wined3d: read_from_framebuffer_texture() isn't suitable for readback of onscreen...
[wine/testsucceed.git] / dlls / wined3d / ati_fragment_shader.c
blob993ece0be8d392edc4485a134c71bad92506898e
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 /* GL locking for state handlers is done by the caller. */
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
37 #define ATI_FFP_CONST_BUMPMAT(i) (GL_CON_0_ATI + i)
38 #define ATI_FFP_CONST_CONSTANT0 GL_CON_0_ATI
39 #define ATI_FFP_CONST_CONSTANT1 GL_CON_1_ATI
40 #define ATI_FFP_CONST_CONSTANT2 GL_CON_2_ATI
41 #define ATI_FFP_CONST_CONSTANT3 GL_CON_3_ATI
42 #define ATI_FFP_CONST_CONSTANT4 GL_CON_4_ATI
43 #define ATI_FFP_CONST_CONSTANT5 GL_CON_5_ATI
44 #define ATI_FFP_CONST_TFACTOR GL_CON_6_ATI
46 /* GL_ATI_fragment_shader specific fixed function pipeline description. "Inherits" from the common one */
47 struct atifs_ffp_desc
49 struct ffp_frag_desc parent;
50 GLuint shader;
51 unsigned int num_textures_used;
54 struct atifs_private_data
56 struct wine_rb_tree fragment_shaders; /* A rb-tree to track fragment pipeline replacement shaders */
59 static const char *debug_dstmod(GLuint mod) {
60 switch(mod) {
61 case GL_NONE: return "GL_NONE";
62 case GL_2X_BIT_ATI: return "GL_2X_BIT_ATI";
63 case GL_4X_BIT_ATI: return "GL_4X_BIT_ATI";
64 case GL_8X_BIT_ATI: return "GL_8X_BIT_ATI";
65 case GL_HALF_BIT_ATI: return "GL_HALF_BIT_ATI";
66 case GL_QUARTER_BIT_ATI: return "GL_QUARTER_BIT_ATI";
67 case GL_EIGHTH_BIT_ATI: return "GL_EIGHTH_BIT_ATI";
68 case GL_SATURATE_BIT_ATI: return "GL_SATURATE_BIT_ATI";
69 default: return "Unexpected modifier\n";
73 static const char *debug_argmod(GLuint mod) {
74 switch(mod) {
75 case GL_NONE:
76 return "GL_NONE";
78 case GL_2X_BIT_ATI:
79 return "GL_2X_BIT_ATI";
80 case GL_COMP_BIT_ATI:
81 return "GL_COMP_BIT_ATI";
82 case GL_NEGATE_BIT_ATI:
83 return "GL_NEGATE_BIT_ATI";
84 case GL_BIAS_BIT_ATI:
85 return "GL_BIAS_BIT_ATI";
87 case GL_2X_BIT_ATI | GL_COMP_BIT_ATI:
88 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI";
89 case GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI:
90 return "GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI";
91 case GL_2X_BIT_ATI | GL_BIAS_BIT_ATI:
92 return "GL_2X_BIT_ATI | GL_BIAS_BIT_ATI";
93 case GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI:
94 return "GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI";
95 case GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI:
96 return "GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI";
97 case GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
98 return "GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
100 case GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
101 return "GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
102 case GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
103 return "GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
104 case GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI:
105 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI";
106 case GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI:
107 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI";
109 case GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
110 return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
112 default:
113 return "Unexpected argmod combination\n";
116 static const char *debug_register(GLuint reg) {
117 switch(reg) {
118 case GL_REG_0_ATI: return "GL_REG_0_ATI";
119 case GL_REG_1_ATI: return "GL_REG_1_ATI";
120 case GL_REG_2_ATI: return "GL_REG_2_ATI";
121 case GL_REG_3_ATI: return "GL_REG_3_ATI";
122 case GL_REG_4_ATI: return "GL_REG_4_ATI";
123 case GL_REG_5_ATI: return "GL_REG_5_ATI";
125 case GL_CON_0_ATI: return "GL_CON_0_ATI";
126 case GL_CON_1_ATI: return "GL_CON_1_ATI";
127 case GL_CON_2_ATI: return "GL_CON_2_ATI";
128 case GL_CON_3_ATI: return "GL_CON_3_ATI";
129 case GL_CON_4_ATI: return "GL_CON_4_ATI";
130 case GL_CON_5_ATI: return "GL_CON_5_ATI";
131 case GL_CON_6_ATI: return "GL_CON_6_ATI";
132 case GL_CON_7_ATI: return "GL_CON_7_ATI";
134 case GL_ZERO: return "GL_ZERO";
135 case GL_ONE: return "GL_ONE";
136 case GL_PRIMARY_COLOR: return "GL_PRIMARY_COLOR";
137 case GL_SECONDARY_INTERPOLATOR_ATI: return "GL_SECONDARY_INTERPOLATOR_ATI";
139 default: return "Unknown register\n";
143 static const char *debug_swizzle(GLuint swizzle) {
144 switch(swizzle) {
145 case GL_SWIZZLE_STR_ATI: return "GL_SWIZZLE_STR_ATI";
146 case GL_SWIZZLE_STQ_ATI: return "GL_SWIZZLE_STQ_ATI";
147 case GL_SWIZZLE_STR_DR_ATI: return "GL_SWIZZLE_STR_DR_ATI";
148 case GL_SWIZZLE_STQ_DQ_ATI: return "GL_SWIZZLE_STQ_DQ_ATI";
149 default: return "unknown swizzle";
153 static const char *debug_rep(GLuint rep) {
154 switch(rep) {
155 case GL_NONE: return "GL_NONE";
156 case GL_RED: return "GL_RED";
