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 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 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 } 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 } 151 152 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 } 161 162 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 } 172 173 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 } 189 190 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 } 203 204 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 } 218 219 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 } 235 236 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 } 262 263 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 } 324 325 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].tmp_dst) 345 lowest_write = i; 346 347 if(op[i].carg1 == WINED3DTA_TEXTURE || op[i].carg2 == WINED3DTA_TEXTURE || op[i].carg0 == WINED3DTA_TEXTURE || 348 op[i].aarg1 == WINED3DTA_TEXTURE || op[i].aarg2 == WINED3DTA_TEXTURE || op[i].aarg0 == WINED3DTA_TEXTURE) { 349 tex_used[i] = TRUE; 350 } 351 } 352 353 /* Temp reg not read? We don't need it, return GL_NONE */ 354 if(lowest_read == -1) return GL_NONE; 355 356 if(lowest_write >= lowest_read) { 357 FIXME("Temp register read before being written\n"); 358 } 359 360 if(lowest_write == -1) { 361 /* This needs a test. Maybe we are supposed to return 0.0/0.0/0.0/0.0, or fail drawprim, or whatever */ 362 FIXME("Temp register read without being written\n"); 363 return GL_REG_1_ATI; 364 } else if(lowest_write >= 1) { 365 /* If we're writing to the temp reg at earliest in stage 1, we can use register 1 for the temp result. 366 * there may be texture data stored in reg 1, but we do not need it any longer since stage 1 already 367 * read it 368 */ 369 return GL_REG_1_ATI; 370 } else { 371 /* Search for a free texture register. We have 6 registers available. GL_REG_0_ATI is already used 372 * for the regular result 373 */ 374 for(i = 1; i < 6; i++) { 375 if(!tex_used[i]) { 376 return GL_REG_0_ATI + i; 377 } 378 } 379 /* What to do here? Report it in ValidateDevice? */ 380 FIXME("Could not find a register for the temporary register\n"); 381 return 0; 382 } 383 } 384 385 static const struct color_fixup_desc color_fixup_rg = 386 { 387 1, CHANNEL_SOURCE_X, 388 1, CHANNEL_SOURCE_Y, 389 0, CHANNEL_SOURCE_ONE, 390 0, CHANNEL_SOURCE_ONE 391 }; 392 static const struct color_fixup_desc color_fixup_rgl = 393 { 394 1, CHANNEL_SOURCE_X, 395 1, CHANNEL_SOURCE_Y, 396 0, CHANNEL_SOURCE_Z, 397 0, CHANNEL_SOURCE_W 398 }; 399 static const struct color_fixup_desc color_fixup_rgba = 400 { 401 1, CHANNEL_SOURCE_X, 402 1, CHANNEL_SOURCE_Y, 403 1, CHANNEL_SOURCE_Z, 404 1, CHANNEL_SOURCE_W 405 }; 406 407 static BOOL op_reads_texture(const struct texture_stage_op *op) 408 { 409 return (op->carg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE 410 || (op->carg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE 411 || (op->carg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE 412 || (op->aarg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE 413 || (op->aarg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE 414 || (op->aarg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE 415 || op->cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA; 416 } 417 418 static void atifs_color_fixup(const struct wined3d_gl_info *gl_info, struct color_fixup_desc fixup, GLuint reg) 419 { 420 if(is_same_fixup(fixup, color_fixup_rg)) 421 { 422 wrap_op1(gl_info, GL_MOV_ATI, reg, GL_RED_BIT_ATI | GL_GREEN_BIT_ATI, GL_NONE, 423 reg, GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI); 424 wrap_op1(gl_info, GL_MOV_ATI, reg, GL_BLUE_BIT_ATI, GL_NONE, 425 GL_ONE, GL_NONE, GL_NONE); 426 wrap_op1(gl_info, GL_MOV_ATI, reg, GL_ALPHA, GL_NONE, 427 GL_ONE, GL_NONE, GL_NONE); 428 } 429 else if(is_same_fixup(fixup, color_fixup_rgl)) 430 { 431 wrap_op1(gl_info, GL_MOV_ATI, reg, GL_RED_BIT_ATI | GL_GREEN_BIT_ATI, GL_NONE, 432 reg, GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI); 433 } 434 else if (is_same_fixup(fixup, color_fixup_rgba)) 435 { 436 wrap_op1(gl_info, GL_MOV_ATI, reg, GL_NONE, GL_NONE, 437 reg, GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI); 438 wrap_op1(gl_info, GL_MOV_ATI, reg, GL_ALPHA, GL_NONE, 439 reg, GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI); 440 } 441 else 442 { 443 /* Should not happen - atifs_color_fixup_supported refuses other fixups. */ 444 ERR("Unsupported color fixup.