wined3d: Add a new structure for d3d limits and other info.
[wine] / dlls / wined3d / arb_program_shader.c
1 /*
2  * Pixel and vertex shaders implementation using ARB_vertex_program
3  * and ARB_fragment_program GL extensions.
4  *
5  * Copyright 2002-2003 Jason Edmeades
6  * Copyright 2002-2003 Raphael Junqueira
7  * Copyright 2004 Christian Costa
8  * Copyright 2005 Oliver Stieber
9  * Copyright 2006 Ivan Gyurdiev
10  * Copyright 2006 Jason Green
11  * Copyright 2006 Henri Verbeet
12  * Copyright 2007-2011, 2013 Stefan Dösinger for CodeWeavers
13  * Copyright 2009 Henri Verbeet for CodeWeavers
14  *
15  * This library is free software; you can redistribute it and/or
16  * modify it under the terms of the GNU Lesser General Public
17  * License as published by the Free Software Foundation; either
18  * version 2.1 of the License, or (at your option) any later version.
19  *
20  * This library is distributed in the hope that it will be useful,
21  * but WITHOUT ANY WARRANTY; without even the implied warranty of
22  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
23  * Lesser General Public License for more details.
24  *
25  * You should have received a copy of the GNU Lesser General Public
26  * License along with this library; if not, write to the Free Software
27  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28  */
29
30 #include "config.h"
31 #include "wine/port.h"
32
33 #include <math.h>
34 #include <stdio.h>
35
36 #include "wined3d_private.h"
37
38 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
41
42 static BOOL shader_is_pshader_version(enum wined3d_shader_type type)
43 {
44     return type == WINED3D_SHADER_TYPE_PIXEL;
45 }
46
47 static BOOL shader_is_vshader_version(enum wined3d_shader_type type)
48 {
49     return type == WINED3D_SHADER_TYPE_VERTEX;
50 }
51
52 /* Extract a line. Note that this modifies the source string. */
53 static char *get_line(char **ptr)
54 {
55     char *p, *q;
56
57     p = *ptr;
58     if (!(q = strstr(p, "\n")))
59     {
60         if (!*p) return NULL;
61         *ptr += strlen(p);
62         return p;
63     }
64     *q = '\0';
65     *ptr = q + 1;
66
67     return p;
68 }
69
70 static void shader_arb_dump_program_source(const char *source)
71 {
72     ULONG source_size;
73     char *ptr, *line, *tmp;
74
75     source_size = strlen(source) + 1;
76     tmp = HeapAlloc(GetProcessHeap(), 0, source_size);
77     if (!tmp)
78     {
79         ERR("Failed to allocate %u bytes for shader source.\n", source_size);
80         return;
81     }
82     memcpy(tmp, source, source_size);
83
84     ptr = tmp;
85     while ((line = get_line(&ptr))) FIXME("    %s\n", line);
86     FIXME("\n");
87
88     HeapFree(GetProcessHeap(), 0, tmp);
89 }
90
91 enum arb_helper_value
92 {
93     ARB_ZERO,
94     ARB_ONE,
95     ARB_TWO,
96     ARB_0001,
97     ARB_EPS,
98
99     ARB_VS_REL_OFFSET
100 };
101
102 static const char *arb_get_helper_value(enum wined3d_shader_type shader, enum arb_helper_value value)
103 {
104     if (shader == WINED3D_SHADER_TYPE_GEOMETRY)
105     {
106         ERR("Geometry shaders are unsupported\n");
107         return "bad";
108     }
109
110     if (shader == WINED3D_SHADER_TYPE_PIXEL)
111     {
112         switch (value)
113         {
114             case ARB_ZERO: return "ps_helper_const.x";
115             case ARB_ONE: return "ps_helper_const.y";
116             case ARB_TWO: return "coefmul.x";
117             case ARB_0001: return "ps_helper_const.xxxy";
118             case ARB_EPS: return "ps_helper_const.z";
119             default: break;
120         }
121     }
122     else
123     {
124         switch (value)
125         {
126             case ARB_ZERO: return "helper_const.x";
127             case ARB_ONE: return "helper_const.y";
128             case ARB_TWO: return "helper_const.z";
129             case ARB_EPS: return "helper_const.w";
130             case ARB_0001: return "helper_const.xxxy";
131             case ARB_VS_REL_OFFSET: return "rel_addr_const.y";
132         }
133     }
134     FIXME("Unmanaged %s shader helper constant requested: %u\n",
135           shader == WINED3D_SHADER_TYPE_PIXEL ? "pixel" : "vertex", value);
136     switch (value)
137     {
138         case ARB_ZERO: return "0.0";
139         case ARB_ONE: return "1.0";
140         case ARB_TWO: return "2.0";
141         case ARB_0001: return "{0.0, 0.0, 0.0, 1.0}";
142         case ARB_EPS: return "1e-8";
143         default: return "bad";
144     }
145 }
146
147 static inline BOOL ffp_clip_emul(const struct wined3d_state *state)
148 {
149     return state->lowest_disabled_stage < 7;
150 }
151
152 /* ARB_program_shader private data */
153
154 struct control_frame
155 {
156     struct                          list entry;
157     enum
158     {
159         IF,
160         IFC,
161         LOOP,
162         REP
163     } type;
164     BOOL                            muting;
165     BOOL                            outer_loop;
166     union
167     {
168         unsigned int                loop;
169         unsigned int                ifc;
170     } no;
171     struct wined3d_shader_loop_control loop_control;
172     BOOL                            had_else;
173 };
174
175 struct arb_ps_np2fixup_info
176 {
177     struct ps_np2fixup_info         super;
178     /* For ARB we need a offset value:
179      * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
180      * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
181      * array we need an offset to the index inside the program local parameter array. */
182     UINT                            offset;
183 };
184
185 struct arb_ps_compile_args
186 {
187     struct ps_compile_args          super;
188     WORD                            bools;
189     WORD                            clip;  /* only a boolean, use a WORD for alignment */
190     unsigned char                   loop_ctrl[MAX_CONST_I][3];
191 };
192
193 struct stb_const_desc
194 {
195     unsigned char           texunit;
196     UINT                    const_num;
197 };
198
199 struct arb_ps_compiled_shader
200 {
201     struct arb_ps_compile_args      args;
202     struct arb_ps_np2fixup_info     np2fixup_info;
203     struct stb_const_desc           bumpenvmatconst[MAX_TEXTURES];
204     struct stb_const_desc           luminanceconst[MAX_TEXTURES];
205     UINT                            int_consts[MAX_CONST_I];
206     GLuint                          prgId;
207     UINT                            ycorrection;
208     unsigned char                   numbumpenvmatconsts;
209     char                            num_int_consts;
210 };
211
212 struct arb_vs_compile_args
213 {
214     struct vs_compile_args          super;
215     union
216     {
217         struct
218         {
219             WORD                    bools;
220             unsigned char           clip_texcoord;
221             unsigned char           clipplane_mask;
222         }                           boolclip;
223         DWORD                       boolclip_compare;
224     } clip;
225     DWORD                           ps_signature;
226     union
227     {
228         unsigned char               samplers[4];
229         DWORD                       samplers_compare;
230     } vertex;
231     unsigned char                   loop_ctrl[MAX_CONST_I][3];
232 };
233
234 struct arb_vs_compiled_shader
235 {
236     struct arb_vs_compile_args      args;
237     GLuint                          prgId;
238     UINT                            int_consts[MAX_CONST_I];
239     char                            num_int_consts;
240     char                            need_color_unclamp;
241     UINT                            pos_fixup;
242 };
243
244 struct recorded_instruction
245 {
246     struct wined3d_shader_instruction ins;
247     struct list entry;
248 };
249
250 struct shader_arb_ctx_priv
251 {
252     char addr_reg[20];
253     enum
254     {
255         /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
256         ARB,
257         /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
258         NV2,
259         /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
260         NV3
261     } target_version;
262
263     const struct arb_vs_compile_args    *cur_vs_args;
264     const struct arb_ps_compile_args    *cur_ps_args;
265     const struct arb_ps_compiled_shader *compiled_fprog;
266     const struct arb_vs_compiled_shader *compiled_vprog;
267     struct arb_ps_np2fixup_info         *cur_np2fixup_info;
268     struct list                         control_frames;
269     struct list                         record;
270     BOOL                                recording;
271     BOOL                                muted;
272     unsigned int                        num_loops, loop_depth, num_ifcs;
273     int                                 aL;
274
275     unsigned int                        vs_clipplanes;
276     BOOL                                footer_written;
277     BOOL                                in_main_func;
278
279     /* For 3.0 vertex shaders */
280     const char                          *vs_output[MAX_REG_OUTPUT];
281     /* For 2.x and earlier vertex shaders */
282     const char                          *texcrd_output[8], *color_output[2], *fog_output;
283
284     /* 3.0 pshader input for compatibility with fixed function */
285     const char                          *ps_input[MAX_REG_INPUT];
286 };
287
288 struct ps_signature
289 {
290     struct wined3d_shader_signature_element *sig;
291     DWORD                               idx;
292     struct wine_rb_entry                entry;
293 };
294
295 struct arb_pshader_private {
296     struct arb_ps_compiled_shader   *gl_shaders;
297     UINT                            num_gl_shaders, shader_array_size;
298     DWORD                           input_signature_idx;
299     DWORD                           clipplane_emulation;
300     BOOL                            clamp_consts;
301 };
302
303 struct arb_vshader_private {
304     struct arb_vs_compiled_shader   *gl_shaders;
305     UINT                            num_gl_shaders, shader_array_size;
306     UINT rel_offset;
307 };
308
309 struct shader_arb_priv
310 {
311     GLuint                  current_vprogram_id;
312     GLuint                  current_fprogram_id;
313     const struct arb_ps_compiled_shader *compiled_fprog;
314     const struct arb_vs_compiled_shader *compiled_vprog;
315     GLuint                  depth_blt_vprogram_id;
316     GLuint                  depth_blt_fprogram_id_full[tex_type_count];
317     GLuint                  depth_blt_fprogram_id_masked[tex_type_count];
318     BOOL                    use_arbfp_fixed_func;
319     struct wine_rb_tree     fragment_shaders;
320     BOOL                    last_ps_const_clamped;
321     BOOL                    last_vs_color_unclamp;
322
323     struct wine_rb_tree     signature_tree;
324     DWORD ps_sig_number;
325
326     unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
327     char *vshader_const_dirty, *pshader_const_dirty;
328     const struct wined3d_context *last_context;
329
330     const struct wined3d_vertex_pipe_ops *vertex_pipe;
331     const struct fragment_pipeline *fragment_pipe;
332     BOOL ffp_proj_control;
333 };
334
335 /* Context activation for state handlers is done by the caller. */
336
337 static BOOL need_rel_addr_const(const struct arb_vshader_private *shader_data,
338         const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
339 {
340     if (shader_data->rel_offset) return TRUE;
341     if (!reg_maps->usesmova) return FALSE;
342     return !gl_info->supported[NV_VERTEX_PROGRAM2_OPTION];
343 }
344
345 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
346 static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
347 {
348     return gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
349             && !(gl_info->quirks & WINED3D_QUIRK_NV_CLIP_BROKEN);
350 }
351
352 static BOOL need_helper_const(const struct arb_vshader_private *shader_data,
353         const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
354 {
355     if (need_rel_addr_const(shader_data, reg_maps, gl_info)) return TRUE;
356     if (!gl_info->supported[NV_VERTEX_PROGRAM]) return TRUE; /* Need to init colors. */
357     if (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) return TRUE; /* Load the immval offset. */
358     if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) return TRUE; /* Have to init texcoords. */
359     if (!use_nv_clip(gl_info)) return TRUE; /* Init the clip texcoord */
360     if (reg_maps->usesnrm) return TRUE; /* 0.0 */
361     if (reg_maps->usespow) return TRUE; /* EPS, 0.0 and 1.0 */
362     if (reg_maps->fog) return TRUE; /* Clamping fog coord, 0.0 and 1.0 */
363     return FALSE;
364 }
365
366 static unsigned int reserved_vs_const(const struct arb_vshader_private *shader_data,
367         const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
368 {
369     unsigned int ret = 1;
370     /* We use one PARAM for the pos fixup, and in some cases one to load
371      * some immediate values into the shader. */
372     if (need_helper_const(shader_data, reg_maps, gl_info)) ++ret;
373     if (need_rel_addr_const(shader_data, reg_maps, gl_info)) ++ret;
374     return ret;
375 }
376
377 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
378  * When constant_list == NULL, it will load all the constants.
379  *
380  * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
381  *  or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
382  */
383 /* Context activation is done by the caller. */
384 static unsigned int shader_arb_load_constantsF(const struct wined3d_shader *shader,
385         const struct wined3d_gl_info *gl_info, GLuint target_type, unsigned int max_constants,
386         const float *constants, char *dirty_consts)
387 {
388     struct wined3d_shader_lconst *lconst;
389     DWORD i, j;
390     unsigned int ret;
391
392     if (TRACE_ON(d3d_constants))
393     {
394         for(i = 0; i < max_constants; i++) {
395             if(!dirty_consts[i]) continue;
396             TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
397                         constants[i * 4 + 0], constants[i * 4 + 1],
398                         constants[i * 4 + 2], constants[i * 4 + 3]);
399         }
400     }
401
402     i = 0;
403
404     /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
405     if (target_type == GL_FRAGMENT_PROGRAM_ARB && shader->reg_maps.shader_version.major == 1)
406     {
407         float lcl_const[4];
408         /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
409          * shaders, the first 8 constants are marked dirty for reload
410          */
411         for(; i < min(8, max_constants); i++) {
412             if(!dirty_consts[i]) continue;
413             dirty_consts[i] = 0;
414
415             j = 4 * i;
416             if (constants[j + 0] > 1.0f) lcl_const[0] = 1.0f;
417             else if (constants[j + 0] < -1.0f) lcl_const[0] = -1.0f;
418             else lcl_const[0] = constants[j + 0];
419
420             if (constants[j + 1] > 1.0f) lcl_const[1] = 1.0f;
421             else if (constants[j + 1] < -1.0f) lcl_const[1] = -1.0f;
422             else lcl_const[1] = constants[j + 1];
423
424             if (constants[j + 2] > 1.0f) lcl_const[2] = 1.0f;
425             else if (constants[j + 2] < -1.0f) lcl_const[2] = -1.0f;
426             else lcl_const[2] = constants[j + 2];
427
428             if (constants[j + 3] > 1.0f) lcl_const[3] = 1.0f;
429             else if (constants[j + 3] < -1.0f) lcl_const[3] = -1.0f;
430             else lcl_const[3] = constants[j + 3];
431
432             GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
433         }
434
435         /* If further constants are dirty, reload them without clamping.
436          *
437          * The alternative is not to touch them, but then we cannot reset the dirty constant count
438          * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
439          * above would always re-check the first 8 constants since max_constant remains at the init
440          * value
441          */
442     }
443
444     if (gl_info->supported[EXT_GPU_PROGRAM_PARAMETERS])
445     {
446         /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
447          * or just reloading *all* constants at once
448          *
449         GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
450          */
451         for(; i < max_constants; i++) {
452             if(!dirty_consts[i]) continue;
453
454             /* Find the next block of dirty constants */
455             dirty_consts[i] = 0;
456             j = i;
457             for(i++; (i < max_constants) && dirty_consts[i]; i++) {
458                 dirty_consts[i] = 0;
459             }
460
461             GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
462         }
463     } else {
464         for(; i < max_constants; i++) {
465             if(dirty_consts[i]) {
466                 dirty_consts[i] = 0;
467                 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
468             }
469         }
470     }
471     checkGLcall("glProgramEnvParameter4fvARB()");
472
473     /* Load immediate constants */
474     if (shader->load_local_constsF)
475     {
476         if (TRACE_ON(d3d_shader))
477         {
478             LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
479             {
480                 GLfloat* values = (GLfloat*)lconst->value;
481                 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
482                         values[0], values[1], values[2], values[3]);
483             }
484         }
485         /* Immediate constants are clamped for 1.X shaders at loading times */
486         ret = 0;
487         LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
488         {
489             dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
490             ret = max(ret, lconst->idx + 1);
491             GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
492         }
493         checkGLcall("glProgramEnvParameter4fvARB()");
494         return ret; /* The loaded immediate constants need reloading for the next shader */
495     } else {
496         return 0; /* No constants are dirty now */
497     }
498 }
499
500 /**
501  * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
502  */
503 static void shader_arb_load_np2fixup_constants(void *shader_priv,
504         const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
505 {
506     const struct shader_arb_priv * priv = shader_priv;
507
508     /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
509     if (!use_ps(state)) return;
510
511     if (priv->compiled_fprog && priv->compiled_fprog->np2fixup_info.super.active) {
512         const struct arb_ps_np2fixup_info* const fixup = &priv->compiled_fprog->np2fixup_info;
513         UINT i;
514         WORD active = fixup->super.active;
515         GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
516
517         for (i = 0; active; active >>= 1, ++i)
518         {
519             const struct wined3d_texture *tex = state->textures[i];
520             const unsigned char idx = fixup->super.idx[i];
521             GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
522
523             if (!(active & 1)) continue;
524
525             if (!tex) {
526                 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
527                 continue;
528             }
529
530             if (idx % 2)
531             {
532                 tex_dim[2] = tex->pow2_matrix[0];
533                 tex_dim[3] = tex->pow2_matrix[5];
534             }
535             else
536             {
537                 tex_dim[0] = tex->pow2_matrix[0];
538                 tex_dim[1] = tex->pow2_matrix[5];
539             }
540         }
541
542         for (i = 0; i < fixup->super.num_consts; ++i) {
543             GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
544                                                    fixup->offset + i, &np2fixup_constants[i * 4]));
545         }
546     }
547 }
548
549 /* Context activation is done by the caller. */
550 static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader *gl_shader,
551         const struct wined3d_context *context, const struct wined3d_state *state, UINT rt_height)
552 {
553     const struct wined3d_gl_info *gl_info = context->gl_info;
554     unsigned char i;
555
556     for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
557     {
558         int texunit = gl_shader->bumpenvmatconst[i].texunit;
559
560         /* The state manager takes care that this function is always called if the bump env matrix changes */
561         const float *data = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_MAT00];
562         GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
563                 gl_shader->bumpenvmatconst[i].const_num, data));
564
565         if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
566         {
567             /* WINED3D_TSS_BUMPENVLSCALE and WINED3D_TSS_BUMPENVLOFFSET are next to each other.
568              * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
569              * don't care about them. The pointers are valid for sure because the stateblock is bigger.