157 case GL_GREEN: return "GL_GREEN";
158 case GL_BLUE: return "GL_BLUE";
159 default: return "unknown argrep";
163 static const char *debug_op(GLuint op) {
164 switch(op) {
165 case GL_MOV_ATI: return "GL_MOV_ATI";
166 case GL_ADD_ATI: return "GL_ADD_ATI";
167 case GL_MUL_ATI: return "GL_MUL_ATI";
168 case GL_SUB_ATI: return "GL_SUB_ATI";
169 case GL_DOT3_ATI: return "GL_DOT3_ATI";
170 case GL_DOT4_ATI: return "GL_DOT4_ATI";
171 case GL_MAD_ATI: return "GL_MAD_ATI";
172 case GL_LERP_ATI: return "GL_LERP_ATI";
173 case GL_CND_ATI: return "GL_CND_ATI";
174 case GL_CND0_ATI: return "GL_CND0_ATI";
175 case GL_DOT2_ADD_ATI: return "GL_DOT2_ADD_ATI";
176 default: return "unexpected op";
180 static const char *debug_mask(GLuint mask) {
181 switch(mask) {
182 case GL_NONE: return "GL_NONE";
183 case GL_RED_BIT_ATI: return "GL_RED_BIT_ATI";
184 case GL_GREEN_BIT_ATI: return "GL_GREEN_BIT_ATI";
185 case GL_BLUE_BIT_ATI: return "GL_BLUE_BIT_ATI";
186 case GL_RED_BIT_ATI | GL_GREEN_BIT_ATI: return "GL_RED_BIT_ATI | GL_GREEN_BIT_ATI";
187 case GL_RED_BIT_ATI | GL_BLUE_BIT_ATI: return "GL_RED_BIT_ATI | GL_BLUE_BIT_ATI";
188 case GL_GREEN_BIT_ATI | GL_BLUE_BIT_ATI:return "GL_GREEN_BIT_ATI | GL_BLUE_BIT_ATI";
189 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";
190 default: return "Unexpected writemask";
194 static void wrap_op1(const struct wined3d_gl_info *gl_info, GLuint op, GLuint dst, GLuint dstMask, GLuint dstMod,
195 GLuint arg1, GLuint arg1Rep, GLuint arg1Mod)
197 if(dstMask == GL_ALPHA) {
198 TRACE("glAlphaFragmentOp1ATI(%s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst), debug_dstmod(dstMod),
199 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod));
200 GL_EXTCALL(glAlphaFragmentOp1ATI(op, dst, dstMod, arg1, arg1Rep, arg1Mod));
201 } else {
202 TRACE("glColorFragmentOp1ATI(%s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst),
203 debug_mask(dstMask), debug_dstmod(dstMod),
204 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod));
205 GL_EXTCALL(glColorFragmentOp1ATI(op, dst, dstMask, dstMod, arg1, arg1Rep, arg1Mod));
209 static void wrap_op2(const struct wined3d_gl_info *gl_info, GLuint op, GLuint dst, GLuint dstMask, GLuint dstMod,
210 GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod)
212 if(dstMask == GL_ALPHA) {
213 TRACE("glAlphaFragmentOp2ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst), debug_dstmod(dstMod),
214 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod),
215 debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod));
216 GL_EXTCALL(glAlphaFragmentOp2ATI(op, dst, dstMod, arg1, arg1Rep, arg1Mod, arg2, arg2Rep, arg2Mod));
217 } else {
218 TRACE("glColorFragmentOp2ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst),
219 debug_mask(dstMask), debug_dstmod(dstMod),
220 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod),
221 debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod));
222 GL_EXTCALL(glColorFragmentOp2ATI(op, dst, dstMask, dstMod, arg1, arg1Rep, arg1Mod, arg2, arg2Rep, arg2Mod));
226 static void wrap_op3(const struct wined3d_gl_info *gl_info, GLuint op, GLuint dst, GLuint dstMask, GLuint dstMod,
227 GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod,
228 GLuint arg3, GLuint arg3Rep, GLuint arg3Mod)
230 if(dstMask == GL_ALPHA) {
231 /* Leave some free space to fit "GL_NONE, " in to align most alpha and color op lines */
232 TRACE("glAlphaFragmentOp3ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst), debug_dstmod(dstMod),
233 debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod),
234 debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod),
235 debug_register(arg3), debug_rep(arg3Rep), debug_argmod(arg3Mod));
236 GL_EXTCALL(glAlphaFragmentOp3ATI(op, dst, dstMod,
237 arg1, arg1Rep, arg1Mod,
238 arg2, arg2Rep, arg2Mod,
239 arg3, arg3Rep, arg3Mod));
240 } else {
241 TRACE("glColorFragmentOp3ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst),
242 debug_mask(dstMask), 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(glColorFragmentOp3ATI(op, dst, dstMask, dstMod,
247 arg1, arg1Rep, arg1Mod,
248 arg2, arg2Rep, arg2Mod,
249 arg3, arg3Rep, arg3Mod));
253 static GLuint register_for_arg(DWORD arg, const struct wined3d_gl_info *gl_info,
254 unsigned int stage, GLuint *mod, GLuint *rep, GLuint tmparg)
256 GLenum ret;
258 if(mod) *mod = GL_NONE;
259 if(arg == ARG_UNUSED)
261 if (rep) *rep = GL_NONE;
262 return -1; /* This is the marker for unused registers */
265 switch(arg & WINED3DTA_SELECTMASK) {
266 case WINED3DTA_DIFFUSE:
267 ret = GL_PRIMARY_COLOR;
268 break;
270 case WINED3DTA_CURRENT:
271 /* Note that using GL_REG_0_ATI for the passed on register is safe because
272 * texture0 is read at stage0, so in the worst case it is read in the
273 * instruction writing to reg0. Afterwards texture0 is not used any longer.
