| /* |
| * 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); |
| |
| /* Context activation for state handlers is done by the caller. */ |
| |
| /* Some private defines, Constant associations, etc. |
| * Env bump matrix and per stage constant should be independent, |
| * a stage that bump maps can't read the per state constant |
| */ |
| #define ATIFS_CONST_BUMPMAT(i) (GL_CON_0_ATI + i) |
| #define ATIFS_CONST_STAGE(i) (GL_CON_0_ATI + i) |
| #define ATIFS_CONST_TFACTOR GL_CON_6_ATI |
| |
| enum atifs_constant_value |
| { |
| ATIFS_CONSTANT_UNUSED = 0, |
| ATIFS_CONSTANT_BUMP, |
| ATIFS_CONSTANT_TFACTOR, |
| ATIFS_CONSTANT_STAGE, |
| }; |
| |
| /* GL_ATI_fragment_shader specific fixed function pipeline description. "Inherits" from the common one */ |
| struct atifs_ffp_desc |
| { |
| struct ffp_frag_desc parent; |
| GLuint shader; |
| unsigned int num_textures_used; |
| enum atifs_constant_value constants[MAX_TEXTURES]; |
| }; |
| |
| struct atifs_private_data |
| { |
| struct wine_rb_tree fragment_shaders; /* A rb-tree to track fragment pipeline replacement shaders */ |
| }; |
| |
| struct atifs_context_private_data |
| { |
| const struct atifs_ffp_desc *last_shader; |
| }; |
| |
| static const char *debug_dstmod(GLuint mod) { |
| switch(mod) { |
| case GL_NONE: return "GL_NONE"; |
| case GL_2X_BIT_ATI: return "GL_2X_BIT_ATI"; |
| case GL_4X_BIT_ATI: return "GL_4X_BIT_ATI"; |
| case GL_8X_BIT_ATI: return "GL_8X_BIT_ATI"; |
| case GL_HALF_BIT_ATI: return "GL_HALF_BIT_ATI"; |
| case GL_QUARTER_BIT_ATI: return "GL_QUARTER_BIT_ATI"; |
| case GL_EIGHTH_BIT_ATI: return "GL_EIGHTH_BIT_ATI"; |
| case GL_SATURATE_BIT_ATI: return "GL_SATURATE_BIT_ATI"; |
| default: return "Unexpected modifier\n"; |
| } |
| } |
| |
| static const char *debug_argmod(GLuint mod) { |
| switch(mod) { |
| case GL_NONE: |
| return "GL_NONE"; |
| |
| case GL_2X_BIT_ATI: |
| return "GL_2X_BIT_ATI"; |
| case GL_COMP_BIT_ATI: |
| return "GL_COMP_BIT_ATI"; |
| case GL_NEGATE_BIT_ATI: |
| return "GL_NEGATE_BIT_ATI"; |
| case GL_BIAS_BIT_ATI: |
| return "GL_BIAS_BIT_ATI"; |
| |
| case GL_2X_BIT_ATI | GL_COMP_BIT_ATI: |
| return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI"; |
| case GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI: |
| return "GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI"; |
| case GL_2X_BIT_ATI | GL_BIAS_BIT_ATI: |
| return "GL_2X_BIT_ATI | GL_BIAS_BIT_ATI"; |
| case GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI: |
| return "GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI"; |
| case GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI: |
| return "GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI"; |
| case GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI: |
| return "GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI"; |
| |
| case GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI: |
| return "GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI"; |
| case GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI: |
| return "GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI"; |
| case GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI: |
| return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI"; |
| case GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI: |
| return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI"; |
| |
| case GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI: |
| return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI"; |
| |
| default: |
| return "Unexpected argmod combination\n"; |
| } |
| } |
| static const char *debug_register(GLuint reg) { |
| switch(reg) { |
| case GL_REG_0_ATI: return "GL_REG_0_ATI"; |
| case GL_REG_1_ATI: return "GL_REG_1_ATI"; |
| case GL_REG_2_ATI: return "GL_REG_2_ATI"; |
| case GL_REG_3_ATI: return "GL_REG_3_ATI"; |
| case GL_REG_4_ATI: return "GL_REG_4_ATI"; |
| case GL_REG_5_ATI: return "GL_REG_5_ATI"; |
| |
| case GL_CON_0_ATI: return "GL_CON_0_ATI"; |
| case GL_CON_1_ATI: return "GL_CON_1_ATI"; |
| case GL_CON_2_ATI: return "GL_CON_2_ATI"; |
| case GL_CON_3_ATI: return "GL_CON_3_ATI"; |
| case GL_CON_4_ATI: return "GL_CON_4_ATI"; |
| case GL_CON_5_ATI: return "GL_CON_5_ATI"; |
| case GL_CON_6_ATI: return "GL_CON_6_ATI"; |
| case GL_CON_7_ATI: return "GL_CON_7_ATI"; |
| |
| case GL_ZERO: return "GL_ZERO"; |
| case GL_ONE: return "GL_ONE"; |
| case GL_PRIMARY_COLOR: return "GL_PRIMARY_COLOR"; |
| case GL_SECONDARY_INTERPOLATOR_ATI: return "GL_SECONDARY_INTERPOLATOR_ATI"; |
| |
| default: return "Unknown register\n"; |
| } |
| } |
| |
| static const char *debug_swizzle(GLuint swizzle) { |
| switch(swizzle) { |
| case GL_SWIZZLE_STR_ATI: return "GL_SWIZZLE_STR_ATI"; |
| case GL_SWIZZLE_STQ_ATI: return "GL_SWIZZLE_STQ_ATI"; |
| case GL_SWIZZLE_STR_DR_ATI: return "GL_SWIZZLE_STR_DR_ATI"; |
| case GL_SWIZZLE_STQ_DQ_ATI: return "GL_SWIZZLE_STQ_DQ_ATI"; |
| default: return "unknown swizzle"; |
| } |
| } |
| |
| static const char *debug_rep(GLuint rep) { |
| switch(rep) { |
| case GL_NONE: return "GL_NONE"; |
| case GL_RED: return "GL_RED"; |
| case GL_GREEN: return "GL_GREEN"; |
| case GL_BLUE: return "GL_BLUE"; |
| case GL_ALPHA: return "GL_ALPHA"; |
| default: return "unknown argrep"; |