570              * (they're WINED3D_TSS_TEXTURETRANSFORMFLAGS and WINED3D_TSS_ADDRESSW, so most likely 0 or NaN
571             */
572             const float *scale = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_LSCALE];
573             GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
574                     gl_shader->luminanceconst[i].const_num, scale));
575         }
576     }
577     checkGLcall("Load bumpmap consts");
578
579     if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
580     {
581         /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
582         * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
583         * ycorrection.z: 1.0
584         * ycorrection.w: 0.0
585         */
586         float val[4];
587         val[0] = context->render_offscreen ? 0.0f : (float) rt_height;
588         val[1] = context->render_offscreen ? 1.0f : -1.0f;
589         val[2] = 1.0f;
590         val[3] = 0.0f;
591         GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
592         checkGLcall("y correction loading");
593     }
594
595     if (!gl_shader->num_int_consts) return;
596
597     for(i = 0; i < MAX_CONST_I; i++)
598     {
599         if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
600         {
601             float val[4];
602             val[0] = (float)state->ps_consts_i[4 * i];
603             val[1] = (float)state->ps_consts_i[4 * i + 1];
604             val[2] = (float)state->ps_consts_i[4 * i + 2];
605             val[3] = -1.0f;
606
607             GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
608         }
609     }
610     checkGLcall("Load ps int consts");
611 }
612
613 /* Context activation is done by the caller. */
614 static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *gl_shader,
615         const struct wined3d_context *context, const struct wined3d_state *state)
616 {
617     const struct wined3d_gl_info *gl_info = context->gl_info;
618     float position_fixup[4];
619     unsigned char i;
620
621     /* Upload the position fixup */
622     shader_get_position_fixup(context, state, position_fixup);
623     GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, position_fixup));
624
625     if (!gl_shader->num_int_consts) return;
626
627     for(i = 0; i < MAX_CONST_I; i++)
628     {
629         if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
630         {
631             float val[4];
632             val[0] = (float)state->vs_consts_i[4 * i];
633             val[1] = (float)state->vs_consts_i[4 * i + 1];
634             val[2] = (float)state->vs_consts_i[4 * i + 2];
635             val[3] = -1.0f;
636
637             GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
638         }
639     }
640     checkGLcall("Load vs int consts");
641 }
642
643 static void shader_arb_select(const struct wined3d_context *context, enum wined3d_shader_mode vertex_mode,
644         enum wined3d_shader_mode fragment_mode);
645
646 /**
647  * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
648  *
649  * We only support float constants in ARB at the moment, so don't
650  * worry about the Integers or Booleans
651  */
652 /* Context activation is done by the caller (state handler). */
653 static void shader_arb_load_constants_internal(const struct wined3d_context *context,
654         BOOL usePixelShader, BOOL useVertexShader, BOOL from_shader_select)
655 {
656     struct wined3d_device *device = context->swapchain->device;
657     const struct wined3d_stateblock *stateblock = device->stateBlock;
658     const struct wined3d_state *state = &stateblock->state;
659     const struct wined3d_gl_info *gl_info = context->gl_info;
660     struct shader_arb_priv *priv = device->shader_priv;
661
662     if (!from_shader_select)
663     {
664         const struct wined3d_shader *vshader = state->vertex_shader, *pshader = state->pixel_shader;
665         if (vshader
666                 && (stateblock->changed.vertexShaderConstantsB & vshader->reg_maps.boolean_constants
667                 || (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
668                 && (stateblock->changed.vertexShaderConstantsI
669                 & vshader->reg_maps.integer_constants & ~vshader->reg_maps.local_int_consts))))
670         {
671             TRACE("bool/integer vertex shader constants potentially modified, forcing shader reselection.\n");
672             shader_arb_select(context,
673                     useVertexShader ? WINED3D_SHADER_MODE_SHADER : WINED3D_SHADER_MODE_FFP,
674                     usePixelShader ? WINED3D_SHADER_MODE_SHADER : WINED3D_SHADER_MODE_FFP);
675         }
676         else if (pshader
677                 && (stateblock->changed.pixelShaderConstantsB & pshader->reg_maps.boolean_constants
678                 || (!gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION]
679                 && (stateblock->changed.pixelShaderConstantsI
680                 & pshader->reg_maps.integer_constants & ~pshader->reg_maps.local_int_consts))))
681         {
682             TRACE("bool/integer pixel shader constants potentially modified, forcing shader reselection.\n");
683             shader_arb_select(context,
684                     useVertexShader ? WINED3D_SHADER_MODE_SHADER : WINED3D_SHADER_MODE_FFP,
685                     usePixelShader ? WINED3D_SHADER_MODE_SHADER : WINED3D_SHADER_MODE_FFP);
686         }
687     }
688
689     if (context != priv->last_context)
690     {
691         memset(priv->vshader_const_dirty, 1,
692                 sizeof(*priv->vshader_const_dirty) * device->d3d_vshader_constantF);
693         priv->highest_dirty_vs_const = device->d3d_vshader_constantF;
694
695         memset(priv->pshader_const_dirty, 1,
696                 sizeof(*priv->pshader_const_dirty) * device->d3d_pshader_constantF);
697         priv->highest_dirty_ps_const = device->d3d_pshader_constantF;
698
699         priv->last_context = context;
700     }
701
702     if (useVertexShader)
703     {
704         struct wined3d_shader *vshader = state->vertex_shader;
705         const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
706
707         /* Load DirectX 9 float constants for vertex shader */
708         priv->highest_dirty_vs_const = shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
709                 priv->highest_dirty_vs_const, state->vs_consts_f, priv->vshader_const_dirty);
710         shader_arb_vs_local_constants(gl_shader, context, state);
711     }
712
713     if (usePixelShader)
714     {
715         struct wined3d_shader *pshader = state->pixel_shader;
716         const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
717         UINT rt_height = state->fb->render_targets[0]->resource.height;
718
719         /* Load DirectX 9 float constants for pixel shader */
720         priv->highest_dirty_ps_const = shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
721                 priv->highest_dirty_ps_const, state->ps_consts_f, priv->pshader_const_dirty);
722         shader_arb_ps_local_constants(gl_shader, context, state, rt_height);
723     }
724 }
725
726 static void shader_arb_load_constants(const struct wined3d_context *context, BOOL ps, BOOL vs)
727 {
728     shader_arb_load_constants_internal(context, ps, vs, FALSE);
729 }
730
731 static void shader_arb_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
732 {
733     struct wined3d_context *context = context_get_current();
734     struct shader_arb_priv *priv = device->shader_priv;
735
736     /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
737      * context. On a context switch the old context will be fully dirtified */
738     if (!context || context->swapchain->device != device) return;
739
740     memset(priv->vshader_const_dirty + start, 1, sizeof(*priv->vshader_const_dirty) * count);
741     priv->highest_dirty_vs_const = max(priv->highest_dirty_vs_const, start + count);
742 }
743
744 static void shader_arb_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
745 {
746     struct wined3d_context *context = context_get_current();
747     struct shader_arb_priv *priv = device->shader_priv;
748
749     /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
750      * context. On a context switch the old context will be fully dirtified */
751     if (!context || context->swapchain->device != device) return;
752
753     memset(priv->pshader_const_dirty + start, 1, sizeof(*priv->pshader_const_dirty) * count);
754     priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, start + count);
755 }
756
757 /* Generate the variable & register declarations for the ARB_vertex_program output target */
758 static void shader_generate_arb_declarations(const struct wined3d_shader *shader,
759         const struct wined3d_shader_reg_maps *reg_maps, struct wined3d_shader_buffer *buffer,
760         const struct wined3d_gl_info *gl_info, DWORD *num_clipplanes,
761         const struct shader_arb_ctx_priv *ctx)
762 {
763     DWORD i;
764     char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
765     const struct wined3d_shader_lconst *lconst;
766     unsigned max_constantsF;
767     DWORD map;
768
769     /* In pixel shaders, all private constants are program local, we don't need anything
770      * from program.env. Thus we can advertise the full set of constants in pixel shaders.
771      * If we need a private constant the GL implementation will squeeze it in somewhere
772      *
773      * With vertex shaders we need the posFixup and on some GL implementations 4 helper
774      * immediate values. The posFixup is loaded using program.env for now, so always
775      * subtract one from the number of constants. If the shader uses indirect addressing,
776      * account for the helper const too because we have to declare all available d3d constants
777      * and don't know which are actually used.
778      */
779     if (pshader)
780     {
781         max_constantsF = gl_info->limits.arb_ps_native_constants;
782         /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
783         if (max_constantsF < 24)
784             max_constantsF = gl_info->limits.arb_ps_float_constants;
785     }
786     else
787     {
788         const struct arb_vshader_private *shader_data = shader->backend_data;
789         max_constantsF = gl_info->limits.arb_vs_native_constants;
790         /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
791          * Also prevents max_constantsF from becoming less than 0 and
792          * wrapping . */
793         if (max_constantsF < 96)
794             max_constantsF = gl_info->limits.arb_vs_float_constants;
795
796         if (reg_maps->usesrelconstF)
797         {
798             DWORD highest_constf = 0, clip_limit;
799
800             max_constantsF -= reserved_vs_const(shader_data, reg_maps, gl_info);
801             max_constantsF -= count_bits(reg_maps->integer_constants);
802             max_constantsF -= gl_info->reserved_arb_constants;
803
804             for (i = 0; i < shader->limits.constant_float; ++i)
805             {
806                 DWORD idx = i >> 5;
807                 DWORD shift = i & 0x1f;
808                 if(reg_maps->constf[idx] & (1 << shift)) highest_constf = i;
809             }
810
811             if(use_nv_clip(gl_info) && ctx->target_version >= NV2)
812             {
813                 if(ctx->cur_vs_args->super.clip_enabled)
814                     clip_limit = gl_info->limits.clipplanes;
815                 else
816                     clip_limit = 0;
817             }
818             else
819             {
820                 unsigned int mask = ctx->cur_vs_args->clip.boolclip.clipplane_mask;
821                 clip_limit = min(count_bits(mask), 4);
822             }
823             *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
824             max_constantsF -= *num_clipplanes;
825             if(*num_clipplanes < clip_limit)
826             {
827                 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes, gl_info->limits.clipplanes);
828             }
829         }
830         else
831         {
832             if (ctx->target_version >= NV2) *num_clipplanes = gl_info->limits.clipplanes;
833             else *num_clipplanes = min(gl_info->limits.clipplanes, 4);
834         }
835     }
836
837     for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
838     {
839         if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i);
840     }
841
842     for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
843     {
844         if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i);
845     }
846
847     if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
848     {
849         for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
850         {
851             if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i);
852         }
853     }
854
855     if (!shader->load_local_constsF)
856     {
857         LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
858         {
859             const float *value;
860             value = (const float *)lconst->value;
861             shader_addline(buffer, "PARAM C%u = {%.8e, %.8e, %.8e, %.8e};\n", lconst->idx,
862                            value[0], value[1], value[2], value[3]);
863         }
864     }
865
866     /* After subtracting privately used constants from the hardware limit(they are loaded as
867      * local constants), make sure the shader doesn't violate the env constant limit
868      */
869     if(pshader)
870     {
871         max_constantsF = min(max_constantsF, gl_info->limits.arb_ps_float_constants);
872     }
873     else
874     {
875         max_constantsF = min(max_constantsF, gl_info->limits.arb_vs_float_constants);
876     }
877
878     /* Avoid declaring more constants than needed */
879     max_constantsF = min(max_constantsF, shader->limits.constant_float);
880
881     /* we use the array-based constants array if the local constants are marked for loading,
882      * because then we use indirect addressing, or when the local constant list is empty,
883      * because then we don't know if we're using indirect addressing or not. If we're hardcoding
884      * local constants do not declare the loaded constants as an array because ARB compilers usually
885      * do not optimize unused constants away
886      */
887     if (reg_maps->usesrelconstF)
888     {
889         /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
890         shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
891                     max_constantsF, max_constantsF - 1);
892     } else {
893         for(i = 0; i < max_constantsF; i++) {
894             DWORD idx, mask;
895             idx = i >> 5;
896             mask = 1 << (i & 0x1f);
897             if (!shader_constant_is_local(shader, i) && (reg_maps->constf[idx] & mask))
898             {
899                 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
900             }
901         }
902     }
903 }
904
905 static const char * const shift_tab[] = {
906     "dummy",     /*  0 (none) */
907     "coefmul.x", /*  1 (x2)   */
908     "coefmul.y", /*  2 (x4)   */
909     "coefmul.z", /*  3 (x8)   */
910     "coefmul.w", /*  4 (x16)  */
911     "dummy",     /*  5 (x32)  */
912     "dummy",     /*  6 (x64)  */
913     "dummy",     /*  7 (x128) */
914     "dummy",     /*  8 (d256) */
915     "dummy",     /*  9 (d128) */
916     "dummy",     /* 10 (d64)  */
917     "dummy",     /* 11 (d32)  */
918     "coefdiv.w", /* 12 (d16)  */
919     "coefdiv.z", /* 13 (d8)   */
920     "coefdiv.y", /* 14 (d4)   */
921     "coefdiv.x"  /* 15 (d2)   */
922 };
923
924 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
925         const struct wined3d_shader_dst_param *dst, char *write_mask)
926 {
927     char *ptr = write_mask;
928
929     if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
930     {
931         *ptr++ = '.';
932         if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
933         if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
934         if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
935         if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
936     }
937
938     *ptr = '\0';
939 }
940
941 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
942 {
943     /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
944      * but addressed as "rgba". To fix this we need to swap the register's x
945      * and z components. */
946     const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
947     char *ptr = swizzle_str;
948
949     /* swizzle bits fields: wwzzyyxx */
950     DWORD swizzle = param->swizzle;
951     DWORD swizzle_x = swizzle & 0x03;
952     DWORD swizzle_y = (swizzle >> 2) & 0x03;
953     DWORD swizzle_z = (swizzle >> 4) & 0x03;
954     DWORD swizzle_w = (swizzle >> 6) & 0x03;
955
956     /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
957      * generate a swizzle string. Unless we need to our own swizzling. */
958     if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
959     {
960         *ptr++ = '.';
961         if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
962             *ptr++ = swizzle_chars[swizzle_x];
963         } else {
964             *ptr++ = swizzle_chars[swizzle_x];
965             *ptr++ = swizzle_chars[swizzle_y];
966             *ptr++ = swizzle_chars[swizzle_z];
967             *ptr++ = swizzle_chars[swizzle_w];
968         }
969     }
970
971     *ptr = '\0';
972 }
973
974 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
975 {
976     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
977     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
978
979     if (!strcmp(priv->addr_reg, src)) return;
980
981     strcpy(priv->addr_reg, src);
982     shader_addline(buffer, "ARL A0.x, %s;\n", src);
983 }
984
985 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
986         const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
987
988 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
989         const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
990 {
991     /* oPos, oFog and oPts in D3D */
992     static const char * const rastout_reg_names[] = {"TMP_OUT", "TMP_FOGCOORD", "result.pointsize"};
993     const struct wined3d_shader *shader = ins->ctx->shader;
994     const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
995     BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
996     struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
997
998     *is_color = FALSE;
999
1000     switch (reg->type)
1001     {
1002         case WINED3DSPR_TEMP:
1003             sprintf(register_name, "R%u", reg->idx[0].offset);
1004             break;
1005
1006         case WINED3DSPR_INPUT:
1007             if (pshader)
1008             {
1009                 if (reg_maps->shader_version.major < 3)
1010                 {
1011                     if (!reg->idx[0].offset)
1012                         strcpy(register_name, "fragment.color.primary");
1013                     else
1014                         strcpy(register_name, "fragment.color.secondary");
1015                 }
1016                 else
1017                 {
1018                     if (reg->idx[0].rel_addr)
1019                     {
1020                         char rel_reg[50];
1021                         shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1022
1023                         if (!strcmp(rel_reg, "**aL_emul**"))
1024                         {
1025                             DWORD idx = ctx->aL + reg->idx[0].offset;
1026                             if(idx < MAX_REG_INPUT)
1027                             {
1028                                 strcpy(register_name, ctx->ps_input[idx]);
1029                             }
1030                             else
1031                             {
1032                                 ERR("Pixel shader input register out of bounds: %u\n", idx);
1033                                 sprintf(register_name, "out_of_bounds_%u", idx);
1034                             }
1035                         }
1036                         else if (reg_maps->input_registers & 0x0300)
1037                         {
1038                             /* There are two ways basically:
1039                              *
1040                              * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
1041                              *    That means trouble if the loop also contains a breakc or if the control values
1042                              *    aren't local constants.
1043                              * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
1044                              *    source dynamically. The trouble is that we cannot simply read aL.y because it
1045                              *    is an ADDRESS register. We could however push it, load .zw with a value and use
1046                              *    ADAC to load the condition code register and pop it again afterwards
1047                              */
1048                             FIXME("Relative input register addressing with more than 8 registers\n");
1049
1050                             /* This is better than nothing for now */
1051                             sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1052                         }
1053                         else if(ctx->cur_ps_args->super.vp_mode != vertexshader)
1054                         {
1055                             /* This is problematic because we'd have to consult the ctx->ps_input strings
1056                              * for where to find the varying. Some may be "0.0", others can be texcoords or
1057                              * colors. This needs either a pipeline replacement to make the vertex shader feed
1058                              * proper varyings, or loop unrolling
1059                              *
1060                              * For now use the texcoords and hope for the best
1061                              */
1062                             FIXME("Non-vertex shader varying input with indirect addressing\n");
1063                             sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1064                         }
1065                         else
1066                         {
1067                             /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
1068                              * pulls GL_NV_fragment_program2 in
1069                              */
1070                             sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1071                         }
1072                     }
1073                     else
1074                     {
1075                         if (reg->idx[0].offset < MAX_REG_INPUT)
1076                         {
1077                             strcpy(register_name, ctx->ps_input[reg->idx[0].offset]);
1078                         }
1079                         else
1080                         {
1081                             ERR("Pixel shader input register out of bounds: %u\n", reg->idx[0].offset);
1082                             sprintf(register_name, "out_of_bounds_%u", reg->idx[0].offset);
1083                         }
1084                     }
1085                 }
1086             }
1087             else
1088             {
1089                 if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx[0].offset))
1090                     *is_color = TRUE;
1091                 sprintf(register_name, "vertex.attrib[%u]", reg->idx[0].offset);
1092             }
1093             break;
1094
1095         case WINED3DSPR_CONST:
1096             if (!pshader && reg->idx[0].rel_addr)
1097             {
1098                 const struct arb_vshader_private *shader_data = shader->backend_data;
1099                 UINT rel_offset = shader_data->rel_offset;
1100                 BOOL aL = FALSE;
1101                 char rel_reg[50];
1102                 if (reg_maps->shader_version.major < 2)
1103                 {
1104                     sprintf(rel_reg, "A0.x");
1105                 }
1106                 else
1107                 {
1108                     shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1109                     if (ctx->target_version == ARB)
1110                     {
1111                         if (!strcmp(rel_reg, "**aL_emul**"))
1112                         {
1113                             aL = TRUE;
1114                         } else {
1115                             shader_arb_request_a0(ins, rel_reg);
1116                             sprintf(rel_reg, "A0.x");
1117                         }
1118                     }
1119                 }
1120                 if (aL)
1121                     sprintf(register_name, "C[%u]", ctx->aL + reg->idx[0].offset);
1122                 else if (reg->idx[0].offset >= rel_offset)
1123                     sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx[0].offset - rel_offset);
1124                 else
1125                     sprintf(register_name, "C[%s - %u]", rel_reg, rel_offset - reg->idx[0].offset);
1126             }
1127             else
1128             {
1129                 if (reg_maps->usesrelconstF)
1130                     sprintf(register_name, "C[%u]", reg->idx[0].offset);
1131                 else
1132                     sprintf(register_name, "C%u", reg->idx[0].offset);
1133             }
1134             break;
1135
1136         case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1137             if (pshader)
1138             {
1139                 if (reg_maps->shader_version.major == 1
1140                         && reg_maps->shader_version.minor <= 3)
1141                     /* In ps <= 1.3, Tx is a temporary register as destination
1142                      * to all instructions, and as source to most instructions.