274 * If we're reading from current
276 if(stage == 0) {
277 ret = GL_PRIMARY_COLOR;
278 } else {
279 ret = GL_REG_0_ATI;
281 break;
283 case WINED3DTA_TEXTURE:
284 ret = GL_REG_0_ATI + stage;
285 break;
287 case WINED3DTA_TFACTOR:
288 ret = ATI_FFP_CONST_TFACTOR;
289 break;
291 case WINED3DTA_SPECULAR:
292 ret = GL_SECONDARY_INTERPOLATOR_ATI;
293 break;
295 case WINED3DTA_TEMP:
296 ret = tmparg;
297 break;
299 case WINED3DTA_CONSTANT:
300 FIXME("Unhandled source argument WINED3DTA_TEMP\n");
301 ret = GL_CON_0_ATI;
302 break;
304 default:
305 FIXME("Unknown source argument %d\n", arg);
306 ret = GL_ZERO;
309 if(arg & WINED3DTA_COMPLEMENT) {
310 if(mod) *mod |= GL_COMP_BIT_ATI;
312 if(arg & WINED3DTA_ALPHAREPLICATE) {
313 if(rep) *rep = GL_ALPHA;
314 } else {
315 if(rep) *rep = GL_NONE;
317 return ret;
320 static GLuint find_tmpreg(const struct texture_stage_op op[MAX_TEXTURES])
322 int lowest_read = -1;
323 int lowest_write = -1;
324 int i;
325 BOOL tex_used[MAX_TEXTURES];
327 memset(tex_used, 0, sizeof(tex_used));
328 for(i = 0; i < MAX_TEXTURES; i++) {
329 if(op[i].cop == WINED3DTOP_DISABLE) {
330 break;
333 if(lowest_read == -1 &&
334 (op[i].carg1 == WINED3DTA_TEMP || op[i].carg2 == WINED3DTA_TEMP || op[i].carg0 == WINED3DTA_TEMP ||
335 op[i].aarg1 == WINED3DTA_TEMP || op[i].aarg2 == WINED3DTA_TEMP || op[i].aarg0 == WINED3DTA_TEMP)) {
336 lowest_read = i;
339 if(lowest_write == -1 && op[i].dst == tempreg) {
340 lowest_write = i;
343 if(op[i].carg1 == WINED3DTA_TEXTURE || op[i].carg2 == WINED3DTA_TEXTURE || op[i].carg0 == WINED3DTA_TEXTURE ||
344 op[i].aarg1 == WINED3DTA_TEXTURE || op[i].aarg2 == WINED3DTA_TEXTURE || op[i].aarg0 == WINED3DTA_TEXTURE) {
345 tex_used[i] = TRUE;
349 /* Temp reg not read? We don't need it, return GL_NONE */
350 if(lowest_read == -1) return GL_NONE;
352 if(lowest_write >= lowest_read) {
353 FIXME("Temp register read before being written\n");
356 if(lowest_write == -1) {
357 /* This needs a test. Maybe we are supposed to return 0.0/0.0/0.0/0.0, or fail drawprim, or whatever */
358 FIXME("Temp register read without being written\n");
359 return GL_REG_1_ATI;
360 } else if(lowest_write >= 1) {
361 /* If we're writing to the temp reg at earliest in stage 1, we can use register 1 for the temp result.
362 * there may be texture data stored in reg 1, but we do not need it any longer since stage 1 already
363 * read it
365 return GL_REG_1_ATI;
366 } else {
367 /* Search for a free texture register. We have 6 registers available. GL_REG_0_ATI is already used
368 * for the regular result
370 for(i = 1; i < 6; i++) {
371 if(!tex_used[i]) {
372 return GL_REG_0_ATI + i;
375 /* What to do here? Report it in ValidateDevice? */
376 FIXME("Could not find a register for the temporary register\n");
377 return 0;
381 static GLuint gen_ati_shader(const struct texture_stage_op op[MAX_TEXTURES], const struct wined3d_gl_info *gl_info)
383 GLuint ret = GL_EXTCALL(glGenFragmentShadersATI(1));
384 unsigned int stage;
385 GLuint arg0, arg1, arg2, extrarg;
386 GLuint dstmod, argmod0, argmod1, argmod2, argmodextra;
387 GLuint rep0, rep1, rep2;
388 GLuint swizzle;
389 GLuint tmparg = find_tmpreg(op);
390 GLuint dstreg;
392 if(!ret) {
393 ERR("Failed to generate a GL_ATI_fragment_shader shader id\n");
394 return 0;
396 GL_EXTCALL(glBindFragmentShaderATI(ret));
397 checkGLcall("GL_EXTCALL(glBindFragmentShaderATI(ret))");
399 TRACE("glBeginFragmentShaderATI()\n");
400 GL_EXTCALL(glBeginFragmentShaderATI());
401 checkGLcall("GL_EXTCALL(glBeginFragmentShaderATI())");
403 /* Pass 1: Generate sampling instructions for perturbation maps */
404 for (stage = 0; stage < gl_info->limits.textures; ++stage)
406 if(op[stage].cop == WINED3DTOP_DISABLE) break;
407 if(op[stage].cop != WINED3DTOP_BUMPENVMAP &&
408 op[stage].cop != WINED3DTOP_BUMPENVMAPLUMINANCE) continue;
410 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, GL_SWIZZLE_STR_ATI)\n",
411 stage, stage);
412 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
413 GL_TEXTURE0_ARB + stage,
414 GL_SWIZZLE_STR_ATI));
415 if(op[stage + 1].projected == proj_none) {
416 swizzle = GL_SWIZZLE_STR_ATI;
417 } else if(op[stage + 1].projected == proj_count4) {
418 swizzle = GL_SWIZZLE_STQ_DQ_ATI;
419 } else {
420 swizzle = GL_SWIZZLE_STR_DR_ATI;
422 TRACE("glPassTexCoordATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, %s)\n",