| } |
| } |
| |
| static const char *debug_op(GLuint op) { |
| switch(op) { |
| case GL_MOV_ATI: return "GL_MOV_ATI"; |
| case GL_ADD_ATI: return "GL_ADD_ATI"; |
| case GL_MUL_ATI: return "GL_MUL_ATI"; |
| case GL_SUB_ATI: return "GL_SUB_ATI"; |
| case GL_DOT3_ATI: return "GL_DOT3_ATI"; |
| case GL_DOT4_ATI: return "GL_DOT4_ATI"; |
| case GL_MAD_ATI: return "GL_MAD_ATI"; |
| case GL_LERP_ATI: return "GL_LERP_ATI"; |
| case GL_CND_ATI: return "GL_CND_ATI"; |
| case GL_CND0_ATI: return "GL_CND0_ATI"; |
| case GL_DOT2_ADD_ATI: return "GL_DOT2_ADD_ATI"; |
| default: return "unexpected op"; |
| } |
| } |
| |
| static const char *debug_mask(GLuint mask) { |
| switch(mask) { |
| case GL_NONE: return "GL_NONE"; |
| case GL_RED_BIT_ATI: return "GL_RED_BIT_ATI"; |
| case GL_GREEN_BIT_ATI: return "GL_GREEN_BIT_ATI"; |
| case GL_BLUE_BIT_ATI: return "GL_BLUE_BIT_ATI"; |
| case GL_RED_BIT_ATI | GL_GREEN_BIT_ATI: return "GL_RED_BIT_ATI | GL_GREEN_BIT_ATI"; |
| case GL_RED_BIT_ATI | GL_BLUE_BIT_ATI: return "GL_RED_BIT_ATI | GL_BLUE_BIT_ATI"; |
| case GL_GREEN_BIT_ATI | GL_BLUE_BIT_ATI:return "GL_GREEN_BIT_ATI | GL_BLUE_BIT_ATI"; |
| case GL_RED_BIT_ATI | GL_GREEN_BIT_ATI | GL_BLUE_BIT_ATI:return "GL_RED_BIT_ATI | GL_GREEN_BIT_ATI | GL_BLUE_BIT_ATI"; |
| default: return "Unexpected writemask"; |
| } |
| } |
| |
| static void wrap_op1(const struct wined3d_gl_info *gl_info, GLuint op, GLuint dst, GLuint dstMask, GLuint dstMod, |
| GLuint arg1, GLuint arg1Rep, GLuint arg1Mod) |
| { |
| if(dstMask == GL_ALPHA) { |
| TRACE("glAlphaFragmentOp1ATI(%s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst), debug_dstmod(dstMod), |
| debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod)); |
| GL_EXTCALL(glAlphaFragmentOp1ATI(op, dst, dstMod, arg1, arg1Rep, arg1Mod)); |
| } else { |
| TRACE("glColorFragmentOp1ATI(%s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst), |
| debug_mask(dstMask), debug_dstmod(dstMod), |
| debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod)); |
| GL_EXTCALL(glColorFragmentOp1ATI(op, dst, dstMask, dstMod, arg1, arg1Rep, arg1Mod)); |
| } |
| } |
| |
| static void wrap_op2(const struct wined3d_gl_info *gl_info, GLuint op, GLuint dst, GLuint dstMask, GLuint dstMod, |
| GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod) |
| { |
| if(dstMask == GL_ALPHA) { |
| TRACE("glAlphaFragmentOp2ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst), debug_dstmod(dstMod), |
| debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod), |
| debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod)); |
| GL_EXTCALL(glAlphaFragmentOp2ATI(op, dst, dstMod, arg1, arg1Rep, arg1Mod, arg2, arg2Rep, arg2Mod)); |
| } else { |
| TRACE("glColorFragmentOp2ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst), |
| debug_mask(dstMask), debug_dstmod(dstMod), |
| debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod), |
| debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod)); |
| GL_EXTCALL(glColorFragmentOp2ATI(op, dst, dstMask, dstMod, arg1, arg1Rep, arg1Mod, arg2, arg2Rep, arg2Mod)); |
| } |
| } |
| |
| static void wrap_op3(const struct wined3d_gl_info *gl_info, GLuint op, GLuint dst, GLuint dstMask, GLuint dstMod, |
| GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod, |
| GLuint arg3, GLuint arg3Rep, GLuint arg3Mod) |
| { |
| if(dstMask == GL_ALPHA) { |
| /* Leave some free space to fit "GL_NONE, " in to align most alpha and color op lines */ |
| TRACE("glAlphaFragmentOp3ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst), debug_dstmod(dstMod), |
| debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod), |
| debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod), |
| debug_register(arg3), debug_rep(arg3Rep), debug_argmod(arg3Mod)); |
| GL_EXTCALL(glAlphaFragmentOp3ATI(op, dst, dstMod, |
| arg1, arg1Rep, arg1Mod, |
| arg2, arg2Rep, arg2Mod, |
| arg3, arg3Rep, arg3Mod)); |
| } else { |
| TRACE("glColorFragmentOp3ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst), |
| debug_mask(dstMask), debug_dstmod(dstMod), |
| debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod), |
| debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod), |
| debug_register(arg3), debug_rep(arg3Rep), debug_argmod(arg3Mod)); |
| GL_EXTCALL(glColorFragmentOp3ATI(op, dst, dstMask, dstMod, |
| arg1, arg1Rep, arg1Mod, |
| arg2, arg2Rep, arg2Mod, |
| arg3, arg3Rep, arg3Mod)); |
| } |
| } |
| |
| static GLuint register_for_arg(DWORD arg, const struct wined3d_gl_info *gl_info, |
| unsigned int stage, GLuint *mod, GLuint *rep, GLuint tmparg) |
| { |
| GLenum ret; |
| |
| if(mod) *mod = GL_NONE; |
| if(arg == ARG_UNUSED) |
| { |
| if (rep) *rep = GL_NONE; |
| return -1; /* This is the marker for unused registers */ |
| } |
| |
| switch(arg & WINED3DTA_SELECTMASK) { |
| case WINED3DTA_DIFFUSE: |
| ret = GL_PRIMARY_COLOR; |
| break; |
| |
| case WINED3DTA_CURRENT: |
| /* Note that using GL_REG_0_ATI for the passed on register is safe because |
| * texture0 is read at stage0, so in the worst case it is read in the |
| * instruction writing to reg0. Afterwards texture0 is not used any longer. |
| * If we're reading from current |
| */ |
| ret = stage ? GL_REG_0_ATI : GL_PRIMARY_COLOR; |
| break; |
| |