1143                      * For some instructions it is the texcoord input. Those
1144                      * instructions know about the special use. */
1145                     sprintf(register_name, "T%u", reg->idx[0].offset);
1146                 else
1147                     /* In ps 1.4 and 2.x Tx is always a (read-only) varying. */
1148                     sprintf(register_name, "fragment.texcoord[%u]", reg->idx[0].offset);
1149             }
1150             else
1151             {
1152                 if (reg_maps->shader_version.major == 1 || ctx->target_version >= NV2)
1153                     sprintf(register_name, "A%u", reg->idx[0].offset);
1154                 else
1155                     sprintf(register_name, "A%u_SHADOW", reg->idx[0].offset);
1156             }
1157             break;
1158
1159         case WINED3DSPR_COLOROUT:
1160             if (ctx->cur_ps_args->super.srgb_correction && !reg->idx[0].offset)
1161             {
1162                 strcpy(register_name, "TMP_COLOR");
1163             }
1164             else
1165             {
1166                 if (ctx->cur_ps_args->super.srgb_correction)
1167                     FIXME("sRGB correction on higher render targets.\n");
1168                 if (reg_maps->rt_mask > 1)
1169                     sprintf(register_name, "result.color[%u]", reg->idx[0].offset);
1170                 else
1171                     strcpy(register_name, "result.color");
1172             }
1173             break;
1174
1175         case WINED3DSPR_RASTOUT:
1176             if (reg->idx[0].offset == 1)
1177                 sprintf(register_name, "%s", ctx->fog_output);
1178             else
1179                 sprintf(register_name, "%s", rastout_reg_names[reg->idx[0].offset]);
1180             break;
1181
1182         case WINED3DSPR_DEPTHOUT:
1183             strcpy(register_name, "result.depth");
1184             break;
1185
1186         case WINED3DSPR_ATTROUT:
1187         /* case WINED3DSPR_OUTPUT: */
1188             if (pshader)
1189                 sprintf(register_name, "oD[%u]", reg->idx[0].offset);
1190             else
1191                 strcpy(register_name, ctx->color_output[reg->idx[0].offset]);
1192             break;
1193
1194         case WINED3DSPR_TEXCRDOUT:
1195             if (pshader)
1196                 sprintf(register_name, "oT[%u]", reg->idx[0].offset);
1197             else if (reg_maps->shader_version.major < 3)
1198                 strcpy(register_name, ctx->texcrd_output[reg->idx[0].offset]);
1199             else
1200                 strcpy(register_name, ctx->vs_output[reg->idx[0].offset]);
1201             break;
1202
1203         case WINED3DSPR_LOOP:
1204             if(ctx->target_version >= NV2)
1205             {
1206                 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1207                 if(pshader) sprintf(register_name, "A0.x");
1208                 else sprintf(register_name, "aL.y");
1209             }
1210             else
1211             {
1212                 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1213                  * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1214                  * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1215                  * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1216                  * indexing
1217                  */
1218                 sprintf(register_name, "**aL_emul**");
1219             }
1220
1221             break;
1222
1223         case WINED3DSPR_CONSTINT:
1224             sprintf(register_name, "I%u", reg->idx[0].offset);
1225             break;
1226
1227         case WINED3DSPR_MISCTYPE:
1228             if (!reg->idx[0].offset)
1229                 sprintf(register_name, "vpos");
1230             else if (reg->idx[0].offset == 1)
1231                 sprintf(register_name, "fragment.facing.x");
1232             else
1233                 FIXME("Unknown MISCTYPE register index %u.\n", reg->idx[0].offset);
1234             break;
1235
1236         default:
1237             FIXME("Unhandled register type %#x[%u].\n", reg->type, reg->idx[0].offset);
1238             sprintf(register_name, "unrecognized_register[%u]", reg->idx[0].offset);
1239             break;
1240     }
1241 }
1242
1243 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
1244         const struct wined3d_shader_dst_param *wined3d_dst, char *str)
1245 {
1246     char register_name[255];
1247     char write_mask[6];
1248     BOOL is_color;
1249
1250     shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
1251     strcpy(str, register_name);
1252
1253     shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
1254     strcat(str, write_mask);
1255 }
1256
1257 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
1258 {
1259     switch(channel_source)
1260     {
1261         case CHANNEL_SOURCE_ZERO: return "0";
1262         case CHANNEL_SOURCE_ONE: return "1";
1263         case CHANNEL_SOURCE_X: return "x";
1264         case CHANNEL_SOURCE_Y: return "y";
1265         case CHANNEL_SOURCE_Z: return "z";
1266         case CHANNEL_SOURCE_W: return "w";
1267         default:
1268             FIXME("Unhandled channel source %#x\n", channel_source);
1269             return "undefined";
1270     }
1271 }
1272
1273 static void gen_color_correction(struct wined3d_shader_buffer *buffer, const char *reg,
1274         DWORD dst_mask, const char *one, const char *two, struct color_fixup_desc fixup)
1275 {
1276     DWORD mask;
1277
1278     if (is_complex_fixup(fixup))
1279     {
1280         enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1281         FIXME("Complex fixup (%#x) not supported\n", complex_fixup);
1282         return;
1283     }
1284
1285     mask = 0;
1286     if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1287     if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1288     if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1289     if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1290     mask &= dst_mask;
1291
1292     if (mask)
1293     {
1294         shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
1295                 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
1296                 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
1297     }
1298
1299     mask = 0;
1300     if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
1301     if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
1302     if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
1303     if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
1304     mask &= dst_mask;
1305
1306     if (mask)
1307     {
1308         char reg_mask[6];
1309         char *ptr = reg_mask;
1310
1311         if (mask != WINED3DSP_WRITEMASK_ALL)
1312         {
1313             *ptr++ = '.';
1314             if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
1315             if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
1316             if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
1317             if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
1318         }
1319         *ptr = '\0';
1320
1321         shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
1322     }
1323 }
1324
1325 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1326 {
1327     DWORD mod;
1328     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1329     if (!ins->dst_count) return "";
1330
1331     mod = ins->dst[0].modifiers;
1332
1333     /* Silently ignore PARTIALPRECISION if its not supported */
1334     if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1335
1336     if(mod & WINED3DSPDM_MSAMPCENTROID)
1337     {
1338         FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1339         mod &= ~WINED3DSPDM_MSAMPCENTROID;
1340     }
1341
1342     switch(mod)
1343     {
1344         case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1345             return "H_SAT";
1346
1347         case WINED3DSPDM_SATURATE:
1348             return "_SAT";
1349
1350         case WINED3DSPDM_PARTIALPRECISION:
1351             return "H";
1352
1353         case 0:
1354             return "";
1355
1356         default:
1357             FIXME("Unknown modifiers 0x%08x\n", mod);
1358             return "";
1359     }
1360 }
1361
1362 #define TEX_PROJ        0x1
1363 #define TEX_BIAS        0x2
1364 #define TEX_LOD         0x4
1365 #define TEX_DERIV       0x10
1366
1367 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
1368         const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1369 {
1370     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1371     DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
1372     const char *tex_type;
1373     BOOL np2_fixup = FALSE;
1374     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1375     const char *mod;
1376     BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1377     const struct wined3d_shader *shader;
1378     const struct wined3d_device *device;
1379     const struct wined3d_gl_info *gl_info;
1380
1381     /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1382     if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
1383
1384     switch(sampler_type) {
1385         case WINED3DSTT_1D:
1386             tex_type = "1D";
1387             break;
1388
1389         case WINED3DSTT_2D:
1390             shader = ins->ctx->shader;
1391             device = shader->device;
1392             gl_info = &device->adapter->gl_info;
1393
1394             if (pshader && priv->cur_ps_args->super.np2_fixup & (1 << sampler_idx)
1395                     && gl_info->supported[ARB_TEXTURE_RECTANGLE])
1396                 tex_type = "RECT";
1397             else
1398                 tex_type = "2D";
1399             if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1400             {
1401                 if (priv->cur_np2fixup_info->super.active & (1 << sampler_idx))
1402                 {
1403                     if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1404                     else np2_fixup = TRUE;
1405                 }
1406             }
1407             break;
1408
1409         case WINED3DSTT_VOLUME:
1410             tex_type = "3D";
1411             break;
1412
1413         case WINED3DSTT_CUBE:
1414             tex_type = "CUBE";
1415             break;
1416
1417         default:
1418             ERR("Unexpected texture type %d\n", sampler_type);
1419             tex_type = "";
1420     }
1421
1422     /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1423      * so don't use shader_arb_get_modifier
1424      */
1425     if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1426     else mod = "";
1427
1428     /* Fragment samplers always have indentity mapping */
1429     if(sampler_idx >= MAX_FRAGMENT_SAMPLERS)
1430     {
1431         sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
1432     }
1433
1434     if (flags & TEX_DERIV)
1435     {
1436         if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n");
1437         if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n");
1438         shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1439                        dsx, dsy,sampler_idx, tex_type);
1440     }
1441     else if(flags & TEX_LOD)
1442     {
1443         if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1444         if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1445         shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1446                        sampler_idx, tex_type);
1447     }
1448     else if (flags & TEX_BIAS)
1449     {
1450         /* Shouldn't be possible, but let's check for it */
1451         if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1452         /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1453         shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1454     }
1455     else if (flags & TEX_PROJ)
1456     {
1457         shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1458     }
1459     else
1460     {
1461         if (np2_fixup)
1462         {
1463             const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
1464             shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
1465                            (idx % 2) ? "zwxy" : "xyzw", coord_reg);
1466
1467             shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, dst_str, sampler_idx, tex_type);
1468         }
1469         else
1470             shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1471     }
1472
1473     if (pshader)
1474     {
1475         gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
1476                 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_ONE),
1477                 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_TWO),
1478                 priv->cur_ps_args->super.color_fixup[sampler_idx]);
1479     }
1480 }
1481
1482 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1483         const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1484 {
1485     /* Generate a line that does the input modifier computation and return the input register to use */
1486     BOOL is_color = FALSE;
1487     char regstr[256];
1488     char swzstr[20];
1489     int insert_line;
1490     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1491     struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1492     const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
1493     const char *two = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_TWO);
1494
1495     /* Assume a new line will be added */
1496     insert_line = 1;
1497
1498     /* Get register name */
1499     shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1500     shader_arb_get_swizzle(src, is_color, swzstr);
1501
1502     switch (src->modifiers)
1503     {
1504     case WINED3DSPSM_NONE:
1505         sprintf(outregstr, "%s%s", regstr, swzstr);
1506         insert_line = 0;
1507         break;
1508     case WINED3DSPSM_NEG:
1509         sprintf(outregstr, "-%s%s", regstr, swzstr);
1510         insert_line = 0;
1511         break;
1512     case WINED3DSPSM_BIAS:
1513         shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1514         break;
1515     case WINED3DSPSM_BIASNEG:
1516         shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1517         break;
1518     case WINED3DSPSM_SIGN:
1519         shader_addline(buffer, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg, regstr, two, one);
1520         break;
1521     case WINED3DSPSM_SIGNNEG:
1522         shader_addline(buffer, "MAD T%c, %s, -%s, %s;\n", 'A' + tmpreg, regstr, two, one);
1523         break;
1524     case WINED3DSPSM_COMP:
1525         shader_addline(buffer, "SUB T%c, %s, %s;\n", 'A' + tmpreg, one, regstr);
1526         break;
1527     case WINED3DSPSM_X2:
1528         shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1529         break;
1530     case WINED3DSPSM_X2NEG:
1531         shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1532         break;
1533     case WINED3DSPSM_DZ:
1534         shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1535         shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1536         break;
1537     case WINED3DSPSM_DW:
1538         shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1539         shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1540         break;
1541     case WINED3DSPSM_ABS:
1542         if(ctx->target_version >= NV2) {
1543             sprintf(outregstr, "|%s%s|", regstr, swzstr);
1544             insert_line = 0;
1545         } else {
1546             shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1547         }
1548         break;
1549     case WINED3DSPSM_ABSNEG:
1550         if(ctx->target_version >= NV2) {
1551             sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1552         } else {
1553             shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1554             sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1555         }
1556         insert_line = 0;
1557         break;
1558     default:
1559         sprintf(outregstr, "%s%s", regstr, swzstr);
1560         insert_line = 0;
1561     }
1562
1563     /* Return modified or original register, with swizzle */
1564     if (insert_line)
1565         sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1566 }
1567
1568 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1569 {
1570     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1571     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1572     DWORD sampler_code = dst->reg.idx[0].offset;
1573     char dst_name[50];
1574     char src_name[2][50];
1575
1576     shader_arb_get_dst_param(ins, dst, dst_name);
1577
1578     /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1579      *
1580      * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1581      * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1582      * temps is done.
1583      */
1584     shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1585     shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1586     shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1587     shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1588     shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1589
1590     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1591     shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1592 }
1593
1594 static DWORD negate_modifiers(DWORD mod, char *extra_char)
1595 {
1596     *extra_char = ' ';
1597     switch(mod)
1598     {
1599         case WINED3DSPSM_NONE:      return WINED3DSPSM_NEG;
1600         case WINED3DSPSM_NEG:       return WINED3DSPSM_NONE;
1601         case WINED3DSPSM_BIAS:      return WINED3DSPSM_BIASNEG;
1602         case WINED3DSPSM_BIASNEG:   return WINED3DSPSM_BIAS;
1603         case WINED3DSPSM_SIGN:      return WINED3DSPSM_SIGNNEG;
1604         case WINED3DSPSM_SIGNNEG:   return WINED3DSPSM_SIGN;
1605         case WINED3DSPSM_COMP:      *extra_char = '-'; return WINED3DSPSM_COMP;
1606         case WINED3DSPSM_X2:        return WINED3DSPSM_X2NEG;
1607         case WINED3DSPSM_X2NEG:     return WINED3DSPSM_X2;
1608         case WINED3DSPSM_DZ:        *extra_char = '-'; return WINED3DSPSM_DZ;
1609         case WINED3DSPSM_DW:        *extra_char = '-'; return WINED3DSPSM_DW;
1610         case WINED3DSPSM_ABS:       return WINED3DSPSM_ABSNEG;
1611         case WINED3DSPSM_ABSNEG:    return WINED3DSPSM_ABS;
1612     }
1613     FIXME("Unknown modifier %u\n", mod);
1614     return mod;
1615 }
1616
1617 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1618 {
1619     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1620     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1621     char dst_name[50];
1622     char src_name[3][50];
1623     DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1624             ins->ctx->reg_maps->shader_version.minor);
1625
1626     shader_arb_get_dst_param(ins, dst, dst_name);
1627     shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1628
1629     /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
1630     if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue)
1631     {
1632         shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1633     }
1634     else
1635     {
1636         struct wined3d_shader_src_param src0_copy = ins->src[0];
1637         char extra_neg;
1638
1639         /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1640         src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
1641
1642         shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
1643         shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1644         shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
1645         shader_addline(buffer, "CMP%s %s, TA, %s, %s;\n", shader_arb_get_modifier(ins),
1646                 dst_name, src_name[1], src_name[2]);
1647     }
1648 }
1649
1650 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1651 {
1652     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1653     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1654     char dst_name[50];
1655     char src_name[3][50];
1656
1657     shader_arb_get_dst_param(ins, dst, dst_name);
1658
1659     /* Generate input register names (with modifiers) */
1660     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1661     shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1662     shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1663
1664     shader_addline(buffer, "CMP%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1665             dst_name, src_name[0], src_name[2], src_name[1]);
1666 }
1667
1668 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1669  * dst = dot2(src0, src1) + src2 */
1670 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1671 {
1672     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1673     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1674     char dst_name[50];
1675     char src_name[3][50];
1676     struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1677
1678     shader_arb_get_dst_param(ins, dst, dst_name);
1679     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1680     shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1681
1682     if(ctx->target_version >= NV3)
1683     {
1684         /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1685         shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1686         shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1687                        dst_name, src_name[0], src_name[1], src_name[2]);
1688     }
1689     else if(ctx->target_version >= NV2)
1690     {
1691         /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1692          * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1693          * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1694          * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1695          *
1696          * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1697          *
1698          * .xyxy and other swizzles that we could get with this are not valid in
1699          * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1700          */
1701         struct wined3d_shader_src_param tmp_param = ins->src[1];
1702         DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1703         tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1704
1705         shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1706
1707         shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1708                        dst_name, src_name[2], src_name[0], src_name[1]);
1709     }
1710     else
1711     {
1712         shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1713         /* Emulate a DP2 with a DP3 and 0.0. Don't use the dest as temp register, it could be src[1] or src[2]
1714         * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1715         */
1716         shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1717         shader_addline(buffer, "MOV TA.z, 0.0;\n");
1718         shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1719         shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1720     }
1721 }
1722
1723 /* Map the opcode 1-to-1 to the GL code */
1724 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1725 {
1726     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1727     const char *instruction;
1728     char arguments[256], dst_str[50];
1729     unsigned int i;
1730     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1731
1732     switch (ins->handler_idx)
1733     {
1734         case WINED3DSIH_ABS: instruction = "ABS"; break;
1735         case WINED3DSIH_ADD: instruction = "ADD"; break;
1736         case WINED3DSIH_CRS: instruction = "XPD"; break;
1737         case WINED3DSIH_DP3: instruction = "DP3"; break;
1738         case WINED3DSIH_DP4: instruction = "DP4"; break;
1739         case WINED3DSIH_DST: instruction = "DST"; break;
1740         case WINED3DSIH_FRC: instruction = "FRC"; break;
1741         case WINED3DSIH_LIT: instruction = "LIT"; break;
1742         case WINED3DSIH_LRP: instruction = "LRP"; break;
1743         case WINED3DSIH_MAD: instruction = "MAD"; break;
1744         case WINED3DSIH_MAX: instruction = "MAX"; break;
1745         case WINED3DSIH_MIN: instruction = "MIN"; break;
1746         case WINED3DSIH_MOV: instruction = "MOV"; break;
1747         case WINED3DSIH_MUL: instruction = "MUL"; break;
1748         case WINED3DSIH_SGE: instruction = "SGE"; break;
1749         case WINED3DSIH_SLT: instruction = "SLT"; break;
1750         case WINED3DSIH_SUB: instruction = "SUB"; break;
1751         case WINED3DSIH_MOVA:instruction = "ARR"; break;
1752         case WINED3DSIH_DSX: instruction = "DDX"; break;
1753         default: instruction = "";
1754             FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1755             break;
1756     }
1757
1758     /* Note that shader_arb_add_dst_param() adds spaces. */
1759     arguments[0] = '\0';
1760     shader_arb_get_dst_param(ins, dst, dst_str);
1761     for (i = 0; i < ins->src_count; ++i)
1762     {
1763         char operand[100];
1764         strcat(arguments, ", ");
1765         shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1766         strcat(arguments, operand);
1767     }
1768     shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1769 }
1770
1771 static void shader_hw_nop(const struct wined3d_shader_instruction *ins) {}
1772
1773 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1774 {
1775     const struct wined3d_shader *shader = ins->ctx->shader;
1776     const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1777     BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1778     struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1779     const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
1780     const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
1781     const char *two = arb_get_helper_value(reg_maps->shader_version.type, ARB_TWO);
1782
1783     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1784     char src0_param[256];
1785
1786     if (ins->handler_idx == WINED3DSIH_MOVA)
1787     {
1788         const struct arb_vshader_private *shader_data = shader->backend_data;
1789         char write_mask[6];
1790         const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1791
1792         if(ctx->target_version >= NV2) {
1793             shader_hw_map2gl(ins);
1794             return;
1795         }
1796         shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1797         shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1798
1799         /* This implements the mova formula used in GLSL. The first two instructions
1800          * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1801          * in this case:
1802          * mova A0.x, 0.0
1803          *
1804          * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1805          *
1806          * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1807          * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1808          */
1809         shader_addline(buffer, "SGE A0_SHADOW%s, %s, %s;\n", write_mask, src0_param, zero);
1810         shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask, two, one);
1811
1812         shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1813         shader_addline(buffer, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask);
1814         shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1815         if (shader_data->rel_offset)
1816         {
1817             shader_addline(buffer, "ADD TA%s, TA, %s;\n", write_mask, offset);
1818         }
1819         shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1820
1821         ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1822     }
1823     else if (reg_maps->shader_version.major == 1
1824           && !shader_is_pshader_version(reg_maps->shader_version.type)
1825           && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1826     {
1827         const struct arb_vshader_private *shader_data = shader->backend_data;
1828         src0_param[0] = '\0';
1829
1830         if (shader_data->rel_offset)
1831         {
1832             const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1833             shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1834             shader_addline(buffer, "ADD TA.x, %s, %s;\n", src0_param, offset);
1835             shader_addline(buffer, "ARL A0.x, TA.x;\n");
1836         }
1837         else
1838         {
1839             /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1840              * with more than one component. Thus replicate the first source argument over all
1841              * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1842             struct wined3d_shader_src_param tmp_src = ins->src[0];
1843             tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1844             shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1845             shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1846         }
1847     }
1848     else if (ins->dst[0].reg.type == WINED3DSPR_COLOROUT && !ins->dst[0].reg.idx[0].offset && pshader)
1849     {
1850         if (ctx->cur_ps_args->super.srgb_correction && shader->u.ps.color0_mov)
1851         {
1852             shader_addline(buffer, "#mov handled in srgb write code\n");
1853             return;
1854         }
1855         shader_hw_map2gl(ins);
1856     }
1857     else
1858     {
1859         shader_hw_map2gl(ins);
1860     }
1861 }
1862
1863 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1864 {
1865     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1866     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1867     char reg_dest[40];
1868
1869     /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1870      * but >= 2.0 honors it (undocumented, but tested by the d3d9 testsuite)
1871      */
1872     shader_arb_get_dst_param(ins, dst, reg_dest);
1873
1874     if (ins->ctx->reg_maps->shader_version.major >= 2)
1875     {
1876         const char *kilsrc = "TA";
1877         BOOL is_color;
1878
1879         shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
1880         if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
1881         {
1882             kilsrc = reg_dest;
1883         }
1884         else
1885         {
1886             /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1887              * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1888              * masked out components to 0(won't kill)
1889              */
1890             char x = '0', y = '0', z = '0', w = '0';
1891             if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
1892             if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
1893             if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
1894             if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
1895             shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
1896         }
1897         shader_addline(buffer, "KIL %s;\n", kilsrc);
1898     }
1899     else
1900     {
1901         /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1902          * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1903          *
1904          * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1905          * or pass in any temporary register(in shader phase 2)
1906          */
1907         if (ins->ctx->reg_maps->shader_version.minor <= 3)
1908             sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx[0].offset);
1909         else
1910             shader_arb_get_dst_param(ins, dst, reg_dest);
1911         shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1912         shader_addline(buffer, "KIL TA;\n");
1913     }
1914 }
1915
1916 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1917 {
1918     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1919     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1920     DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1921             ins->ctx->reg_maps->shader_version.minor);
1922     struct wined3d_shader_src_param src;
1923
1924     char reg_dest[40];
1925     char reg_coord[40];
1926     DWORD reg_sampler_code;
1927     WORD myflags = 0;
1928     BOOL swizzle_coord = FALSE;
1929
1930     /* All versions have a destination register */
1931     shader_arb_get_dst_param(ins, dst, reg_dest);
1932
1933     /* 1.0-1.4: Use destination register number as texture code.
1934        2.0+: Use provided sampler number as texure code. */
1935     if (shader_version < WINED3D_SHADER_VERSION(2,0))
1936         reg_sampler_code = dst->reg.idx[0].offset;
1937     else
1938         reg_sampler_code = ins->src[1].reg.idx[0].offset;
1939
1940     /* 1.0-1.3: Use the texcoord varying.
1941        1.4+: Use provided coordinate source register. */
1942     if (shader_version < WINED3D_SHADER_VERSION(1,4))
1943         sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
1944     else {
1945         /* TEX is the only instruction that can handle DW and DZ natively */
1946         src = ins->src[0];
1947         if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
1948         if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
1949         shader_arb_get_src_param(ins, &src, 0, reg_coord);
1950     }
1951
1952     /* projection flag:
1953      * 1.1, 1.2, 1.3: Use WINED3D_TSS_TEXTURETRANSFORMFLAGS
1954      * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1955      * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1956      */
1957     if (shader_version < WINED3D_SHADER_VERSION(1,4))
1958     {
1959         DWORD flags = 0;
1960         if (reg_sampler_code < MAX_TEXTURES)
1961             flags = priv->cur_ps_args->super.tex_transform >> reg_sampler_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
1962         if (flags & WINED3D_PSARGS_PROJECTED)
1963         {
1964             myflags |= TEX_PROJ;
1965             if ((flags & ~WINED3D_PSARGS_PROJECTED) == WINED3D_TTFF_COUNT3)
1966                 swizzle_coord = TRUE;
1967         }
1968     }
1969     else if (shader_version < WINED3D_SHADER_VERSION(2,0))
1970     {
1971         enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
1972         if (src_mod == WINED3DSPSM_DZ)
1973         {
1974             swizzle_coord = TRUE;
1975             myflags |= TEX_PROJ;
1976         } else if(src_mod == WINED3DSPSM_DW) {
1977             myflags |= TEX_PROJ;
1978         }
1979     } else {
1980         if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
1981         if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
1982     }
1983
1984     if (swizzle_coord)
1985     {
1986         /* TXP cannot handle DZ natively, so move the z coordinate to .w.
