msvcrt/tests: Remove a space before a '\n'.
[wine/gsoc-2012-control.git] / dlls / wined3d / ati_fragment_shader.c
blobc01ec1aee217395404cba1f60e409b5c4e0dc1f7
1 /*
2 * Fixed function pipeline replacement using GL_ATI_fragment_shader
4 * Copyright 2008 Stefan Dösinger(for CodeWeavers)
6 * This library is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU Lesser General Public
8 * License as published by the Free Software Foundation; either
9 * version 2.1 of the License, or (at your option) any later version.
11 * This library is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14 * Lesser General Public License for more details.
16 * You should have received a copy of the GNU Lesser General Public
17 * License along with this library; if not, write to the Free Software
18 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
21 #include "config.h"
23 #include <math.h>
24 #include <stdio.h>
26 #include "wined3d_private.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
29 WINE_DECLARE_DEBUG_CHANNEL(d3d);
31 /* Some private defines, Constant associations, etc.
32 * Env bump matrix and per stage constant should be independent,
33 * a stage that bump maps can't read the per state constant
35 #define ATI_FFP_CONST_BUMPMAT(i) (GL_CON_0_ATI + i)
36 #define ATI_FFP_CONST_CONSTANT0 GL_CON_0_ATI
37 #define ATI_FFP_CONST_CONSTANT1 GL_CON_1_ATI
38 #define ATI_FFP_CONST_CONSTANT2 GL_CON_2_ATI
39 #define ATI_FFP_CONST_CONSTANT3 GL_CON_3_ATI
40 #define ATI_FFP_CONST_CONSTANT4 GL_CON_4_ATI
41 #define ATI_FFP_CONST_CONSTANT5 GL_CON_5_ATI
42 #define ATI_FFP_CONST_TFACTOR GL_CON_6_ATI
44 /* GL_ATI_fragment_shader specific fixed function pipeline description. "Inherits" from the common one */
45 struct atifs_ffp_desc
47 struct ffp_frag_desc parent;
48 GLuint shader;
49 unsigned int num_textures_used;
52 struct atifs_private_data
54 struct hash_table_t *fragment_shaders; /* A hashtable to track fragment pipeline replacement shaders */
58 static const char *debug_dstmod(GLuint mod) {
59 switch(mod) {
60 case GL_NONE: return "GL_NONE";
61 case GL_2X_BIT_ATI: return "GL_2X_BIT_ATI";
62 case GL_4X_BIT_ATI: return "GL_4X_BIT_ATI";
63 case GL_8X_BIT_ATI: return "GL_8X_BIT_ATI";
64 case GL_HALF_BIT_ATI: return "GL_HALF_BIT_ATI";
65 case GL_QUARTER_BIT_ATI: return "GL_QUARTER_BIT_ATI";
66 case GL_EIGHTH_BIT_ATI: return "GL_EIGHTH_BIT_ATI";
67 case GL_SATURATE_BIT_ATI: return "GL_SATURATE_BIT_ATI";
68 default: return "Unexpected modifier\n";
72 static const char *debug_argmod(GLuint mod) {
73 switch(mod) {
74 case GL_NONE:
75 return "GL_NONE";
77 case GL_2X_BIT_ATI:
78 return "GL_2X_BIT_ATI";
79 case GL_COMP_BIT_ATI:
80 return "GL_COMP_BIT_ATI";
81 case GL_NEGATE_BIT_ATI:
82 return "GL_NEGATE_BIT_ATI";
83 case GL_BIAS_BIT_ATI:
84 return "GL_BIAS_BIT_ATI";
86 case GL_2X_BIT_ATI | GL_COMP_BIT_ATI:
87 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI";
88 case GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI:
89 return "GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI";
90 case GL_2X_BIT_ATI | GL_BIAS_BIT_ATI:
91 return "GL_2X_BIT_ATI | GL_BIAS_BIT_ATI";
92 case GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI:
93 return "GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI";
94 case GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI:
95 return "GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI";
96 case GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
97 return "GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
99 case GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
100 return "GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
101 case GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
102 return "GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
103 case GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI:
104 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI";
105 case GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI:
106 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI";
108 case GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
109 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
111 default:
112 return "Unexpected argmod combination\n";
115 static const char *debug_register(GLuint reg) {
116 switch(reg) {
117 case GL_REG_0_ATI: return "GL_REG_0_ATI";
118 case GL_REG_1_ATI: return "GL_REG_1_ATI";
119 case GL_REG_2_ATI: return "GL_REG_2_ATI";
120 case GL_REG_3_ATI: return "GL_REG_3_ATI";
121 case GL_REG_4_ATI: return "GL_REG_4_ATI";
122 case GL_REG_5_ATI: return "GL_REG_5_ATI";
124 case GL_CON_0_ATI: return "GL_CON_0_ATI";
125 case GL_CON_1_ATI: return "GL_CON_1_ATI";
126 case GL_CON_2_ATI: return "GL_CON_2_ATI";
127 case GL_CON_3_ATI: return "GL_CON_3_ATI";
128 case GL_CON_4_ATI: return "GL_CON_4_ATI";
129 case GL_CON_5_ATI: return "GL_CON_5_ATI";
130 case GL_CON_6_ATI: return "GL_CON_6_ATI";
131 case GL_CON_7_ATI: return "GL_CON_7_ATI";
133 case GL_ZERO: return "GL_ZERO";
134 case GL_ONE: return "GL_ONE";
135 case GL_PRIMARY_COLOR: return "GL_PRIMARY_COLOR";
136 case GL_SECONDARY_INTERPOLATOR_ATI: return "GL_SECONDARY_INTERPOLATOR_ATI";
138 default: return "Unknown register\n";
142 static const char *debug_swizzle(GLuint swizzle) {
143 switch(swizzle) {
144 case GL_SWIZZLE_STR_ATI: return "GL_SWIZZLE_STR_ATI";
145 case GL_SWIZZLE_STQ_ATI: return "GL_SWIZZLE_STQ_ATI";
