ati_fragment_shader.c 67.4 KB
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/*
 * Fixed function pipeline replacement using GL_ATI_fragment_shader
 *
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 * Copyright 2008 Stefan Dösinger(for CodeWeavers)
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 *
 * 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);
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WINE_DECLARE_DEBUG_CHANNEL(d3d);
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/* GL locking for state handlers is done by the caller. */

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/* Some private defines, Constant associations, etc.
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 * Env bump matrix and per stage constant should be independent,
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 * a stage that bump maps can't read the per state constant
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 */
#define ATI_FFP_CONST_BUMPMAT(i) (GL_CON_0_ATI + i)
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#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
{
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    struct ffp_frag_desc parent;
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    GLuint shader;
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    unsigned int num_textures_used;
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};

struct atifs_private_data
{
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    struct wine_rb_tree fragment_shaders; /* A rb-tree to track fragment pipeline replacement shaders */
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};

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";
    }
}

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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";
    }
}

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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";
    }
}

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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)
{
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    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));
    }
}

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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)
{
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    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));
    }
}

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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)
{
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    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));
    }
}

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static GLuint register_for_arg(DWORD arg, const struct wined3d_gl_info *gl_info,
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        unsigned int stage, GLuint *mod, GLuint *rep, GLuint tmparg)
{
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    GLenum ret;

    if(mod) *mod = GL_NONE;
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    if(arg == ARG_UNUSED)
    {
        if (rep) *rep = GL_NONE;
        return -1; /* This is the marker for unused registers */
    }
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    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
             */
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            ret = stage ? GL_REG_0_ATI : GL_PRIMARY_COLOR;
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            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:
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            ret = tmparg;
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            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) {
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        if(rep) *rep = GL_ALPHA;
    } else {
        if(rep) *rep = GL_NONE;
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    }
    return ret;
}

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static GLuint find_tmpreg(const struct texture_stage_op op[MAX_TEXTURES])
{
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    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;
        }

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        if(lowest_write == -1 && op[i].dst == tempreg) {
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            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) {
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        FIXME("Temp register read before being written\n");
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    }

    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 */
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        FIXME("Temp register read without being written\n");
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        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;
    }
}

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static GLuint gen_ati_shader(const struct texture_stage_op op[MAX_TEXTURES], const struct wined3d_gl_info *gl_info)
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{
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    GLuint ret = GL_EXTCALL(glGenFragmentShadersATI(1));
    unsigned int stage;
    GLuint arg0, arg1, arg2, extrarg;
    GLuint dstmod, argmod0, argmod1, argmod2, argmodextra;
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    GLuint rep0, rep1, rep2;
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    GLuint swizzle;
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    GLuint tmparg = find_tmpreg(op);
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    GLuint dstreg;
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    if(!ret) {
        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())");

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    /* Pass 1: Generate sampling instructions for perturbation maps */
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    for (stage = 0; stage < gl_info->limits.textures; ++stage)
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    {
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        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));
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        if(op[stage + 1].projected == proj_none) {
            swizzle = GL_SWIZZLE_STR_ATI;
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        } else if(op[stage + 1].projected == proj_count4) {
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            swizzle = GL_SWIZZLE_STQ_DQ_ATI;
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        } else {
            swizzle = GL_SWIZZLE_STR_DR_ATI;
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        }
        TRACE("glPassTexCoordATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, %s)\n",
              stage + 1, stage + 1, debug_swizzle(swizzle));
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        GL_EXTCALL(glPassTexCoordATI(GL_REG_0_ATI + stage + 1,
                   GL_TEXTURE0_ARB + stage + 1,
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                   swizzle));
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    }

    /* Pass 2: Generate perturbation calculations */
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    for (stage = 0; stage < gl_info->limits.textures; ++stage)
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    {
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        GLuint argmodextra_x, argmodextra_y;
        struct color_fixup_desc fixup;

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        if(op[stage].cop == WINED3DTOP_DISABLE) break;
        if(op[stage].cop != WINED3DTOP_BUMPENVMAP &&
           op[stage].cop != WINED3DTOP_BUMPENVMAPLUMINANCE) continue;

