/* * 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 #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader); WINE_DECLARE_DEBUG_CHANNEL(d3d); /* GL locking 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 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_frag_desc parent; GLuint shader; unsigned int num_textures_used; }; struct atifs_private_data { struct wine_rb_tree fragment_shaders; /* A rb-tree 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"; } } 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"; 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 = 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) { if(rep) *rep = GL_ALPHA; } else { if(rep) *rep = GL_NONE; } return ret; } static GLuint find_tmpreg(const struct texture_stage_op op[MAX_TEXTURES]) { int lowest_read = -1; int lowest_write = -1; int i; BOOL tex_used[MAX_TEXTURES]; memset(tex_used, 0, sizeof(tex_used)); for (i = 0; i < 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].dst == tempreg) { 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 GLuint gen_ati_shader(const struct texture_stage_op op[MAX_TEXTURES], const struct 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 rep0, rep1, rep2; GLuint swizzle; GLuint tmparg = find_tmpreg(op); 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_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; 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 == proj_none) { swizzle = GL_SWIZZLE_STR_ATI; } else if(op[stage + 1].projected == proj_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, 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); /* 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, ATI_FFP_CONST_BUMPMAT(stage), GL_BLUE, GL_NONE, 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, ATI_FFP_CONST_BUMPMAT(stage), GL_ALPHA, GL_NONE, 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 == proj_none) { swizzle = GL_SWIZZLE_STR_ATI; } else if(op[stage].projected == proj_count3) { swizzle = GL_SWIZZLE_STR_DR_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 == WINED3D_TOP_BLEND_TEXTURE_ALPHA) { 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 < 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].dst == tempreg) { /* 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; } 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; 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; case WINED3D_TOP_BUMPENVMAP: case WINED3D_TOP_BUMPENVMAP_LUMINANCE: /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */ 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); } } TRACE("glEndFragmentShaderATI()\n"); GL_EXTCALL(glEndFragmentShaderATI()); checkGLcall("GL_EXTCALL(glEndFragmentShaderATI())"); return ret; } static void set_tex_op_atifs(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_device *device = context->swapchain->device; const struct wined3d_gl_info *gl_info = context->gl_info; const struct atifs_ffp_desc *desc; struct ffp_frag_settings settings; struct atifs_private_data *priv = device->fragment_priv; DWORD mapped_stage; unsigned int i; gen_ffp_frag_op(device, 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 = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc)); if (!new_desc) { ERR("Out of memory\n"); return; } new_desc->num_textures_used = 0; for (i = 0; i < gl_info->limits.texture_stages; ++i) { if (settings.op[i].cop == WINED3D_TOP_DISABLE) break; new_desc->num_textures_used = i; } memcpy(&new_desc->parent.settings, &settings, sizeof(settings)); new_desc->shader = gen_ati_shader(settings.op, gl_info); 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 = device->texUnitMap[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)); } static void state_texfactor_atifs(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_gl_info *gl_info = context->gl_info; float col[4]; D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col); GL_EXTCALL(glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR, col)); checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR, col)"); } 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]; 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(ATI_FFP_CONST_BUMPMAT(stage), (float *) mat)); checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), mat)"); } static void textransform(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { if (!isStateDirty(context, STATE_PIXELSHADER)) set_tex_op_atifs(context, state, state_id); } static void atifs_apply_pixelshader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_device *device = context->swapchain->device; BOOL use_vshader = use_vs(state); context->last_was_pshader = use_ps(state); /* The ATIFS code does not support pixel shaders currently, but we have to * provide a state handler to call shader_select to select a vertex shader * if one is applied because the vertex shader state may defer calling the * shader backend if the pshader state is dirty. * * In theory the application should not be able to mark the pixel shader * dirty because it cannot create a shader, and thus has no way to set the * state to something != NULL. However, a different pipeline part may link * a different state to its pixelshader handler, thus a pshader state * exists and can be dirtified. Also the pshader is always dirtified at * startup, and blitting disables all shaders and dirtifies all shader * states. If atifs can deal with this it keeps the rest of the code * simpler. */ if (!isStateDirty(context, context->state_table[STATE_VSHADER].representative)) { device->shader_backend->shader_select(context, FALSE, use_vshader); if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && use_vshader) context_apply_state(context, state, STATE_VERTEXSHADERCONSTANT); } } 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), state_texfactor_atifs }, 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_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), 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(1, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), 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(2, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), 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(3, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), 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(4, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), 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(5, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), 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(6, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), 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(7, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), 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_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_PIXELSHADER, { STATE_PIXELSHADER, atifs_apply_pixelshader }, WINED3D_GL_EXT_NONE }, {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE }, }; /* Context activation and GL locking are done by the caller. */ static void atifs_enable(BOOL enable) { if(enable) { glEnable(GL_FRAGMENT_SHADER_ATI); checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)"); } else { 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->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP; 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 = 8; caps->MaxSimultaneousTextures = 6; } static HRESULT atifs_alloc(struct wined3d_device *device) { struct atifs_private_data *priv; device->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct atifs_private_data)); if (!device->fragment_priv) { ERR("Out of memory\n"); return E_OUTOFMEMORY; } priv = device->fragment_priv; if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1) { ERR("Failed to initialize rbtree.\n"); HeapFree(GetProcessHeap(), 0, device->fragment_priv); return E_OUTOFMEMORY; } return WINED3D_OK; } /* Context activation is done by the caller. */ static void atifs_free_ffpshader(struct wine_rb_entry *entry, void *context) { struct wined3d_device *device = context; const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; struct atifs_ffp_desc *entry_ati = WINE_RB_ENTRY_VALUE(entry, struct atifs_ffp_desc, parent.entry); ENTER_GL(); GL_EXTCALL(glDeleteFragmentShaderATI(entry_ati->shader)); checkGLcall("glDeleteFragmentShaderATI(entry->shader)"); HeapFree(GetProcessHeap(), 0, entry_ati); LEAVE_GL(); } /* 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); HeapFree(GetProcessHeap(), 0, priv); device->fragment_priv = NULL; } static BOOL atifs_color_fixup_supported(struct color_fixup_desc fixup) { if (TRACE_ON(d3d_shader) && TRACE_ON(d3d)) { TRACE("Checking support for fixup:\n"); dump_color_fixup_desc(fixup); } /* We only support sign fixup of the first two channels. */ if (fixup.x_source == CHANNEL_SOURCE_X && fixup.y_source == CHANNEL_SOURCE_Y && fixup.z_source == CHANNEL_SOURCE_Z && fixup.w_source == CHANNEL_SOURCE_W && !fixup.z_sign_fixup && !fixup.w_sign_fixup) { TRACE("[OK]\n"); return TRUE; } TRACE("[FAILED]\n"); return FALSE; } const struct fragment_pipeline atifs_fragment_pipeline = { atifs_enable, atifs_get_caps, atifs_alloc, atifs_free, atifs_color_fixup_supported, atifs_fragmentstate_template, TRUE /* We can disable projected textures */ };