\n"); 445 } 446 } 447 448 static BOOL op_reads_tfactor(const struct texture_stage_op *op) 449 { 450 return (op->carg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TFACTOR 451 || (op->carg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TFACTOR 452 || (op->carg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TFACTOR 453 || (op->aarg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TFACTOR 454 || (op->aarg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TFACTOR 455 || (op->aarg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TFACTOR 456 || op->cop == WINED3D_TOP_BLEND_FACTOR_ALPHA 457 || op->aop == WINED3D_TOP_BLEND_FACTOR_ALPHA; 458 } 459 460 static BOOL op_reads_constant(const struct texture_stage_op *op) 461 { 462 return (op->carg0 & WINED3DTA_SELECTMASK) == WINED3DTA_CONSTANT 463 || (op->carg1 & WINED3DTA_SELECTMASK) == WINED3DTA_CONSTANT 464 || (op->carg2 & WINED3DTA_SELECTMASK) == WINED3DTA_CONSTANT 465 || (op->aarg0 & WINED3DTA_SELECTMASK) == WINED3DTA_CONSTANT 466 || (op->aarg1 & WINED3DTA_SELECTMASK) == WINED3DTA_CONSTANT 467 || (op->aarg2 & WINED3DTA_SELECTMASK) == WINED3DTA_CONSTANT; 468 } 469 470 static GLuint gen_ati_shader(const struct texture_stage_op op[MAX_TEXTURES], 471 const struct wined3d_gl_info *gl_info, enum atifs_constant_value *constants) 472 { 473 GLuint ret = GL_EXTCALL(glGenFragmentShadersATI(1)); 474 unsigned int stage; 475 GLuint arg0, arg1, arg2, extrarg; 476 GLuint dstmod, argmod0, argmod1, argmod2, argmodextra; 477 GLuint rep0, rep1, rep2; 478 GLuint swizzle; 479 GLuint tmparg = find_tmpreg(op); 480 GLuint dstreg; 481 BOOL tfactor_used = FALSE; 482 483 if(!ret) { 484 ERR("Failed to generate a GL_ATI_fragment_shader shader id\n"); 485 return 0; 486 } 487 GL_EXTCALL(glBindFragmentShaderATI(ret)); 488 checkGLcall("GL_EXTCALL(glBindFragmentShaderATI(ret))"); 489 490 TRACE("glBeginFragmentShaderATI()\n"); 491 GL_EXTCALL(glBeginFragmentShaderATI()); 492 checkGLcall("GL_EXTCALL(glBeginFragmentShaderATI())"); 493 494 /* Pass 1: Generate sampling instructions for perturbation maps */ 495 for (stage = 0; stage < gl_info->limits.textures; ++stage) 496 { 497 if (op[stage].cop == WINED3D_TOP_DISABLE) 498 break; 499 if (op[stage].cop != WINED3D_TOP_BUMPENVMAP 500 && op[stage].cop != WINED3D_TOP_BUMPENVMAP_LUMINANCE) 501 continue; 502 503 constants[stage] = ATIFS_CONSTANT_BUMP; 504 505 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, GL_SWIZZLE_STR_ATI)\n", 506 stage, stage); 507 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage, GL_TEXTURE0_ARB + stage, GL_SWIZZLE_STR_ATI)); 508 if (op[stage + 1].projected == WINED3D_PROJECTION_NONE) 509 swizzle = GL_SWIZZLE_STR_ATI; 510 else if (op[stage + 1].projected == WINED3D_PROJECTION_COUNT4) 511 swizzle = GL_SWIZZLE_STQ_DQ_ATI; 512 else 513 swizzle = GL_SWIZZLE_STR_DR_ATI; 514 TRACE("glPassTexCoordATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, %s)\n", 515 stage + 1, stage + 1, debug_swizzle(swizzle)); 516 GL_EXTCALL(glPassTexCoordATI(GL_REG_0_ATI + stage + 1, 517 GL_TEXTURE0_ARB + stage + 1, 518 swizzle)); 519 } 520 521 /* Pass 2: Generate perturbation calculations */ 522 for (stage = 0; stage < gl_info->limits.textures; ++stage) 523 { 524 GLuint argmodextra_x, argmodextra_y; 525 struct color_fixup_desc fixup; 526 527 if (op[stage].cop == WINED3D_TOP_DISABLE) 528 break; 529 if (op[stage].cop != WINED3D_TOP_BUMPENVMAP 530 && op[stage].cop != WINED3D_TOP_BUMPENVMAP_LUMINANCE) 531 continue; 532 533 fixup = op[stage].color_fixup; 534 if (fixup.x_source != CHANNEL_SOURCE_X || fixup.y_source != CHANNEL_SOURCE_Y) 535 { 536 FIXME("Swizzles not implemented\n"); 537 argmodextra_x = GL_NONE; 538 argmodextra_y = GL_NONE; 539 } 540 else 541 { 542 /* Nice thing, we get the color correction for free :-) */ 543 argmodextra_x = fixup.x_sign_fixup ? GL_2X_BIT_ATI | GL_BIAS_BIT_ATI : GL_NONE; 544 argmodextra_y = fixup.y_sign_fixup ? GL_2X_BIT_ATI | GL_BIAS_BIT_ATI : GL_NONE; 545 } 546 547 wrap_op3(gl_info, GL_DOT2_ADD_ATI, GL_REG_0_ATI + stage + 1, GL_RED_BIT_ATI, GL_NONE, 548 GL_REG_0_ATI + stage, GL_NONE, argmodextra_x, 549 ATIFS_CONST_BUMPMAT(stage), GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI, 550 GL_REG_0_ATI + stage + 1, GL_RED, GL_NONE); 551 552 /* Don't use GL_DOT2_ADD_ATI here because we cannot configure it to read the blue and alpha 553 * component of the bump matrix. Instead do this with two MADs: 554 * 555 * coord.a = tex.r * bump.b + coord.g 556 * coord.g = tex.g * bump.a + coord.a 557 * 558 * The first instruction writes to alpha so it can be coissued with the above DOT2_ADD. 559 * coord.a is unused. If the perturbed texture is projected, this was already handled 560 * in the glPassTexCoordATI above. 561 */ 562 wrap_op3(gl_info, GL_MAD_ATI, GL_REG_0_ATI + stage + 1, GL_ALPHA, GL_NONE, 563 GL_REG_0_ATI + stage, GL_RED, argmodextra_y, 564 ATIFS_CONST_BUMPMAT(stage), GL_BLUE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI, 565 GL_REG_0_ATI + stage + 1, GL_GREEN, GL_NONE); 566 wrap_op3(gl_info, GL_MAD_ATI, GL_REG_0_ATI + stage + 1, GL_GREEN_BIT_ATI, GL_NONE, 567 GL_REG_0_ATI + stage, GL_GREEN, argmodextra_y, 568 ATIFS_CONST_BUMPMAT(stage), GL_ALPHA, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI, 569 GL_REG_0_ATI + stage + 1, GL_ALPHA, GL_NONE); 570 } 571 572 /* Pass 3: Generate sampling instructions for regular textures */ 573 for (stage = 0; stage < gl_info->limits.textures; ++stage) 574 { 575 if (op[stage].cop == WINED3D_TOP_DISABLE) 576 break; 577 578 if (op[stage].projected == WINED3D_PROJECTION_NONE) 579 swizzle = GL_SWIZZLE_STR_ATI; 580 else if (op[stage].projected == WINED3D_PROJECTION_COUNT3) 581 swizzle = GL_SWIZZLE_STR_DR_ATI; 582 else 583 swizzle = GL_SWIZZLE_STQ_DQ_ATI; 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].tmp_dst) 623 { 624 /* If we're writing to D3DTA_TEMP, but never reading from it we 625 * don't have to write there in the first place. Skip the entire 626 * stage, this saves some GPU time. */ 627 if (tmparg == GL_NONE) 628 continue; 629 630 dstreg = tmparg; 631 } 632 else 633 { 634 dstreg = GL_REG_0_ATI; 635 } 636 637 if (op[stage].cop == WINED3D_TOP_BUMPENVMAP || op[stage].