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        fixup = op[stage].color_fixup;
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        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;
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        }

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        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);
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        /* 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
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         *
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         * 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.
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         */
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        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,
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                 GL_REG_0_ATI + stage + 1, GL_GREEN, GL_NONE);
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        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);
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    }

    /* Pass 3: Generate sampling instructions for regular textures */
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    for (stage = 0; stage < gl_info->limits.textures; ++stage)
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    {
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        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) {
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            swizzle = GL_SWIZZLE_STR_DR_ATI;
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        } 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) {
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            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));
            }
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        }
    }

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    /* Pass 4: Generate the arithmetic instructions */
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    for (stage = 0; stage < MAX_TEXTURES; ++stage)
    {
        if (op[stage].cop == WINED3DTOP_DISABLE)
        {
            if (!stage)
            {
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                /* Handle complete texture disabling gracefully */
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                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);
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            }
            break;
        }

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        if(op[stage].dst == tempreg) {
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            /* 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;
        }
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        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);
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        dstmod = GL_NONE;
        argmodextra = GL_NONE;
        extrarg = GL_NONE;

        switch(op[stage].cop) {
            case WINED3DTOP_SELECTARG2:
                arg1 = arg2;
                argmod1 = argmod2;
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                rep1 = rep2;
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            case WINED3DTOP_SELECTARG1:
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                wrap_op1(gl_info, GL_MOV_ATI, dstreg, GL_NONE, GL_NONE,
                         arg1, rep1, argmod1);
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                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;
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                dstmod |= GL_SATURATE_BIT_ATI;
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            case WINED3DTOP_MODULATE:
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                wrap_op2(gl_info, GL_MUL_ATI, dstreg, GL_NONE, dstmod,
                         arg1, rep1, argmod1,
                         arg2, rep2, argmod2);
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                break;

            case WINED3DTOP_ADDSIGNED2X:
                dstmod = GL_2X_BIT_ATI;
            case WINED3DTOP_ADDSIGNED:
                argmodextra = GL_BIAS_BIT_ATI;
            case WINED3DTOP_ADD:
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                dstmod |= GL_SATURATE_BIT_ATI;
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                wrap_op2(gl_info, GL_ADD_ATI, GL_REG_0_ATI, GL_NONE, dstmod,
                         arg1, rep1, argmod1,
                         arg2, rep2, argmodextra | argmod2);
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                break;

            case WINED3DTOP_SUBTRACT:
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                dstmod |= GL_SATURATE_BIT_ATI;
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                wrap_op2(gl_info, GL_SUB_ATI, dstreg, GL_NONE, dstmod,
                         arg1, rep1, argmod1,
                         arg2, rep2, argmod2);
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                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
                 */
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                wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
                         arg2, rep2, argmod2,
                         arg1, rep1, argmodextra,
                         arg1, rep1, argmod1);
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                break;

            case WINED3DTOP_BLENDCURRENTALPHA:
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                if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_CURRENT, gl_info, stage, NULL, NULL, -1);
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            case WINED3DTOP_BLENDFACTORALPHA:
602
                if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TFACTOR, gl_info, stage, NULL, NULL, -1);
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            case WINED3DTOP_BLENDTEXTUREALPHA:
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                if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
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            case WINED3DTOP_BLENDDIFFUSEALPHA:
606
                if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_DIFFUSE, gl_info, stage, NULL, NULL, -1);
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                wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_NONE, GL_NONE,
                         extrarg, GL_ALPHA, GL_NONE,
                         arg1, rep1, argmod1,
                         arg2, rep2, argmod2);
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                break;

            case WINED3DTOP_BLENDTEXTUREALPHAPM:
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                arg0 = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
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                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);
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                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;
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                wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
                         arg2, rep2,  argmod2,
                         arg1, GL_ALPHA, argmodextra,
                         arg1, rep1,  argmod1);
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                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;
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                wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
                         arg2, rep2,  argmod2,
                         arg1, rep1,  argmodextra,
                         arg1, GL_ALPHA, argmod1);
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                break;

            case WINED3DTOP_DOTPRODUCT3:
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                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);
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                break;

            case WINED3DTOP_MULTIPLYADD:
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                wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
                         arg1, rep1, argmod1,
                         arg2, rep2, argmod2,
                         arg0, rep0, argmod0);
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                break;

            case WINED3DTOP_LERP:
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                wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_NONE, GL_NONE,
                         arg0, rep0, argmod0,
                         arg1, rep1, argmod1,
                         arg2, rep2, argmod2);
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                break;

