text: /*
   * Fixed function pipeline replacement using GL_ATI_fragment_shader
   *
   * Copyright 2008 Stefan Dösinger(for CodeWeavers)
   *
   * This library is free software; you can redistribute it and/or
   * modify it under the terms of the GNU Lesser General Public
   * License as published by the Free Software Foundation; either
   * version 2.1 of the License, or (at your option) any later version.
   *
   * This library is distributed in the hope that it will be useful,
   * but WITHOUT ANY WARRANTY; without even the implied warranty of
   * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
   * Lesser General Public License for more details.
   *
   * You should have received a copy of the GNU Lesser General Public
   * License along with this library; if not, write to the Free Software
   * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
   */
  
  #include "config.h"
  
  #include <math.h>
  #include <stdio.h>
  
  #include "wined3d_private.h"
  
  WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
  WINE_DECLARE_DEBUG_CHANNEL(d3d);
  
  /* GL locking for state handlers is done by the caller. */
  
  /* Some private defines, Constant associations, etc.
   * Env bump matrix and per stage constant should be independent,
   * a stage that bump maps can't read the per state constant
   */
  #define ATI_FFP_CONST_BUMPMAT(i) (GL_CON_0_ATI + i)
  #define ATI_FFP_CONST_CONSTANT0 GL_CON_0_ATI
  #define ATI_FFP_CONST_CONSTANT1 GL_CON_1_ATI
  #define ATI_FFP_CONST_CONSTANT2 GL_CON_2_ATI
  #define ATI_FFP_CONST_CONSTANT3 GL_CON_3_ATI
  #define ATI_FFP_CONST_CONSTANT4 GL_CON_4_ATI
  #define ATI_FFP_CONST_CONSTANT5 GL_CON_5_ATI
  #define ATI_FFP_CONST_TFACTOR   GL_CON_6_ATI
  
  /* GL_ATI_fragment_shader specific fixed function pipeline description. "Inherits" from the common one */
  struct atifs_ffp_desc
  {
      struct ffp_frag_desc parent;
      GLuint shader;
      unsigned int num_textures_used;
  };
  
  struct atifs_private_data
  {
      struct wine_rb_tree fragment_shaders; /* A rb-tree to track fragment pipeline replacement shaders */
  };
  
  static const char *debug_dstmod(GLuint mod) {
      switch(mod) {
          case GL_NONE:               return "GL_NONE";
          case GL_2X_BIT_ATI:         return "GL_2X_BIT_ATI";
          case GL_4X_BIT_ATI:         return "GL_4X_BIT_ATI";
          case GL_8X_BIT_ATI:         return "GL_8X_BIT_ATI";
          case GL_HALF_BIT_ATI:       return "GL_HALF_BIT_ATI";
          case GL_QUARTER_BIT_ATI:    return "GL_QUARTER_BIT_ATI";
          case GL_EIGHTH_BIT_ATI:     return "GL_EIGHTH_BIT_ATI";
          case GL_SATURATE_BIT_ATI:   return "GL_SATURATE_BIT_ATI";
          default:                    return "Unexpected modifier\n";
      }
  }
  
  static const char *debug_argmod(GLuint mod) {
      switch(mod) {
          case GL_NONE:
              return "GL_NONE";
  
          case GL_2X_BIT_ATI:
              return "GL_2X_BIT_ATI";
          case GL_COMP_BIT_ATI:
              return "GL_COMP_BIT_ATI";
          case GL_NEGATE_BIT_ATI:
              return "GL_NEGATE_BIT_ATI";
          case GL_BIAS_BIT_ATI:
              return "GL_BIAS_BIT_ATI";
  
          case GL_2X_BIT_ATI | GL_COMP_BIT_ATI:
              return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI";
          case GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI:
              return "GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI";
          case GL_2X_BIT_ATI | GL_BIAS_BIT_ATI:
              return "GL_2X_BIT_ATI | GL_BIAS_BIT_ATI";
          case GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI:
              return "GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI";
          case GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI:
              return "GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI";
          case GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
              return "GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
  
          case GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
              return "GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
          case GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
              return "GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
          case GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI:
              return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_BIAS_BIT_ATI";
          case GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI:
              return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI";
  
          case GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI:
              return "GL_2X_BIT_ATI | GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI | GL_BIAS_BIT_ATI";
  
          default:
              return "Unexpected argmod combination\n";
      }
  }
  static const char *debug_register(GLuint reg) {
      switch(reg) {
          case GL_REG_0_ATI:                  return "GL_REG_0_ATI";
          case GL_REG_1_ATI:                  return "GL_REG_1_ATI";
          case GL_REG_2_ATI:                  return "GL_REG_2_ATI";
          case GL_REG_3_ATI:                  return "GL_REG_3_ATI";
          case GL_REG_4_ATI:                  return "GL_REG_4_ATI";
          case GL_REG_5_ATI:                  return "GL_REG_5_ATI";
  
          case GL_CON_0_ATI:                  return "GL_CON_0_ATI";
          case GL_CON_1_ATI:                  return "GL_CON_1_ATI";
          case GL_CON_2_ATI:                  return "GL_CON_2_ATI";
          case GL_CON_3_ATI:                  return "GL_CON_3_ATI";
          case GL_CON_4_ATI:                  return "GL_CON_4_ATI";
          case GL_CON_5_ATI:                  return "GL_CON_5_ATI";
          case GL_CON_6_ATI:                  return "GL_CON_6_ATI";
          case GL_CON_7_ATI:                  return "GL_CON_7_ATI";
  
          case GL_ZERO:                       return "GL_ZERO";
          case GL_ONE:                        return "GL_ONE";
          case GL_PRIMARY_COLOR:              return "GL_PRIMARY_COLOR";
          case GL_SECONDARY_INTERPOLATOR_ATI: return "GL_SECONDARY_INTERPOLATOR_ATI";
  
