ati_fragment_shader.c 76.4 KB
Newer Older
1 2 3
/*
 * Fixed function pipeline replacement using GL_ATI_fragment_shader
 *
4
 * Copyright 2008 Stefan Dösinger(for CodeWeavers)
5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
 *
 * 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 <stdio.h>

#include "wined3d_private.h"

WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
26
WINE_DECLARE_DEBUG_CHANNEL(d3d);
27

28
/* Context activation for state handlers is done by the caller. */
29

Austin English's avatar
Austin English committed
30
/* Some private defines, Constant associations, etc.
31
 * Env bump matrix and per stage constant should be independent,
Austin English's avatar
Austin English committed
32
 * a stage that bump maps can't read the per state constant
33
 */
34 35 36
#define ATIFS_CONST_BUMPMAT(i)  (GL_CON_0_ATI + i)
#define ATIFS_CONST_STAGE(i)    (GL_CON_0_ATI + i)
#define ATIFS_CONST_TFACTOR     GL_CON_6_ATI
37

38 39 40 41
enum atifs_constant_value
{
    ATIFS_CONSTANT_UNUSED = 0,
    ATIFS_CONSTANT_BUMP,
42 43
    ATIFS_CONSTANT_TFACTOR,
    ATIFS_CONSTANT_STAGE,
44 45
};

46 47 48
/* GL_ATI_fragment_shader specific fixed function pipeline description. "Inherits" from the common one */
struct atifs_ffp_desc
{
49
    struct ffp_frag_desc parent;
50
    GLuint shader;
51
    unsigned int num_textures_used;
52
    enum atifs_constant_value constants[WINED3D_MAX_TEXTURES];
53 54 55 56
};

struct atifs_private_data
{
57
    struct wine_rb_tree fragment_shaders; /* A rb-tree to track fragment pipeline replacement shaders */
58 59
};

60 61 62 63 64
struct atifs_context_private_data
{
    const struct atifs_ffp_desc *last_shader;
};

65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158
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";
    }
}

159 160 161 162 163 164
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";
165
        case GL_ALPHA:                  return "GL_ALPHA";
166 167 168 169
        default:                        return "unknown argrep";
    }
}

170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200
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";
    }
}

201 202 203
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)
{
204 205 206 207 208 209 210 211 212 213 214 215
    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));
    }
}

216 217 218
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)
{
219 220 221 222 223 224 225 226 227 228 229 230 231 232
    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));
    }
}

233 234 235 236
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)
{
237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259
    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));
    }
}

260
static GLuint register_for_arg(unsigned int arg, const struct wined3d_gl_info *gl_info,
261 262
        unsigned int stage, GLuint *mod, GLuint *rep, GLuint tmparg)
{
263 264 265
    GLenum ret;

    if(mod) *mod = GL_NONE;
266 267 268 269 270
    if(arg == ARG_UNUSED)
    {
        if (rep) *rep = GL_NONE;
        return -1; /* This is the marker for unused registers */
    }
271 272 273 274 275 276 277 278 279 280 281 282

    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
             */
283
            ret = stage ? GL_REG_0_ATI : GL_PRIMARY_COLOR;
284 285 286 287 288 289 290
            break;

        case WINED3DTA_TEXTURE:
            ret = GL_REG_0_ATI + stage;
            break;

        case WINED3DTA_TFACTOR:
291
            ret = ATIFS_CONST_TFACTOR;
292 293 294 295 296 297 298
            break;

        case WINED3DTA_SPECULAR:
            ret = GL_SECONDARY_INTERPOLATOR_ATI;
            break;

        case WINED3DTA_TEMP:
299
            ret = tmparg;
300 301 302
            break;

        case WINED3DTA_CONSTANT:
303
            ret = ATIFS_CONST_STAGE(stage);
304 305 306 307 308 309 310 311 312 313 314
            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) {
315 316 317
        if(rep) *rep = GL_ALPHA;
    } else {
        if(rep) *rep = GL_NONE;
318 319 320 321
    }
    return ret;
}

322
static GLuint find_tmpreg(const struct texture_stage_op op[WINED3D_MAX_TEXTURES])
323
{
324 325 326
    int lowest_read = -1;
    int lowest_write = -1;
    int i;
327
    BOOL tex_used[WINED3D_MAX_TEXTURES];
328 329

    memset(tex_used, 0, sizeof(tex_used));
330
    for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
331 332
    {
        if (op[i].cop == WINED3D_TOP_DISABLE)
333 334 335 336 337 338 339 340
            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;
        }

341
        if (lowest_write == -1 && op[i].tmp_dst)
342 343 344 345 346 347 348 349 350 351 352 353
            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) {
354
        FIXME("Temp register read before being written\n");
355 356 357 358
    }

    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 */
359
        FIXME("Temp register read without being written\n");
360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381
        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;
    }
}

