1078 lines
52 KiB
C
1078 lines
52 KiB
C
/*
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* Fixed function pipeline replacement using GL_ATI_fragment_shader
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*
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* Copyright 2008 Stefan Dösinger(for CodeWeavers)
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "config.h"
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#include <math.h>
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#include <stdio.h>
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
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/* Some private defines, Constant associations, etc.
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* Env bump matrix and per stage constant should be independent,
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* a stage that bump maps can't read the per state constant
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*/
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#define ATI_FFP_CONST_BUMPMAT(i) (GL_CON_0_ATI + i)
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#define ATI_FFP_CONST_CONSTANT0 GL_CON_0_ATI
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#define ATI_FFP_CONST_CONSTANT1 GL_CON_1_ATI
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#define ATI_FFP_CONST_CONSTANT2 GL_CON_2_ATI
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#define ATI_FFP_CONST_CONSTANT3 GL_CON_3_ATI
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#define ATI_FFP_CONST_CONSTANT4 GL_CON_4_ATI
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#define ATI_FFP_CONST_CONSTANT5 GL_CON_5_ATI
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#define ATI_FFP_CONST_TFACTOR GL_CON_6_ATI
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/* GL_ATI_fragment_shader specific fixed function pipeline description. "Inherits" from the common one */
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struct atifs_ffp_desc
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{
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struct ffp_desc parent;
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GLuint shader;
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unsigned int num_textures_used;
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};
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struct atifs_private_data
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{
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struct shader_arb_priv parent;
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struct list fragment_shaders; /* A linked list to track fragment pipeline replacement shaders */
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};
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static const char *debug_dstmod(GLuint mod) {
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switch(mod) {
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case GL_NONE: return "GL_NONE";
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case GL_2X_BIT_ATI: return "GL_2X_BIT_ATI";
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case GL_4X_BIT_ATI: return "GL_4X_BIT_ATI";
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case GL_8X_BIT_ATI: return "GL_8X_BIT_ATI";
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case GL_HALF_BIT_ATI: return "GL_HALF_BIT_ATI";
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case GL_QUARTER_BIT_ATI: return "GL_QUARTER_BIT_ATI";
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case GL_EIGHTH_BIT_ATI: return "GL_EIGHTH_BIT_ATI";
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case GL_SATURATE_BIT_ATI: return "GL_SATURATE_BIT_ATI";
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default: return "Unexpected modifier\n";
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}
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}
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static const char *debug_argmod(GLuint mod) {
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switch(mod) {
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case GL_NONE:
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return "GL_NONE";
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case GL_2X_BIT_ATI:
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return "GL_2X_BIT_ATI";
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case GL_COMP_BIT_ATI:
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return "GL_COMP_BIT_ATI";
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case GL_NEGATE_BIT_ATI:
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return "GL_NEGATE_BIT_ATI";
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case GL_BIAS_BIT_ATI:
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return "GL_BIAS_BIT_ATI";
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case GL_2X_BIT_ATI | GL_COMP_BIT_ATI:
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return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI";
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case GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI:
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return "GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI";
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case GL_2X_BIT_ATI | GL_BIAS_BIT_ATI:
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return "GL_2X_BIT_ATI | GL_BIAS_BIT_ATI";
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case GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI:
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return "GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI";
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case GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI:
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return "GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI";
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case GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
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return "GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
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case GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
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return "GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
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case GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
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return "GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
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case GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI:
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return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI";
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case GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI:
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return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI";
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case GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
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return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
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default:
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return "Unexpected argmod combination\n";
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}
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}
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static const char *debug_register(GLuint reg) {
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switch(reg) {
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case GL_REG_0_ATI: return "GL_REG_0_ATI";
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case GL_REG_1_ATI: return "GL_REG_1_ATI";
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case GL_REG_2_ATI: return "GL_REG_2_ATI";
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case GL_REG_3_ATI: return "GL_REG_3_ATI";
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case GL_REG_4_ATI: return "GL_REG_4_ATI";
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case GL_REG_5_ATI: return "GL_REG_5_ATI";
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case GL_CON_0_ATI: return "GL_CON_0_ATI";
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case GL_CON_1_ATI: return "GL_CON_1_ATI";
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case GL_CON_2_ATI: return "GL_CON_2_ATI";
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case GL_CON_3_ATI: return "GL_CON_3_ATI";
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case GL_CON_4_ATI: return "GL_CON_4_ATI";
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case GL_CON_5_ATI: return "GL_CON_5_ATI";
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case GL_CON_6_ATI: return "GL_CON_6_ATI";
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case GL_CON_7_ATI: return "GL_CON_7_ATI";
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case GL_ZERO: return "GL_ZERO";
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case GL_ONE: return "GL_ONE";
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case GL_PRIMARY_COLOR: return "GL_PRIMARY_COLOR";
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case GL_SECONDARY_INTERPOLATOR_ATI: return "GL_SECONDARY_INTERPOLATOR_ATI";
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default: return "Unknown register\n";
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}
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}
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static const char *debug_swizzle(GLuint swizzle) {
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switch(swizzle) {
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case GL_SWIZZLE_STR_ATI: return "GL_SWIZZLE_STR_ATI";
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case GL_SWIZZLE_STQ_ATI: return "GL_SWIZZLE_STQ_ATI";
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case GL_SWIZZLE_STR_DR_ATI: return "GL_SWIZZLE_STR_DR_ATI";
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case GL_SWIZZLE_STQ_DQ_ATI: return "GL_SWIZZLE_STQ_DQ_ATI";
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default: return "unknown swizzle";
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}
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}
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#define GLINFO_LOCATION (*gl_info)
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static GLuint register_for_arg(DWORD arg, WineD3D_GL_Info *gl_info, unsigned int stage, GLuint *mod, GLuint tmparg) {
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GLenum ret;
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if(mod) *mod = GL_NONE;
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if(arg == 0xFFFFFFFF) return -1; /* This is the marker for unused registers */
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switch(arg & WINED3DTA_SELECTMASK) {
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case WINED3DTA_DIFFUSE:
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ret = GL_PRIMARY_COLOR;
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break;
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case WINED3DTA_CURRENT:
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/* Note that using GL_REG_0_ATI for the passed on register is safe because
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* texture0 is read at stage0, so in the worst case it is read in the
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* instruction writing to reg0. Afterwards texture0 is not used any longer.