          default:                            return "Unknown register\n";
      }
  }
  
  static const char *debug_swizzle(GLuint swizzle) {
      switch(swizzle) {
          case GL_SWIZZLE_STR_ATI:        return "GL_SWIZZLE_STR_ATI";
          case GL_SWIZZLE_STQ_ATI:        return "GL_SWIZZLE_STQ_ATI";
          case GL_SWIZZLE_STR_DR_ATI:     return "GL_SWIZZLE_STR_DR_ATI";
          case GL_SWIZZLE_STQ_DQ_ATI:     return "GL_SWIZZLE_STQ_DQ_ATI";
          default:                        return "unknown swizzle";
      }
  }
  
  static const char *debug_rep(GLuint rep) {
      switch(rep) {
          case GL_NONE:                   return "GL_NONE";
          case GL_RED:                    return "GL_RED";
          case GL_GREEN:                  return "GL_GREEN";
          case GL_BLUE:                   return "GL_BLUE";
          default:                        return "unknown argrep";
      }
  }
  
  static const char *debug_op(GLuint op) {
      switch(op) {
          case GL_MOV_ATI:                return "GL_MOV_ATI";
          case GL_ADD_ATI:                return "GL_ADD_ATI";
          case GL_MUL_ATI:                return "GL_MUL_ATI";
          case GL_SUB_ATI:                return "GL_SUB_ATI";
          case GL_DOT3_ATI:               return "GL_DOT3_ATI";
          case GL_DOT4_ATI:               return "GL_DOT4_ATI";
          case GL_MAD_ATI:                return "GL_MAD_ATI";
          case GL_LERP_ATI:               return "GL_LERP_ATI";
          case GL_CND_ATI:                return "GL_CND_ATI";
          case GL_CND0_ATI:               return "GL_CND0_ATI";
          case GL_DOT2_ADD_ATI:           return "GL_DOT2_ADD_ATI";
          default:                        return "unexpected op";
      }
  }
  
  static const char *debug_mask(GLuint mask) {
      switch(mask) {
          case GL_NONE:                           return "GL_NONE";
          case GL_RED_BIT_ATI:                    return "GL_RED_BIT_ATI";
          case GL_GREEN_BIT_ATI:                  return "GL_GREEN_BIT_ATI";
          case GL_BLUE_BIT_ATI:                   return "GL_BLUE_BIT_ATI";
          case GL_RED_BIT_ATI | GL_GREEN_BIT_ATI: return "GL_RED_BIT_ATI | GL_GREEN_BIT_ATI";
          case GL_RED_BIT_ATI | GL_BLUE_BIT_ATI:  return "GL_RED_BIT_ATI | GL_BLUE_BIT_ATI";
          case GL_GREEN_BIT_ATI | GL_BLUE_BIT_ATI:return "GL_GREEN_BIT_ATI | GL_BLUE_BIT_ATI";
          case GL_RED_BIT_ATI | GL_GREEN_BIT_ATI | GL_BLUE_BIT_ATI:return "GL_RED_BIT_ATI | GL_GREEN_BIT_ATI | GL_BLUE_BIT_ATI";
          default:                                return "Unexpected writemask";
      }
  }
  
  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)
  {
      if(dstMask == GL_ALPHA) {
          TRACE("glAlphaFragmentOp1ATI(%s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst), debug_dstmod(dstMod),
                debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod));
          GL_EXTCALL(glAlphaFragmentOp1ATI(op, dst, dstMod, arg1, arg1Rep, arg1Mod));
      } else {
          TRACE("glColorFragmentOp1ATI(%s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst),
                debug_mask(dstMask), debug_dstmod(dstMod),
                debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod));
          GL_EXTCALL(glColorFragmentOp1ATI(op, dst, dstMask, dstMod, arg1, arg1Rep, arg1Mod));
      }
  }
  
  static void wrap_op2(const 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)
  {
      if(dstMask == GL_ALPHA) {
          TRACE("glAlphaFragmentOp2ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst), debug_dstmod(dstMod),
                debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod),
                debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod));
          GL_EXTCALL(glAlphaFragmentOp2ATI(op, dst, dstMod, arg1, arg1Rep, arg1Mod, arg2, arg2Rep, arg2Mod));
      } else {
          TRACE("glColorFragmentOp2ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst),
                debug_mask(dstMask), debug_dstmod(dstMod),
                debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod),
                debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod));
          GL_EXTCALL(glColorFragmentOp2ATI(op, dst, dstMask, dstMod, arg1, arg1Rep, arg1Mod, arg2, arg2Rep, arg2Mod));
      }
  }
  
  static void wrap_op3(const 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)
  {
      if(dstMask == GL_ALPHA) {
          /* Leave some free space to fit "GL_NONE, " in to align most alpha and color op lines */
          TRACE("glAlphaFragmentOp3ATI(%s, %s,          %s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst), debug_dstmod(dstMod),
                debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod),
                debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod),
                debug_register(arg3), debug_rep(arg3Rep), debug_argmod(arg3Mod));
          GL_EXTCALL(glAlphaFragmentOp3ATI(op, dst, dstMod,
                                           arg1, arg1Rep, arg1Mod,
                                           arg2, arg2Rep, arg2Mod,
                                           arg3, arg3Rep, arg3Mod));
      } else {
          TRACE("glColorFragmentOp3ATI(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s)\n", debug_op(op), debug_register(dst),
                debug_mask(dstMask), debug_dstmod(dstMod),
                debug_register(arg1), debug_rep(arg1Rep), debug_argmod(arg1Mod),
                debug_register(arg2), debug_rep(arg2Rep), debug_argmod(arg2Mod),
                debug_register(arg3), debug_rep(arg3Rep), debug_argmod(arg3Mod));
          GL_EXTCALL(glColorFragmentOp3ATI(op, dst, dstMask, dstMod,
                                           arg1, arg1Rep, arg1Mod,
                                           arg2, arg2Rep, arg2Mod,
                                           arg3, arg3Rep, arg3Mod));
      }
  }
  
  static GLuint register_for_arg(DWORD arg, const struct wined3d_gl_info *gl_info,
          unsigned int stage, GLuint *mod, GLuint *rep, GLuint tmparg)
  {
      GLenum ret;
  
      if(mod) *mod = GL_NONE;
      if(arg == ARG_UNUSED)
      {
          if (rep) *rep = GL_NONE;
          return -1; /* This is the marker for unused registers */
      }
  
