/* * Fixed function pipeline replacement using GL_ATI_fragment_shader * * Copyright 2008 Stefan Dösinger(for CodeWeavers) * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ #include "config.h" #include #include #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader); /* Some private defines, Constant associations, etc * Env bump matrix and per stage constant should be independent, * a stage that bumpmaps can't read the per state constant */ #define ATI_FFP_CONST_BUMPMAT(i) (GL_CON_0_ATI + i) #define ATI_FFP_CONST_CONSTANT0 GL_CON_0_ATI #define ATI_FFP_CONST_CONSTANT1 GL_CON_1_ATI #define ATI_FFP_CONST_CONSTANT2 GL_CON_2_ATI #define ATI_FFP_CONST_CONSTANT3 GL_CON_3_ATI #define ATI_FFP_CONST_CONSTANT4 GL_CON_4_ATI #define ATI_FFP_CONST_CONSTANT5 GL_CON_5_ATI #define ATI_FFP_CONST_TFACTOR GL_CON_6_ATI /* GL_ATI_fragment_shader specific fixed function pipeline description. "Inherits" from the common one */ struct atifs_ffp_desc { struct ffp_desc parent; GLuint shader; }; struct atifs_private_data { struct shader_arb_priv parent; struct list fragment_shaders; /* A linked list to track fragment pipeline replacement shaders */ }; static const char *debug_dstmod(GLuint mod) { switch(mod) { case GL_NONE: return "GL_NONE"; case GL_2X_BIT_ATI: return "GL_2X_BIT_ATI"; case GL_4X_BIT_ATI: return "GL_4X_BIT_ATI"; case GL_8X_BIT_ATI: return "GL_8X_BIT_ATI"; case GL_HALF_BIT_ATI: return "GL_HALF_BIT_ATI"; case GL_QUARTER_BIT_ATI: return "GL_QUARTER_BIT_ATI"; case GL_EIGHTH_BIT_ATI: return "GL_EIGHTH_BIT_ATI"; case GL_SATURATE_BIT_ATI: return "GL_SATURATE_BIT_ATI"; default: return "Unexpected modifier\n"; } } static const char *debug_argmod(GLuint mod) { switch(mod) { case GL_NONE: return "GL_NONE"; case GL_2X_BIT_ATI: return "GL_2X_BIT_ATI"; case GL_COMP_BIT_ATI: return "GL_COMP_BIT_ATI"; case GL_NEGATE_BIT_ATI: return "GL_NEGATE_BIT_ATI"; case GL_BIAS_BIT_ATI: return "GL_BIAS_BIT_ATI"; case GL_2X_BIT_ATI | GL_COMP_BIT_ATI: return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI"; case GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI: return "GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI"; case GL_2X_BIT_ATI | GL_BIAS_BIT_ATI: return "GL_2X_BIT_ATI | GL_BIAS_BIT_ATI"; case GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI: return "GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI"; case GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI: return "GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI"; case GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI: return "GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI"; case GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI: return "GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI"; case GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI: return "GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI"; case GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI: return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI"; case GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI: return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI"; case GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI: return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI"; default: return "Unexpected argmod combination\n"; } } static const char *debug_register(GLuint reg) { switch(reg) { case GL_REG_0_ATI: return "GL_REG_0_ATI"; case GL_REG_1_ATI: return "GL_REG_1_ATI"; case GL_REG_2_ATI: return "GL_REG_2_ATI"; case GL_REG_3_ATI: return "GL_REG_3_ATI"; case GL_REG_4_ATI: return "GL_REG_4_ATI"; case GL_REG_5_ATI: return "GL_REG_5_ATI"; case GL_CON_0_ATI: return "GL_CON_0_ATI"; case GL_CON_1_ATI: return "GL_CON_1_ATI"; case GL_CON_2_ATI: return "GL_CON_2_ATI"; case GL_CON_3_ATI: return "GL_CON_3_ATI"; case GL_CON_4_ATI: return "GL_CON_4_ATI"; case GL_CON_5_ATI: return "GL_CON_5_ATI"; case GL_CON_6_ATI: return "GL_CON_6_ATI"; case GL_CON_7_ATI: return "GL_CON_7_ATI"; case GL_ZERO: return "GL_ZERO"; case GL_ONE: return "GL_ONE"; case GL_PRIMARY_COLOR: return "GL_PRIMARY_COLOR"; case GL_SECONDARY_INTERPOLATOR_ATI: return "GL_SECONDARY_INTERPOLATOR_ATI"; default: return "Unknown register\n"; } } static const char *debug_swizzle(GLuint swizzle) { switch(swizzle) { case GL_SWIZZLE_STR_ATI: return "GL_SWIZZLE_STR_ATI"; case GL_SWIZZLE_STQ_ATI: return "GL_SWIZZLE_STQ_ATI"; case GL_SWIZZLE_STR_DR_ATI: return "GL_SWIZZLE_STR_DR_ATI"; case GL_SWIZZLE_STQ_DQ_ATI: return "GL_SWIZZLE_STQ_DQ_ATI"; default: return "unknown swizzle"; } } #define GLINFO_LOCATION (*gl_info) static GLuint register_for_arg(DWORD