[PATCH 3/4] wined3d: Implement per stage constants in atifs.
Stefan Dösinger
stefan at codeweavers.com
Thu Mar 26 13:02:41 CDT 2015
---
dlls/wined3d/ati_fragment_shader.c | 87 ++++++++++++++++++++++++++++----------
1 file changed, 64 insertions(+), 23 deletions(-)
diff --git a/dlls/wined3d/ati_fragment_shader.c b/dlls/wined3d/ati_fragment_shader.c
index e3f6de8..7bf014d 100644
--- a/dlls/wined3d/ati_fragment_shader.c
+++ b/dlls/wined3d/ati_fragment_shader.c
@@ -35,20 +35,16 @@ WINE_DECLARE_DEBUG_CHANNEL(d3d);
* Env bump matrix and per stage constant should be independent,
* a stage that bump maps can't read the per state constant
*/
-#define ATI_FFP_CONST_BUMPMAT(i) (GL_CON_0_ATI + i)
-#define ATI_FFP_CONST_CONSTANT0 GL_CON_0_ATI
-#define ATI_FFP_CONST_CONSTANT1 GL_CON_1_ATI
-#define ATI_FFP_CONST_CONSTANT2 GL_CON_2_ATI
-#define ATI_FFP_CONST_CONSTANT3 GL_CON_3_ATI
-#define ATI_FFP_CONST_CONSTANT4 GL_CON_4_ATI
-#define ATI_FFP_CONST_CONSTANT5 GL_CON_5_ATI
-#define ATI_FFP_CONST_TFACTOR GL_CON_6_ATI
+#define ATIFS_CONST_BUMPMAT(i) (GL_CON_0_ATI + i)
+#define ATIFS_CONST_STAGE(i) (GL_CON_0_ATI + i)
+#define ATIFS_CONST_TFACTOR GL_CON_6_ATI
enum atifs_constant_value
{
ATIFS_CONSTANT_UNUSED = 0,
ATIFS_CONSTANT_BUMP,
- ATIFS_CONSTANT_TFACTOR
+ ATIFS_CONSTANT_TFACTOR,
+ ATIFS_CONSTANT_STAGE,
};
/* GL_ATI_fragment_shader specific fixed function pipeline description. "Inherits" from the common one */
@@ -296,7 +292,7 @@ static GLuint register_for_arg(DWORD arg, const struct wined3d_gl_info *gl_info,
break;
case WINED3DTA_TFACTOR:
- ret = ATI_FFP_CONST_TFACTOR;
+ ret = ATIFS_CONST_TFACTOR;
break;
case WINED3DTA_SPECULAR:
@@ -308,8 +304,7 @@ static GLuint register_for_arg(DWORD arg, const struct wined3d_gl_info *gl_info,
break;
case WINED3DTA_CONSTANT:
- FIXME("Unhandled source argument WINED3DTA_TEMP\n");
- ret = GL_CON_0_ATI;
+ ret = ATIFS_CONST_STAGE(stage);
break;
default:
@@ -464,6 +459,16 @@ static BOOL op_reads_tfactor(const struct texture_stage_op *op)
|| op->aop == WINED3D_TOP_BLEND_FACTOR_ALPHA;
}
+static BOOL op_reads_constant(const struct texture_stage_op *op)
+{
+ return (op->carg0 & WINED3DTA_SELECTMASK) == WINED3DTA_CONSTANT
+ || (op->carg1 & WINED3DTA_SELECTMASK) == WINED3DTA_CONSTANT
+ || (op->carg2 & WINED3DTA_SELECTMASK) == WINED3DTA_CONSTANT
+ || (op->aarg0 & WINED3DTA_SELECTMASK) == WINED3DTA_CONSTANT
+ || (op->aarg1 & WINED3DTA_SELECTMASK) == WINED3DTA_CONSTANT
+ || (op->aarg2 & WINED3DTA_SELECTMASK) == WINED3DTA_CONSTANT;
+}
+
static GLuint gen_ati_shader(const struct texture_stage_op op[MAX_TEXTURES],
const struct wined3d_gl_info *gl_info, enum atifs_constant_value *constants)
{
@@ -546,7 +551,7 @@ static GLuint gen_ati_shader(const struct texture_stage_op op[MAX_TEXTURES],
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,
+ ATIFS_CONST_BUMPMAT(stage), GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI,
GL_REG_0_ATI + stage + 1, GL_RED, GL_NONE);
/* Don't use GL_DOT2_ADD_ATI here because we cannot configure it to read the blue and alpha
@@ -561,11 +566,11 @@ static GLuint gen_ati_shader(const struct texture_stage_op op[MAX_TEXTURES],
*/
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_2X_BIT_ATI | GL_BIAS_BIT_ATI,
+ ATIFS_CONST_BUMPMAT(stage), GL_BLUE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI,
GL_REG_0_ATI + stage + 1, GL_GREEN, GL_NONE);
wrap_op3(gl_info, GL_MAD_ATI, GL_REG_0_ATI + stage + 1, GL_GREEN_BIT_ATI, GL_NONE,
GL_REG_0_ATI + stage, GL_GREEN, argmodextra_y,
- ATI_FFP_CONST_BUMPMAT(stage), GL_ALPHA, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI,
+ ATIFS_CONST_BUMPMAT(stage), GL_ALPHA, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI,
GL_REG_0_ATI + stage + 1, GL_ALPHA, GL_NONE);
}
@@ -647,6 +652,13 @@ static GLuint gen_ati_shader(const struct texture_stage_op op[MAX_TEXTURES],
if (op_reads_tfactor(&op[stage]))
tfactor_used = TRUE;
+ if (op_reads_constant(&op[stage]))
+ {
+ if (constants[stage] != ATIFS_CONSTANT_UNUSED)
+ FIXME("Constant %u already used.\n", stage);
+ constants[stage] = ATIFS_CONSTANT_STAGE;
+ }
+
if (op_reads_texture(&op[stage]) && !is_identity_fixup(op[stage].color_fixup))
atifs_color_fixup(gl_info, op[stage].color_fixup, GL_REG_0_ATI + stage);
@@ -921,9 +933,9 @@ static GLuint gen_ati_shader(const struct texture_stage_op op[MAX_TEXTURES],
}
}
- if (tfactor_used && constants[ATI_FFP_CONST_TFACTOR - GL_CON_0_ATI] != ATIFS_CONSTANT_UNUSED)
+ if (tfactor_used && constants[ATIFS_CONST_TFACTOR - GL_CON_0_ATI] != ATIFS_CONSTANT_UNUSED)
FIXME("Texture factor constant already used.\n");
- constants[ATI_FFP_CONST_TFACTOR - GL_CON_0_ATI] = ATIFS_CONSTANT_TFACTOR;
