1 /*
2 * Fixed function pipeline replacement using GL_ATI_fragment_shader
3 *
4 * Copyright 2008 Stefan Dösinger(for CodeWeavers)
5 *
6 * This library is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU Lesser General Public
8 * License as published by the Free Software Foundation; either
9 * version 2.1 of the License, or (at your option) any later version.
10 *
11 * This library is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14 * Lesser General Public License for more details.
15 *
16 * You should have received a copy of the GNU Lesser General Public
17 * License along with this library; if not, write to the Free Software
18 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
19 */
20
21 #include "config.h"
22 #include "wine/port.h"
23
24 #include <stdio.h>
25
26 #include "wined3d_private.h"
27
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
29 WINE_DECLARE_DEBUG_CHANNEL(d3d);
30
31 /* Context activation for state handlers is done by the caller. */
32
33 /* Some private defines, Constant associations, etc.
34 * Env bump matrix and per stage constant should be independent,
35 * a stage that bump maps can't read the per state constant
36 */
37 #define ATIFS_CONST_BUMPMAT(i) (GL_CON_0_ATI + i)
38 #define ATIFS_CONST_STAGE(i) (GL_CON_0_ATI + i)
39 #define ATIFS_CONST_TFACTOR GL_CON_6_ATI
40
41 enum atifs_constant_value
42 {
43 ATIFS_CONSTANT_UNUSED = 0,
44 ATIFS_CONSTANT_BUMP,
45 ATIFS_CONSTANT_TFACTOR,
46 ATIFS_CONSTANT_STAGE,
47 };
48
49 /* GL_ATI_fragment_shader specific fixed function pipeline description. "Inherits" from the common one */
50 struct atifs_ffp_desc
51 {
52 struct ffp_frag_desc parent;
53 GLuint shader;
54 unsigned int num_textures_used;
55 enum atifs_constant_value constants[MAX_TEXTURES];
56 };
57
58 struct atifs_private_data
59 {
60 struct wine_rb_tree fragment_shaders; /* A rb-tree to track fragment pipeline replacement shaders */
61 };
62
63 struct atifs_context_private_data
64 {
65 const struct atifs_ffp_desc *last_shader;
66 };
67
debug_dstmod(GLuint mod)68 static const char *debug_dstmod(GLuint mod) {
69 switch(mod) {
70 case GL_NONE: return "GL_NONE";
71 case GL_2X_BIT_ATI: return "GL_2X_BIT_ATI";
72 case GL_4X_BIT_ATI: return "GL_4X_BIT_ATI";
73 case GL_8X_BIT_ATI: return "GL_8X_BIT_ATI";
74 case GL_HALF_BIT_ATI: return "GL_HALF_BIT_ATI";
75 case GL_QUARTER_BIT_ATI: return "GL_QUARTER_BIT_ATI";
76 case GL_EIGHTH_BIT_ATI: return "GL_EIGHTH_BIT_ATI";
77 case GL_SATURATE_BIT_ATI: return "GL_SATURATE_BIT_ATI";
78 default: return "Unexpected modifier\n";
79 }
80 }
81
debug_argmod(GLuint mod)82 static const char *debug_argmod(GLuint mod) {
83 switch(mod) {
84 case GL_NONE:
85 return "GL_NONE";
86
87 case GL_2X_BIT_ATI:
88 return "GL_2X_BIT_ATI";
89 case GL_COMP_BIT_ATI:
90 return "GL_COMP_BIT_ATI";
91 case GL_NEGATE_BIT_ATI:
92 return "GL_NEGATE_BIT_ATI";
93 case GL_BIAS_BIT_ATI:
94 return "GL_BIAS_BIT_ATI";
95
96 case GL_2X_BIT_ATI | GL_COMP_BIT_ATI:
97 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI";
98 case GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI:
99 return "GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI";
100 case GL_2X_BIT_ATI | GL_BIAS_BIT_ATI:
101 return "GL_2X_BIT_ATI | GL_BIAS_BIT_ATI";
102 case GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI:
103 return "GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI";
104 case GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI:
105 return "GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI";
106 case GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
107 return "GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
108
109 case GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
110 return "GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
111 case GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
112 return "GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
113 case GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI:
114 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI";
115 case GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI:
116 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI";
117
118 case GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
119 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
120
121 default:
122 return "Unexpected argmod combination\n";
123 }
124 }
debug_register(GLuint reg)125 static const char *debug_register(GLuint reg) {
126 switch(reg) {
127 case GL_REG_0_ATI: return "GL_REG_0_ATI";
128 case GL_REG_1_ATI: return "GL_REG_1_ATI";
129 case GL_REG_2_ATI: return "GL_REG_2_ATI";
130 case GL_REG_3_ATI: return "GL_REG_3_ATI";
131 case GL_REG_4_ATI: return "GL_REG_4_ATI";
132 case GL_REG_5_ATI: return "GL_REG_5_ATI";
133
134 case GL_CON_0_ATI: return "GL_CON_0_ATI";
135 case GL_CON_1_ATI: return "GL_CON_1_ATI";
136 case GL_CON_2_ATI: return "GL_CON_2_ATI";
137 case GL_CON_3_ATI: return "GL_CON_3_ATI";
138 case GL_CON_4_ATI: return "GL_CON_4_ATI";
139 case GL_CON_5_ATI: return "GL_CON_5_ATI";
140 case GL_CON_6_ATI: return "GL_CON_6_ATI";
141 case GL_CON_7_ATI: return "GL_CON_7_ATI";
142
143 case GL_ZERO: return "GL_ZERO";
144 case GL_ONE: return "GL_ONE";
145 case GL_PRIMARY_COLOR: return "GL_PRIMARY_COLOR";
146 case GL_SECONDARY_INTERPOLATOR_ATI: return "GL_SECONDARY_INTERPOLATOR_ATI";
147
148 default: return "Unknown register\n";
149 }
150 }
151
debug_swizzle(GLuint swizzle)152 static const char *debug_swizzle(GLuint swizzle) {
153 switch(swizzle) {
154 case GL_SWIZZLE_STR_ATI: return "GL_SWIZZLE_STR_ATI";
155 case GL_SWIZZLE_STQ_ATI: return "GL_SWIZZLE_STQ_ATI";
156 case GL_SWIZZLE_STR_DR_ATI: return "GL_SWIZZLE_STR_DR_ATI";
157 case GL_SWIZZLE_STQ_DQ_ATI: return "GL_SWIZZLE_STQ_DQ_ATI";
158 default: return "unknown swizzle";
159 }
160 }
161
debug_rep(GLuint rep)162 static const char *debug_rep(GLuint rep) {
163 switch(rep) {
164 case GL_NONE: return "GL_NONE";