1987          * reg_coord is a read-only varying register, so we need a temp reg */
1988         shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
1989         strcpy(reg_coord, "TA");
1990     }
1991
1992     shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
1993 }
1994
1995 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
1996 {
1997     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1998     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1999     DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2000             ins->ctx->reg_maps->shader_version.minor);
2001     char dst_str[50];
2002
2003     if (shader_version < WINED3D_SHADER_VERSION(1,4))
2004     {
2005         DWORD reg = dst->reg.idx[0].offset;
2006
2007         shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2008         shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
2009     } else {
2010         char reg_src[40];
2011
2012         shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
2013         shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2014         shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
2015     }
2016 }
2017
2018 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
2019 {
2020      struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2021      DWORD flags = 0;
2022
2023      DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2024      char dst_str[50];
2025      char src_str[50];
2026
2027      /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
2028      shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2029      shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2030      /* Move .x first in case src_str is "TA" */
2031      shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
2032      shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
2033      if (reg1 < MAX_TEXTURES)
2034      {
2035          struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2036          flags = priv->cur_ps_args->super.tex_transform >> reg1 * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2037      }
2038      shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2039 }
2040
2041 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
2042 {
2043      struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2044
2045      DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2046      char dst_str[50];
2047      char src_str[50];
2048
2049      /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
2050      shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2051      shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2052      shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
2053      shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
2054      shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
2055 }
2056
2057 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
2058 {
2059     DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2060     char dst_str[50];
2061     char src_str[50];
2062
2063     /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
2064     shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2065     shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2066     shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
2067 }
2068
2069 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
2070 {
2071     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2072     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2073     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2074     char reg_coord[40], dst_reg[50], src_reg[50];
2075     DWORD reg_dest_code;
2076
2077     /* All versions have a destination register. The Tx where the texture coordinates come
2078      * from is the varying incarnation of the texture register
2079      */
2080     reg_dest_code = dst->reg.idx[0].offset;
2081     shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
2082     shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
2083     sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
2084
2085     /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
2086      * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
2087      *
2088      * GL_NV_fragment_program_option could handle this in one instruction via X2D:
2089      * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
2090      *
2091      * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
2092      * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
2093      * extension.
2094      */
2095     shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
2096     shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
2097     shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
2098     shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
2099
2100     /* with projective textures, texbem only divides the static texture coord, not the displacement,
2101      * so we can't let the GL handle this.
2102      */
2103     if ((priv->cur_ps_args->super.tex_transform >> reg_dest_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
2104             & WINED3D_PSARGS_PROJECTED)
2105     {
2106         shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
2107         shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
2108         shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
2109     } else {
2110         shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
2111     }
2112
2113     shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
2114
2115     if (ins->handler_idx == WINED3DSIH_TEXBEML)
2116     {
2117         /* No src swizzles are allowed, so this is ok */
2118         shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
2119                        src_reg, reg_dest_code, reg_dest_code);
2120         shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
2121     }
2122 }
2123
2124 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
2125 {
2126     DWORD reg = ins->dst[0].reg.idx[0].offset;
2127     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2128     char src0_name[50], dst_name[50];
2129     BOOL is_color;
2130     struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2131
2132     shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2133     /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2134      * T<reg+1> register. Use this register to store the calculated vector
2135      */
2136     tmp_reg.idx[0].offset = reg + 1;
2137     shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2138     shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2139 }
2140
2141 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
2142 {
2143     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2144     DWORD flags;
2145     DWORD reg = ins->dst[0].reg.idx[0].offset;
2146     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2147     char dst_str[50];
2148     char src0_name[50];
2149     char dst_reg[50];
2150     BOOL is_color;
2151
2152     /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2153     shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2154
2155     shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2156     shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2157     shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2158     flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2159     shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2160 }
2161
2162 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
2163 {
2164     struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2165     DWORD reg = ins->dst[0].reg.idx[0].offset;
2166     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2167     char src0_name[50], dst_name[50];
2168     struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2169     BOOL is_color;
2170
2171     /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2172      * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2173      * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2174      */
2175     tmp_reg.idx[0].offset = reg + 2 - tex_mx->current_row;
2176     shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2177
2178     shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2179     shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2180                    dst_name, 'x' + tex_mx->current_row, reg, src0_name);
2181     tex_mx->texcoord_w[tex_mx->current_row++] = reg;
2182 }
2183
2184 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
2185 {
2186     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2187     struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2188     DWORD flags;
2189     DWORD reg = ins->dst[0].reg.idx[0].offset;
2190     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2191     char dst_str[50];
2192     char src0_name[50], dst_name[50];
2193     BOOL is_color;
2194
2195     shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2196     shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2197     shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2198
2199     /* Sample the texture using the calculated coordinates */
2200     shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2201     flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2202     shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2203     tex_mx->current_row = 0;
2204 }
2205
2206 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2207 {
2208     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2209     struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2210     DWORD flags;
2211     DWORD reg = ins->dst[0].reg.idx[0].offset;
2212     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2213     char dst_str[50];
2214     char src0_name[50];
2215     char dst_reg[50];
2216     BOOL is_color;
2217
2218     /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2219      * components for temporary data storage
2220      */
2221     shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2222     shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2223     shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2224
2225     /* Construct the eye-ray vector from w coordinates */
2226     shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[0]);
2227     shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[1]);
2228     shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
2229
2230     /* Calculate reflection vector
2231      */
2232     shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
2233     /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2234     shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
2235     shader_addline(buffer, "RCP TB.w, TB.w;\n");
2236     shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
2237     shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2238     shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
2239
2240     /* Sample the texture using the calculated coordinates */
2241     shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2242     flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2243     shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2244     tex_mx->current_row = 0;
2245 }
2246
2247 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
2248 {
2249     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2250     struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2251     DWORD flags;
2252     DWORD reg = ins->dst[0].reg.idx[0].offset;
2253     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2254     char dst_str[50];
2255     char src0_name[50];
2256     char src1_name[50];
2257     char dst_reg[50];
2258     BOOL is_color;
2259
2260     shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2261     shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
2262     shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2263     /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2264     shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2265
2266     /* Calculate reflection vector.
2267      *
2268      *                   dot(N, E)
2269      * dst_reg.xyz = 2 * --------- * N - E
2270      *                   dot(N, N)
2271      *
2272      * Which normalizes the normal vector
2273      */
2274     shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
2275     shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
2276     shader_addline(buffer, "RCP TC.w, TC.w;\n");
2277     shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
2278     shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2279     shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
2280
2281     /* Sample the texture using the calculated coordinates */
2282     shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2283     flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2284     shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2285     tex_mx->current_row = 0;
2286 }
2287
2288 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
2289 {
2290     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2291     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2292     char dst_name[50];
2293     const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2294     const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2295
2296     /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2297      * which is essentially an input, is the destination register because it is the first
2298      * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2299      * here(writemasks/swizzles are not valid on texdepth)
2300      */
2301     shader_arb_get_dst_param(ins, dst, dst_name);
2302
2303     /* According to the msdn, the source register(must be r5) is unusable after
2304      * the texdepth instruction, so we're free to modify it
2305      */
2306     shader_addline(buffer, "MIN %s.y, %s.y, %s;\n", dst_name, dst_name, one);
2307
2308     /* How to deal with the special case dst_name.g == 0? if r != 0, then
2309      * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2310      * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2311      */
2312     shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2313     shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
2314     shader_addline(buffer, "MIN TA.x, TA.x, %s;\n", one);
2315     shader_addline(buffer, "MAX result.depth, TA.x, %s;\n", zero);
2316 }
2317
2318 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2319  * Take a 3-component dot product of the TexCoord[dstreg] and src,
2320  * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2321 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
2322 {
2323     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2324     DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
2325     char src0[50];
2326     char dst_str[50];
2327
2328     shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2329     shader_addline(buffer, "MOV TB, 0.0;\n");
2330     shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2331
2332     shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2333     shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
2334 }
2335
2336 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2337  * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2338 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
2339 {
2340     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2341     char src0[50];
2342     char dst_str[50];
2343     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2344
2345     /* Handle output register */
2346     shader_arb_get_dst_param(ins, dst, dst_str);
2347     shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2348     shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx[0].offset, src0);
2349 }
2350
2351 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2352  * Perform the 3rd row of a 3x3 matrix multiply */
2353 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
2354 {
2355     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2356     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2357     char dst_str[50], dst_name[50];
2358     char src0[50];
2359     BOOL is_color;
2360
2361     shader_arb_get_dst_param(ins, dst, dst_str);
2362     shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2363     shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2364     shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2365     shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2366 }
2367
2368 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2369  * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2370  * Calculate tmp0.y = TexCoord[dstreg] . src.xyz;  (tmp0.x has already been calculated)
2371  * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2372  */
2373 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
2374 {
2375     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2376     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2377     char src0[50], dst_name[50];
2378     BOOL is_color;
2379     const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2380     const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2381
2382     shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2383     shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2384     shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2385
2386     /* How to deal with the special case dst_name.g == 0? if r != 0, then
2387      * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2388      * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2389      */
2390     shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2391     shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2392     shader_addline(buffer, "MIN %s.x, %s.x, %s;\n", dst_name, dst_name, one);
2393     shader_addline(buffer, "MAX result.depth, %s.x, %s;\n", dst_name, zero);
2394 }
2395
2396 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2397     Vertex/Pixel shaders to ARB_vertex_program codes */
2398 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2399 {
2400     int i;
2401     int nComponents = 0;
2402     struct wined3d_shader_dst_param tmp_dst = {{0}};
2403     struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2404     struct wined3d_shader_instruction tmp_ins;
2405
2406     memset(&tmp_ins, 0, sizeof(tmp_ins));
2407
2408     /* Set constants for the temporary argument */
2409     tmp_ins.ctx = ins->ctx;
2410     tmp_ins.dst_count = 1;
2411     tmp_ins.dst = &tmp_dst;
2412     tmp_ins.src_count = 2;
2413     tmp_ins.src = tmp_src;
2414
2415     switch(ins->handler_idx)
2416     {
2417         case WINED3DSIH_M4x4:
2418             nComponents = 4;
2419             tmp_ins.handler_idx = WINED3DSIH_DP4;
2420             break;
2421         case WINED3DSIH_M4x3:
2422             nComponents = 3;
2423             tmp_ins.handler_idx = WINED3DSIH_DP4;
2424             break;
2425         case WINED3DSIH_M3x4:
2426             nComponents = 4;
2427             tmp_ins.handler_idx = WINED3DSIH_DP3;
2428             break;
2429         case WINED3DSIH_M3x3:
2430             nComponents = 3;
2431             tmp_ins.handler_idx = WINED3DSIH_DP3;
2432             break;
2433         case WINED3DSIH_M3x2:
2434             nComponents = 2;
2435             tmp_ins.handler_idx = WINED3DSIH_DP3;
2436             break;
2437         default:
2438             FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2439             break;
2440     }
2441
2442     tmp_dst = ins->dst[0];
2443     tmp_src[0] = ins->src[0];
2444     tmp_src[1] = ins->src[1];
2445     for (i = 0; i < nComponents; ++i)
2446     {
2447         tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2448         shader_hw_map2gl(&tmp_ins);
2449         ++tmp_src[1].reg.idx[0].offset;
2450     }
2451 }
2452
2453 static void shader_hw_rcp(const struct wined3d_shader_instruction *ins)
2454 {
2455     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2456
2457     char dst[50];
2458     char src[50];
2459
2460     shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2461     shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2462     if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2463     {
2464         /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2465          * .w is used
2466          */
2467         strcat(src, ".w");
2468     }
2469
2470     shader_addline(buffer, "RCP%s %s, %s;\n", shader_arb_get_modifier(ins), dst, src);
2471 }
2472
2473 static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
2474 {
2475     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2476     const char *instruction;
2477
2478     char dst[50];
2479     char src[50];
2480
2481     switch(ins->handler_idx)
2482     {
2483         case WINED3DSIH_RSQ:  instruction = "RSQ"; break;
2484         case WINED3DSIH_RCP:  instruction = "RCP"; break;
2485         case WINED3DSIH_EXP:  instruction = "EX2"; break;
2486         case WINED3DSIH_EXPP: instruction = "EXP"; break;
2487         default: instruction = "";
2488             FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2489             break;
2490     }
2491
2492     shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2493     shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2494     if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2495     {
2496         /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2497          * .w is used
2498          */
2499         strcat(src, ".w");
2500     }
2501
2502     shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
2503 }
2504
2505 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
2506 {
2507     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2508     char dst_name[50];
2509     char src_name[50];
2510     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2511     BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2512     const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2513
2514     shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2515     shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2516
2517     /* In D3D, NRM of a vector with length zero returns zero. Catch this situation, as
2518      * otherwise NRM or RSQ would return NaN */
2519     if(pshader && priv->target_version >= NV3)
2520     {
2521         /* GL_NV_fragment_program2's NRM needs protection against length zero vectors too
2522          *
2523          * TODO: Find out if DP3+NRM+MOV is really faster than DP3+RSQ+MUL
2524          */
2525         shader_addline(buffer, "DP3C TA, %s, %s;\n", src_name, src_name);
2526         shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2527         shader_addline(buffer, "MOV %s (EQ), %s;\n", dst_name, zero);
2528     }
2529     else if(priv->target_version >= NV2)
2530     {
2531         shader_addline(buffer, "DP3C TA.x, %s, %s;\n", src_name, src_name);
2532         shader_addline(buffer, "RSQ TA.x (NE), TA.x;\n");
2533         shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2534                        src_name);
2535     }
2536     else
2537     {
2538         const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2539
2540         shader_addline(buffer, "DP3 TA.x, %s, %s;\n", src_name, src_name);
2541         /* Pass any non-zero value to RSQ if the input vector has a length of zero. The
2542          * RSQ result doesn't matter, as long as multiplying it by 0 returns 0.
2543          */
2544         shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero);
2545         shader_addline(buffer, "MAD TA.x, %s, TA.y, TA.x;\n", one);
2546
2547         shader_addline(buffer, "RSQ TA.x, TA.x;\n");
2548         /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2549         shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2550                     src_name);
2551     }
2552 }
2553
2554 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2555 {
2556     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2557     char dst_name[50];
2558     char src_name[3][50];
2559
2560     /* ARB_fragment_program has a convenient LRP instruction */
2561     if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2562         shader_hw_map2gl(ins);
2563         return;
2564     }
2565
2566     shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2567     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2568     shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2569     shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2570
2571     shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2572     shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2573                    dst_name, src_name[0], src_name[2]);
2574 }
2575
2576 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2577 {
2578     /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2579      * must contain fixed constants. So we need a separate function to filter those constants and
2580      * can't use map2gl
2581      */
2582     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2583     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2584     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2585     char dst_name[50];
2586     char src_name0[50], src_name1[50], src_name2[50];
2587     BOOL is_color;
2588
2589     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2590     if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2591         shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2592         /* No modifiers are supported on SCS */
2593         shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2594
2595         if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2596         {
2597             shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2598             shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2599         }
2600     } else if(priv->target_version >= NV2) {
2601         shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2602
2603         /* Sincos writemask must be .x, .y or .xy */
2604         if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2605             shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2606         if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2607             shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2608     } else {
2609         /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2610          * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2611          *
2612          * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2613          * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2614          *
2615          * The constants we get are:
2616          *
2617          *  +1   +1,     -1     -1     +1      +1      -1       -1
2618          *      ---- ,  ---- , ---- , ----- , ----- , ----- , ------
2619          *      1!*2    2!*4   3!*8   4!*16   5!*32   6!*64   7!*128
2620          *
2621          * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2622          *
2623          * (x/2)^2 = x^2 / 4
2624          * (x/2)^3 = x^3 / 8
2625          * (x/2)^4 = x^4 / 16
2626          * (x/2)^5 = x^5 / 32
2627          * etc
2628          *
2629          * To get the final result:
2630          * sin(x) = 2 * sin(x/2) * cos(x/2)
2631          * cos(x) = cos(x/2)^2 - sin(x/2)^2
2632          * (from sin(x+y) and cos(x+y) rules)
2633          *
2634          * As per MSDN, dst.z is undefined after the operation, and so is
2635          * dst.x and dst.y if they're masked out by the writemask. Ie
2636          * sincos dst.y, src1, c0, c1
2637          * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2638          * vsa.exe also stops with an error if the dest register is the same register as the source
2639          * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2640          * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2641          */
2642         shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2643         shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2644         shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2645
2646         shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0);  /* x ^ 2 */
2647         shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0);           /* x ^ 3 */
2648         shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0);           /* x ^ 4 */
2649         shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0);           /* x ^ 5 */
2650         shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0);           /* x ^ 6 */
2651         shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0);           /* x ^ 7 */
2652
2653         /* sin(x/2)
2654          *
2655          * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2656          * properly merge that with MULs in the code above?
2657          * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2658          * we can merge the sine and cosine MAD rows to calculate them together.
2659          */
2660         shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2661         shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2662         shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2663         shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2664
2665         /* cos(x/2) */
2666         shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2667         shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2668         shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2669
2670         if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2671             /* cos x */
2672             shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2673             shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2674         }
2675         if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2676             /* sin x */
2677             shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2678             shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2679         }
2680     }
2681 }
2682
2683 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2684 {
2685     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2686     char dst_name[50];
2687     char src_name[50];
2688     struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2689
2690     shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2691     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2692
2693     /* SGN is only valid in vertex shaders */
2694     if(ctx->target_version >= NV2) {
2695         shader_addline(buffer, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2696         return;
2697     }
2698
2699     /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2700      * if SRC < 0.0,  SRC < -SRC = TRUE. If neither is true, src = 0.0
2701      */
2702     if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2703         shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2704     } else {
2705         /* src contains TA? Write to the dest first. This won't overwrite our destination.