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            case WINED3DTOP_BUMPENVMAP:
            case WINED3DTOP_BUMPENVMAPLUMINANCE:
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                /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
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                break;

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            default: FIXME("Unhandled color operation %d on stage %d\n", op[stage].cop, stage);
        }

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        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);
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        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 */
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                if (!stage)
                {
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                    wrap_op1(gl_info, GL_MOV_ATI, GL_REG_0_ATI, GL_ALPHA, GL_NONE,
                             GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
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                }
                break;

            case WINED3DTOP_SELECTARG2:
                arg1 = arg2;
                argmod1 = argmod2;
            case WINED3DTOP_SELECTARG1:
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                wrap_op1(gl_info, GL_MOV_ATI, dstreg, GL_ALPHA, GL_NONE,
                         arg1, GL_NONE, argmod1);
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                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;
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                dstmod |= GL_SATURATE_BIT_ATI;
701
            case WINED3DTOP_MODULATE:
702 703 704
                wrap_op2(gl_info, GL_MUL_ATI, dstreg, GL_ALPHA, dstmod,
                         arg1, GL_NONE, argmod1,
                         arg2, GL_NONE, argmod2);
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                break;

            case WINED3DTOP_ADDSIGNED2X:
                dstmod = GL_2X_BIT_ATI;
            case WINED3DTOP_ADDSIGNED:
                argmodextra = GL_BIAS_BIT_ATI;
            case WINED3DTOP_ADD:
712
                dstmod |= GL_SATURATE_BIT_ATI;
713 714 715
                wrap_op2(gl_info, GL_ADD_ATI, dstreg, GL_ALPHA, dstmod,
                         arg1, GL_NONE, argmod1,
                         arg2, GL_NONE, argmodextra | argmod2);
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                break;

            case WINED3DTOP_SUBTRACT:
719
                dstmod |= GL_SATURATE_BIT_ATI;
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                wrap_op2(gl_info, GL_SUB_ATI, dstreg, GL_ALPHA, dstmod,
                         arg1, GL_NONE, argmod1,
                         arg2, GL_NONE, argmod2);
723 724 725 726 727 728 729
                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
                 */
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                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);
734 735 736
                break;

            case WINED3DTOP_BLENDCURRENTALPHA:
737
                if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_CURRENT, gl_info, stage, NULL, NULL, -1);
738
            case WINED3DTOP_BLENDFACTORALPHA:
739
                if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TFACTOR, gl_info, stage, NULL, NULL, -1);
740
            case WINED3DTOP_BLENDTEXTUREALPHA:
741
                if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
742
            case WINED3DTOP_BLENDDIFFUSEALPHA:
743
                if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_DIFFUSE, gl_info, stage, NULL, NULL, -1);
744 745 746 747
                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);
748 749 750
                break;

            case WINED3DTOP_BLENDTEXTUREALPHAPM:
751
                arg0 = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
752 753 754 755
                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);
756 757 758 759 760
                break;

            /* D3DTOP_PREMODULATE ???? */

            case WINED3DTOP_DOTPRODUCT3:
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                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);
764 765 766
                break;

            case WINED3DTOP_MULTIPLYADD:
767 768 769 770
                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);
771 772 773
                break;

            case WINED3DTOP_LERP:
774 775 776 777
                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);
778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798
                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;
}