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* If we're reading from current
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*/
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if(stage == 0) {
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ret = GL_PRIMARY_COLOR;
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} else {
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ret = GL_REG_0_ATI;
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}
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break;
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case WINED3DTA_TEXTURE:
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ret = GL_REG_0_ATI + stage;
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break;
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case WINED3DTA_TFACTOR:
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ret = ATI_FFP_CONST_TFACTOR;
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break;
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case WINED3DTA_SPECULAR:
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ret = GL_SECONDARY_INTERPOLATOR_ATI;
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break;
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case WINED3DTA_TEMP:
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ret = tmparg;
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break;
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case WINED3DTA_CONSTANT:
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FIXME("Unhandled source argument WINED3DTA_TEMP\n");
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ret = GL_CON_0_ATI;
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break;
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default:
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FIXME("Unknown source argument %d\n", arg);
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ret = GL_ZERO;
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}
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if(arg & WINED3DTA_COMPLEMENT) {
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if(mod) *mod |= GL_COMP_BIT_ATI;
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}
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if(arg & WINED3DTA_ALPHAREPLICATE) {
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FIXME("Unhandled read modifier WINED3DTA_ALPHAREPLICATE\n");
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}
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return ret;
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}
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static GLuint find_tmpreg(struct texture_stage_op op[MAX_TEXTURES]) {
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int lowest_read = -1;
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int lowest_write = -1;
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int i;
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BOOL tex_used[MAX_TEXTURES];
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memset(tex_used, 0, sizeof(tex_used));
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for(i = 0; i < MAX_TEXTURES; i++) {
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if(op[i].cop == WINED3DTOP_DISABLE) {
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break;
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}
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if(lowest_read == -1 &&
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(op[i].carg1 == WINED3DTA_TEMP || op[i].carg2 == WINED3DTA_TEMP || op[i].carg0 == WINED3DTA_TEMP ||
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op[i].aarg1 == WINED3DTA_TEMP || op[i].aarg2 == WINED3DTA_TEMP || op[i].aarg0 == WINED3DTA_TEMP)) {
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lowest_read = i;
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}
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if(lowest_write == -1 && op[i].dst == WINED3DTA_TEMP) {
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lowest_write = i;
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}
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if(op[i].carg1 == WINED3DTA_TEXTURE || op[i].carg2 == WINED3DTA_TEXTURE || op[i].carg0 == WINED3DTA_TEXTURE ||
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op[i].aarg1 == WINED3DTA_TEXTURE || op[i].aarg2 == WINED3DTA_TEXTURE || op[i].aarg0 == WINED3DTA_TEXTURE) {
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tex_used[i] = TRUE;
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}
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}
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/* Temp reg not read? We don't need it, return GL_NONE */
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if(lowest_read == -1) return GL_NONE;
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if(lowest_write >= lowest_read) {
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FIXME("Temp register read before being written\n");
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}
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if(lowest_write == -1) {
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/* This needs a test. Maybe we are supposed to return 0.0/0.0/0.0/0.0, or fail drawprim, or whatever */
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FIXME("Temp register read without being written\n");
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return GL_REG_1_ATI;
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} else if(lowest_write >= 1) {
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/* If we're writing to the temp reg at earliest in stage 1, we can use register 1 for the temp result.
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* there may be texture data stored in reg 1, but we do not need it any longer since stage 1 already
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* read it
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*/
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return GL_REG_1_ATI;
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} else {
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/* Search for a free texture register. We have 6 registers available. GL_REG_0_ATI is already used
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* for the regular result
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*/
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for(i = 1; i < 6; i++) {
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if(!tex_used[i]) {
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return GL_REG_0_ATI + i;
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}
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}
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/* What to do here? Report it in ValidateDevice? */
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FIXME("Could not find a register for the temporary register\n");
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return 0;
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}
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}
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static GLuint gen_ati_shader(struct texture_stage_op op[MAX_TEXTURES], WineD3D_GL_Info *gl_info) {
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GLuint ret = GL_EXTCALL(glGenFragmentShadersATI(1));
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unsigned int stage;
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GLuint arg0, arg1, arg2, extrarg;
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GLuint dstmod, argmod0, argmod1, argmod2, argmodextra;
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GLuint swizzle;
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GLuint tmparg = find_tmpreg(op);
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GLuint dstreg;
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if(!ret) {
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ERR("Failed to generate a GL_ATI_fragment_shader shader id\n");
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return 0;
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}
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GL_EXTCALL(glBindFragmentShaderATI(ret));
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checkGLcall("GL_EXTCALL(glBindFragmentShaderATI(ret))");
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TRACE("glBeginFragmentShaderATI()\n");
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GL_EXTCALL(glBeginFragmentShaderATI());
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checkGLcall("GL_EXTCALL(glBeginFragmentShaderATI())");
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/* Pass 1: Generate sampling instructions for perturbation maps */
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for(stage = 0; stage < GL_LIMITS(textures); stage++) {
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if(op[stage].cop == WINED3DTOP_DISABLE) break;
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if(op[stage].cop != WINED3DTOP_BUMPENVMAP &&
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op[stage].cop != WINED3DTOP_BUMPENVMAPLUMINANCE) continue;
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TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, GL_SWIZZLE_STR_ATI)\n",
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stage, stage);
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GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
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GL_TEXTURE0_ARB + stage,
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GL_SWIZZLE_STR_ATI));
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TRACE("glPassTexCoordATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, GL_SWIZZLE_STR_ATI)\n",
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stage + 1, stage + 1);
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GL_EXTCALL(glPassTexCoordATI(GL_REG_0_ATI + stage + 1,
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GL_TEXTURE0_ARB + stage + 1,
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GL_SWIZZLE_STR_ATI));
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/* We need GL_REG_5_ATI as a temporary register to swizzle the bump matrix. So we run into
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* issues if we're bump mapping on stage 4 or 5
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*/
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if(stage >= 4) {
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FIXME("Bump mapping in stage %d\n", stage);
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}
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}
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/* Pass 2: Generate perturbation calculations */
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for(stage = 0; stage < GL_LIMITS(textures); stage++) {
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if(op[stage].cop == WINED3DTOP_DISABLE) break;
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if(op[stage].cop != WINED3DTOP_BUMPENVMAP &&
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op[stage].cop != WINED3DTOP_BUMPENVMAPLUMINANCE) continue;
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/* Nice thing, we get the color correction for free :-) */
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if(op[stage].color_correction == WINED3DFMT_V8U8) {
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argmodextra = GL_2X_BIT_ATI | GL_BIAS_BIT_ATI;
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} else {
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argmodextra = 0;
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}
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TRACE("glColorFragmentOp3ATI(GL_DOT2_ADD_ATI, GL_REG_%d_ATI, GL_RED_BIT_ATI, GL_NONE, GL_REG_%d_ATI, GL_NONE, %s, ATI_FFP_CONST_BUMPMAT(%d), GL_NONE, GL_NONE, GL_REG_%d_ATI, GL_RED, GL_NONE)\n",
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stage + 1, stage, debug_argmod(argmodextra), stage, stage + 1);
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GL_EXTCALL(glColorFragmentOp3ATI(GL_DOT2_ADD_ATI, GL_REG_0_ATI + stage + 1, GL_RED_BIT_ATI, GL_NONE,
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GL_REG_0_ATI + stage, GL_NONE, argmodextra,
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ATI_FFP_CONST_BUMPMAT(stage), GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI,
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GL_REG_0_ATI + stage + 1, GL_RED, GL_NONE));
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/* FIXME: How can I make GL_DOT2_ADD_ATI read the factors from blue and alpha? It defaults to red and green,
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* and it is fairly easy to make it read GL_BLUE or BL_ALPHA, but I can't get an R * B + G * A. So we're wasting
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* one register and two instructions in this pass for a simple swizzling operation.