| case WINED3DTA_TEXTURE: |
| ret = GL_REG_0_ATI + stage; |
| break; |
| |
| case WINED3DTA_TFACTOR: |
| ret = ATIFS_CONST_TFACTOR; |
| break; |
| |
| case WINED3DTA_SPECULAR: |
| ret = GL_SECONDARY_INTERPOLATOR_ATI; |
| break; |
| |
| case WINED3DTA_TEMP: |
| ret = tmparg; |
| break; |
| |
| case WINED3DTA_CONSTANT: |
| ret = ATIFS_CONST_STAGE(stage); |
| break; |
| |
| default: |
| FIXME("Unknown source argument %d\n", arg); |
| ret = GL_ZERO; |
| } |
| |
| if(arg & WINED3DTA_COMPLEMENT) { |
| if(mod) *mod |= GL_COMP_BIT_ATI; |
| } |
| if(arg & WINED3DTA_ALPHAREPLICATE) { |
| if(rep) *rep = GL_ALPHA; |
| } else { |
| if(rep) *rep = GL_NONE; |
| } |
| return ret; |
| } |
| |
| static GLuint find_tmpreg(const struct texture_stage_op op[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 const struct color_fixup_desc color_fixup_rg = |
| { |
| 1, CHANNEL_SOURCE_X, |
| 1, CHANNEL_SOURCE_Y, |
| 0, CHANNEL_SOURCE_ONE, |
| 0, CHANNEL_SOURCE_ONE |
| }; |
| static const struct color_fixup_desc color_fixup_rgl = |
| { |
| 1, CHANNEL_SOURCE_X, |
| 1, CHANNEL_SOURCE_Y, |
| 0, CHANNEL_SOURCE_Z, |
| 0, CHANNEL_SOURCE_W |
| }; |
| static const struct color_fixup_desc color_fixup_rgba = |
| { |
| 1, CHANNEL_SOURCE_X, |
| 1, CHANNEL_SOURCE_Y, |
| 1, CHANNEL_SOURCE_Z, |
| 1, CHANNEL_SOURCE_W |
| }; |
| |
| static BOOL op_reads_texture(const struct texture_stage_op *op) |
| { |
| return (op->carg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE |
| || (op->carg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE |
| || (op->carg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE |
| || (op->aarg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE |
| || (op->aarg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE |
| || (op->aarg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE |
| || op->cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA; |
| } |
| |
| static void atifs_color_fixup(const struct wined3d_gl_info *gl_info, struct color_fixup_desc fixup, GLuint reg) |
| { |
| if(is_same_fixup(fixup, color_fixup_rg)) |
| { |
| wrap_op1(gl_info, GL_MOV_ATI, reg, GL_RED_BIT_ATI | GL_GREEN_BIT_ATI, GL_NONE, |
| reg, GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI); |
| wrap_op1(gl_info, GL_MOV_ATI, reg, GL_BLUE_BIT_ATI, GL_NONE, |
| GL_ONE, GL_NONE, GL_NONE); |
| wrap_op1(gl_info, GL_MOV_ATI, reg, GL_ALPHA, GL_NONE, |
| GL_ONE, GL_NONE, GL_NONE); |
| } |
| else if(is_same_fixup(fixup, color_fixup_rgl)) |
| { |
| wrap_op1(gl_info, GL_MOV_ATI, reg, GL_RED_BIT_ATI | GL_GREEN_BIT_ATI, GL_NONE, |
| reg, GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI); |
| } |
| else if (is_same_fixup(fixup, color_fixup_rgba)) |
| { |
| wrap_op1(gl_info, GL_MOV_ATI, reg, GL_NONE, GL_NONE, |
| reg, GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI); |
| wrap_op1(gl_info, GL_MOV_ATI, reg, GL_ALPHA, GL_NONE, |
| reg, GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI); |
| } |
| else |
| { |
| /* Should not happen - atifs_color_fixup_supported refuses other fixups. */ |
| ERR("Unsupported color fixup.\n"); |
| } |
| } |
| |
| static BOOL op_reads_tfactor(const struct texture_stage_op *op) |
| { |
| return (op->carg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TFACTOR |
| || (op->carg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TFACTOR |
| || (op->carg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TFACTOR |
| || (op->aarg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TFACTOR |
| || (op->aarg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TFACTOR |
| || (op->aarg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TFACTOR |
| || op->cop == WINED3D_TOP_BLEND_FACTOR_ALPHA |
| || op->aop == WINED3D_TOP_BLEND_FACTOR_ALPHA; |
| } |
| |
| static BOOL op_reads_constant(const struct texture_stage_op *op) |
| { |
| return (op->carg0 & WINED3DTA_SELECTMASK) == WINED3DTA_CONSTANT |
| || (op->carg1 & WINED3DTA_SELECTMASK) == WINED3DTA_CONSTANT |
| || (op->carg2 & WINED3DTA_SELECTMASK) == WINED3DTA_CONSTANT |
| || (op->aarg0 & WINED3DTA_SELECTMASK) == WINED3DTA_CONSTANT |
| || (op->aarg1 & WINED3DTA_SELECTMASK) == WINED3DTA_CONSTANT |
| || (op->aarg2 & WINED3DTA_SELECTMASK) == WINED3DTA_CONSTANT; |
| } |
| |
| static GLuint gen_ati_shader(const struct texture_stage_op op[MAX_TEXTURES], |
| const struct wined3d_gl_info *gl_info, enum atifs_constant_value *constants) |
| { |
| GLuint ret = GL_EXTCALL(glGenFragmentShadersATI(1)); |
| unsigned int stage; |
| GLuint arg0, arg1, arg2, extrarg; |
| GLuint dstmod, argmod0, argmod1, argmod2, argmodextra; |
| GLuint rep0, rep1, rep2; |
| GLuint swizzle; |
| GLuint tmparg = find_tmpreg(op); |
| GLuint dstreg; |
| BOOL tfactor_used = FALSE; |
| |
| if(!ret) { |
| ERR("Failed to generate a GL_ATI_fragment_shader shader id\n"); |
| return 0; |
| } |
| GL_EXTCALL(glBindFragmentShaderATI(ret)); |
| checkGLcall("GL_EXTCALL(glBindFragmentShaderATI(ret))"); |
| |
| TRACE("glBeginFragmentShaderATI()\n"); |
| GL_EXTCALL(glBeginFragmentShaderATI()); |
| checkGLcall("GL_EXTCALL(glBeginFragmentShaderATI())"); |
| |
| /* Pass 1: Generate sampling instructions for perturbation maps */ |
| for (stage = 0; stage < gl_info->limits.textures; ++stage) |
| { |
