/* * 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 "wine/port.h" #include #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader); WINE_DECLARE_DEBUG_CHANNEL(d3d); /* Context activation for state handlers is done by the caller. */ /* Some private defines, Constant associations, etc. * Env bump matrix and per stage constant should be independent, * a stage that bump maps can't read the per state constant */ #define ATIFS_CONST_BUMPMAT(i) (GL_CON_0_ATI + i) #define ATIFS_CONST_STAGE(i) (GL_CON_0_ATI + i) #define ATIFS_CONST_TFACTOR GL_CON_6_ATI enum atifs_constant_value { ATIFS_CONSTANT_UNUSED = 0, ATIFS_CONSTANT_BUMP, ATIFS_CONSTANT_TFACTOR, ATIFS_CONSTANT_STAGE, }; /* GL_ATI_fragment_shader specific fixed function pipeline description. "Inherits" from the common one */ struct atifs_ffp_desc { struct ffp_frag_desc parent; GLuint shader; unsigned int num_textures_used; enum atifs_constant_value constants[WINED3D_MAX_TEXTURES]; }; struct atifs_private_data { struct wine_rb_tree fragment_shaders; /* A rb-tree to track fragment pipeline replacement shaders */ }; struct atifs_context_private_data { const struct atifs_ffp_desc *last_shader; }; 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"; } } static const char *debug_rep(GLuint rep) { switch(rep) { case GL_NONE: return "GL_NONE"; case GL_RED: return "GL_RED"; case GL_GREEN: return "GL_GREEN"; case GL_BLUE: return "GL_BLUE"; case GL_ALPHA: return "GL_ALPHA"; default: return "unknown argrep"; } } static const char *debug_op(GLuint op) { switch(op) { case GL_MOV_ATI: return "GL_MOV_ATI"; case GL_ADD_ATI: return "GL_ADD_ATI"; case GL_MUL_ATI: return "GL_MUL_ATI"; case GL_SUB_ATI: return "GL_SUB_ATI"; case GL_DOT3_ATI: return "GL_DOT3_ATI"; case GL_DOT4_ATI: return "GL_DOT4_ATI"; case GL_MAD_ATI: return "GL_MAD_ATI"; case GL_LERP_ATI: return "GL_LERP_ATI"; case GL_CND_ATI: return "GL_CND_ATI"; case GL_CND0_ATI: return "GL_CND0_ATI"; case GL_DOT2_ADD_ATI: return "GL_DOT2_ADD_ATI"; default: return "unexpected op"; } } static const char *debug_mask(GLuint mask) { switch(mask) { case GL_NONE: return "GL_NONE"; case GL_RED_BIT_ATI: return "GL_RED_BIT_ATI"; case GL_GREEN_BIT_ATI: return "GL_GREEN_BIT_ATI"; case GL_BLUE_BIT_ATI: return "GL_BLUE_BIT_ATI"; case GL_RED_BIT_ATI | GL_GREEN_BIT_ATI: return "GL_RED_BIT_ATI | GL_GREEN_BIT_ATI"; case GL_RED_BIT_ATI | GL_BLUE_BIT_ATI: return "GL_RED_BIT_ATI | GL_BLUE_BIT_ATI"; case GL_GREEN_BIT_ATI | GL_BLUE_BIT_ATI:return "GL_GREEN_BIT_ATI | GL_BLUE_BIT_ATI"; 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"; default: return "Unexpected writemask"; } } static void wrap_op1(const struct wined3d_gl_info *gl_info, GLuint op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod) { if(dstMask == GL_ALPHA) { TRACE("glAlphaFragmentOp1ATI(%s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst), debug_dstmod(dstMod), debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod)); GL_EXTCALL(glAlphaFragmentOp1ATI(op, dst, dstMod, arg1, arg1Rep, arg1Mod)); } else { TRACE("glColorFragmentOp1ATI(%s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst), debug_mask(dstMask), debug_dstmod(dstMod), debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod)); GL_EXTCALL(glColorFragmentOp1ATI(op, dst, dstMask, dstMod, arg1, arg1Rep, arg1Mod)); } } static void wrap_op2(const struct wined3d_gl_info *gl_info, GLuint op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod) { if(dstMask == GL_ALPHA) { TRACE("glAlphaFragmentOp2ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst), debug_dstmod(dstMod), debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod), debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod)); GL_EXTCALL(glAlphaFragmentOp2ATI(op, dst, dstMod, arg1, arg1Rep, arg1Mod, arg2, arg2Rep, arg2Mod)); } else { TRACE("glColorFragmentOp2ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst), debug_mask(dstMask), debug_dstmod(dstMod), debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod), debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod)); GL_EXTCALL(glColorFragmentOp2ATI(op, dst, dstMask, dstMod, arg1, arg1Rep, arg1Mod, arg2, arg2Rep, arg2Mod)); } } static