165 case GL_RED: return "GL_RED";
166 case GL_GREEN: return "GL_GREEN";
167 case GL_BLUE: return "GL_BLUE";
168 case GL_ALPHA: return "GL_ALPHA";
169 default: return "unknown argrep";
170 }
171 }
172
debug_op(GLuint op)173 static const char *debug_op(GLuint op) {
174 switch(op) {
175 case GL_MOV_ATI: return "GL_MOV_ATI";
176 case GL_ADD_ATI: return "GL_ADD_ATI";
177 case GL_MUL_ATI: return "GL_MUL_ATI";
178 case GL_SUB_ATI: return "GL_SUB_ATI";
179 case GL_DOT3_ATI: return "GL_DOT3_ATI";
180 case GL_DOT4_ATI: return "GL_DOT4_ATI";
181 case GL_MAD_ATI: return "GL_MAD_ATI";
182 case GL_LERP_ATI: return "GL_LERP_ATI";
183 case GL_CND_ATI: return "GL_CND_ATI";
184 case GL_CND0_ATI: return "GL_CND0_ATI";
185 case GL_DOT2_ADD_ATI: return "GL_DOT2_ADD_ATI";
186 default: return "unexpected op";
187 }
188 }
189
debug_mask(GLuint mask)190 static const char *debug_mask(GLuint mask) {
191 switch(mask) {
192 case GL_NONE: return "GL_NONE";
193 case GL_RED_BIT_ATI: return "GL_RED_BIT_ATI";
194 case GL_GREEN_BIT_ATI: return "GL_GREEN_BIT_ATI";
195 case GL_BLUE_BIT_ATI: return "GL_BLUE_BIT_ATI";
196 case GL_RED_BIT_ATI | GL_GREEN_BIT_ATI: return "GL_RED_BIT_ATI | GL_GREEN_BIT_ATI";
197 case GL_RED_BIT_ATI | GL_BLUE_BIT_ATI: return "GL_RED_BIT_ATI | GL_BLUE_BIT_ATI";
198 case GL_GREEN_BIT_ATI | GL_BLUE_BIT_ATI:return "GL_GREEN_BIT_ATI | GL_BLUE_BIT_ATI";
199 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";
200 default: return "Unexpected writemask";
201 }
202 }
203
wrap_op1(const struct wined3d_gl_info * gl_info,GLuint op,GLuint dst,GLuint dstMask,GLuint dstMod,GLuint arg1,GLuint arg1Rep,GLuint arg1Mod)204 static void wrap_op1(const struct wined3d_gl_info *gl_info, GLuint op, GLuint dst, GLuint dstMask, GLuint dstMod,
205 GLuint arg1, GLuint arg1Rep, GLuint arg1Mod)
206 {
207 if(dstMask == GL_ALPHA) {
208 TRACE("glAlphaFragmentOp1ATI(%s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst), debug_dstmod(dstMod),
209 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod));
210 GL_EXTCALL(glAlphaFragmentOp1ATI(op, dst, dstMod, arg1, arg1Rep, arg1Mod));
211 } else {
212 TRACE("glColorFragmentOp1ATI(%s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst),
213 debug_mask(dstMask), debug_dstmod(dstMod),
214 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod));
215 GL_EXTCALL(glColorFragmentOp1ATI(op, dst, dstMask, dstMod, arg1, arg1Rep, arg1Mod));
216 }
217 }
218
wrap_op2(const struct wined3d_gl_info * gl_info,GLuint op,GLuint dst,GLuint dstMask,GLuint dstMod,GLuint arg1,GLuint arg1Rep,GLuint arg1Mod,GLuint arg2,GLuint arg2Rep,GLuint arg2Mod)219 static void wrap_op2(const struct wined3d_gl_info *gl_info, GLuint op, GLuint dst, GLuint dstMask, GLuint dstMod,
220 GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod)
221 {
222 if(dstMask == GL_ALPHA) {
223 TRACE("glAlphaFragmentOp2ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst), debug_dstmod(dstMod),
224 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod),
225 debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod));
226 GL_EXTCALL(glAlphaFragmentOp2ATI(op, dst, dstMod, arg1, arg1Rep, arg1Mod, arg2, arg2Rep, arg2Mod));
227 } else {
228 TRACE("glColorFragmentOp2ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst),
229 debug_mask(dstMask), debug_dstmod(dstMod),
230 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod),
231 debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod));
232 GL_EXTCALL(glColorFragmentOp2ATI(op, dst, dstMask, dstMod, arg1, arg1Rep, arg1Mod, arg2, arg2Rep, arg2Mod));
233 }
234 }
235
wrap_op3(const struct wined3d_gl_info * gl_info,GLuint op,GLuint dst,GLuint dstMask,GLuint dstMod,GLuint arg1,GLuint arg1Rep,GLuint arg1Mod,GLuint arg2,GLuint arg2Rep,GLuint arg2Mod,GLuint arg3,GLuint arg3Rep,GLuint arg3Mod)236 static void wrap_op3(const struct wined3d_gl_info *gl_info, GLuint op, GLuint dst, GLuint dstMask, GLuint dstMod,
237 GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod,
238 GLuint arg3, GLuint arg3Rep, GLuint arg3Mod)
239 {
240 if(dstMask == GL_ALPHA) {
241 /* Leave some free space to fit "GL_NONE, " in to align most alpha and color op lines */
242 TRACE("glAlphaFragmentOp3ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst), debug_dstmod(dstMod),
243 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod),
244 debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod),
245 debug_register(arg3), debug_rep(arg3Rep), debug_argmod(arg3Mod));
246 GL_EXTCALL(glAlphaFragmentOp3ATI(op, dst, dstMod,
247 arg1, arg1Rep, arg1Mod,
248 arg2, arg2Rep, arg2Mod,
249 arg3, arg3Rep, arg3Mod));
250 } else {
251 TRACE("glColorFragmentOp3ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst),
252 debug_mask(dstMask), debug_dstmod(dstMod),
253 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod),
254 debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod),
255 debug_register(arg3), debug_rep(arg3Rep), debug_argmod(arg3Mod));
256 GL_EXTCALL(glColorFragmentOp3ATI(op, dst, dstMask, dstMod,
257 arg1, arg1Rep, arg1Mod,
258 arg2, arg2Rep, arg2Mod,
259 arg3, arg3Rep, arg3Mod));
260 }
261 }
262
register_for_arg(DWORD arg,const struct wined3d_gl_info * gl_info,unsigned int stage,GLuint * mod,GLuint * rep,GLuint tmparg)263 static GLuint register_for_arg(DWORD arg, const struct wined3d_gl_info *gl_info,
264 unsigned int stage, GLuint *mod, GLuint *rep, GLuint tmparg)
265 {
266 GLenum ret;
267
268 if(mod) *mod = GL_NONE;
269 if(arg == ARG_UNUSED)
270 {
271 if (rep) *rep = GL_NONE;
272 return -1; /* This is the marker for unused registers */
273 }
274
275 switch(arg & WINED3DTA_SELECTMASK) {
276 case WINED3DTA_DIFFUSE:
277 ret = GL_PRIMARY_COLOR;
278 break;
279
280 case WINED3DTA_CURRENT:
281 /* Note that using GL_REG_0_ATI for the passed on register is safe because
282 * texture0 is read at stage0, so in the worst case it is read in the
283 * instruction writing to reg0. Afterwards texture0 is not used any longer.