2706          * Then use TA, and calculate the final result
2707          *
2708          * Not reading from TA? Store the first result in TA to avoid overwriting the
2709          * destination if src reg = dst reg
2710          */
2711         if(strstr(src_name, "TA"))
2712         {
2713             shader_addline(buffer, "SLT %s,  %s, -%s;\n", dst_name, src_name, src_name);
2714             shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2715             shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
2716         }
2717         else
2718         {
2719             shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2720             shader_addline(buffer, "SLT %s,  %s, -%s;\n", dst_name, src_name, src_name);
2721             shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
2722         }
2723     }
2724 }
2725
2726 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2727 {
2728     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2729     char src[50];
2730     char dst[50];
2731     char dst_name[50];
2732     BOOL is_color;
2733
2734     shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2735     shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2736     shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2737
2738     shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2739     shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2740 }
2741
2742 static DWORD abs_modifier(DWORD mod, BOOL *need_abs)
2743 {
2744     *need_abs = FALSE;
2745
2746     switch(mod)
2747     {
2748         case WINED3DSPSM_NONE:      return WINED3DSPSM_ABS;
2749         case WINED3DSPSM_NEG:       return WINED3DSPSM_ABS;
2750         case WINED3DSPSM_BIAS:      *need_abs = TRUE; return WINED3DSPSM_BIAS;
2751         case WINED3DSPSM_BIASNEG:   *need_abs = TRUE; return WINED3DSPSM_BIASNEG;
2752         case WINED3DSPSM_SIGN:      *need_abs = TRUE; return WINED3DSPSM_SIGN;
2753         case WINED3DSPSM_SIGNNEG:   *need_abs = TRUE; return WINED3DSPSM_SIGNNEG;
2754         case WINED3DSPSM_COMP:      *need_abs = TRUE; return WINED3DSPSM_COMP;
2755         case WINED3DSPSM_X2:        *need_abs = TRUE; return WINED3DSPSM_X2;
2756         case WINED3DSPSM_X2NEG:     *need_abs = TRUE; return WINED3DSPSM_X2NEG;
2757         case WINED3DSPSM_DZ:        *need_abs = TRUE; return WINED3DSPSM_DZ;
2758         case WINED3DSPSM_DW:        *need_abs = TRUE; return WINED3DSPSM_DW;
2759         case WINED3DSPSM_ABS:       return WINED3DSPSM_ABS;
2760         case WINED3DSPSM_ABSNEG:    return WINED3DSPSM_ABS;
2761     }
2762     FIXME("Unknown modifier %u\n", mod);
2763     return mod;
2764 }
2765
2766 static void shader_hw_log(const struct wined3d_shader_instruction *ins)
2767 {
2768     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2769     char src0[50], dst[50];
2770     struct wined3d_shader_src_param src0_copy = ins->src[0];
2771     BOOL need_abs = FALSE;
2772     const char *instr;
2773
2774     switch(ins->handler_idx)
2775     {
2776         case WINED3DSIH_LOG:  instr = "LG2"; break;
2777         case WINED3DSIH_LOGP: instr = "LOG"; break;
2778         default:
2779             ERR("Unexpected instruction %d\n", ins->handler_idx);
2780             return;
2781     }
2782
2783     /* LOG and LOGP operate on the absolute value of the input */
2784     src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2785
2786     shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2787     shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2788
2789     if(need_abs)
2790     {
2791         shader_addline(buffer, "ABS TA, %s;\n", src0);
2792         shader_addline(buffer, "%s%s %s, TA;\n", instr, shader_arb_get_modifier(ins), dst);
2793     }
2794     else
2795     {
2796         shader_addline(buffer, "%s%s %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0);
2797     }
2798 }
2799
2800 static void shader_hw_pow(const struct wined3d_shader_instruction *ins)
2801 {
2802     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2803     char src0[50], src1[50], dst[50];
2804     struct wined3d_shader_src_param src0_copy = ins->src[0];
2805     BOOL need_abs = FALSE;
2806     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2807     const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2808
2809     /* POW operates on the absolute value of the input */
2810     src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2811
2812     shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2813     shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2814     shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
2815
2816     if (need_abs)
2817         shader_addline(buffer, "ABS TA.x, %s;\n", src0);
2818     else
2819         shader_addline(buffer, "MOV TA.x, %s;\n", src0);
2820
2821     if (priv->target_version >= NV2)
2822     {
2823         shader_addline(buffer, "MOVC TA.y, %s;\n", src1);
2824         shader_addline(buffer, "POW%s %s, TA.x, TA.y;\n", shader_arb_get_modifier(ins), dst);
2825         shader_addline(buffer, "MOV %s (EQ.y), %s;\n", dst, one);
2826     }
2827     else
2828     {
2829         const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2830         const char *flt_eps = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_EPS);
2831
2832         shader_addline(buffer, "ABS TA.y, %s;\n", src1);
2833         shader_addline(buffer, "SGE TA.y, -TA.y, %s;\n", zero);
2834         /* Possibly add flt_eps to avoid getting float special values */
2835         shader_addline(buffer, "MAD TA.z, TA.y, %s, %s;\n", flt_eps, src1);
2836         shader_addline(buffer, "POW%s TA.x, TA.x, TA.z;\n", shader_arb_get_modifier(ins));
2837         shader_addline(buffer, "MAD TA.x, -TA.x, TA.y, TA.x;\n");
2838         shader_addline(buffer, "MAD %s, TA.y, %s, TA.x;\n", dst, one);
2839     }
2840 }
2841
2842 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2843 {
2844     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2845     char src_name[50];
2846     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2847
2848     /* src0 is aL */
2849     shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2850
2851     if(vshader)
2852     {
2853         struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2854         struct list *e = list_head(&priv->control_frames);
2855         struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2856
2857         if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2858         /* The constant loader makes sure to load -1 into iX.w */
2859         shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2860         shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2861         shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2862     }
2863     else
2864     {
2865         shader_addline(buffer, "LOOP %s;\n", src_name);
2866     }
2867 }
2868
2869 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2870 {
2871     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2872     char src_name[50];
2873     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2874
2875     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2876
2877     /* The constant loader makes sure to load -1 into iX.w */
2878     if(vshader)
2879     {
2880         struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2881         struct list *e = list_head(&priv->control_frames);
2882         struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2883
2884         if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2885
2886         shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2887         shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2888         shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2889     }
2890     else
2891     {
2892         shader_addline(buffer, "REP %s;\n", src_name);
2893     }
2894 }
2895
2896 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2897 {
2898     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2899     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2900
2901     if(vshader)
2902     {
2903         struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2904         struct list *e = list_head(&priv->control_frames);
2905         struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2906
2907         shader_addline(buffer, "ARAC aL.xy, aL;\n");
2908         shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2909         shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2910
2911         if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2912     }
2913     else
2914     {
2915         shader_addline(buffer, "ENDLOOP;\n");
2916     }
2917 }
2918
2919 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2920 {
2921     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2922     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2923
2924     if(vshader)
2925     {
2926         struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2927         struct list *e = list_head(&priv->control_frames);
2928         struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2929
2930         shader_addline(buffer, "ARAC aL.xy, aL;\n");
2931         shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2932         shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2933
2934         if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2935     }
2936     else
2937     {
2938         shader_addline(buffer, "ENDREP;\n");
2939     }
2940 }
2941
2942 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2943 {
2944     struct control_frame *control_frame;
2945
2946     LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2947     {
2948         if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2949     }
2950     ERR("Could not find loop for break\n");
2951     return NULL;
2952 }
2953
2954 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2955 {
2956     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2957     const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2958     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2959
2960     if(vshader)
2961     {
2962         shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->no.loop);
2963     }
2964     else
2965     {
2966         shader_addline(buffer, "BRK;\n");
2967     }
2968 }
2969
2970 static const char *get_compare(enum wined3d_shader_rel_op op)
2971 {
2972     switch (op)
2973     {
2974         case WINED3D_SHADER_REL_OP_GT: return "GT";
2975         case WINED3D_SHADER_REL_OP_EQ: return "EQ";
2976         case WINED3D_SHADER_REL_OP_GE: return "GE";
2977         case WINED3D_SHADER_REL_OP_LT: return "LT";
2978         case WINED3D_SHADER_REL_OP_NE: return "NE";
2979         case WINED3D_SHADER_REL_OP_LE: return "LE";
2980         default:
2981             FIXME("Unrecognized operator %#x.\n", op);
2982             return "(\?\?)";
2983     }
2984 }
2985
2986 static enum wined3d_shader_rel_op invert_compare(enum wined3d_shader_rel_op op)
2987 {
2988     switch (op)
2989     {
2990         case WINED3D_SHADER_REL_OP_GT: return WINED3D_SHADER_REL_OP_LE;
2991         case WINED3D_SHADER_REL_OP_EQ: return WINED3D_SHADER_REL_OP_NE;
2992         case WINED3D_SHADER_REL_OP_GE: return WINED3D_SHADER_REL_OP_LT;
2993         case WINED3D_SHADER_REL_OP_LT: return WINED3D_SHADER_REL_OP_GE;
2994         case WINED3D_SHADER_REL_OP_NE: return WINED3D_SHADER_REL_OP_EQ;
2995         case WINED3D_SHADER_REL_OP_LE: return WINED3D_SHADER_REL_OP_GT;
2996         default:
2997             FIXME("Unrecognized operator %#x.\n", op);
2998             return -1;
2999     }
3000 }
3001
3002 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
3003 {
3004     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3005     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3006     const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
3007     char src_name0[50];
3008     char src_name1[50];
3009     const char *comp = get_compare(ins->flags);
3010
3011     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3012     shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3013
3014     if(vshader)
3015     {
3016         /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
3017          * away the subtraction result
3018          */
3019         shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3020         shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->no.loop, comp);
3021     }
3022     else
3023     {
3024         shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3025         shader_addline(buffer, "BRK (%s.x);\n", comp);
3026     }
3027 }
3028
3029 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
3030 {
3031     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3032     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3033     struct list *e = list_head(&priv->control_frames);
3034     struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3035     const char *comp;
3036     char src_name0[50];
3037     char src_name1[50];
3038     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3039
3040     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3041     shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3042
3043     if(vshader)
3044     {
3045         /* Invert the flag. We jump to the else label if the condition is NOT true */
3046         comp = get_compare(invert_compare(ins->flags));
3047         shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3048         shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->no.ifc, comp);
3049     }
3050     else
3051     {
3052         comp = get_compare(ins->flags);
3053         shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3054         shader_addline(buffer, "IF %s.x;\n", comp);
3055     }
3056 }
3057
3058 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
3059 {
3060     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3061     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3062     struct list *e = list_head(&priv->control_frames);
3063     struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3064     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3065
3066     if(vshader)
3067     {
3068         shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->no.ifc);
3069         shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3070         control_frame->had_else = TRUE;
3071     }
3072     else
3073     {
3074         shader_addline(buffer, "ELSE;\n");
3075     }
3076 }
3077
3078 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
3079 {
3080     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3081     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3082     struct list *e = list_head(&priv->control_frames);
3083     struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3084     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3085
3086     if(vshader)
3087     {
3088         if(control_frame->had_else)
3089         {
3090             shader_addline(buffer, "ifc_%u_endif:\n", control_frame->no.ifc);
3091         }
3092         else
3093         {
3094             shader_addline(buffer, "#No else branch. else is endif\n");
3095             shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3096         }
3097     }
3098     else
3099     {
3100         shader_addline(buffer, "ENDIF;\n");
3101     }
3102 }
3103
3104 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
3105 {
3106     DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3107     char reg_dest[40];
3108     char reg_src[3][40];
3109     WORD flags = TEX_DERIV;
3110
3111     shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3112     shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
3113     shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
3114     shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
3115
3116     if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3117     if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3118
3119     shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
3120 }
3121
3122 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
3123 {
3124     DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3125     char reg_dest[40];
3126     char reg_coord[40];
3127     WORD flags = TEX_LOD;
3128
3129     shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3130     shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
3131
3132     if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3133     if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3134
3135     shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
3136 }
3137
3138 static void shader_hw_label(const struct wined3d_shader_instruction *ins)
3139 {
3140     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3141     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3142
3143     priv->in_main_func = FALSE;
3144     /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
3145      * subroutine, don't generate a label that will make GL complain
3146      */
3147     if(priv->target_version == ARB) return;
3148
3149     shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx[0].offset);
3150 }
3151
3152 static void vshader_add_footer(struct shader_arb_ctx_priv *priv_ctx,
3153         const struct arb_vshader_private *shader_data, const struct arb_vs_compile_args *args,
3154         const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info,
3155         struct wined3d_shader_buffer *buffer)
3156 {
3157     unsigned int i;
3158
3159     /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3160      * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3161      * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3162      * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3163      */
3164     if (args->super.fog_src == VS_FOG_Z)
3165     {
3166         shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
3167     }
3168     else
3169     {
3170         if (!reg_maps->fog)
3171         {
3172             /* posFixup.x is always 1.0, so we can safely use it */
3173             shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3174         }
3175         else
3176         {
3177             /* Clamp fogcoord */
3178             const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
3179             const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
3180
3181             shader_addline(buffer, "MIN TMP_FOGCOORD.x, TMP_FOGCOORD.x, %s;\n", one);
3182             shader_addline(buffer, "MAX result.fogcoord.x, TMP_FOGCOORD.x, %s;\n", zero);
3183         }
3184     }
3185
3186     /* Clipplanes are always stored without y inversion */
3187     if (use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
3188     {
3189         if (args->super.clip_enabled)
3190         {
3191             for (i = 0; i < priv_ctx->vs_clipplanes; i++)
3192             {
3193                 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
3194             }
3195         }
3196     }
3197     else if (args->clip.boolclip.clip_texcoord)
3198     {
3199         unsigned int cur_clip = 0;
3200         char component[4] = {'x', 'y', 'z', 'w'};
3201         const char *zero = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ZERO);
3202
3203         for (i = 0; i < gl_info->limits.clipplanes; ++i)
3204         {
3205             if (args->clip.boolclip.clipplane_mask & (1 << i))
3206             {
3207                 shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3208                                component[cur_clip++], i);
3209             }
3210         }
3211         switch (cur_clip)
3212         {
3213             case 0:
3214                 shader_addline(buffer, "MOV TA, %s;\n", zero);
3215                 break;
3216             case 1:
3217                 shader_addline(buffer, "MOV TA.yzw, %s;\n", zero);
3218                 break;
3219             case 2:
3220                 shader_addline(buffer, "MOV TA.zw, %s;\n", zero);
3221                 break;
3222             case 3:
3223                 shader_addline(buffer, "MOV TA.w, %s;\n", zero);
3224                 break;
3225         }
3226         shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
3227                        args->clip.boolclip.clip_texcoord - 1);
3228     }
3229
3230     /* Write the final position.
3231      *
3232      * OpenGL coordinates specify the center of the pixel while d3d coords specify
3233      * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3234      * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3235      * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3236      */
3237     shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
3238     shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3239     shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3240
3241     /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3242      * and the glsl equivalent
3243      */
3244     if (need_helper_const(shader_data, reg_maps, gl_info))
3245     {
3246         const char *two = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_TWO);
3247         shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two);
3248     }
3249     else
3250     {
3251         shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3252         shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3253     }
3254
3255     shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
3256
3257     priv_ctx->footer_written = TRUE;
3258 }
3259
3260 static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
3261 {
3262     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3263     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3264     const struct wined3d_shader *shader = ins->ctx->shader;
3265     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3266
3267     if(priv->target_version == ARB) return;
3268
3269     if(vshader)
3270     {
3271         if (priv->in_main_func) vshader_add_footer(priv, shader->backend_data,
3272                 priv->cur_vs_args, ins->ctx->reg_maps, ins->ctx->gl_info, buffer);
3273     }
3274
3275     shader_addline(buffer, "RET;\n");
3276 }
3277
3278 static void shader_hw_call(const struct wined3d_shader_instruction *ins)
3279 {
3280     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3281     shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx[0].offset);
3282 }
3283
3284 /* Context activation is done by the caller. */
3285 static GLuint create_arb_blt_vertex_program(const struct wined3d_gl_info *gl_info)
3286 {
3287     GLuint program_id = 0;
3288     GLint pos;
3289
3290     const char *blt_vprogram =
3291         "!!ARBvp1.0\n"
3292         "PARAM c[1] = { { 1, 0.5 } };\n"
3293         "MOV result.position, vertex.position;\n"
3294         "MOV result.color, c[0].x;\n"
3295         "MOV result.texcoord[0], vertex.texcoord[0];\n"
3296         "END\n";
3297
3298     GL_EXTCALL(glGenProgramsARB(1, &program_id));
3299     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
3300     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3301             strlen(blt_vprogram), blt_vprogram));
3302     checkGLcall("glProgramStringARB()");
3303
3304     gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3305     if (pos != -1)
3306     {
3307         FIXME("Vertex program error at position %d: %s\n\n", pos,
3308             debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3309         shader_arb_dump_program_source(blt_vprogram);
3310     }
3311     else
3312     {
3313         GLint native;
3314
3315         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3316         checkGLcall("glGetProgramivARB()");
3317         if (!native) WARN("Program exceeds native resource limits.\n");
3318     }
3319
3320     return program_id;
3321 }
3322
3323 /* Context activation is done by the caller. */
3324 static GLuint create_arb_blt_fragment_program(const struct wined3d_gl_info *gl_info,
3325         enum tex_types tex_type, BOOL masked)
3326 {
3327     GLuint program_id = 0;
3328     const char *fprogram;
3329     GLint pos;
3330
3331     static const char * const blt_fprograms_full[tex_type_count] =
3332     {
3333         /* tex_1d */
3334         NULL,
3335         /* tex_2d */
3336         "!!ARBfp1.0\n"
3337         "TEMP R0;\n"
3338         "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3339         "MOV result.depth.z, R0.x;\n"
3340         "END\n",
3341         /* tex_3d */
3342         NULL,
3343         /* tex_cube */
3344         "!!ARBfp1.0\n"
3345         "TEMP R0;\n"
3346         "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3347         "MOV result.depth.z, R0.x;\n"
3348         "END\n",
3349         /* tex_rect */
3350         "!!ARBfp1.0\n"
3351         "TEMP R0;\n"
3352         "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3353         "MOV result.depth.z, R0.x;\n"
3354         "END\n",
3355     };
3356
3357     static const char * const blt_fprograms_masked[tex_type_count] =
3358     {
3359         /* tex_1d */
3360         NULL,
3361         /* tex_2d */
3362         "!!ARBfp1.0\n"
3363         "PARAM mask = program.local[0];\n"
3364         "TEMP R0;\n"
3365         "SLT R0.xy, fragment.position, mask.zwzw;\n"
3366         "MUL R0.x, R0.x, R0.y;\n"
3367         "KIL -R0.x;\n"
3368         "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3369         "MOV result.depth.z, R0.x;\n"
3370         "END\n",
3371         /* tex_3d */
3372         NULL,
3373         /* tex_cube */
3374         "!!ARBfp1.0\n"
3375         "PARAM mask = program.local[0];\n"
3376         "TEMP R0;\n"
3377         "SLT R0.xy, fragment.position, mask.zwzw;\n"
3378         "MUL R0.x, R0.x, R0.y;\n"
3379         "KIL -R0.x;\n"
3380         "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3381         "MOV result.depth.z, R0.x;\n"
3382         "END\n",
3383         /* tex_rect */
3384         "!!ARBfp1.0\n"
3385         "PARAM mask = program.local[0];\n"
3386         "TEMP R0;\n"
3387         "SLT R0.xy, fragment.position, mask.zwzw;\n"
3388         "MUL R0.x, R0.x, R0.y;\n"
3389         "KIL -R0.x;\n"
3390         "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3391         "MOV result.depth.z, R0.x;\n"
3392         "END\n",
3393     };
3394
3395     fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3396     if (!fprogram)
3397     {
3398         FIXME("tex_type %#x not supported, falling back to tex_2d\n", tex_type);
3399         tex_type = tex_2d;
3400         fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3401     }
3402
3403     GL_EXTCALL(glGenProgramsARB(1, &program_id));
3404     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
3405     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fprogram), fprogram));
3406     checkGLcall("glProgramStringARB()");
3407
3408     gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3409     if (pos != -1)
3410     {
3411         FIXME("Fragment program error at position %d: %s\n\n", pos,
3412             debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3413         shader_arb_dump_program_source(fprogram);
3414     }
3415     else
3416     {
3417         GLint native;
3418
3419         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3420         checkGLcall("glGetProgramivARB()");
3421         if (!native) WARN("Program exceeds native resource limits.\n");
3422     }
3423
3424     return program_id;
3425 }
3426
3427 static void arbfp_add_sRGB_correction(struct wined3d_shader_buffer *buffer, const char *fragcolor,
3428         const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
3429 {
3430     /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3431
3432     if(condcode)
3433     {
3434         /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3435         shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.y;\n", tmp1, fragcolor);
3436         /* Calculate the > 0.0031308 case */
3437         shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts1.z;\n", fragcolor, fragcolor);
3438         shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts1.z;\n", fragcolor, fragcolor);
3439         shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts1.z;\n", fragcolor, fragcolor);
3440         shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts1.w;\n", fragcolor, fragcolor);
3441         shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts2.x;\n", fragcolor, fragcolor);
3442         /* Calculate the < case */
3443         shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts1.x, %s;\n", fragcolor, fragcolor);
3444     }
3445     else
3446     {
3447         /* Calculate the > 0.0031308 case */
3448         shader_addline(buffer, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1, fragcolor);
3449         shader_addline(buffer, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1, fragcolor);
3450         shader_addline(buffer, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1, fragcolor);
3451         shader_addline(buffer, "MUL %s, %s, srgb_consts1.w;\n", tmp1, tmp1);
3452         shader_addline(buffer, "SUB %s, %s, srgb_consts2.x;\n", tmp1, tmp1);
3453         /* Calculate the < case */
3454         shader_addline(buffer, "MUL %s, srgb_consts1.x, %s;\n", tmp2, fragcolor);
3455         /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3456         shader_addline(buffer, "SLT %s, srgb_consts1.y, %s;\n", tmp3, fragcolor);
3457         shader_addline(buffer, "SGE %s, srgb_consts1.y, %s;\n", tmp4, fragcolor);
3458         /* Store the components > 0.0031308 in the destination */
3459         shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
3460         /* Add the components that are < 0.0031308 */
3461         shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
3462         /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3463         * result.color writes(.rgb first, then .a), or handle overwriting already written
3464         * components. The assembler uses a temporary register in this case, which is usually
3465         * not allocated from one of our registers that were used earlier.
3466         */
3467     }
3468     /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3469 }
3470
3471 static const DWORD *find_loop_control_values(const struct wined3d_shader *shader, DWORD idx)
3472 {
3473     const struct wined3d_shader_lconst *constant;
3474
3475     LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
3476     {
3477         if (constant->idx == idx)
3478         {
3479             return constant->value;
3480         }
3481     }
3482     return NULL;
3483 }
3484
3485 static void init_ps_input(const struct wined3d_shader *shader,
3486         const struct arb_ps_compile_args *args, struct shader_arb_ctx_priv *priv)
3487 {
3488     static const char * const texcoords[8] =
3489     {
3490         "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3491         "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3492     };
3493     unsigned int i;
3494     const struct wined3d_shader_signature_element *sig = shader->input_signature;
3495     const char *semantic_name;
3496     DWORD semantic_idx;
3497
3498     switch(args->super.vp_mode)
3499     {
3500         case pretransformed:
3501         case fixedfunction:
3502             /* The pixelshader has to collect the varyings on its own. In any case properly load
3503              * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3504              * other attribs to 0.0.