void wrap_op3(const struct wined3d_gl_info *gl_info, GLuint op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod, GLuint arg3, GLuint arg3Rep, GLuint arg3Mod) { if(dstMask == GL_ALPHA) { /* Leave some free space to fit "GL_NONE, " in to align most alpha and color op lines */ TRACE("glAlphaFragmentOp3ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst), debug_dstmod(dstMod), debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod), debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod), debug_register(arg3), debug_rep(arg3Rep), debug_argmod(arg3Mod)); GL_EXTCALL(glAlphaFragmentOp3ATI(op, dst, dstMod, arg1, arg1Rep, arg1Mod, arg2, arg2Rep, arg2Mod, arg3, arg3Rep, arg3Mod)); } else { TRACE("glColorFragmentOp3ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst), debug_mask(dstMask), debug_dstmod(dstMod), debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod), debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod), debug_register(arg3), debug_rep(arg3Rep), debug_argmod(arg3Mod)); GL_EXTCALL(glColorFragmentOp3ATI(op, dst, dstMask, dstMod, arg1, arg1Rep, arg1Mod, arg2, arg2Rep, arg2Mod, arg3, arg3Rep, arg3Mod)); } } static GLuint register_for_arg(DWORD arg, const struct wined3d_gl_info *gl_info, unsigned int stage, GLuint *mod, GLuint *rep, GLuint tmparg) { GLenum ret; if(mod) *mod = GL_NONE; if(arg == ARG_UNUSED) { if (rep) *rep = GL_NONE; 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 */ ret = stage ? GL_REG_0_ATI : GL_PRIMARY_COLOR; break; case WINED3DTA_TEXTURE: ret = GL_REG_0_ATI + stage; break; case WINED3DTA_TFACTOR: ret = ATIFS_CONST_TFACTOR; break; case WINED3DTA_SPECULAR: ret = GL_SECONDARY_INTERPOLATOR_ATI; break; case WINED3DTA_TEMP: ret = tmparg; break; case WINED3DTA_CONSTANT: ret = ATIFS_CONST_STAGE(stage); 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) { if(rep) *rep = GL_ALPHA; } else { if(rep) *rep = GL_NONE; } return ret; } static GLuint find_tmpreg(const struct texture_stage_op op[WINED3D_MAX_TEXTURES]) { int lowest_read = -1; int lowest_write = -1; int i; BOOL tex_used[WINED3D_MAX_TEXTURES]; memset(tex_used, 0, sizeof(tex_used)); for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) { if (op[i].cop == WINED3D_TOP_DISABLE) break; if(lowest_read == -1 && (op[i].carg1 == WINED3DTA_TEMP || op[i].carg2 == WINED3DTA_TEMP || op[i].carg0 == WINED3DTA_TEMP || op[i].aarg1 == WINED3DTA_TEMP || op[i].aarg2 == WINED3DTA_TEMP || op[i].aarg0 == WINED3DTA_TEMP)) { lowest_read = i; } if (lowest_write == -1 && op[i].tmp_dst) lowest_write = i; if(op[i].carg1 == WINED3DTA_TEXTURE || op[i].carg2 == WINED3DTA_TEXTURE || op[i].carg0 == WINED3DTA_TEXTURE || op[i].aarg1 == WINED3DTA_TEXTURE || op[i].aarg2 == WINED3DTA_TEXTURE || op[i].aarg0 == WINED3DTA_TEXTURE) { tex_used[i] = TRUE; } } /* Temp reg not read? We don't need it, return GL_NONE */ if(lowest_read == -1) return GL_NONE; if(lowest_write >= lowest_read) { FIXME("Temp register read before being written\n"); } if(lowest_write == -1) { /* This needs a test. Maybe we are supposed to return 0.0/0.0/0.0/0.0, or fail drawprim, or whatever */ FIXME("Temp register read without being written\n"); return GL_REG_1_ATI; } else if(lowest_write >= 1) { /* If we're writing to the temp reg at earliest in stage 1, we can use register 1 for the temp result. * there may be texture data stored in reg 1, but we do not need it any longer since stage 1 already * read it */ return GL_REG_1_ATI; } else { /* Search for a free texture register. We have 6 registers available. GL_REG_0_ATI is already used * for the regular result */ for(i = 1; i < 6; i++) { if(!tex_used[i]) { return GL_REG_0_ATI + i; } } /* What to do here? Report it in ValidateDevice? */ FIXME("Could not find a register for the temporary register\n"); return 0; } } static const struct color_fixup_desc color_fixup_rg = { 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE }; static const struct color_fixup_desc color_fixup_rgl = { 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W }; static const struct color_fixup_desc color_fixup_rgba = { 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 