146 case GL_SWIZZLE_STR_DR_ATI: return "GL_SWIZZLE_STR_DR_ATI";
147 case GL_SWIZZLE_STQ_DQ_ATI: return "GL_SWIZZLE_STQ_DQ_ATI";
148 default: return "unknown swizzle";
152 static const char *debug_rep(GLuint rep) {
153 switch(rep) {
154 case GL_NONE: return "GL_NONE";
155 case GL_RED: return "GL_RED";
156 case GL_GREEN: return "GL_GREEN";
157 case GL_BLUE: return "GL_BLUE";
158 default: return "unknown argrep";
162 static const char *debug_op(GLuint op) {
163 switch(op) {
164 case GL_MOV_ATI: return "GL_MOV_ATI";
165 case GL_ADD_ATI: return "GL_ADD_ATI";
166 case GL_MUL_ATI: return "GL_MUL_ATI";
167 case GL_SUB_ATI: return "GL_SUB_ATI";
168 case GL_DOT3_ATI: return "GL_DOT3_ATI";
169 case GL_DOT4_ATI: return "GL_DOT4_ATI";
170 case GL_MAD_ATI: return "GL_MAD_ATI";
171 case GL_LERP_ATI: return "GL_LERP_ATI";
172 case GL_CND_ATI: return "GL_CND_ATI";
173 case GL_CND0_ATI: return "GL_CND0_ATI";
174 case GL_DOT2_ADD_ATI: return "GL_DOT2_ADD_ATI";
175 default: return "unexpected op";
179 static const char *debug_mask(GLuint mask) {
180 switch(mask) {
181 case GL_NONE: return "GL_NONE";
182 case GL_RED_BIT_ATI: return "GL_RED_BIT_ATI";
183 case GL_GREEN_BIT_ATI: return "GL_GREEN_BIT_ATI";
184 case GL_BLUE_BIT_ATI: return "GL_BLUE_BIT_ATI";
185 case GL_RED_BIT_ATI | GL_GREEN_BIT_ATI: return "GL_RED_BIT_ATI | GL_GREEN_BIT_ATI";
186 case GL_RED_BIT_ATI | GL_BLUE_BIT_ATI: return "GL_RED_BIT_ATI | GL_BLUE_BIT_ATI";
187 case GL_GREEN_BIT_ATI | GL_BLUE_BIT_ATI:return "GL_GREEN_BIT_ATI | GL_BLUE_BIT_ATI";
188 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";
189 default: return "Unexpected writemask";
192 #define GLINFO_LOCATION (*gl_info)
194 static void wrap_op1(const WineD3D_GL_Info *gl_info, GLuint op, GLuint dst, GLuint dstMask, GLuint dstMod,
195 GLuint arg1, GLuint arg1Rep, GLuint arg1Mod) {
196 if(dstMask == GL_ALPHA) {
197 TRACE("glAlphaFragmentOp1ATI(%s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst), debug_dstmod(dstMod),
198 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod));
199 GL_EXTCALL(glAlphaFragmentOp1ATI(op, dst, dstMod, arg1, arg1Rep, arg1Mod));
200 } else {
201 TRACE("glColorFragmentOp1ATI(%s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst),
202 debug_mask(dstMask), debug_dstmod(dstMod),
203 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod));
204 GL_EXTCALL(glColorFragmentOp1ATI(op, dst, dstMask, dstMod, arg1, arg1Rep, arg1Mod));
208 static void wrap_op2(const WineD3D_GL_Info *gl_info, GLuint op, GLuint dst, GLuint dstMask, GLuint dstMod,
209 GLuint arg1, GLuint arg1Rep, GLuint arg1Mod,
210 GLuint arg2, GLuint arg2Rep, GLuint arg2Mod) {
211 if(dstMask == GL_ALPHA) {
212 TRACE("glAlphaFragmentOp2ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst), debug_dstmod(dstMod),
213 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod),
214 debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod));
215 GL_EXTCALL(glAlphaFragmentOp2ATI(op, dst, dstMod, arg1, arg1Rep, arg1Mod, arg2, arg2Rep, arg2Mod));
216 } else {
217 TRACE("glColorFragmentOp2ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst),
218 debug_mask(dstMask), debug_dstmod(dstMod),
219 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod),
220 debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod));
221 GL_EXTCALL(glColorFragmentOp2ATI(op, dst, dstMask, dstMod, arg1, arg1Rep, arg1Mod, arg2, arg2Rep, arg2Mod));
225 static void wrap_op3(const WineD3D_GL_Info *gl_info, GLuint op, GLuint dst, GLuint dstMask, GLuint dstMod,
226 GLuint arg1, GLuint arg1Rep, GLuint arg1Mod,
227 GLuint arg2, GLuint arg2Rep, GLuint arg2Mod,
228 GLuint arg3, GLuint arg3Rep, GLuint arg3Mod) {
229 if(dstMask == GL_ALPHA) {
230 /* Leave some free space to fit "GL_NONE, " in to align most alpha and color op lines */
231 TRACE("glAlphaFragmentOp3ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst), debug_dstmod(dstMod),
232 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod),
233 debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod),
234 debug_register(arg3), debug_rep(arg3Rep), debug_argmod(arg3Mod));
235 GL_EXTCALL(glAlphaFragmentOp3ATI(op, dst, dstMod,
236 arg1, arg1Rep, arg1Mod,
237 arg2, arg2Rep, arg2Mod,
238 arg3, arg3Rep, arg3Mod));
239 } else {
240 TRACE("glColorFragmentOp3ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst),
241 debug_mask(dstMask), debug_dstmod(dstMod),
242 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod),
243 debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod),
244 debug_register(arg3), debug_rep(arg3Rep), debug_argmod(arg3Mod));
245 GL_EXTCALL(glColorFragmentOp3ATI(op, dst, dstMask, dstMod,
246 arg1, arg1Rep, arg1Mod,
247 arg2, arg2Rep, arg2Mod,
248 arg3, arg3Rep, arg3Mod));
252 static GLuint register_for_arg(DWORD arg, const WineD3D_GL_Info *gl_info,
253 unsigned int stage, GLuint *mod, GLuint *rep, GLuint tmparg)
255 GLenum ret;
257 if(mod) *mod = GL_NONE;
258 if(arg == ARG_UNUSED)
260 if (rep) *rep = GL_NONE;
261 return -1; /* This is the marker for unused registers */
264 switch(arg & WINED3DTA_SELECTMASK) {
265 case WINED3DTA_DIFFUSE:
266 ret = GL_PRIMARY_COLOR;
267 break;
269 case WINED3DTA_CURRENT:
270 /* Note that using GL_REG_0_ATI for the passed on register is safe because
271 * texture0 is read at stage0, so in the worst case it is read in the
272 * instruction writing to reg0. Afterwards texture0 is not used any longer.