382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444
static const struct color_fixup_desc color_fixup_rg =
{
    1, CHANNEL_SOURCE_X,
    1, CHANNEL_SOURCE_Y,
    0, CHANNEL_SOURCE_ONE,
    0, CHANNEL_SOURCE_ONE
};
static const struct color_fixup_desc color_fixup_rgl =
{
    1, CHANNEL_SOURCE_X,
    1, CHANNEL_SOURCE_Y,
    0, CHANNEL_SOURCE_Z,
    0, CHANNEL_SOURCE_W
};
static const struct color_fixup_desc color_fixup_rgba =
{
    1, CHANNEL_SOURCE_X,
    1, CHANNEL_SOURCE_Y,
    1, CHANNEL_SOURCE_Z,
    1, CHANNEL_SOURCE_W
};

static BOOL op_reads_texture(const struct texture_stage_op *op)
{
    return (op->carg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
            || (op->carg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
            || (op->carg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
            || (op->aarg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
            || (op->aarg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
            || (op->aarg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
            || op->cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA;
}

static void atifs_color_fixup(const struct wined3d_gl_info *gl_info, struct color_fixup_desc fixup, GLuint reg)
{
    if(is_same_fixup(fixup, color_fixup_rg))
    {
        wrap_op1(gl_info, GL_MOV_ATI, reg, GL_RED_BIT_ATI | GL_GREEN_BIT_ATI, GL_NONE,
                reg, GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI);
        wrap_op1(gl_info, GL_MOV_ATI, reg, GL_BLUE_BIT_ATI, GL_NONE,
                GL_ONE, GL_NONE, GL_NONE);
        wrap_op1(gl_info, GL_MOV_ATI, reg, GL_ALPHA, GL_NONE,
                GL_ONE, GL_NONE, GL_NONE);
    }
    else if(is_same_fixup(fixup, color_fixup_rgl))
    {
        wrap_op1(gl_info, GL_MOV_ATI, reg, GL_RED_BIT_ATI | GL_GREEN_BIT_ATI, GL_NONE,
                reg, GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI);
    }
    else if (is_same_fixup(fixup, color_fixup_rgba))
    {
        wrap_op1(gl_info, GL_MOV_ATI, reg, GL_NONE, GL_NONE,
                reg, GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI);
        wrap_op1(gl_info, GL_MOV_ATI, reg, GL_ALPHA, GL_NONE,
                reg, GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI);
    }
    else
    {
        /* Should not happen - atifs_color_fixup_supported refuses other fixups. */
        ERR("Unsupported color fixup.\n");
    }
}

445 446 447 448 449 450 451 452 453 454 455 456
static BOOL op_reads_tfactor(const struct texture_stage_op *op)
{
    return (op->carg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TFACTOR
            || (op->carg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TFACTOR
            || (op->carg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TFACTOR
            || (op->aarg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TFACTOR
            || (op->aarg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TFACTOR
            || (op->aarg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TFACTOR
            || op->cop == WINED3D_TOP_BLEND_FACTOR_ALPHA
            || op->aop == WINED3D_TOP_BLEND_FACTOR_ALPHA;
}

457 458 459 460 461 462 463 464 465 466
static BOOL op_reads_constant(const struct texture_stage_op *op)
{
    return (op->carg0 & WINED3DTA_SELECTMASK) == WINED3DTA_CONSTANT
            || (op->carg1 & WINED3DTA_SELECTMASK) == WINED3DTA_CONSTANT
            || (op->carg2 & WINED3DTA_SELECTMASK) == WINED3DTA_CONSTANT
            || (op->aarg0 & WINED3DTA_SELECTMASK) == WINED3DTA_CONSTANT
            || (op->aarg1 & WINED3DTA_SELECTMASK) == WINED3DTA_CONSTANT
            || (op->aarg2 & WINED3DTA_SELECTMASK) == WINED3DTA_CONSTANT;
}

467
static GLuint gen_ati_shader(const struct texture_stage_op op[WINED3D_MAX_TEXTURES],
468
        const struct wined3d_gl_info *gl_info, enum atifs_constant_value *constants)
469
{
470 471 472 473
    GLuint ret = GL_EXTCALL(glGenFragmentShadersATI(1));
    unsigned int stage;
    GLuint arg0, arg1, arg2, extrarg;
    GLuint dstmod, argmod0, argmod1, argmod2, argmodextra;
474
    GLuint rep0, rep1, rep2;
475
    GLuint swizzle;
476
    GLuint tmparg = find_tmpreg(op);
477
    GLuint dstreg;
478
    BOOL tfactor_used = FALSE;
479 480 481 482 483 484 485 486 487 488 489 490

    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())");

491
    /* Pass 1: Generate sampling instructions for perturbation maps */
492
    for (stage = 0; stage < gl_info->limits.textures; ++stage)
493
    {
494 495 496 497 498
        if (op[stage].cop == WINED3D_TOP_DISABLE)
            break;
        if (op[stage].cop != WINED3D_TOP_BUMPENVMAP
                && op[stage].cop != WINED3D_TOP_BUMPENVMAP_LUMINANCE)
            continue;
499

500 501
        constants[stage] = ATIFS_CONSTANT_BUMP;

502 503
        TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, GL_SWIZZLE_STR_ATI)\n",
              stage, stage);
504 505
        GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage, GL_TEXTURE0_ARB + stage, GL_SWIZZLE_STR_ATI));
        if (op[stage + 1].projected == WINED3D_PROJECTION_NONE)
506
            swizzle = GL_SWIZZLE_STR_ATI;
507
        else if (op[stage + 1].projected == WINED3D_PROJECTION_COUNT4)
508
            swizzle = GL_SWIZZLE_STQ_DQ_ATI;
509
        else
510
            swizzle = GL_SWIZZLE_STR_DR_ATI;
511 512
        TRACE("glPassTexCoordATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, %s)\n",
              stage + 1, stage + 1, debug_swizzle(swizzle));
513 514
        GL_EXTCALL(glPassTexCoordATI(GL_REG_0_ATI + stage + 1,
                   GL_TEXTURE0_ARB + stage + 1,
515
                   swizzle));
516 517 518
    }