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* For starters it might be good enough to merge the two movs into one, but even that isn't possible :-(
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*
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* NOTE: GL_BLUE | GL_ALPHA is not possible. It doesn't throw a compilation error, but an OR operation on the
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* constants doesn't make sense, considering their values.
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*/
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TRACE("glColorFragmentOp1ATI(GL_MOV_ATI, GL_REG_5_ATI, GL_RED_BIT_ATI, GL_NONE, ATI_FFP_CONST_BUMPMAT(%d), GL_BLUE, GL_NONE)\n", stage);
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GL_EXTCALL(glColorFragmentOp1ATI(GL_MOV_ATI, GL_REG_5_ATI, GL_RED_BIT_ATI, GL_NONE,
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ATI_FFP_CONST_BUMPMAT(stage), GL_BLUE, GL_NONE));
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TRACE("glColorFragmentOp1ATI(GL_MOV_ATI, GL_REG_5_ATI, GL_GREEN_BIT_ATI, GL_NONE, ATI_FFP_CONST_BUMPMAT(%d), GL_ALPHA, GL_NONE)\n", stage);
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GL_EXTCALL(glColorFragmentOp1ATI(GL_MOV_ATI, GL_REG_5_ATI, GL_GREEN_BIT_ATI, GL_NONE,
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ATI_FFP_CONST_BUMPMAT(stage), GL_ALPHA, GL_NONE));
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TRACE("glColorFragmentOp3ATI(GL_DOT2_ADD_ATI, GL_REG_%d_ATI, GL_GREEN_BIT_ATI, GL_NONE, GL_REG_%d_ATI, GL_NONE, %s, GL_REG_5_ATI, GL_NONE, GL_NONE, GL_REG_%d_ATI, GL_GREEN, GL_NONE)\n",
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stage + 1, stage, debug_argmod(argmodextra), stage + 1);
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GL_EXTCALL(glColorFragmentOp3ATI(GL_DOT2_ADD_ATI, GL_REG_0_ATI + stage + 1, GL_GREEN_BIT_ATI, GL_NONE,
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GL_REG_0_ATI + stage, GL_NONE, argmodextra,
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GL_REG_5_ATI, GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI,
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GL_REG_0_ATI + stage + 1, GL_GREEN, GL_NONE));
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}
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/* Pass 3: Generate sampling instructions for regular textures */
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for(stage = 0; stage < GL_LIMITS(textures); stage++) {
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if(op[stage].cop == WINED3DTOP_DISABLE) {
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break;
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}
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if(op[stage].projected == proj_none) {
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swizzle = GL_SWIZZLE_STR_ATI;
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} else if(op[stage].projected == proj_count3) {
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/* TODO: D3DTTFF_COUNT3 | D3DTTFF_PROJECTED would be GL_SWIZZLE_STR_DR_ATI.
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* However, the FFP vertex processing texture transform matrix handler does
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* some transformations in the texture matrix which makes the 3rd coordinate
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* arrive in Q, not R in that case. This is needed for opengl fixed function
|
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* fragment processing which always divides by Q. In this backend we can
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* handle that properly and be compatible with vertex shader output and avoid
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* side effects of the texture matrix games
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*/
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swizzle = GL_SWIZZLE_STQ_DQ_ATI;
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} else {
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swizzle = GL_SWIZZLE_STQ_DQ_ATI;
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}
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if((op[stage].carg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
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(op[stage].carg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
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(op[stage].carg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
|
|
(op[stage].aarg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
|
|
(op[stage].aarg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
|
|
(op[stage].aarg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
|
|
op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) {
|
|
|
|
if(stage > 0 &&
|
|
(op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
|
|
op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
|
|
TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_REG_%d_ATI, GL_SWIZZLE_STR_ATI)\n",
|
|
stage, stage);
|
|
GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
|
|
GL_REG_0_ATI + stage,
|
|
GL_SWIZZLE_STR_ATI));
|
|
} else {
|
|
TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, %s)\n",
|
|
stage, stage, debug_swizzle(swizzle));
|
|
GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
|
|
GL_TEXTURE0_ARB + stage,
|
|
swizzle));
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Pass 4: Generate the arithmetic instructions */
