
696
697 case WINED3D_TOP_SUBTRACT:
698 dstmod |= GL_SATURATE_BIT_ATI;
699 wrap_op2(gl_info, GL_SUB_ATI, dstreg, GL_NONE, dstmod,
700 arg1, rep1, argmod1,
701 arg2, rep2, argmod2);
702 break;
703
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
708 */
709 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
710 arg2, rep2, argmod2,
711 arg1, rep1, argmodextra,
712 arg1, rep1, argmod1);
713 break;
714
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);
718 /* fall through */
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);
722 /* fall through */
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);
726 /* fall through */
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,
732 arg1, rep1, argmod1,
733 arg2, rep2, argmod2);
734 break;
735
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,
739 arg2, rep2, argmod2,
740 arg0, GL_ALPHA, GL_COMP_BIT_ATI,
741 arg1, rep1, argmod1);
742 break;
743
744 /* D3DTOP_PREMODULATE ???? */
745
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;
748 /* fall through */
749 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
750 if (!argmodextra)
751 argmodextra = argmod1;
752 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
753 arg2, rep2, argmod2,
754 arg1, GL_ALPHA, argmodextra,
755 arg1, rep1, argmod1);
756 break;
757
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;
760 /* fall through */
761 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
762 if (!argmodextra)
763 argmodextra = argmod1;
764 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
765 arg2, rep2, argmod2,
766 arg1, rep1, argmodextra,
767 arg1, GL_ALPHA, argmod1);
768 break;
769
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);
774 break;
775
776 case WINED3D_TOP_MULTIPLY_ADD:
777 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
778 arg1, rep1, argmod1,
779 arg2, rep2, argmod2,
780 arg0, rep0, argmod0);
781 break;
782
783 case WINED3D_TOP_LERP:
784 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_NONE, GL_NONE,
785 arg0, rep0, argmod0,
786 arg1, rep1, argmod1,
787 arg2, rep2, argmod2);
788 break;
789
790 default: FIXME("Unhandled color operation %d on stage %d\n", op[stage].cop, stage);
791 }
792
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);
796 dstmod = GL_NONE;
797 argmodextra = GL_NONE;
798 extrarg = GL_NONE;
799
800 switch (op[stage].aop)
801 {
802 case WINED3D_TOP_DISABLE:
803 /* Get the primary color to the output if on stage 0, otherwise leave register 0 untouched */
804 if (!stage)
805 {
806 wrap_op1(gl_info, GL_MOV_ATI, GL_REG_0_ATI, GL_ALPHA, GL_NONE,
807 GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
808 }
809 break;
810
811 case WINED3D_TOP_SELECT_ARG2:
812 arg1 = arg2;
813 argmod1 = argmod2;
814 /* fall through */
815 case WINED3D_TOP_SELECT_ARG1:
816 wrap_op1(gl_info, GL_MOV_ATI, dstreg, GL_ALPHA, GL_NONE,
817 arg1, GL_NONE, argmod1);
818 break;
819
820 case WINED3D_TOP_MODULATE_4X:
821 if (dstmod == GL_NONE)
822 dstmod = GL_4X_BIT_ATI;
823 /* fall through */
824 case WINED3D_TOP_MODULATE_2X:
825 if (dstmod == GL_NONE)
826 dstmod = GL_2X_BIT_ATI;
827 dstmod |= GL_SATURATE_BIT_ATI;
828 /* fall through */
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);
833 break;
834
835 case WINED3D_TOP_ADD_SIGNED_2X:
836 dstmod = GL_2X_BIT_ATI;
837 /* fall through */
838 case WINED3D_TOP_ADD_SIGNED:
839 argmodextra = GL_BIAS_BIT_ATI;
840 /* fall through */
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);
846 break;
847
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);
853 break;
854
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
859 */
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);
864 break;
865
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);
869 /* fall through */
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);
873 /* fall through */
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);
877 /* fall through */
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);
885 break;
886
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);
893 break;
894
895 /* D3DTOP_PREMODULATE ???? */
896
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);
901 break;
902
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);
908 break;
909
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);
915 break;
916
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");
924 break;
925
926 default: FIXME("Unhandled alpha operation %d on stage %d\n", op[stage].aop, stage);
927 }
928 }
929
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;
933
934 /* Assign unused constants to avoid reloading due to unused <-> bump matrix switches. */
935 for (stage = 0; stage < 8; ++stage)
936 {
937 if (constants[stage] == ATIFS_CONSTANT_UNUSED)
938 constants[stage] = ATIFS_CONSTANT_BUMP;
939 }
940
941 TRACE("glEndFragmentShaderATI()\n");
942 GL_EXTCALL(glEndFragmentShaderATI());