      switch(arg & WINED3DTA_SELECTMASK) {
          case WINED3DTA_DIFFUSE:
              ret = GL_PRIMARY_COLOR;
              break;
  
          case WINED3DTA_CURRENT:
              /* Note that using GL_REG_0_ATI for the passed on register is safe because
               * texture0 is read at stage0, so in the worst case it is read in the
               * instruction writing to reg0. Afterwards texture0 is not used any longer.
               * If we're reading from current
               */
              ret = stage ? GL_REG_0_ATI : GL_PRIMARY_COLOR;
              break;
  
          case WINED3DTA_TEXTURE:
              ret = GL_REG_0_ATI + stage;
              break;
  
          case WINED3DTA_TFACTOR:
              ret = ATI_FFP_CONST_TFACTOR;
              break;
  
          case WINED3DTA_SPECULAR:
              ret = GL_SECONDARY_INTERPOLATOR_ATI;
              break;
  
          case WINED3DTA_TEMP:
              ret = tmparg;
              break;
  
          case WINED3DTA_CONSTANT:
              FIXME("Unhandled source argument WINED3DTA_TEMP\n");
              ret = GL_CON_0_ATI;
              break;
  
          default:
              FIXME("Unknown source argument %d\n", arg);
              ret = GL_ZERO;
      }
  
      if(arg & WINED3DTA_COMPLEMENT) {
          if(mod) *mod |= GL_COMP_BIT_ATI;
      }
      if(arg & WINED3DTA_ALPHAREPLICATE) {
          if(rep) *rep = GL_ALPHA;
      } else {
          if(rep) *rep = GL_NONE;
      }
      return ret;
  }
  
  static GLuint find_tmpreg(const struct texture_stage_op op[MAX_TEXTURES])
  {
      int lowest_read = -1;
      int lowest_write = -1;
      int i;
      BOOL tex_used[MAX_TEXTURES];
  
      memset(tex_used, 0, sizeof(tex_used));
      for(i = 0; i < MAX_TEXTURES; i++) {
          if(op[i].cop == WINED3DTOP_DISABLE) {
              break;
          }
  
          if(lowest_read == -1 &&
            (op[i].carg1 == WINED3DTA_TEMP || op[i].carg2 == WINED3DTA_TEMP || op[i].carg0 == WINED3DTA_TEMP ||
             op[i].aarg1 == WINED3DTA_TEMP || op[i].aarg2 == WINED3DTA_TEMP || op[i].aarg0 == WINED3DTA_TEMP)) {
              lowest_read = i;
          }
  
          if(lowest_write == -1 && op[i].dst == tempreg) {
              lowest_write = i;
          }
  
          if(op[i].carg1 == WINED3DTA_TEXTURE || op[i].carg2 == WINED3DTA_TEXTURE || op[i].carg0 == WINED3DTA_TEXTURE ||
             op[i].aarg1 == WINED3DTA_TEXTURE || op[i].aarg2 == WINED3DTA_TEXTURE || op[i].aarg0 == WINED3DTA_TEXTURE) {
              tex_used[i] = TRUE;
          }
      }
  
      /* Temp reg not read? We don't need it, return GL_NONE */
      if(lowest_read == -1) return GL_NONE;
  
      if(lowest_write >= lowest_read) {
          FIXME("Temp register read before being written\n");
      }
  
      if(lowest_write == -1) {
          /* This needs a test. Maybe we are supposed to return 0.0/0.0/0.0/0.0, or fail drawprim, or whatever */
          FIXME("Temp register read without being written\n");
          return GL_REG_1_ATI;
      } else if(lowest_write >= 1) {
          /* If we're writing to the temp reg at earliest in stage 1, we can use register 1 for the temp result.
           * there may be texture data stored in reg 1, but we do not need it any longer since stage 1 already
           * read it
           */
          return GL_REG_1_ATI;
      } else {
          /* Search for a free texture register. We have 6 registers available. GL_REG_0_ATI is already used
           * for the regular result
           */
          for(i = 1; i < 6; i++) {
              if(!tex_used[i]) {
                  return GL_REG_0_ATI + i;
              }
          }
          /* What to do here? Report it in ValidateDevice? */
          FIXME("Could not find a register for the temporary register\n");
          return 0;
      }
  }
  
  static GLuint gen_ati_shader(const struct texture_stage_op op[MAX_TEXTURES], const struct wined3d_gl_info *gl_info)
  {
      GLuint ret = GL_EXTCALL(glGenFragmentShadersATI(1));
      unsigned int stage;
      GLuint arg0, arg1, arg2, extrarg;
      GLuint dstmod, argmod0, argmod1, argmod2, argmodextra;
      GLuint rep0, rep1, rep2;
      GLuint swizzle;
      GLuint tmparg = find_tmpreg(op);
      GLuint dstreg;
  
      if(!ret) {
          ERR("Failed to generate a GL_ATI_fragment_shader shader id\n");
          return 0;
      }
      GL_EXTCALL(glBindFragmentShaderATI(ret));
      checkGLcall("GL_EXTCALL(glBindFragmentShaderATI(ret))");
  
      TRACE("glBeginFragmentShaderATI()\n");
      GL_EXTCALL(glBeginFragmentShaderATI());
      checkGLcall("GL_EXTCALL(glBeginFragmentShaderATI())");
  
      /* Pass 1: Generate sampling instructions for perturbation maps */
      for (stage = 0; stage < gl_info->limits.textures; ++stage)
      {
          if(op[stage].cop == WINED3DTOP_DISABLE) break;
          if(op[stage].cop != WINED3DTOP_BUMPENVMAP &&
             op[stage].cop != WINED3DTOP_BUMPENVMAPLUMINANCE) continue;
  
          TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, GL_SWIZZLE_STR_ATI)\n",
                stage, stage);
          GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
                     GL_TEXTURE0_ARB + stage,
                     GL_SWIZZLE_STR_ATI));
          if(op[stage + 1].projected == proj_none) {
              swizzle = GL_SWIZZLE_STR_ATI;
          } else if(op[stage + 1].projected == proj_count4) {
              swizzle = GL_SWIZZLE_STQ_DQ_ATI;
          } else {
              swizzle = GL_SWIZZLE_STR_DR_ATI;
          }
          TRACE("glPassTexCoordATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, %s)\n",
                stage + 1, stage + 1, debug_swizzle(swizzle));
          GL_EXTCALL(glPassTexCoordATI(GL_REG_0_ATI + stage + 1,
                     GL_TEXTURE0_ARB + stage + 1,
                     swizzle));
      }
  
