From: Stefan Dösinger Subject: [PATCH 3/4] wined3d: Implement per stage constants in atifs. Message-Id: <1427392962-12696-3-git-send-email-stefan@codeweavers.com> Date: Thu, 26 Mar 2015 19:02:41 +0100 --- 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