|
|
for(stage = 0; stage < MAX_TEXTURES; stage++) {
|
|
if(op[stage].cop == WINED3DTOP_DISABLE) {
|
|
if(stage == 0) {
|
|
/* Handle complete texture disabling gracefully */
|
|
TRACE("glColorFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE, GL_PRIMARY_COLOR, GL_NONE, GL_NONE)\n");
|
|
GL_EXTCALL(glColorFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE,
|
|
GL_PRIMARY_COLOR, GL_NONE, GL_NONE));
|
|
TRACE("glAlphaFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_PRIMARY_COLOR, GL_NONE, GL_NONE)\n");
|
|
GL_EXTCALL(glAlphaFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE,
|
|
GL_PRIMARY_COLOR, GL_NONE, GL_NONE));
|
|
}
|
|
break;
|
|
}
|
|
|
|
if(op[stage].dst == WINED3DTA_TEMP) {
|
|
/* 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, tmparg);
|
|
arg1 = register_for_arg(op[stage].carg1, gl_info, stage, &argmod1, tmparg);
|
|
arg2 = register_for_arg(op[stage].carg2, gl_info, stage, &argmod2, tmparg);
|
|
dstmod = GL_NONE;
|
|
argmodextra = GL_NONE;
|
|
extrarg = GL_NONE;
|
|
|
|
switch(op[stage].cop) {
|
|
case WINED3DTOP_SELECTARG2:
|
|
arg1 = arg2;
|
|
argmod1 = argmod2;
|
|
case WINED3DTOP_SELECTARG1:
|
|
TRACE("glColorFragmentOp1ATI(GL_MOV_ATI, %s, GL_NONE, GL_NONE, %s, GL_NONE, %s)\n",
|
|
debug_register(dstreg), debug_register(arg1), debug_argmod(argmod1));
|
|
GL_EXTCALL(glColorFragmentOp1ATI(GL_MOV_ATI, dstreg, GL_NONE, GL_NONE,
|
|
arg1, GL_NONE, argmod1));
|
|
break;
|
|
|
|
case WINED3DTOP_MODULATE4X:
|
|
if(dstmod == GL_NONE) dstmod = GL_4X_BIT_ATI;
|
|
case WINED3DTOP_MODULATE2X:
|
|
if(dstmod == GL_NONE) dstmod = GL_2X_BIT_ATI;
|
|
case WINED3DTOP_MODULATE:
|
|
TRACE("glColorFragmentOp2ATI(GL_MUL_ATI, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
|
|
debug_register(dstreg), debug_dstmod(dstmod),
|
|
debug_register(arg1), debug_argmod(argmod1),
|
|
debug_register(arg2), debug_argmod(argmod2));
|
|
GL_EXTCALL(glColorFragmentOp2ATI(GL_MUL_ATI, dstreg, GL_NONE, dstmod,
|
|
arg1, GL_NONE, argmod1,
|
|
arg2, GL_NONE, argmod2));
|
|
break;
|
|
|
|
case WINED3DTOP_ADDSIGNED2X:
|
|
dstmod = GL_2X_BIT_ATI;
|
|
case WINED3DTOP_ADDSIGNED:
|
|
argmodextra = GL_BIAS_BIT_ATI;
|
|
case WINED3DTOP_ADD:
|
|
TRACE("glColorFragmentOp2ATI(GL_ADD_ATI, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
|
|
debug_register(dstreg), debug_dstmod(dstmod),
|
|
debug_register(arg1), debug_argmod(argmod1),
|
|
debug_register(arg2), debug_argmod(argmodextra | argmod2));
|
|
GL_EXTCALL(glColorFragmentOp2ATI(GL_ADD_ATI, GL_REG_0_ATI, GL_NONE, dstmod,
|
|
arg1, GL_NONE, argmod1,
|
|
arg2, GL_NONE, argmodextra | argmod2));
|
|
break;
|
|
|
|
case WINED3DTOP_SUBTRACT:
|
|
TRACE("glColorFragmentOp2ATI(GL_SUB_ATI, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
|
|
debug_register(dstreg), debug_dstmod(dstmod),
|
|
debug_register(arg1), debug_argmod(argmod1),
|
|
debug_register(arg2), debug_argmod(argmod2));
|
|
GL_EXTCALL(glColorFragmentOp2ATI(GL_SUB_ATI, dstreg, GL_NONE, dstmod,
|
|
arg1, GL_NONE, argmod1,
|
|
arg2, GL_NONE, argmod2));
|
|
break;
|
|
|
|
case WINED3DTOP_ADDSMOOTH:
|
|
argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
|
|
TRACE("glColorFragmentOp3ATI(GL_MAD_ATI, %s, GL_NONE, GL_NONE, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
|
|
debug_register(dstreg),
|
|
debug_register(arg2), debug_argmod(argmod2),
|
|
debug_register(arg1), debug_argmod(argmodextra),
|
|
debug_register(arg1), debug_argmod(argmod1));
|
|
/* Dst = arg1 + * arg2(1 -arg 1)
|
|
* = arg2 * (1 - arg1) + arg1
|
|
*/
|
|
GL_EXTCALL(glColorFragmentOp3ATI(GL_MAD_ATI, dstreg, GL_NONE, GL_NONE,
|
|
arg2, GL_NONE, argmod2,
|
|
arg1, GL_NONE, argmodextra,
|
|
arg1, GL_NONE, argmod1));
|
|
break;
|
|
|
|
case WINED3DTOP_BLENDCURRENTALPHA:
|
|
if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_CURRENT, gl_info, stage, NULL, -1);
|
|
case WINED3DTOP_BLENDFACTORALPHA:
|
|
if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TFACTOR, gl_info, stage, NULL, -1);
|
|
case WINED3DTOP_BLENDTEXTUREALPHA:
|
|
if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, -1);
|
|
case WINED3DTOP_BLENDDIFFUSEALPHA:
|
|
if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_DIFFUSE, gl_info, stage, NULL, -1);
|
|
TRACE("glColorFragmentOp3ATI(GL_LERP_ATI, %s, GL_NONE, GL_NONE, %s, GL_ALPHA, GL_NONE, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
|
|
debug_register(dstreg),
|
|
debug_register(extrarg),
|
|
debug_register(arg1), debug_argmod(argmod1),
|
|
debug_register(arg2), debug_argmod(argmod2));
|
|
GL_EXTCALL(glColorFragmentOp3ATI(GL_LERP_ATI, dstreg, GL_NONE, GL_NONE,
|
|
extrarg, GL_ALPHA, GL_NONE,
|
|
arg1, GL_NONE, argmod1,
|
|
arg2, GL_NONE, argmod2));
|
|
break;
|
|
|
|
case WINED3DTOP_BLENDTEXTUREALPHAPM:
|
|
arg0 = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, -1);
|
|
TRACE("glColorFragmentOp3ATI(GL_MAD_ATI, %s, GL_NONE, GL_NONE, %s, GL_NONE, %s, %s, GL_ALPHA, GL_COMP_BIT_ATI, %s, GL_NONE, %s)\n",
|
|
debug_register(dstreg),
|
|
debug_register(arg2), debug_argmod(argmod2),
|
|
debug_register(arg0),
|
|
debug_register(arg1), debug_argmod(argmod1));
|
|
GL_EXTCALL(glColorFragmentOp3ATI(GL_MAD_ATI, dstreg, GL_NONE, GL_NONE,
|
|
arg2, GL_NONE, argmod2,
|
|
arg0, GL_ALPHA, GL_COMP_BIT_ATI,
|
|
arg1, GL_NONE, argmod1));
|
|
break;
|
|
|
|
/* D3DTOP_PREMODULATE ???? */
|
|
|
|
case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
|
|
argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
|
|
case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
|
|
if(!argmodextra) argmodextra = argmod1;
|
|