1, CHANNEL_SOURCE_Z, 1, CHANNEL_SOURCE_W }; static BOOL op_reads_texture(const struct texture_stage_op *op) { return (op->carg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE || (op->carg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE || (op->carg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE || (op->aarg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE || (op->aarg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE || (op->aarg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE || op->cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA; } static void atifs_color_fixup(const struct wined3d_gl_info *gl_info, struct color_fixup_desc fixup, GLuint reg) { if(is_same_fixup(fixup, color_fixup_rg)) { wrap_op1(gl_info, GL_MOV_ATI, reg, GL_RED_BIT_ATI | GL_GREEN_BIT_ATI, GL_NONE, reg, GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI); wrap_op1(gl_info, GL_MOV_ATI, reg, GL_BLUE_BIT_ATI, GL_NONE, GL_ONE, GL_NONE, GL_NONE); wrap_op1(gl_info, GL_MOV_ATI, reg, GL_ALPHA, GL_NONE, GL_ONE, GL_NONE, GL_NONE); } else if(is_same_fixup(fixup, color_fixup_rgl)) { wrap_op1(gl_info, GL_MOV_ATI, reg, GL_RED_BIT_ATI | GL_GREEN_BIT_ATI, GL_NONE, reg, GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI); } else if (is_same_fixup(fixup, color_fixup_rgba)) { wrap_op1(gl_info, GL_MOV_ATI, reg, GL_NONE, GL_NONE, reg, GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI); wrap_op1(gl_info, GL_MOV_ATI, reg, GL_ALPHA, GL_NONE, reg, GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI); } else { /* Should not happen - atifs_color_fixup_supported refuses other fixups. */ ERR("Unsupported color fixup.\n"); } } static BOOL op_reads_tfactor(const struct texture_stage_op *op) { return (op->carg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TFACTOR || (op->carg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TFACTOR || (op->carg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TFACTOR || (op->aarg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TFACTOR || (op->aarg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TFACTOR || (op->aarg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TFACTOR || op->cop == WINED3D_TOP_BLEND_FACTOR_ALPHA || op->aop == WINED3D_TOP_BLEND_FACTOR_ALPHA; } static BOOL op_reads_constant(const struct texture_stage_op *op) { return (op->carg0 & WINED3DTA_SELECTMASK) == WINED3DTA_CONSTANT || (op->carg1 & WINED3DTA_SELECTMASK) == WINED3DTA_CONSTANT || (op->carg2 & WINED3DTA_SELECTMASK) == WINED3DTA_CONSTANT || (op->aarg0 & WINED3DTA_SELECTMASK) == WINED3DTA_CONSTANT || (op->aarg1 & WINED3DTA_SELECTMASK) == WINED3DTA_CONSTANT || (op->aarg2 & WINED3DTA_SELECTMASK) == WINED3DTA_CONSTANT; } static GLuint gen_ati_shader(const struct texture_stage_op op[WINED3D_MAX_TEXTURES], const struct wined3d_gl_info *gl_info, enum atifs_constant_value *constants) { GLuint ret = GL_EXTCALL(glGenFragmentShadersATI(1)); unsigned int stage; GLuint arg0, arg1, arg2, extrarg; GLuint dstmod, argmod0, argmod1, argmod2, argmodextra; GLuint rep0, rep1, rep2; GLuint swizzle; GLuint tmparg = find_tmpreg(op); GLuint dstreg; BOOL tfactor_used = FALSE; 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_info->limits.textures; ++stage) { if (op[stage].cop == WINED3D_TOP_DISABLE) break; if (op[stage].cop != WINED3D_TOP_BUMPENVMAP && op[stage].cop != WINED3D_TOP_BUMPENVMAP_LUMINANCE) continue; constants[stage] = ATIFS_CONSTANT_BUMP; 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)); if (op[stage + 1].projected == WINED3D_PROJECTION_NONE) swizzle = GL_SWIZZLE_STR_ATI; else if (op[stage + 1].projected == WINED3D_PROJECTION_COUNT4) swizzle = GL_SWIZZLE_STQ_DQ_ATI; else swizzle = GL_SWIZZLE_STR_DR_ATI; TRACE("glPassTexCoordATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, %s)\n", stage + 1, stage + 1, debug_swizzle(swizzle)); GL_EXTCALL(glPassTexCoordATI(GL_REG_0_ATI + stage + 1, GL_TEXTURE0_ARB + stage + 1, swizzle)); } /* Pass 2: Generate perturbation calculations */ for (stage = 0; stage < gl_info->limits.textures; ++stage) { GLuint argmodextra_x, argmodextra_y; struct color_fixup_desc fixup; if (op[stage].cop == WINED3D_TOP_DISABLE) break; if (op[stage].cop != WINED3D_TOP_BUMPENVMAP && op[stage].cop != WINED3D_TOP_BUMPENVMAP_LUMINANCE) continue; fixup = op[stage].color_fixup; if (fixup.x_source != CHANNEL_SOURCE_X || fixup.y_source != CHANNEL_SOURCE_Y) { FIXME("Swizzles not implemented\n"); argmodextra_x = GL_NONE; argmodextra_y = GL_NONE; } else { /* Nice thing, we get the color correction for free :-) */ argmodextra_x = fixup.x_sign_fixup ? GL_2X_BIT_ATI | GL_BIAS_BIT_ATI : GL_NONE; argmodextra_y = fixup.y_sign_fixup ? GL_2X_BIT_ATI | GL_BIAS_BIT_ATI : GL_NONE; } wrap_op3(gl_info, GL_DOT2_ADD_ATI, GL_REG_0_ATI + stage + 1, GL_RED_BIT_ATI, GL_NONE, GL_REG_0_ATI + stage, GL_NONE, argmodextra_x, ATIFS_CONST_BUMPMAT(stage), GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI, GL_REG_0_ATI + stage + 1, GL_RED, GL_NONE); /* Don't use GL_DOT2_ADD_ATI here because we cannot configure it to read the blue and alpha * component of the bump matrix. Instead do this with two MADs: * * coord.a = tex.r * bump.b + coord.g * coord.g = tex.g * bump.a + coord.a * * The first instruction writes to alpha so it can be coissued with the above DOT2_ADD. * coord.a is unused. If the perturbed texture is projected, this was already handled * in the glPassTexCoordATI above. */ wrap_op3(gl_info, GL_MAD_ATI, GL_REG_0_ATI + stage + 1, GL_ALPHA, GL_NONE, GL_REG_0_ATI + stage, GL_RED, argmodextra_y, ATIFS_CONST_BUMPMAT(stage), GL_BLUE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI, GL_REG_0_ATI + stage + 1, GL_GREEN, GL_NONE); wrap_op3(gl_info, GL_MAD_ATI, GL_REG_0_ATI + stage + 1, GL_GREEN_BIT_ATI, GL_NONE, GL_REG_0_ATI + stage, GL_GREEN, argmodextra_y, ATIFS_CONST_BUMPMAT(stage), GL_ALPHA, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI, GL_REG_0_ATI + stage + 1, GL_ALPHA, GL_NONE); } /* Pass 3: Generate sampling instructions for regular textures */ for (stage = 0; stage < gl_info->limits.textures; ++stage) { if (op[stage].cop == WINED3D_TOP_DISABLE) break; if (op[stage].projected == WINED3D_PROJECTION_NONE) swizzle = GL_SWIZZLE_STR_ATI; else if (op[stage].projected == WINED3D_PROJECTION_COUNT3) swizzle = GL_SWIZZLE_STR_DR_ATI; else swizzle = GL_SWIZZLE_STQ_DQ_ATI; if (op_reads_texture(&op[stage])) { if (stage > 0 && (op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP || op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)) { 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 < WINED3D_MAX_TEXTURES; ++stage) { if (op[stage].cop == WINED3D_TOP_DISABLE) { if (!stage) { /* Handle complete texture disabling gracefully */ wrap_op1(gl_info, GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE, GL_PRIMARY_COLOR, GL_NONE, GL_NONE); wrap_op1(gl_info, GL_MOV_ATI, GL_REG_0_ATI, GL_ALPHA, GL_NONE, GL_PRIMARY_COLOR, GL_NONE, GL_NONE); } break; } if (op[stage].tmp_dst) { /* If we're writing to D3DTA_TEMP, but never reading from it we * don't have to write there in the first place. Skip the entire * stage, this saves some GPU time. */ if (tmparg == GL_NONE) continue; dstreg = tmparg; } else { dstreg = GL_REG_0_ATI; } if (op[stage].cop == WINED3D_TOP_BUMPENVMAP || op[stage].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE) { /* Those are handled in the first pass of the shader (generation pass 1 and 2) already */ continue; } arg0 = register_for_arg(op[stage].carg0, gl_info, stage, &argmod0, &rep0, tmparg); arg1 = register_for_arg(op[stage].carg1, gl_info, stage, &argmod1, &rep1, tmparg); arg2 = register_for_arg(op[stage].carg2, gl_info, stage, &argmod2, &rep2, tmparg); dstmod = GL_NONE; argmodextra = GL_NONE; extrarg = GL_NONE; if (op_reads_tfactor(&op[stage])) tfactor_used = TRUE; if (op_reads_constant(&op[stage])) { if (constants[stage] != ATIFS_CONSTANT_UNUSED) FIXME("Constant %u already used.