423 stage + 1, stage + 1, debug_swizzle(swizzle));
424 GL_EXTCALL(glPassTexCoordATI(GL_REG_0_ATI + stage + 1,
425 GL_TEXTURE0_ARB + stage + 1,
426 swizzle));
429 /* Pass 2: Generate perturbation calculations */
430 for (stage = 0; stage < gl_info->limits.textures; ++stage)
432 GLuint argmodextra_x, argmodextra_y;
433 struct color_fixup_desc fixup;
435 if(op[stage].cop == WINED3DTOP_DISABLE) break;
436 if(op[stage].cop != WINED3DTOP_BUMPENVMAP &&
437 op[stage].cop != WINED3DTOP_BUMPENVMAPLUMINANCE) continue;
439 fixup = op[stage].color_fixup;
440 if (fixup.x_source != CHANNEL_SOURCE_X || fixup.y_source != CHANNEL_SOURCE_Y)
442 FIXME("Swizzles not implemented\n");
443 argmodextra_x = GL_NONE;
444 argmodextra_y = GL_NONE;
446 else
448 /* Nice thing, we get the color correction for free :-) */
449 argmodextra_x = fixup.x_sign_fixup ? GL_2X_BIT_ATI | GL_BIAS_BIT_ATI : GL_NONE;
450 argmodextra_y = fixup.y_sign_fixup ? GL_2X_BIT_ATI | GL_BIAS_BIT_ATI : GL_NONE;
453 wrap_op3(gl_info, GL_DOT2_ADD_ATI, GL_REG_0_ATI + stage + 1, GL_RED_BIT_ATI, GL_NONE,
454 GL_REG_0_ATI + stage, GL_NONE, argmodextra_x,
455 ATI_FFP_CONST_BUMPMAT(stage), GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI,
456 GL_REG_0_ATI + stage + 1, GL_RED, GL_NONE);
458 /* Don't use GL_DOT2_ADD_ATI here because we cannot configure it to read the blue and alpha
459 * component of the bump matrix. Instead do this with two MADs:
461 * coord.a = tex.r * bump.b + coord.g
462 * coord.g = tex.g * bump.a + coord.a
464 * The first instruction writes to alpha so it can be coissued with the above DOT2_ADD.
465 * coord.a is unused. If the perturbed texture is projected, this was already handled
466 * in the glPassTexCoordATI above.
468 wrap_op3(gl_info, GL_MAD_ATI, GL_REG_0_ATI + stage + 1, GL_ALPHA, GL_NONE,
469 GL_REG_0_ATI + stage, GL_RED, argmodextra_y,
470 ATI_FFP_CONST_BUMPMAT(stage), GL_BLUE, GL_NONE,
471 GL_REG_0_ATI + stage + 1, GL_GREEN, GL_NONE);
472 wrap_op3(gl_info, GL_MAD_ATI, GL_REG_0_ATI + stage + 1, GL_GREEN_BIT_ATI, GL_NONE,
473 GL_REG_0_ATI + stage, GL_GREEN, argmodextra_y,
474 ATI_FFP_CONST_BUMPMAT(stage), GL_ALPHA, GL_NONE,
475 GL_REG_0_ATI + stage + 1, GL_ALPHA, GL_NONE);
478 /* Pass 3: Generate sampling instructions for regular textures */
479 for (stage = 0; stage < gl_info->limits.textures; ++stage)
481 if(op[stage].cop == WINED3DTOP_DISABLE) {
482 break;
485 if(op[stage].projected == proj_none) {
486 swizzle = GL_SWIZZLE_STR_ATI;
487 } else if(op[stage].projected == proj_count3) {
488 swizzle = GL_SWIZZLE_STR_DR_ATI;
489 } else {
490 swizzle = GL_SWIZZLE_STQ_DQ_ATI;
493 if((op[stage].carg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
494 (op[stage].carg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
495 (op[stage].carg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
496 (op[stage].aarg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
497 (op[stage].aarg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
498 (op[stage].aarg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
499 op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) {
501 if(stage > 0 &&
502 (op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
503 op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
504 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_REG_%d_ATI, GL_SWIZZLE_STR_ATI)\n",
505 stage, stage);
506 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
507 GL_REG_0_ATI + stage,
508 GL_SWIZZLE_STR_ATI));
509 } else {
510 TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, %s)\n",
511 stage, stage, debug_swizzle(swizzle));
512 GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
513 GL_TEXTURE0_ARB + stage,
514 swizzle));
519 /* Pass 4: Generate the arithmetic instructions */
520 for(stage = 0; stage < MAX_TEXTURES; stage++) {
521 if(op[stage].cop == WINED3DTOP_DISABLE) {
522 if(stage == 0) {
523 /* Handle complete texture disabling gracefully */
524 wrap_op1(gl_info, GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE,
525 GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
526 wrap_op1(gl_info, GL_MOV_ATI, GL_REG_0_ATI, GL_ALPHA, GL_NONE,
527 GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
529 break;
532 if(op[stage].dst == tempreg) {
533 /* If we're writing to D3DTA_TEMP, but never reading from it we don't have to write there in the first place.