| if (op[stage].cop == WINED3D_TOP_DISABLE) |
| break; |
| if (op[stage].cop != WINED3D_TOP_BUMPENVMAP |
| && op[stage].cop != WINED3D_TOP_BUMPENVMAP_LUMINANCE) |
| continue; |
| |
| constants[stage] = ATIFS_CONSTANT_BUMP; |
| |
| TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, GL_SWIZZLE_STR_ATI)\n", |
| stage, stage); |
| GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage, |
| GL_TEXTURE0_ARB + stage, |
| GL_SWIZZLE_STR_ATI)); |
| if(op[stage + 1].projected == 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, |
| ATIFS_CONST_BUMPMAT(stage), GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI, |
| GL_REG_0_ATI + stage + 1, GL_RED, GL_NONE); |
| |
| /* Don't use GL_DOT2_ADD_ATI here because we cannot configure it to read the blue and alpha |
| * component of the bump matrix. Instead do this with two MADs: |
| * |
| * coord.a = tex.r * bump.b + coord.g |
| * coord.g = tex.g * bump.a + coord.a |
| * |
| * The first instruction writes to alpha so it can be coissued with the above DOT2_ADD. |
| * coord.a is unused. If the perturbed texture is projected, this was already handled |
| * in the glPassTexCoordATI above. |
| */ |
| wrap_op3(gl_info, GL_MAD_ATI, GL_REG_0_ATI + stage + 1, GL_ALPHA, GL_NONE, |
| GL_REG_0_ATI + stage, GL_RED, argmodextra_y, |
| ATIFS_CONST_BUMPMAT(stage), GL_BLUE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI, |
| GL_REG_0_ATI + stage + 1, GL_GREEN, GL_NONE); |
| wrap_op3(gl_info, GL_MAD_ATI, GL_REG_0_ATI + stage + 1, GL_GREEN_BIT_ATI, GL_NONE, |
| GL_REG_0_ATI + stage, GL_GREEN, argmodextra_y, |
| ATIFS_CONST_BUMPMAT(stage), GL_ALPHA, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI, |
| GL_REG_0_ATI + stage + 1, GL_ALPHA, GL_NONE); |
| } |
| |
| /* Pass 3: Generate sampling instructions for regular textures */ |
| for (stage = 0; stage < gl_info->limits.textures; ++stage) |
| { |
| if (op[stage].cop == WINED3D_TOP_DISABLE) |
| break; |
| |
| if(op[stage].projected == 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_reads_texture(&op[stage])) |
| { |
| if (stage > 0 |
| && (op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP |
| || op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)) |
| { |
| TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_REG_%d_ATI, GL_SWIZZLE_STR_ATI)\n", |
| stage, stage); |
| GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage, |
| GL_REG_0_ATI + stage, |
| GL_SWIZZLE_STR_ATI)); |
| } else { |
| TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, %s)\n", |
| stage, stage, debug_swizzle(swizzle)); |
| GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage, |
| GL_TEXTURE0_ARB + stage, |
| swizzle)); |
| } |
| } |
| } |
| |
| /* Pass 4: Generate the arithmetic instructions */ |
| for (stage = 0; stage < 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; |
| } |
| |
| if (op[stage].cop == WINED3D_TOP_BUMPENVMAP || op[stage].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE) |
| { |
| /* Those are handled in the first pass of the shader (generation pass 1 and 2) already */ |
| continue; |
| } |
| |
| arg0 = register_for_arg(op[stage].carg0, gl_info, stage, &argmod0, &rep0, tmparg); |
| arg1 = register_for_arg(op[stage].carg1, gl_info, stage, &argmod1, &rep1, tmparg); |
| arg2 = register_for_arg(op[stage].carg2, gl_info, stage, &argmod2, &rep2, tmparg); |
| dstmod = GL_NONE; |
| argmodextra = GL_NONE; |
| extrarg = GL_NONE; |
| |
| if (op_reads_tfactor(&op[stage])) |
| tfactor_used = TRUE; |
| |
| if (op_reads_constant(&op[stage])) |
| { |
| if (constants[stage] != ATIFS_CONSTANT_UNUSED) |
| FIXME("Constant %u already used.\n", stage); |
| constants[stage] = ATIFS_CONSTANT_STAGE; |
| } |
| |
| if (op_reads_texture(&op[stage]) && !is_identity_fixup(op[stage].color_fixup)) |
| atifs_color_fixup(gl_info, op[stage].color_fixup, GL_REG_0_ATI + stage); |
| |
| switch (op[stage].cop) |
| { |
| case WINED3D_TOP_SELECT_ARG2: |
| arg1 = arg2; |
| argmod1 = argmod2; |
| rep1 = rep2; |
| /* fall through */ |
| case WINED3D_TOP_SELECT_ARG1: |
| wrap_op1(gl_info, GL_MOV_ATI, dstreg, GL_NONE, GL_NONE, |
| arg1, rep1, argmod1); |
| break; |
| |
| case WINED3D_TOP_MODULATE_4X: |
| if(dstmod == GL_NONE) dstmod = GL_4X_BIT_ATI; |
| /* fall through */ |
| case WINED3D_TOP_MODULATE_2X: |
| if(dstmod == GL_NONE) dstmod = GL_2X_BIT_ATI; |
| dstmod |= GL_SATURATE_BIT_ATI; |
| /* fall through */ |
| case WINED3D_TOP_MODULATE: |
| wrap_op2(gl_info, GL_MUL_ATI, dstreg, GL_NONE, dstmod, |
| arg1, rep1, argmod1, |
| arg2, rep2, argmod2); |
| break; |
| |
| case WINED3D_TOP_ADD_SIGNED_2X: |
| dstmod = GL_2X_BIT_ATI; |
| /* fall through */ |
| case WINED3D_TOP_ADD_SIGNED: |
| argmodextra = GL_BIAS_BIT_ATI; |
| /* fall through */ |
| case WINED3D_TOP_ADD: |
| dstmod |= GL_SATURATE_BIT_ATI; |
| wrap_op2(gl_info, GL_ADD_ATI, GL_REG_0_ATI, GL_NONE, dstmod, |
| arg1, rep1, argmod1, |
| arg2, rep2, argmodextra | argmod2); |
| break; |
| |
| case WINED3D_TOP_SUBTRACT: |
| dstmod |= GL_SATURATE_BIT_ATI; |
| wrap_op2(gl_info, GL_SUB_ATI, dstreg, GL_NONE, dstmod, |
| arg1, rep1, argmod1, |
| arg2, rep2, argmod2); |
| break; |
| |
| case WINED3D_TOP_ADD_SMOOTH: |
| argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI; |
| /* Dst = arg1 + * arg2(1 -arg 1) |