\n", stage); constants[stage] = ATIFS_CONSTANT_STAGE; } if (op_reads_texture(&op[stage]) && !is_identity_fixup(op[stage].color_fixup)) atifs_color_fixup(gl_info, op[stage].color_fixup, GL_REG_0_ATI + stage); switch (op[stage].cop) { case WINED3D_TOP_SELECT_ARG2: arg1 = arg2; argmod1 = argmod2; rep1 = rep2; /* fall through */ case WINED3D_TOP_SELECT_ARG1: wrap_op1(gl_info, GL_MOV_ATI, dstreg, GL_NONE, GL_NONE, arg1, rep1, argmod1); break; case WINED3D_TOP_MODULATE_4X: if(dstmod == GL_NONE) dstmod = GL_4X_BIT_ATI; /* fall through */ case WINED3D_TOP_MODULATE_2X: if(dstmod == GL_NONE) dstmod = GL_2X_BIT_ATI; dstmod |= GL_SATURATE_BIT_ATI; /* fall through */ case WINED3D_TOP_MODULATE: wrap_op2(gl_info, GL_MUL_ATI, dstreg, GL_NONE, dstmod, arg1, rep1, argmod1, arg2, rep2, argmod2); break; case WINED3D_TOP_ADD_SIGNED_2X: dstmod = GL_2X_BIT_ATI; /* fall through */ case WINED3D_TOP_ADD_SIGNED: argmodextra = GL_BIAS_BIT_ATI; /* fall through */ case WINED3D_TOP_ADD: dstmod |= GL_SATURATE_BIT_ATI; wrap_op2(gl_info, GL_ADD_ATI, GL_REG_0_ATI, GL_NONE, dstmod, arg1, rep1, argmod1, arg2, rep2, argmodextra | argmod2); break; case WINED3D_TOP_SUBTRACT: dstmod |= GL_SATURATE_BIT_ATI; wrap_op2(gl_info, GL_SUB_ATI, dstreg, GL_NONE, dstmod, arg1, rep1, argmod1, arg2, rep2, argmod2); break; case WINED3D_TOP_ADD_SMOOTH: argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI; /* Dst = arg1 + * arg2(1 -arg 1) * = arg2 * (1 - arg1) + arg1 */ wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI, arg2, rep2, argmod2, arg1, rep1, argmodextra, arg1, rep1, argmod1); break; case WINED3D_TOP_BLEND_CURRENT_ALPHA: if (extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_CURRENT, gl_info, stage, NULL, NULL, -1); /* fall through */ case WINED3D_TOP_BLEND_FACTOR_ALPHA: if (extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TFACTOR, gl_info, stage, NULL, NULL, -1); /* fall through */ case WINED3D_TOP_BLEND_TEXTURE_ALPHA: if (extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1); /* fall through */ case WINED3D_TOP_BLEND_DIFFUSE_ALPHA: if (extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_DIFFUSE, gl_info, stage, NULL, NULL, -1); wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_NONE, GL_NONE, extrarg, GL_ALPHA, GL_NONE, arg1, rep1, argmod1, arg2, rep2, argmod2); break; case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM: arg0 = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1); wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_NONE, arg2, rep2, argmod2, arg0, GL_ALPHA, GL_COMP_BIT_ATI, arg1, rep1, argmod1); break; /* D3DTOP_PREMODULATE ???? */ case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR: argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI; /* fall through */ case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR: if (!argmodextra) argmodextra = argmod1; wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI, arg2, rep2, argmod2, arg1, GL_ALPHA, argmodextra, arg1, rep1, argmod1); break; case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA: argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI; /* fall through */ case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA: if (!argmodextra) argmodextra = argmod1; wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI, arg2, rep2, argmod2, arg1, rep1, argmodextra, arg1, GL_ALPHA, argmod1); break; case WINED3D_TOP_DOTPRODUCT3: wrap_op2(gl_info, GL_DOT3_ATI, dstreg, GL_NONE, GL_4X_BIT_ATI | GL_SATURATE_BIT_ATI, arg1, rep1, argmod1 | GL_BIAS_BIT_ATI, arg2, rep2, argmod2 | GL_BIAS_BIT_ATI); break; case WINED3D_TOP_MULTIPLY_ADD: wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI, arg1, rep1, argmod1, arg2, rep2, argmod2, arg0, rep0, argmod0); break; case WINED3D_TOP_LERP: wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_NONE, GL_NONE, arg0, rep0, argmod0, arg1, rep1, argmod1, arg2, rep2, argmod2); 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, NULL, tmparg); arg1 = register_for_arg(op[stage].aarg1, gl_info, stage, &argmod1, NULL, tmparg); arg2 = register_for_arg(op[stage].aarg2, gl_info, stage, &argmod2, NULL, tmparg); dstmod = GL_NONE; argmodextra = GL_NONE; extrarg = GL_NONE; switch (op[stage].aop) { case WINED3D_TOP_DISABLE: /* Get the primary color to the output if on stage 0, otherwise leave register 0 untouched */ if (!stage) { wrap_op1(gl_info, GL_MOV_ATI, GL_REG_0_ATI, GL_ALPHA, GL_NONE, GL_PRIMARY_COLOR, GL_NONE, GL_NONE); } break; case WINED3D_TOP_SELECT_ARG2: arg1 = arg2; argmod1 = argmod2; /* fall through */ case WINED3D_TOP_SELECT_ARG1: wrap_op1(gl_info, GL_MOV_ATI, dstreg, GL_ALPHA, GL_NONE, arg1, GL_NONE, argmod1); break; case WINED3D_TOP_MODULATE_4X: if (dstmod == GL_NONE) dstmod = GL_4X_BIT_ATI; /* fall through */ case WINED3D_TOP_MODULATE_2X: if (dstmod == GL_NONE) dstmod = GL_2X_BIT_ATI; dstmod |= GL_SATURATE_BIT_ATI; /* fall through */ case WINED3D_TOP_MODULATE: wrap_op2(gl_info, GL_MUL_ATI, dstreg, GL_ALPHA, dstmod, arg1, GL_NONE, argmod1, arg2, GL_NONE, argmod2); break; case WINED3D_TOP_ADD_SIGNED_2X: dstmod = GL_2X_BIT_ATI; /* fall through */ case WINED3D_TOP_ADD_SIGNED: argmodextra = GL_BIAS_BIT_ATI; /* fall through */ case WINED3D_TOP_ADD: dstmod |= GL_SATURATE_BIT_ATI; wrap_op2(gl_info, GL_ADD_ATI, dstreg, GL_ALPHA, dstmod, arg1, GL_NONE, argmod1, arg2, GL_NONE, argmodextra | argmod2); break; case WINED3D_TOP_SUBTRACT: dstmod |= GL_SATURATE_BIT_ATI; wrap_op2(gl_info, GL_SUB_ATI, dstreg, GL_ALPHA, dstmod, arg1, GL_NONE, argmod1, arg2, GL_NONE, argmod2); break; case WINED3D_TOP_ADD_SMOOTH: argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI; /* Dst = arg1 + * arg2(1 -arg 1) * = arg2 * (1 - arg1) + arg1 */ wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_ALPHA, GL_SATURATE_BIT_ATI, arg2, GL_NONE, argmod2, arg1, GL_NONE, argmodextra, arg1, GL_NONE, argmod1); break; case WINED3D_TOP_BLEND_CURRENT_ALPHA: if (extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_CURRENT, gl_info, stage, NULL, NULL, -1); /* fall through */ case WINED3D_TOP_BLEND_FACTOR_ALPHA: if (extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TFACTOR, gl_info, stage, NULL, NULL, -1); /* fall through */ case WINED3D_TOP_BLEND_TEXTURE_ALPHA: if (extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1); /* fall through */ case WINED3D_TOP_BLEND_DIFFUSE_ALPHA: if (extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_DIFFUSE, gl_info, stage, NULL, NULL, -1); wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_ALPHA, GL_NONE, extrarg, GL_ALPHA, GL_NONE, arg1, GL_NONE, argmod1, arg2, GL_NONE, argmod2); break; case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM: arg0 = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1); wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_ALPHA, GL_NONE, arg2, GL_NONE, argmod2, arg0, GL_ALPHA, GL_COMP_BIT_ATI, arg1, GL_NONE, argmod1); break; /* D3DTOP_PREMODULATE ???? */ case WINED3D_TOP_DOTPRODUCT3: wrap_op2(gl_info, GL_DOT3_ATI, dstreg, GL_ALPHA, GL_4X_BIT_ATI | GL_SATURATE_BIT_ATI, arg1, GL_NONE, argmod1 | GL_BIAS_BIT_ATI, arg2, GL_NONE, argmod2 | GL_BIAS_BIT_ATI); break; case WINED3D_TOP_MULTIPLY_ADD: wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_ALPHA, GL_SATURATE_BIT_ATI, arg1, GL_NONE, argmod1, arg2, GL_NONE, argmod2, arg0, GL_NONE, argmod0); break; case WINED3D_TOP_LERP: wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_ALPHA, GL_SATURATE_BIT_ATI, arg1, GL_NONE, argmod1, arg2, GL_NONE, argmod2, arg0, GL_NONE, argmod0); break; case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR: case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR: case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA: case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA: case WINED3D_TOP_BUMPENVMAP: case WINED3D_TOP_BUMPENVMAP_LUMINANCE: ERR("Application uses an invalid alpha operation\n"); break; default: FIXME("Unhandled alpha operation %d on stage %d\n", op[stage].aop, stage); } } if (tfactor_used && constants[ATIFS_CONST_TFACTOR - GL_CON_0_ATI] != ATIFS_CONSTANT_UNUSED) FIXME("Texture factor constant already used.\n"); constants[ATIFS_CONST_TFACTOR - GL_CON_0_ATI] = ATIFS_CONSTANT_TFACTOR; /* Assign unused constants to avoid reloading due to unused <-> bump matrix switches. */ for (stage = 0; stage < WINED3D_MAX_TEXTURES; ++stage) { if (constants[stage] == ATIFS_CONSTANT_UNUSED) constants[stage] = ATIFS_CONSTANT_BUMP; } TRACE("glEndFragmentShaderATI()\n"); GL_EXTCALL(glEndFragmentShaderATI()); checkGLcall("GL_EXTCALL(glEndFragmentShaderATI())"); return ret; } static void atifs_tfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_gl_info *gl_info = context->gl_info; struct atifs_context_private_data *ctx_priv = context->fragment_pipe_data; struct wined3d_color color; if (!ctx_priv->last_shader || ctx_priv->last_shader->constants[ATIFS_CONST_TFACTOR - GL_CON_0_ATI] != ATIFS_CONSTANT_TFACTOR) return; wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_TEXTUREFACTOR]); GL_EXTCALL(glSetFragmentShaderConstantATI(ATIFS_CONST_TFACTOR, &color.r)); checkGLcall("glSetFragmentShaderConstantATI(ATIFS_CONST_TFACTOR, &color.r)"); } static void set_bumpmat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); const struct wined3d_gl_info *gl_info = context->gl_info; float mat[2][2]; struct atifs_context_private_data *ctx_priv = context->fragment_pipe_data; if (!ctx_priv->last_shader || ctx_priv->last_shader->constants[stage] != ATIFS_CONSTANT_BUMP) return; mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]); mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]); mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]); mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]); /* 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] + 1.0f) * 0.5f; mat[1][0] = (mat[1][0] + 1.0f) * 0.5f; mat[0][1] = (mat[0][1] + 1.0f) * 0.5f; mat[1][1] = (mat[1][1] + 1.0f) * 0.5f; GL_EXTCALL(glSetFragmentShaderConstantATI(ATIFS_CONST_BUMPMAT(stage), (float *) mat)); checkGLcall("glSetFragmentShaderConstantATI(ATIFS_CONST_BUMPMAT(stage), mat)"); } static void atifs_stage_constant(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); const struct wined3d_gl_info *gl_info = context->gl_info; struct atifs_context_private_data *ctx_priv = context->fragment_pipe_data; struct wined3d_color color; if (!ctx_priv->last_shader || ctx_priv->last_shader->constants[stage] != ATIFS_CONSTANT_STAGE) return; wined3d_color_from_d3dcolor(&color, state->texture_states[stage][WINED3D_TSS_CONSTANT]); GL_EXTCALL(glSetFragmentShaderConstantATI(ATIFS_CONST_STAGE(stage), &color.r)); checkGLcall("glSetFragmentShaderConstantATI(ATIFS_CONST_STAGE(stage), &color.r)"); } static void set_tex_op_atifs(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_device *device = context->device; const struct wined3d_gl_info *gl_info = context->gl_info; const struct wined3d_d3d_info *d3d_info = context->d3d_info; struct atifs_context_private_data *ctx_priv = context->fragment_pipe_data; const struct atifs_ffp_desc *desc, *last_shader = ctx_priv->last_shader; struct ffp_frag_settings settings; struct atifs_private_data *priv = device->fragment_priv; DWORD mapped_stage; unsigned int i; gen_ffp_frag_op(context, state, &settings, TRUE); desc = (const struct atifs_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings); if (!desc) { struct atifs_ffp_desc *new_desc; if (!(new_desc = heap_alloc_zero(sizeof(*new_desc)))) { ERR("Out of memory\n"); return; } new_desc->num_textures_used = 0; for (i = 0; i < d3d_info->limits.ffp_blend_stages; ++i) { if (settings.op[i].cop == WINED3D_TOP_DISABLE) break; ++new_desc->num_textures_used; } new_desc->parent.settings = settings; new_desc->shader = gen_ati_shader(settings.op, gl_info, new_desc->constants); add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent); TRACE("Allocated fixed function replacement shader descriptor %p.\n", new_desc); desc = new_desc; } /* GL_ATI_fragment_shader depends on the GL_TEXTURE_xD enable settings. Update the texture stages * used by this shader */ for (i = 0; i < desc->num_textures_used; ++i) { mapped_stage = context->tex_unit_map[i]; if (mapped_stage != WINED3D_UNMAPPED_STAGE) { context_active_texture(context, gl_info, mapped_stage); texture_activate_dimensions(state->textures[i], gl_info); } } GL_EXTCALL(glBindFragmentShaderATI(desc->shader)); ctx_priv->last_shader = desc; for (i = 0; i < WINED3D_MAX_TEXTURES; i++) { if (last_shader && last_shader->constants[i] == desc->constants[i]) continue; switch (desc->constants[i]) { case ATIFS_CONSTANT_BUMP: set_bumpmat(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00)); break; case ATIFS_CONSTANT_TFACTOR: atifs_tfactor(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR)); break; case ATIFS_CONSTANT_STAGE: atifs_stage_constant(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_CONSTANT)); break; default: ERR("Unexpected constant type %u.