| /* |
| * 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 <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"; |
| } |
| } |
| #define GLINFO_LOCATION (*gl_info) |
| |
| static void wrap_op1(const 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 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 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 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 |
| */ |
| if(stage == 0) { |
| ret = GL_PRIMARY_COLOR; |
| } else { |
| ret = GL_REG_0_ATI; |
| } |
| 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 == WINED3DTOP_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 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_LIMITS(textures); stage++) { |
| if(op[stage].cop == WINED3DTOP_DISABLE) break; |
| if(op[stage].cop != WINED3DTOP_BUMPENVMAP && |
| op[stage].cop != WINED3DTOP_BUMPENVMAPLUMINANCE) 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_LIMITS(textures); stage++) { |
| GLuint argmodextra_x, argmodextra_y; |
| struct color_fixup_desc fixup; |
| |
| if(op[stage].cop == WINED3DTOP_DISABLE) break; |
| if(op[stage].cop != WINED3DTOP_BUMPENVMAP && |
| op[stage].cop != WINED3DTOP_BUMPENVMAPLUMINANCE) 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_LIMITS(textures); stage++) { |
| if(op[stage].cop == WINED3DTOP_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 == WINED3DTOP_BLENDTEXTUREALPHA) { |
| |
| if(stage > 0 && |
| (op[stage - 1].cop == WINED3DTOP_BUMPENVMAP || |
| op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) { |
| TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_REG_%d_ATI, GL_SWIZZLE_STR_ATI)\n", |
| stage, stage); |
| GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage, |
| GL_REG_0_ATI + stage, |
| GL_SWIZZLE_STR_ATI)); |
| } else { |
| TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, %s)\n", |
| stage, stage, debug_swizzle(swizzle)); |
| GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage, |
| GL_TEXTURE0_ARB + stage, |
| swizzle)); |
| } |
| } |
| } |
| |
| /* Pass 4: Generate the arithmetic instructions */ |
| for(stage = 0; stage < MAX_TEXTURES; stage++) { |
| if(op[stage].cop == WINED3DTOP_DISABLE) { |
| if(stage == 0) { |
| /* Handle complete texture disabling gracefully */ |
| 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 WINED3DTOP_SELECTARG2: |
| arg1 = arg2; |
| argmod1 = argmod2; |
| rep1 = rep2; |
| case WINED3DTOP_SELECTARG1: |
| wrap_op1(gl_info, GL_MOV_ATI, dstreg, GL_NONE, GL_NONE, |
| arg1, rep1, argmod1); |
| break; |
| |
| case WINED3DTOP_MODULATE4X: |
| if(dstmod == GL_NONE) dstmod = GL_4X_BIT_ATI; |
| case WINED3DTOP_MODULATE2X: |
| if(dstmod == GL_NONE) dstmod = GL_2X_BIT_ATI; |
| dstmod |= GL_SATURATE_BIT_ATI; |
| case WINED3DTOP_MODULATE: |
| wrap_op2(gl_info, GL_MUL_ATI, dstreg, GL_NONE, dstmod, |
| arg1, rep1, argmod1, |
| arg2, rep2, argmod2); |
| break; |
| |
| case WINED3DTOP_ADDSIGNED2X: |
| dstmod = GL_2X_BIT_ATI; |
| case WINED3DTOP_ADDSIGNED: |
| argmodextra = GL_BIAS_BIT_ATI; |
| case WINED3DTOP_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 WINED3DTOP_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 WINED3DTOP_ADDSMOOTH: |
| 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 WINED3DTOP_BLENDCURRENTALPHA: |
| if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_CURRENT, gl_info, stage, NULL, NULL, -1); |
| case WINED3DTOP_BLENDFACTORALPHA: |
| if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TFACTOR, gl_info, stage, NULL, NULL, -1); |
| case WINED3DTOP_BLENDTEXTUREALPHA: |
| if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1); |
| case WINED3DTOP_BLENDDIFFUSEALPHA: |
| 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 WINED3DTOP_BLENDTEXTUREALPHAPM: |
| 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 WINED3DTOP_MODULATEINVALPHA_ADDCOLOR: |
| argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI; |
| case WINED3DTOP_MODULATEALPHA_ADDCOLOR: |
| if(!argmodextra) argmodextra = argmod1; |
| 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 WINED3DTOP_MODULATEINVCOLOR_ADDALPHA: |
| argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI; |
| case WINED3DTOP_MODULATECOLOR_ADDALPHA: |
| if(!argmodextra) argmodextra = argmod1; |
| 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 WINED3DTOP_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 WINED3DTOP_MULTIPLYADD: |
| 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 WINED3DTOP_LERP: |
| wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_NONE, GL_NONE, |
| arg0, rep0, argmod0, |
| arg1, rep1, argmod1, |
| arg2, rep2, argmod2); |
| break; |
| |
| case WINED3DTOP_BUMPENVMAP: |
| case WINED3DTOP_BUMPENVMAPLUMINANCE: |
| /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */ |
| break; |
| |
| default: FIXME("Unhandled color operation %d on stage %d\n", op[stage].cop, stage); |
| } |