284 * If we're reading from current
285 */
286 ret = stage ? GL_REG_0_ATI : GL_PRIMARY_COLOR;
287 break;
288
289 case WINED3DTA_TEXTURE:
290 ret = GL_REG_0_ATI + stage;
291 break;
292
293 case WINED3DTA_TFACTOR:
294 ret = ATIFS_CONST_TFACTOR;
295 break;
296
297 case WINED3DTA_SPECULAR:
298 ret = GL_SECONDARY_INTERPOLATOR_ATI;
299 break;
300
301 case WINED3DTA_TEMP:
302 ret = tmparg;
303 break;
304
305 case WINED3DTA_CONSTANT:
306 ret = ATIFS_CONST_STAGE(stage);
307 break;
308
309 default:
310 FIXME("Unknown source argument %d\n", arg);
311 ret = GL_ZERO;
312 }
313
314 if(arg & WINED3DTA_COMPLEMENT) {
315 if(mod) *mod |= GL_COMP_BIT_ATI;
316 }
317 if(arg & WINED3DTA_ALPHAREPLICATE) {
318 if(rep) *rep = GL_ALPHA;
319 } else {
320 if(rep) *rep = GL_NONE;
321 }
322 return ret;
323 }
324
find_tmpreg(const struct texture_stage_op op[MAX_TEXTURES])325 static GLuint find_tmpreg(const struct texture_stage_op op[MAX_TEXTURES])
326 {
327 int lowest_read = -1;
328 int lowest_write = -1;
329 int i;
330 BOOL tex_used[MAX_TEXTURES];
331
332 memset(tex_used, 0, sizeof(tex_used));
333 for (i = 0; i < MAX_TEXTURES; ++i)
334 {
335 if (op[i].cop == WINED3D_TOP_DISABLE)
336 break;
337
338 if(lowest_read == -1 &&
339 (op[i].carg1 == WINED3DTA_TEMP || op[i].carg2 == WINED3DTA_TEMP || op[i].carg0 == WINED3DTA_TEMP ||
340 op[i].aarg1 == WINED3DTA_TEMP || op[i].aarg2 == WINED3DTA_TEMP || op[i].aarg0 == WINED3DTA_TEMP)) {
341 lowest_read = i;
342 }
343
344 if(lowest_write == -1 && op[i].dst == tempreg) {
345 lowest_write = i;
346 }
347
348 if(op[i].carg1 == WINED3DTA_TEXTURE || op[i].carg2 == WINED3DTA_TEXTURE || op[i].carg0 == WINED3DTA_TEXTURE ||
349 op[i].aarg1 == WINED3DTA_TEXTURE || op[i].aarg2 == WINED3DTA_TEXTURE || op[i].aarg0 == WINED3DTA_TEXTURE) {
350 tex_used[i] = TRUE;
351 }
352 }
353
354 /* Temp reg not read? We don't need it, return GL_NONE */
355 if(lowest_read == -1) return GL_NONE;
356
357 if(lowest_write >= lowest_read) {
358 FIXME("Temp register read before being written\n");
359 }
360
361 if(lowest_write == -1) {
362 /* This needs a test. Maybe we are supposed to return 0.0/0.0/0.0/0.0, or fail drawprim, or whatever */
363 FIXME("Temp register read without being written\n");
364 return GL_REG_1_ATI;
365 } else if(lowest_write >= 1) {
366 /* If we're writing to the temp reg at earliest in stage 1, we can use register 1 for the temp result.
367 * there may be texture data stored in reg 1, but we do not need it any longer since stage 1 already
368 * read it
369 */
370 return GL_REG_1_ATI;
371 } else {
372 /* Search for a free texture register. We have 6 registers available. GL_REG_0_ATI is already used
373 * for the regular result
374 */
375 for(i = 1; i < 6; i++) {
376 if(!tex_used[i]) {
377 return GL_REG_0_ATI + i;
378 }
379 }
380 /* What to do here? Report it in ValidateDevice? */
381 FIXME("Could not find a register for the temporary register\n");
382 return 0;
383 }
384 }
385
386 static const struct color_fixup_desc color_fixup_rg =
387 {
388 1, CHANNEL_SOURCE_X,
389 1, CHANNEL_SOURCE_Y,
390 0, CHANNEL_SOURCE_ONE,
391 0, CHANNEL_SOURCE_ONE
392 };
393 static const struct color_fixup_desc color_fixup_rgl =
394 {
395 1, CHANNEL_SOURCE_X,
396 1, CHANNEL_SOURCE_Y,
397 0, CHANNEL_SOURCE_Z,
398 0, CHANNEL_SOURCE_W
399 };
400 static const struct color_fixup_desc color_fixup_rgba =
401 {
402 1, CHANNEL_SOURCE_X,
403 1, CHANNEL_SOURCE_Y,
404 1, CHANNEL_SOURCE_Z,
405 1, CHANNEL_SOURCE_W
406 };
407
op_reads_texture(const struct texture_stage_op * op)408 static BOOL op_reads_texture(const struct texture_stage_op *op)
409 {
410 return (op->carg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
411 || (op->carg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
412 || (op->carg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
413 || (op->aarg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
414 || (op->aarg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
415 || (op->aarg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
416 || op->cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA;
417 }
418
atifs_color_fixup(const struct wined3d_gl_info * gl_info,struct color_fixup_desc fixup,GLuint reg)419 static void atifs_color_fixup(const struct wined3d_gl_info *gl_info, struct color_fixup_desc fixup, GLuint reg)
420 {
421 if(is_same_fixup(fixup, color_fixup_rg))
422 {
423 wrap_op1(gl_info, GL_MOV_ATI, reg, GL_RED_BIT_ATI | GL_GREEN_BIT_ATI, GL_NONE,
424 reg, GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI);
425 wrap_op1(gl_info, GL_MOV_ATI, reg, GL_BLUE_BIT_ATI, GL_NONE,
426 GL_ONE, GL_NONE, GL_NONE);
427 wrap_op1(gl_info, GL_MOV_ATI, reg, GL_ALPHA, GL_NONE,
428 GL_ONE, GL_NONE, GL_NONE);
429 }
430 else if(is_same_fixup(fixup, color_fixup_rgl))
431 {
432 wrap_op1(gl_info, GL_MOV_ATI, reg, GL_RED_BIT_ATI | GL_GREEN_BIT_ATI, GL_NONE,
433 reg, GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI);
434 }
435 else if (is_same_fixup(fixup, color_fixup_rgba))
436 {
437 wrap_op1(gl_info, GL_MOV_ATI, reg, GL_NONE, GL_NONE,
438 reg, GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI);
439 wrap_op1(gl_info, GL_MOV_ATI, reg, GL_ALPHA, GL_NONE,
440 reg, GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI);
441 }
442 else
443 {
444 /* Should not happen - atifs_color_fixup_supported refuses other fixups. */
445 ERR("Unsupported color fixup.\n");
446 }
447 }
448
op_reads_tfactor(const struct texture_stage_op * op)449 static BOOL op_reads_tfactor(const struct texture_stage_op *op)
450 {
451 return (op->carg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TFACTOR
452 || (op->carg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TFACTOR
453 || (op->carg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TFACTOR
454 || (op->aarg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TFACTOR
455 || (op->aarg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TFACTOR
456 || (op->aarg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TFACTOR
457 || op->cop == WINED3D_TOP_BLEND_FACTOR_ALPHA
458 || op->aop == WINED3D_TOP_BLEND_FACTOR_ALPHA;
459 }
460
op_reads_constant(const struct texture_stage_op * op)461 static BOOL op_reads_constant(const struct texture_stage_op *op)
462 {
463 return (op->carg0 & WINED3DTA_SELECTMASK) == WINED3DTA_CONSTANT
464 || (op->carg1 & WINED3DTA_SELECTMASK) == WINED3DTA_CONSTANT