    /* Pass 2: Generate perturbation calculations */
519
    for (stage = 0; stage < gl_info->limits.textures; ++stage)
520
    {
521 522 523
        GLuint argmodextra_x, argmodextra_y;
        struct color_fixup_desc fixup;

524 525 526 527 528
        if (op[stage].cop == WINED3D_TOP_DISABLE)
            break;
        if (op[stage].cop != WINED3D_TOP_BUMPENVMAP
                && op[stage].cop != WINED3D_TOP_BUMPENVMAP_LUMINANCE)
            continue;
529

530
        fixup = op[stage].color_fixup;
531 532 533 534 535 536 537 538 539 540 541
        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;
542 543
        }

544 545
        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,
546
                 ATIFS_CONST_BUMPMAT(stage), GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI,
547
                 GL_REG_0_ATI + stage + 1, GL_RED, GL_NONE);
548

549 550 551 552 553
        /* 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
554
         *
555 556 557
         * 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.
558
         */
559 560
        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,
561
                 ATIFS_CONST_BUMPMAT(stage), GL_BLUE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI,
562
                 GL_REG_0_ATI + stage + 1, GL_GREEN, GL_NONE);
563 564
        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,
565
                 ATIFS_CONST_BUMPMAT(stage), GL_ALPHA, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI,
566
                 GL_REG_0_ATI + stage + 1, GL_ALPHA, GL_NONE);
567 568 569
    }

    /* Pass 3: Generate sampling instructions for regular textures */
570
    for (stage = 0; stage < gl_info->limits.textures; ++stage)
571
    {
572
        if (op[stage].cop == WINED3D_TOP_DISABLE)
573 574
            break;

575
        if (op[stage].projected == WINED3D_PROJECTION_NONE)
576
            swizzle = GL_SWIZZLE_STR_ATI;
577
        else if (op[stage].projected == WINED3D_PROJECTION_COUNT3)
578
            swizzle = GL_SWIZZLE_STR_DR_ATI;
579
        else
580 581
            swizzle = GL_SWIZZLE_STQ_DQ_ATI;

582
        if (op_reads_texture(&op[stage]))
583 584 585 586 587
        {
            if (stage > 0
                    && (op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP
                    || op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE))
            {
588 589 590 591 592 593 594 595 596 597 598 599
                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));
            }
600 601 602
        }
    }

603
    /* Pass 4: Generate the arithmetic instructions */
604
    for (stage = 0; stage < WINED3D_MAX_TEXTURES; ++stage)
605
    {
606
        if (op[stage].cop == WINED3D_TOP_DISABLE)
607 608 609
        {
            if (!stage)
            {
610
                /* Handle complete texture disabling gracefully */
611 612 613 614
                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);
615 616 617 618
            }
            break;
        }

619 620 621 622 623 624 625
        if (op[stage].tmp_dst)
        {
            /* 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;
626 627

            dstreg = tmparg;
628 629 630
        }
        else
        {
631 632
            dstreg = GL_REG_0_ATI;
        }
633

634 635 636 637 638 639
        if (op[stage].cop == WINED3D_TOP_BUMPENVMAP || op[stage].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
        {
            /* Those are handled in the first pass of the shader (generation pass 1 and 2) already */
            continue;
        }

640 641 642
        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);
643 644 645 646
        dstmod = GL_NONE;
        argmodextra = GL_NONE;
        extrarg = GL_NONE;

647 648 649
        if (op_reads_tfactor(&op[stage]))
            tfactor_used = TRUE;

650 651 652 653 654 655 656
        if (op_reads_constant(&op[stage]))
        {
            if (constants[stage] != ATIFS_CONSTANT_UNUSED)
                FIXME("Constant %u already used.\n", stage);
            constants[stage] = ATIFS_CONSTANT_STAGE;
        }

657 658 659
        if (op_reads_texture(&op[stage]) && !is_identity_fixup(op[stage].color_fixup))
            atifs_color_fixup(gl_info, op[stage].color_fixup, GL_REG_0_ATI + stage);

660 661 662
        switch (op[stage].cop)
        {
            case WINED3D_TOP_SELECT_ARG2:
663 664
                arg1 = arg2;
                argmod1 = argmod2;
665
                rep1 = rep2;
666
                /* fall through */
667
            case WINED3D_TOP_SELECT_ARG1:
668 669
                wrap_op1(gl_info, GL_MOV_ATI, dstreg, GL_NONE, GL_NONE,
                         arg1, rep1, argmod1);
670 671
                break;

672
            case WINED3D_TOP_MODULATE_4X:
673
                if(dstmod == GL_NONE) dstmod = GL_4X_BIT_ATI;
674
                /* fall through */
675
            case WINED3D_TOP_MODULATE_2X:
676
                if(dstmod == GL_NONE) dstmod = GL_2X_BIT_ATI;
677
                dstmod |= GL_SATURATE_BIT_ATI;
678
                /* fall through */
679
            case WINED3D_TOP_MODULATE:
680 681 682
                wrap_op2(gl_info, GL_MUL_ATI, dstreg, GL_NONE, dstmod,
                         arg1, rep1, argmod1,
                         arg2, rep2, argmod2);
683 684
                break;

