wined3d: Implement per stage constants in atifs.
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bfe82190ad
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be4c7a0a84
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@ -35,20 +35,16 @@ WINE_DECLARE_DEBUG_CHANNEL(d3d);
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* Env bump matrix and per stage constant should be independent,
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* a stage that bump maps can't read the per state constant
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*/
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#define ATI_FFP_CONST_BUMPMAT(i) (GL_CON_0_ATI + i)
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#define ATI_FFP_CONST_CONSTANT0 GL_CON_0_ATI
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#define ATI_FFP_CONST_CONSTANT1 GL_CON_1_ATI
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#define ATI_FFP_CONST_CONSTANT2 GL_CON_2_ATI
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#define ATI_FFP_CONST_CONSTANT3 GL_CON_3_ATI
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#define ATI_FFP_CONST_CONSTANT4 GL_CON_4_ATI
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#define ATI_FFP_CONST_CONSTANT5 GL_CON_5_ATI
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#define ATI_FFP_CONST_TFACTOR GL_CON_6_ATI
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#define ATIFS_CONST_BUMPMAT(i) (GL_CON_0_ATI + i)
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#define ATIFS_CONST_STAGE(i) (GL_CON_0_ATI + i)
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#define ATIFS_CONST_TFACTOR GL_CON_6_ATI
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enum atifs_constant_value
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{
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ATIFS_CONSTANT_UNUSED = 0,
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ATIFS_CONSTANT_BUMP,
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ATIFS_CONSTANT_TFACTOR
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ATIFS_CONSTANT_TFACTOR,
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ATIFS_CONSTANT_STAGE,
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};
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/* GL_ATI_fragment_shader specific fixed function pipeline description. "Inherits" from the common one */
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@ -296,7 +292,7 @@ static GLuint register_for_arg(DWORD arg, const struct wined3d_gl_info *gl_info,
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break;
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case WINED3DTA_TFACTOR:
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ret = ATI_FFP_CONST_TFACTOR;
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ret = ATIFS_CONST_TFACTOR;
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break;
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case WINED3DTA_SPECULAR:
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@ -308,8 +304,7 @@ static GLuint register_for_arg(DWORD arg, const struct wined3d_gl_info *gl_info,
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break;
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case WINED3DTA_CONSTANT:
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FIXME("Unhandled source argument WINED3DTA_TEMP\n");
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ret = GL_CON_0_ATI;
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ret = ATIFS_CONST_STAGE(stage);
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break;
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default:
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@ -464,6 +459,16 @@ static BOOL op_reads_tfactor(const struct texture_stage_op *op)
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|| op->aop == WINED3D_TOP_BLEND_FACTOR_ALPHA;
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}
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static BOOL op_reads_constant(const struct texture_stage_op *op)
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{
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return (op->carg0 & WINED3DTA_SELECTMASK) == WINED3DTA_CONSTANT
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|| (op->carg1 & WINED3DTA_SELECTMASK) == WINED3DTA_CONSTANT
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|| (op->carg2 & WINED3DTA_SELECTMASK) == WINED3DTA_CONSTANT
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|| (op->aarg0 & WINED3DTA_SELECTMASK) == WINED3DTA_CONSTANT
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|| (op->aarg1 & WINED3DTA_SELECTMASK) == WINED3DTA_CONSTANT
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|| (op->aarg2 & WINED3DTA_SELECTMASK) == WINED3DTA_CONSTANT;
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}
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static GLuint gen_ati_shader(const struct texture_stage_op op[MAX_TEXTURES],
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const struct wined3d_gl_info *gl_info, enum atifs_constant_value *constants)
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{
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@ -546,7 +551,7 @@ static GLuint gen_ati_shader(const struct texture_stage_op op[MAX_TEXTURES],
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wrap_op3(gl_info, GL_DOT2_ADD_ATI, GL_REG_0_ATI + stage + 1, GL_RED_BIT_ATI, GL_NONE,
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GL_REG_0_ATI + stage, GL_NONE, argmodextra_x,
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ATI_FFP_CONST_BUMPMAT(stage), GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI,
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ATIFS_CONST_BUMPMAT(stage), GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI,