534 * skip the entire stage, this saves some GPU time
536 if(tmparg == GL_NONE) continue;
538 dstreg = tmparg;
539 } else {
540 dstreg = GL_REG_0_ATI;
543 arg0 = register_for_arg(op[stage].carg0, gl_info, stage, &argmod0, &rep0, tmparg);
544 arg1 = register_for_arg(op[stage].carg1, gl_info, stage, &argmod1, &rep1, tmparg);
545 arg2 = register_for_arg(op[stage].carg2, gl_info, stage, &argmod2, &rep2, tmparg);
546 dstmod = GL_NONE;
547 argmodextra = GL_NONE;
548 extrarg = GL_NONE;
550 switch(op[stage].cop) {
551 case WINED3DTOP_SELECTARG2:
552 arg1 = arg2;
553 argmod1 = argmod2;
554 rep1 = rep2;
555 case WINED3DTOP_SELECTARG1:
556 wrap_op1(gl_info, GL_MOV_ATI, dstreg, GL_NONE, GL_NONE,
557 arg1, rep1, argmod1);
558 break;
560 case WINED3DTOP_MODULATE4X:
561 if(dstmod == GL_NONE) dstmod = GL_4X_BIT_ATI;
562 case WINED3DTOP_MODULATE2X:
563 if(dstmod == GL_NONE) dstmod = GL_2X_BIT_ATI;
564 dstmod |= GL_SATURATE_BIT_ATI;
565 case WINED3DTOP_MODULATE:
566 wrap_op2(gl_info, GL_MUL_ATI, dstreg, GL_NONE, dstmod,
567 arg1, rep1, argmod1,
568 arg2, rep2, argmod2);
569 break;
571 case WINED3DTOP_ADDSIGNED2X:
572 dstmod = GL_2X_BIT_ATI;
573 case WINED3DTOP_ADDSIGNED:
574 argmodextra = GL_BIAS_BIT_ATI;
575 case WINED3DTOP_ADD:
576 dstmod |= GL_SATURATE_BIT_ATI;
577 wrap_op2(gl_info, GL_ADD_ATI, GL_REG_0_ATI, GL_NONE, dstmod,
578 arg1, rep1, argmod1,
579 arg2, rep2, argmodextra | argmod2);
580 break;
582 case WINED3DTOP_SUBTRACT:
583 dstmod |= GL_SATURATE_BIT_ATI;
584 wrap_op2(gl_info, GL_SUB_ATI, dstreg, GL_NONE, dstmod,
585 arg1, rep1, argmod1,
586 arg2, rep2, argmod2);
587 break;
589 case WINED3DTOP_ADDSMOOTH:
590 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
591 /* Dst = arg1 + * arg2(1 -arg 1)
592 * = arg2 * (1 - arg1) + arg1
594 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
595 arg2, rep2, argmod2,
596 arg1, rep1, argmodextra,
597 arg1, rep1, argmod1);
598 break;
600 case WINED3DTOP_BLENDCURRENTALPHA:
601 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_CURRENT, gl_info, stage, NULL, NULL, -1);
602 case WINED3DTOP_BLENDFACTORALPHA:
603 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TFACTOR, gl_info, stage, NULL, NULL, -1);
604 case WINED3DTOP_BLENDTEXTUREALPHA:
605 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
606 case WINED3DTOP_BLENDDIFFUSEALPHA:
607 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_DIFFUSE, gl_info, stage, NULL, NULL, -1);
608 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_NONE, GL_NONE,
609 extrarg, GL_ALPHA, GL_NONE,
610 arg1, rep1, argmod1,
611 arg2, rep2, argmod2);
612 break;
614 case WINED3DTOP_BLENDTEXTUREALPHAPM:
615 arg0 = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
616 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_NONE,
617 arg2, rep2, argmod2,
618 arg0, GL_ALPHA, GL_COMP_BIT_ATI,
619 arg1, rep1, argmod1);
620 break;
622 /* D3DTOP_PREMODULATE ???? */
624 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
625 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
626 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
627 if(!argmodextra) argmodextra = argmod1;
628 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
629 arg2, rep2, argmod2,
630 arg1, GL_ALPHA, argmodextra,
631 arg1, rep1, argmod1);
632 break;
634 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
635 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
636 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
637 if(!argmodextra) argmodextra = argmod1;
638 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
639 arg2, rep2, argmod2,
640 arg1, rep1, argmodextra,
641 arg1, GL_ALPHA, argmod1);
642 break;
644 case WINED3DTOP_DOTPRODUCT3:
645 wrap_op2(gl_info, GL_DOT3_ATI, dstreg, GL_NONE, GL_4X_BIT_ATI | GL_SATURATE_BIT_ATI,
646 arg1, rep1, argmod1 | GL_BIAS_BIT_ATI,
647 arg2, rep2, argmod2 | GL_BIAS_BIT_ATI);
648 break;
650 case WINED3DTOP_MULTIPLYADD:
651 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
652 arg1, rep1, argmod1,
653 arg2, rep2, argmod2,
654 arg0, rep0, argmod0);
655 break;
657 case WINED3DTOP_LERP:
658 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_NONE, GL_NONE,
659 arg0, rep0, argmod0,
660 arg1, rep1, argmod1,
661 arg2, rep2, argmod2);
662 break;
664 case WINED3DTOP_BUMPENVMAP:
665 case WINED3DTOP_BUMPENVMAPLUMINANCE:
666 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
667 break;
669 default: FIXME("Unhandled color operation %d on stage %d\n", op[stage].cop, stage);
672 arg0 = register_for_arg(op[stage].aarg0, gl_info, stage, &argmod0, NULL, tmparg);
673 arg1 = register_for_arg(op[stage].aarg1, gl_info, stage, &argmod1, NULL, tmparg);
674 arg2 = register_for_arg(op[stage].aarg2, gl_info, stage, &argmod2, NULL, tmparg);
675 dstmod = GL_NONE;
676 argmodextra = GL_NONE;
677 extrarg = GL_NONE;
679 switch(op[stage].aop) {
680 case WINED3DTOP_DISABLE:
681 /* Get the primary color to the output if on stage 0, otherwise leave register 0 untouched */
682 if(stage == 0) {
683 wrap_op1(gl_info, GL_MOV_ATI, GL_REG_0_ATI, GL_ALPHA, GL_NONE,
684 GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
686 break;
688 case WINED3DTOP_SELECTARG2:
689 arg1 = arg2;
690 argmod1 = argmod2;
691 case WINED3DTOP_SELECTARG1:
692 wrap_op1(gl_info, GL_MOV_ATI, dstreg, GL_ALPHA, GL_NONE,
693 arg1, GL_NONE, argmod1);
694 break;
696 case WINED3DTOP_MODULATE4X:
697 if(dstmod == GL_NONE) dstmod = GL_4X_BIT_ATI;
698 case WINED3DTOP_MODULATE2X:
699 if(dstmod == GL_NONE) dstmod = GL_2X_BIT_ATI;
700 dstmod |= GL_SATURATE_BIT_ATI;
701 case WINED3DTOP_MODULATE:
702 wrap_op2(gl_info, GL_MUL_ATI, dstreg, GL_ALPHA, dstmod,
703 arg1, GL_NONE, argmod1,
704 arg2, GL_NONE, argmod2);
705 break;
707 case WINED3DTOP_ADDSIGNED2X:
708 dstmod = GL_2X_BIT_ATI;
709 case WINED3DTOP_ADDSIGNED:
710 argmodextra = GL_BIAS_BIT_ATI;
711 case WINED3DTOP_ADD:
712 dstmod |= GL_SATURATE_BIT_ATI;
713 wrap_op2(gl_info, GL_ADD_ATI, dstreg, GL_ALPHA, dstmod,
714 arg1, GL_NONE, argmod1,
715 arg2, GL_NONE, argmodextra | argmod2);
716 break;
718 case WINED3DTOP_SUBTRACT:
719 dstmod |= GL_SATURATE_BIT_ATI;
720 wrap_op2(gl_info, GL_SUB_ATI, dstreg, GL_ALPHA, dstmod,
721 arg1, GL_NONE, argmod1,
722 arg2, GL_NONE, argmod2);
723 break;
725 case WINED3DTOP_ADDSMOOTH:
726 argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
727 /* Dst = arg1 + * arg2(1 -arg 1)
728 * = arg2 * (1 - arg1) + arg1
730 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_ALPHA, GL_SATURATE_BIT_ATI,
731 arg2, GL_NONE, argmod2,