      /* Pass 2: Generate perturbation calculations */
      for (stage = 0; stage < gl_info->limits.textures; ++stage)
      {
          GLuint argmodextra_x, argmodextra_y;
          struct color_fixup_desc fixup;
  
          if(op[stage].cop == WINED3DTOP_DISABLE) break;
          if(op[stage].cop != WINED3DTOP_BUMPENVMAP &&
             op[stage].cop != WINED3DTOP_BUMPENVMAPLUMINANCE) continue;
  
          fixup = op[stage].color_fixup;
          if (fixup.x_source != CHANNEL_SOURCE_X || fixup.y_source != CHANNEL_SOURCE_Y)
          {
              FIXME("Swizzles not implemented\n");
              argmodextra_x = GL_NONE;
              argmodextra_y = GL_NONE;
          }
          else
          {
              /* Nice thing, we get the color correction for free :-) */
              argmodextra_x = fixup.x_sign_fixup ? GL_2X_BIT_ATI | GL_BIAS_BIT_ATI : GL_NONE;
              argmodextra_y = fixup.y_sign_fixup ? GL_2X_BIT_ATI | GL_BIAS_BIT_ATI : GL_NONE;
          }
  
          wrap_op3(gl_info, GL_DOT2_ADD_ATI, GL_REG_0_ATI + stage + 1, GL_RED_BIT_ATI, GL_NONE,
                   GL_REG_0_ATI + stage, GL_NONE, argmodextra_x,
                   ATI_FFP_CONST_BUMPMAT(stage), GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI,
                   GL_REG_0_ATI + stage + 1, GL_RED, GL_NONE);
  
          /* Don't use GL_DOT2_ADD_ATI here because we cannot configure it to read the blue and alpha
           * component of the bump matrix. Instead do this with two MADs:
           *
           * coord.a = tex.r * bump.b + coord.g
           * coord.g = tex.g * bump.a + coord.a
           *
           * The first instruction writes to alpha so it can be coissued with the above DOT2_ADD.
           * coord.a is unused. If the perturbed texture is projected, this was already handled
           * in the glPassTexCoordATI above.
           */
          wrap_op3(gl_info, GL_MAD_ATI, GL_REG_0_ATI + stage + 1, GL_ALPHA, GL_NONE,
                   GL_REG_0_ATI + stage, GL_RED, argmodextra_y,
                   ATI_FFP_CONST_BUMPMAT(stage), GL_BLUE, GL_NONE,
                   GL_REG_0_ATI + stage + 1, GL_GREEN, GL_NONE);
          wrap_op3(gl_info, GL_MAD_ATI, GL_REG_0_ATI + stage + 1, GL_GREEN_BIT_ATI, GL_NONE,
                   GL_REG_0_ATI + stage, GL_GREEN, argmodextra_y,
                   ATI_FFP_CONST_BUMPMAT(stage), GL_ALPHA, GL_NONE,
                   GL_REG_0_ATI + stage + 1, GL_ALPHA, GL_NONE);
      }
  
      /* Pass 3: Generate sampling instructions for regular textures */
      for (stage = 0; stage < gl_info->limits.textures; ++stage)
      {
          if(op[stage].cop == WINED3DTOP_DISABLE) {
              break;
          }
  
          if(op[stage].projected == proj_none) {
              swizzle = GL_SWIZZLE_STR_ATI;
          } else if(op[stage].projected == proj_count3) {
              swizzle = GL_SWIZZLE_STR_DR_ATI;
          } else {
              swizzle = GL_SWIZZLE_STQ_DQ_ATI;
          }
  
          if((op[stage].carg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
             (op[stage].carg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
             (op[stage].carg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
             (op[stage].aarg0 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
             (op[stage].aarg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
             (op[stage].aarg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE ||
              op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) {
  
              if(stage > 0 &&
                 (op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
                  op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
                  TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_REG_%d_ATI, GL_SWIZZLE_STR_ATI)\n",
                        stage, stage);
                  GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
                             GL_REG_0_ATI + stage,
                             GL_SWIZZLE_STR_ATI));
              } else {
                  TRACE("glSampleMapATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, %s)\n",
                      stage, stage, debug_swizzle(swizzle));
                  GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
                                          GL_TEXTURE0_ARB + stage,
                                          swizzle));
              }
          }
      }
  
      /* Pass 4: Generate the arithmetic instructions */
      for (stage = 0; stage < MAX_TEXTURES; ++stage)
      {
          if (op[stage].cop == WINED3DTOP_DISABLE)
          {
              if (!stage)
              {
                  /* Handle complete texture disabling gracefully */
                  wrap_op1(gl_info, GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE,
                           GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
                  wrap_op1(gl_info, GL_MOV_ATI, GL_REG_0_ATI, GL_ALPHA, GL_NONE,
                           GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
              }
              break;
          }
  
          if(op[stage].dst == tempreg) {
              /* If we're writing to D3DTA_TEMP, but never reading from it we don't have to write there in the first place.
               * skip the entire stage, this saves some GPU time
               */
              if(tmparg == GL_NONE) continue;
  
              dstreg = tmparg;
          } else {
              dstreg = GL_REG_0_ATI;
          }
  
          arg0 = register_for_arg(op[stage].carg0, gl_info, stage, &argmod0, &rep0, tmparg);
          arg1 = register_for_arg(op[stage].carg1, gl_info, stage, &argmod1, &rep1, tmparg);
          arg2 = register_for_arg(op[stage].carg2, gl_info, stage, &argmod2, &rep2, tmparg);
          dstmod = GL_NONE;
          argmodextra = GL_NONE;
          extrarg = GL_NONE;
  
          switch(op[stage].cop) {
              case WINED3DTOP_SELECTARG2:
                  arg1 = arg2;
                  argmod1 = argmod2;
                  rep1 = rep2;
              case WINED3DTOP_SELECTARG1:
                  wrap_op1(gl_info, GL_MOV_ATI, dstreg, GL_NONE, GL_NONE,
                           arg1, rep1, argmod1);
                  break;
  
