wine/dlls/wined3d/ati_fragment_shader.c

1232 lines
69 KiB
C

/*
* 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 <math.h>
#include <stdio.h>
#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(const struct wined3d_gl_info *gl_info, BOOL enable)
{
if (enable)
{
gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_SHADER_ATI);
checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
}
else
{
gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_SHADER_ATI);
checkGLcall("glDisable(GL_FRAGMENT_SHADER_ATI)");
}
}
static void atifs_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
{
caps->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 */
};