+ constants[ATIFS_CONST_TFACTOR - GL_CON_0_ATI] = ATIFS_CONSTANT_TFACTOR;
/* Assign unused constants to avoid reloading due to unused <-> bump matrix switches. */
for (stage = 0; stage < 8; ++stage)
@@ -945,12 +957,12 @@ static void atifs_tfactor(struct wined3d_context *context, const struct wined3d_
struct atifs_context_private_data *ctx_priv = context->fragment_pipe_data;
if (!ctx_priv->last_shader
- || ctx_priv->last_shader->constants[ATI_FFP_CONST_TFACTOR - GL_CON_0_ATI] != ATIFS_CONSTANT_TFACTOR)
+ || ctx_priv->last_shader->constants[ATIFS_CONST_TFACTOR - GL_CON_0_ATI] != ATIFS_CONSTANT_TFACTOR)
return;
D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
- GL_EXTCALL(glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR, col));
- checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR, col)");
+ GL_EXTCALL(glSetFragmentShaderConstantATI(ATIFS_CONST_TFACTOR, col));
+ checkGLcall("glSetFragmentShaderConstantATI(ATIFS_CONST_TFACTOR, col)");
}
static void set_bumpmat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
@@ -978,8 +990,24 @@ static void set_bumpmat(struct wined3d_context *context, const struct wined3d_st
mat[1][0] = (mat[1][0] + 1.0f) * 0.5f;
mat[0][1] = (mat[0][1] + 1.0f) * 0.5f;
mat[1][1] = (mat[1][1] + 1.0f) * 0.5f;
- GL_EXTCALL(glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), (float *) mat));
- checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), mat)");
+ GL_EXTCALL(glSetFragmentShaderConstantATI(ATIFS_CONST_BUMPMAT(stage), (float *) mat));
+ checkGLcall("glSetFragmentShaderConstantATI(ATIFS_CONST_BUMPMAT(stage), mat)");
+}
+
+static void atifs_stage_constant(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
+{
+ DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+ float col[4];
+ struct atifs_context_private_data *ctx_priv = context->fragment_pipe_data;
+
+ if (!ctx_priv->last_shader
+ || ctx_priv->last_shader->constants[stage] != ATIFS_CONSTANT_STAGE)
+ return;
+
+ D3DCOLORTOGLFLOAT4(state->texture_states[stage][WINED3D_TSS_CONSTANT], col);
+ GL_EXTCALL(glSetFragmentShaderConstantATI(ATIFS_CONST_STAGE(stage), col));
+ checkGLcall("glSetFragmentShaderConstantATI(ATIFS_CONST_STAGE(stage), col)");
}
static void set_tex_op_atifs(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
@@ -1049,6 +1077,10 @@ static void set_tex_op_atifs(struct wined3d_context *context, const struct wined
atifs_tfactor(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
break;
+ case ATIFS_CONSTANT_STAGE:
+ atifs_stage_constant(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_CONSTANT));
+ break;
+
default:
ERR("Unexpected constant type %u.\n", desc->constants[i]);
}
@@ -1090,6 +1122,7 @@ static const struct StateEntryTemplate atifs_fragmentstate_template[] = {
{STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
@@ -1103,6 +1136,7 @@ static const struct StateEntryTemplate atifs_fragmentstate_template[] = {
{STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
@@ -1116,6 +1150,7 @@ static const struct StateEntryTemplate atifs_fragmentstate_template[] = {
{STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
@@ -1129,6 +1164,7 @@ static const struct StateEntryTemplate atifs_fragmentstate_template[] = {
{STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
@@ -1142,6 +1178,7 @@ static const struct StateEntryTemplate atifs_fragmentstate_template[] = {
{STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
@@ -1155,6 +1192,7 @@ static const struct StateEntryTemplate atifs_fragmentstate_template[] = {
{STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
@@ -1168,6 +1206,7 @@ static const struct StateEntryTemplate atifs_fragmentstate_template[] = {
{STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
@@ -1181,6 +1220,7 @@ static const struct StateEntryTemplate atifs_fragmentstate_template[] = {
{STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), atifs_stage_constant }, WINED3D_GL_EXT_NONE },
{ STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
{ STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
{ STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
@@ -1219,7 +1259,8 @@ static void atifs_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
static void atifs_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
{
caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
- caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
+ caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP |
+ WINED3DPMISCCAPS_PERSTAGECONSTANT;
caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
WINED3DTEXOPCAPS_SELECTARG1 |
WINED3DTEXOPCAPS_SELECTARG2 |
--
2.3.4
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