732 arg1, GL_NONE, argmodextra,
733 arg1, GL_NONE, argmod1);
734 break;
736 case WINED3DTOP_BLENDCURRENTALPHA:
737 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_CURRENT, gl_info, stage, NULL, NULL, -1);
738 case WINED3DTOP_BLENDFACTORALPHA:
739 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TFACTOR, gl_info, stage, NULL, NULL, -1);
740 case WINED3DTOP_BLENDTEXTUREALPHA:
741 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
742 case WINED3DTOP_BLENDDIFFUSEALPHA:
743 if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_DIFFUSE, gl_info, stage, NULL, NULL, -1);
744 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_ALPHA, GL_NONE,
745 extrarg, GL_ALPHA, GL_NONE,
746 arg1, GL_NONE, argmod1,
747 arg2, GL_NONE, argmod2);
748 break;
750 case WINED3DTOP_BLENDTEXTUREALPHAPM:
751 arg0 = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
752 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_ALPHA, GL_NONE,
753 arg2, GL_NONE, argmod2,
754 arg0, GL_ALPHA, GL_COMP_BIT_ATI,
755 arg1, GL_NONE, argmod1);
756 break;
758 /* D3DTOP_PREMODULATE ???? */
760 case WINED3DTOP_DOTPRODUCT3:
761 wrap_op2(gl_info, GL_DOT3_ATI, dstreg, GL_ALPHA, GL_4X_BIT_ATI | GL_SATURATE_BIT_ATI,
762 arg1, GL_NONE, argmod1 | GL_BIAS_BIT_ATI,
763 arg2, GL_NONE, argmod2 | GL_BIAS_BIT_ATI);
764 break;
766 case WINED3DTOP_MULTIPLYADD:
767 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_ALPHA, GL_SATURATE_BIT_ATI,
768 arg1, GL_NONE, argmod1,
769 arg2, GL_NONE, argmod2,
770 arg0, GL_NONE, argmod0);
771 break;
773 case WINED3DTOP_LERP:
774 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_ALPHA, GL_SATURATE_BIT_ATI,
775 arg1, GL_NONE, argmod1,
776 arg2, GL_NONE, argmod2,
777 arg0, GL_NONE, argmod0);
778 break;
780 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
781 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
782 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
783 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
784 case WINED3DTOP_BUMPENVMAP:
785 case WINED3DTOP_BUMPENVMAPLUMINANCE:
786 ERR("Application uses an invalid alpha operation\n");
787 break;
789 default: FIXME("Unhandled alpha operation %d on stage %d\n", op[stage].aop, stage);
793 TRACE("glEndFragmentShaderATI()\n");
794 GL_EXTCALL(glEndFragmentShaderATI());
795 checkGLcall("GL_EXTCALL(glEndFragmentShaderATI())");
796 return ret;
799 static void set_tex_op_atifs(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
801 const struct wined3d_gl_info *gl_info = context->gl_info;
802 IWineD3DDeviceImpl *This = stateblock->device;
803 const struct atifs_ffp_desc *desc;
804 struct ffp_frag_settings settings;
805 struct atifs_private_data *priv = This->fragment_priv;
806 DWORD mapped_stage;
807 unsigned int i;
809 gen_ffp_frag_op(stateblock, &settings, TRUE);
810 desc = (const struct atifs_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
811 if(!desc) {
812 struct atifs_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
813 if (!new_desc)
815 ERR("Out of memory\n");
816 return;
818 new_desc->num_textures_used = 0;
819 for (i = 0; i < gl_info->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, gl_info);
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 != WINED3D_UNMAPPED_STAGE)
839 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
840 checkGLcall("glActiveTextureARB");
841 texture_activate_dimensions(i, stateblock, context);
845 GL_EXTCALL(glBindFragmentShaderATI(desc->shader));
848 static void state_texfactor_atifs(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
850 const struct wined3d_gl_info *gl_info = context->gl_info;
851 float col[4];
852 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
854 GL_EXTCALL(glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR, col));
855 checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR, col)");
858 static void set_bumpmat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
860 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
861 const struct wined3d_gl_info *gl_info = context->gl_info;
862 float mat[2][2];
864 mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
865 mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
866 mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
867 mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
868 /* GL_ATI_fragment_shader allows only constants from 0.0 to 1.0, but the bumpmat
869 * constants can be in any range. While they should stay between [-1.0 and 1.0] because
870 * Shader Model 1.x pixel shaders are clamped to that range negative values are used occasionally,
871 * for example by our d3d9 test. So to get negative values scale -1;1 to 0;1 and undo that in the
872 * shader(it is free). This might potentially reduce precision. However, if the hardware does
873 * support proper floats it shouldn't, and if it doesn't we can't get anything better anyway
875 mat[0][0] = (mat[0][0] + 1.0f) * 0.5f;
876 mat[1][0] = (mat[1][0] + 1.0f) * 0.5f;
877 mat[0][1] = (mat[0][1] + 1.0f) * 0.5f;
878 mat[1][1] = (mat[1][1] + 1.0f) * 0.5f;
879 GL_EXTCALL(glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), (float *) mat));
880 checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), mat)");
883 static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
885 if(!isStateDirty(context, STATE_PIXELSHADER)) {
886 set_tex_op_atifs(state, stateblock, context);
890 static void atifs_apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
892 IWineD3DDeviceImpl *device = stateblock->device;
893 BOOL use_vshader = use_vs(stateblock);
895 context->last_was_pshader = use_ps(stateblock);
896 /* The ATIFS code does not support pixel shaders currently, but we have to provide a state handler
897 * to call shader_select to select a vertex shader if one is applied because the vertex shader state
898 * may defer calling the shader backend if the pshader state is dirty.
900 * In theory the application should not be able to mark the pixel shader dirty because it cannot
901 * create a shader, and thus has no way to set the state to something != NULL. However, a different
902 * pipeline part may link a different state to its pixelshader handler, thus a pshader state exists
903 * and can be dirtified. Also the pshader is always dirtified at startup, and blitting disables all
904 * shaders and dirtifies all shader states. If atifs can deal with this it keeps the rest of the code
905 * simpler.
907 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
908 device->shader_backend->shader_select(context, FALSE, use_vshader);