685
            case WINED3D_TOP_ADD_SIGNED_2X:
686
                dstmod = GL_2X_BIT_ATI;
687
                /* fall through */
688
            case WINED3D_TOP_ADD_SIGNED:
689
                argmodextra = GL_BIAS_BIT_ATI;
690
                /* fall through */
691
            case WINED3D_TOP_ADD:
692
                dstmod |= GL_SATURATE_BIT_ATI;
693 694 695
                wrap_op2(gl_info, GL_ADD_ATI, GL_REG_0_ATI, GL_NONE, dstmod,
                         arg1, rep1, argmod1,
                         arg2, rep2, argmodextra | argmod2);
696 697
                break;

698
            case WINED3D_TOP_SUBTRACT:
699
                dstmod |= GL_SATURATE_BIT_ATI;
700 701 702
                wrap_op2(gl_info, GL_SUB_ATI, dstreg, GL_NONE, dstmod,
                         arg1, rep1, argmod1,
                         arg2, rep2, argmod2);
703 704
                break;

705
            case WINED3D_TOP_ADD_SMOOTH:
706 707 708 709
                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
                 */
710 711 712 713
                wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
                         arg2, rep2, argmod2,
                         arg1, rep1, argmodextra,
                         arg1, rep1, argmod1);
714 715
                break;

716 717 718
            case WINED3D_TOP_BLEND_CURRENT_ALPHA:
                if (extrarg == GL_NONE)
                    extrarg = register_for_arg(WINED3DTA_CURRENT, gl_info, stage, NULL, NULL, -1);
719
                /* fall through */
720 721 722
            case WINED3D_TOP_BLEND_FACTOR_ALPHA:
                if (extrarg == GL_NONE)
                    extrarg = register_for_arg(WINED3DTA_TFACTOR, gl_info, stage, NULL, NULL, -1);
723
                /* fall through */
724 725 726
            case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
                if (extrarg == GL_NONE)
                    extrarg = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
727
                /* fall through */
728 729 730
            case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
                if (extrarg == GL_NONE)
                    extrarg = register_for_arg(WINED3DTA_DIFFUSE, gl_info, stage, NULL, NULL, -1);
731 732 733 734
                wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_NONE, GL_NONE,
                         extrarg, GL_ALPHA, GL_NONE,
                         arg1, rep1, argmod1,
                         arg2, rep2, argmod2);
735 736
                break;

737
            case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
738
                arg0 = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
739 740 741 742
                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);
743 744 745 746
                break;

            /* D3DTOP_PREMODULATE ???? */

747
            case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
748
                argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
749
                /* fall through */
750 751 752
            case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
                if (!argmodextra)
                    argmodextra = argmod1;
753 754 755 756
                wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
                         arg2, rep2,  argmod2,
                         arg1, GL_ALPHA, argmodextra,
                         arg1, rep1,  argmod1);
757 758
                break;

759
            case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
760
                argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
761
                /* fall through */
762 763 764
            case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
                if (!argmodextra)
                    argmodextra = argmod1;
765 766 767 768
                wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
                         arg2, rep2,  argmod2,
                         arg1, rep1,  argmodextra,
                         arg1, GL_ALPHA, argmod1);
769 770
                break;

771
            case WINED3D_TOP_DOTPRODUCT3:
772 773 774
                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);
775 776
                break;

777
            case WINED3D_TOP_MULTIPLY_ADD:
778 779 780 781
                wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
                         arg1, rep1, argmod1,
                         arg2, rep2, argmod2,
                         arg0, rep0, argmod0);
782 783
                break;

784
            case WINED3D_TOP_LERP:
785 786 787 788
                wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_NONE, GL_NONE,
                         arg0, rep0, argmod0,
                         arg1, rep1, argmod1,
                         arg2, rep2, argmod2);
789 790 791 792 793
                break;

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

794 795 796
        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);
797 798 799 800
        dstmod = GL_NONE;
        argmodextra = GL_NONE;
        extrarg = GL_NONE;

801 802 803
        switch (op[stage].aop)
        {
            case WINED3D_TOP_DISABLE:
804
                /* Get the primary color to the output if on stage 0, otherwise leave register 0 untouched */
805 806
                if (!stage)
                {
807 808
                    wrap_op1(gl_info, GL_MOV_ATI, GL_REG_0_ATI, GL_ALPHA, GL_NONE,
                             GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
809 810 811
                }
                break;

812
            case WINED3D_TOP_SELECT_ARG2:
813 814
                arg1 = arg2;
                argmod1 = argmod2;
815
                /* fall through */
816
            case WINED3D_TOP_SELECT_ARG1:
817 818
                wrap_op1(gl_info, GL_MOV_ATI, dstreg, GL_ALPHA, GL_NONE,
                         arg1, GL_NONE, argmod1);
819 820
                break;

821 822 823
            case WINED3D_TOP_MODULATE_4X:
                if (dstmod == GL_NONE)
                    dstmod = GL_4X_BIT_ATI;
824
                /* fall through */
825 826 827
            case WINED3D_TOP_MODULATE_2X:
                if (dstmod == GL_NONE)
                    dstmod = GL_2X_BIT_ATI;
828
                dstmod |= GL_SATURATE_BIT_ATI;
829
                /* fall through */
830
            case WINED3D_TOP_MODULATE:
831 832 833
                wrap_op2(gl_info, GL_MUL_ATI, dstreg, GL_ALPHA, dstmod,
                         arg1, GL_NONE, argmod1,
                         arg2, GL_NONE, argmod2);
834 835
                break;