| * = arg2 * (1 - arg1) + arg1 |
| */ |
| wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI, |
| arg2, rep2, argmod2, |
| arg1, rep1, argmodextra, |
| arg1, rep1, argmod1); |
| break; |
| |
| case WINED3D_TOP_BLEND_CURRENT_ALPHA: |
| if (extrarg == GL_NONE) |
| extrarg = register_for_arg(WINED3DTA_CURRENT, gl_info, stage, NULL, NULL, -1); |
| /* fall through */ |
| case WINED3D_TOP_BLEND_FACTOR_ALPHA: |
| if (extrarg == GL_NONE) |
| extrarg = register_for_arg(WINED3DTA_TFACTOR, gl_info, stage, NULL, NULL, -1); |
| /* fall through */ |
| case WINED3D_TOP_BLEND_TEXTURE_ALPHA: |
| if (extrarg == GL_NONE) |
| extrarg = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1); |
| /* fall through */ |
| case WINED3D_TOP_BLEND_DIFFUSE_ALPHA: |
| if (extrarg == GL_NONE) |
| extrarg = register_for_arg(WINED3DTA_DIFFUSE, gl_info, stage, NULL, NULL, -1); |
| wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_NONE, GL_NONE, |
| extrarg, GL_ALPHA, GL_NONE, |
| arg1, rep1, argmod1, |
| arg2, rep2, argmod2); |
| break; |
| |
| case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM: |
| arg0 = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1); |
| wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_NONE, |
| arg2, rep2, argmod2, |
| arg0, GL_ALPHA, GL_COMP_BIT_ATI, |
| arg1, rep1, argmod1); |
| break; |
| |
| /* D3DTOP_PREMODULATE ???? */ |
| |
| case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR: |
| argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI; |
| /* fall through */ |
| case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR: |
| if (!argmodextra) |
| argmodextra = argmod1; |
| wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI, |
| arg2, rep2, argmod2, |
| arg1, GL_ALPHA, argmodextra, |
| arg1, rep1, argmod1); |
| break; |
| |
| case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA: |
| argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI; |
| /* fall through */ |
| case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA: |
| if (!argmodextra) |
| argmodextra = argmod1; |
| wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI, |
| arg2, rep2, argmod2, |
| arg1, rep1, argmodextra, |
| arg1, GL_ALPHA, argmod1); |
| break; |
| |
| case WINED3D_TOP_DOTPRODUCT3: |
| wrap_op2(gl_info, GL_DOT3_ATI, dstreg, GL_NONE, GL_4X_BIT_ATI | GL_SATURATE_BIT_ATI, |
| arg1, rep1, argmod1 | GL_BIAS_BIT_ATI, |
| arg2, rep2, argmod2 | GL_BIAS_BIT_ATI); |
| break; |
| |
| case WINED3D_TOP_MULTIPLY_ADD: |
| wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI, |
| arg1, rep1, argmod1, |
| arg2, rep2, argmod2, |
| arg0, rep0, argmod0); |
| break; |
| |
| case WINED3D_TOP_LERP: |
| wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_NONE, GL_NONE, |
| arg0, rep0, argmod0, |
| arg1, rep1, argmod1, |
| arg2, rep2, argmod2); |
| break; |
| |
| default: FIXME("Unhandled color operation %d on stage %d\n", op[stage].cop, stage); |
| } |
| |
| arg0 = register_for_arg(op[stage].aarg0, gl_info, stage, &argmod0, NULL, tmparg); |
| arg1 = register_for_arg(op[stage].aarg1, gl_info, stage, &argmod1, NULL, tmparg); |
| arg2 = register_for_arg(op[stage].aarg2, gl_info, stage, &argmod2, NULL, tmparg); |
| dstmod = GL_NONE; |
| argmodextra = GL_NONE; |
| extrarg = GL_NONE; |
| |
| switch (op[stage].aop) |
| { |
| case WINED3D_TOP_DISABLE: |
| /* Get the primary color to the output if on stage 0, otherwise leave register 0 untouched */ |
| if (!stage) |
| { |
| wrap_op1(gl_info, GL_MOV_ATI, GL_REG_0_ATI, GL_ALPHA, GL_NONE, |
| GL_PRIMARY_COLOR, GL_NONE, GL_NONE); |
| } |
| break; |
| |
| case WINED3D_TOP_SELECT_ARG2: |
| arg1 = arg2; |
| argmod1 = argmod2; |
| /* fall through */ |
| case WINED3D_TOP_SELECT_ARG1: |
| wrap_op1(gl_info, GL_MOV_ATI, dstreg, GL_ALPHA, GL_NONE, |
| arg1, GL_NONE, argmod1); |
| break; |
| |
| case WINED3D_TOP_MODULATE_4X: |
| if (dstmod == GL_NONE) |
| dstmod = GL_4X_BIT_ATI; |
| /* fall through */ |
| case WINED3D_TOP_MODULATE_2X: |
| if (dstmod == GL_NONE) |
| dstmod = GL_2X_BIT_ATI; |
| dstmod |= GL_SATURATE_BIT_ATI; |
| /* fall through */ |
| case WINED3D_TOP_MODULATE: |
| wrap_op2(gl_info, GL_MUL_ATI, dstreg, GL_ALPHA, dstmod, |
| arg1, GL_NONE, argmod1, |
| arg2, GL_NONE, argmod2); |
| break; |
| |
| case WINED3D_TOP_ADD_SIGNED_2X: |
| dstmod = GL_2X_BIT_ATI; |
| /* fall through */ |
| case WINED3D_TOP_ADD_SIGNED: |
| argmodextra = GL_BIAS_BIT_ATI; |
| /* fall through */ |
| case WINED3D_TOP_ADD: |
| dstmod |= GL_SATURATE_BIT_ATI; |
| wrap_op2(gl_info, GL_ADD_ATI, dstreg, GL_ALPHA, dstmod, |
| arg1, GL_NONE, argmod1, |
| arg2, GL_NONE, argmodextra | argmod2); |
| break; |
| |
| case WINED3D_TOP_SUBTRACT: |
| dstmod |= GL_SATURATE_BIT_ATI; |
| wrap_op2(gl_info, GL_SUB_ATI, dstreg, GL_ALPHA, dstmod, |
| arg1, GL_NONE, argmod1, |
| arg2, GL_NONE, argmod2); |
| break; |
| |
| case WINED3D_TOP_ADD_SMOOTH: |
| argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI; |
| /* Dst = arg1 + * arg2(1 -arg 1) |
| * = arg2 * (1 - arg1) + arg1 |
| */ |
| wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_ALPHA, GL_SATURATE_BIT_ATI, |
| arg2, GL_NONE, argmod2, |
| arg1, GL_NONE, argmodextra, |
| arg1, GL_NONE, argmod1); |
| break; |
| |
| case WINED3D_TOP_BLEND_CURRENT_ALPHA: |