TRACE("glColorFragmentOp3ATI(GL_MAD_ATI, %s, GL_NONE, GL_NONE, %s, GL_NONE, %s, %s, GL_ALPHA, %s, %s, GL_NONE, %s)\n",
|
|
debug_register(dstreg),
|
|
debug_register(arg2), debug_argmod(argmod2),
|
|
debug_register(arg1), debug_argmod(argmodextra), debug_register(arg1), debug_argmod(arg1));
|
|
GL_EXTCALL(glColorFragmentOp3ATI(GL_MAD_ATI, dstreg, GL_NONE, GL_NONE,
|
|
arg2, GL_NONE, argmod2,
|
|
arg1, GL_ALPHA, argmodextra,
|
|
arg1, GL_NONE, argmod1));
|
|
break;
|
|
|
|
case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
|
|
argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
|
|
case WINED3DTOP_MODULATECOLOR_ADDALPHA:
|
|
if(!argmodextra) argmodextra = argmod1;
|
|
TRACE("glColorFragmentOp3ATI(GL_MAD_ATI, %s, GL_NONE, GL_NONE, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_ALPHA, %s)\n",
|
|
debug_register(dstreg),
|
|
debug_register(arg2), debug_argmod(argmod2),
|
|
debug_register(arg1), debug_argmod(argmodextra),
|
|
debug_register(arg1), debug_argmod(argmod1));
|
|
GL_EXTCALL(glColorFragmentOp3ATI(GL_MAD_ATI, dstreg, GL_NONE, GL_NONE,
|
|
arg2, GL_NONE, argmod2,
|
|
arg1, GL_NONE, argmodextra,
|
|
arg1, GL_ALPHA, argmod1));
|
|
break;
|
|
|
|
case WINED3DTOP_DOTPRODUCT3:
|
|
TRACE("glColorFragmentOp2ATI(GL_DOT3_ATI, %s, GL_NONE, GL_4X_BIT_ATI, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
|
|
debug_register(dstreg),
|
|
debug_register(arg1), debug_argmod(argmod1 | GL_BIAS_BIT_ATI),
|
|
debug_register(arg2), debug_argmod(argmod2 | GL_BIAS_BIT_ATI));
|
|
GL_EXTCALL(glColorFragmentOp2ATI(GL_DOT3_ATI, dstreg, GL_NONE, GL_4X_BIT_ATI,
|
|
arg1, GL_NONE, argmod1 | GL_BIAS_BIT_ATI,
|
|
arg2, GL_NONE, argmod2 | GL_BIAS_BIT_ATI));
|
|
break;
|
|
|
|
case WINED3DTOP_MULTIPLYADD:
|
|
TRACE("glColorFragmentOp3ATI(GL_MAD_ATI, %s, GL_NONE, GL_NONE, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
|
|
debug_register(dstreg),
|
|
debug_register(arg0), debug_argmod(argmod0),
|
|
debug_register(arg2), debug_argmod(argmod2),
|
|
debug_register(arg1), debug_argmod(argmod1));
|
|
GL_EXTCALL(glColorFragmentOp3ATI(GL_MAD_ATI, dstreg, GL_NONE, GL_NONE,
|
|
arg0, GL_NONE, argmod0,
|
|
arg2, GL_NONE, argmod2,
|
|
arg1, GL_NONE, argmod1));
|
|
break;
|
|
|
|
case WINED3DTOP_LERP:
|
|
TRACE("glColorFragmentOp3ATI(GL_LERP_ATI, %s, GL_NONE, GL_NONE, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
|
|
debug_register(dstreg),
|
|
debug_register(arg1), debug_argmod(argmod1),
|
|
debug_register(arg2), debug_argmod(argmod2),
|
|
debug_register(arg0), debug_argmod(argmod0));
|
|
GL_EXTCALL(glColorFragmentOp3ATI(GL_LERP_ATI, dstreg, GL_NONE, GL_NONE,
|
|
arg1, GL_NONE, argmod1,
|
|
arg2, GL_NONE, argmod2,
|
|
arg0, GL_NONE, argmod0));
|
|
break;
|
|
|
|
case WINED3DTOP_BUMPENVMAP:
|
|
case WINED3DTOP_BUMPENVMAPLUMINANCE:
|
|
/* Those are handled in the first pass of the shader(generation pass 1 and 2) 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, tmparg);
|
|
arg1 = register_for_arg(op[stage].aarg1, gl_info, stage, &argmod1, tmparg);
|
|
arg2 = register_for_arg(op[stage].aarg2, gl_info, stage, &argmod2, tmparg);
|
|
dstmod = GL_NONE;
|
|
argmodextra = GL_NONE;
|
|
extrarg = GL_NONE;
|
|
|
|
switch(op[stage].aop) {
|
|
case WINED3DTOP_DISABLE:
|
|
/* Get the primary color to the output if on stage 0, otherwise leave register 0 untouched */
|
|
if(stage == 0) {
|
|
TRACE("glAlphaFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_PRIMARY_COLOR, GL_NONE, GL_NONE)\n");
|
|
GL_EXTCALL(glAlphaFragmentOp1ATI(GL_MOV_ATI, GL_REG_0_ATI, GL_NONE,
|
|
GL_PRIMARY_COLOR, GL_NONE, GL_NONE));
|
|
}
|
|
break;
|
|
|
|
case WINED3DTOP_SELECTARG2:
|
|
arg1 = arg2;
|
|
argmod1 = argmod2;
|
|
case WINED3DTOP_SELECTARG1:
|
|
TRACE("glAlphaFragmentOp1ATI(GL_MOV_ATI, %s, GL_NONE, %s, GL_NONE, %s)\n",
|
|
debug_register(dstreg),
|
|
debug_register(arg1), debug_argmod(argmod1));
|
|
GL_EXTCALL(glAlphaFragmentOp1ATI(GL_MOV_ATI, dstreg, GL_NONE,
|
|
arg1, GL_NONE, argmod1));
|
|
break;
|
|
|
|
case WINED3DTOP_MODULATE4X:
|
|
if(dstmod == GL_NONE) dstmod = GL_4X_BIT_ATI;
|
|
case WINED3DTOP_MODULATE2X:
|
|
if(dstmod == GL_NONE) dstmod = GL_2X_BIT_ATI;
|
|
case WINED3DTOP_MODULATE:
|
|
TRACE("glAlphaFragmentOp2ATI(GL_MUL_ATI, %s, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
|
|
debug_register(dstreg), debug_dstmod(dstmod),
|
|
debug_register(arg1), debug_argmod(argmod1),
|
|
debug_register(arg2), debug_argmod(argmod2));
|
|
GL_EXTCALL(glAlphaFragmentOp2ATI(GL_MUL_ATI, dstreg, dstmod,
|
|
arg1, GL_NONE, argmod1,
|
|
arg2, GL_NONE, argmod2));
|
|
break;
|
|
|
|
case WINED3DTOP_ADDSIGNED2X:
|
|
dstmod = GL_2X_BIT_ATI;
|
|
case WINED3DTOP_ADDSIGNED:
|
|
argmodextra = GL_BIAS_BIT_ATI;
|
|
case WINED3DTOP_ADD:
|
|
TRACE("glAlphaFragmentOp2ATI(GL_ADD_ATI, %s, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
|
|
debug_register(dstreg), debug_dstmod(dstmod),
|
|
debug_register(arg1), debug_argmod(argmod1),
|
|
debug_register(arg2), debug_argmod(argmodextra | argmod2));
|
|
GL_EXTCALL(glAlphaFragmentOp2ATI(GL_ADD_ATI, dstreg, dstmod,
|
|
arg1, GL_NONE, argmod1,
|
|
arg2, GL_NONE, argmodextra | argmod2));
|
|
break;
|
|
|
|
case WINED3DTOP_SUBTRACT:
|
|
TRACE("glAlphaFragmentOp2ATI(GL_SUB_ATI, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
|
|
debug_register(dstreg), debug_dstmod(dstmod),
|
|
debug_register(arg1), debug_argmod(argmod1),
|
|
debug_register(arg2), debug_argmod(argmod2));
|
|
GL_EXTCALL(glAlphaFragmentOp2ATI(GL_SUB_ATI, dstreg, dstmod,
|
|
arg1, GL_NONE, argmod1,
|
|
arg2, GL_NONE, argmod2));
|
|
break;
|
|
|
|
case WINED3DTOP_ADDSMOOTH:
|
|
argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