              case WINED3DTOP_MODULATE4X:
                  if(dstmod == GL_NONE) dstmod = GL_4X_BIT_ATI;
              case WINED3DTOP_MODULATE2X:
                  if(dstmod == GL_NONE) dstmod = GL_2X_BIT_ATI;
                  dstmod |= GL_SATURATE_BIT_ATI;
              case WINED3DTOP_MODULATE:
                  wrap_op2(gl_info, GL_MUL_ATI, dstreg, GL_NONE, dstmod,
                           arg1, rep1, argmod1,
                           arg2, rep2, argmod2);
                  break;
  
              case WINED3DTOP_ADDSIGNED2X:
                  dstmod = GL_2X_BIT_ATI;
              case WINED3DTOP_ADDSIGNED:
                  argmodextra = GL_BIAS_BIT_ATI;
              case WINED3DTOP_ADD:
                  dstmod |= GL_SATURATE_BIT_ATI;
                  wrap_op2(gl_info, GL_ADD_ATI, GL_REG_0_ATI, GL_NONE, dstmod,
                           arg1, rep1, argmod1,
                           arg2, rep2, argmodextra | argmod2);
                  break;
  
              case WINED3DTOP_SUBTRACT:
                  dstmod |= GL_SATURATE_BIT_ATI;
                  wrap_op2(gl_info, GL_SUB_ATI, dstreg, GL_NONE, dstmod,
                           arg1, rep1, argmod1,
                           arg2, rep2, argmod2);
                  break;
  
              case WINED3DTOP_ADDSMOOTH:
                  argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
                  /* Dst = arg1 + * arg2(1 -arg 1)
                   *     = arg2 * (1 - arg1) + arg1
                   */
                  wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
                           arg2, rep2, argmod2,
                           arg1, rep1, argmodextra,
                           arg1, rep1, argmod1);
                  break;
  
              case WINED3DTOP_BLENDCURRENTALPHA:
                  if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_CURRENT, gl_info, stage, NULL, NULL, -1);
              case WINED3DTOP_BLENDFACTORALPHA:
                  if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TFACTOR, gl_info, stage, NULL, NULL, -1);
              case WINED3DTOP_BLENDTEXTUREALPHA:
                  if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
              case WINED3DTOP_BLENDDIFFUSEALPHA:
                  if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_DIFFUSE, gl_info, stage, NULL, NULL, -1);
                  wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_NONE, GL_NONE,
                           extrarg, GL_ALPHA, GL_NONE,
                           arg1, rep1, argmod1,
                           arg2, rep2, argmod2);
                  break;
  
              case WINED3DTOP_BLENDTEXTUREALPHAPM:
                  arg0 = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
                  wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_NONE,
                           arg2, rep2,  argmod2,
                           arg0, GL_ALPHA, GL_COMP_BIT_ATI,
                           arg1, rep1,  argmod1);
                  break;
  
              /* D3DTOP_PREMODULATE ???? */
  
              case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
                  argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
              case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
                  if(!argmodextra) argmodextra = argmod1;
                  wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
                           arg2, rep2,  argmod2,
                           arg1, GL_ALPHA, argmodextra,
                           arg1, rep1,  argmod1);
                  break;
  
              case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
                  argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
              case WINED3DTOP_MODULATECOLOR_ADDALPHA:
                  if(!argmodextra) argmodextra = argmod1;
                  wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
                           arg2, rep2,  argmod2,
                           arg1, rep1,  argmodextra,
                           arg1, GL_ALPHA, argmod1);
                  break;
  
              case WINED3DTOP_DOTPRODUCT3:
                  wrap_op2(gl_info, GL_DOT3_ATI, dstreg, GL_NONE, GL_4X_BIT_ATI | GL_SATURATE_BIT_ATI,
                           arg1, rep1, argmod1 | GL_BIAS_BIT_ATI,
                           arg2, rep2, argmod2 | GL_BIAS_BIT_ATI);
                  break;
  
              case WINED3DTOP_MULTIPLYADD:
                  wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
                           arg1, rep1, argmod1,
                           arg2, rep2, argmod2,
                           arg0, rep0, argmod0);
                  break;
  
              case WINED3DTOP_LERP:
                  wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_NONE, GL_NONE,
                           arg0, rep0, argmod0,
                           arg1, rep1, argmod1,
                           arg2, rep2, argmod2);
                  break;
  
              case WINED3DTOP_BUMPENVMAP:
              case WINED3DTOP_BUMPENVMAPLUMINANCE:
                  /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
                  break;
  
              default: FIXME("Unhandled color operation %d on stage %d\n", op[stage].cop, stage);
          }
  
          arg0 = register_for_arg(op[stage].aarg0, gl_info, stage, &argmod0, NULL, tmparg);
          arg1 = register_for_arg(op[stage].aarg1, gl_info, stage, &argmod1, NULL, tmparg);
          arg2 = register_for_arg(op[stage].aarg2, gl_info, stage, &argmod2, NULL, tmparg);
          dstmod = GL_NONE;
          argmodextra = GL_NONE;
          extrarg = GL_NONE;
  
          switch(op[stage].aop) {
              case WINED3DTOP_DISABLE:
                  /* Get the primary color to the output if on stage 0, otherwise leave register 0 untouched */
                  if (!stage)
                  {
                      wrap_op1(gl_info, GL_MOV_ATI, GL_REG_0_ATI, GL_ALPHA, GL_NONE,
                               GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
                  }
                  break;
  
              case WINED3DTOP_SELECTARG2:
                  arg1 = arg2;
                  argmod1 = argmod2;
              case WINED3DTOP_SELECTARG1:
                  wrap_op1(gl_info, GL_MOV_ATI, dstreg, GL_ALPHA, GL_NONE,
                           arg1, GL_NONE, argmod1);
                  break;
  