| if (extrarg == GL_NONE) |
| extrarg = register_for_arg(WINED3DTA_CURRENT, gl_info, stage, NULL, NULL, -1); |
| /* fall through */ |
| case WINED3D_TOP_BLEND_FACTOR_ALPHA: |
| if (extrarg == GL_NONE) |
| extrarg = register_for_arg(WINED3DTA_TFACTOR, gl_info, stage, NULL, NULL, -1); |
| /* fall through */ |
| case WINED3D_TOP_BLEND_TEXTURE_ALPHA: |
| if (extrarg == GL_NONE) |
| extrarg = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1); |
| /* fall through */ |
| case WINED3D_TOP_BLEND_DIFFUSE_ALPHA: |
| if (extrarg == GL_NONE) |
| extrarg = register_for_arg(WINED3DTA_DIFFUSE, gl_info, stage, NULL, NULL, -1); |
| wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_ALPHA, GL_NONE, |
| extrarg, GL_ALPHA, GL_NONE, |
| arg1, GL_NONE, argmod1, |
| arg2, GL_NONE, argmod2); |
| break; |
| |
| case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM: |
| arg0 = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1); |
| wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_ALPHA, GL_NONE, |
| arg2, GL_NONE, argmod2, |
| arg0, GL_ALPHA, GL_COMP_BIT_ATI, |
| arg1, GL_NONE, argmod1); |
| break; |
| |
| /* D3DTOP_PREMODULATE ???? */ |
| |
| case WINED3D_TOP_DOTPRODUCT3: |
| wrap_op2(gl_info, GL_DOT3_ATI, dstreg, GL_ALPHA, GL_4X_BIT_ATI | GL_SATURATE_BIT_ATI, |
| arg1, GL_NONE, argmod1 | GL_BIAS_BIT_ATI, |
| arg2, GL_NONE, argmod2 | GL_BIAS_BIT_ATI); |
| break; |
| |
| case WINED3D_TOP_MULTIPLY_ADD: |
| wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_ALPHA, GL_SATURATE_BIT_ATI, |
| arg1, GL_NONE, argmod1, |
| arg2, GL_NONE, argmod2, |
| arg0, GL_NONE, argmod0); |
| break; |
| |
| case WINED3D_TOP_LERP: |
| wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_ALPHA, GL_SATURATE_BIT_ATI, |
| arg1, GL_NONE, argmod1, |
| arg2, GL_NONE, argmod2, |
| arg0, GL_NONE, argmod0); |
| break; |
| |
| case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR: |
| case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR: |
| case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA: |
| case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA: |
| case WINED3D_TOP_BUMPENVMAP: |
| case WINED3D_TOP_BUMPENVMAP_LUMINANCE: |
| ERR("Application uses an invalid alpha operation\n"); |
| break; |
| |
| default: FIXME("Unhandled alpha operation %d on stage %d\n", op[stage].aop, stage); |
| } |
| } |
| |
| if (tfactor_used && constants[ATIFS_CONST_TFACTOR - GL_CON_0_ATI] != ATIFS_CONSTANT_UNUSED) |
| FIXME("Texture factor constant already used.\n"); |
| constants[ATIFS_CONST_TFACTOR - GL_CON_0_ATI] = ATIFS_CONSTANT_TFACTOR; |
| |
| /* Assign unused constants to avoid reloading due to unused <-> bump matrix switches. */ |
| for (stage = 0; stage < MAX_TEXTURES; ++stage) |
| { |
| if (constants[stage] == ATIFS_CONSTANT_UNUSED) |
| constants[stage] = ATIFS_CONSTANT_BUMP; |
| } |
| |
| TRACE("glEndFragmentShaderATI()\n"); |
| GL_EXTCALL(glEndFragmentShaderATI()); |
| checkGLcall("GL_EXTCALL(glEndFragmentShaderATI())"); |
| return ret; |
| } |
| |
| static void atifs_tfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) |
| { |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| struct atifs_context_private_data *ctx_priv = context->fragment_pipe_data; |
| struct wined3d_color color; |
| |
| if (!ctx_priv->last_shader |
| || ctx_priv->last_shader->constants[ATIFS_CONST_TFACTOR - GL_CON_0_ATI] != ATIFS_CONSTANT_TFACTOR) |
| return; |
| |
| wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_TEXTUREFACTOR]); |
| GL_EXTCALL(glSetFragmentShaderConstantATI(ATIFS_CONST_TFACTOR, &color.r)); |
| checkGLcall("glSetFragmentShaderConstantATI(ATIFS_CONST_TFACTOR, &color.r)"); |
| } |
| |
| static void set_bumpmat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) |
| { |
| DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| float mat[2][2]; |
| struct atifs_context_private_data *ctx_priv = context->fragment_pipe_data; |
| |
| if (!ctx_priv->last_shader |
| || ctx_priv->last_shader->constants[stage] != ATIFS_CONSTANT_BUMP) |
| return; |
| |
| mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]); |
| mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]); |
| mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]); |
| mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]); |
| /* GL_ATI_fragment_shader allows only constants from 0.0 to 1.0, but the bumpmat |
| * constants can be in any range. While they should stay between [-1.0 and 1.0] because |
| * Shader Model 1.x pixel shaders are clamped to that range negative values are used occasionally, |
| * for example by our d3d9 test. So to get negative values scale -1;1 to 0;1 and undo that in the |
| * shader(it is free). This might potentially reduce precision. However, if the hardware does |
| * support proper floats it shouldn't, and if it doesn't we can't get anything better anyway. */ |
| mat[0][0] = (mat[0][0] + 1.0f) * 0.5f; |
| mat[1][0] = (mat[1][0] + 1.0f) * 0.5f; |
| mat[0][1] = (mat[0][1] + 1.0f) * 0.5f; |
| mat[1][1] = (mat[1][1] + 1.0f) * 0.5f; |
| GL_EXTCALL(glSetFragmentShaderConstantATI(ATIFS_CONST_BUMPMAT(stage), (float *) mat)); |
| checkGLcall("glSetFragmentShaderConstantATI(ATIFS_CONST_BUMPMAT(stage), mat)"); |
| } |
| |