arg, WineD3D_GL_Info *gl_info, unsigned int stage, GLuint *mod, GLuint tmparg) { GLenum ret; if(mod) *mod = GL_NONE; if(arg == 0xFFFFFFFF) return -1; /* This is the marker for unused registers */ switch(arg & WINED3DTA_SELECTMASK) { case WINED3DTA_DIFFUSE: ret = GL_PRIMARY_COLOR; break; case WINED3DTA_CURRENT: /* Note that using GL_REG_0_ATI for the passed on register is safe because * texture0 is read at stage0, so in the worst case it is read in the * instruction writing to reg0. Afterwards texture0 is not used any longer. * If we're reading from current */ if(stage == 0) { ret = GL_PRIMARY_COLOR; } else { ret = GL_REG_0_ATI; } break; case WINED3DTA_TEXTURE: ret = GL_REG_0_ATI + stage; break; case WINED3DTA_TFACTOR: ret = ATI_FFP_CONST_TFACTOR; break; case WINED3DTA_SPECULAR: ret = GL_SECONDARY_INTERPOLATOR_ATI; break; case WINED3DTA_TEMP: ret = tmparg; break; case WINED3DTA_CONSTANT: FIXME("Unhandled source argument WINED3DTA_TEMP\n"); ret = GL_CON_0_ATI; break; default: FIXME("Unknown source argument %d\n", arg); ret = GL_ZERO; } if(arg & WINED3DTA_COMPLEMENT) { if(mod) *mod |= GL_COMP_BIT_ATI; } if(arg & WINED3DTA_ALPHAREPLICATE) { FIXME("Unhandled read modifier WINED3DTA_ALPHAREPLICATE\n"); } return ret; } static GLuint gen_ati_shader(struct texture_stage_op op[MAX_TEXTURES], WineD3D_GL_Info *gl_info) { GLuint ret = GL_EXTCALL(glGenFragmentShadersATI(1)); unsigned int stage; GLuint arg0, arg1, arg2, extrarg; GLuint dstmod, argmod0, argmod1, argmod2, argmodextra; GLuint swizzle; GLuint tmparg = -1; GLuint dstreg; if(!ret) { ERR("Failed to generate a GL_ATI_fragment_shader shader id\n"); return 0; } GL_EXTCALL(glBindFragmentShaderATI(ret)); checkGLcall("GL_EXTCALL(glBindFragmentShaderATI(ret))"); TRACE("glBeginFragmentShaderATI()\n"); GL_EXTCALL(glBeginFragmentShaderATI()); checkGLcall("GL_EXTCALL(glBeginFragmentShaderATI())"); /* Pass 1: Generate sampling instructions for perturbation maps */ for(stage = 0; stage < GL_LIMITS(textures); stage++) { if(op[stage].cop == WINED3DTOP_DISABLE) break; if(op[stage].cop != WINED3DTOP_BUMPENVMAP && op[stage].cop != WINED3DTOP_BUMPENVMAPLUMINANCE) continue; TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, GL_SWIZZLE_STR_ATI)\n", stage, stage); GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage, GL_TEXTURE0_ARB + stage, GL_SWIZZLE_STR_ATI)); TRACE("glPassTexCoordATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, GL_SWIZZLE_STR_ATI)\n", stage + 1, stage + 1); GL_EXTCALL(glPassTexCoordATI(GL_REG_0_ATI + stage + 1, GL_TEXTURE0_ARB + stage + 1, GL_SWIZZLE_STR_ATI)); /* We need GL_REG_5_ATI as a temporary register to swizzle the bump matrix. So we run into * issues if we're bump mapping on stage 4 or 5 */ if(stage >= 4) { FIXME("Bump mapping in stage %d\n", stage); } } /* Pass 2: Generate perturbation calculations */ for(stage = 0; stage < GL_LIMITS(textures); stage++) { if(op[stage].cop == WINED3DTOP_DISABLE) break; if(op[stage].cop != WINED3DTOP_BUMPENVMAP && op[stage].cop != WINED3DTOP_BUMPENVMAPLUMINANCE) continue; /* Nice thing, we get the color correction for free :-) */ if(op[stage].color_correction == WINED3DFMT_V8U8) { argmodextra = GL_2X_BIT_ATI | GL_BIAS_BIT_ATI; } else { argmodextra = 0; } TRACE("glColorFragmentOp3ATI(GL_DOT2_ADD_ATI, GL_REG_%d_ATI, GL_RED_BIT_ATI, GL_NONE, GL_REG_%d_ATI, GL_NONE, %s, ATI_FFP_CONST_BUMPMAT(%d), GL_NONE, GL_NONE, GL_REG_%d_ATI, GL_RED, GL_NONE)\n", stage + 1, stage, debug_argmod(argmodextra), stage, stage + 1); GL_EXTCALL(glColorFragmentOp3ATI(GL_DOT2_ADD_ATI, GL_REG_0_ATI + stage + 1, GL_RED_BIT_ATI, GL_NONE, GL_REG_0_ATI + stage, GL_NONE, argmodextra, ATI_FFP_CONST_BUMPMAT(stage), GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI, GL_REG_0_ATI + stage + 1, GL_RED, GL_NONE)); /* FIXME: How can I make GL_DOT2_ADD_ATI read the factors from blue and alpha? It defaults to red and green, * 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 * one register and two instructions in this pass for a simple swizzling operation. * For starters it might be good enough to merge the two movs into one, but even that isn't possible :-( * * NOTE: GL_BLUE | GL_ALPHA is not possible. It doesn't throw a compilation error, but an OR operation on the * constants doesn't make sense, considering their values. */ TRACE("glColorFragmentOp1ATI(GL_MOV_ATI, GL_REG_5_ATI, GL_RED_BIT_ATI, GL_NONE, ATI_FFP_CONST_BUMPMAT(%d), GL_BLUE, GL_NONE)\n", stage); GL_EXTCALL(glColorFragmentOp1ATI(GL_MOV_ATI, GL_REG_5_ATI, GL_RED_BIT_ATI, GL_NONE, ATI_FFP_CONST_BUMPMAT(stage), GL_BLUE, GL_NONE)); TRACE("glColorFragmentOp1ATI(GL_MOV_ATI, GL_REG_5_ATI, GL_GREEN_BIT_ATI, GL_NONE, ATI_FFP_CONST_BUMPMAT(%d), GL_ALPHA, GL_NONE)\n", stage); GL_EXTCALL(glColorFragmentOp1ATI(GL_MOV_ATI, GL_REG_5_ATI, GL_GREEN_BIT_ATI, GL_NONE, ATI_FFP_CONST_BUMPMAT(stage), GL_ALPHA, GL_NONE)); TRACE("glColorFragmentOp3ATI(GL_DOT2_ADD_ATI, GL_REG_%d_ATI, GL_GREEN_BIT_ATI, GL_NONE, GL_REG_%d_ATI, GL_NONE, %s, GL_REG_5_ATI, GL_NONE, GL_NONE, GL_REG_%d_ATI, GL_GREEN, GL_NONE)\n", stage + 1, stage, debug_argmod(argmodextra), stage + 1); GL_EXTCALL(glColorFragmentOp3ATI(GL_DOT2_ADD_ATI, GL_REG_0_ATI + stage + 1, GL_GREEN_BIT_ATI, GL_NONE, GL_REG_0_ATI + stage, GL_NONE, argmodextra, GL_REG_5_ATI, GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI, GL_REG_0_ATI + stage + 1, GL_GREEN, GL_NONE)); } /* Pass 3: Generate sampling instructions for regular textures */ for(stage = 0; stage < GL_LIMITS(textures); stage++) { if(op[stage].cop == WINED3DTOP_DISABLE) { break; } if(op[stage].projected == proj_none) { swizzle = GL_SWIZZLE_STR_ATI; } else if(op[stage].projected == proj_count3) { /* TODO: D3DTTFF_COUNT3 | D3DTTFF_PROJECTED would be GL_SWIZZLE_STR_DR_ATI. * However, the FFP vertex processing texture transform matrix handler does * some transformations in the texture matrix which makes the 3rd coordinate * arrive in Q, not R in that case. This is needed for opengl fixed function * fragment processing which always divides by Q. In this backend we can * handle that properly and be compatible with vertex shader output and avoid * side effects of the texture matrix games */ swizzle = GL_SWIZZLE_STQ_DQ_ATI; } else { swizzle = GL_SWIZZLE_STQ_DQ_ATI; } if((op[stage].carg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE || (op[stage].carg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE || (op[stage].carg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE || (op[stage].aarg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE || (op[stage].aarg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE || (op[stage].aarg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE || op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) { if(stage > 0 && (op[stage - 1].cop == WINED3DTOP_BUMPENVMAP || op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) { TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_REG_%d_ATI, GL_SWIZZLE_STR_ATI)\n", stage, stage); GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage, GL_REG_0_ATI + stage, GL_SWIZZLE_STR_ATI)); } else { TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, %s)\n", stage, stage, debug_swizzle(swizzle)); GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage, GL_TEXTURE0_ARB + stage, swizzle)); } } } /* Pass 4: Generate the arithmetic instructions */ for(stage = 0; stage < MAX_TEXTURES; stage++) { if(op[stage].cop == WINED3DTOP_DISABLE) { if(stage == 0) { /* Handle complete texture disabling gracefully */ TRACE("glColorFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE, GL_PRIMARY_COLOR, GL_NONE, GL_NONE)\n"); GL_EXTCALL(glColorFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE, GL_PRIMARY_COLOR, GL_NONE, GL_NONE)); TRACE("glAlphaFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_PRIMARY_COLOR, GL_NONE, GL_NONE)\n"); GL_EXTCALL(glAlphaFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_PRIMARY_COLOR, GL_NONE, GL_NONE)); } break; } dstreg = GL_REG_0_ATI; arg0 = register_for_arg(op[stage].carg0, gl_info, stage, &argmod0, tmparg); arg1 = register_for_arg(op[stage].carg1, gl_info, stage, &argmod1, tmparg); arg2 = register_for_arg(op[stage].carg2, gl_info, stage, &argmod2, tmparg); dstmod = GL_NONE; argmodextra = GL_NONE; extrarg = GL_NONE; switch(op[stage].cop) { case WINED3DTOP_SELECTARG2: arg1 = arg2; argmod1 = argmod2; case WINED3DTOP_SELECTARG1: TRACE("glColorFragmentOp1ATI(GL_MOV_ATI, %s, GL_NONE, GL_NONE, %s, GL_NONE, %s)\n", debug_register(dstreg), debug_register(arg1), debug_argmod(argmod1)); GL_EXTCALL(glColorFragmentOp1ATI(GL_MOV_ATI, dstreg, GL_NONE, GL_NONE, arg1, GL_NONE, argmod1)); break; case WINED3DTOP_MODULATE4X: if(dstmod == GL_NONE) dstmod = GL_4X_BIT_ATI; case WINED3DTOP_MODULATE2X: if(dstmod == GL_NONE) dstmod = GL_2X_BIT_ATI; case WINED3DTOP_MODULATE: TRACE("glColorFragmentOp2ATI(GL_MUL_ATI, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n", debug_register(dstreg), debug_dstmod(dstmod), debug_register(arg1), debug_argmod(argmod1), debug_register(arg2), debug_argmod(argmod2)); GL_EXTCALL(glColorFragmentOp2ATI(GL_MUL_ATI, dstreg, GL_NONE, dstmod, arg1, GL_NONE, argmod1, arg2, GL_NONE, argmod2)); break; case WINED3DTOP_ADDSIGNED2X: dstmod = GL_2X_BIT_ATI; case