              case WINED3DTOP_MODULATE4X:
                  if(dstmod == GL_NONE) dstmod = GL_4X_BIT_ATI;
              case WINED3DTOP_MODULATE2X:
                  if(dstmod == GL_NONE) dstmod = GL_2X_BIT_ATI;
                  dstmod |= GL_SATURATE_BIT_ATI;
              case WINED3DTOP_MODULATE:
                  wrap_op2(gl_info, GL_MUL_ATI, dstreg, GL_ALPHA, dstmod,
                           arg1, GL_NONE, argmod1,
                           arg2, GL_NONE, argmod2);
                  break;
  
              case WINED3DTOP_ADDSIGNED2X:
                  dstmod = GL_2X_BIT_ATI;
              case WINED3DTOP_ADDSIGNED:
                  argmodextra = GL_BIAS_BIT_ATI;
              case WINED3DTOP_ADD:
                  dstmod |= GL_SATURATE_BIT_ATI;
                  wrap_op2(gl_info, GL_ADD_ATI, dstreg, GL_ALPHA, dstmod,
                           arg1, GL_NONE, argmod1,
                           arg2, GL_NONE, argmodextra | argmod2);
                  break;
  
              case WINED3DTOP_SUBTRACT:
                  dstmod |= GL_SATURATE_BIT_ATI;
                  wrap_op2(gl_info, GL_SUB_ATI, dstreg, GL_ALPHA, dstmod,
                           arg1, GL_NONE, argmod1,
                           arg2, GL_NONE, argmod2);
                  break;
  
              case WINED3DTOP_ADDSMOOTH:
                  argmodextra = argmod1 & GL_COMP_BIT_ATI ? argmod1 & ~GL_COMP_BIT_ATI : argmod1 | GL_COMP_BIT_ATI;
                  /* Dst = arg1 + * arg2(1 -arg 1)
                   *     = arg2 * (1 - arg1) + arg1
                   */
                  wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_ALPHA, GL_SATURATE_BIT_ATI,
                           arg2, GL_NONE, argmod2,
                           arg1, GL_NONE, argmodextra,
                           arg1, GL_NONE, argmod1);
                  break;
  
              case WINED3DTOP_BLENDCURRENTALPHA:
                  if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_CURRENT, gl_info, stage, NULL, NULL, -1);
              case WINED3DTOP_BLENDFACTORALPHA:
                  if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TFACTOR, gl_info, stage, NULL, NULL, -1);
              case WINED3DTOP_BLENDTEXTUREALPHA:
                  if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
              case WINED3DTOP_BLENDDIFFUSEALPHA:
                  if(extrarg == GL_NONE) extrarg = register_for_arg(WINED3DTA_DIFFUSE, gl_info, stage, NULL, NULL, -1);
                  wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_ALPHA, GL_NONE,
                           extrarg, GL_ALPHA, GL_NONE,
                           arg1, GL_NONE, argmod1,
                           arg2, GL_NONE, argmod2);
                  break;
  
              case WINED3DTOP_BLENDTEXTUREALPHAPM:
                  arg0 = register_for_arg(WINED3DTA_TEXTURE, gl_info, stage, NULL, NULL, -1);
                  wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_ALPHA, GL_NONE,
                           arg2, GL_NONE,  argmod2,
                           arg0, GL_ALPHA, GL_COMP_BIT_ATI,
                           arg1, GL_NONE,  argmod1);
                  break;
  
              /* D3DTOP_PREMODULATE ???? */
  
              case WINED3DTOP_DOTPRODUCT3:
                  wrap_op2(gl_info, GL_DOT3_ATI, dstreg, GL_ALPHA, GL_4X_BIT_ATI | GL_SATURATE_BIT_ATI,
                           arg1, GL_NONE, argmod1 | GL_BIAS_BIT_ATI,
                           arg2, GL_NONE, argmod2 | GL_BIAS_BIT_ATI);
                  break;
  
              case WINED3DTOP_MULTIPLYADD:
                  wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_ALPHA, GL_SATURATE_BIT_ATI,
                           arg1, GL_NONE, argmod1,
                           arg2, GL_NONE, argmod2,
                           arg0, GL_NONE, argmod0);
                  break;
  
              case WINED3DTOP_LERP:
                  wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_ALPHA, GL_SATURATE_BIT_ATI,
                           arg1, GL_NONE, argmod1,
                           arg2, GL_NONE, argmod2,
                           arg0, GL_NONE, argmod0);
                  break;
  
              case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
              case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
              case WINED3DTOP_MODULATECOLOR_ADDALPHA:
              case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
              case WINED3DTOP_BUMPENVMAP:
              case WINED3DTOP_BUMPENVMAPLUMINANCE:
                  ERR("Application uses an invalid alpha operation\n");
                  break;
  
              default: FIXME("Unhandled alpha operation %d on stage %d\n", op[stage].aop, stage);
          }
      }
  
      TRACE("glEndFragmentShaderATI()\n");
      GL_EXTCALL(glEndFragmentShaderATI());
      checkGLcall("GL_EXTCALL(glEndFragmentShaderATI())");
      return ret;
  }
  
  static void set_tex_op_atifs(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
  {
      const struct wined3d_gl_info *gl_info = context->gl_info;
      IWineD3DDeviceImpl *This = stateblock->device;
      const struct atifs_ffp_desc *desc;
      struct ffp_frag_settings     settings;
      struct atifs_private_data   *priv = This->fragment_priv;
      DWORD mapped_stage;
      unsigned int i;
  
      gen_ffp_frag_op(stateblock, &settings, TRUE);
      desc = (const struct atifs_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
      if(!desc) {
          struct atifs_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
          if (!new_desc)
          {
              ERR("Out of memory\n");
              return;
          }
          new_desc->num_textures_used = 0;
          for (i = 0; i < gl_info->limits.texture_stages; ++i)
          {
              if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
              new_desc->num_textures_used = i;
          }
  
          memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
          new_desc->shader = gen_ati_shader(settings.op, gl_info);
          add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
          TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
          desc = new_desc;
      }
  
      /* GL_ATI_fragment_shader depends on the GL_TEXTURE_xD enable settings. Update the texture stages
       * used by this shader
       */
      for(i = 0; i < desc->num_textures_used; i++) {
          mapped_stage = This->texUnitMap[i];
          if (mapped_stage != WINED3D_UNMAPPED_STAGE)
          {
              GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
              checkGLcall("glActiveTextureARB");
              texture_activate_dimensions(stateblock->state.textures[i], gl_info);
          }
      }
  