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE) 638 { 639 /* Those are handled in the first pass of the shader (generation pass 1 and 2) already */ 640 continue; 641 } 642 643 arg0 = register_for_arg(op[stage].carg0, gl_info, stage, &argmod0, &rep0, tmparg); 644 arg1 = register_for_arg(op[stage].carg1, gl_info, stage, &argmod1, &rep1, tmparg); 645 arg2 = register_for_arg(op[stage].carg2, gl_info, stage, &argmod2, &rep2, tmparg); 646 dstmod = GL_NONE; 647 argmodextra = GL_NONE; 648 extrarg = GL_NONE; 649 650 if (op_reads_tfactor(&op[stage])) 651 tfactor_used = TRUE; 652 653 if (op_reads_constant(&op[stage])) 654 { 655 if (constants[stage] != ATIFS_CONSTANT_UNUSED) 656 FIXME("Constant %u already used.\n", stage); 657 constants[stage] = ATIFS_CONSTANT_STAGE; 658 } 659 660 if (op_reads_texture(&op[stage]) && !is_identity_fixup(op[stage].color_fixup)) 661 atifs_color_fixup(gl_info, op[stage].color_fixup, GL_REG_0_ATI + stage); 662 663 switch (op[stage].cop) 664 { 665 case WINED3D_TOP_SELECT_ARG2: 666 arg1 = arg2; 667 argmod1 = argmod2; 668 rep1 = rep2; 669 /* fall through */ 670 case WINED3D_TOP_SELECT_ARG1: 671 wrap_op1(gl_info, GL_MOV_ATI, dstreg, GL_NONE, GL_NONE, 672 arg1, rep1, argmod1); 673 break; 674 675 case WINED3D_TOP_MODULATE_4X: 676 if(dstmod == GL_NONE) dstmod = GL_4X_BIT_ATI; 677 /* fall through */ 678 case WINED3D_TOP_MODULATE_2X: 679 if(dstmod == GL_NONE) dstmod = GL_2X_BIT_ATI; 680 dstmod |= GL_SATURATE_BIT_ATI; 681 /* fall through */ 682 case WINED3D_TOP_MODULATE: 683 wrap_op2(gl_info, GL_MUL_ATI, dstreg, GL_NONE, dstmod, 684 arg1, rep1, argmod1, 685 arg2, rep2, argmod2); 686 break; 687 688 case WINED3D_TOP_ADD_SIGNED_2X: 689 dstmod = GL_2X_BIT_ATI; 690 /* fall through */ 691 case WINED3D_TOP_ADD_SIGNED: 692 argmodextra = GL_BIAS_BIT_ATI; 693 /* fall through */ 694 case WINED3D_TOP_ADD: 695 dstmod |= GL_SATURATE_BIT_ATI; 696 wrap_op2(gl_info, GL_ADD_ATI, GL_REG_0_ATI, GL_NONE, dstmod, 697 arg1, rep1, argmod1, 698 arg2, rep2, argmodextra | argmod2); 699 break; 700 701 case WINED3D_TOP_SUBTRACT: 702 dstmod |= GL_SATURATE_BIT_ATI; 703 wrap_op2(gl_info, GL_SUB_ATI, dstreg, GL_NONE, dstmod, 704 arg1, rep1, argmod1, 705 arg2, rep2, argmod2); 706 break; 707 708 case WINED3D_TOP_ADD_SMOOTH: 709 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI; 710 /* Dst = arg1 + * arg2(1 -arg 1) 711 * = arg2 * (1 - arg1) + arg1 712 */ 713 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI, 714 arg2, rep2, argmod2, 715 arg1, rep1, argmodextra, 716 arg1, rep1, argmod1); 717 break; 718 719 case WINED3D_TOP_BLEND_CURRENT_ALPHA: 720 if (extrarg == GL_NONE) 721 extrarg = register_for_arg(WINED3DTA_CURRENT, gl_info, stage, NULL, NULL, -1); 722 /* fall through */ 723 case WINED3D_TOP_BLEND_FACTOR_ALPHA: 724 if (extrarg == GL_NONE) 725 extrarg = register_for_arg(WINED3DTA_TFACTOR, gl_info, stage, NULL, NULL, -1); 726 /* fall through */ 727 case WINED3D_TOP_BLEND_TEXTURE_ALPHA: 728 if (extrarg == GL_NONE) 729 extrarg = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1); 730 /* fall through */ 731 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA: 732 if (extrarg == GL_NONE) 733 extrarg = register_for_arg(WINED3DTA_DIFFUSE, gl_info, stage, NULL, NULL, -1); 734 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_NONE, GL_NONE, 735 extrarg, GL_ALPHA, GL_NONE, 736 arg1, rep1, argmod1, 737 arg2, rep2, argmod2); 738 break; 739 740 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM: 741 arg0 = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1); 742 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_NONE, 743 arg2, rep2, argmod2, 744 arg0, GL_ALPHA, GL_COMP_BIT_ATI, 745 arg1, rep1, argmod1); 746 break; 747 748 /* D3DTOP_PREMODULATE ???? */ 749 750 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR: 751 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI; 752 /* fall through */ 753 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR: 754 if (!argmodextra) 755 argmodextra = argmod1; 756 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI, 757 arg2, rep2, argmod2, 758 arg1, GL_ALPHA, argmodextra, 759 arg1, rep1, argmod1); 760 break; 761 762 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA: 763 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI; 764 /* fall through */ 765 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA: 766 if (!argmodextra) 767 argmodextra = argmod1; 768 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI, 769 arg2, rep2, argmod2, 770 arg1, rep1, argmodextra, 771 arg1, GL_ALPHA, argmod1); 772 break; 773 774 case WINED3D_TOP_DOTPRODUCT3: 775 wrap_op2(gl_info, GL_DOT3_ATI, dstreg, GL_NONE, GL_4X_BIT_ATI | GL_SATURATE_BIT_ATI, 776 arg1, rep1, argmod1 | GL_BIAS_BIT_ATI, 777 arg2, rep2, argmod2 | GL_BIAS_BIT_ATI); 778 break; 779 780 case WINED3D_TOP_MULTIPLY_ADD: 781 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI, 782 arg1, rep1, argmod1, 783 arg2, rep2, argmod2, 