WINED3DTOP_ADDSIGNED: argmodextra = GL_BIAS_BIT_ATI; case WINED3DTOP_ADD: TRACE("glColorFragmentOp2ATI(GL_ADD_ATI, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n", debug_register(dstreg), debug_dstmod(dstmod), debug_register(arg1), debug_argmod(argmod1), debug_register(arg2), debug_argmod(argmodextra | argmod2)); GL_EXTCALL(glColorFragmentOp2ATI(GL_ADD_ATI, GL_REG_0_ATI, GL_NONE, dstmod, arg1, GL_NONE, argmod1, arg2, GL_NONE, argmodextra | argmod2)); break; case WINED3DTOP_SUBTRACT: TRACE("glColorFragmentOp2ATI(GL_SUB_ATI, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n", debug_register(dstreg), debug_dstmod(dstmod), debug_register(arg1), debug_argmod(argmod1), debug_register(arg2), debug_argmod(argmod2)); GL_EXTCALL(glColorFragmentOp2ATI(GL_SUB_ATI, dstreg, GL_NONE, dstmod, arg1, GL_NONE, argmod1, arg2, GL_NONE, argmod2)); break; case WINED3DTOP_ADDSMOOTH: argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI; TRACE("glColorFragmentOp3ATI(GL_MAD_ATI, %s, GL_NONE, GL_NONE, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n", debug_register(dstreg), debug_register(arg2), debug_argmod(argmod2), debug_register(arg1), debug_argmod(argmodextra), debug_register(arg1), debug_argmod(argmod1)); /* Dst = arg1 + * arg2(1 -arg 1) * = arg2 * (1 - arg1) + arg1 */ GL_EXTCALL(glColorFragmentOp3ATI(GL_MAD_ATI, dstreg, GL_NONE, GL_NONE, arg2, GL_NONE, argmod2, arg1, GL_NONE, argmodextra, arg1, GL_NONE, argmod1)); break; case WINED3DTOP_BLENDCURRENTALPHA: if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_CURRENT, gl_info, stage, NULL, -1); case WINED3DTOP_BLENDFACTORALPHA: if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TFACTOR, gl_info, stage, NULL, -1); case WINED3DTOP_BLENDTEXTUREALPHA: if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, -1); case WINED3DTOP_BLENDDIFFUSEALPHA: if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_DIFFUSE, gl_info, stage, NULL, -1); TRACE("glColorFragmentOp3ATI(GL_LERP_ATI, %s, GL_NONE, GL_NONE, %s, GL_ALPHA, GL_NONE, %s, GL_NONE, %s, %s, GL_NONE, %s)\n", debug_register(dstreg), debug_register(extrarg), debug_register(arg1), debug_argmod(argmod1), debug_register(arg2), debug_argmod(argmod2)); GL_EXTCALL(glColorFragmentOp3ATI(GL_LERP_ATI, dstreg, GL_NONE, GL_NONE, extrarg, GL_ALPHA, GL_NONE, arg1, GL_NONE, argmod1, arg2, GL_NONE, argmod2)); break; case WINED3DTOP_BLENDTEXTUREALPHAPM: arg0 = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, -1); TRACE("glColorFragmentOp3ATI(GL_MAD_ATI, %s, GL_NONE, GL_NONE, %s, GL_NONE, %s, %s, GL_ALPHA, GL_COMP_BIT_ATI, %s, GL_NONE, %s)\n", debug_register(dstreg), debug_register(arg2), debug_argmod(argmod2), debug_register(arg0), debug_register(arg1), debug_argmod(argmod1)); GL_EXTCALL(glColorFragmentOp3ATI(GL_MAD_ATI, dstreg, GL_NONE, GL_NONE, arg2, GL_NONE, argmod2, arg0, GL_ALPHA, GL_COMP_BIT_ATI, arg1, GL_NONE, argmod1)); break; /* D3DTOP_PREMODULATE ???? */ case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR: argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI; case WINED3DTOP_MODULATEALPHA_ADDCOLOR: if(!argmodextra) argmodextra = argmod1; TRACE("glColorFragmentOp3ATI(GL_MAD_ATI, %s, GL_NONE, GL_NONE, %s, GL_NONE, %s, %s, GL_ALPHA, %s, %s, GL_NONE, %s)\n", debug_register(dstreg), debug_register(arg2), debug_argmod(argmod2), debug_register(arg1), debug_argmod(argmodextra), debug_register(arg1), debug_argmod(arg1)); GL_EXTCALL(glColorFragmentOp3ATI(GL_MAD_ATI, dstreg, GL_NONE, GL_NONE, arg2, GL_NONE, argmod2, arg1, GL_ALPHA, argmodextra, arg1, GL_NONE, argmod1)); break; case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA: argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI; case WINED3DTOP_MODULATECOLOR_ADDALPHA: if(!argmodextra) argmodextra = argmod1; TRACE("glColorFragmentOp3ATI(GL_MAD_ATI, %s, GL_NONE, GL_NONE, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_ALPHA, %s)\n", debug_register(dstreg), debug_register(arg2), debug_argmod(argmod2), debug_register(arg1), debug_argmod(argmodextra), debug_register(arg1), debug_argmod(argmod1)); GL_EXTCALL(glColorFragmentOp3ATI(GL_MAD_ATI, dstreg, GL_NONE, GL_NONE, arg2, GL_NONE, argmod2, arg1, GL_NONE, argmodextra, arg1, GL_ALPHA, argmod1)); break; case WINED3DTOP_DOTPRODUCT3: TRACE("glColorFragmentOp2ATI(GL_DOT3_ATI, %s, GL_NONE, GL_4X_BIT_ATI, %s, GL_NONE, %s, %s, GL_NONE, %s)\n", debug_register(dstreg), debug_register(arg1), debug_argmod(argmod1 | GL_BIAS_BIT_ATI), debug_register(arg2), debug_argmod(argmod2 | GL_BIAS_BIT_ATI)); GL_EXTCALL(glColorFragmentOp2ATI(GL_DOT3_ATI, dstreg, GL_NONE, GL_4X_BIT_ATI, arg1, GL_NONE, argmod1 | GL_BIAS_BIT_ATI, arg2, GL_NONE, argmod2 | GL_BIAS_BIT_ATI)); break; case WINED3DTOP_MULTIPLYADD: TRACE("glColorFragmentOp3ATI(GL_MAD_ATI, %s, GL_NONE, GL_NONE, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n", debug_register(dstreg), debug_register(arg0), debug_argmod(argmod0), debug_register(arg2), debug_argmod(argmod2), debug_register(arg1), debug_argmod(argmod1)); GL_EXTCALL(glColorFragmentOp3ATI(GL_MAD_ATI, dstreg, GL_NONE, GL_NONE, arg0, GL_NONE, argmod0, arg2, GL_NONE, argmod2, arg1, GL_NONE, argmod1)); break; case WINED3DTOP_LERP: TRACE("glColorFragmentOp3ATI(GL_LERP_ATI, %s, GL_NONE, GL_NONE, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n", debug_register(dstreg), debug_register(arg1), debug_argmod(argmod1), debug_register(arg2), debug_argmod(argmod2), debug_register(arg0), debug_argmod(argmod0)); GL_EXTCALL(glColorFragmentOp3ATI(GL_LERP_ATI, dstreg, GL_NONE, GL_NONE, arg1, GL_NONE, argmod1, arg2, GL_NONE, argmod2, arg0, GL_NONE, argmod0)); break; case WINED3DTOP_BUMPENVMAP: case WINED3DTOP_BUMPENVMAPLUMINANCE: /* Those are handled in the first pass of the shader(generation pass 1 and 2) alraedy */ break; default: FIXME("Unhandled color operation %d on stage %d\n", op[stage].cop, stage); } arg0 = register_for_arg(op[stage].aarg0, gl_info, stage, &argmod0, tmparg); arg1 = register_for_arg(op[stage].aarg1, gl_info, stage, &argmod1, tmparg); arg2 = register_for_arg(op[stage].aarg2, gl_info, stage, &argmod2, tmparg); dstmod = GL_NONE; argmodextra = GL_NONE; extrarg = GL_NONE; switch(op[stage].aop) { case WINED3DTOP_DISABLE: /* Get the primary color to the output if on stage 0, otherwise leave register 0 untouched */ if(stage == 0) { TRACE("glAlphaFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_PRIMARY_COLOR, GL_NONE, GL_NONE)\n"); GL_EXTCALL(glAlphaFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_PRIMARY_COLOR, GL_NONE, GL_NONE)); } break; case WINED3DTOP_SELECTARG2: arg1 = arg2; argmod1 = argmod2; case WINED3DTOP_SELECTARG1: TRACE("glAlphaFragmentOp1ATI(GL_MOV_ATI, %s, GL_NONE, %s, GL_NONE, %s)\n", debug_register(dstreg), debug_register(arg1), debug_argmod(argmod1)); GL_EXTCALL(glAlphaFragmentOp1ATI(GL_MOV_ATI, dstreg, GL_NONE, arg1, GL_NONE, argmod1)); break; case WINED3DTOP_MODULATE4X: if(dstmod == GL_NONE) dstmod = GL_4X_BIT_ATI; case WINED3DTOP_MODULATE2X: if(dstmod == GL_NONE) dstmod = GL_2X_BIT_ATI; case WINED3DTOP_MODULATE: TRACE("glAlphaFragmentOp2ATI(GL_MUL_ATI, %s, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n", debug_register(dstreg), debug_dstmod(dstmod), debug_register(arg1), debug_argmod(argmod1), debug_register(arg2), debug_argmod(argmod2)); GL_EXTCALL(glAlphaFragmentOp2ATI(GL_MUL_ATI, dstreg, dstmod, arg1, GL_NONE, argmod1, arg2, GL_NONE, argmod2)); break; case WINED3DTOP_ADDSIGNED2X: dstmod = GL_2X_BIT_ATI; case WINED3DTOP_ADDSIGNED: argmodextra = GL_BIAS_BIT_ATI; case WINED3DTOP_ADD: TRACE("glAlphaFragmentOp2ATI(GL_ADD_ATI, %s, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n", debug_register(dstreg), debug_dstmod(dstmod), debug_register(arg1), debug_argmod(argmod1), debug_register(arg2), debug_argmod(argmodextra | argmod2)); GL_EXTCALL(glAlphaFragmentOp2ATI(GL_ADD_ATI, dstreg, dstmod, arg1, GL_NONE, argmod1, arg2, GL_NONE, argmodextra | argmod2)); break; case WINED3DTOP_SUBTRACT: TRACE("glAlphaFragmentOp2ATI(GL_SUB_ATI, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n", debug_register(dstreg), debug_dstmod(dstmod), debug_register(arg1), debug_argmod(argmod1), debug_register(arg2), debug_argmod(argmod2)); GL_EXTCALL(glAlphaFragmentOp2ATI(GL_SUB_ATI, dstreg, dstmod, arg1, GL_NONE, argmod1, arg2, GL_NONE, argmod2)); break; case WINED3DTOP_ADDSMOOTH: argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI; TRACE("glAlphaFragmentOp3ATI(GL_MAD_ATI, %s, GL_NONE, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n", debug_register(dstreg), debug_register(arg2), debug_argmod(argmod2), debug_register(arg1), debug_argmod(argmodextra), debug_register(arg1), debug_argmod(argmod1)); /* Dst = arg1 + * arg2(1 -arg 1) * = arg2 * (1 - arg1) + arg1 */ GL_EXTCALL(glAlphaFragmentOp3ATI(GL_MAD_ATI, dstreg, GL_NONE, arg2, GL_NONE, argmod2, arg1, GL_NONE, argmodextra, arg1, GL_NONE, argmod1)); break; case WINED3DTOP_BLENDCURRENTALPHA: if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_CURRENT, gl_info, stage, NULL, -1); case WINED3DTOP_BLENDFACTORALPHA: if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TFACTOR, gl_info, stage, NULL, -1); case WINED3DTOP_BLENDTEXTUREALPHA: if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, -1); case