465 || (op->carg2 & WINED3DTA_SELECTMASK) == WINED3DTA_CONSTANT
466 || (op->aarg0 & WINED3DTA_SELECTMASK) == WINED3DTA_CONSTANT
467 || (op->aarg1 & WINED3DTA_SELECTMASK) == WINED3DTA_CONSTANT
468 || (op->aarg2 & WINED3DTA_SELECTMASK) == WINED3DTA_CONSTANT;
469 }
470
gen_ati_shader(const struct texture_stage_op op[MAX_TEXTURES],const struct wined3d_gl_info * gl_info,enum atifs_constant_value * constants)471 static GLuint gen_ati_shader(const struct texture_stage_op op[MAX_TEXTURES],
472 const struct wined3d_gl_info *gl_info, enum atifs_constant_value *constants)
473 {
474 GLuint ret = GL_EXTCALL(glGenFragmentShadersATI(1));
475 unsigned int stage;
476 GLuint arg0, arg1, arg2, extrarg;
477 GLuint dstmod, argmod0, argmod1, argmod2, argmodextra;
478 GLuint rep0, rep1, rep2;
479 GLuint swizzle;
480 GLuint tmparg = find_tmpreg(op);
481 GLuint dstreg;
482 BOOL tfactor_used = FALSE;
483
484 if(!ret) {
485 ERR("Failed to generate a GL_ATI_fragment_shader shader id\n");
486 return 0;
487 }
488 GL_EXTCALL(glBindFragmentShaderATI(ret));
489 checkGLcall("GL_EXTCALL(glBindFragmentShaderATI(ret))");
490
491 TRACE("glBeginFragmentShaderATI()\n");
492 GL_EXTCALL(glBeginFragmentShaderATI());
493 checkGLcall("GL_EXTCALL(glBeginFragmentShaderATI())");
494
495 /* Pass 1: Generate sampling instructions for perturbation maps */
496 for (stage = 0; stage < gl_info->limits.textures; ++stage)
497 {
498 if (op[stage].cop == WINED3D_TOP_DISABLE)
499 break;
500 if (op[stage].cop != WINED3D_TOP_BUMPENVMAP
501 && op[stage].cop != WINED3D_TOP_BUMPENVMAP_LUMINANCE)
502 continue;
503
504 constants[stage] = ATIFS_CONSTANT_BUMP;
505
506 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, GL_SWIZZLE_STR_ATI)\n",
507 stage, stage);
508 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
509 GL_TEXTURE0_ARB + stage,
510 GL_SWIZZLE_STR_ATI));
511 if(op[stage + 1].projected == proj_none) {
512 swizzle = GL_SWIZZLE_STR_ATI;
513 } else if(op[stage + 1].projected == proj_count4) {
514 swizzle = GL_SWIZZLE_STQ_DQ_ATI;
515 } else {
516 swizzle = GL_SWIZZLE_STR_DR_ATI;
517 }
518 TRACE("glPassTexCoordATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, %s)\n",
519 stage + 1, stage + 1, debug_swizzle(swizzle));
520 GL_EXTCALL(glPassTexCoordATI(GL_REG_0_ATI + stage + 1,
521 GL_TEXTURE0_ARB + stage + 1,
522 swizzle));
523 }
524
525 /* Pass 2: Generate perturbation calculations */
526 for (stage = 0; stage < gl_info->limits.textures; ++stage)
527 {
528 GLuint argmodextra_x, argmodextra_y;
529 struct color_fixup_desc fixup;
530
531 if (op[stage].cop == WINED3D_TOP_DISABLE)
532 break;
533 if (op[stage].cop != WINED3D_TOP_BUMPENVMAP
534 && op[stage].cop != WINED3D_TOP_BUMPENVMAP_LUMINANCE)
535 continue;
536
537 fixup = op[stage].color_fixup;
538 if (fixup.x_source != CHANNEL_SOURCE_X || fixup.y_source != CHANNEL_SOURCE_Y)
539 {
540 FIXME("Swizzles not implemented\n");
541 argmodextra_x = GL_NONE;
542 argmodextra_y = GL_NONE;
543 }
544 else
545 {
546 /* Nice thing, we get the color correction for free :-) */
547 argmodextra_x = fixup.x_sign_fixup ? GL_2X_BIT_ATI | GL_BIAS_BIT_ATI : GL_NONE;
548 argmodextra_y = fixup.y_sign_fixup ? GL_2X_BIT_ATI | GL_BIAS_BIT_ATI : GL_NONE;
549 }
550
551 wrap_op3(gl_info, GL_DOT2_ADD_ATI, GL_REG_0_ATI + stage + 1, GL_RED_BIT_ATI, GL_NONE,
552 GL_REG_0_ATI + stage, GL_NONE, argmodextra_x,
553 ATIFS_CONST_BUMPMAT(stage), GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI,
554 GL_REG_0_ATI + stage + 1, GL_RED, GL_NONE);
555
556 /* Don't use GL_DOT2_ADD_ATI here because we cannot configure it to read the blue and alpha
557 * component of the bump matrix. Instead do this with two MADs:
558 *
559 * coord.a = tex.r * bump.b + coord.g
560 * coord.g = tex.g * bump.a + coord.a
561 *
562 * The first instruction writes to alpha so it can be coissued with the above DOT2_ADD.
563 * coord.a is unused. If the perturbed texture is projected, this was already handled
564 * in the glPassTexCoordATI above.
565 */
566 wrap_op3(gl_info, GL_MAD_ATI, GL_REG_0_ATI + stage + 1, GL_ALPHA, GL_NONE,
567 GL_REG_0_ATI + stage, GL_RED, argmodextra_y,
568 ATIFS_CONST_BUMPMAT(stage), GL_BLUE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI,
569 GL_REG_0_ATI + stage + 1, GL_GREEN, GL_NONE);
570 wrap_op3(gl_info, GL_MAD_ATI, GL_REG_0_ATI + stage + 1, GL_GREEN_BIT_ATI, GL_NONE,
571 GL_REG_0_ATI + stage, GL_GREEN, argmodextra_y,
572 ATIFS_CONST_BUMPMAT(stage), GL_ALPHA, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI,
573 GL_REG_0_ATI + stage + 1, GL_ALPHA, GL_NONE);
574 }
575
576 /* Pass 3: Generate sampling instructions for regular textures */
577 for (stage = 0; stage < gl_info->limits.textures; ++stage)
578 {
579 if (op[stage].cop == WINED3D_TOP_DISABLE)
580 break;
581
582 if(op[stage].projected == proj_none) {
583 swizzle = GL_SWIZZLE_STR_ATI;
584 } else if(op[stage].projected == proj_count3) {
585 swizzle = GL_SWIZZLE_STR_DR_ATI;
586 } else {
587 swizzle = GL_SWIZZLE_STQ_DQ_ATI;
588 }
589
590 if (op_reads_texture(&op[stage]))
591 {
592 if (stage > 0
593 && (op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP
594 || op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE))
595 {
596 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_REG_%d_ATI, GL_SWIZZLE_STR_ATI)\n",
597 stage, stage);
598 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
599 GL_REG_0_ATI + stage,
600 GL_SWIZZLE_STR_ATI));
601 } else {
602 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, %s)\n",
603 stage, stage, debug_swizzle(swizzle));
604 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
605 GL_TEXTURE0_ARB + stage,
606 swizzle));
607 }
608 }
609 }
610
611 /* Pass 4: Generate the arithmetic instructions */
612 for (stage = 0; stage < MAX_TEXTURES; ++stage)
613 {
614 if (op[stage].cop == WINED3D_TOP_DISABLE)
615 {
616 if (!stage)
617 {
618 /* Handle complete texture disabling gracefully */
619 wrap_op1(gl_info, GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE,
620 GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
621 wrap_op1(gl_info, GL_MOV_ATI, GL_REG_0_ATI, GL_ALPHA, GL_NONE,
622 GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
623 }
624 break;
625 }
626
627 if(op[stage].dst == tempreg) {
628 /* If we're writing to D3DTA_TEMP, but never reading from it we don't have to write there in the first place.