836
            case WINED3D_TOP_ADD_SIGNED_2X:
837
                dstmod = GL_2X_BIT_ATI;
838
                /* fall through */
839
            case WINED3D_TOP_ADD_SIGNED:
840
                argmodextra = GL_BIAS_BIT_ATI;
841
                /* fall through */
842
            case WINED3D_TOP_ADD:
843
                dstmod |= GL_SATURATE_BIT_ATI;
844 845 846
                wrap_op2(gl_info, GL_ADD_ATI, dstreg, GL_ALPHA, dstmod,
                         arg1, GL_NONE, argmod1,
                         arg2, GL_NONE, argmodextra | argmod2);
847 848
                break;

849
            case WINED3D_TOP_SUBTRACT:
850
                dstmod |= GL_SATURATE_BIT_ATI;
851 852 853
                wrap_op2(gl_info, GL_SUB_ATI, dstreg, GL_ALPHA, dstmod,
                         arg1, GL_NONE, argmod1,
                         arg2, GL_NONE, argmod2);
854 855
                break;

856
            case WINED3D_TOP_ADD_SMOOTH:
857 858 859 860
                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
                 */
861 862 863 864
                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);
865 866
                break;

867 868 869
            case WINED3D_TOP_BLEND_CURRENT_ALPHA:
                if (extrarg == GL_NONE)
                    extrarg = register_for_arg(WINED3DTA_CURRENT, gl_info, stage, NULL, NULL, -1);
870
                /* fall through */
871 872 873
            case WINED3D_TOP_BLEND_FACTOR_ALPHA:
                if (extrarg == GL_NONE)
                    extrarg = register_for_arg(WINED3DTA_TFACTOR, gl_info, stage, NULL, NULL, -1);
874
                /* fall through */
875 876 877
            case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
                if (extrarg == GL_NONE)
                    extrarg = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
878
                /* fall through */
879 880 881
            case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
                if (extrarg == GL_NONE)
                    extrarg = register_for_arg(WINED3DTA_DIFFUSE, gl_info, stage, NULL, NULL, -1);
882 883 884 885
                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);
886 887
                break;

888
            case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
889
                arg0 = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
890 891 892 893
                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);
894 895 896 897
                break;

            /* D3DTOP_PREMODULATE ???? */

898
            case WINED3D_TOP_DOTPRODUCT3:
899 900 901
                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);
902 903
                break;

904
            case WINED3D_TOP_MULTIPLY_ADD:
905 906 907 908
                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);
909 910
                break;

911
            case WINED3D_TOP_LERP:
912 913 914 915
                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);
916 917
                break;

918 919 920 921 922 923
            case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
            case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
            case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
            case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
            case WINED3D_TOP_BUMPENVMAP:
            case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
924 925 926 927 928 929 930
                ERR("Application uses an invalid alpha operation\n");
                break;

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

931
    if (tfactor_used && constants[ATIFS_CONST_TFACTOR - GL_CON_0_ATI] != ATIFS_CONSTANT_UNUSED)
932
        FIXME("Texture factor constant already used.\n");
933
    constants[ATIFS_CONST_TFACTOR - GL_CON_0_ATI] = ATIFS_CONSTANT_TFACTOR;
934 935

    /* Assign unused constants to avoid reloading due to unused <-> bump matrix switches. */
936
    for (stage = 0; stage < WINED3D_MAX_TEXTURES; ++stage)
937 938 939 940 941
    {
        if (constants[stage] == ATIFS_CONSTANT_UNUSED)
            constants[stage] = ATIFS_CONSTANT_BUMP;
    }

942 943 944 945 946 947
    TRACE("glEndFragmentShaderATI()\n");
    GL_EXTCALL(glEndFragmentShaderATI());
    checkGLcall("GL_EXTCALL(glEndFragmentShaderATI())");
    return ret;
}

948 949 950
static void atifs_tfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
    struct atifs_context_private_data *ctx_priv = context->fragment_pipe_data;
951 952
    struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
    const struct wined3d_gl_info *gl_info = context_gl->gl_info;
953
    struct wined3d_color color;
954 955

    if (!ctx_priv->last_shader
956
            || ctx_priv->last_shader->constants[ATIFS_CONST_TFACTOR - GL_CON_0_ATI] != ATIFS_CONSTANT_TFACTOR)
957 958
        return;