273 * If we're reading from current
275 if(stage == 0) {
276 ret = GL_PRIMARY_COLOR;
277 } else {
278 ret = GL_REG_0_ATI;
280 break;
282 case WINED3DTA_TEXTURE:
283 ret = GL_REG_0_ATI + stage;
284 break;
286 case WINED3DTA_TFACTOR:
287 ret = ATI_FFP_CONST_TFACTOR;
288 break;
290 case WINED3DTA_SPECULAR:
291 ret = GL_SECONDARY_INTERPOLATOR_ATI;
292 break;
294 case WINED3DTA_TEMP:
295 ret = tmparg;
296 break;
298 case WINED3DTA_CONSTANT:
299 FIXME("Unhandled source argument WINED3DTA_TEMP\n");
300 ret = GL_CON_0_ATI;
301 break;
303 default:
304 FIXME("Unknown source argument %d\n", arg);
305 ret = GL_ZERO;
308 if(arg & WINED3DTA_COMPLEMENT) {
309 if(mod) *mod |= GL_COMP_BIT_ATI;
311 if(arg & WINED3DTA_ALPHAREPLICATE) {
312 if(rep) *rep = GL_ALPHA;
313 } else {
314 if(rep) *rep = GL_NONE;
316 return ret;
319 static GLuint find_tmpreg(const struct texture_stage_op op[MAX_TEXTURES])
321 int lowest_read = -1;
322 int lowest_write = -1;
323 int i;
324 BOOL tex_used[MAX_TEXTURES];
326 memset(tex_used, 0, sizeof(tex_used));
327 for(i = 0; i < MAX_TEXTURES; i++) {
328 if(op[i].cop == WINED3DTOP_DISABLE) {
329 break;
332 if(lowest_read == -1 &&
333 (op[i].carg1 == WINED3DTA_TEMP || op[i].carg2 == WINED3DTA_TEMP || op[i].carg0 == WINED3DTA_TEMP ||
334 op[i].aarg1 == WINED3DTA_TEMP || op[i].aarg2 == WINED3DTA_TEMP || op[i].aarg0 == WINED3DTA_TEMP)) {
335 lowest_read = i;
338 if(lowest_write == -1 && op[i].dst == tempreg) {
339 lowest_write = i;
342 if(op[i].carg1 == WINED3DTA_TEXTURE || op[i].carg2 == WINED3DTA_TEXTURE || op[i].carg0 == WINED3DTA_TEXTURE ||
343 op[i].aarg1 == WINED3DTA_TEXTURE || op[i].aarg2 == WINED3DTA_TEXTURE || op[i].aarg0 == WINED3DTA_TEXTURE) {
344 tex_used[i] = TRUE;
348 /* Temp reg not read? We don't need it, return GL_NONE */
349 if(lowest_read == -1) return GL_NONE;
351 if(lowest_write >= lowest_read) {
352 FIXME("Temp register read before being written\n");
355 if(lowest_write == -1) {
356 /* This needs a test. Maybe we are supposed to return 0.0/0.0/0.0/0.0, or fail drawprim, or whatever */
357 FIXME("Temp register read without being written\n");
358 return GL_REG_1_ATI;
359 } else if(lowest_write >= 1) {
360 /* If we're writing to the temp reg at earliest in stage 1, we can use register 1 for the temp result.