799
static void set_tex_op_atifs(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
800
{
801
    const struct wined3d_device *device = context->swapchain->device;
802
    const struct wined3d_gl_info *gl_info = context->gl_info;
803
    const struct atifs_ffp_desc *desc;
804 805
    struct ffp_frag_settings settings;
    struct atifs_private_data *priv = device->fragment_priv;
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    DWORD mapped_stage;
    unsigned int i;
808

809
    gen_ffp_frag_op(device, state, &settings, TRUE);
810
    desc = (const struct atifs_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
811
    if(!desc) {
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        struct atifs_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
        if (!new_desc)
        {
815 816 817
            ERR("Out of memory\n");
            return;
        }
818
        new_desc->num_textures_used = 0;
819
        for (i = 0; i < gl_info->limits.texture_stages; ++i)
820
        {
821
            if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
822
            new_desc->num_textures_used = i;
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        }

825
        memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
826
        new_desc->shader = gen_ati_shader(settings.op, gl_info);
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        add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
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        TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
        desc = new_desc;
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    }

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    /* GL_ATI_fragment_shader depends on the GL_TEXTURE_xD enable settings. Update the texture stages
     * used by this shader
     */
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    for (i = 0; i < desc->num_textures_used; ++i)
    {
        mapped_stage = device->texUnitMap[i];
838 839
        if (mapped_stage != WINED3D_UNMAPPED_STAGE)
        {
840
            context_active_texture(context, gl_info, mapped_stage);
841
            texture_activate_dimensions(state->textures[i], gl_info);
842 843 844
        }
    }

845 846 847
    GL_EXTCALL(glBindFragmentShaderATI(desc->shader));
}

848
static void state_texfactor_atifs(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
849
{
850
    const struct wined3d_gl_info *gl_info = context->gl_info;
851
    float col[4];
852
    D3DCOLORTOGLFLOAT4(state->render_states[WINED3DRS_TEXTUREFACTOR], col);
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    GL_EXTCALL(glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR, col));
    checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR, col)");
}

858
static void set_bumpmat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
859
{
860
    DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
861
    const struct wined3d_gl_info *gl_info = context->gl_info;
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    float mat[2][2];

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    mat[0][0] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVMAT00]);
    mat[1][0] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVMAT01]);
    mat[0][1] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVMAT10]);
    mat[1][1] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVMAT11]);
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    /* 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
     */
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    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;
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    GL_EXTCALL(glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), (float *) mat));
    checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), mat)");
}
882

883
static void textransform(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
884
{
885
    if (!isStateDirty(context, STATE_PIXELSHADER))
886
        set_tex_op_atifs(context, state, state_id);
887 888
}

889
static void atifs_apply_pixelshader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
890
{
891
    const struct wined3d_device *device = context->swapchain->device;
892
    BOOL use_vshader = use_vs(state);
893

894
    context->last_was_pshader = use_ps(state);
895 896 897 898
    /* 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.
899
     *
900 901 902 903 904 905 906 907
     * 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. */
908
    if (!isStateDirty(context, context->state_table[STATE_VSHADER].representative))
909
    {
910
        device->shader_backend->shader_select(context, FALSE, use_vshader);
911

912
        if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && use_vshader)
913
            context_apply_state(context, state, STATE_VERTEXSHADERCONSTANT);
914 915 916
    }
}

917
static void atifs_srgbwriteenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
918
{
919
    if (state->render_states[WINED3DRS_SRGBWRITEENABLE])
920 921 922
        WARN("sRGB writes are not supported by this fragment pipe.\n");
}

