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].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 }; 407 408 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 } 418 419 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 } 448 449 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 } 460 461 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 } 470 471 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 } 951 952 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 } 966 967 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 } 995 996 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 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 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 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. */ 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 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 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 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. */ 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. */ 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 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 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 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