\n", desc->constants[i]); } } } static void textransform(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL))) set_tex_op_atifs(context, state, state_id); } static void atifs_srgbwriteenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { if (state->render_states[WINED3D_RS_SRGBWRITEENABLE]) WARN("sRGB writes are not supported by this fragment pipe.\n"); } static const struct StateEntryTemplate atifs_fragmentstate_template[] = { {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), atifs_tfactor }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_ALPHAFUNC), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_ALPHAREF), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), state_alpha_test }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), atifs_srgbwriteenable }, WINED3D_GL_EXT_NONE }, {STATE_COLOR_KEY, { STATE_COLOR_KEY, state_nop }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_SHADEMODE), { STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, {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 }, { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE }, { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE }, { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE }, { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE }, { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE }, {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE }, }; /* Context activation is done by the caller. */ static void atifs_enable(const struct wined3d_gl_info *gl_info, BOOL enable) { if (enable) { gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_SHADER_ATI); checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)"); } else { gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_SHADER_ATI); checkGLcall("glDisable(GL_FRAGMENT_SHADER_ATI)"); } } 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 | WINED3DPMISCCAPS_PERSTAGECONSTANT; 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 always supports 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 */ caps->MaxTextureBlendStages = WINED3D_MAX_TEXTURES; caps->MaxSimultaneousTextures = 6; } static DWORD atifs_get_emul_mask(const struct wined3d_gl_info *gl_info) { return GL_EXT_EMUL_ARB_MULTITEXTURE | GL_EXT_EMUL_EXT_FOG_COORD; } static void *atifs_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv) { struct atifs_private_data *priv; if (!(priv = heap_alloc_zero(sizeof(*priv)))) return NULL; wine_rb_init(&priv->fragment_shaders, wined3d_ffp_frag_program_key_compare); return priv; } /* Context activation is done by the caller. */ static void atifs_free_ffpshader(struct wine_rb_entry *entry, void *cb_ctx) { const struct wined3d_gl_info *gl_info = cb_ctx; struct atifs_ffp_desc *entry_ati = WINE_RB_ENTRY_VALUE(entry, struct atifs_ffp_desc, parent.entry); GL_EXTCALL(glDeleteFragmentShaderATI(entry_ati->shader)); checkGLcall("glDeleteFragmentShaderATI(entry->shader)"); heap_free(entry_ati); } /* Context activation is done by the caller. */ static void atifs_free(struct wined3d_device *device) { struct atifs_private_data *priv = device->fragment_priv; wine_rb_destroy(&priv->fragment_shaders, atifs_free_ffpshader, &device->adapter->gl_info); heap_free(priv); device->fragment_priv = NULL; } static BOOL atifs_color_fixup_supported(struct color_fixup_desc fixup) { /* We only support sign fixup of the first two channels. */ return is_identity_fixup(fixup) || is_same_fixup(fixup, color_fixup_rg) || is_same_fixup(fixup, color_fixup_rgl) || is_same_fixup(fixup, color_fixup_rgba); } static BOOL atifs_alloc_context_data(struct wined3d_context *context) { struct atifs_context_private_data *priv; if (!(priv = heap_alloc_zero(sizeof(*priv)))) return FALSE; context->fragment_pipe_data = priv; return TRUE; } static void atifs_free_context_data(struct wined3d_context *context) { heap_free(context->fragment_pipe_data); } const struct fragment_pipeline atifs_fragment_pipeline = { atifs_enable, atifs_get_caps, atifs_get_emul_mask, atifs_alloc, atifs_free, atifs_alloc_context_data, atifs_free_context_data, atifs_color_fixup_supported, atifs_fragmentstate_template, };