784 arg0, rep0, argmod0); 785 break; 786 787 case WINED3D_TOP_LERP: 788 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_NONE, GL_NONE, 789 arg0, rep0, argmod0, 790 arg1, rep1, argmod1, 791 arg2, rep2, argmod2); 792 break; 793 794 default: FIXME("Unhandled color operation %d on stage %d\n", op[stage].cop, stage); 795 } 796 797 arg0 = register_for_arg(op[stage].aarg0, gl_info, stage, &argmod0, NULL, tmparg); 798 arg1 = register_for_arg(op[stage].aarg1, gl_info, stage, &argmod1, NULL, tmparg); 799 arg2 = register_for_arg(op[stage].aarg2, gl_info, stage, &argmod2, NULL, tmparg); 800 dstmod = GL_NONE; 801 argmodextra = GL_NONE; 802 extrarg = GL_NONE; 803 804 switch (op[stage].aop) 805 { 806 case WINED3D_TOP_DISABLE: 807 /* Get the primary color to the output if on stage 0, otherwise leave register 0 untouched */ 808 if (!stage) 809 { 810 wrap_op1(gl_info, GL_MOV_ATI, GL_REG_0_ATI, GL_ALPHA, GL_NONE, 811 GL_PRIMARY_COLOR, GL_NONE, GL_NONE); 812 } 813 break; 814 815 case WINED3D_TOP_SELECT_ARG2: 816 arg1 = arg2; 817 argmod1 = argmod2; 818 /* fall through */ 819 case WINED3D_TOP_SELECT_ARG1: 820 wrap_op1(gl_info, GL_MOV_ATI, dstreg, GL_ALPHA, GL_NONE, 821 arg1, GL_NONE, argmod1); 822 break; 823 824 case WINED3D_TOP_MODULATE_4X: 825 if (dstmod == GL_NONE) 826 dstmod = GL_4X_BIT_ATI; 827 /* fall through */ 828 case WINED3D_TOP_MODULATE_2X: 829 if (dstmod == GL_NONE) 830 dstmod = GL_2X_BIT_ATI; 831 dstmod |= GL_SATURATE_BIT_ATI; 832 /* fall through */ 833 case WINED3D_TOP_MODULATE: 834 wrap_op2(gl_info, GL_MUL_ATI, dstreg, GL_ALPHA, dstmod, 835 arg1, GL_NONE, argmod1, 836 arg2, GL_NONE, argmod2); 837 break; 838 839 case WINED3D_TOP_ADD_SIGNED_2X: 840 dstmod = GL_2X_BIT_ATI; 841 /* fall through */ 842 case WINED3D_TOP_ADD_SIGNED: 843 argmodextra = GL_BIAS_BIT_ATI; 844 /* fall through */ 845 case WINED3D_TOP_ADD: 846 dstmod |= GL_SATURATE_BIT_ATI; 847 wrap_op2(gl_info, GL_ADD_ATI, dstreg, GL_ALPHA, dstmod, 848 arg1, GL_NONE, argmod1, 849 arg2, GL_NONE, argmodextra | argmod2); 850 break; 851 852 case WINED3D_TOP_SUBTRACT: 853 dstmod |= GL_SATURATE_BIT_ATI; 854 wrap_op2(gl_info, GL_SUB_ATI, dstreg, GL_ALPHA, dstmod, 855 arg1, GL_NONE, argmod1, 856 arg2, GL_NONE, argmod2); 857 break; 858 859 case WINED3D_TOP_ADD_SMOOTH: 860 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI; 861 /* Dst = arg1 + * arg2(1 -arg 1) 862 * = arg2 * (1 - arg1) + arg1 863 */ 864 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_ALPHA, GL_SATURATE_BIT_ATI, 865 arg2, GL_NONE, argmod2, 866 arg1, GL_NONE, argmodextra, 867 arg1, GL_NONE, argmod1); 868 break; 869 870 case WINED3D_TOP_BLEND_CURRENT_ALPHA: 871 if (extrarg == GL_NONE) 872 extrarg = register_for_arg(WINED3DTA_CURRENT, gl_info, stage, NULL, NULL, -1); 873 /* fall through */ 874 case WINED3D_TOP_BLEND_FACTOR_ALPHA: 875 if (extrarg == GL_NONE) 876 extrarg = register_for_arg(WINED3DTA_TFACTOR, gl_info, stage, NULL, NULL, -1); 877 /* fall through */ 878 case WINED3D_TOP_BLEND_TEXTURE_ALPHA: 879 if (extrarg == GL_NONE) 880 extrarg = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1); 881 /* fall through */ 882 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA: 883 if (extrarg == GL_NONE) 884 extrarg = register_for_arg(WINED3DTA_DIFFUSE, gl_info, stage, NULL, NULL, -1); 885 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_ALPHA, GL_NONE, 886 extrarg, GL_ALPHA, GL_NONE, 887 arg1, GL_NONE, argmod1, 888 arg2, GL_NONE, argmod2); 889 break; 890 891 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM: 892 arg0 = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1); 893 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_ALPHA, GL_NONE, 894 arg2, GL_NONE, argmod2, 895 arg0, GL_ALPHA, GL_COMP_BIT_ATI, 896 arg1, GL_NONE, argmod1); 897 break; 898 899 /* D3DTOP_PREMODULATE ???? */ 900 901 case WINED3D_TOP_DOTPRODUCT3: 902 wrap_op2(gl_info, GL_DOT3_ATI, dstreg, GL_ALPHA, GL_4X_BIT_ATI | GL_SATURATE_BIT_ATI, 903 arg1, GL_NONE, argmod1 | GL_BIAS_BIT_ATI, 904 arg2, GL_NONE, argmod2 | GL_BIAS_BIT_ATI); 905 break; 906 907 case WINED3D_TOP_MULTIPLY_ADD: 908 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_ALPHA, GL_SATURATE_BIT_ATI, 909 arg1, GL_NONE, argmod1, 910 arg2, GL_NONE, argmod2, 911 arg0, GL_NONE, argmod0); 912 break; 913 914 case WINED3D_TOP_LERP: 915 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_ALPHA, GL_SATURATE_BIT_ATI, 916 arg1, GL_NONE, argmod1, 917 arg2, GL_NONE, argmod2, 918 arg0, GL_NONE, argmod0); 919 break; 920 921 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR: 922 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR: 923 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA: 924 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA: 925 case WINED3D_TOP_BUMPENVMAP: 926 case WINED3D_TOP_BUMPENVMAP_LUMINANCE: 927 ERR("Application uses an invalid alpha operation\n"); 928 break; 929 930 default: FIXME("Unhandled alpha operation %d on stage %d\n", op[stage].aop, stage); 931 } 932 } 933 934 if (tfactor_used && constants[ATIFS_CONST_TFACTOR - GL_CON_0_ATI] != ATIFS_CONSTANT_UNUSED) 935 FIXME("Texture factor constant already used.