923
static const struct StateEntryTemplate atifs_fragmentstate_template[] = {
924 925 926 927
    {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             },
928 929
    {STATE_RENDER(WINED3DRS_FOGTABLEMODE),                { STATE_RENDER(WINED3DRS_FOGENABLE),                  NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_RENDER(WINED3DRS_FOGVERTEXMODE),               { STATE_RENDER(WINED3DRS_FOGENABLE),                  NULL                    }, WINED3D_GL_EXT_NONE             },
930
    {STATE_RENDER(WINED3DRS_FOGSTART),                    { STATE_RENDER(WINED3DRS_FOGSTART),                   state_fogstartend       }, WINED3D_GL_EXT_NONE             },
931
    {STATE_RENDER(WINED3DRS_FOGEND),                      { STATE_RENDER(WINED3DRS_FOGSTART),                   NULL                    }, WINED3D_GL_EXT_NONE             },
932
    {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE),             { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE),            atifs_srgbwriteenable   }, WINED3D_GL_EXT_NONE             },
933
    {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
934 935 936 937 938 939 940 941
    {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
942
    {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, WINED3D_GL_EXT_NONE             },
943 944 945 946 947 948 949 950 951 952 953 954
    {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
955
    {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, WINED3D_GL_EXT_NONE             },
956 957 958 959 960 961 962 963 964 965 966 967
    {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
968
    {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, WINED3D_GL_EXT_NONE             },
969 970 971 972 973 974 975 976 977 978 979 980
    {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
981
    {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, WINED3D_GL_EXT_NONE             },
982 983 984 985 986 987 988 989 990 991 992 993
    {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
994
    {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, WINED3D_GL_EXT_NONE             },
995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006
    {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
1007
    {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, WINED3D_GL_EXT_NONE             },
1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019
    {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
1020
    {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, WINED3D_GL_EXT_NONE             },
1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032
    {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
1033
    {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, WINED3D_GL_EXT_NONE             },
1034 1035 1036
    {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054
    { 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             },
1055 1056
};

1057
/* Context activation and GL locking are done by the caller. */
1058 1059
static void atifs_enable(BOOL enable)
{
1060 1061 1062 1063 1064 1065 1066 1067 1068
    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)");
    }
}

1069
static void atifs_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
1070
{
1071
    caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115
    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;
}

1116
static HRESULT atifs_alloc(struct wined3d_device *device)
1117
{
1118 1119
    struct atifs_private_data *priv;

1120 1121 1122
    device->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct atifs_private_data));
    if (!device->fragment_priv)
    {
1123 1124 1125
        ERR("Out of memory\n");
        return E_OUTOFMEMORY;
    }
1126
    priv = device->fragment_priv;
1127 1128 1129
    if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
    {
        ERR("Failed to initialize rbtree.\n");
1130
        HeapFree(GetProcessHeap(), 0, device->fragment_priv);
1131 1132
        return E_OUTOFMEMORY;
    }
1133 1134 1135
    return WINED3D_OK;
}

1136
/* Context activation is done by the caller. */
1137 1138
static void atifs_free_ffpshader(struct wine_rb_entry *entry, void *context)
{
1139 1140
    struct wined3d_device *device = context;
    const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1141
    struct atifs_ffp_desc *entry_ati = WINE_RB_ENTRY_VALUE(entry, struct atifs_ffp_desc, parent.entry);
1142 1143 1144 1145 1146 1147 1148 1149

    ENTER_GL();
    GL_EXTCALL(glDeleteFragmentShaderATI(entry_ati->shader));
    checkGLcall("glDeleteFragmentShaderATI(entry->shader)");
    HeapFree(GetProcessHeap(), 0, entry_ati);
    LEAVE_GL();
}

1150
/* Context activation is done by the caller. */
1151
static void atifs_free(struct wined3d_device *device)
1152 1153
{
    struct atifs_private_data *priv = device->fragment_priv;
1154

1155
    wine_rb_destroy(&priv->fragment_shaders, atifs_free_ffpshader, device);
1156

1157
    HeapFree(GetProcessHeap(), 0, priv);
1158
    device->fragment_priv = NULL;
1159 1160
}

1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175
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;
1176
    }
1177 1178 1179

    TRACE("[FAILED]\n");
    return FALSE;
1180 1181
}

1182 1183 1184 1185 1186
const struct fragment_pipeline atifs_fragment_pipeline = {
    atifs_enable,
    atifs_get_caps,
    atifs_alloc,
    atifs_free,
1187
    atifs_color_fixup_supported,
1188 1189
    atifs_fragmentstate_template,
    TRUE /* We can disable projected textures */
1190
};