629 * skip the entire stage, this saves some GPU time
630 */
631 if(tmparg == GL_NONE) continue;
632
633 dstreg = tmparg;
634 } else {
635 dstreg = GL_REG_0_ATI;
636 }
637
638 if (op[stage].cop == WINED3D_TOP_BUMPENVMAP || op[stage].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
639 {
640 /* Those are handled in the first pass of the shader (generation pass 1 and 2) already */
641 continue;
642 }
643
644 arg0 = register_for_arg(op[stage].carg0, gl_info, stage, &argmod0, &rep0, tmparg);
645 arg1 = register_for_arg(op[stage].carg1, gl_info, stage, &argmod1, &rep1, tmparg);
646 arg2 = register_for_arg(op[stage].carg2, gl_info, stage, &argmod2, &rep2, tmparg);
647 dstmod = GL_NONE;
648 argmodextra = GL_NONE;
649 extrarg = GL_NONE;
650
651 if (op_reads_tfactor(&op[stage]))
652 tfactor_used = TRUE;
653
654 if (op_reads_constant(&op[stage]))
655 {
656 if (constants[stage] != ATIFS_CONSTANT_UNUSED)
657 FIXME("Constant %u already used.\n", stage);
658 constants[stage] = ATIFS_CONSTANT_STAGE;
659 }
660
661 if (op_reads_texture(&op[stage]) && !is_identity_fixup(op[stage].color_fixup))
662 atifs_color_fixup(gl_info, op[stage].color_fixup, GL_REG_0_ATI + stage);
663
664 switch (op[stage].cop)
665 {
666 case WINED3D_TOP_SELECT_ARG2:
667 arg1 = arg2;
668 argmod1 = argmod2;
669 rep1 = rep2;
670 /* fall through */
671 case WINED3D_TOP_SELECT_ARG1:
672 wrap_op1(gl_info, GL_MOV_ATI, dstreg, GL_NONE, GL_NONE,
673 arg1, rep1, argmod1);
674 break;
675
676 case WINED3D_TOP_MODULATE_4X:
677 if(dstmod == GL_NONE) dstmod = GL_4X_BIT_ATI;
678 /* fall through */
679 case WINED3D_TOP_MODULATE_2X:
680 if(dstmod == GL_NONE) dstmod = GL_2X_BIT_ATI;
681 dstmod |= GL_SATURATE_BIT_ATI;
682 /* fall through */
683 case WINED3D_TOP_MODULATE:
684 wrap_op2(gl_info, GL_MUL_ATI, dstreg, GL_NONE, dstmod,
685 arg1, rep1, argmod1,
686 arg2, rep2, argmod2);
687 break;
688
689 case WINED3D_TOP_ADD_SIGNED_2X:
690 dstmod = GL_2X_BIT_ATI;
691 /* fall through */
692 case WINED3D_TOP_ADD_SIGNED:
693 argmodextra = GL_BIAS_BIT_ATI;
694 /* fall through */
695 case WINED3D_TOP_ADD:
696 dstmod |= GL_SATURATE_BIT_ATI;
697 wrap_op2(gl_info, GL_ADD_ATI, GL_REG_0_ATI, GL_NONE, dstmod,
698 arg1, rep1, argmod1,
699 arg2, rep2, argmodextra | argmod2);
700 break;
701
702 case WINED3D_TOP_SUBTRACT:
703 dstmod |= GL_SATURATE_BIT_ATI;
704 wrap_op2(gl_info, GL_SUB_ATI, dstreg, GL_NONE, dstmod,
705 arg1, rep1, argmod1,
706 arg2, rep2, argmod2);
707 break;
708
709 case WINED3D_TOP_ADD_SMOOTH:
710 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
711 /* Dst = arg1 + * arg2(1 -arg 1)
712 * = arg2 * (1 - arg1) + arg1
713 */
714 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
715 arg2, rep2, argmod2,
716 arg1, rep1, argmodextra,
717 arg1, rep1, argmod1);
718 break;
719
720 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
721 if (extrarg == GL_NONE)
722 extrarg = register_for_arg(WINED3DTA_CURRENT, gl_info, stage, NULL, NULL, -1);
723 /* fall through */
724 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
725 if (extrarg == GL_NONE)
726 extrarg = register_for_arg(WINED3DTA_TFACTOR, gl_info, stage, NULL, NULL, -1);
727 /* fall through */
728 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
729 if (extrarg == GL_NONE)
730 extrarg = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
731 /* fall through */
732 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
733 if (extrarg == GL_NONE)
734 extrarg = register_for_arg(WINED3DTA_DIFFUSE, gl_info, stage, NULL, NULL, -1);
735 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_NONE, GL_NONE,
736 extrarg, GL_ALPHA, GL_NONE,
737 arg1, rep1, argmod1,
738 arg2, rep2, argmod2);
739 break;
740
741 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
742 arg0 = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
743 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_NONE,
744 arg2, rep2, argmod2,
745 arg0, GL_ALPHA, GL_COMP_BIT_ATI,
746 arg1, rep1, argmod1);
747 break;
748
749 /* D3DTOP_PREMODULATE ???? */
750
751 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
752 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
753 /* fall through */
754 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
755 if (!argmodextra)
756 argmodextra = argmod1;
757 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
758 arg2, rep2, argmod2,
759 arg1, GL_ALPHA, argmodextra,
760 arg1, rep1, argmod1);
761 break;
762
763 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
764 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
765 /* fall through */
766 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
767 if (!argmodextra)
768 argmodextra = argmod1;
769 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
770 arg2, rep2, argmod2,
771 arg1, rep1, argmodextra,
772 arg1, GL_ALPHA, argmod1);
773 break;
774
775 case WINED3D_TOP_DOTPRODUCT3:
776 wrap_op2(gl_info, GL_DOT3_ATI, dstreg, GL_NONE, GL_4X_BIT_ATI | GL_SATURATE_BIT_ATI,
777 arg1, rep1, argmod1 | GL_BIAS_BIT_ATI,
778 arg2, rep2, argmod2 | GL_BIAS_BIT_ATI);
779 break;
780
781 case WINED3D_TOP_MULTIPLY_ADD:
782 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
783 arg1, rep1, argmod1,
784 arg2, rep2, argmod2,
785 arg0, rep0, argmod0);
786 break;
787
788 case WINED3D_TOP_LERP:
789 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_NONE, GL_NONE,
790 arg0, rep0, argmod0,
791 arg1, rep1, argmod1,
792 arg2, rep2, argmod2);
793 break;
794
795 default: FIXME("Unhandled color operation %d on stage %d\n", op[stage].cop, stage);
796 }
797
798 arg0 = register_for_arg(op[stage].aarg0, gl_info, stage, &argmod0, NULL, tmparg);
799 arg1 = register_for_arg(op[stage].aarg1, gl_info, stage, &argmod1, NULL, tmparg);
800 arg2 = register_for_arg(op[stage].aarg2, gl_info, stage, &argmod2, NULL, tmparg);
801 dstmod = GL_NONE;
802 argmodextra = GL_NONE;
803 extrarg = GL_NONE;
804
805 switch (op[stage].aop)
806 {
807 case WINED3D_TOP_DISABLE:
808 /* Get the primary color to the output if on stage 0, otherwise leave register 0 untouched */
809 if (!stage)
810 {
811 wrap_op1(gl_info, GL_MOV_ATI, GL_REG_0_ATI, GL_ALPHA, GL_NONE,
812 GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
813 }
814 break;
815
816 case WINED3D_TOP_SELECT_ARG2:
817 arg1 = arg2;
818 argmod1 = argmod2;
819 /* fall through */
820 case WINED3D_TOP_SELECT_ARG1:
821 wrap_op1(gl_info, GL_MOV_ATI, dstreg, GL_ALPHA, GL_NONE,
822 arg1, GL_NONE, argmod1);
823 break;
824
825 case WINED3D_TOP_MODULATE_4X:
826 if (dstmod == GL_NONE)
827 dstmod = GL_4X_BIT_ATI;
828 /* fall through */
829 case WINED3D_TOP_MODULATE_2X:
830 if (dstmod == GL_NONE)
831 dstmod = GL_2X_BIT_ATI;
832 dstmod |= GL_SATURATE_BIT_ATI;
833 /* fall through */
834 case WINED3D_TOP_MODULATE:
835 wrap_op2(gl_info, GL_MUL_ATI, dstreg, GL_ALPHA, dstmod,
836 arg1, GL_NONE, argmod1,
837 arg2, GL_NONE, argmod2);
838 break;
839
840 case WINED3D_TOP_ADD_SIGNED_2X:
841 dstmod = GL_2X_BIT_ATI;
842 /* fall through */
843 case WINED3D_TOP_ADD_SIGNED:
844 argmodextra = GL_BIAS_BIT_ATI;
845 /* fall through */
846 case WINED3D_TOP_ADD:
847 dstmod |= GL_SATURATE_BIT_ATI;
848 wrap_op2(gl_info, GL_ADD_ATI, dstreg, GL_ALPHA, dstmod,
849 arg1, GL_NONE, argmod1,
850 arg2, GL_NONE, argmodextra | argmod2);
851 break;
852
853 case WINED3D_TOP_SUBTRACT:
854 dstmod |= GL_SATURATE_BIT_ATI;
855 wrap_op2(gl_info, GL_SUB_ATI, dstreg, GL_ALPHA, dstmod,
856 arg1, GL_NONE, argmod1,
857 arg2, GL_NONE, argmod2);
858 break;
859
860 case WINED3D_TOP_ADD_SMOOTH:
861 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
862 /* Dst = arg1 + * arg2(1 -arg 1)
863 * = arg2 * (1 - arg1) + arg1
864 */
865 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_ALPHA, GL_SATURATE_BIT_ATI,
866 arg2, GL_NONE, argmod2,
867 arg1, GL_NONE, argmodextra,
868 arg1, GL_NONE, argmod1);
869 break;
870
871 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
872 if (extrarg == GL_NONE)
873 extrarg = register_for_arg(WINED3DTA_CURRENT, gl_info, stage, NULL, NULL, -1);
874 /* fall through */
875 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
876 if (extrarg == GL_NONE)