WINED3DTOP_BLENDDIFFUSEALPHA: if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_DIFFUSE, gl_info, stage, NULL, -1); TRACE("glAlphaFragmentOp3ATI(GL_LERP_ATI, %s, GL_NONE, %s, GL_ALPHA, GL_NONE, %s, GL_NONE, %s, %s, GL_NONE, %s)\n", debug_register(dstreg), debug_register(extrarg), debug_register(arg1), debug_argmod(argmod1), debug_register(arg2), debug_argmod(argmod2)); GL_EXTCALL(glAlphaFragmentOp3ATI(GL_LERP_ATI, dstreg, GL_NONE, extrarg, GL_ALPHA, GL_NONE, arg1, GL_NONE, argmod1, arg2, GL_NONE, argmod2)); break; case WINED3DTOP_BLENDTEXTUREALPHAPM: arg0 = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, -1); TRACE("glAlphaFragmentOp3ATI(GL_MAD_ATI, %s, GL_NONE, %s, GL_NONE, %s, %s, GL_ALPHA, GL_COMP_BIT_ATI, %s, GL_NONE, %s)\n", debug_register(dstreg), debug_register(arg2), debug_argmod(argmod2), debug_register(arg0), debug_register(arg1), debug_argmod(argmod1)); GL_EXTCALL(glAlphaFragmentOp3ATI(GL_MAD_ATI, dstreg, GL_NONE, arg2, GL_NONE, argmod2, arg0, GL_ALPHA, GL_COMP_BIT_ATI, arg1, GL_NONE, argmod1)); break; /* D3DTOP_PREMODULATE ???? */ case WINED3DTOP_DOTPRODUCT3: TRACE("glAlphaFragmentOp2ATI(GL_DOT3_ATI, %s, GL_NONE, GL_4X_BIT_ATI, %s, GL_NONE, %s, %s, GL_NONE, %s)\n", debug_register(dstreg), debug_register(arg1), debug_argmod(argmod1 | GL_BIAS_BIT_ATI), debug_register(arg2), debug_argmod(argmod2 | GL_BIAS_BIT_ATI)); GL_EXTCALL(glAlphaFragmentOp2ATI(GL_DOT3_ATI, dstreg, GL_4X_BIT_ATI, arg1, GL_NONE, argmod1 | GL_BIAS_BIT_ATI, arg2, GL_NONE, argmod2 | GL_BIAS_BIT_ATI)); break; case WINED3DTOP_MULTIPLYADD: TRACE("glAlphaFragmentOp3ATI(GL_MAD_ATI, %s, GL_NONE, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n", debug_register(dstreg), debug_register(arg0), debug_argmod(argmod0), debug_register(arg2), debug_argmod(argmod2), debug_register(arg1), debug_argmod(argmod1)); GL_EXTCALL(glAlphaFragmentOp3ATI(GL_MAD_ATI, dstreg, GL_NONE, arg0, GL_NONE, argmod0, arg2, GL_NONE, argmod2, arg1, GL_NONE, argmod1)); break; case WINED3DTOP_LERP: TRACE("glAlphaFragmentOp3ATI(GL_LERP_ATI, %s, GL_NONE, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n", debug_register(dstreg), debug_register(arg1), debug_argmod(argmod1), debug_register(arg2), debug_argmod(argmod2), debug_register(arg0), debug_argmod(argmod0)); GL_EXTCALL(glAlphaFragmentOp3ATI(GL_LERP_ATI, dstreg, GL_NONE, arg1, GL_NONE, argmod1, arg2, GL_NONE, argmod2, arg0, GL_NONE, argmod0)); break; case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR: case WINED3DTOP_MODULATEALPHA_ADDCOLOR: case WINED3DTOP_MODULATECOLOR_ADDALPHA: case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA: case WINED3DTOP_BUMPENVMAP: case WINED3DTOP_BUMPENVMAPLUMINANCE: ERR("Application uses an invalid alpha operation\n"); break; default: FIXME("Unhandled alpha operation %d on stage %d\n", op[stage].aop, stage); } } TRACE("glEndFragmentShaderATI()\n"); GL_EXTCALL(glEndFragmentShaderATI()); checkGLcall("GL_EXTCALL(glEndFragmentShaderATI())"); return ret; } #undef GLINFO_LOCATION #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info static void set_tex_op_atifs(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { IWineD3DDeviceImpl *This = stateblock->wineD3DDevice; struct atifs_ffp_desc *desc; struct texture_stage_op op[MAX_TEXTURES]; struct atifs_private_data *priv = (struct atifs_private_data *) This->shader_priv; gen_ffp_op(stateblock, op); desc = (struct atifs_ffp_desc *) find_ffp_shader(&priv->fragment_shaders, op); if(!desc) { desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*desc)); if(!desc) { ERR("Out of memory\n"); return; } memcpy(desc->parent.op, op, sizeof(op)); desc->shader = gen_ati_shader(op, &GLINFO_LOCATION); add_ffp_shader(&priv->fragment_shaders, &desc->parent); TRACE("Allocated fixed function replacement shader descriptor %p\n", desc); } GL_EXTCALL(glBindFragmentShaderATI(desc->shader)); } static void state_texfactor_atifs(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { float col[4]; D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col); GL_EXTCALL(glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR, col)); checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR, col)"); } static void set_bumpmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE; float mat[2][2]; mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]); mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]); mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]); mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]); /* GL_ATI_fragment_shader allows only constants from 0.0 to 1.0, but the bumpmat * constants can be in any