3505              *
3506              * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3507              * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3508              * load the texcoord attrib pointers to match the pixel shader signature
3509              */
3510             for(i = 0; i < MAX_REG_INPUT; i++)
3511             {
3512                 semantic_name = sig[i].semantic_name;
3513                 semantic_idx = sig[i].semantic_idx;
3514                 if (!semantic_name) continue;
3515
3516                 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
3517                 {
3518                     if (!semantic_idx) priv->ps_input[i] = "fragment.color.primary";
3519                     else if(semantic_idx == 1) priv->ps_input[i] = "fragment.color.secondary";
3520                     else priv->ps_input[i] = "0.0";
3521                 }
3522                 else if(args->super.vp_mode == fixedfunction)
3523                 {
3524                     priv->ps_input[i] = "0.0";
3525                 }
3526                 else if(shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
3527                 {
3528                     if(semantic_idx < 8) priv->ps_input[i] = texcoords[semantic_idx];
3529                     else priv->ps_input[i] = "0.0";
3530                 }
3531                 else if(shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
3532                 {
3533                     if (!semantic_idx) priv->ps_input[i] = "fragment.fogcoord";
3534                     else priv->ps_input[i] = "0.0";
3535                 }
3536                 else
3537                 {
3538                     priv->ps_input[i] = "0.0";
3539                 }
3540
3541                 TRACE("v%u, semantic %s%u is %s\n", i, semantic_name, semantic_idx, priv->ps_input[i]);
3542             }
3543             break;
3544
3545         case vertexshader:
3546             /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3547              * fragment.color
3548              */
3549             for(i = 0; i < 8; i++)
3550             {
3551                 priv->ps_input[i] = texcoords[i];
3552             }
3553             priv->ps_input[8] = "fragment.color.primary";
3554             priv->ps_input[9] = "fragment.color.secondary";
3555             break;
3556     }
3557 }
3558
3559 /* Context activation is done by the caller. */
3560 static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader,
3561         const struct wined3d_gl_info *gl_info, struct wined3d_shader_buffer *buffer,
3562         const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
3563 {
3564     const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
3565     const DWORD *function = shader->function;
3566     GLuint retval;
3567     char fragcolor[16];
3568     DWORD next_local = 0;
3569     struct shader_arb_ctx_priv priv_ctx;
3570     BOOL dcl_td = FALSE;
3571     BOOL want_nv_prog = FALSE;
3572     struct arb_pshader_private *shader_priv = shader->backend_data;
3573     GLint errPos;
3574     DWORD map;
3575
3576     char srgbtmp[4][4];
3577     unsigned int i, found = 0;
3578
3579     for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
3580     {
3581         if (!(map & 1)
3582                 || (shader->u.ps.color0_mov && i == shader->u.ps.color0_reg)
3583                 || (reg_maps->shader_version.major < 2 && !i))
3584             continue;
3585
3586         sprintf(srgbtmp[found], "R%u", i);
3587         ++found;
3588         if (found == 4) break;
3589     }
3590
3591     switch(found) {
3592         case 0:
3593             sprintf(srgbtmp[0], "TA");
3594             sprintf(srgbtmp[1], "TB");
3595             sprintf(srgbtmp[2], "TC");
3596             sprintf(srgbtmp[3], "TD");
3597             dcl_td = TRUE;
3598             break;
3599         case 1:
3600             sprintf(srgbtmp[1], "TA");
3601             sprintf(srgbtmp[2], "TB");
3602             sprintf(srgbtmp[3], "TC");
3603             break;
3604         case 2:
3605             sprintf(srgbtmp[2], "TA");
3606             sprintf(srgbtmp[3], "TB");
3607             break;
3608         case 3:
3609             sprintf(srgbtmp[3], "TA");
3610             break;
3611         case 4:
3612             break;
3613     }
3614
3615     /*  Create the hw ARB shader */
3616     memset(&priv_ctx, 0, sizeof(priv_ctx));
3617     priv_ctx.cur_ps_args = args;
3618     priv_ctx.compiled_fprog = compiled;
3619     priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
3620     init_ps_input(shader, args, &priv_ctx);
3621     list_init(&priv_ctx.control_frames);
3622
3623     /* Avoid enabling NV_fragment_program* if we do not need it.
3624      *
3625      * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3626      * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3627      * is faster than what we gain from using higher native instructions. There are some things though
3628      * that cannot be emulated. In that case enable the extensions.
3629      * If the extension is enabled, instruction handlers that support both ways will use it.
3630      *
3631      * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3632      * So enable the best we can get.
3633      */
3634     if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
3635        reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall)
3636     {
3637         want_nv_prog = TRUE;
3638     }
3639
3640     shader_addline(buffer, "!!ARBfp1.0\n");
3641     if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM2])
3642     {
3643         shader_addline(buffer, "OPTION NV_fragment_program2;\n");
3644         priv_ctx.target_version = NV3;
3645     }
3646     else if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
3647     {
3648         shader_addline(buffer, "OPTION NV_fragment_program;\n");
3649         priv_ctx.target_version = NV2;
3650     } else {
3651         if(want_nv_prog)
3652         {
3653             /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3654              * limits properly
3655              */
3656             ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3657             ERR("Try GLSL\n");
3658         }
3659         priv_ctx.target_version = ARB;
3660     }
3661
3662     if (reg_maps->rt_mask > 1)
3663     {
3664         shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
3665     }
3666
3667     if (reg_maps->shader_version.major < 3)
3668     {
3669         switch(args->super.fog) {
3670             case FOG_OFF:
3671                 break;
3672             case FOG_LINEAR:
3673                 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
3674                 break;
3675             case FOG_EXP:
3676                 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
3677                 break;
3678             case FOG_EXP2:
3679                 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
3680                 break;
3681         }
3682     }
3683
3684     /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3685      * unused temps away(but occupies them for the whole shader if they're used once). Always
3686      * declaring them avoids tricky bookkeeping work
3687      */
3688     shader_addline(buffer, "TEMP TA;\n");      /* Used for modifiers */
3689     shader_addline(buffer, "TEMP TB;\n");      /* Used for modifiers */
3690     shader_addline(buffer, "TEMP TC;\n");      /* Used for modifiers */
3691     if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
3692     shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3693     shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3694     shader_addline(buffer, "PARAM ps_helper_const = { 0.0, 1.0, %1.10f, 0.0 };\n", eps);
3695
3696     if (reg_maps->shader_version.major < 2)
3697     {
3698         strcpy(fragcolor, "R0");
3699     }
3700     else
3701     {
3702         if (args->super.srgb_correction)
3703         {
3704             if (shader->u.ps.color0_mov)
3705             {
3706                 sprintf(fragcolor, "R%u", shader->u.ps.color0_reg);
3707             }
3708             else
3709             {
3710                 shader_addline(buffer, "TEMP TMP_COLOR;\n");
3711                 strcpy(fragcolor, "TMP_COLOR");
3712             }
3713         } else {
3714             strcpy(fragcolor, "result.color");
3715         }
3716     }
3717
3718     if(args->super.srgb_correction) {
3719         shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
3720                        srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
3721         shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
3722                        srgb_sub_high, 0.0, 0.0, 0.0);
3723     }
3724
3725     /* Base Declarations */
3726     shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info, NULL, &priv_ctx);
3727
3728     for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
3729     {
3730         unsigned char bump_const;
3731
3732         if (!(map & 1)) continue;
3733
3734         bump_const = compiled->numbumpenvmatconsts;
3735         compiled->bumpenvmatconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3736         compiled->bumpenvmatconst[bump_const].texunit = i;
3737         compiled->luminanceconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3738         compiled->luminanceconst[bump_const].texunit = i;
3739
3740         /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3741          * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3742          * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3743          * textures due to conditional NP2 restrictions)
3744          *
3745          * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3746          * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3747          * their location is shader dependent anyway and they cannot be loaded globally.
3748          */
3749         compiled->bumpenvmatconst[bump_const].const_num = next_local++;
3750         shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
3751                        i, compiled->bumpenvmatconst[bump_const].const_num);
3752         compiled->numbumpenvmatconsts = bump_const + 1;
3753
3754         if (!(reg_maps->luminanceparams & (1 << i))) continue;
3755
3756         compiled->luminanceconst[bump_const].const_num = next_local++;
3757         shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
3758                        i, compiled->luminanceconst[bump_const].const_num);
3759     }
3760
3761     for(i = 0; i < MAX_CONST_I; i++)
3762     {
3763         compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3764         if (reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
3765         {
3766             const DWORD *control_values = find_loop_control_values(shader, i);
3767
3768             if(control_values)
3769             {
3770                 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3771                                 control_values[0], control_values[1], control_values[2]);
3772             }
3773             else
3774             {
3775                 compiled->int_consts[i] = next_local;
3776                 compiled->num_int_consts++;
3777                 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3778             }
3779         }
3780     }
3781
3782     if(reg_maps->vpos || reg_maps->usesdsy)
3783     {
3784         compiled->ycorrection = next_local;
3785         shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
3786
3787         if(reg_maps->vpos)
3788         {
3789             shader_addline(buffer, "TEMP vpos;\n");
3790             /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3791              * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3792              * ycorrection.z: 1.0
3793              * ycorrection.w: 0.0
3794              */
3795             shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3796             shader_addline(buffer, "FLR vpos.xy, vpos;\n");
3797         }
3798     }
3799     else
3800     {
3801         compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
3802     }
3803
3804     /* Load constants to fixup NP2 texcoords if there are still free constants left:
3805      * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3806      * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3807      * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3808      * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3809      * shader compilation errors and the subsequent errors when drawing with this shader. */
3810     if (priv_ctx.cur_ps_args->super.np2_fixup) {
3811         unsigned char cur_fixup_sampler = 0;
3812
3813         struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
3814         const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
3815         const UINT max_lconsts = gl_info->limits.arb_ps_local_constants;
3816
3817         fixup->offset = next_local;
3818         fixup->super.active = 0;
3819
3820         for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
3821             if (!(map & (1 << i))) continue;
3822
3823             if (fixup->offset + (cur_fixup_sampler >> 1) < max_lconsts) {
3824                 fixup->super.active |= (1 << i);
3825                 fixup->super.idx[i] = cur_fixup_sampler++;
3826             } else {
3827                 FIXME("No free constant found to load NP2 fixup data into shader. "
3828                       "Sampling from this texture will probably look wrong.\n");
3829                 break;
3830             }
3831         }
3832
3833         fixup->super.num_consts = (cur_fixup_sampler + 1) >> 1;
3834         if (fixup->super.num_consts) {
3835             shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3836                            fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
3837         }
3838     }
3839
3840     if (shader_priv->clipplane_emulation != ~0U && args->clip)
3841     {
3842         shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
3843     }
3844
3845     /* Base Shader Body */
3846     shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
3847
3848     if(args->super.srgb_correction) {
3849         arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
3850                                   priv_ctx.target_version >= NV2);
3851     }
3852
3853     if(strcmp(fragcolor, "result.color")) {
3854         shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3855     }
3856     shader_addline(buffer, "END\n");
3857
3858     /* TODO: change to resource.glObjectHandle or something like that */
3859     GL_EXTCALL(glGenProgramsARB(1, &retval));
3860
3861     TRACE("Creating a hw pixel shader, prg=%d\n", retval);
3862     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
3863
3864     TRACE("Created hw pixel shader, prg=%d\n", retval);
3865     /* Create the program and check for errors */
3866     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3867                buffer->content_size, buffer->buffer));
3868     checkGLcall("glProgramStringARB()");
3869
3870     gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
3871     if (errPos != -1)
3872     {
3873         FIXME("HW PixelShader Error at position %d: %s\n\n",
3874               errPos, debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3875         shader_arb_dump_program_source(buffer->buffer);
3876         retval = 0;
3877     }
3878     else
3879     {
3880         GLint native;
3881
3882         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3883         checkGLcall("glGetProgramivARB()");
3884         if (!native) WARN("Program exceeds native resource limits.\n");
3885     }
3886
3887     return retval;
3888 }
3889
3890 static int compare_sig(const struct wined3d_shader_signature_element *sig1, const struct wined3d_shader_signature_element *sig2)
3891 {
3892     unsigned int i;
3893     int ret;
3894
3895     for(i = 0; i < MAX_REG_INPUT; i++)
3896     {
3897         if (!sig1[i].semantic_name || !sig2[i].semantic_name)
3898         {
3899             /* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */
3900             if(sig1[i].semantic_name != sig2[i].semantic_name) return sig1[i].semantic_name < sig2[i].semantic_name ? -1 : 1;
3901             continue;
3902         }
3903
3904         if ((ret = strcmp(sig1[i].semantic_name, sig2[i].semantic_name))) return ret;
3905         if(sig1[i].semantic_idx    != sig2[i].semantic_idx)    return sig1[i].semantic_idx    < sig2[i].semantic_idx    ? -1 : 1;
3906         if(sig1[i].sysval_semantic != sig2[i].sysval_semantic) return sig1[i].sysval_semantic < sig2[i].sysval_semantic ? -1 : 1;
3907         if(sig1[i].component_type  != sig2[i].component_type)  return sig1[i].component_type  < sig2[i].component_type  ? -1 : 1;
3908         if(sig1[i].register_idx    != sig2[i].register_idx)    return sig1[i].register_idx    < sig2[i].register_idx    ? -1 : 1;
3909         if(sig1[i].mask            != sig2[i].mask)            return sig1[i].mask            < sig2[i].mask            ? -1 : 1;
3910     }
3911     return 0;
3912 }
3913
3914 static struct wined3d_shader_signature_element *clone_sig(const struct wined3d_shader_signature_element *sig)
3915 {
3916     struct wined3d_shader_signature_element *new;
3917     int i;
3918     char *name;
3919
3920     new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*new) * MAX_REG_INPUT);
3921     for(i = 0; i < MAX_REG_INPUT; i++)
3922     {
3923         if (!sig[i].semantic_name) continue;
3924
3925         new[i] = sig[i];
3926         /* Clone the semantic string */
3927         name = HeapAlloc(GetProcessHeap(), 0, strlen(sig[i].semantic_name) + 1);
3928         strcpy(name, sig[i].semantic_name);
3929         new[i].semantic_name = name;
3930     }
3931     return new;
3932 }
3933
3934 static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature_element *sig)
3935 {
3936     struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
3937     struct ps_signature *found_sig;
3938
3939     if (entry)
3940     {
3941         found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
3942         TRACE("Found existing signature %u\n", found_sig->idx);
3943         return found_sig->idx;
3944     }
3945     found_sig = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*sig));
3946     found_sig->sig = clone_sig(sig);
3947     found_sig->idx = priv->ps_sig_number++;
3948     TRACE("New signature stored and assigned number %u\n", found_sig->idx);
3949     if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
3950     {
3951         ERR("Failed to insert program entry.\n");
3952     }
3953     return found_sig->idx;
3954 }
3955
3956 static void init_output_registers(const struct wined3d_shader *shader, DWORD sig_num,
3957         struct shader_arb_ctx_priv *priv_ctx, struct arb_vs_compiled_shader *compiled)
3958 {
3959     unsigned int i, j;
3960     static const char * const texcoords[8] =
3961     {
3962         "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3963         "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3964     };
3965     struct wined3d_device *device = shader->device;
3966     const struct wined3d_shader_signature_element *sig;
3967     const char *semantic_name;
3968     DWORD semantic_idx, reg_idx;
3969
3970     /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3971      * and varying 9 to result.color.secondary
3972      */
3973     static const char * const decl_idx_to_string[MAX_REG_INPUT] =
3974     {
3975         "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3976         "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
3977         "result.color.primary", "result.color.secondary"
3978     };
3979
3980     if(sig_num == ~0)
3981     {
3982         TRACE("Pixel shader uses builtin varyings\n");
3983         /* Map builtins to builtins */
3984         for(i = 0; i < 8; i++)
3985         {
3986             priv_ctx->texcrd_output[i] = texcoords[i];
3987         }
3988         priv_ctx->color_output[0] = "result.color.primary";
3989         priv_ctx->color_output[1] = "result.color.secondary";
3990         priv_ctx->fog_output = "TMP_FOGCOORD";
3991
3992         /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
3993         for (i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); ++i)
3994         {
3995             semantic_name = shader->output_signature[i].semantic_name;
3996             if (!semantic_name) continue;
3997
3998             if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION))
3999             {
4000                 TRACE("o%u is TMP_OUT\n", i);
4001                 if (!shader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "TMP_OUT";
4002                 else priv_ctx->vs_output[i] = "TA";
4003             }
4004             else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE))
4005             {
4006                 TRACE("o%u is result.pointsize\n", i);
4007                 if (!shader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "result.pointsize";
4008                 else priv_ctx->vs_output[i] = "TA";
4009             }
4010             else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
4011             {
4012                 TRACE("o%u is result.color.?, idx %u\n", i, shader->output_signature[i].semantic_idx);
4013                 if (!shader->output_signature[i].semantic_idx)
4014                     priv_ctx->vs_output[i] = "result.color.primary";
4015                 else if (shader->output_signature[i].semantic_idx == 1)
4016                     priv_ctx->vs_output[i] = "result.color.secondary";
4017                 else priv_ctx->vs_output[i] = "TA";
4018             }
4019             else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4020             {
4021                 TRACE("o%u is %s\n", i, texcoords[shader->output_signature[i].semantic_idx]);
4022                 if (shader->output_signature[i].semantic_idx >= 8) priv_ctx->vs_output[i] = "TA";
4023                 else priv_ctx->vs_output[i] = texcoords[shader->output_signature[i].semantic_idx];
4024             }
4025             else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
4026             {
4027                 TRACE("o%u is result.fogcoord\n", i);
4028                 if (shader->output_signature[i].semantic_idx > 0) priv_ctx->vs_output[i] = "TA";
4029                 else priv_ctx->vs_output[i] = "result.fogcoord";
4030             }
4031             else
4032             {
4033                 priv_ctx->vs_output[i] = "TA";
4034             }
4035         }
4036         return;
4037     }
4038
4039     /* Instead of searching for the signature in the signature list, read the one from the current pixel shader.
4040      * Its maybe not the shader where the signature came from, but it is the same signature and faster to find
4041      */
4042     sig = device->stateBlock->state.pixel_shader->input_signature;
4043     TRACE("Pixel shader uses declared varyings\n");
4044
4045     /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
4046     for(i = 0; i < 8; i++)
4047     {
4048         priv_ctx->texcrd_output[i] = "TA";
4049     }
4050     priv_ctx->color_output[0] = "TA";
4051     priv_ctx->color_output[1] = "TA";
4052     priv_ctx->fog_output = "TA";
4053
4054     for(i = 0; i < MAX_REG_INPUT; i++)
4055     {
4056         semantic_name = sig[i].semantic_name;
4057         semantic_idx = sig[i].semantic_idx;
4058         reg_idx = sig[i].register_idx;
4059         if (!semantic_name) continue;
4060
4061         /* If a declared input register is not written by builtin arguments, don't write to it.