|
|
TRACE("glAlphaFragmentOp3ATI(GL_MAD_ATI, %s, GL_NONE, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
|
|
debug_register(dstreg),
|
|
debug_register(arg2), debug_argmod(argmod2),
|
|
debug_register(arg1), debug_argmod(argmodextra),
|
|
debug_register(arg1), debug_argmod(argmod1));
|
|
/* Dst = arg1 + * arg2(1 -arg 1)
|
|
* = arg2 * (1 - arg1) + arg1
|
|
*/
|
|
GL_EXTCALL(glAlphaFragmentOp3ATI(GL_MAD_ATI, dstreg, GL_NONE,
|
|
arg2, GL_NONE, argmod2,
|
|
arg1, GL_NONE, argmodextra,
|
|
arg1, GL_NONE, argmod1));
|
|
break;
|
|
|
|
case WINED3DTOP_BLENDCURRENTALPHA:
|
|
if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_CURRENT, gl_info, stage, NULL, -1);
|
|
case WINED3DTOP_BLENDFACTORALPHA:
|
|
if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TFACTOR, gl_info, stage, NULL, -1);
|
|
case WINED3DTOP_BLENDTEXTUREALPHA:
|
|
if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, -1);
|
|
case WINED3DTOP_BLENDDIFFUSEALPHA:
|
|
if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_DIFFUSE, gl_info, stage, NULL, -1);
|
|
TRACE("glAlphaFragmentOp3ATI(GL_LERP_ATI, %s, GL_NONE, %s, GL_ALPHA, GL_NONE, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
|
|
debug_register(dstreg),
|
|
debug_register(extrarg),
|
|
debug_register(arg1), debug_argmod(argmod1),
|
|
debug_register(arg2), debug_argmod(argmod2));
|
|
GL_EXTCALL(glAlphaFragmentOp3ATI(GL_LERP_ATI, dstreg, GL_NONE,
|
|
extrarg, GL_ALPHA, GL_NONE,
|
|
arg1, GL_NONE, argmod1,
|
|
arg2, GL_NONE, argmod2));
|
|
break;
|
|
|
|
case WINED3DTOP_BLENDTEXTUREALPHAPM:
|
|
arg0 = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, -1);
|
|
TRACE("glAlphaFragmentOp3ATI(GL_MAD_ATI, %s, GL_NONE, %s, GL_NONE, %s, %s, GL_ALPHA, GL_COMP_BIT_ATI, %s, GL_NONE, %s)\n",
|
|
debug_register(dstreg),
|
|
debug_register(arg2), debug_argmod(argmod2),
|
|
debug_register(arg0),
|
|
debug_register(arg1), debug_argmod(argmod1));
|
|
GL_EXTCALL(glAlphaFragmentOp3ATI(GL_MAD_ATI, dstreg, GL_NONE,
|
|
arg2, GL_NONE, argmod2,
|
|
arg0, GL_ALPHA, GL_COMP_BIT_ATI,
|
|
arg1, GL_NONE, argmod1));
|
|
break;
|
|
|
|
/* D3DTOP_PREMODULATE ???? */
|
|
|
|
case WINED3DTOP_DOTPRODUCT3:
|
|
TRACE("glAlphaFragmentOp2ATI(GL_DOT3_ATI, %s, GL_NONE, GL_4X_BIT_ATI, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
|
|
debug_register(dstreg),
|
|
debug_register(arg1), debug_argmod(argmod1 | GL_BIAS_BIT_ATI),
|
|
debug_register(arg2), debug_argmod(argmod2 | GL_BIAS_BIT_ATI));
|
|
GL_EXTCALL(glAlphaFragmentOp2ATI(GL_DOT3_ATI, dstreg, GL_4X_BIT_ATI,
|
|
arg1, GL_NONE, argmod1 | GL_BIAS_BIT_ATI,
|
|
arg2, GL_NONE, argmod2 | GL_BIAS_BIT_ATI));
|
|
break;
|
|
|
|
case WINED3DTOP_MULTIPLYADD:
|
|
TRACE("glAlphaFragmentOp3ATI(GL_MAD_ATI, %s, GL_NONE, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
|
|
debug_register(dstreg),
|
|
debug_register(arg0), debug_argmod(argmod0),
|
|
debug_register(arg2), debug_argmod(argmod2),
|
|
debug_register(arg1), debug_argmod(argmod1));
|
|
GL_EXTCALL(glAlphaFragmentOp3ATI(GL_MAD_ATI, dstreg, GL_NONE,
|
|
arg0, GL_NONE, argmod0,
|
|
arg2, GL_NONE, argmod2,
|
|
arg1, GL_NONE, argmod1));
|
|
break;
|
|
|
|
case WINED3DTOP_LERP:
|
|
TRACE("glAlphaFragmentOp3ATI(GL_LERP_ATI, %s, GL_NONE, %s, GL_NONE, %s, %s, GL_NONE, %s, %s, GL_NONE, %s)\n",
|
|
debug_register(dstreg),
|
|
debug_register(arg1), debug_argmod(argmod1),
|
|
debug_register(arg2), debug_argmod(argmod2),
|
|
debug_register(arg0), debug_argmod(argmod0));
|
|
GL_EXTCALL(glAlphaFragmentOp3ATI(GL_LERP_ATI, dstreg, GL_NONE,
|
|
arg1, GL_NONE, argmod1,
|
|
arg2, GL_NONE, argmod2,
|
|
arg0, GL_NONE, argmod0));
|
|
break;
|
|
|
|
case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
|
|
case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
|
|
case WINED3DTOP_MODULATECOLOR_ADDALPHA:
|
|
case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
|
|
case WINED3DTOP_BUMPENVMAP:
|
|
case WINED3DTOP_BUMPENVMAPLUMINANCE:
|
|
ERR("Application uses an invalid alpha operation\n");
|
|
break;
|
|
|
|
default: FIXME("Unhandled alpha operation %d on stage %d\n", op[stage].aop, stage);
|
|
}
|
|
}
|
|
|
|
TRACE("glEndFragmentShaderATI()\n");
|
|
GL_EXTCALL(glEndFragmentShaderATI());
|
|
checkGLcall("GL_EXTCALL(glEndFragmentShaderATI())");
|
|
return ret;
|
|
}
|
|
#undef GLINFO_LOCATION
|
|
|
|
#define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
|
|
static void set_tex_op_atifs(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
|
IWineD3DDeviceImpl *This = stateblock->wineD3DDevice;
|
|
struct atifs_ffp_desc *desc;
|
|
struct texture_stage_op op[MAX_TEXTURES];
|
|
struct atifs_private_data *priv = (struct atifs_private_data *) This->shader_priv;
|
|
DWORD mapped_stage;
|
|
unsigned int i;
|
|
|
|
gen_ffp_op(stateblock, op);
|
|
desc = (struct atifs_ffp_desc *) find_ffp_shader(&priv->fragment_shaders, op);
|
|
if(!desc) {
|
|
desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*desc));
|
|
if(!desc) {
|
|
ERR("Out of memory\n");
|
|
return;
|
|
}
|
|
desc->num_textures_used = 0;
|
|
for(i = 0; i < GL_LIMITS(texture_stages); i++) {
|
|
if(op[i].cop == WINED3DTOP_DISABLE) break;
|
|
desc->num_textures_used = i;
|
|
}
|
|
|
|
memcpy(desc->parent.op, op, sizeof(op));
|
|
desc->shader = gen_ati_shader(op, &GLINFO_LOCATION);
|
|
add_ffp_shader(&priv->fragment_shaders, &desc->parent);
|
|
TRACE("Allocated fixed function replacement shader descriptor %p\n", desc);
|
|
}
|
|
|
|
/* GL_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 = This->texUnitMap[i];
|
|
if(mapped_stage != -1) {
|
|
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