range. While they should stay between [-1.0 and 1.0] because * Shader Model 1.x pixel shaders are clamped to that range negative values are used occasionally, * for example by our d3d9 test. So to get negative values scale -1;1 to 0;1 and undo that in the * shader(it is free). This might potentially reduce precision. However, if the hardware does * support proper floats it shouldn't, and if it doesn't we can't get anything better anyway */ mat[0][0] = (mat[0][0] + 1.0) * 0.5; mat[1][0] = (mat[1][0] + 1.0) * 0.5; mat[0][1] = (mat[0][1] + 1.0) * 0.5; mat[1][1] = (mat[1][1] + 1.0) * 0.5; GL_EXTCALL(glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), (float *) mat)); checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), mat)"); /* FIXME: This should go away * This is currently needed because atifs borrows a pixel shader implementation * from somewhere else, but consumes bump map matrix change events. The other pixel * shader implementation may need notification about the change to update the texbem * constants. Once ATIFS supports real shaders on its own, and GLSL/ARB have a replacement * pipeline this call can go away * * FIXME2: Even considering this workaround calling FFPStateTable directly isn't nice * as well. Better would be to call the model's table we inherit from, but currently * it is always the FFP table, and as soon as this changes we can remove the call anyway */ FFPStateTable[state].apply(state, stateblock, context); } #undef GLINFO_LOCATION /* our state table. Borrows lots of stuff from the base implementation */ struct StateEntry ATIFSStateTable[STATE_HIGHEST + 1]; static void init_state_table() { unsigned int i; const DWORD rep = STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP); memcpy(ATIFSStateTable, arb_program_shader_backend.StateTable, sizeof(ATIFSStateTable)); for(i = 0; i < MAX_TEXTURES; i++) { ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)].apply = set_tex_op_atifs; ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)].representative = rep; ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLORARG1)].apply = set_tex_op_atifs; ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLORARG1)].representative = rep; ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLORARG2)].apply = set_tex_op_atifs; ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLORARG2)].representative = rep; ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLORARG0)].apply = set_tex_op_atifs; ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLORARG0)].representative = rep; ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_ALPHAOP)].apply = set_tex_op_atifs; ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_ALPHAOP)].representative = rep; ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_ALPHAARG1)].apply = set_tex_op_atifs; ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_ALPHAARG1)].representative = rep; ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_ALPHAARG2)].apply = set_tex_op_atifs; ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_ALPHAARG2)].representative = rep; ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_ALPHAARG0)].apply = set_tex_op_atifs; ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_ALPHAARG0)].representative = rep; ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00)].apply = set_bumpmat; ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT01)].apply = set_bumpmat; ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT10)].apply = set_bumpmat; ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT11)].apply = set_bumpmat; } ATIFSStateTable[STATE_RENDER(WINED3DRS_TEXTUREFACTOR)].apply = state_texfactor_atifs; ATIFSStateTable[STATE_RENDER(WINED3DRS_TEXTUREFACTOR)].representative = STATE_RENDER(WINED3DRS_TEXTUREFACTOR); } /* GL_ATI_fragment_shader backend.It borrows a lot from a the * ARB shader backend, currently the whole vertex processing * code. This code would also forward pixel shaders, but if * GL_ARB_fragment_program is supported, the atifs shader backend * is not used. */ static void shader_atifs_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) { arb_program_shader_backend.shader_select(iface, usePS, useVS); } static void shader_atifs_select_depth_blt(IWineD3DDevice *iface) { arb_program_shader_backend.shader_select_depth_blt(iface); } static void shader_atifs_destroy_depth_blt(IWineD3DDevice *iface) { arb_program_shader_backend.shader_destroy_depth_blt(iface); } static void shader_atifs_load_constants(IWineD3DDevice *iface, char usePS, char useVS) { arb_program_shader_backend.shader_load_constants(iface, usePS, useVS); } static