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GL_REG_0_ATI + stage + 1, GL_RED, GL_NONE);
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/* Don't use GL_DOT2_ADD_ATI here because we cannot configure it to read the blue and alpha
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@ -561,11 +566,11 @@ static GLuint gen_ati_shader(const struct texture_stage_op op[MAX_TEXTURES],
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*/
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wrap_op3(gl_info, GL_MAD_ATI, GL_REG_0_ATI + stage + 1, GL_ALPHA, GL_NONE,
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GL_REG_0_ATI + stage, GL_RED, argmodextra_y,
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ATI_FFP_CONST_BUMPMAT(stage), GL_BLUE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI,
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ATIFS_CONST_BUMPMAT(stage), GL_BLUE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI,
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GL_REG_0_ATI + stage + 1, GL_GREEN, GL_NONE);
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wrap_op3(gl_info, GL_MAD_ATI, GL_REG_0_ATI + stage + 1, GL_GREEN_BIT_ATI, GL_NONE,
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GL_REG_0_ATI + stage, GL_GREEN, argmodextra_y,
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ATI_FFP_CONST_BUMPMAT(stage), GL_ALPHA, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI,
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ATIFS_CONST_BUMPMAT(stage), GL_ALPHA, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI,
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GL_REG_0_ATI + stage + 1, GL_ALPHA, GL_NONE);
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}
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@ -647,6 +652,13 @@ static GLuint gen_ati_shader(const struct texture_stage_op op[MAX_TEXTURES],
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if (op_reads_tfactor(&op[stage]))
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tfactor_used = TRUE;
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if (op_reads_constant(&op[stage]))
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{
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if (constants[stage] != ATIFS_CONSTANT_UNUSED)
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FIXME("Constant %u already used.\n", stage);
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constants[stage] = ATIFS_CONSTANT_STAGE;
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}
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if (op_reads_texture(&op[stage]) && !is_identity_fixup(op[stage].color_fixup))
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atifs_color_fixup(gl_info, op[stage].color_fixup, GL_REG_0_ATI + stage);
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@ -921,9 +933,9 @@ static GLuint gen_ati_shader(const struct texture_stage_op op[MAX_TEXTURES],
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}
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}
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if (tfactor_used && constants[ATI_FFP_CONST_TFACTOR - GL_CON_0_ATI] != ATIFS_CONSTANT_UNUSED)
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if (tfactor_used && constants[ATIFS_CONST_TFACTOR - GL_CON_0_ATI] != ATIFS_CONSTANT_UNUSED)
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FIXME("Texture factor constant already used.\n");
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constants[ATI_FFP_CONST_TFACTOR - GL_CON_0_ATI] = ATIFS_CONSTANT_TFACTOR;
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constants[ATIFS_CONST_TFACTOR - GL_CON_0_ATI] = ATIFS_CONSTANT_TFACTOR;
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/* Assign unused constants to avoid reloading due to unused <-> bump matrix switches. */
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for (stage = 0; stage < 8; ++stage)
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@ -945,12 +957,12 @@ static void atifs_tfactor(struct wined3d_context *context, const struct wined3d_
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struct atifs_context_private_data *ctx_priv = context->fragment_pipe_data;
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if (!ctx_priv->last_shader
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|| ctx_priv->last_shader->constants[ATI_FFP_CONST_TFACTOR - GL_CON_0_ATI] != ATIFS_CONSTANT_TFACTOR)
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|| ctx_priv->last_shader->constants[ATIFS_CONST_TFACTOR - GL_CON_0_ATI] != ATIFS_CONSTANT_TFACTOR)
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return;
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D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
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GL_EXTCALL(glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR, col));
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checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR, col)");
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GL_EXTCALL(glSetFragmentShaderConstantATI(ATIFS_CONST_TFACTOR, col));
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checkGLcall("glSetFragmentShaderConstantATI(ATIFS_CONST_TFACTOR, col)");
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}
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static void set_bumpmat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
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@ -978,8 +990,24 @@ static void set_bumpmat(struct wined3d_context *context, const struct wined3d_st
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mat[1][0] = (mat[1][0] + 1.0f) * 0.5f;
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mat[0][1] = (mat[0][1] + 1.0f) * 0.5f;
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mat[1][1] = (mat[1][1] + 1.0f) * 0.5f;