4062          * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
4063          *
4064          * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
4065          * to TMP_OUT in any case
4066          */
4067         if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4068         {
4069             if (semantic_idx < 8)
4070                 priv_ctx->texcrd_output[semantic_idx] = decl_idx_to_string[reg_idx];
4071         }
4072         else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
4073         {
4074             if (semantic_idx < 2)
4075                 priv_ctx->color_output[semantic_idx] = decl_idx_to_string[reg_idx];
4076         }
4077         else if(shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
4078         {
4079             if (!semantic_idx)
4080                 priv_ctx->fog_output = decl_idx_to_string[reg_idx];
4081         }
4082         else
4083         {
4084             continue;
4085         }
4086
4087         if (!strcmp(decl_idx_to_string[reg_idx], "result.color.primary")
4088                 || !strcmp(decl_idx_to_string[reg_idx], "result.color.secondary"))
4089         {
4090             compiled->need_color_unclamp = TRUE;
4091         }
4092     }
4093
4094     /* Map declared to declared */
4095     for (i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); ++i)
4096     {
4097         /* Write unread output to TA to throw them away */
4098         priv_ctx->vs_output[i] = "TA";
4099         semantic_name = shader->output_signature[i].semantic_name;
4100         if (!semantic_name) continue;
4101
4102         if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION)
4103                 && !shader->output_signature[i].semantic_idx)
4104         {
4105             priv_ctx->vs_output[i] = "TMP_OUT";
4106             continue;
4107         }
4108         else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE)
4109                 && !shader->output_signature[i].semantic_idx)
4110         {
4111             priv_ctx->vs_output[i] = "result.pointsize";
4112             continue;
4113         }
4114
4115         for(j = 0; j < MAX_REG_INPUT; j++)
4116         {
4117             if (!sig[j].semantic_name) continue;
4118
4119             if (!strcmp(sig[j].semantic_name, semantic_name)
4120                     && sig[j].semantic_idx == shader->output_signature[i].semantic_idx)
4121             {
4122                 priv_ctx->vs_output[i] = decl_idx_to_string[sig[j].register_idx];
4123
4124                 if (!strcmp(priv_ctx->vs_output[i], "result.color.primary")
4125                         || !strcmp(priv_ctx->vs_output[i], "result.color.secondary"))
4126                 {
4127                     compiled->need_color_unclamp = TRUE;
4128                 }
4129             }
4130         }
4131     }
4132 }
4133
4134 /* Context activation is done by the caller. */
4135 static GLuint shader_arb_generate_vshader(const struct wined3d_shader *shader,
4136         const struct wined3d_gl_info *gl_info, struct wined3d_shader_buffer *buffer,
4137         const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled)
4138 {
4139     const struct arb_vshader_private *shader_data = shader->backend_data;
4140     const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4141     struct shader_arb_priv *priv = shader->device->shader_priv;
4142     const DWORD *function = shader->function;
4143     GLuint ret;
4144     DWORD next_local = 0;
4145     struct shader_arb_ctx_priv priv_ctx;
4146     unsigned int i;
4147     GLint errPos;
4148
4149     memset(&priv_ctx, 0, sizeof(priv_ctx));
4150     priv_ctx.cur_vs_args = args;
4151     list_init(&priv_ctx.control_frames);
4152     init_output_registers(shader, args->ps_signature, &priv_ctx, compiled);
4153
4154     /*  Create the hw ARB shader */
4155     shader_addline(buffer, "!!ARBvp1.0\n");
4156
4157     /* Always enable the NV extension if available. Unlike fragment shaders, there is no
4158      * mesurable performance penalty, and we can always make use of it for clipplanes.
4159      */
4160     if (gl_info->supported[NV_VERTEX_PROGRAM3])
4161     {
4162         shader_addline(buffer, "OPTION NV_vertex_program3;\n");
4163         priv_ctx.target_version = NV3;
4164         shader_addline(buffer, "ADDRESS aL;\n");
4165     }
4166     else if (gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4167     {
4168         shader_addline(buffer, "OPTION NV_vertex_program2;\n");
4169         priv_ctx.target_version = NV2;
4170         shader_addline(buffer, "ADDRESS aL;\n");
4171     } else {
4172         priv_ctx.target_version = ARB;
4173     }
4174
4175     shader_addline(buffer, "TEMP TMP_OUT;\n");
4176     if (reg_maps->fog)
4177         shader_addline(buffer, "TEMP TMP_FOGCOORD;\n");
4178     if (need_helper_const(shader_data, reg_maps, gl_info))
4179     {
4180         shader_addline(buffer, "PARAM helper_const = { 0.0, 1.0, 2.0, %1.10f};\n", eps);
4181     }
4182     if (need_rel_addr_const(shader_data, reg_maps, gl_info))
4183     {
4184         shader_addline(buffer, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", shader_data->rel_offset);
4185         shader_addline(buffer, "TEMP A0_SHADOW;\n");
4186     }
4187
4188     shader_addline(buffer, "TEMP TA;\n");
4189     shader_addline(buffer, "TEMP TB;\n");
4190
4191     /* Base Declarations */
4192     shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info,
4193             &priv_ctx.vs_clipplanes, &priv_ctx);
4194
4195     for(i = 0; i < MAX_CONST_I; i++)
4196     {
4197         compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
4198         if(reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
4199         {
4200             const DWORD *control_values = find_loop_control_values(shader, i);
4201
4202             if(control_values)
4203             {
4204                 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
4205                                 control_values[0], control_values[1], control_values[2]);
4206             }
4207             else
4208             {
4209                 compiled->int_consts[i] = next_local;
4210                 compiled->num_int_consts++;
4211                 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
4212             }
4213         }
4214     }
4215
4216     /* We need a constant to fixup the final position */
4217     shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
4218     compiled->pos_fixup = next_local++;
4219
4220     /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
4221      * for output parameters. D3D in theory does not do that either, but some applications depend on a
4222      * proper initialization of the secondary color, and programs using the fixed function pipeline without
4223      * a replacement shader depend on the texcoord.w being set properly.
4224      *
4225      * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
4226      * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
4227      * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
4228      * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4229      * this can eat a number of instructions, so skip it unless this cap is set as well
4230      */
4231     if (!gl_info->supported[NV_VERTEX_PROGRAM])
4232     {
4233         const char *color_init = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_0001);
4234         shader_addline(buffer, "MOV result.color.secondary, %s;\n", color_init);
4235
4236         if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W && !priv->ffp_proj_control)
4237         {
4238             int i;
4239             const char *one = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ONE);
4240             for(i = 0; i < min(8, MAX_REG_TEXCRD); i++)
4241             {
4242                 if (reg_maps->texcoord_mask[i] && reg_maps->texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL)
4243                     shader_addline(buffer, "MOV result.texcoord[%u].w, %s\n", i, one);
4244             }
4245         }
4246     }
4247
4248     /* The shader starts with the main function */
4249     priv_ctx.in_main_func = TRUE;
4250     /* Base Shader Body */
4251     shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
4252
4253     if (!priv_ctx.footer_written) vshader_add_footer(&priv_ctx,
4254             shader_data, args, reg_maps, gl_info, buffer);
4255
4256     shader_addline(buffer, "END\n");
4257
4258     /* TODO: change to resource.glObjectHandle or something like that */
4259     GL_EXTCALL(glGenProgramsARB(1, &ret));
4260
4261     TRACE("Creating a hw vertex shader, prg=%d\n", ret);
4262     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
4263
4264     TRACE("Created hw vertex shader, prg=%d\n", ret);
4265     /* Create the program and check for errors */
4266     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
4267                buffer->content_size, buffer->buffer));
4268     checkGLcall("glProgramStringARB()");
4269
4270     gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
4271     if (errPos != -1)
4272     {
4273         FIXME("HW VertexShader Error at position %d: %s\n\n",
4274               errPos, debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
4275         shader_arb_dump_program_source(buffer->buffer);
4276         ret = -1;
4277     }
4278     else
4279     {
4280         GLint native;
4281
4282         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
4283         checkGLcall("glGetProgramivARB()");
4284         if (!native) WARN("Program exceeds native resource limits.\n");
4285     }
4286
4287     return ret;
4288 }
4289
4290 /* Context activation is done by the caller. */
4291 static struct arb_ps_compiled_shader *find_arb_pshader(struct wined3d_shader *shader,
4292         const struct arb_ps_compile_args *args)
4293 {
4294     struct wined3d_device *device = shader->device;
4295     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4296     const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
4297     UINT i;
4298     DWORD new_size;
4299     struct arb_ps_compiled_shader *new_array;
4300     struct wined3d_shader_buffer buffer;
4301     struct arb_pshader_private *shader_data;
4302     GLuint ret;
4303
4304     if (!shader->backend_data)
4305     {
4306         struct shader_arb_priv *priv = device->shader_priv;
4307
4308         shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4309         shader_data = shader->backend_data;
4310         shader_data->clamp_consts = shader->reg_maps.shader_version.major == 1;
4311
4312         if (shader->reg_maps.shader_version.major < 3)
4313             shader_data->input_signature_idx = ~0;
4314         else
4315             shader_data->input_signature_idx = find_input_signature(priv, shader->input_signature);
4316
4317         TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
4318
4319         if (!d3d_info->vs_clipping)
4320             shader_data->clipplane_emulation = shader_find_free_input_register(&shader->reg_maps,
4321                     gl_info->limits.texture_stages - 1);
4322         else
4323             shader_data->clipplane_emulation = ~0U;
4324     }
4325     shader_data = shader->backend_data;
4326
4327     /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4328      * so a linear search is more performant than a hashmap or a binary search
4329      * (cache coherency etc)
4330      */
4331     for (i = 0; i < shader_data->num_gl_shaders; ++i)
4332     {
4333         if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)))
4334             return &shader_data->gl_shaders[i];
4335     }
4336
4337     TRACE("No matching GL shader found, compiling a new shader\n");
4338     if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4339         if (shader_data->num_gl_shaders)
4340         {
4341             new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4342             new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4343                                     new_size * sizeof(*shader_data->gl_shaders));
4344         } else {
4345             new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4346             new_size = 1;
4347         }
4348
4349         if(!new_array) {
4350             ERR("Out of memory\n");
4351             return 0;
4352         }
4353         shader_data->gl_shaders = new_array;
4354         shader_data->shader_array_size = new_size;
4355     }
4356
4357     shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4358
4359     pixelshader_update_samplers(shader, args->super.tex_types);
4360
4361     if (!shader_buffer_init(&buffer))
4362     {
4363         ERR("Failed to initialize shader buffer.\n");
4364         return 0;
4365     }
4366
4367     ret = shader_arb_generate_pshader(shader, gl_info, &buffer, args,
4368             &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4369     shader_buffer_free(&buffer);
4370     shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4371
4372     return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4373 }
4374
4375 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
4376                                  const DWORD use_map, BOOL skip_int) {
4377     if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
4378     if(stored->super.clip_enabled != new->super.clip_enabled) return FALSE;
4379     if(stored->super.fog_src != new->super.fog_src) return FALSE;
4380     if(stored->clip.boolclip_compare != new->clip.boolclip_compare) return FALSE;
4381     if(stored->ps_signature != new->ps_signature) return FALSE;
4382     if(stored->vertex.samplers_compare != new->vertex.samplers_compare) return FALSE;
4383     if(skip_int) return TRUE;
4384
4385     return !memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl));
4386 }
4387
4388 static struct arb_vs_compiled_shader *find_arb_vshader(struct wined3d_shader *shader,
4389         const struct arb_vs_compile_args *args)
4390 {
4391     struct wined3d_device *device = shader->device;
4392     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4393     DWORD use_map = device->stream_info.use_map;
4394     UINT i;
4395     DWORD new_size;
4396     struct arb_vs_compiled_shader *new_array;
4397     struct wined3d_shader_buffer buffer;
4398     struct arb_vshader_private *shader_data;
4399     GLuint ret;
4400
4401     if (!shader->backend_data)
4402     {
4403         const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4404
4405         shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4406         shader_data = shader->backend_data;
4407
4408         if ((gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
4409                 && reg_maps->min_rel_offset <= reg_maps->max_rel_offset)
4410         {
4411             if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 127)
4412             {
4413                 FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
4414                 FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
4415                 FIXME("Min: %u, Max: %u.\n", reg_maps->min_rel_offset, reg_maps->max_rel_offset);
4416             }
4417             else if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 63)
4418                 shader_data->rel_offset = reg_maps->min_rel_offset + 63;
4419             else if (reg_maps->max_rel_offset > 63)
4420                 shader_data->rel_offset = reg_maps->min_rel_offset;
4421         }
4422     }
4423     shader_data = shader->backend_data;
4424
4425     /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4426      * so a linear search is more performant than a hashmap or a binary search
4427      * (cache coherency etc)
4428      */
4429     for(i = 0; i < shader_data->num_gl_shaders; i++) {
4430         if (vs_args_equal(&shader_data->gl_shaders[i].args, args,
4431                 use_map, gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]))
4432         {
4433             return &shader_data->gl_shaders[i];
4434         }
4435     }
4436
4437     TRACE("No matching GL shader found, compiling a new shader\n");
4438
4439     if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4440         if (shader_data->num_gl_shaders)
4441         {
4442             new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4443             new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4444                                     new_size * sizeof(*shader_data->gl_shaders));
4445         } else {
4446             new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4447             new_size = 1;
4448         }
4449
4450         if(!new_array) {
4451             ERR("Out of memory\n");
4452             return 0;
4453         }
4454         shader_data->gl_shaders = new_array;
4455         shader_data->shader_array_size = new_size;
4456     }
4457
4458     shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4459
4460     if (!shader_buffer_init(&buffer))
4461     {
4462         ERR("Failed to initialize shader buffer.\n");
4463         return 0;
4464     }
4465
4466     ret = shader_arb_generate_vshader(shader, gl_info, &buffer, args,
4467             &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4468     shader_buffer_free(&buffer);
4469     shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4470
4471     return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4472 }
4473
4474 static void find_arb_ps_compile_args(const struct wined3d_state *state,
4475         const struct wined3d_shader *shader, struct arb_ps_compile_args *args)
4476 {
4477     struct wined3d_device *device = shader->device;
4478     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4479     const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
4480     int i;
4481     WORD int_skip;
4482
4483     find_ps_compile_args(state, shader, &args->super);
4484
4485     /* This forces all local boolean constants to 1 to make them stateblock independent */
4486     args->bools = shader->reg_maps.local_bool_consts;
4487
4488     for(i = 0; i < MAX_CONST_B; i++)
4489     {
4490         if (state->ps_consts_b[i])
4491             args->bools |= ( 1 << i);
4492     }
4493
4494     /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4495      * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4496      * duplicate the shader than have a no-op KIL instruction in every shader
4497      */
4498     if (!d3d_info->vs_clipping && use_vs(state)
4499             && state->render_states[WINED3D_RS_CLIPPING]
4500             && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
4501         args->clip = 1;
4502     else
4503         args->clip = 0;
4504
4505     /* Skip if unused or local, or supported natively */
4506     int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4507     if (int_skip == 0xffff || gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
4508     {
4509         memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4510         return;
4511     }
4512
4513     for(i = 0; i < MAX_CONST_I; i++)
4514     {
4515         if(int_skip & (1 << i))
4516         {
4517             args->loop_ctrl[i][0] = 0;
4518             args->loop_ctrl[i][1] = 0;
4519             args->loop_ctrl[i][2] = 0;
4520         }
4521         else
4522         {
4523             args->loop_ctrl[i][0] = state->ps_consts_i[i * 4];
4524             args->loop_ctrl[i][1] = state->ps_consts_i[i * 4 + 1];
4525             args->loop_ctrl[i][2] = state->ps_consts_i[i * 4 + 2];
4526         }
4527     }
4528 }
4529
4530 static void find_arb_vs_compile_args(const struct wined3d_state *state,
4531         const struct wined3d_shader *shader, struct arb_vs_compile_args *args)
4532 {
4533     struct wined3d_device *device = shader->device;
4534     const struct wined3d_adapter *adapter = device->adapter;
4535     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4536     const struct wined3d_d3d_info *d3d_info = &adapter->d3d_info;
4537     int i;
4538     WORD int_skip;
4539
4540     find_vs_compile_args(state, shader, &args->super);
4541
4542     args->clip.boolclip_compare = 0;
4543     if (use_ps(state))
4544     {
4545         const struct wined3d_shader *ps = state->pixel_shader;
4546         const struct arb_pshader_private *shader_priv = ps->backend_data;
4547         args->ps_signature = shader_priv->input_signature_idx;
4548
4549         args->clip.boolclip.clip_texcoord = shader_priv->clipplane_emulation + 1;
4550     }
4551     else
4552     {
4553         args->ps_signature = ~0;
4554         if (!d3d_info->vs_clipping && adapter->fragment_pipe == &arbfp_fragment_pipeline)
4555         {
4556             args->clip.boolclip.clip_texcoord = ffp_clip_emul(state) ? gl_info->limits.texture_stages : 0;
4557         }
4558         /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4559     }
4560
4561     if (args->clip.boolclip.clip_texcoord)
4562     {
4563         if (state->render_states[WINED3D_RS_CLIPPING])
4564             args->clip.boolclip.clipplane_mask = (unsigned char)state->render_states[WINED3D_RS_CLIPPLANEENABLE];
4565         /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4566     }
4567
4568     /* This forces all local boolean constants to 1 to make them stateblock independent */
4569     args->clip.boolclip.bools = shader->reg_maps.local_bool_consts;
4570     /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4571     for(i = 0; i < MAX_CONST_B; i++)
4572     {
4573         if (state->vs_consts_b[i])
4574             args->clip.boolclip.bools |= ( 1 << i);
4575     }
4576
4577     args->vertex.samplers[0] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 0];
4578     args->vertex.samplers[1] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 1];
4579     args->vertex.samplers[2] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 2];
4580     args->vertex.samplers[3] = 0;
4581
4582     /* Skip if unused or local */
4583     int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4584     /* This is about flow control, not clipping. */
4585     if (int_skip == 0xffff || gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4586     {
4587         memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4588         return;
4589     }
4590
4591     for(i = 0; i < MAX_CONST_I; i++)
4592     {
4593         if(int_skip & (1 << i))
4594         {
4595             args->loop_ctrl[i][0] = 0;
4596             args->loop_ctrl[i][1] = 0;
4597             args->loop_ctrl[i][2] = 0;
4598         }
4599         else
4600         {
4601             args->loop_ctrl[i][0] = state->vs_consts_i[i * 4];
4602             args->loop_ctrl[i][1] = state->vs_consts_i[i * 4 + 1];
4603             args->loop_ctrl[i][2] = state->vs_consts_i[i * 4 + 2];
4604         }
4605     }
4606 }
4607
4608 /* Context activation is done by the caller. */
4609 static void shader_arb_select(const struct wined3d_context *context, enum wined3d_shader_mode vertex_mode,
4610         enum wined3d_shader_mode fragment_mode)
4611 {
4612     struct wined3d_device *device = context->swapchain->device;
4613     struct shader_arb_priv *priv = device->shader_priv;
4614     const struct wined3d_gl_info *gl_info = context->gl_info;
4615     const struct wined3d_state *state = &device->stateBlock->state;
4616     int i;
4617
4618     /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4619     if (fragment_mode == WINED3D_SHADER_MODE_SHADER)
4620     {
4621         struct wined3d_shader *ps = state->pixel_shader;
4622         struct arb_ps_compile_args compile_args;
4623         struct arb_ps_compiled_shader *compiled;
4624
4625         TRACE("Using pixel shader %p.\n", ps);
4626         find_arb_ps_compile_args(state, ps, &compile_args);
4627         compiled = find_arb_pshader(ps, &compile_args);
4628         priv->current_fprogram_id = compiled->prgId;
4629         priv->compiled_fprog = compiled;
4630
4631         /* Bind the fragment program */
4632         GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4633         checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4634
4635         if (!priv->use_arbfp_fixed_func)
4636             priv->fragment_pipe->enable_extension(gl_info, FALSE);
4637
4638         /* Enable OpenGL fragment programs. */
4639         gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
4640         checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4641
4642         TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n",
4643                 device, priv->current_fprogram_id);
4644
4645         /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4646          * a 1.x and newer shader, reload the first 8 constants
4647          */
4648         if (priv->last_ps_const_clamped != ((struct arb_pshader_private *)ps->backend_data)->clamp_consts)
4649         {