877 extrarg = register_for_arg(WINED3DTA_TFACTOR, gl_info, stage, NULL, NULL, -1);
878 /* fall through */
879 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
880 if (extrarg == GL_NONE)
881 extrarg = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
882 /* fall through */
883 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
884 if (extrarg == GL_NONE)
885 extrarg = register_for_arg(WINED3DTA_DIFFUSE, gl_info, stage, NULL, NULL, -1);
886 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_ALPHA, GL_NONE,
887 extrarg, GL_ALPHA, GL_NONE,
888 arg1, GL_NONE, argmod1,
889 arg2, GL_NONE, argmod2);
890 break;
891
892 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
893 arg0 = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
894 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_ALPHA, GL_NONE,
895 arg2, GL_NONE, argmod2,
896 arg0, GL_ALPHA, GL_COMP_BIT_ATI,
897 arg1, GL_NONE, argmod1);
898 break;
899
900 /* D3DTOP_PREMODULATE ???? */
901
902 case WINED3D_TOP_DOTPRODUCT3:
903 wrap_op2(gl_info, GL_DOT3_ATI, dstreg, GL_ALPHA, GL_4X_BIT_ATI | GL_SATURATE_BIT_ATI,
904 arg1, GL_NONE, argmod1 | GL_BIAS_BIT_ATI,
905 arg2, GL_NONE, argmod2 | GL_BIAS_BIT_ATI);
906 break;
907
908 case WINED3D_TOP_MULTIPLY_ADD:
909 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_ALPHA, GL_SATURATE_BIT_ATI,
910 arg1, GL_NONE, argmod1,
911 arg2, GL_NONE, argmod2,
912 arg0, GL_NONE, argmod0);
913 break;
914
915 case WINED3D_TOP_LERP:
916 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_ALPHA, GL_SATURATE_BIT_ATI,
917 arg1, GL_NONE, argmod1,
918 arg2, GL_NONE, argmod2,
919 arg0, GL_NONE, argmod0);
920 break;
921
922 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
923 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
924 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
925 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
926 case WINED3D_TOP_BUMPENVMAP:
927 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
928 ERR("Application uses an invalid alpha operation\n");
929 break;
930
931 default: FIXME("Unhandled alpha operation %d on stage %d\n", op[stage].aop, stage);
932 }
933 }
934
935 if (tfactor_used && constants[ATIFS_CONST_TFACTOR - GL_CON_0_ATI] != ATIFS_CONSTANT_UNUSED)
936 FIXME("Texture factor constant already used.\n");
937 constants[ATIFS_CONST_TFACTOR - GL_CON_0_ATI] = ATIFS_CONSTANT_TFACTOR;
938
939 /* Assign unused constants to avoid reloading due to unused <-> bump matrix switches. */
940 for (stage = 0; stage < MAX_TEXTURES; ++stage)
941 {
942 if (constants[stage] == ATIFS_CONSTANT_UNUSED)
943 constants[stage] = ATIFS_CONSTANT_BUMP;
944 }
945
946 TRACE("glEndFragmentShaderATI()\n");
947 GL_EXTCALL(glEndFragmentShaderATI());
948 checkGLcall("GL_EXTCALL(glEndFragmentShaderATI())");
949 return ret;
950 }
951
atifs_tfactor(struct wined3d_context * context,const struct wined3d_state * state,DWORD state_id)952 static void atifs_tfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
953 {
954 const struct wined3d_gl_info *gl_info = context->gl_info;
955 struct atifs_context_private_data *ctx_priv = context->fragment_pipe_data;
956 struct wined3d_color color;
957
958 if (!ctx_priv->last_shader
959 || ctx_priv->last_shader->constants[ATIFS_CONST_TFACTOR - GL_CON_0_ATI] != ATIFS_CONSTANT_TFACTOR)
960 return;
961
962 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_TEXTUREFACTOR]);
963 GL_EXTCALL(glSetFragmentShaderConstantATI(ATIFS_CONST_TFACTOR, &color.r));
964 checkGLcall("glSetFragmentShaderConstantATI(ATIFS_CONST_TFACTOR, &color.r)");
965 }
966
set_bumpmat(struct wined3d_context * context,const struct wined3d_state * state,DWORD state_id)967 static void set_bumpmat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
968 {
969 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
970 const struct wined3d_gl_info *gl_info = context->gl_info;
971 float mat[2][2];
972 struct atifs_context_private_data *ctx_priv = context->fragment_pipe_data;
973
974 if (!ctx_priv->last_shader
975 || ctx_priv->last_shader->constants[stage] != ATIFS_CONSTANT_BUMP)
976 return;
977
978 mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]);
979 mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]);
980 mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]);
981 mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]);
982 /* GL_ATI_fragment_shader allows only constants from 0.0 to 1.0, but the bumpmat
983 * constants can be in any range. While they should stay between [-1.0 and 1.0] because
984 * Shader Model 1.x pixel shaders are clamped to that range negative values are used occasionally,
985 * for example by our d3d9 test. So to get negative values scale -1;1 to 0;1 and undo that in the
986 * shader(it is free). This might potentially reduce precision. However, if the hardware does
987 * support proper floats it shouldn't, and if it doesn't we can't get anything better anyway. */
988 mat[0][0] = (mat[0][0] + 1.0f) * 0.5f;
989 mat[1][0] = (mat[1][0] + 1.0f) * 0.5f;
990 mat[0][1] = (mat[0][1] + 1.0f) * 0.5f;
991 mat[1][1] = (mat[1][1] + 1.0f) * 0.5f;
992 GL_EXTCALL(glSetFragmentShaderConstantATI(ATIFS_CONST_BUMPMAT(stage), (float *) mat));
993 checkGLcall("glSetFragmentShaderConstantATI(ATIFS_CONST_BUMPMAT(stage), mat)");
994 }
995
atifs_stage_constant(struct wined3d_context * context,const struct wined3d_state * state,DWORD state_id)996 static void atifs_stage_constant(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
997 {
998 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
999 const struct wined3d_gl_info *gl_info = context->gl_info;
1000 struct atifs_context_private_data *ctx_priv = context->fragment_pipe_data;
1001 struct wined3d_color color;
1002
1003 if (!ctx_priv->last_shader
1004 || ctx_priv->last_shader->constants[stage] != ATIFS_CONSTANT_STAGE)
1005 return;
1006
1007 wined3d_color_from_d3dcolor(&color, state->texture_states[stage][WINED3D_TSS_CONSTANT]);
1008 GL_EXTCALL(glSetFragmentShaderConstantATI(ATIFS_CONST_STAGE(stage), &color.r));
1009 checkGLcall("glSetFragmentShaderConstantATI(ATIFS_CONST_STAGE(stage), &color.r)");
1010 }
1011
set_tex_op_atifs(struct wined3d_context * context,const struct wined3d_state * state,DWORD state_id)1012 static void set_tex_op_atifs(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1013 {
1014 const struct wined3d_device *device = context->device;
1015 const struct wined3d_gl_info *gl_info = context->gl_info;
1016 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
1017 struct atifs_context_private_data *ctx_priv = context->fragment_pipe_data;
1018 const struct atifs_ffp_desc *desc, *last_shader = ctx_priv->last_shader;
1019 struct ffp_frag_settings settings;
1020 struct atifs_private_data *priv = device->fragment_priv;
1021 DWORD mapped_stage;
1022 unsigned int i;
1023
1024 gen_ffp_frag_op(context, state, &settings, TRUE);
1025 desc = (const struct atifs_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
1026 if (!desc)
1027 {
1028 struct atifs_ffp_desc *new_desc;
1029
1030 if (!(new_desc = heap_alloc_zero(sizeof(*new_desc))))
1031 {
1032 ERR("Out of memory\n");
1033 return;
1034 }
1035 new_desc->num_textures_used = 0;
1036 for (i = 0; i < d3d_info->limits.ffp_blend_stages; ++i)
1037 {
1038 if (settings.op[i].cop == WINED3D_TOP_DISABLE)
1039 break;
1040 ++new_desc->num_textures_used;
1041 }
1042
1043 new_desc->parent.settings = settings;
1044 new_desc->shader = gen_ati_shader(settings.op, gl_info, new_desc->constants);
1045 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
1046 TRACE("Allocated fixed function replacement shader descriptor %p.\n", new_desc);
1047 desc = new_desc;
1048 }
1049
1050 /* GL_ATI_fragment_shader depends on the GL_TEXTURE_xD enable settings. Update the texture stages
1051 * used by this shader
1052 */
1053 for (i = 0; i < desc->num_textures_used; ++i)
1054 {
1055 mapped_stage = context->tex_unit_map[i];
1056 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
1057 {
1058 context_active_texture(context, gl_info, mapped_stage);
1059 texture_activate_dimensions(state->textures[i], gl_info);