959 960 961
    wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_TEXTUREFACTOR]);
    GL_EXTCALL(glSetFragmentShaderConstantATI(ATIFS_CONST_TFACTOR, &color.r));
    checkGLcall("glSetFragmentShaderConstantATI(ATIFS_CONST_TFACTOR, &color.r)");
962 963 964 965 966
}

static void set_bumpmat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
    DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
967 968
    struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
    const struct wined3d_gl_info *gl_info = context_gl->gl_info;
969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989
    float mat[2][2];
    struct atifs_context_private_data *ctx_priv = context->fragment_pipe_data;

    if (!ctx_priv->last_shader
            || ctx_priv->last_shader->constants[stage] != ATIFS_CONSTANT_BUMP)
        return;

    mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]);
    mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]);
    mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]);
    mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]);
    /* GL_ATI_fragment_shader allows only constants from 0.0 to 1.0, but the bumpmat
     * constants can be in any range. While they should stay between [-1.0 and 1.0] because
     * Shader Model 1.x pixel shaders are clamped to that range negative values are used occasionally,
     * for example by our d3d9 test. So to get negative values scale -1;1 to 0;1 and undo that in the
     * shader(it is free). This might potentially reduce precision. However, if the hardware does
     * support proper floats it shouldn't, and if it doesn't we can't get anything better anyway. */
    mat[0][0] = (mat[0][0] + 1.0f) * 0.5f;
    mat[1][0] = (mat[1][0] + 1.0f) * 0.5f;
    mat[0][1] = (mat[0][1] + 1.0f) * 0.5f;
    mat[1][1] = (mat[1][1] + 1.0f) * 0.5f;
990 991 992 993 994 995 996 997
    GL_EXTCALL(glSetFragmentShaderConstantATI(ATIFS_CONST_BUMPMAT(stage), (float *) mat));
    checkGLcall("glSetFragmentShaderConstantATI(ATIFS_CONST_BUMPMAT(stage), mat)");
}

static void atifs_stage_constant(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
    DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
    struct atifs_context_private_data *ctx_priv = context->fragment_pipe_data;
998 999
    struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
    const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1000
    struct wined3d_color color;
1001 1002 1003 1004 1005

    if (!ctx_priv->last_shader
            || ctx_priv->last_shader->constants[stage] != ATIFS_CONSTANT_STAGE)
        return;

1006 1007 1008
    wined3d_color_from_d3dcolor(&color, state->texture_states[stage][WINED3D_TSS_CONSTANT]);
    GL_EXTCALL(glSetFragmentShaderConstantATI(ATIFS_CONST_STAGE(stage), &color.r));
    checkGLcall("glSetFragmentShaderConstantATI(ATIFS_CONST_STAGE(stage), &color.r)");
1009 1010
}

1011
static void set_tex_op_atifs(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1012
{
1013 1014
    struct atifs_context_private_data *ctx_priv = context->fragment_pipe_data;
    const struct atifs_ffp_desc *desc, *last_shader = ctx_priv->last_shader;
1015 1016
    struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
    const struct wined3d_d3d_info *d3d_info = context->d3d_info;
1017
    const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1018
    const struct wined3d_device *device = context->device;
1019
    struct atifs_private_data *priv = device->fragment_priv;
1020
    struct ffp_frag_settings settings;
1021 1022
    DWORD mapped_stage;
    unsigned int i;
1023

1024
    wined3d_ffp_get_fs_settings(context, state, &settings, TRUE);
1025
    desc = (const struct atifs_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
1026 1027
    if (!desc)
    {
1028 1029 1030
        struct atifs_ffp_desc *new_desc;

        if (!(new_desc = heap_alloc_zero(sizeof(*new_desc))))
1031
        {
1032 1033 1034
            ERR("Out of memory\n");
            return;
        }
1035
        new_desc->num_textures_used = 0;
1036
        for (i = 0; i < d3d_info->limits.ffp_blend_stages; ++i)
1037
        {
1038 1039
            if (settings.op[i].cop == WINED3D_TOP_DISABLE)
                break;
1040
            ++new_desc->num_textures_used;
1041 1042
        }

1043
        new_desc->parent.settings = settings;
1044
        new_desc->shader = gen_ati_shader(settings.op, gl_info, new_desc->constants);
1045
        add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
1046
        TRACE("Allocated fixed function replacement shader descriptor %p.\n", new_desc);
1047
        desc = new_desc;
1048 1049
    }

1050 1051 1052
    /* GL_ATI_fragment_shader depends on the GL_TEXTURE_xD enable settings. Update the texture stages
     * used by this shader
     */
1053 1054
    for (i = 0; i < desc->num_textures_used; ++i)
    {
1055
        mapped_stage = context_gl->tex_unit_map[i];
1056 1057
        if (mapped_stage != WINED3D_UNMAPPED_STAGE)
        {
1058
            wined3d_context_gl_active_texture(context_gl, gl_info, mapped_stage);
1059
            texture_activate_dimensions(state->textures[i], gl_info);
1060 1061 1062
        }
    }

1063
    GL_EXTCALL(glBindFragmentShaderATI(desc->shader));
1064
    ctx_priv->last_shader = desc;
1065

1066
    for (i = 0; i < WINED3D_MAX_TEXTURES; i++)
1067 1068 1069
    {
        if (last_shader && last_shader->constants[i] == desc->constants[i])
            continue;
1070

1071 1072 1073 1074 1075
        switch (desc->constants[i])
        {
            case ATIFS_CONSTANT_BUMP:
                set_bumpmat(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
                break;
1076

1077 1078 1079
            case ATIFS_CONSTANT_TFACTOR:
                atifs_tfactor(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
                break;
1080

1081 1082 1083 1084
            case ATIFS_CONSTANT_STAGE:
                atifs_stage_constant(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_CONSTANT));
                break;

1085 1086 1087 1088
            default:
                ERR("Unexpected constant type %u.\n", desc->constants[i]);
        }
    }
1089
}
1090

1091
static void textransform(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1092
{
1093
    if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL)))
1094
        set_tex_op_atifs(context, state, state_id);
1095 1096
}