\n"); 936 constants[ATIFS_CONST_TFACTOR - GL_CON_0_ATI] = ATIFS_CONSTANT_TFACTOR; 937 938 /* Assign unused constants to avoid reloading due to unused <-> bump matrix switches. */ 939 for (stage = 0; stage < MAX_TEXTURES; ++stage) 940 { 941 if (constants[stage] == ATIFS_CONSTANT_UNUSED) 942 constants[stage] = ATIFS_CONSTANT_BUMP; 943 } 944 945 TRACE("glEndFragmentShaderATI()\n"); 946 GL_EXTCALL(glEndFragmentShaderATI()); 947 checkGLcall("GL_EXTCALL(glEndFragmentShaderATI())"); 948 return ret; 949 } 950 951 static void atifs_tfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) 952 { 953 const struct wined3d_gl_info *gl_info = context->gl_info; 954 struct atifs_context_private_data *ctx_priv = context->fragment_pipe_data; 955 struct wined3d_color color; 956 957 if (!ctx_priv->last_shader 958 || ctx_priv->last_shader->constants[ATIFS_CONST_TFACTOR - GL_CON_0_ATI] != ATIFS_CONSTANT_TFACTOR) 959 return; 960 961 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_TEXTUREFACTOR]); 962 GL_EXTCALL(glSetFragmentShaderConstantATI(ATIFS_CONST_TFACTOR, &color.r)); 963 checkGLcall("glSetFragmentShaderConstantATI(ATIFS_CONST_TFACTOR, &color.r)"); 964 } 965 966 static void set_bumpmat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) 967 { 968 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); 969 const struct wined3d_gl_info *gl_info = context->gl_info; 970 float mat[2][2]; 971 struct atifs_context_private_data *ctx_priv = context->fragment_pipe_data; 972 973 if (!ctx_priv->last_shader 974 || ctx_priv->last_shader->constants[stage] != ATIFS_CONSTANT_BUMP) 975 return; 976 977 mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]); 978 mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]); 979 mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]); 980 mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]); 981 /* GL_ATI_fragment_shader allows only constants from 0.0 to 1.0, but the bumpmat 982 * constants can be in any range. While they should stay between [-1.0 and 1.0] because 983 * Shader Model 1.x pixel shaders are clamped to that range negative values are used occasionally, 984 * for example by our d3d9 test. So to get negative values scale -1;1 to 0;1 and undo that in the 985 * shader(it is free). This might potentially reduce precision. However, if the hardware does 986 * support proper floats it shouldn't, and if it doesn't we can't get anything better anyway. */ 987 mat[0][0] = (mat[0][0] + 1.0f) * 0.5f; 988 mat[1][0] = (mat[1][0] + 1.0f) * 0.5f; 989 mat[0][1] = (mat[0][1] + 1.0f) * 0.5f; 990 mat[1][1] = (mat[1][1] + 1.0f) * 0.5f; 991 GL_EXTCALL(glSetFragmentShaderConstantATI(ATIFS_CONST_BUMPMAT(stage), (float *) mat)); 992 checkGLcall("glSetFragmentShaderConstantATI(ATIFS_CONST_BUMPMAT(stage), mat)"); 993 } 994 995 static void atifs_stage_constant(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) 996 { 997 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); 998 const struct wined3d_gl_info *gl_info = context->gl_info; 999 struct atifs_context_private_data *ctx_priv = context->fragment_pipe_data; 1000 struct wined3d_color color; 1001 1002 if (!ctx_priv->last_shader 1003 || ctx_priv->last_shader->constants[stage] != ATIFS_CONSTANT_STAGE) 1004 return; 1005 1006 wined3d_color_from_d3dcolor(&color, state->texture_states[stage][WINED3D_TSS_CONSTANT]); 1007 GL_EXTCALL(glSetFragmentShaderConstantATI(ATIFS_CONST_STAGE(stage), &color.r)); 1008 checkGLcall("glSetFragmentShaderConstantATI(ATIFS_CONST_STAGE(stage), &color.r)"); 1009 } 1010 1011 static void set_tex_op_atifs(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) 1012 { 1013 const struct wined3d_device *device = context->device; 1014 const struct wined3d_gl_info *gl_info = context->gl_info; 1015 const struct wined3d_d3d_info *d3d_info = context->d3d_info; 1016 struct atifs_context_private_data *ctx_priv = context->fragment_pipe_data; 1017 const struct atifs_ffp_desc *desc, *last_shader = ctx_priv->last_shader; 1018 struct ffp_frag_settings settings; 1019 struct atifs_private_data *priv = device->fragment_priv; 1020 DWORD mapped_stage; 1021 unsigned int i; 1022 1023 gen_ffp_frag_op(context, state, &settings, TRUE); 1024 desc = (const struct atifs_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings); 1025 if (!desc) 1026 { 1027 struct atifs_ffp_desc *new_desc; 1028 1029 if (!(new_desc = heap_alloc_zero(sizeof(*new_desc)))) 1030 { 1031 ERR("Out of memory\n"); 1032 return; 1033 } 1034 new_desc->num_textures_used = 0; 1035 for (i = 0; i < d3d_info->limits.ffp_blend_stages; ++i) 1036 { 1037 if (settings.op[i].cop == WINED3D_TOP_DISABLE) 1038 break; 1039 ++new_desc->num_textures_used; 1040 } 1041 1042 new_desc->parent.settings = settings; 1043 new_desc->shader = gen_ati_shader(settings.op, gl_info, new_desc->constants); 1044 add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent); 1045 TRACE("Allocated fixed function replacement shader descriptor %p.