void shader_atifs_cleanup(IWineD3DDevice *iface) { arb_program_shader_backend.shader_cleanup(iface); } static void shader_atifs_color_correction(SHADER_OPCODE_ARG* arg) { arb_program_shader_backend.shader_color_correction(arg); } static void shader_atifs_destroy(IWineD3DBaseShader *iface) { arb_program_shader_backend.shader_destroy(iface); } static HRESULT shader_atifs_alloc(IWineD3DDevice *iface) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface; HRESULT hr; struct atifs_private_data *priv; hr = arb_program_shader_backend.shader_alloc_private(iface); if(FAILED(hr)) return hr; This->shader_priv = HeapReAlloc(GetProcessHeap(), 0, This->shader_priv, sizeof(struct atifs_private_data)); priv = (struct atifs_private_data *) This->shader_priv; list_init(&priv->fragment_shaders); return WINED3D_OK; } #define GLINFO_LOCATION This->adapter->gl_info static void shader_atifs_free(IWineD3DDevice *iface) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface; struct atifs_private_data *priv = (struct atifs_private_data *) This->shader_priv; struct ffp_desc *entry, *entry2; struct atifs_ffp_desc *entry_ati; ENTER_GL(); LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &priv->fragment_shaders, struct ffp_desc, entry) { entry_ati = (struct atifs_ffp_desc *) entry; GL_EXTCALL(glDeleteFragmentShaderATI(entry_ati->shader)); checkGLcall("glDeleteFragmentShaderATI(entry->shader)"); list_remove(&entry->entry); HeapFree(GetProcessHeap(), 0, entry); } LEAVE_GL(); /* Not actually needed, but revert what we've done before */ This->shader_priv = HeapReAlloc(GetProcessHeap(), 0, This->shader_priv, sizeof(struct shader_arb_priv)); arb_program_shader_backend.shader_free_private(iface); } #undef GLINFO_LOCATION static BOOL shader_atifs_dirty_const(IWineD3DDevice *iface) { return arb_program_shader_backend.shader_dirtifyable_constants(iface); } static void shader_atifs_load_init(void) { arb_program_shader_backend.shader_dll_load_init(); init_state_table(); } static void shader_atifs_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *caps) { arb_program_shader_backend.shader_get_caps(devtype, gl_info, caps); caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE | WINED3DTEXOPCAPS_SELECTARG1 | WINED3DTEXOPCAPS_SELECTARG2 | WINED3DTEXOPCAPS_MODULATE4X | WINED3DTEXOPCAPS_MODULATE2X | WINED3DTEXOPCAPS_MODULATE | WINED3DTEXOPCAPS_ADDSIGNED2X | WINED3DTEXOPCAPS_ADDSIGNED | WINED3DTEXOPCAPS_ADD | WINED3DTEXOPCAPS_SUBTRACT | WINED3DTEXOPCAPS_ADDSMOOTH | WINED3DTEXOPCAPS_BLENDCURRENTALPHA | WINED3DTEXOPCAPS_BLENDFACTORALPHA | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR | WINED3DTEXOPCAPS_DOTPRODUCT3 | WINED3DTEXOPCAPS_MULTIPLYADD | WINED3DTEXOPCAPS_LERP | WINED3DTEXOPCAPS_BUMPENVMAP; /* TODO: Implement WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE and WINED3DTEXOPCAPS_PREMODULATE */ /* GL_ATI_fragment_shader only supports up to 6 textures, which was the limit on r200 cards * which this extension is exclusively focused on(later cards have GL_ARB_fragment_program). * If the current card has more than 8 fixed function textures in OpenGL's regular fixed * function pipeline then the ATI_fragment_shader backend imposes a stricter limit. This * shouldn't be too hard since Nvidia cards have a limit of 4 textures with the default ffp * pipeline, and almost all games are happy with that. We can however support up to 8 * texture stages because we have a 2nd pass limit of 8 instructions, and per stage we use * only 1 instruction. * * The proper fix for this is not to use GL_ATI_fragment_shader on cards newer than the * r200 series and use an ARB or GLSL shader instead */ if(caps->MaxSimultaneousTextures > 6) { WARN("OpenGL fixed function supports %d simultaneous textures,\n", caps->MaxSimultaneousTextures); WARN("but GL_ATI_fragment_shader limits this to 6\n"); caps->MaxSimultaneousTextures = 6; } } static void shader_atifs_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer) { ERR("Should not get here\n"); } static void shader_atifs_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer) { arb_program_shader_backend.shader_generate_vshader(iface, buffer); } const shader_backend_t atifs_shader_backend = { shader_atifs_select, shader_atifs_select_depth_blt, shader_atifs_destroy_depth_blt, shader_atifs_load_constants, shader_atifs_cleanup, shader_atifs_color_correction, shader_atifs_destroy, shader_atifs_alloc, shader_atifs_free, shader_atifs_dirty_const, shader_atifs_generate_pshader, shader_atifs_generate_vshader, shader_atifs_get_caps, shader_atifs_load_init, ATIFSStateTable };