| |
| arg0 = register_for_arg(op[stage].aarg0, gl_info, stage, &argmod0, 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 WINED3DTOP_DISABLE: |
| /* Get the primary color to the output if on stage 0, otherwise leave register 0 untouched */ |
| if(stage == 0) { |
| wrap_op1(gl_info, GL_MOV_ATI, GL_REG_0_ATI, GL_ALPHA, GL_NONE, |
| GL_PRIMARY_COLOR, GL_NONE, GL_NONE); |
| } |
| break; |
| |
| case WINED3DTOP_SELECTARG2: |
| arg1 = arg2; |
| argmod1 = argmod2; |
| case WINED3DTOP_SELECTARG1: |
| wrap_op1(gl_info, GL_MOV_ATI, dstreg, GL_ALPHA, GL_NONE, |
| arg1, GL_NONE, argmod1); |
| break; |
| |
| case WINED3DTOP_MODULATE4X: |
| if(dstmod == GL_NONE) dstmod = GL_4X_BIT_ATI; |
| case WINED3DTOP_MODULATE2X: |
| if(dstmod == GL_NONE) dstmod = GL_2X_BIT_ATI; |
| dstmod |= GL_SATURATE_BIT_ATI; |
| case WINED3DTOP_MODULATE: |
| wrap_op2(gl_info, GL_MUL_ATI, dstreg, GL_ALPHA, dstmod, |
| arg1, GL_NONE, argmod1, |
| arg2, GL_NONE, argmod2); |
| break; |
| |
| case WINED3DTOP_ADDSIGNED2X: |
| dstmod = GL_2X_BIT_ATI; |
| case WINED3DTOP_ADDSIGNED: |
| argmodextra = GL_BIAS_BIT_ATI; |
| case WINED3DTOP_ADD: |
| 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 WINED3DTOP_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 WINED3DTOP_ADDSMOOTH: |
| 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 WINED3DTOP_BLENDCURRENTALPHA: |
| if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_CURRENT, gl_info, stage, NULL, NULL, -1); |
| case WINED3DTOP_BLENDFACTORALPHA: |
| if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TFACTOR, gl_info, stage, NULL, NULL, -1); |
| case WINED3DTOP_BLENDTEXTUREALPHA: |
| if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1); |
| case WINED3DTOP_BLENDDIFFUSEALPHA: |
| 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 WINED3DTOP_BLENDTEXTUREALPHAPM: |
| 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 WINED3DTOP_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 WINED3DTOP_MULTIPLYADD: |
| 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 WINED3DTOP_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 WINED3DTOP_MODULATEINVALPHA_ADDCOLOR: |
| case WINED3DTOP_MODULATEALPHA_ADDCOLOR: |
| case WINED3DTOP_MODULATECOLOR_ADDALPHA: |
| case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA: |
| case WINED3DTOP_BUMPENVMAP: |
| case WINED3DTOP_BUMPENVMAPLUMINANCE: |
| ERR("Application uses an invalid alpha operation\n"); |
| break; |
| |
| default: FIXME("Unhandled alpha operation %d on stage %d\n", op[stage].aop, stage); |
| } |
| } |
| |
| TRACE("glEndFragmentShaderATI()\n"); |
| GL_EXTCALL(glEndFragmentShaderATI()); |
| checkGLcall("GL_EXTCALL(glEndFragmentShaderATI())"); |
| return ret; |
| } |
| #undef GLINFO_LOCATION |
| |
| #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info |
| static void set_tex_op_atifs(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| IWineD3DDeviceImpl *This = stateblock->wineD3DDevice; |
| const struct atifs_ffp_desc *desc; |
| struct ffp_frag_settings settings; |
| struct atifs_private_data *priv = This->fragment_priv; |
| DWORD mapped_stage; |
| unsigned int i; |
| |
| gen_ffp_frag_op(stateblock, &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_LIMITS(texture_stages); i++) { |
| if(settings.op[i].cop == WINED3DTOP_DISABLE) break; |
| new_desc->num_textures_used = i; |
| } |
| |
| memcpy(&new_desc->parent.settings, &settings, sizeof(settings)); |
| new_desc->shader = gen_ati_shader(settings.op, &GLINFO_LOCATION); |
| 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 = This->texUnitMap[i]; |
| if (mapped_stage != WINED3D_UNMAPPED_STAGE) |
| { |
| GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage)); |
| checkGLcall("glActiveTextureARB"); |
| texture_activate_dimensions(i, stateblock, context); |
| } |
| } |
| |
| GL_EXTCALL(glBindFragmentShaderATI(desc->shader)); |
| } |
| |
| static void state_texfactor_atifs(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| float col[4]; |
| D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col); |
| |
| GL_EXTCALL(glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR, col)); |
| checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR, col)"); |
| } |
| |
| static void set_bumpmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); |
| float mat[2][2]; |
| |
| mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]); |
| mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]); |
| mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]); |
| mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]); |
| /* GL_ATI_fragment_shader allows only constants from 0.0 to 1.0, but the bumpmat |
| * constants can be in any range. While they should stay between [-1.0 and 1.0] because |
| * Shader Model 1.x pixel shaders are clamped to that range negative values are used occasionally, |