|
|
checkGLcall("glActiveTextureARB");
|
|
texture_activate_dimensions(i, stateblock, context);
|
|
}
|
|
}
|
|
|
|
GL_EXTCALL(glBindFragmentShaderATI(desc->shader));
|
|
}
|
|
|
|
static void state_texfactor_atifs(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
|
float col[4];
|
|
D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
|
|
|
|
GL_EXTCALL(glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR, col));
|
|
checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR, col)");
|
|
}
|
|
|
|
static void set_bumpmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
|
DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
|
|
float mat[2][2];
|
|
|
|
mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
|
|
mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
|
|
mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
|
|
mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
|
|
/* GL_ATI_fragment_shader allows only constants from 0.0 to 1.0, but the bumpmat
|
|
* constants can be in any range. While they should stay between [-1.0 and 1.0] because
|
|
* Shader Model 1.x pixel shaders are clamped to that range negative values are used occasionally,
|
|
* for example by our d3d9 test. So to get negative values scale -1;1 to 0;1 and undo that in the
|
|
* shader(it is free). This might potentially reduce precision. However, if the hardware does
|
|
* support proper floats it shouldn't, and if it doesn't we can't get anything better anyway
|
|
*/
|
|
mat[0][0] = (mat[0][0] + 1.0) * 0.5;
|
|
mat[1][0] = (mat[1][0] + 1.0) * 0.5;
|
|
mat[0][1] = (mat[0][1] + 1.0) * 0.5;
|
|
mat[1][1] = (mat[1][1] + 1.0) * 0.5;
|
|
GL_EXTCALL(glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), (float *) mat));
|
|
checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), mat)");
|
|
|
|
/* FIXME: This should go away
|
|
* This is currently needed because atifs borrows a pixel shader implementation
|
|
* from somewhere else, but consumes bump map matrix change events. The other pixel
|
|
* shader implementation may need notification about the change to update the texbem
|
|
* constants. Once ATIFS supports real shaders on its own, and GLSL/ARB have a replacement
|
|
* pipeline this call can go away
|
|
*
|
|
* FIXME2: Even considering this workaround calling FFPStateTable directly isn't nice
|
|
* as well. Better would be to call the model's table we inherit from, but currently
|
|
* it is always the FFP table, and as soon as this changes we can remove the call anyway
|
|
*/
|
|
FFPStateTable[state].apply(state, stateblock, context);
|
|
}
|
|
#undef GLINFO_LOCATION
|
|
|
|
/* our state table. Borrows lots of stuff from the base implementation */
|
|
struct StateEntry ATIFSStateTable[STATE_HIGHEST + 1];
|
|
|
|
static void init_state_table() {
|
|
unsigned int i;
|
|
const DWORD rep = STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP);
|
|
memcpy(ATIFSStateTable, arb_program_shader_backend.StateTable, sizeof(ATIFSStateTable));
|
|
|
|
for(i = 0; i < MAX_TEXTURES; i++) {
|
|
ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)].apply = set_tex_op_atifs;
|
|
ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)].representative = rep;
|
|
ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLORARG1)].apply = set_tex_op_atifs;
|
|
ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLORARG1)].representative = rep;
|
|
ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLORARG2)].apply = set_tex_op_atifs;
|
|
ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLORARG2)].representative = rep;
|
|
ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLORARG0)].apply = set_tex_op_atifs;
|
|
ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLORARG0)].representative = rep;
|
|
|
|
ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_ALPHAOP)].apply = set_tex_op_atifs;
|
|
ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_ALPHAOP)].representative = rep;
|
|
ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_ALPHAARG1)].apply = set_tex_op_atifs;
|
|
ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_ALPHAARG1)].representative = rep;
|
|
ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_ALPHAARG2)].apply = set_tex_op_atifs;
|
|
ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_ALPHAARG2)].representative = rep;
|
|
ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_ALPHAARG0)].apply = set_tex_op_atifs;
|
|
ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_ALPHAARG0)].representative = rep;
|
|
|
|
ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_RESULTARG)].apply = set_tex_op_atifs;
|
|
ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_RESULTARG)].representative = rep;
|
|
|
|
ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00)].apply = set_bumpmat;
|
|
ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT01)].apply = set_bumpmat;
|
|
ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT10)].apply = set_bumpmat;
|
|
ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT11)].apply = set_bumpmat;
|
|
}
|
|
|
|
ATIFSStateTable[STATE_RENDER(WINED3DRS_TEXTUREFACTOR)].apply = state_texfactor_atifs;
|
|
ATIFSStateTable[STATE_RENDER(WINED3DRS_TEXTUREFACTOR)].representative = STATE_RENDER(WINED3DRS_TEXTUREFACTOR);
|
|
}
|
|
|
|
/* GL_ATI_fragment_shader backend.It borrows a lot from a the
|
|
* ARB shader backend, currently the whole vertex processing
|
|
* code. This code would also forward pixel shaders, but if
|
|
* GL_ARB_fragment_program is supported, the atifs shader backend
|
|
* is not used.