1060 }
1061 }
1062
1063 GL_EXTCALL(glBindFragmentShaderATI(desc->shader));
1064 ctx_priv->last_shader = desc;
1065
1066 for (i = 0; i < MAX_TEXTURES; i++)
1067 {
1068 if (last_shader && last_shader->constants[i] == desc->constants[i])
1069 continue;
1070
1071 switch (desc->constants[i])
1072 {
1073 case ATIFS_CONSTANT_BUMP:
1074 set_bumpmat(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
1075 break;
1076
1077 case ATIFS_CONSTANT_TFACTOR:
1078 atifs_tfactor(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
1079 break;
1080
1081 case ATIFS_CONSTANT_STAGE:
1082 atifs_stage_constant(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_CONSTANT));
1083 break;
1084
1085 default:
1086 ERR("Unexpected constant type %u.\n", desc->constants[i]);
1087 }
1088 }
1089 }
1090
textransform(struct wined3d_context * context,const struct wined3d_state * state,DWORD state_id)1091 static void textransform(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1092 {
1093 if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL)))
1094 set_tex_op_atifs(context, state, state_id);
1095 }
1096
atifs_srgbwriteenable(struct wined3d_context * context,const struct wined3d_state * state,DWORD state_id)1097 static void atifs_srgbwriteenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1098 {
1099 if (state->render_states[WINED3D_RS_SRGBWRITEENABLE])
1100 WARN("sRGB writes are not supported by this fragment pipe.\n");
1101 }
1102
1103 static const struct StateEntryTemplate atifs_fragmentstate_template[] = {
1104 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), atifs_tfactor }, WINED3D_GL_EXT_NONE },
1105 {STATE_RENDER(WINED3D_RS_ALPHAFUNC), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
1106 {STATE_RENDER(WINED3D_RS_ALPHAREF), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
1107 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), state_alpha_test }, WINED3D_GL_EXT_NONE },
1108 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
1109 {STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
1110 {STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
1111 {STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
1112 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
1113 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
1114 {STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
1115 {STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
1116 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), atifs_srgbwriteenable }, WINED3D_GL_EXT_NONE },
1117 {STATE_COLOR_KEY, { STATE_COLOR_KEY, state_nop }, WINED3D_GL_EXT_NONE },
1118 {STATE_RENDER(WINED3D_RS_SHADEMODE), { STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
1119 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1120 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1121 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1122 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1123 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1124 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1125 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1126 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1127 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1128 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
1129 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1130 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1131 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1132 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE },
1133 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1134 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1135 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1136 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1137 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1138 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1139 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1140 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1141 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1142 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
1143 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1144 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1145 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1146 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE },
1147 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1148 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1149 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1150 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1151 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1152 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1153 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1154 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1155 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1156 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
1157 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1158 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1159 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1160 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE },
1161 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1162 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1163 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1164 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1165 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1166 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1167 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1168 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1169 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1170 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
1171 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1172 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1173 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1174 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE },
1175 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1176 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1177 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1178 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1179 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1180 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1181 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1182 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1183 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1184 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
1185 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1186 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1187 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1188 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE },
1189 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1190 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1191 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1192 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1193 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1194 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1195 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1196 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1197 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1198 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
1199 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1200 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1201 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1202 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE },
1203 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1204 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1205 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1206 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1207 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1208 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1209 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1210 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1211 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1212 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