943 checkGLcall("GL_EXTCALL(glEndFragmentShaderATI())");
944 return ret;
945 }
946
947 static void atifs_tfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
948 {
949 const struct wined3d_gl_info *gl_info = context->gl_info;
950 float col[4];
951 struct atifs_context_private_data *ctx_priv = context->fragment_pipe_data;
952
953 if (!ctx_priv->last_shader
954 || ctx_priv->last_shader->constants[ATIFS_CONST_TFACTOR - GL_CON_0_ATI] != ATIFS_CONSTANT_TFACTOR)
955 return;
956
957 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
958 GL_EXTCALL(glSetFragmentShaderConstantATI(ATIFS_CONST_TFACTOR, col));
959 checkGLcall("glSetFragmentShaderConstantATI(ATIFS_CONST_TFACTOR, col)");
960 }
961
962 static void set_bumpmat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
963 {
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;
966 float mat[2][2];
967 struct atifs_context_private_data *ctx_priv = context->fragment_pipe_data;
968
969 if (!ctx_priv->last_shader
970 || ctx_priv->last_shader->constants[stage] != ATIFS_CONSTANT_BUMP)
971 return;
972
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)");
989 }
990
991 static void atifs_stage_constant(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
992 {
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;
995 float col[4];
996 struct atifs_context_private_data *ctx_priv = context->fragment_pipe_data;
997
998 if (!ctx_priv->last_shader
999 || ctx_priv->last_shader->constants[stage] != ATIFS_CONSTANT_STAGE)
1000 return;
1001
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)");
1005 }
1006
1007 static void set_tex_op_atifs(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1008 {
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;
1016 DWORD mapped_stage;
1017 unsigned int i;
1018
1019 gen_ffp_frag_op(context, state, &settings, TRUE);
1020 desc = (const struct atifs_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
1021 if(!desc) {
1022 struct atifs_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*new_desc));
1023 if (!new_desc)
1024 {
1025 ERR("Out of memory\n");
1026 return;
1027 }
1028 new_desc->num_textures_used = 0;
1029 for (i = 0; i < d3d_info->limits.ffp_blend_stages; ++i)
1030 {
1031 if (settings.op[i].cop == WINED3D_TOP_DISABLE)
1032 break;
1033 new_desc->num_textures_used = i + 1;
1034 }
1035
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);
1040 desc = new_desc;
1041 }
1042
1043 /* GL_ATI_fragment_shader depends on the GL_TEXTURE_xD enable settings. Update the texture stages
1044 * used by this shader
1045 */
1046 for (i = 0; i < desc->num_textures_used; ++i)
1047 {
1048 mapped_stage = context->tex_unit_map[i];
1049 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
1050 {
1051 context_active_texture(context, gl_info, mapped_stage);
1052 texture_activate_dimensions(state->textures[i], gl_info);
1053 }
1054 }
1055
1056 GL_EXTCALL(glBindFragmentShaderATI(desc->shader));
1057 ctx_priv->last_shader = desc;
1058
1059 for (i = 0; i < 8; i++)
1060 {
1061 if (last_shader && last_shader->constants[i] == desc->constants[i])
1062 continue;
1063
1064 switch (desc->constants[i])
1065 {
1066 case ATIFS_CONSTANT_BUMP:
1067 set_bumpmat(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
1068 break;
1069
1070 case ATIFS_CONSTANT_TFACTOR:
1071 atifs_tfactor(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
1072 break;
1073
1074 case ATIFS_CONSTANT_STAGE:
1075 atifs_stage_constant(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_CONSTANT));
1076 break;
1077
1078 default:
1079 ERR("Unexpected constant type %u.\n", desc->constants[i]);
1080 }
1081 }
1082 }
1083
1084 static void textransform(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1085 {
1086 if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL)))
1087 set_tex_op_atifs(context, state, state_id);
1088 }
1089
1090 static void atifs_srgbwriteenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1091 {
1092 if (state->render_states[WINED3D_RS_SRGBWRITEENABLE])
1093 WARN("sRGB writes are not supported by this fragment pipe.\n");
1094 }
1095
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 },
1242 };
1243
1244 /* Context activation is done by the caller. */
1245 static void atifs_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
1246 {
1247 if (enable)
1248 {
1249 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_SHADER_ATI);
1250 checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
1251 }
1252 else
1253 {
1254 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_SHADER_ATI);
1255 checkGLcall("glDisable(GL_FRAGMENT_SHADER_ATI)");
1256 }
1257 }
1258
1259 static void atifs_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
1260 {
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;
1288
1289 /* TODO: Implement WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
1290 and WINED3DTEXOPCAPS_PREMODULATE */
1291
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.