910 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && use_vshader)
911 stateblock_apply_state(STATE_VERTEXSHADERCONSTANT, stateblock, context);
915 static const struct StateEntryTemplate atifs_fragmentstate_template[] = {
916 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor_atifs }, WINED3D_GL_EXT_NONE },
917 {STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
918 {STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
919 {STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
920 {STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
921 {STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
922 {STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
923 {STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
924 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
925 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
926 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
927 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
928 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
929 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
930 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
931 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
932 {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
933 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
934 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
935 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
936 {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
937 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
938 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
939 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
940 {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
941 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
942 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
943 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
944 {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
945 {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
946 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
947 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
948 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
949 {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
950 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
951 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
952 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
953 {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
954 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
955 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
956 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
957 {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
958 {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
959 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
960 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
961 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
962 {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
963 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
964 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
965 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
966 {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
967 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
968 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
969 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
970 {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
971 {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
972 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
973 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
974 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
975 {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
976 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
977 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
978 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
979 {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
980 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
981 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
982 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
983 {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
984 {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
985 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
986 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
987 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
988 {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
989 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
990 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
991 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
992 {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
993 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
994 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
995 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
996 {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
997 {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
998 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
999 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
1000 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
1001 {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
1002 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1003 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1004 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1005 {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1006 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1007 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1008 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1009 {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1010 {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1011 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
1012 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
1013 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
1014 {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
1015 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1016 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1017 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1018 {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1019 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1020 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1021 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1022 {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1023 {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