      GL_EXTCALL(glBindFragmentShaderATI(desc->shader));
  }
  
  static void state_texfactor_atifs(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
  {
      const struct wined3d_gl_info *gl_info = context->gl_info;
      float col[4];
      D3DCOLORTOGLFLOAT4(stateblock->state.render_states[WINED3DRS_TEXTUREFACTOR], col);
  
      GL_EXTCALL(glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR, col));
      checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR, col)");
  }
  
  static void set_bumpmat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
  {
      DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
      const struct wined3d_gl_info *gl_info = context->gl_info;
      float mat[2][2];
  
      mat[0][0] = *((float *)&stateblock->state.texture_states[stage][WINED3DTSS_BUMPENVMAT00]);
      mat[1][0] = *((float *)&stateblock->state.texture_states[stage][WINED3DTSS_BUMPENVMAT01]);
      mat[0][1] = *((float *)&stateblock->state.texture_states[stage][WINED3DTSS_BUMPENVMAT10]);
      mat[1][1] = *((float *)&stateblock->state.texture_states[stage][WINED3DTSS_BUMPENVMAT11]);
      /* GL_ATI_fragment_shader allows only constants from 0.0 to 1.0, but the bumpmat
       * constants can be in any range. While they should stay between [-1.0 and 1.0] because
       * Shader Model 1.x pixel shaders are clamped to that range negative values are used occasionally,
       * for example by our d3d9 test. So to get negative values scale -1;1 to 0;1 and undo that in the
       * shader(it is free). This might potentially reduce precision. However, if the hardware does
       * support proper floats it shouldn't, and if it doesn't we can't get anything better anyway
       */
      mat[0][0] = (mat[0][0] + 1.0f) * 0.5f;
      mat[1][0] = (mat[1][0] + 1.0f) * 0.5f;
      mat[0][1] = (mat[0][1] + 1.0f) * 0.5f;
      mat[1][1] = (mat[1][1] + 1.0f) * 0.5f;
      GL_EXTCALL(glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), (float *) mat));
      checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), mat)");
  }
  
  static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
  {
      if(!isStateDirty(context, STATE_PIXELSHADER)) {
          set_tex_op_atifs(state, stateblock, context);
      }
  }
  
  static void atifs_apply_pixelshader(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
  {
      const struct wined3d_state *state = &stateblock->state;
      IWineD3DDeviceImpl *device = stateblock->device;
      BOOL use_vshader = use_vs(state);
  
      context->last_was_pshader = use_ps(state);
      /* The ATIFS code does not support pixel shaders currently, but we have to provide a state handler
       * to call shader_select to select a vertex shader if one is applied because the vertex shader state
       * may defer calling the shader backend if the pshader state is dirty.
       *
       * In theory the application should not be able to mark the pixel shader dirty because it cannot
       * create a shader, and thus has no way to set the state to something != NULL. However, a different
       * pipeline part may link a different state to its pixelshader handler, thus a pshader state exists
       * and can be dirtified. Also the pshader is always dirtified at startup, and blitting disables all
       * shaders and dirtifies all shader states. If atifs can deal with this it keeps the rest of the code
       * simpler.
       */
      if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
          device->shader_backend->shader_select(context, FALSE, use_vshader);
  
          if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && use_vshader)
              stateblock_apply_state(STATE_VERTEXSHADERCONSTANT, stateblock, context);
      }
  }
  
  static void atifs_srgbwriteenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
  {
      if (stateblock->state.render_states[WINED3DRS_SRGBWRITEENABLE])
          WARN("sRGB writes are not supported by this fragment pipe.\n");
  }
  
  static const struct StateEntryTemplate atifs_fragmentstate_template[] = {
      {STATE_RENDER(WINED3DRS_TEXTUREFACTOR),               { STATE_RENDER(WINED3DRS_TEXTUREFACTOR),              state_texfactor_atifs   }, WINED3D_GL_EXT_NONE             },
      {STATE_RENDER(WINED3DRS_FOGCOLOR),                    { STATE_RENDER(WINED3DRS_FOGCOLOR),                   state_fogcolor          }, WINED3D_GL_EXT_NONE             },
      {STATE_RENDER(WINED3DRS_FOGDENSITY),                  { STATE_RENDER(WINED3DRS_FOGDENSITY),                 state_fogdensity        }, WINED3D_GL_EXT_NONE             },
      {STATE_RENDER(WINED3DRS_FOGENABLE),                   { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_fog_fragpart      }, WINED3D_GL_EXT_NONE             },
      {STATE_RENDER(WINED3DRS_FOGTABLEMODE),                { STATE_RENDER(WINED3DRS_FOGENABLE),                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_RENDER(WINED3DRS_FOGVERTEXMODE),               { STATE_RENDER(WINED3DRS_FOGENABLE),                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_RENDER(WINED3DRS_FOGSTART),                    { STATE_RENDER(WINED3DRS_FOGSTART),                   state_fogstartend       }, WINED3D_GL_EXT_NONE             },
      {STATE_RENDER(WINED3DRS_FOGEND),                      { STATE_RENDER(WINED3DRS_FOGSTART),                   NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE),             { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE),            atifs_srgbwriteenable   }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     set_bumpmat             }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
      { STATE_SAMPLER(0),                                   { STATE_SAMPLER(0),                                   sampler_texdim          }, WINED3D_GL_EXT_NONE             },
      { STATE_SAMPLER(1),                                   { STATE_SAMPLER(1),                                   sampler_texdim          }, WINED3D_GL_EXT_NONE             },
      { STATE_SAMPLER(2),                                   { STATE_SAMPLER(2),                                   sampler_texdim          }, WINED3D_GL_EXT_NONE             },
      { STATE_SAMPLER(3),                                   { STATE_SAMPLER(3),                                   sampler_texdim          }, WINED3D_GL_EXT_NONE             },
      { STATE_SAMPLER(4),                                   { STATE_SAMPLER(4),                                   sampler_texdim          }, WINED3D_GL_EXT_NONE             },
      { STATE_SAMPLER(5),                                   { STATE_SAMPLER(5),                                   sampler_texdim          }, WINED3D_GL_EXT_NONE             },
      { STATE_SAMPLER(6),                                   { STATE_SAMPLER(6),                                   sampler_texdim          }, WINED3D_GL_EXT_NONE             },
      { STATE_SAMPLER(7),                                   { STATE_SAMPLER(7),                                   sampler_texdim          }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
      {STATE_PIXELSHADER,                                   { STATE_PIXELSHADER,                                  atifs_apply_pixelshader }, WINED3D_GL_EXT_NONE             },
      {0 /* Terminate */,                                   { 0,                                                  0                       }, WINED3D_GL_EXT_NONE             },
  };
  