| static void atifs_stage_constant(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) |
| { |
| DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| struct atifs_context_private_data *ctx_priv = context->fragment_pipe_data; |
| struct wined3d_color color; |
| |
| if (!ctx_priv->last_shader |
| || ctx_priv->last_shader->constants[stage] != ATIFS_CONSTANT_STAGE) |
| return; |
| |
| wined3d_color_from_d3dcolor(&color, state->texture_states[stage][WINED3D_TSS_CONSTANT]); |
| GL_EXTCALL(glSetFragmentShaderConstantATI(ATIFS_CONST_STAGE(stage), &color.r)); |
| checkGLcall("glSetFragmentShaderConstantATI(ATIFS_CONST_STAGE(stage), &color.r)"); |
| } |
| |
| static void set_tex_op_atifs(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) |
| { |
| const struct wined3d_device *device = context->device; |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| const struct wined3d_d3d_info *d3d_info = context->d3d_info; |
| struct atifs_context_private_data *ctx_priv = context->fragment_pipe_data; |
| const struct atifs_ffp_desc *desc, *last_shader = ctx_priv->last_shader; |
| struct ffp_frag_settings settings; |
| struct atifs_private_data *priv = device->fragment_priv; |
| DWORD mapped_stage; |
| unsigned int i; |
| |
| gen_ffp_frag_op(context, state, &settings, TRUE); |
| desc = (const struct atifs_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings); |
| if (!desc) |
| { |
| struct atifs_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*new_desc)); |
| if (!new_desc) |
| { |
| ERR("Out of memory\n"); |
| return; |
| } |
| new_desc->num_textures_used = 0; |
| for (i = 0; i < d3d_info->limits.ffp_blend_stages; ++i) |
| { |
| if (settings.op[i].cop == WINED3D_TOP_DISABLE) |
| break; |
| ++new_desc->num_textures_used; |
| } |
| |
| new_desc->parent.settings = settings; |
| new_desc->shader = gen_ati_shader(settings.op, gl_info, new_desc->constants); |
| add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent); |
| TRACE("Allocated fixed function replacement shader descriptor %p.\n", new_desc); |
| desc = new_desc; |
| } |
| |
| /* GL_ATI_fragment_shader depends on the GL_TEXTURE_xD enable settings. Update the texture stages |
| * used by this shader |
| */ |
| for (i = 0; i < desc->num_textures_used; ++i) |
| { |
| mapped_stage = context->tex_unit_map[i]; |
| if (mapped_stage != WINED3D_UNMAPPED_STAGE) |
| { |
| context_active_texture(context, gl_info, mapped_stage); |
| texture_activate_dimensions(state->textures[i], gl_info); |
| } |
| } |
| |
| GL_EXTCALL(glBindFragmentShaderATI(desc->shader)); |
| ctx_priv->last_shader = desc; |
| |
| for (i = 0; i < MAX_TEXTURES; i++) |
| { |
| if (last_shader && last_shader->constants[i] == desc->constants[i]) |
| continue; |
| |
| switch (desc->constants[i]) |
| { |
| case ATIFS_CONSTANT_BUMP: |
| set_bumpmat(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00)); |
| break; |
| |
| case ATIFS_CONSTANT_TFACTOR: |
| atifs_tfactor(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR)); |
| break; |
| |
| case ATIFS_CONSTANT_STAGE: |
| atifs_stage_constant(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_CONSTANT)); |
| break; |
| |
| default: |
| ERR("Unexpected constant type %u.\n", desc->constants[i]); |
| } |
| } |
| } |
| |
| static void textransform(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) |
| { |
| if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL))) |
| set_tex_op_atifs(context, state, state_id); |
| } |
| |
| static void atifs_srgbwriteenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) |
| { |
| if (state->render_states[WINED3D_RS_SRGBWRITEENABLE]) |
| WARN("sRGB writes are not supported by this fragment pipe.\n"); |
| } |
| |
| static const struct StateEntryTemplate atifs_fragmentstate_template[] = { |
| {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), atifs_tfactor }, WINED3D_GL_EXT_NONE }, |
| {STATE_RENDER(WINED3D_RS_ALPHAFUNC), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_RENDER(WINED3D_RS_ALPHAREF), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), state_alpha_test }, WINED3D_GL_EXT_NONE }, |
| {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE }, |
| {STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE }, |
| {STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE }, |
| {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE }, |
| {STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), atifs_srgbwriteenable }, WINED3D_GL_EXT_NONE }, |
| {STATE_COLOR_KEY, { STATE_COLOR_KEY, state_nop }, WINED3D_GL_EXT_NONE }, |
| {STATE_RENDER(WINED3D_RS_SHADEMODE), { STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), set_bumpmat }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE }, |
| { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE }, |
| { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE }, |
| { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE }, |
| { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE }, |
| { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE }, |
| { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE }, |
| { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE }, |
| { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform }, WINED3D_GL_EXT_NONE }, |