361 * there may be texture data stored in reg 1, but we do not need it any longer since stage 1 already
362 * read it
364 return GL_REG_1_ATI;
365 } else {
366 /* Search for a free texture register. We have 6 registers available. GL_REG_0_ATI is already used
367 * for the regular result
369 for(i = 1; i < 6; i++) {
370 if(!tex_used[i]) {
371 return GL_REG_0_ATI + i;
374 /* What to do here? Report it in ValidateDevice? */
375 FIXME("Could not find a register for the temporary register\n");
376 return 0;
380 static GLuint gen_ati_shader(const struct texture_stage_op op[MAX_TEXTURES], const WineD3D_GL_Info *gl_info)
382 GLuint ret = GL_EXTCALL(glGenFragmentShadersATI(1));
383 unsigned int stage;
384 GLuint arg0, arg1, arg2, extrarg;
385 GLuint dstmod, argmod0, argmod1, argmod2, argmodextra;
386 GLuint rep0, rep1, rep2;
387 GLuint swizzle;
388 GLuint tmparg = find_tmpreg(op);
389 GLuint dstreg;
391 if(!ret) {
392 ERR("Failed to generate a GL_ATI_fragment_shader shader id\n");
393 return 0;
395 GL_EXTCALL(glBindFragmentShaderATI(ret));
396 checkGLcall("GL_EXTCALL(glBindFragmentShaderATI(ret))");
398 TRACE("glBeginFragmentShaderATI()\n");
399 GL_EXTCALL(glBeginFragmentShaderATI());
400 checkGLcall("GL_EXTCALL(glBeginFragmentShaderATI())");
402 /* Pass 1: Generate sampling instructions for perturbation maps */
403 for(stage = 0; stage < GL_LIMITS(textures); stage++) {
404 if(op[stage].cop == WINED3DTOP_DISABLE) break;
405 if(op[stage].cop != WINED3DTOP_BUMPENVMAP &&
406 op[stage].cop != WINED3DTOP_BUMPENVMAPLUMINANCE) continue;
408 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, GL_SWIZZLE_STR_ATI)\n",
409 stage, stage);
410 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
411 GL_TEXTURE0_ARB + stage,
412 GL_SWIZZLE_STR_ATI));
413 if(op[stage + 1].projected == proj_none) {
414 swizzle = GL_SWIZZLE_STR_ATI;
415 } else if(op[stage + 1].projected == proj_count4) {
416 swizzle = GL_SWIZZLE_STQ_DQ_ATI;
417 } else {
418 swizzle = GL_SWIZZLE_STR_DR_ATI;
420 TRACE("glPassTexCoordATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, %s)\n",
421 stage + 1, stage + 1, debug_swizzle(swizzle));
422 GL_EXTCALL(glPassTexCoordATI(GL_REG_0_ATI + stage + 1,
423 GL_TEXTURE0_ARB + stage + 1,
424 swizzle));
426 /* We need GL_REG_5_ATI as a temporary register to swizzle the bump matrix. So we run into
427 * issues if we're bump mapping on stage 4 or 5
429 if(stage >= 4) {
430 FIXME("Bump mapping in stage %d\n", stage);
434 /* Pass 2: Generate perturbation calculations */
435 for(stage = 0; stage < GL_LIMITS(textures); stage++) {
436 GLuint argmodextra_x, argmodextra_y;
437 struct color_fixup_desc fixup;
439 if(op[stage].cop == WINED3DTOP_DISABLE) break;
440 if(op[stage].cop != WINED3DTOP_BUMPENVMAP &&
441 op[stage].cop != WINED3DTOP_BUMPENVMAPLUMINANCE) continue;
443 fixup = op[stage].color_fixup;
444 if (fixup.x_source != CHANNEL_SOURCE_X || fixup.y_source != CHANNEL_SOURCE_Y)
446 FIXME("Swizzles not implemented\n");
447 argmodextra_x = GL_NONE;
448 argmodextra_y = GL_NONE;
450 else
452 /* Nice thing, we get the color correction for free :-) */
453 argmodextra_x = fixup.x_sign_fixup ? GL_2X_BIT_ATI | GL_BIAS_BIT_ATI : GL_NONE;
454 argmodextra_y = fixup.y_sign_fixup ? GL_2X_BIT_ATI | GL_BIAS_BIT_ATI : GL_NONE;
457 wrap_op3(gl_info, GL_DOT2_ADD_ATI, GL_REG_0_ATI + stage + 1, GL_RED_BIT_ATI, GL_NONE,
458 GL_REG_0_ATI + stage, GL_NONE, argmodextra_x,
459 ATI_FFP_CONST_BUMPMAT(stage), GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI,
460 GL_REG_0_ATI + stage + 1, GL_RED, GL_NONE);
462 /* FIXME: How can I make GL_DOT2_ADD_ATI read the factors from blue and alpha? It defaults to red and green,
463 * and it is fairly easy to make it read GL_BLUE or BL_ALPHA, but I can't get an R * B + G * A. So we're wasting
464 * one register and two instructions in this pass for a simple swizzling operation.
465 * For starters it might be good enough to merge the two movs into one, but even that isn't possible :-(
467 * NOTE: GL_BLUE | GL_ALPHA is not possible. It doesn't throw a compilation error, but an OR operation on the
468 * constants doesn't make sense, considering their values.
470 wrap_op1(gl_info, GL_MOV_ATI, GL_REG_5_ATI, GL_RED_BIT_ATI, GL_NONE,
471 ATI_FFP_CONST_BUMPMAT(stage), GL_BLUE, GL_NONE);
472 wrap_op1(gl_info, GL_MOV_ATI, GL_REG_5_ATI, GL_GREEN_BIT_ATI, GL_NONE,
473 ATI_FFP_CONST_BUMPMAT(stage), GL_ALPHA, GL_NONE);
474 wrap_op3(gl_info, GL_DOT2_ADD_ATI, GL_REG_0_ATI + stage + 1, GL_GREEN_BIT_ATI, GL_NONE,
475 GL_REG_0_ATI + stage, GL_NONE, argmodextra_y,
476 GL_REG_5_ATI, GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI,
477 GL_REG_0_ATI + stage + 1, GL_GREEN, GL_NONE);
480 /* Pass 3: Generate sampling instructions for regular textures */
481 for(stage = 0; stage < GL_LIMITS(textures); stage++) {
482 if(op[stage].cop == WINED3DTOP_DISABLE) {
483 break;
486 if(op[stage].projected == proj_none) {
487 swizzle = GL_SWIZZLE_STR_ATI;
488 } else if(op[stage].projected == proj_count3) {
489 swizzle = GL_SWIZZLE_STR_DR_ATI;
490 } else {
491 swizzle = GL_SWIZZLE_STQ_DQ_ATI;
494 if((op[stage].carg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
495 (op[stage].carg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
496 (op[stage].carg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
497 (op[stage].aarg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
498 (op[stage].aarg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
499 (op[stage].aarg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
500 op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) {
502 if(stage > 0 &&
503 (op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
504 op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
505 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_REG_%d_ATI, GL_SWIZZLE_STR_ATI)\n",
506 stage, stage);
507 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
508 GL_REG_0_ATI + stage,
509 GL_SWIZZLE_STR_ATI));
510 } else {
511 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, %s)\n",
512 stage, stage, debug_swizzle(swizzle));
513 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
514 GL_TEXTURE0_ARB + stage,
515 swizzle));
520 /* Pass 4: Generate the arithmetic instructions */
521 for(stage = 0; stage < MAX_TEXTURES; stage++) {
522 if(op[stage].cop == WINED3DTOP_DISABLE) {
523 if(stage == 0) {
524 /* Handle complete texture disabling gracefully */
525 wrap_op1(gl_info, GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE,
526 GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
527 wrap_op1(gl_info, GL_MOV_ATI, GL_REG_0_ATI, GL_ALPHA, GL_NONE,
528 GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
530 break;
533 if(op[stage].dst == tempreg) {
534 /* If we're writing to D3DTA_TEMP, but never reading from it we don't have to write there in the first place.