| * for example by our d3d9 test. So to get negative values scale -1;1 to 0;1 and undo that in the |
| * shader(it is free). This might potentially reduce precision. However, if the hardware does |
| * support proper floats it shouldn't, and if it doesn't we can't get anything better anyway |
| */ |
| mat[0][0] = (mat[0][0] + 1.0f) * 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(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| if(!isStateDirty(context, STATE_PIXELSHADER)) { |
| set_tex_op_atifs(state, stateblock, context); |
| } |
| } |
| |
| static void atifs_apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { |
| IWineD3DDeviceImpl *device = stateblock->wineD3DDevice; |
| BOOL use_vshader = use_vs(stateblock); |
| |
| context->last_was_pshader = use_ps(stateblock); |
| /* 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, device->StateTable[STATE_VSHADER].representative)) { |
| device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, use_vshader); |
| |
| if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && use_vshader) { |
| device->StateTable[STATE_VERTEXSHADERCONSTANT].apply(STATE_VERTEXSHADERCONSTANT, stateblock, context); |
| } |
| } |
| } |
| |
| #undef GLINFO_LOCATION |
| |
| static const struct StateEntryTemplate atifs_fragmentstate_template[] = { |
| {STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE }, |
| {STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE }, |
| {STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE }, |
| {STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE }, |
| {STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE }, |
| {STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE }, |
| {STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), set_bumpmat }, 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,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), 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 is done by the caller. */ |
| static void atifs_enable(IWineD3DDevice *iface, BOOL enable) { |
| ENTER_GL(); |
| if(enable) { |
| glEnable(GL_FRAGMENT_SHADER_ATI); |
| checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)"); |
| } else { |
| glDisable(GL_FRAGMENT_SHADER_ATI); |
| checkGLcall("glDisable(GL_FRAGMENT_SHADER_ATI)"); |
| } |
| LEAVE_GL(); |
| } |
| |
| static void atifs_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps) |
| { |
| caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE | |
| WINED3DTEXOPCAPS_SELECTARG1 | |
| WINED3DTEXOPCAPS_SELECTARG2 | |
| WINED3DTEXOPCAPS_MODULATE4X | |
| WINED3DTEXOPCAPS_MODULATE2X | |
| WINED3DTEXOPCAPS_MODULATE | |
| WINED3DTEXOPCAPS_ADDSIGNED2X | |
| WINED3DTEXOPCAPS_ADDSIGNED | |
| WINED3DTEXOPCAPS_ADD | |
| WINED3DTEXOPCAPS_SUBTRACT | |
| WINED3DTEXOPCAPS_ADDSMOOTH | |
| WINED3DTEXOPCAPS_BLENDCURRENTALPHA | |
| WINED3DTEXOPCAPS_BLENDFACTORALPHA | |
| WINED3DTEXOPCAPS_BLENDTEXTUREALPHA | |
| WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA | |
| WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM | |
| WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR | |
| WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA | |
| WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA | |
| WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR | |
| WINED3DTEXOPCAPS_DOTPRODUCT3 | |
| WINED3DTEXOPCAPS_MULTIPLYADD | |
| WINED3DTEXOPCAPS_LERP | |
| WINED3DTEXOPCAPS_BUMPENVMAP; |
| |
| /* TODO: Implement WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE |
| and WINED3DTEXOPCAPS_PREMODULATE */ |
| |
| /* GL_ATI_fragment_shader 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; |
| |
| caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP; |
| } |
| |
| static HRESULT atifs_alloc(IWineD3DDevice *iface) { |
| IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface; |
| struct atifs_private_data *priv; |
| |
| This->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct atifs_private_data)); |
| if(!This->fragment_priv) { |
| ERR("Out of memory\n"); |
| return E_OUTOFMEMORY; |
| } |
| priv = This->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, This->fragment_priv); |
| return E_OUTOFMEMORY; |
| } |
| return WINED3D_OK; |
| } |
| |
| #define GLINFO_LOCATION This->adapter->gl_info |
| /* Context activation is done by the caller. */ |
| static void atifs_free_ffpshader(struct wine_rb_entry *entry, void *context) |
| { |
| IWineD3DDeviceImpl *This = context; |
| 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(IWineD3DDevice *iface) { |
| IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface; |
| struct atifs_private_data *priv = This->fragment_priv; |
| |
| wine_rb_destroy(&priv->fragment_shaders, atifs_free_ffpshader, This); |
| |
| HeapFree(GetProcessHeap(), 0, priv); |
| This->fragment_priv = NULL; |
| } |
| #undef GLINFO_LOCATION |
| |
| 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 */ |
| }; |