1097
static void atifs_srgbwriteenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1098
{
1099
    if (state->render_states[WINED3D_RS_SRGBWRITEENABLE])
1100 1101 1102
        WARN("sRGB writes are not supported by this fragment pipe.\n");
}

1103 1104
static const struct wined3d_state_entry_template atifs_fragmentstate_template[] =
{
1105
    {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR),              { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR),             atifs_tfactor           }, WINED3D_GL_EXT_NONE             },
1106 1107 1108 1109
    {STATE_RENDER(WINED3D_RS_ALPHAFUNC),                  { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE),           NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_RENDER(WINED3D_RS_ALPHAREF),                   { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE),           NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE),            { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE),           state_alpha_test        }, WINED3D_GL_EXT_NONE             },
    {STATE_RENDER(WINED3D_RS_COLORKEYENABLE),             { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE),           NULL                    }, WINED3D_GL_EXT_NONE             },
1110 1111 1112 1113 1114 1115 1116 1117
    {STATE_RENDER(WINED3D_RS_FOGCOLOR),                   { STATE_RENDER(WINED3D_RS_FOGCOLOR),                  state_fogcolor          }, WINED3D_GL_EXT_NONE             },
    {STATE_RENDER(WINED3D_RS_FOGDENSITY),                 { STATE_RENDER(WINED3D_RS_FOGDENSITY),                state_fogdensity        }, WINED3D_GL_EXT_NONE             },
    {STATE_RENDER(WINED3D_RS_FOGENABLE),                  { STATE_RENDER(WINED3D_RS_FOGENABLE),                 state_fog_fragpart      }, WINED3D_GL_EXT_NONE             },
    {STATE_RENDER(WINED3D_RS_FOGTABLEMODE),               { STATE_RENDER(WINED3D_RS_FOGENABLE),                 NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE),              { STATE_RENDER(WINED3D_RS_FOGENABLE),                 NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_RENDER(WINED3D_RS_FOGSTART),                   { STATE_RENDER(WINED3D_RS_FOGSTART),                  state_fogstartend       }, WINED3D_GL_EXT_NONE             },
    {STATE_RENDER(WINED3D_RS_FOGEND),                     { STATE_RENDER(WINED3D_RS_FOGSTART),                  NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE),            { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE),           atifs_srgbwriteenable   }, WINED3D_GL_EXT_NONE             },
1118
    {STATE_COLOR_KEY,                                     { STATE_COLOR_KEY,                                    state_nop               }, WINED3D_GL_EXT_NONE             },
1119
    {STATE_RENDER(WINED3D_RS_SHADEMODE),                  { STATE_RENDER(WINED3D_RS_SHADEMODE),                 state_shademode         }, WINED3D_GL_EXT_NONE             },
1120 1121 1122 1123 1124 1125 1126 1127 1128
    {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP),         { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1),       { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2),       { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0),       { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP),         { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1),       { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2),       { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0),       { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG),       { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
1129 1130 1131 1132
    {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00),    { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00),   set_bumpmat             }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01),    { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10),    { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11),    { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
1133
    {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT),         { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT),        atifs_stage_constant    }, WINED3D_GL_EXT_NONE             },
1134 1135 1136 1137 1138 1139 1140 1141 1142
    {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP),         { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1),       { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2),       { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0),       { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP),         { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1),       { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2),       { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0),       { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG),       { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
1143 1144 1145 1146
    {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00),    { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00),   set_bumpmat             }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01),    { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10),    { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11),    { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
1147
    {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT),         { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT),        atifs_stage_constant    }, WINED3D_GL_EXT_NONE             },
1148 1149 1150 1151 1152 1153 1154 1155 1156
    {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP),         { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1),       { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2),       { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0),       { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP),         { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1),       { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2),       { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0),       { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG),       { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
1157 1158 1159 1160
    {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00),    { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00),   set_bumpmat             }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01),    { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10),    { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11),    { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
1161
    {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT),         { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT),        atifs_stage_constant    }, WINED3D_GL_EXT_NONE             },
1162 1163 1164 1165 1166 1167 1168 1169 1170
    {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP),         { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1),       { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2),       { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0),       { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP),         { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1),       { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2),       { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0),       { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG),       { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
1171 1172 1173 1174
    {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00),    { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00),   set_bumpmat             }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01),    { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10),    { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11),    { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
1175
    {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT),         { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT),        atifs_stage_constant    }, WINED3D_GL_EXT_NONE             },
1176 1177 1178 1179 1180 1181 1182 1183 1184
    {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP),         { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1),       { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2),       { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0),       { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP),         { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1),       { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2),       { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0),       { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG),       { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
1185 1186 1187 1188
    {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00),    { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00),   set_bumpmat             }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01),    { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10),    { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11),    { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
1189
    {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT),         { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT),        atifs_stage_constant    }, WINED3D_GL_EXT_NONE             },
1190 1191 1192 1193 1194 1195 1196 1197 1198
    {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP),         { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1),       { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2),       { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0),       { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP),         { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1),       { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2),       { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0),       { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG),       { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
1199 1200 1201 1202
    {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00),    { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00),   set_bumpmat             }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01),    { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10),    { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11),    { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
1203
    {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT),         { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT),        atifs_stage_constant    }, WINED3D_GL_EXT_NONE             },
1204 1205 1206 1207 1208 1209 1210 1211 1212
    {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP),         { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1),       { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2),       { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0),       { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP),         { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1),       { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2),       { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0),       { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG),       { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
1213 1214 1215 1216
    {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00),    { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00),   set_bumpmat             }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01),    { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10),    { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11),    { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
1217
    {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT),         { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT),        atifs_stage_constant    }, WINED3D_GL_EXT_NONE             },
1218 1219 1220 1221 1222 1223 1224 1225 1226
    {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP),         { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1),       { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2),       { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0),       { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP),         { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1),       { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2),       { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0),       { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG),       { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            NULL                    }, WINED3D_GL_EXT_NONE             },
1227 1228 1229 1230
    {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00),    { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00),   set_bumpmat             }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01),    { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10),    { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11),    { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
1231
    {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT),         { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT),        atifs_stage_constant    }, WINED3D_GL_EXT_NONE             },
1232 1233 1234 1235 1236 1237 1238 1239
    { 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             },
1240 1241 1242 1243 1244 1245 1246 1247
    {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
    {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
1248
    {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),             { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),            set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
1249
    {0 /* Terminate */,                                   { 0,                                                  0                       }, WINED3D_GL_EXT_NONE             },
1250 1251
};