\n", new_desc); 1046 desc = new_desc; 1047 } 1048 1049 /* GL_ATI_fragment_shader depends on the GL_TEXTURE_xD enable settings. Update the texture stages 1050 * used by this shader 1051 */ 1052 for (i = 0; i < desc->num_textures_used; ++i) 1053 { 1054 mapped_stage = context->tex_unit_map[i]; 1055 if (mapped_stage != WINED3D_UNMAPPED_STAGE) 1056 { 1057 context_active_texture(context, gl_info, mapped_stage); 1058 texture_activate_dimensions(state->textures[i], gl_info); 1059 } 1060 } 1061 1062 GL_EXTCALL(glBindFragmentShaderATI(desc->shader)); 1063 ctx_priv->last_shader = desc; 1064 1065 for (i = 0; i < MAX_TEXTURES; i++) 1066 { 1067 if (last_shader && last_shader->constants[i] == desc->constants[i]) 1068 continue; 1069 1070 switch (desc->constants[i]) 1071 { 1072 case ATIFS_CONSTANT_BUMP: 1073 set_bumpmat(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00)); 1074 break; 1075 1076 case ATIFS_CONSTANT_TFACTOR: 1077 atifs_tfactor(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR)); 1078 break; 1079 1080 case ATIFS_CONSTANT_STAGE: 1081 atifs_stage_constant(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_CONSTANT)); 1082 break; 1083 1084 default: 1085 ERR("Unexpected constant type %u.\n", desc->constants[i]); 1086 } 1087 } 1088 } 1089 1090 static void textransform(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) 1091 { 1092 if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL))) 1093 set_tex_op_atifs(context, state, state_id); 1094 } 1095 1096 static void atifs_srgbwriteenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) 1097 { 1098 if (state->render_states[WINED3D_RS_SRGBWRITEENABLE]) 1099 WARN("sRGB writes are not supported by this fragment pipe.\n"); 1100 } 1101 1102 static const struct StateEntryTemplate atifs_fragmentstate_template[] = { 1103 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), atifs_tfactor }, WINED3D_GL_EXT_NONE }, 1104 {STATE_RENDER(WINED3D_RS_ALPHAFUNC), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE }, 1105 {STATE_RENDER(WINED3D_RS_ALPHAREF), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE }, 1106 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), state_alpha_test }, WINED3D_GL_EXT_NONE }, 1107 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE }, 1108 {STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE }, 1109 {STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE }, 1110 {STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE }, 1111 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, 1112 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, 1113 {STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE }, 1114 {STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE }, 1115 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), atifs_srgbwriteenable }, WINED3D_GL_EXT_NONE }, 1116 {STATE_COLOR_KEY, { STATE_COLOR_KEY, state_nop }, WINED3D_GL_EXT_NONE }, 1117 {STATE_RENDER(WINED3D_RS_SHADEMODE), { STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE }, 1118 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1119 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1120 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1121 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1122 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1123 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1124 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1125 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1126 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1127 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE }, 1128 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, 1129 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, 1130 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, 1131 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE }, 1132 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1133 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1134 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1135 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1136 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1137 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1138 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1139 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1140 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1141 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE }, 1142 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, 1143 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, 1144 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, 1145 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE }, 1146 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1147 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1148 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1149 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1150 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1151 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1152 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1153 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1154 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1155 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE }, 1156 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, 1157 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, 1158 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, 1159 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE }, 1160 