1213 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1214 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1215 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1216 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE },
1217 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1218 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1219 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1220 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1221 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1222 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1223 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1224 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1225 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
1226 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
1227 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1228 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1229 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
1230 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE },
1231 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
1232 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
1233 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
1234 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
1235 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
1236 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
1237 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
1238 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
1239 {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
1240 {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
1241 {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
1242 {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
1243 {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
1244 {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
1245 {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
1246 {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE },
1247 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
1248 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
1249 };
1250
1251 /* Context activation is done by the caller. */
atifs_enable(const struct wined3d_gl_info * gl_info,BOOL enable)1252 static void atifs_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
1253 {
1254 if (enable)
1255 {
1256 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_SHADER_ATI);
1257 checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
1258 }
1259 else
1260 {
1261 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_SHADER_ATI);
1262 checkGLcall("glDisable(GL_FRAGMENT_SHADER_ATI)");
1263 }
1264 }
1265
atifs_get_caps(const struct wined3d_gl_info * gl_info,struct fragment_caps * caps)1266 static void atifs_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
1267 {
1268 caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
1269 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP |
1270 WINED3DPMISCCAPS_PERSTAGECONSTANT;
1271 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
1272 WINED3DTEXOPCAPS_SELECTARG1 |
1273 WINED3DTEXOPCAPS_SELECTARG2 |
1274 WINED3DTEXOPCAPS_MODULATE4X |
1275 WINED3DTEXOPCAPS_MODULATE2X |
1276 WINED3DTEXOPCAPS_MODULATE |
1277 WINED3DTEXOPCAPS_ADDSIGNED2X |
1278 WINED3DTEXOPCAPS_ADDSIGNED |
1279 WINED3DTEXOPCAPS_ADD |
1280 WINED3DTEXOPCAPS_SUBTRACT |
1281 WINED3DTEXOPCAPS_ADDSMOOTH |
1282 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
1283 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
1284 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
1285 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
1286 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
1287 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
1288 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
1289 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
1290 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
1291 WINED3DTEXOPCAPS_DOTPRODUCT3 |
1292 WINED3DTEXOPCAPS_MULTIPLYADD |
1293 WINED3DTEXOPCAPS_LERP |
1294 WINED3DTEXOPCAPS_BUMPENVMAP;
1295
1296 /* TODO: Implement WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
1297 and WINED3DTEXOPCAPS_PREMODULATE */
1298
1299 /* GL_ATI_fragment_shader always supports 6 textures, which was the limit on r200 cards
1300 * which this extension is exclusively focused on(later cards have GL_ARB_fragment_program).
1301 * If the current card has more than 8 fixed function textures in OpenGL's regular fixed
1302 * function pipeline then the ATI_fragment_shader backend imposes a stricter limit. This
1303 * shouldn't be too hard since Nvidia cards have a limit of 4 textures with the default ffp
1304 * pipeline, and almost all games are happy with that. We can however support up to 8
1305 * texture stages because we have a 2nd pass limit of 8 instructions, and per stage we use
1306 * only 1 instruction.
1307 *
1308 * The proper fix for this is not to use GL_ATI_fragment_shader on cards newer than the
1309 * r200 series and use an ARB or GLSL shader instead
1310 */
1311 caps->MaxTextureBlendStages = MAX_TEXTURES;
1312 caps->MaxSimultaneousTextures = 6;
1313 }
1314
atifs_get_emul_mask(const struct wined3d_gl_info * gl_info)1315 static DWORD atifs_get_emul_mask(const struct wined3d_gl_info *gl_info)
1316 {
1317 return GL_EXT_EMUL_ARB_MULTITEXTURE | GL_EXT_EMUL_EXT_FOG_COORD;
1318 }
1319
atifs_alloc(const struct wined3d_shader_backend_ops * shader_backend,void * shader_priv)1320 static void *atifs_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
1321 {
1322 struct atifs_private_data *priv;
1323
1324 if (!(priv = heap_alloc_zero(sizeof(*priv))))
1325 return NULL;
1326
1327 wine_rb_init(&priv->fragment_shaders, wined3d_ffp_frag_program_key_compare);
1328 return priv;
1329 }
1330
1331 /* Context activation is done by the caller. */
atifs_free_ffpshader(struct wine_rb_entry * entry,void * cb_ctx)1332 static void atifs_free_ffpshader(struct wine_rb_entry *entry, void *cb_ctx)
1333 {
1334 const struct wined3d_gl_info *gl_info = cb_ctx;
1335 struct atifs_ffp_desc *entry_ati = WINE_RB_ENTRY_VALUE(entry, struct atifs_ffp_desc, parent.entry);
1336
1337 GL_EXTCALL(glDeleteFragmentShaderATI(entry_ati->shader));
1338 checkGLcall("glDeleteFragmentShaderATI(entry->shader)");
1339 heap_free(entry_ati);
1340 }
1341
1342 /* Context activation is done by the caller. */
atifs_free(struct wined3d_device * device)1343 static void atifs_free(struct wined3d_device *device)
1344 {
1345 struct atifs_private_data *priv = device->fragment_priv;
1346
1347 wine_rb_destroy(&priv->fragment_shaders, atifs_free_ffpshader, &device->adapter->gl_info);
1348
1349 heap_free(priv);
1350 device->fragment_priv = NULL;
1351 }
1352
atifs_color_fixup_supported(struct color_fixup_desc fixup)1353 static BOOL atifs_color_fixup_supported(struct color_fixup_desc fixup)
1354 {
1355 /* We only support sign fixup of the first two channels. */
1356 return is_identity_fixup(fixup) || is_same_fixup(fixup, color_fixup_rg)
1357 || is_same_fixup(fixup, color_fixup_rgl) || is_same_fixup(fixup, color_fixup_rgba);
1358 }
1359
atifs_alloc_context_data(struct wined3d_context * context)1360 static BOOL atifs_alloc_context_data(struct wined3d_context *context)
1361 {
1362 struct atifs_context_private_data *priv;
1363
1364 if (!(priv = heap_alloc_zero(sizeof(*priv))))
1365 return FALSE;
1366 context->fragment_pipe_data = priv;
1367 return TRUE;
1368 }
1369
atifs_free_context_data(struct wined3d_context * context)1370 static void atifs_free_context_data(struct wined3d_context *context)
1371 {
1372 heap_free(context->fragment_pipe_data);
1373 }
1374
1375 const struct fragment_pipeline atifs_fragment_pipeline = {
1376 atifs_enable,
1377 atifs_get_caps,
1378 atifs_get_emul_mask,
1379 atifs_alloc,
1380 atifs_free,
1381 atifs_alloc_context_data,
1382 atifs_free_context_data,
1383 atifs_color_fixup_supported,
1384 atifs_fragmentstate_template,
1385 };
1386