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GL_EXTCALL(glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), (float *) mat));
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checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), mat)");
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GL_EXTCALL(glSetFragmentShaderConstantATI(ATIFS_CONST_BUMPMAT(stage), (float *) mat));
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checkGLcall("glSetFragmentShaderConstantATI(ATIFS_CONST_BUMPMAT(stage), mat)");
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}
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static void atifs_stage_constant(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
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{
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DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
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const struct wined3d_gl_info *gl_info = context->gl_info;
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float col[4];
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struct atifs_context_private_data *ctx_priv = context->fragment_pipe_data;
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if (!ctx_priv->last_shader
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|| ctx_priv->last_shader->constants[stage] != ATIFS_CONSTANT_STAGE)
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return;
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D3DCOLORTOGLFLOAT4(state->texture_states[stage][WINED3D_TSS_CONSTANT], col);
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GL_EXTCALL(glSetFragmentShaderConstantATI(ATIFS_CONST_STAGE(stage), col));
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checkGLcall("glSetFragmentShaderConstantATI(ATIFS_CONST_STAGE(stage), col)");
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}
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static void set_tex_op_atifs(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
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@ -1049,6 +1077,10 @@ static void set_tex_op_atifs(struct wined3d_context *context, const struct wined
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atifs_tfactor(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
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break;
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case ATIFS_CONSTANT_STAGE:
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atifs_stage_constant(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_CONSTANT));
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break;
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default:
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ERR("Unexpected constant type %u.\n", desc->constants[i]);
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}
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@ -1090,6 +1122,7 @@ static const struct StateEntryTemplate atifs_fragmentstate_template[] = {
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{STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
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@ -1103,6 +1136,7 @@ static const struct StateEntryTemplate atifs_fragmentstate_template[] = {
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{STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
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@ -1116,6 +1150,7 @@ static const struct StateEntryTemplate atifs_fragmentstate_template[] = {
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{STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
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@ -1129,6 +1164,7 @@ static const struct StateEntryTemplate atifs_fragmentstate_template[] = {
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{STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
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@ -1142,6 +1178,7 @@ static const struct StateEntryTemplate atifs_fragmentstate_template[] = {
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{STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
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@ -1155,6 +1192,7 @@ static const struct StateEntryTemplate atifs_fragmentstate_template[] = {
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{STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
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@ -1168,6 +1206,7 @@ static const struct StateEntryTemplate atifs_fragmentstate_template[] = {
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{STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
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@ -1181,6 +1220,7 @@ static const struct StateEntryTemplate atifs_fragmentstate_template[] = {
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{STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
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{STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE },
|
||||
{ STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
|
||||
{ STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
|
||||
{ STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
|
||||
|
@ -1219,7 +1259,8 @@ static void atifs_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
|
|||
static void atifs_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
|
||||
{
|
||||
caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
|
||||
caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
|
||||
caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP |
|
||||
WINED3DPMISCCAPS_PERSTAGECONSTANT;
|
||||
caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
|
||||
WINED3DTEXOPCAPS_SELECTARG1 |
|
||||
WINED3DTEXOPCAPS_SELECTARG2 |
|
||||
|
|
Loading…
Reference in New Issue