|
|
*/
|
|
static void shader_atifs_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
|
|
arb_program_shader_backend.shader_select(iface, usePS, useVS);
|
|
}
|
|
|
|
static void shader_atifs_select_depth_blt(IWineD3DDevice *iface) {
|
|
arb_program_shader_backend.shader_select_depth_blt(iface);
|
|
}
|
|
|
|
static void shader_atifs_destroy_depth_blt(IWineD3DDevice *iface) {
|
|
arb_program_shader_backend.shader_destroy_depth_blt(iface);
|
|
}
|
|
|
|
static void shader_atifs_load_constants(IWineD3DDevice *iface, char usePS, char useVS) {
|
|
arb_program_shader_backend.shader_load_constants(iface, usePS, useVS);
|
|
}
|
|
|
|
static void shader_atifs_cleanup(IWineD3DDevice *iface) {
|
|
arb_program_shader_backend.shader_cleanup(iface);
|
|
}
|
|
|
|
static void shader_atifs_color_correction(SHADER_OPCODE_ARG* arg) {
|
|
arb_program_shader_backend.shader_color_correction(arg);
|
|
}
|
|
|
|
static void shader_atifs_destroy(IWineD3DBaseShader *iface) {
|
|
arb_program_shader_backend.shader_destroy(iface);
|
|
}
|
|
|
|
static HRESULT shader_atifs_alloc(IWineD3DDevice *iface) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
|
HRESULT hr;
|
|
struct atifs_private_data *priv;
|
|
hr = arb_program_shader_backend.shader_alloc_private(iface);
|
|
if(FAILED(hr)) return hr;
|
|
|
|
This->shader_priv = HeapReAlloc(GetProcessHeap(), 0, This->shader_priv,
|
|
sizeof(struct atifs_private_data));
|
|
priv = (struct atifs_private_data *) This->shader_priv;
|
|
list_init(&priv->fragment_shaders);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
#define GLINFO_LOCATION This->adapter->gl_info
|
|
static void shader_atifs_free(IWineD3DDevice *iface) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
|
struct atifs_private_data *priv = (struct atifs_private_data *) This->shader_priv;
|
|
struct ffp_desc *entry, *entry2;
|
|
struct atifs_ffp_desc *entry_ati;
|
|
|
|
ENTER_GL();
|
|
LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &priv->fragment_shaders, struct ffp_desc, entry) {
|
|
entry_ati = (struct atifs_ffp_desc *) entry;
|
|
GL_EXTCALL(glDeleteFragmentShaderATI(entry_ati->shader));
|
|
checkGLcall("glDeleteFragmentShaderATI(entry->shader)");
|
|
list_remove(&entry->entry);
|
|
HeapFree(GetProcessHeap(), 0, entry);
|
|
}
|
|
LEAVE_GL();
|
|
|
|
/* Not actually needed, but revert what we've done before */
|
|
This->shader_priv = HeapReAlloc(GetProcessHeap(), 0, This->shader_priv,
|
|
sizeof(struct shader_arb_priv));
|
|
arb_program_shader_backend.shader_free_private(iface);
|
|
}
|
|
#undef GLINFO_LOCATION
|
|
|
|
static BOOL shader_atifs_dirty_const(IWineD3DDevice *iface) {
|
|
return arb_program_shader_backend.shader_dirtifyable_constants(iface);
|
|
}
|
|
|
|
static void shader_atifs_load_init(void) {
|
|
arb_program_shader_backend.shader_dll_load_init();
|
|
init_state_table();
|
|
}
|
|
|
|
static void shader_atifs_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *caps) {
|
|
arb_program_shader_backend.shader_get_caps(devtype, gl_info, caps);
|
|
|
|
caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
|
|
WINED3DTEXOPCAPS_SELECTARG1 |
|
|
WINED3DTEXOPCAPS_SELECTARG2 |
|
|
WINED3DTEXOPCAPS_MODULATE4X |
|
|
WINED3DTEXOPCAPS_MODULATE2X |
|
|
WINED3DTEXOPCAPS_MODULATE |
|
|
WINED3DTEXOPCAPS_ADDSIGNED2X |
|
|
WINED3DTEXOPCAPS_ADDSIGNED |
|
|
WINED3DTEXOPCAPS_ADD |
|
|
WINED3DTEXOPCAPS_SUBTRACT |
|
|
WINED3DTEXOPCAPS_ADDSMOOTH |
|
|
WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
|
|
WINED3DTEXOPCAPS_BLENDFACTORALPHA |
|
|
WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
|
|
WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
|
|
WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
|
|
WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
|
|
WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
|
|
WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
|
|
WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
|
|
WINED3DTEXOPCAPS_DOTPRODUCT3 |
|
|
WINED3DTEXOPCAPS_MULTIPLYADD |
|
|
WINED3DTEXOPCAPS_LERP |
|
|
WINED3DTEXOPCAPS_BUMPENVMAP;
|
|
|
|
/* TODO: Implement WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
|
|
and WINED3DTEXOPCAPS_PREMODULATE */
|
|
|
|
/* GL_ATI_fragment_shader only supports up to 6 textures, which was the limit on r200 cards
|
|
* which this extension is exclusively focused on(later cards have GL_ARB_fragment_program).
|
|
* If the current card has more than 8 fixed function textures in OpenGL's regular fixed
|
|
* function pipeline then the ATI_fragment_shader backend imposes a stricter limit. This
|
|
* shouldn't be too hard since Nvidia cards have a limit of 4 textures with the default ffp
|
|
* pipeline, and almost all games are happy with that. We can however support up to 8
|
|
* texture stages because we have a 2nd pass limit of 8 instructions, and per stage we use
|
|
* only 1 instruction.
|
|
*
|
|
* The proper fix for this is not to use GL_ATI_fragment_shader on cards newer than the
|
|
* r200 series and use an ARB or GLSL shader instead
|
|
*/
|
|
if(caps->MaxSimultaneousTextures > 6) {
|
|
WARN("OpenGL fixed function supports %d simultaneous textures,\n", caps->MaxSimultaneousTextures);
|
|
WARN("but GL_ATI_fragment_shader limits this to 6\n");
|
|
caps->MaxSimultaneousTextures = 6;
|
|
}
|
|
|
|
caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
|
|
}
|
|
|
|
static void shader_atifs_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer) {
|
|
ERR("Should not get here\n");
|
|
}
|
|
|
|
static void shader_atifs_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer) {
|
|
arb_program_shader_backend.shader_generate_vshader(iface, buffer);
|
|
}
|
|
|
|
static void shader_atifs_fragment_enable(IWineD3DDevice *iface, 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)");
|
|
}
|
|
}
|
|
|
|
const shader_backend_t atifs_shader_backend = {
|
|
shader_atifs_select,
|
|
shader_atifs_select_depth_blt,
|
|
shader_atifs_destroy_depth_blt,
|
|
shader_atifs_load_constants,
|
|
shader_atifs_cleanup,
|
|
shader_atifs_color_correction,
|
|
shader_atifs_destroy,
|
|
shader_atifs_alloc,
|
|
shader_atifs_free,
|
|
shader_atifs_dirty_const,
|
|
shader_atifs_generate_pshader,
|
|
shader_atifs_generate_vshader,
|
|
shader_atifs_get_caps,
|
|
shader_atifs_load_init,
|
|
shader_atifs_fragment_enable,
|
|
ATIFSStateTable
|
|
};
|