535 * skip the entire stage, this saves some GPU time
537 if(tmparg == GL_NONE) continue;
539 dstreg = tmparg;
540 } else {
541 dstreg = GL_REG_0_ATI;
544 arg0 = register_for_arg(op[stage].carg0, gl_info, stage, &argmod0, &rep0, tmparg);
545 arg1 = register_for_arg(op[stage].carg1, gl_info, stage, &argmod1, &rep1, tmparg);
546 arg2 = register_for_arg(op[stage].carg2, gl_info, stage, &argmod2, &rep2, tmparg);
547 dstmod = GL_NONE;
548 argmodextra = GL_NONE;
549 extrarg = GL_NONE;
551 switch(op[stage].cop) {
552 case WINED3DTOP_SELECTARG2:
553 arg1 = arg2;
554 argmod1 = argmod2;
555 rep1 = rep2;
556 case WINED3DTOP_SELECTARG1:
557 wrap_op1(gl_info, GL_MOV_ATI, dstreg, GL_NONE, GL_NONE,
558 arg1, rep1, argmod1);
559 break;
561 case WINED3DTOP_MODULATE4X:
562 if(dstmod == GL_NONE) dstmod = GL_4X_BIT_ATI;
563 case WINED3DTOP_MODULATE2X:
564 if(dstmod == GL_NONE) dstmod = GL_2X_BIT_ATI;
565 dstmod |= GL_SATURATE_BIT_ATI;
566 case WINED3DTOP_MODULATE:
567 wrap_op2(gl_info, GL_MUL_ATI, dstreg, GL_NONE, dstmod,
568 arg1, rep1, argmod1,
569 arg2, rep2, argmod2);
570 break;
572 case WINED3DTOP_ADDSIGNED2X:
573 dstmod = GL_2X_BIT_ATI;
574 case WINED3DTOP_ADDSIGNED:
575 argmodextra = GL_BIAS_BIT_ATI;
576 case WINED3DTOP_ADD:
577 dstmod |= GL_SATURATE_BIT_ATI;
578 wrap_op2(gl_info, GL_ADD_ATI, GL_REG_0_ATI, GL_NONE, dstmod,
579 arg1, rep1, argmod1,
580 arg2, rep2, argmodextra | argmod2);
581 break;
583 case WINED3DTOP_SUBTRACT:
584 dstmod |= GL_SATURATE_BIT_ATI;
585 wrap_op2(gl_info, GL_SUB_ATI, dstreg, GL_NONE, dstmod,
586 arg1, rep1, argmod1,
587 arg2, rep2, argmod2);
588 break;
590 case WINED3DTOP_ADDSMOOTH:
591 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
592 /* Dst = arg1 + * arg2(1 -arg 1)
593 * = arg2 * (1 - arg1) + arg1
595 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
596 arg2, rep2, argmod2,
597 arg1, rep1, argmodextra,
598 arg1, rep1, argmod1);
599 break;
601 case WINED3DTOP_BLENDCURRENTALPHA:
602 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_CURRENT, gl_info, stage, NULL, NULL, -1);
603 case WINED3DTOP_BLENDFACTORALPHA:
604 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TFACTOR, gl_info, stage, NULL, NULL, -1);
605 case WINED3DTOP_BLENDTEXTUREALPHA:
606 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
607 case WINED3DTOP_BLENDDIFFUSEALPHA:
608 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_DIFFUSE, gl_info, stage, NULL, NULL, -1);
609 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_NONE, GL_NONE,
610 extrarg, GL_ALPHA, GL_NONE,
611 arg1, rep1, argmod1,
612 arg2, rep2, argmod2);
613 break;
615 case WINED3DTOP_BLENDTEXTUREALPHAPM:
616 arg0 = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
617 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_NONE,
618 arg2, rep2, argmod2,
619 arg0, GL_ALPHA, GL_COMP_BIT_ATI,
620 arg1, rep1, argmod1);
621 break;
623 /* D3DTOP_PREMODULATE ???? */
625 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
626 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
627 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
628 if(!argmodextra) argmodextra = argmod1;
629 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
630 arg2, rep2, argmod2,
631 arg1, GL_ALPHA, argmodextra,
632 arg1, rep1, argmod1);
633 break;
635 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
636 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
637 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
638 if(!argmodextra) argmodextra = argmod1;
639 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
640 arg2, rep2, argmod2,
641 arg1, rep1, argmodextra,
642 arg1, GL_ALPHA, argmod1);
643 break;
645 case WINED3DTOP_DOTPRODUCT3:
646 wrap_op2(gl_info, GL_DOT3_ATI, dstreg, GL_NONE, GL_4X_BIT_ATI | GL_SATURATE_BIT_ATI,
647 arg1, rep1, argmod1 | GL_BIAS_BIT_ATI,
648 arg2, rep2, argmod2 | GL_BIAS_BIT_ATI);
649 break;
651 case WINED3DTOP_MULTIPLYADD:
652 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
653 arg1, rep1, argmod1,
654 arg2, rep2, argmod2,
655 arg0, rep0, argmod0);
656 break;
658 case WINED3DTOP_LERP:
659 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_NONE, GL_NONE,
660 arg0, rep0, argmod0,
661 arg1, rep1, argmod1,
662 arg2, rep2, argmod2);
663 break;
665 case WINED3DTOP_BUMPENVMAP:
666 case WINED3DTOP_BUMPENVMAPLUMINANCE:
667 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
668 break;
670 default: FIXME("Unhandled color operation %d on stage %d\n", op[stage].cop, stage);