| {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE }, |
| }; |
| |
| /* Context activation is done by the caller. */ |
| static void atifs_enable(const struct wined3d_gl_info *gl_info, BOOL enable) |
| { |
| if (enable) |
| { |
| gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_SHADER_ATI); |
| checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)"); |
| } |
| else |
| { |
| gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_SHADER_ATI); |
| checkGLcall("glDisable(GL_FRAGMENT_SHADER_ATI)"); |
| } |
| } |
| |
| static void atifs_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps) |
| { |
| caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL; |
| caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP | |
| WINED3DPMISCCAPS_PERSTAGECONSTANT; |
| caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE | |
| WINED3DTEXOPCAPS_SELECTARG1 | |
| WINED3DTEXOPCAPS_SELECTARG2 | |
| WINED3DTEXOPCAPS_MODULATE4X | |
| WINED3DTEXOPCAPS_MODULATE2X | |
| WINED3DTEXOPCAPS_MODULATE | |
| WINED3DTEXOPCAPS_ADDSIGNED2X | |
| WINED3DTEXOPCAPS_ADDSIGNED | |
| WINED3DTEXOPCAPS_ADD | |
| WINED3DTEXOPCAPS_SUBTRACT | |
| WINED3DTEXOPCAPS_ADDSMOOTH | |
| WINED3DTEXOPCAPS_BLENDCURRENTALPHA | |
| WINED3DTEXOPCAPS_BLENDFACTORALPHA | |
| WINED3DTEXOPCAPS_BLENDTEXTUREALPHA | |
| WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA | |
| WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM | |
| WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR | |
| WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA | |
| WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA | |
| WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR | |
| WINED3DTEXOPCAPS_DOTPRODUCT3 | |
| WINED3DTEXOPCAPS_MULTIPLYADD | |
| WINED3DTEXOPCAPS_LERP | |
| WINED3DTEXOPCAPS_BUMPENVMAP; |
| |
| /* TODO: Implement WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE |
| and WINED3DTEXOPCAPS_PREMODULATE */ |
| |
| /* GL_ATI_fragment_shader always supports 6 textures, which was the limit on r200 cards |
| * which this extension is exclusively focused on(later cards have GL_ARB_fragment_program). |
| * If the current card has more than 8 fixed function textures in OpenGL's regular fixed |
| * function pipeline then the ATI_fragment_shader backend imposes a stricter limit. This |
| * shouldn't be too hard since Nvidia cards have a limit of 4 textures with the default ffp |
| * pipeline, and almost all games are happy with that. We can however support up to 8 |
| * texture stages because we have a 2nd pass limit of 8 instructions, and per stage we use |
| * only 1 instruction. |
| * |
| * The proper fix for this is not to use GL_ATI_fragment_shader on cards newer than the |
| * r200 series and use an ARB or GLSL shader instead |
| */ |
| caps->MaxTextureBlendStages = MAX_TEXTURES; |
| caps->MaxSimultaneousTextures = 6; |
| } |
| |
| static DWORD atifs_get_emul_mask(const struct wined3d_gl_info *gl_info) |
| { |
| return GL_EXT_EMUL_ARB_MULTITEXTURE | GL_EXT_EMUL_EXT_FOG_COORD; |
| } |
| |
| static void *atifs_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv) |
| { |
| struct atifs_private_data *priv; |
| |
| if (!(priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv)))) |
| return NULL; |
| |
| wine_rb_init(&priv->fragment_shaders, wined3d_ffp_frag_program_key_compare); |
| return priv; |
| } |
| |
| /* Context activation is done by the caller. */ |
| static void atifs_free_ffpshader(struct wine_rb_entry *entry, void *cb_ctx) |
| { |
| const struct wined3d_gl_info *gl_info = cb_ctx; |
| struct atifs_ffp_desc *entry_ati = WINE_RB_ENTRY_VALUE(entry, struct atifs_ffp_desc, parent.entry); |
| |
| GL_EXTCALL(glDeleteFragmentShaderATI(entry_ati->shader)); |
| checkGLcall("glDeleteFragmentShaderATI(entry->shader)"); |
| HeapFree(GetProcessHeap(), 0, entry_ati); |
| } |
| |
| /* Context activation is done by the caller. */ |
| static void atifs_free(struct wined3d_device *device) |
| { |
| struct atifs_private_data *priv = device->fragment_priv; |
| |
| wine_rb_destroy(&priv->fragment_shaders, atifs_free_ffpshader, &device->adapter->gl_info); |
| |
| HeapFree(GetProcessHeap(), 0, priv); |
| device->fragment_priv = NULL; |
| } |
| |
| static BOOL atifs_color_fixup_supported(struct color_fixup_desc fixup) |
| { |
| /* We only support sign fixup of the first two channels. */ |
| return is_identity_fixup(fixup) || is_same_fixup(fixup, color_fixup_rg) |
| || is_same_fixup(fixup, color_fixup_rgl) || is_same_fixup(fixup, color_fixup_rgba); |
| } |
| |
| static BOOL atifs_alloc_context_data(struct wined3d_context *context) |
| { |
| struct atifs_context_private_data *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv)); |
| if (!priv) |
| return FALSE; |
| context->fragment_pipe_data = priv; |
| return TRUE; |
| } |
| |
| static void atifs_free_context_data(struct wined3d_context *context) |
| { |
| HeapFree(GetProcessHeap(), 0, context->fragment_pipe_data); |
| } |
| |
| const struct fragment_pipeline atifs_fragment_pipeline = { |
| atifs_enable, |
| atifs_get_caps, |
| atifs_get_emul_mask, |
| atifs_alloc, |
| atifs_free, |
| atifs_alloc_context_data, |
| atifs_free_context_data, |
| atifs_color_fixup_supported, |
| atifs_fragmentstate_template, |
| }; |