1300 *
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
1303 */
1304 caps->MaxTextureBlendStages = 8;
1305 caps->MaxSimultaneousTextures = 6;
1306 }
1307
1308 static DWORD atifs_get_emul_mask(const struct wined3d_gl_info *gl_info)
1309 {
1310 return GL_EXT_EMUL_ARB_MULTITEXTURE | GL_EXT_EMUL_EXT_FOG_COORD;
1311 }
1312
1313 static void *atifs_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
1314 {
1315 struct atifs_private_data *priv;
1316
1317 if (!(priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv))))
1318 return NULL;
1319
1320 wine_rb_init(&priv->fragment_shaders, wined3d_ffp_frag_program_key_compare);
1321 return priv;
1322 }
1323
1324 /* Context activation is done by the caller. */
1325 static void atifs_free_ffpshader(struct wine_rb_entry *entry, void *cb_ctx)
1326 {
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);
1329
1330 GL_EXTCALL(glDeleteFragmentShaderATI(entry_ati->shader));
1331 checkGLcall("glDeleteFragmentShaderATI(entry->shader)");
1332 HeapFree(GetProcessHeap(), 0, entry_ati);
1333 }
1334
1335 /* Context activation is done by the caller. */
1336 static void atifs_free(struct wined3d_device *device)
1337 {
1338 struct atifs_private_data *priv = device->fragment_priv;
1339
1340 wine_rb_destroy(&priv->fragment_shaders, atifs_free_ffpshader, &device->adapter->gl_info);
1341
1342 HeapFree(GetProcessHeap(), 0, priv);
1343 device->fragment_priv = NULL;
1344 }
1345
1346 static BOOL atifs_color_fixup_supported(struct color_fixup_desc fixup)
1347 {
1348 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
1349 {
1350 TRACE("Checking support for fixup:\n");
1351 dump_color_fixup_desc(fixup);
1352 }
1353
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))
1357 {
1358 TRACE("[OK]\n");
1359 return TRUE;
1360 }
1361
1362 TRACE("[FAILED]\n");
1363 return FALSE;
1364 }
1365
1366 static BOOL atifs_alloc_context_data(struct wined3d_context *context)
1367 {
1368 struct atifs_context_private_data *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
1369 if (!priv)
1370 return FALSE;
1371 context->fragment_pipe_data = priv;
1372 return TRUE;
1373 }
1374
1375 static void atifs_free_context_data(struct wined3d_context *context)
1376 {
1377 HeapFree(GetProcessHeap(), 0, context->fragment_pipe_data);
1378 }
1379
1380 const struct fragment_pipeline atifs_fragment_pipeline = {
1381 atifs_enable,
1382 atifs_get_caps,
1383 atifs_get_emul_mask,
1384 atifs_alloc,
1385 atifs_free,
1386 atifs_alloc_context_data,
1387 atifs_free_context_data,
1388 atifs_color_fixup_supported,
1389 atifs_fragmentstate_template,
1390 };