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1161 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1162 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1163 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1164 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1165 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1166 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1167 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1168 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1169 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE }, 1170 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, 1171 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, 1172 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, 1173 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE }, 1174 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1175 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1176 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1177 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1178 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1179 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1180 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1181 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1182 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1183 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE }, 1184 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, 1185 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, 1186 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, 1187 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE }, 1188 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1189 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1190 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1191 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1192 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1193 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1194 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1195 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1196 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1197 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE }, 1198 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, 1199 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, 1200 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, 1201 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE }, 1202 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1203 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1204 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1205 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1206 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1207 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1208 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1209 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1210 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1211 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE }, 1212 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, 1213 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, 1214 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, 1215 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE }, 1216 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1217 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1218 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1219 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1220 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1221 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1222 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1223 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1224 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, 1225 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE }, 1226 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, 1227 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, 1228 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, 1229 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE }, 1230 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE }, 1231 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE }, 1232 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE }, 1233 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE }, 1234 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE }, 1235 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE }, 1236 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE }, 1237 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE }, 1238 {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE }, 1239 {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE }, 1240 {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE }, 1241 {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE }, 1242 {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE }, 1243 {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE }, 1244 {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE }, 1245 {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE }, 1246 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, 1247 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE }, 1248 }; 1249 1250 /* Context activation is done by the caller. */ 1251 static void atifs_enable(const struct wined3d_gl_info *gl_info, BOOL enable) 1252 { 1253 if (enable) 1254 { 1255 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_SHADER_ATI); 1256 checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)"); 1257 } 1258 else 1259 { 1260 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_SHADER_ATI); 1261 checkGLcall("glDisable(GL_FRAGMENT_SHADER_ATI)"); 1262 } 1263 } 1264 1265 static void atifs_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps) 1266 { 1267 caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL; 1268 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP | 1269 WINED3DPMISCCAPS_PERSTAGECONSTANT; 1270 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE | 1271 WINED3DTEXOPCAPS_SELECTARG1 | 1272 WINED3DTEXOPCAPS_SELECTARG2 | 1273 WINED3DTEXOPCAPS_MODULATE4X | 1274 WINED3DTEXOPCAPS_MODULATE2X | 1275 WINED3DTEXOPCAPS_MODULATE | 1276 WINED3DTEXOPCAPS_ADDSIGNED2X | 1277 WINED3DTEXOPCAPS_ADDSIGNED | 1278 WINED3DTEXOPCAPS_ADD | 1279 WINED3DTEXOPCAPS_SUBTRACT | 1280 WINED3DTEXOPCAPS_ADDSMOOTH | 1281 WINED3DTEXOPCAPS_BLENDCURRENTALPHA | 1282 WINED3DTEXOPCAPS_BLENDFACTORALPHA | 1283 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA | 1284 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA | 1285 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM | 1286 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR | 1287 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA | 1288 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA | 1289 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR | 1290 WINED3DTEXOPCAPS_DOTPRODUCT3 | 1291 WINED3DTEXOPCAPS_MULTIPLYADD | 1292 WINED3DTEXOPCAPS_LERP | 1293 WINED3DTEXOPCAPS_BUMPENVMAP; 1294 1295 /* TODO: Implement WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE 1296 and WINED3DTEXOPCAPS_PREMODULATE */ 1297 1298 /* GL_ATI_fragment_shader always supports 6 textures, which was the limit on r200 cards 1299 * which this extension is exclusively focused on(later cards have GL_ARB_fragment_program). 1300 * If the current card has more than 8 fixed function textures in OpenGL's regular fixed 1301 * function pipeline then the ATI_fragment_shader backend imposes a stricter limit. This 1302 * shouldn't be too hard since Nvidia cards have a limit of 4 textures with the default ffp 1303 * pipeline, and almost all games are happy with that. We can however support up to 8 1304 * texture stages because we have a 2nd pass limit of 8 instructions, and per stage we use 1305 * only 1 instruction. 1306 * 1307 * The proper fix for this is not to use GL_ATI_fragment_shader on cards newer than the 1308 * r200 series and use an ARB or GLSL shader instead 1309 */ 1310 caps->MaxTextureBlendStages = MAX_TEXTURES; 1311 caps->MaxSimultaneousTextures = 6; 1312 } 1313 1314 static DWORD atifs_get_emul_mask(const struct wined3d_gl_info *gl_info) 1315 { 1316 return GL_EXT_EMUL_ARB_MULTITEXTURE | GL_EXT_EMUL_EXT_FOG_COORD; 1317 } 1318 1319 static void *atifs_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv) 1320 { 1321 struct atifs_private_data *priv; 1322 1323 if (!(priv = heap_alloc_zero(sizeof(*priv)))) 1324 return NULL; 1325 1326 wine_rb_init(&priv->fragment_shaders, wined3d_ffp_frag_program_key_compare); 1327 return priv; 1328 } 1329 1330 /* Context activation is done by the caller. */ 1331 static void atifs_free_ffpshader(struct wine_rb_entry *entry, void *cb_ctx) 1332 { 1333 const struct wined3d_gl_info *gl_info = cb_ctx; 1334 struct atifs_ffp_desc *entry_ati = WINE_RB_ENTRY_VALUE(entry, struct atifs_ffp_desc, parent.entry); 1335 1336 GL_EXTCALL(glDeleteFragmentShaderATI(entry_ati->shader)); 1337 checkGLcall("glDeleteFragmentShaderATI(entry->shader)"); 1338 heap_free(entry_ati); 1339 } 1340 1341 /* Context activation is done by the caller. */ 1342 static void atifs_free(struct wined3d_device *device) 1343 { 1344 struct atifs_private_data *priv = device->fragment_priv; 1345 1346 wine_rb_destroy(&priv->fragment_shaders, atifs_free_ffpshader, &device->adapter->gl_info); 1347 1348 heap_free(priv); 1349 device->fragment_priv = NULL; 1350 } 1351 1352 static BOOL atifs_color_fixup_supported(struct color_fixup_desc fixup) 1353 { 1354 /* We only support sign fixup of the first two channels. */ 1355 return 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 1359 static BOOL atifs_alloc_context_data(struct wined3d_context *context) 1360 { 1361 struct atifs_context_private_data *priv; 1362 1363 if (!(priv = heap_alloc_zero(sizeof(*priv)))) 1364 return FALSE; 1365 context->fragment_pipe_data = priv; 1366 return TRUE; 1367 } 1368 1369 static void atifs_free_context_data(struct wined3d_context *context) 1370 { 1371 heap_free(context->fragment_pipe_data); 1372 } 1373 1374 const struct fragment_pipeline atifs_fragment_pipeline = { 1375 atifs_enable, 1376 atifs_get_caps, 1377 atifs_get_emul_mask, 1378 atifs_alloc, 1379 atifs_free, 1380 atifs_alloc_context_data, 1381 atifs_free_context_data, 1382 atifs_color_fixup_supported, 1383 atifs_fragmentstate_template, 1384 }; 1385