673 arg0 = register_for_arg(op[stage].aarg0, gl_info, stage, &argmod0, NULL, tmparg);
674 arg1 = register_for_arg(op[stage].aarg1, gl_info, stage, &argmod1, NULL, tmparg);
675 arg2 = register_for_arg(op[stage].aarg2, gl_info, stage, &argmod2, NULL, tmparg);
676 dstmod = GL_NONE;
677 argmodextra = GL_NONE;
678 extrarg = GL_NONE;
680 switch(op[stage].aop) {
681 case WINED3DTOP_DISABLE:
682 /* Get the primary color to the output if on stage 0, otherwise leave register 0 untouched */
683 if(stage == 0) {
684 wrap_op1(gl_info, GL_MOV_ATI, GL_REG_0_ATI, GL_ALPHA, GL_NONE,
685 GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
687 break;
689 case WINED3DTOP_SELECTARG2:
690 arg1 = arg2;
691 argmod1 = argmod2;
692 case WINED3DTOP_SELECTARG1:
693 wrap_op1(gl_info, GL_MOV_ATI, dstreg, GL_ALPHA, GL_NONE,
694 arg1, GL_NONE, argmod1);
695 break;
697 case WINED3DTOP_MODULATE4X:
698 if(dstmod == GL_NONE) dstmod = GL_4X_BIT_ATI;
699 case WINED3DTOP_MODULATE2X:
700 if(dstmod == GL_NONE) dstmod = GL_2X_BIT_ATI;
701 dstmod |= GL_SATURATE_BIT_ATI;
702 case WINED3DTOP_MODULATE:
703 wrap_op2(gl_info, GL_MUL_ATI, dstreg, GL_ALPHA, dstmod,
704 arg1, GL_NONE, argmod1,
705 arg2, GL_NONE, argmod2);
706 break;
708 case WINED3DTOP_ADDSIGNED2X:
709 dstmod = GL_2X_BIT_ATI;
710 case WINED3DTOP_ADDSIGNED:
711 argmodextra = GL_BIAS_BIT_ATI;
712 case WINED3DTOP_ADD:
713 dstmod |= GL_SATURATE_BIT_ATI;
714 wrap_op2(gl_info, GL_ADD_ATI, dstreg, GL_ALPHA, dstmod,
715 arg1, GL_NONE, argmod1,
716 arg2, GL_NONE, argmodextra | argmod2);
717 break;
719 case WINED3DTOP_SUBTRACT:
720 dstmod |= GL_SATURATE_BIT_ATI;
721 wrap_op2(gl_info, GL_SUB_ATI, dstreg, GL_ALPHA, dstmod,
722 arg1, GL_NONE, argmod1,
723 arg2, GL_NONE, argmod2);
724 break;
726 case WINED3DTOP_ADDSMOOTH:
727 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
728 /* Dst = arg1 + * arg2(1 -arg 1)
729 * = arg2 * (1 - arg1) + arg1
731 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_ALPHA, GL_SATURATE_BIT_ATI,
732 arg2, GL_NONE, argmod2,
733 arg1, GL_NONE, argmodextra,
734 arg1, GL_NONE, argmod1);
735 break;
737 case WINED3DTOP_BLENDCURRENTALPHA:
738 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_CURRENT, gl_info, stage, NULL, NULL, -1);
739 case WINED3DTOP_BLENDFACTORALPHA:
740 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TFACTOR, gl_info, stage, NULL, NULL, -1);
741 case WINED3DTOP_BLENDTEXTUREALPHA:
742 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
743 case WINED3DTOP_BLENDDIFFUSEALPHA:
744 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_DIFFUSE, gl_info, stage, NULL, NULL, -1);
745 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_ALPHA, GL_NONE,
746 extrarg, GL_ALPHA, GL_NONE,
747 arg1, GL_NONE, argmod1,
748 arg2, GL_NONE, argmod2);
749 break;
751 case WINED3DTOP_BLENDTEXTUREALPHAPM:
752 arg0 = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
753 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_ALPHA, GL_NONE,
754 arg2, GL_NONE, argmod2,
755 arg0, GL_ALPHA, GL_COMP_BIT_ATI,
756 arg1, GL_NONE, argmod1);
757 break;
759 /* D3DTOP_PREMODULATE ???? */
761 case WINED3DTOP_DOTPRODUCT3:
762 wrap_op2(gl_info, GL_DOT3_ATI, dstreg, GL_ALPHA, GL_4X_BIT_ATI | GL_SATURATE_BIT_ATI,
763 arg1, GL_NONE, argmod1 | GL_BIAS_BIT_ATI,
764 arg2, GL_NONE, argmod2 | GL_BIAS_BIT_ATI);
765 break;
767 case WINED3DTOP_MULTIPLYADD:
768 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_ALPHA, GL_SATURATE_BIT_ATI,
769 arg1, GL_NONE, argmod1,
770 arg2, GL_NONE, argmod2,
771 arg0, GL_NONE, argmod0);
772 break;
774 case WINED3DTOP_LERP:
775 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_ALPHA, GL_SATURATE_BIT_ATI,
776 arg1, GL_NONE, argmod1,
777 arg2, GL_NONE, argmod2,
778 arg0, GL_NONE, argmod0);
779 break;
781 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
782 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
783 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
784 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
785 case WINED3DTOP_BUMPENVMAP:
786 case WINED3DTOP_BUMPENVMAPLUMINANCE:
787 ERR("Application uses an invalid alpha operation\n");
788 break;
790 default: FIXME("Unhandled alpha operation %d on stage %d\n", op[stage].aop, stage);
794 TRACE("glEndFragmentShaderATI()\n");
795 GL_EXTCALL(glEndFragmentShaderATI());
796 checkGLcall("GL_EXTCALL(glEndFragmentShaderATI())");
797 return ret;
799 #undef GLINFO_LOCATION