  /* Context activation is done by the caller. */
  static void atifs_enable(IWineD3DDevice *iface, BOOL enable) {
      ENTER_GL();
      if(enable) {
          glEnable(GL_FRAGMENT_SHADER_ATI);
          checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
      } else {
          glDisable(GL_FRAGMENT_SHADER_ATI);
          checkGLcall("glDisable(GL_FRAGMENT_SHADER_ATI)");
      }
      LEAVE_GL();
  }
  
  static void atifs_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
  {
      caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
      caps->TextureOpCaps =  WINED3DTEXOPCAPS_DISABLE                     |
                             WINED3DTEXOPCAPS_SELECTARG1                  |
                             WINED3DTEXOPCAPS_SELECTARG2                  |
                             WINED3DTEXOPCAPS_MODULATE4X                  |
                             WINED3DTEXOPCAPS_MODULATE2X                  |
                             WINED3DTEXOPCAPS_MODULATE                    |
                             WINED3DTEXOPCAPS_ADDSIGNED2X                 |
                             WINED3DTEXOPCAPS_ADDSIGNED                   |
                             WINED3DTEXOPCAPS_ADD                         |
                             WINED3DTEXOPCAPS_SUBTRACT                    |
                             WINED3DTEXOPCAPS_ADDSMOOTH                   |
                             WINED3DTEXOPCAPS_BLENDCURRENTALPHA           |
                             WINED3DTEXOPCAPS_BLENDFACTORALPHA            |
                             WINED3DTEXOPCAPS_BLENDTEXTUREALPHA           |
                             WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA           |
                             WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM         |
                             WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR      |
                             WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA      |
                             WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA   |
                             WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR   |
                             WINED3DTEXOPCAPS_DOTPRODUCT3                 |
                             WINED3DTEXOPCAPS_MULTIPLYADD                 |
                             WINED3DTEXOPCAPS_LERP                        |
                             WINED3DTEXOPCAPS_BUMPENVMAP;
  
      /* TODO: Implement WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
      and WINED3DTEXOPCAPS_PREMODULATE */
  
      /* GL_ATI_fragment_shader always supports 6 textures, which was the limit on r200 cards
       * which this extension is exclusively focused on(later cards have GL_ARB_fragment_program).
       * If the current card has more than 8 fixed function textures in OpenGL's regular fixed
       * function pipeline then the ATI_fragment_shader backend imposes a stricter limit. This
       * shouldn't be too hard since Nvidia cards have a limit of 4 textures with the default ffp
       * pipeline, and almost all games are happy with that. We can however support up to 8
       * texture stages because we have a 2nd pass limit of 8 instructions, and per stage we use
       * only 1 instruction.
       *
       * The proper fix for this is not to use GL_ATI_fragment_shader on cards newer than the
       * r200 series and use an ARB or GLSL shader instead
       */
      caps->MaxTextureBlendStages   = 8;
      caps->MaxSimultaneousTextures = 6;
  }
  
  static HRESULT atifs_alloc(IWineD3DDevice *iface) {
      IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
      struct atifs_private_data *priv;
  
      This->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct atifs_private_data));
      if(!This->fragment_priv) {
          ERR("Out of memory\n");
          return E_OUTOFMEMORY;
      }
      priv = This->fragment_priv;
      if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
      {
          ERR("Failed to initialize rbtree.\n");
          HeapFree(GetProcessHeap(), 0, This->fragment_priv);
          return E_OUTOFMEMORY;
      }
      return WINED3D_OK;
  }
  
  /* Context activation is done by the caller. */
  static void atifs_free_ffpshader(struct wine_rb_entry *entry, void *context)
  {
      IWineD3DDeviceImpl *This = context;
      const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
      struct atifs_ffp_desc *entry_ati = WINE_RB_ENTRY_VALUE(entry, struct atifs_ffp_desc, parent.entry);
  
      ENTER_GL();
      GL_EXTCALL(glDeleteFragmentShaderATI(entry_ati->shader));
      checkGLcall("glDeleteFragmentShaderATI(entry->shader)");
      HeapFree(GetProcessHeap(), 0, entry_ati);
      LEAVE_GL();
  }
  
  /* Context activation is done by the caller. */
  static void atifs_free(IWineD3DDevice *iface) {
      IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
      struct atifs_private_data *priv = This->fragment_priv;
  
      wine_rb_destroy(&priv->fragment_shaders, atifs_free_ffpshader, This);
  
      HeapFree(GetProcessHeap(), 0, priv);
      This->fragment_priv = NULL;
  }
  
  static BOOL atifs_color_fixup_supported(struct color_fixup_desc fixup)
  {
      if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
      {
          TRACE("Checking support for fixup:\n");
          dump_color_fixup_desc(fixup);
      }
  
      /* We only support sign fixup of the first two channels. */
      if (fixup.x_source == CHANNEL_SOURCE_X && fixup.y_source == CHANNEL_SOURCE_Y
              && fixup.z_source == CHANNEL_SOURCE_Z && fixup.w_source == CHANNEL_SOURCE_W
              && !fixup.z_sign_fixup && !fixup.w_sign_fixup)
      {
          TRACE("[OK]\n");
          return TRUE;
      }
  
      TRACE("[FAILED]\n");
      return FALSE;
  }
  
  const struct fragment_pipeline atifs_fragment_pipeline = {
      atifs_enable,
      atifs_get_caps,
      atifs_alloc,
      atifs_free,
      atifs_color_fixup_supported,
      atifs_fragmentstate_template,
      TRUE /* We can disable projected textures */
  };
  