1252
/* Context activation is done by the caller. */
1253
static void atifs_enable(const struct wined3d_context *context, BOOL enable)
1254
{
1255
    const struct wined3d_gl_info *gl_info = wined3d_context_gl_const(context)->gl_info;
1256

1257 1258 1259
    if (enable)
    {
        gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_SHADER_ATI);
1260
        checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
1261 1262 1263 1264
    }
    else
    {
        gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_SHADER_ATI);
1265 1266 1267 1268
        checkGLcall("glDisable(GL_FRAGMENT_SHADER_ATI)");
    }
}

1269
static void atifs_get_caps(const struct wined3d_adapter *adapter, struct fragment_caps *caps)
1270
{
1271
    caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
1272 1273
    caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP               |
            WINED3DPMISCCAPS_PERSTAGECONSTANT;
1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313
    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
     */
1314
    caps->MaxTextureBlendStages   = WINED3D_MAX_TEXTURES;
1315 1316 1317
    caps->MaxSimultaneousTextures = 6;
}

1318
static unsigned int atifs_get_emul_mask(const struct wined3d_gl_info *gl_info)
1319 1320 1321 1322
{
    return GL_EXT_EMUL_ARB_MULTITEXTURE | GL_EXT_EMUL_EXT_FOG_COORD;
}

1323
static void *atifs_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
1324
{
1325 1326
    struct atifs_private_data *priv;

1327
    if (!(priv = heap_alloc_zero(sizeof(*priv))))
1328
        return NULL;
1329

1330
    wine_rb_init(&priv->fragment_shaders, wined3d_ffp_frag_program_key_compare);
1331
    return priv;
1332 1333
}

1334
/* Context activation is done by the caller. */
1335
static void atifs_free_ffpshader(struct wine_rb_entry *entry, void *param)
1336 1337
{
    struct atifs_ffp_desc *entry_ati = WINE_RB_ENTRY_VALUE(entry, struct atifs_ffp_desc, parent.entry);
1338
    struct wined3d_context_gl *context_gl = param;
1339
    const struct wined3d_gl_info *gl_info;
1340

1341
    gl_info = context_gl->gl_info;
1342 1343
    GL_EXTCALL(glDeleteFragmentShaderATI(entry_ati->shader));
    checkGLcall("glDeleteFragmentShaderATI(entry->shader)");
1344
    heap_free(entry_ati);
1345 1346
}

1347
/* Context activation is done by the caller. */
1348
static void atifs_free(struct wined3d_device *device, struct wined3d_context *context)
1349
{
1350
    struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
1351
    struct atifs_private_data *priv = device->fragment_priv;
1352

1353
    wine_rb_destroy(&priv->fragment_shaders, atifs_free_ffpshader, context_gl);
1354

1355
    heap_free(priv);
1356
    device->fragment_priv = NULL;
1357 1358
}

1359 1360 1361
static BOOL atifs_color_fixup_supported(struct color_fixup_desc fixup)
{
    /* We only support sign fixup of the first two channels. */
1362 1363
    return is_identity_fixup(fixup) || is_same_fixup(fixup, color_fixup_rg)
            || is_same_fixup(fixup, color_fixup_rgl) || is_same_fixup(fixup, color_fixup_rgba);
1364 1365
}

1366 1367
static BOOL atifs_alloc_context_data(struct wined3d_context *context)
{
1368 1369 1370
    struct atifs_context_private_data *priv;

    if (!(priv = heap_alloc_zero(sizeof(*priv))))
1371 1372
        return FALSE;
    context->fragment_pipe_data = priv;
1373 1374 1375 1376 1377
    return TRUE;
}

static void atifs_free_context_data(struct wined3d_context *context)
{
1378
    heap_free(context->fragment_pipe_data);
1379 1380
}

1381 1382
const struct wined3d_fragment_pipe_ops atifs_fragment_pipeline =
{
1383 1384
    atifs_enable,
    atifs_get_caps,
1385
    atifs_get_emul_mask,
1386 1387
    atifs_alloc,
    atifs_free,
1388 1389
    atifs_alloc_context_data,
    atifs_free_context_data,
1390
    atifs_color_fixup_supported,
1391
    atifs_fragmentstate_template,
1392
};