801 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
802 static void set_tex_op_atifs(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
803 IWineD3DDeviceImpl *This = stateblock->wineD3DDevice;
804 const struct atifs_ffp_desc *desc;
805 struct ffp_frag_settings settings;
806 struct atifs_private_data *priv = (struct atifs_private_data *) This->fragment_priv;
807 DWORD mapped_stage;
808 unsigned int i;
810 gen_ffp_frag_op(stateblock, &settings, TRUE);
811 desc = (const struct atifs_ffp_desc *)find_ffp_frag_shader(priv->fragment_shaders, &settings);
812 if(!desc) {
813 struct atifs_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
814 if (!new_desc)
816 ERR("Out of memory\n");
817 return;
819 new_desc->num_textures_used = 0;
820 for(i = 0; i < GL_LIMITS(texture_stages); i++) {
821 if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
822 new_desc->num_textures_used = i;
825 memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
826 new_desc->shader = gen_ati_shader(settings.op, &GLINFO_LOCATION);
827 add_ffp_frag_shader(priv->fragment_shaders, &new_desc->parent);
828 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
829 desc = new_desc;
832 /* GL_ATI_fragment_shader depends on the GL_TEXTURE_xD enable settings. Update the texture stages
833 * used by this shader
835 for(i = 0; i < desc->num_textures_used; i++) {
836 mapped_stage = This->texUnitMap[i];
837 if(mapped_stage != -1) {
838 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
839 checkGLcall("glActiveTextureARB");
840 texture_activate_dimensions(i, stateblock, context);
844 GL_EXTCALL(glBindFragmentShaderATI(desc->shader));
847 static void state_texfactor_atifs(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
848 float col[4];
849 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
851 GL_EXTCALL(glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR, col));
852 checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR, col)");
855 static void set_bumpmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
856 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
857 float mat[2][2];
859 mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
860 mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
861 mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
862 mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
863 /* GL_ATI_fragment_shader allows only constants from 0.0 to 1.0, but the bumpmat
864 * constants can be in any range. While they should stay between [-1.0 and 1.0] because
865 * Shader Model 1.x pixel shaders are clamped to that range negative values are used occasionally,
866 * for example by our d3d9 test. So to get negative values scale -1;1 to 0;1 and undo that in the
867 * shader(it is free). This might potentially reduce precision. However, if the hardware does
868 * support proper floats it shouldn't, and if it doesn't we can't get anything better anyway
870 mat[0][0] = (mat[0][0] + 1.0) * 0.5;
871 mat[1][0] = (mat[1][0] + 1.0) * 0.5;
872 mat[0][1] = (mat[0][1] + 1.0) * 0.5;
873 mat[1][1] = (mat[1][1] + 1.0) * 0.5;
874 GL_EXTCALL(glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), (float *) mat));
875 checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), mat)");
878 static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
879 if(!isStateDirty(context, STATE_PIXELSHADER)) {
880 set_tex_op_atifs(state, stateblock, context);
884 static void atifs_apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
885 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
886 BOOL use_vshader = use_vs(stateblock);
888 /* The ATIFS code does not support pixel shaders currently, but we have to provide a state handler
889 * to call shader_select to select a vertex shader if one is applied because the vertex shader state
890 * may defer calling the shader backend if the pshader state is dirty.
892 * In theory the application should not be able to mark the pixel shader dirty because it cannot
893 * create a shader, and thus has no way to set the state to something != NULL. However, a different
894 * pipeline part may link a different state to its pixelshader handler, thus a pshader state exists
895 * and can be dirtified. Also the pshader is always dirtified at startup, and blitting disables all
896 * shaders and dirtifies all shader states. If atifs can deal with this it keeps the rest of the code
897 * simpler.