1024 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE },
1025 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
1026 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
1027 {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
1028 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
1029 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
1030 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
1031 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
1032 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
1033 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
1034 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
1035 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
1036 {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
1037 {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
1038 {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
1039 {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
1040 {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
1041 {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
1042 {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
1043 {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
1044 {STATE_PIXELSHADER, { STATE_PIXELSHADER, atifs_apply_pixelshader }, WINED3D_GL_EXT_NONE },
1045 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
1048 /* Context activation is done by the caller. */
1049 static void atifs_enable(IWineD3DDevice *iface, BOOL enable) {
1050 ENTER_GL();
1051 if(enable) {
1052 glEnable(GL_FRAGMENT_SHADER_ATI);
1053 checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
1054 } else {
1055 glDisable(GL_FRAGMENT_SHADER_ATI);
1056 checkGLcall("glDisable(GL_FRAGMENT_SHADER_ATI)");
1058 LEAVE_GL();
1061 static void atifs_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
1063 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
1064 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
1065 WINED3DTEXOPCAPS_SELECTARG1 |
1066 WINED3DTEXOPCAPS_SELECTARG2 |
1067 WINED3DTEXOPCAPS_MODULATE4X |
1068 WINED3DTEXOPCAPS_MODULATE2X |
1069 WINED3DTEXOPCAPS_MODULATE |
1070 WINED3DTEXOPCAPS_ADDSIGNED2X |
1071 WINED3DTEXOPCAPS_ADDSIGNED |
1072 WINED3DTEXOPCAPS_ADD |
1073 WINED3DTEXOPCAPS_SUBTRACT |
1074 WINED3DTEXOPCAPS_ADDSMOOTH |
1075 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
1076 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
1077 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
1078 WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
1079 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
1080 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
1081 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
1082 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
1083 WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
1084 WINED3DTEXOPCAPS_DOTPRODUCT3 |
1085 WINED3DTEXOPCAPS_MULTIPLYADD |
1086 WINED3DTEXOPCAPS_LERP |
1087 WINED3DTEXOPCAPS_BUMPENVMAP;
1089 /* TODO: Implement WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
1090 and WINED3DTEXOPCAPS_PREMODULATE */
1092 /* GL_ATI_fragment_shader always supports 6 textures, which was the limit on r200 cards
1093 * which this extension is exclusively focused on(later cards have GL_ARB_fragment_program).
1094 * If the current card has more than 8 fixed function textures in OpenGL's regular fixed
1095 * function pipeline then the ATI_fragment_shader backend imposes a stricter limit. This
1096 * shouldn't be too hard since Nvidia cards have a limit of 4 textures with the default ffp
1097 * pipeline, and almost all games are happy with that. We can however support up to 8
1098 * texture stages because we have a 2nd pass limit of 8 instructions, and per stage we use
1099 * only 1 instruction.
1101 * The proper fix for this is not to use GL_ATI_fragment_shader on cards newer than the
1102 * r200 series and use an ARB or GLSL shader instead
1104 caps->MaxTextureBlendStages = 8;
1105 caps->MaxSimultaneousTextures = 6;
1108 static HRESULT atifs_alloc(IWineD3DDevice *iface) {
1109 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1110 struct atifs_private_data *priv;
1112 This->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct atifs_private_data));
1113 if(!This->fragment_priv) {
1114 ERR("Out of memory\n");
1115 return E_OUTOFMEMORY;
1117 priv = This->fragment_priv;
1118 if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
1120 ERR("Failed to initialize rbtree.\n");
1121 HeapFree(GetProcessHeap(), 0, This->fragment_priv);
1122 return E_OUTOFMEMORY;
1124 return WINED3D_OK;
1127 /* Context activation is done by the caller. */
1128 static void atifs_free_ffpshader(struct wine_rb_entry *entry, void *context)
1130 IWineD3DDeviceImpl *This = context;
1131 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
1132 struct atifs_ffp_desc *entry_ati = WINE_RB_ENTRY_VALUE(entry, struct atifs_ffp_desc, parent.entry);
1134 ENTER_GL();
1135 GL_EXTCALL(glDeleteFragmentShaderATI(entry_ati->shader));
1136 checkGLcall("glDeleteFragmentShaderATI(entry->shader)");
1137 HeapFree(GetProcessHeap(), 0, entry_ati);
1138 LEAVE_GL();
1141 /* Context activation is done by the caller. */
1142 static void atifs_free(IWineD3DDevice *iface) {
1143 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1144 struct atifs_private_data *priv = This->fragment_priv;
1146 wine_rb_destroy(&priv->fragment_shaders, atifs_free_ffpshader, This);
1148 HeapFree(GetProcessHeap(), 0, priv);
1149 This->fragment_priv = NULL;
1152 static BOOL atifs_color_fixup_supported(struct color_fixup_desc fixup)
1154 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
1156 TRACE("Checking support for fixup:\n");
1157 dump_color_fixup_desc(fixup);
1160 /* We only support sign fixup of the first two channels. */
1161 if (fixup.x_source == CHANNEL_SOURCE_X && fixup.y_source == CHANNEL_SOURCE_Y
1162 && fixup.z_source == CHANNEL_SOURCE_Z && fixup.w_source == CHANNEL_SOURCE_W
1163 && !fixup.z_sign_fixup && !fixup.w_sign_fixup)
1165 TRACE("[OK]\n");
1166 return TRUE;
1169 TRACE("[FAILED]\n");
1170 return FALSE;
1173 const struct fragment_pipeline atifs_fragment_pipeline = {
1174 atifs_enable,
1175 atifs_get_caps,
1176 atifs_alloc,
1177 atifs_free,
1178 atifs_color_fixup_supported,
1179 atifs_fragmentstate_template,
1180 TRUE /* We can disable projected textures */