899 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
900 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, use_vshader);
902 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && use_vshader) {
903 device->StateTable[STATE_VERTEXSHADERCONSTANT].apply(STATE_VERTEXSHADERCONSTANT, stateblock, context);
908 #undef GLINFO_LOCATION
910 static const struct StateEntryTemplate atifs_fragmentstate_template[] = {
911 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor_atifs }, 0 },
912 {STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, 0 },
913 {STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, 0 },
914 {STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, 0 },
915 {STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, 0 },
916 {STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, 0 },
917 {STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, 0 },
918 {STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, 0 },
919 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
920 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
921 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
922 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
923 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
924 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
925 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
926 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
927 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
928 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
929 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
930 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
931 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
932 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
933 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
934 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
935 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
936 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
937 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
938 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
939 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
940 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
941 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
942 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
943 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
944 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
945 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
946 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
947 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
948 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
949 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
950 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
951 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
952 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
953 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
954 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
955 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
956 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
957 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
958 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
959 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
960 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
961 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
962 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
963 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
964 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
965 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
966 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
967 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
968 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
969 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
970 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
971 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
972 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
973 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
974 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
975 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
976 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
977 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
978 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
979 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
980 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
981 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
982 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
983 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
984 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
985 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
986 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
987 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
988 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
989 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
990 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
991 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
992 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
993 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
994 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
995 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
996 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
997 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
998 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
999 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
1000 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
1001 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
1002 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
1003 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
1004 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
1005 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
1006 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
1007 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
1008 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
1009 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
1010 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
1011 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
1012 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
1013 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
1014 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
1015 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
1016 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
1017 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
1018 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, 0 },
1019 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
1020 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
1021 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
1022 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 0 },
1023 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, 0 },
1024 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, 0 },
1025 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, 0 },
1026 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, 0 },
1027 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, 0 },
1028 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, 0 },
1029 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, 0 },
1030 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, 0 },
1031 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
1032 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
1033 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
1034 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
1035 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
1036 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
1037 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
1038 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, 0 },
1039 {STATE_PIXELSHADER, { STATE_PIXELSHADER, atifs_apply_pixelshader }, 0 },
1040 {0 /* Terminate */, { 0, 0 }, 0 },
1043 static void atifs_enable(IWineD3DDevice *iface, BOOL enable) {
1044 if(enable) {
1045 glEnable(GL_FRAGMENT_SHADER_ATI);
1046 checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
1047 } else {
1048 glDisable(GL_FRAGMENT_SHADER_ATI);
1049 checkGLcall("glDisable(GL_FRAGMENT_SHADER_ATI)");
1053 static void atifs_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps)
1055 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
1056 WINED3DTEXOPCAPS_SELECTARG1 |
1057 WINED3DTEXOPCAPS_SELECTARG2 |
1058 WINED3DTEXOPCAPS_MODULATE4X |
1059 WINED3DTEXOPCAPS_MODULATE2X |
1060 WINED3DTEXOPCAPS_MODULATE |
1061 WINED3DTEXOPCAPS_ADDSIGNED2X |
1062 WINED3DTEXOPCAPS_ADDSIGNED |
1063 WINED3DTEXOPCAPS_ADD |
1064 WINED3DTEXOPCAPS_SUBTRACT |
1065 WINED3DTEXOPCAPS_ADDSMOOTH |
1066 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
1067 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
1068 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
1069 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
1070 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
1071 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
1072 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
1073 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
1074 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
1075 WINED3DTEXOPCAPS_DOTPRODUCT3 |
1076 WINED3DTEXOPCAPS_MULTIPLYADD |
1077 WINED3DTEXOPCAPS_LERP |
1078 WINED3DTEXOPCAPS_BUMPENVMAP;
1080 /* TODO: Implement WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
1081 and WINED3DTEXOPCAPS_PREMODULATE */
1083 /* GL_ATI_fragment_shader always supports 6 textures, which was the limit on r200 cards
1084 * which this extension is exclusively focused on(later cards have GL_ARB_fragment_program).
1085 * If the current card has more than 8 fixed function textures in OpenGL's regular fixed
1086 * function pipeline then the ATI_fragment_shader backend imposes a stricter limit. This
1087 * shouldn't be too hard since Nvidia cards have a limit of 4 textures with the default ffp
1088 * pipeline, and almost all games are happy with that. We can however support up to 8
1089 * texture stages because we have a 2nd pass limit of 8 instructions, and per stage we use
1090 * only 1 instruction.
1092 * The proper fix for this is not to use GL_ATI_fragment_shader on cards newer than the
1093 * r200 series and use an ARB or GLSL shader instead
1095 caps->MaxTextureBlendStages = 8;
1096 caps->MaxSimultaneousTextures = 6;
1098 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
1101 static HRESULT atifs_alloc(IWineD3DDevice *iface) {
1102 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1103 struct atifs_private_data *priv;
1105 This->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct atifs_private_data));
1106 if(!This->fragment_priv) {
1107 ERR("Out of memory\n");
1108 return E_OUTOFMEMORY;
1110 priv = (struct atifs_private_data *) This->fragment_priv;
1111 priv->fragment_shaders = hash_table_create(ffp_frag_program_key_hash, ffp_frag_program_key_compare);
1112 return WINED3D_OK;
1115 #define GLINFO_LOCATION This->adapter->gl_info
1116 static void atifs_free_ffpshader(void *value, void *device) {
1117 IWineD3DDeviceImpl *This = device;
1118 struct atifs_ffp_desc *entry_ati = value;
1120 ENTER_GL();
1121 GL_EXTCALL(glDeleteFragmentShaderATI(entry_ati->shader));
1122 checkGLcall("glDeleteFragmentShaderATI(entry->shader)");
1123 HeapFree(GetProcessHeap(), 0, entry_ati);
1124 LEAVE_GL();
1127 static void atifs_free(IWineD3DDevice *iface) {
1128 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1129 struct atifs_private_data *priv = (struct atifs_private_data *) This->fragment_priv;
1131 hash_table_destroy(priv->fragment_shaders, atifs_free_ffpshader, This);
1133 HeapFree(GetProcessHeap(), 0, priv);
1134 This->fragment_priv = NULL;
1136 #undef GLINFO_LOCATION
1138 static BOOL atifs_color_fixup_supported(struct color_fixup_desc fixup)
1140 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
1142 TRACE("Checking support for fixup:\n");
1143 dump_color_fixup_desc(fixup);
1146 /* We only support sign fixup of the first two channels. */
1147 if (fixup.x_source == CHANNEL_SOURCE_X && fixup.y_source == CHANNEL_SOURCE_Y
1148 && fixup.z_source == CHANNEL_SOURCE_Z && fixup.w_source == CHANNEL_SOURCE_W
1149 && !fixup.z_sign_fixup && !fixup.w_sign_fixup)
1151 TRACE("[OK]\n");
1152 return TRUE;
1155 TRACE("[FAILED]\n");
1156 return FALSE;
1159 const struct fragment_pipeline atifs_fragment_pipeline = {
1160 atifs_enable,
1161 atifs_get_caps,
1162 atifs_alloc,
1163 atifs_free,
1164 atifs_color_fixup_supported,
1165 atifs_fragmentstate_template,
1166 TRUE /* We can disable projected textures */