4650             priv->last_ps_const_clamped = ((struct arb_pshader_private *)ps->backend_data)->clamp_consts;
4651             priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, 8);
4652             for(i = 0; i < 8; i++)
4653             {
4654                 priv->pshader_const_dirty[i] = 1;
4655             }
4656             /* Also takes care of loading local constants */
4657             shader_arb_load_constants_internal(context, TRUE, FALSE, TRUE);
4658         }
4659         else
4660         {
4661             UINT rt_height = state->fb->render_targets[0]->resource.height;
4662             shader_arb_ps_local_constants(compiled, context, state, rt_height);
4663         }
4664
4665         /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4666         if (compiled->np2fixup_info.super.active)
4667             shader_arb_load_np2fixup_constants(priv, gl_info, state);
4668     }
4669     else
4670     {
4671         if (gl_info->supported[ARB_FRAGMENT_PROGRAM] && !priv->use_arbfp_fixed_func)
4672         {
4673             /* Disable only if we're not using arbfp fixed function fragment
4674              * processing. If this is used, keep GL_FRAGMENT_PROGRAM_ARB
4675              * enabled, and the fixed function pipeline will bind the fixed
4676              * function replacement shader. */
4677             gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4678             checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4679             priv->current_fprogram_id = 0;
4680         }
4681         priv->fragment_pipe->enable_extension(gl_info, fragment_mode == WINED3D_SHADER_MODE_FFP);
4682     }
4683
4684     if (vertex_mode == WINED3D_SHADER_MODE_SHADER)
4685     {
4686         struct wined3d_shader *vs = state->vertex_shader;
4687         struct arb_vs_compile_args compile_args;
4688         struct arb_vs_compiled_shader *compiled;
4689
4690         TRACE("Using vertex shader %p\n", vs);
4691         find_arb_vs_compile_args(state, vs, &compile_args);
4692         compiled = find_arb_vshader(vs, &compile_args);
4693         priv->current_vprogram_id = compiled->prgId;
4694         priv->compiled_vprog = compiled;
4695
4696         /* Bind the vertex program */
4697         GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4698         checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4699
4700         /* Enable OpenGL vertex programs */
4701         gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB);
4702         checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4703         TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", device, priv->current_vprogram_id);
4704         shader_arb_vs_local_constants(compiled, context, state);
4705
4706         if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
4707             priv->last_vs_color_unclamp = compiled->need_color_unclamp;
4708
4709             if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4710             {
4711                 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp));
4712                 checkGLcall("glClampColorARB");
4713             } else {
4714                 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4715             }
4716         }
4717     }
4718     else if (gl_info->supported[ARB_VERTEX_PROGRAM])
4719     {
4720         priv->current_vprogram_id = 0;
4721         gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4722         checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4723     }
4724     priv->vertex_pipe->vp_enable(gl_info, vertex_mode == WINED3D_SHADER_MODE_FFP);
4725 }
4726
4727 /* Context activation is done by the caller. */
4728 static void shader_arb_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
4729         enum tex_types tex_type, const SIZE *ds_mask_size)
4730 {
4731     const float mask[] = {0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy};
4732     BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
4733     struct shader_arb_priv *priv = shader_priv;
4734     GLuint *blt_fprogram;
4735
4736     if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
4737     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
4738     gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB);
4739
4740     blt_fprogram = masked ? &priv->depth_blt_fprogram_id_masked[tex_type] : &priv->depth_blt_fprogram_id_full[tex_type];
4741     if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type, masked);
4742     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
4743     if (masked) GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, mask));
4744     gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
4745 }
4746
4747 /* Context activation is done by the caller. */
4748 static void shader_arb_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info)
4749 {
4750     struct shader_arb_priv *priv = shader_priv;
4751
4752     if (priv->current_vprogram_id) {
4753         GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4754         checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
4755
4756         TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB.\n", priv->current_vprogram_id);
4757     }
4758     else
4759     {
4760         gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4761         checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4762     }
4763
4764     if (priv->current_fprogram_id) {
4765         GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4766         checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
4767
4768         TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB.\n", priv->current_fprogram_id);
4769     }
4770     else if(!priv->use_arbfp_fixed_func)
4771     {
4772         gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4773         checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4774     }
4775 }
4776
4777 static void shader_arb_destroy(struct wined3d_shader *shader)
4778 {
4779     struct wined3d_device *device = shader->device;
4780     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4781
4782     if (shader_is_pshader_version(shader->reg_maps.shader_version.type))
4783     {
4784         struct arb_pshader_private *shader_data = shader->backend_data;
4785         UINT i;
4786
4787         if(!shader_data) return; /* This can happen if a shader was never compiled */
4788
4789         if (shader_data->num_gl_shaders)
4790         {
4791             struct wined3d_context *context = context_acquire(device, NULL);
4792
4793             for (i = 0; i < shader_data->num_gl_shaders; ++i)
4794             {
4795                 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4796                 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4797             }
4798
4799             context_release(context);
4800         }
4801
4802         HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4803         HeapFree(GetProcessHeap(), 0, shader_data);
4804         shader->backend_data = NULL;
4805     }
4806     else
4807     {
4808         struct arb_vshader_private *shader_data = shader->backend_data;
4809         UINT i;
4810
4811         if(!shader_data) return; /* This can happen if a shader was never compiled */
4812
4813         if (shader_data->num_gl_shaders)
4814         {
4815             struct wined3d_context *context = context_acquire(device, NULL);
4816
4817             for (i = 0; i < shader_data->num_gl_shaders; ++i)
4818             {
4819                 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4820                 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4821             }
4822
4823             context_release(context);
4824         }
4825
4826         HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4827         HeapFree(GetProcessHeap(), 0, shader_data);
4828         shader->backend_data = NULL;
4829     }
4830 }
4831
4832 static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
4833 {
4834     struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4835     return compare_sig(key, e->sig);
4836 }
4837
4838 static const struct wine_rb_functions sig_tree_functions =
4839 {
4840     wined3d_rb_alloc,
4841     wined3d_rb_realloc,
4842     wined3d_rb_free,
4843     sig_tree_compare
4844 };
4845
4846 static HRESULT shader_arb_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
4847         const struct fragment_pipeline *fragment_pipe)
4848 {
4849     struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
4850     struct fragment_caps fragment_caps;
4851     void *vertex_priv, *fragment_priv;
4852
4853     if (!(vertex_priv = vertex_pipe->vp_alloc(&arb_program_shader_backend, priv)))
4854     {
4855         ERR("Failed to initialize vertex pipe.\n");
4856         HeapFree(GetProcessHeap(), 0, priv);
4857         return E_FAIL;
4858     }
4859
4860     if (!(fragment_priv = fragment_pipe->alloc_private(&arb_program_shader_backend, priv)))
4861     {
4862         ERR("Failed to initialize fragment pipe.\n");
4863         vertex_pipe->vp_free(device);
4864         HeapFree(GetProcessHeap(), 0, priv);
4865         return E_FAIL;
4866     }
4867
4868     priv->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
4869             sizeof(*priv->vshader_const_dirty) * device->d3d_vshader_constantF);
4870     if (!priv->vshader_const_dirty)
4871         goto fail;
4872     memset(priv->vshader_const_dirty, 1,
4873            sizeof(*priv->vshader_const_dirty) * device->d3d_vshader_constantF);
4874
4875     priv->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
4876             sizeof(*priv->pshader_const_dirty) * device->d3d_pshader_constantF);
4877     if (!priv->pshader_const_dirty)
4878         goto fail;
4879     memset(priv->pshader_const_dirty, 1,
4880             sizeof(*priv->pshader_const_dirty) * device->d3d_pshader_constantF);
4881
4882     if(wine_rb_init(&priv->signature_tree, &sig_tree_functions) == -1)
4883     {
4884         ERR("RB tree init failed\n");
4885         goto fail;
4886     }
4887
4888     priv->vertex_pipe = vertex_pipe;
4889     priv->fragment_pipe = fragment_pipe;
4890     fragment_pipe->get_caps(&device->adapter->gl_info, &fragment_caps);
4891     priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
4892
4893     device->vertex_priv = vertex_priv;
4894     device->fragment_priv = fragment_priv;
4895     device->shader_priv = priv;
4896
4897     return WINED3D_OK;
4898
4899 fail:
4900     HeapFree(GetProcessHeap(), 0, priv->pshader_const_dirty);
4901     HeapFree(GetProcessHeap(), 0, priv->vshader_const_dirty);
4902     fragment_pipe->free_private(device);
4903     vertex_pipe->vp_free(device);
4904     HeapFree(GetProcessHeap(), 0, priv);
4905     return E_OUTOFMEMORY;
4906 }
4907
4908 static void release_signature(struct wine_rb_entry *entry, void *context)
4909 {
4910     struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4911     int i;
4912     for(i = 0; i < MAX_REG_INPUT; i++)
4913     {
4914         HeapFree(GetProcessHeap(), 0, (char *) sig->sig[i].semantic_name);
4915     }
4916     HeapFree(GetProcessHeap(), 0, sig->sig);
4917     HeapFree(GetProcessHeap(), 0, sig);
4918 }
4919
4920 /* Context activation is done by the caller. */
4921 static void shader_arb_free(struct wined3d_device *device)
4922 {
4923     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4924     struct shader_arb_priv *priv = device->shader_priv;
4925     int i;
4926
4927     if (priv->depth_blt_vprogram_id)
4928         GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
4929
4930     for (i = 0; i < tex_type_count; ++i)
4931     {
4932         if (priv->depth_blt_fprogram_id_full[i])
4933         {
4934             GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_full[i]));
4935         }
4936         if (priv->depth_blt_fprogram_id_masked[i])
4937         {
4938             GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_masked[i]));
4939         }
4940     }
4941
4942     wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
4943     HeapFree(GetProcessHeap(), 0, priv->pshader_const_dirty);
4944     HeapFree(GetProcessHeap(), 0, priv->vshader_const_dirty);
4945     priv->fragment_pipe->free_private(device);
4946     priv->vertex_pipe->vp_free(device);
4947     HeapFree(GetProcessHeap(), 0, device->shader_priv);
4948 }
4949
4950 static void shader_arb_context_destroyed(void *shader_priv, const struct wined3d_context *context)
4951 {
4952     struct shader_arb_priv *priv = shader_priv;
4953
4954     if (priv->last_context == context)
4955         priv->last_context = NULL;
4956 }
4957
4958 static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
4959 {
4960     if (gl_info->supported[ARB_VERTEX_PROGRAM])
4961     {
4962         DWORD vs_consts;
4963         UINT vs_version;
4964
4965         /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
4966          * for vertex programs. If the native limit is less than that it's
4967          * not very useful, and e.g. Mesa swrast returns 0, probably to
4968          * indicate it's a software implementation. */
4969         if (gl_info->limits.arb_vs_native_constants < 96)
4970             vs_consts = gl_info->limits.arb_vs_float_constants;
4971         else
4972             vs_consts = min(gl_info->limits.arb_vs_float_constants, gl_info->limits.arb_vs_native_constants);
4973
4974         if (gl_info->supported[NV_VERTEX_PROGRAM3])
4975         {
4976             vs_version = 3;
4977             TRACE("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
4978         }
4979         else if (vs_consts >= 256)
4980         {
4981             /* Shader Model 2.0 requires at least 256 vertex shader constants */
4982             vs_version = 2;
4983             TRACE("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
4984         }
4985         else
4986         {
4987             vs_version = 1;
4988             TRACE("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
4989         }
4990         caps->vs_version = min(wined3d_settings.max_sm_vs, vs_version);
4991         caps->vs_uniform_count = vs_consts;
4992     }
4993     else
4994     {
4995         caps->vs_version = 0;
4996         caps->vs_uniform_count = 0;
4997     }
4998
4999     caps->gs_version = 0;
5000
5001     if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
5002     {
5003         DWORD ps_consts;
5004         UINT ps_version;
5005
5006         /* Similar as above for vertex programs, but the minimum for fragment
5007          * programs is 24. */
5008         if (gl_info->limits.arb_ps_native_constants < 24)
5009             ps_consts = gl_info->limits.arb_ps_float_constants;
5010         else
5011             ps_consts = min(gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_native_constants);
5012
5013         if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
5014         {
5015             ps_version = 3;
5016             TRACE("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
5017         }
5018         else if (ps_consts >= 32)
5019         {
5020             /* Shader Model 2.0 requires at least 32 pixel shader constants */
5021             ps_version = 2;
5022             TRACE("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
5023         }
5024         else
5025         {
5026             ps_version = 1;
5027             TRACE("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
5028         }
5029         caps->ps_version = min(wined3d_settings.max_sm_ps, ps_version);
5030         caps->ps_uniform_count = ps_consts;
5031         caps->ps_1x_max_value = 8.0f;
5032     }
5033     else
5034     {
5035         caps->ps_version = 0;
5036         caps->ps_uniform_count = 0;
5037         caps->ps_1x_max_value = 0.0f;
5038     }
5039
5040     caps->wined3d_caps = WINED3D_SHADER_CAP_SRGB_WRITE;
5041     if (use_nv_clip(gl_info))
5042         caps->wined3d_caps |= WINED3D_SHADER_CAP_VS_CLIPPING;
5043 }
5044
5045 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
5046 {
5047     if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
5048     {
5049         TRACE("Checking support for color_fixup:\n");
5050         dump_color_fixup_desc(fixup);
5051     }
5052
5053     /* We support everything except complex conversions. */
5054     if (!is_complex_fixup(fixup))
5055     {
5056         TRACE("[OK]\n");
5057         return TRUE;
5058     }
5059
5060     TRACE("[FAILED]\n");
5061     return FALSE;
5062 }
5063
5064 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
5065     DWORD shift;
5066     char write_mask[20], regstr[50];
5067     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
5068     BOOL is_color = FALSE;
5069     const struct wined3d_shader_dst_param *dst;
5070
5071     if (!ins->dst_count) return;
5072
5073     dst = &ins->dst[0];
5074     shift = dst->shift;
5075     if (!shift) return; /* Saturate alone is handled by the instructions */
5076
5077     shader_arb_get_write_mask(ins, dst, write_mask);
5078     shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
5079
5080     /* Generate a line that does the output modifier computation
5081      * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
5082      * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
5083      */
5084     shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
5085                    regstr, write_mask, regstr, shift_tab[shift]);
5086 }
5087
5088 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
5089 {
5090     /* WINED3DSIH_ABS                   */ shader_hw_map2gl,
5091     /* WINED3DSIH_ADD                   */ shader_hw_map2gl,
5092     /* WINED3DSIH_AND                   */ NULL,
5093     /* WINED3DSIH_BEM                   */ pshader_hw_bem,
5094     /* WINED3DSIH_BREAK                 */ shader_hw_break,
5095     /* WINED3DSIH_BREAKC                */ shader_hw_breakc,
5096     /* WINED3DSIH_BREAKP                */ NULL,
5097     /* WINED3DSIH_CALL                  */ shader_hw_call,
5098     /* WINED3DSIH_CALLNZ                */ NULL,
5099     /* WINED3DSIH_CMP                   */ pshader_hw_cmp,
5100     /* WINED3DSIH_CND                   */ pshader_hw_cnd,
5101     /* WINED3DSIH_CRS                   */ shader_hw_map2gl,
5102     /* WINED3DSIH_CUT                   */ NULL,
5103     /* WINED3DSIH_DCL                   */ shader_hw_nop,
5104     /* WINED3DSIH_DCL_CONSTANT_BUFFER   */ shader_hw_nop,
5105     /* WINED3DSIH_DCL_INPUT_PRIMITIVE   */ shader_hw_nop,
5106     /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY   */ shader_hw_nop,
5107     /* WINED3DSIH_DCL_VERTICES_OUT      */ shader_hw_nop,
5108     /* WINED3DSIH_DEF                   */ shader_hw_nop,
5109     /* WINED3DSIH_DEFB                  */ shader_hw_nop,
5110     /* WINED3DSIH_DEFI                  */ shader_hw_nop,
5111     /* WINED3DSIH_DIV                   */ NULL,
5112     /* WINED3DSIH_DP2ADD                */ pshader_hw_dp2add,
5113     /* WINED3DSIH_DP3                   */ shader_hw_map2gl,
5114     /* WINED3DSIH_DP4                   */ shader_hw_map2gl,
5115     /* WINED3DSIH_DST                   */ shader_hw_map2gl,
5116     /* WINED3DSIH_DSX                   */ shader_hw_map2gl,
5117     /* WINED3DSIH_DSY                   */ shader_hw_dsy,
5118     /* WINED3DSIH_ELSE                  */ shader_hw_else,
5119     /* WINED3DSIH_EMIT                  */ NULL,
5120     /* WINED3DSIH_ENDIF                 */ shader_hw_endif,
5121     /* WINED3DSIH_ENDLOOP               */ shader_hw_endloop,
5122     /* WINED3DSIH_ENDREP                */ shader_hw_endrep,
5123     /* WINED3DSIH_EQ                    */ NULL,
5124     /* WINED3DSIH_EXP                   */ shader_hw_scalar_op,
5125     /* WINED3DSIH_EXPP                  */ shader_hw_scalar_op,
5126     /* WINED3DSIH_FRC                   */ shader_hw_map2gl,
5127     /* WINED3DSIH_FTOI                  */ NULL,
5128     /* WINED3DSIH_GE                    */ NULL,
5129     /* WINED3DSIH_IADD                  */ NULL,
5130     /* WINED3DSIH_IEQ                   */ NULL,
5131     /* WINED3DSIH_IF                    */ NULL /* Hardcoded into the shader */,
5132     /* WINED3DSIH_IFC                   */ shader_hw_ifc,
5133     /* WINED3DSIH_IGE                   */ NULL,
5134     /* WINED3DSIH_IMUL                  */ NULL,
5135     /* WINED3DSIH_ITOF                  */ NULL,
5136     /* WINED3DSIH_LABEL                 */ shader_hw_label,
5137     /* WINED3DSIH_LD                    */ NULL,
5138     /* WINED3DSIH_LIT                   */ shader_hw_map2gl,
5139     /* WINED3DSIH_LOG                   */ shader_hw_log,
5140     /* WINED3DSIH_LOGP                  */ shader_hw_log,
5141     /* WINED3DSIH_LOOP                  */ shader_hw_loop,
5142     /* WINED3DSIH_LRP                   */ shader_hw_lrp,
5143     /* WINED3DSIH_LT                    */ NULL,
5144     /* WINED3DSIH_M3x2                  */ shader_hw_mnxn,
5145     /* WINED3DSIH_M3x3                  */ shader_hw_mnxn,
5146     /* WINED3DSIH_M3x4                  */ shader_hw_mnxn,
5147     /* WINED3DSIH_M4x3                  */ shader_hw_mnxn,
5148     /* WINED3DSIH_M4x4                  */ shader_hw_mnxn,
5149     /* WINED3DSIH_MAD                   */ shader_hw_map2gl,
5150     /* WINED3DSIH_MAX                   */ shader_hw_map2gl,
5151     /* WINED3DSIH_MIN                   */ shader_hw_map2gl,
5152     /* WINED3DSIH_MOV                   */ shader_hw_mov,
5153     /* WINED3DSIH_MOVA                  */ shader_hw_mov,
5154     /* WINED3DSIH_MOVC                  */ NULL,
5155     /* WINED3DSIH_MUL                   */ shader_hw_map2gl,
5156     /* WINED3DSIH_NOP                   */ shader_hw_nop,
5157     /* WINED3DSIH_NRM                   */ shader_hw_nrm,
5158     /* WINED3DSIH_PHASE                 */ shader_hw_nop,
5159     /* WINED3DSIH_POW                   */ shader_hw_pow,
5160     /* WINED3DSIH_RCP                   */ shader_hw_rcp,
5161     /* WINED3DSIH_REP                   */ shader_hw_rep,
5162     /* WINED3DSIH_RET                   */ shader_hw_ret,
5163     /* WINED3DSIH_ROUND_NI              */ NULL,
5164     /* WINED3DSIH_RSQ                   */ shader_hw_scalar_op,
5165     /* WINED3DSIH_SAMPLE                */ NULL,
5166     /* WINED3DSIH_SAMPLE_GRAD           */ NULL,
5167     /* WINED3DSIH_SAMPLE_LOD            */ NULL,
5168     /* WINED3DSIH_SETP                  */ NULL,
5169     /* WINED3DSIH_SGE                   */ shader_hw_map2gl,
5170     /* WINED3DSIH_SGN                   */ shader_hw_sgn,
5171     /* WINED3DSIH_SINCOS                */ shader_hw_sincos,
5172     /* WINED3DSIH_SLT                   */ shader_hw_map2gl,
5173     /* WINED3DSIH_SQRT                  */ NULL,
5174     /* WINED3DSIH_SUB                   */ shader_hw_map2gl,
5175     /* WINED3DSIH_TEX                   */ pshader_hw_tex,
5176     /* WINED3DSIH_TEXBEM                */ pshader_hw_texbem,
5177     /* WINED3DSIH_TEXBEML               */ pshader_hw_texbem,
5178     /* WINED3DSIH_TEXCOORD              */ pshader_hw_texcoord,
5179     /* WINED3DSIH_TEXDEPTH              */ pshader_hw_texdepth,
5180     /* WINED3DSIH_TEXDP3                */ pshader_hw_texdp3,
5181     /* WINED3DSIH_TEXDP3TEX             */ pshader_hw_texdp3tex,
5182     /* WINED3DSIH_TEXKILL               */ pshader_hw_texkill,
5183     /* WINED3DSIH_TEXLDD                */ shader_hw_texldd,
5184     /* WINED3DSIH_TEXLDL                */ shader_hw_texldl,
5185     /* WINED3DSIH_TEXM3x2DEPTH          */ pshader_hw_texm3x2depth,
5186     /* WINED3DSIH_TEXM3x2PAD            */ pshader_hw_texm3x2pad,
5187     /* WINED3DSIH_TEXM3x2TEX            */ pshader_hw_texm3x2tex,
5188     /* WINED3DSIH_TEXM3x3               */ pshader_hw_texm3x3,
5189     /* WINED3DSIH_TEXM3x3DIFF           */ NULL,
5190     /* WINED3DSIH_TEXM3x3PAD            */ pshader_hw_texm3x3pad,
5191     /* WINED3DSIH_TEXM3x3SPEC           */ pshader_hw_texm3x3spec,
5192     /* WINED3DSIH_TEXM3x3TEX            */ pshader_hw_texm3x3tex,
5193     /* WINED3DSIH_TEXM3x3VSPEC          */ pshader_hw_texm3x3vspec,
5194     /* WINED3DSIH_TEXREG2AR             */ pshader_hw_texreg2ar,
5195     /* WINED3DSIH_TEXREG2GB             */ pshader_hw_texreg2gb,
5196     /* WINED3DSIH_TEXREG2RGB            */ pshader_hw_texreg2rgb,
5197     /* WINED3DSIH_UDIV                  */ NULL,
5198     /* WINED3DSIH_USHR                  */ NULL,
5199     /* WINED3DSIH_UTOF                  */ NULL,
5200     /* WINED3DSIH_XOR                   */ NULL,
5201 };
5202
5203 static BOOL get_bool_const(const struct wined3d_shader_instruction *ins,
5204         const struct wined3d_shader *shader, DWORD idx)
5205 {
5206     const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5207     BOOL vshader = shader_is_vshader_version(reg_maps->shader_version.type);
5208     const struct wined3d_shader_lconst *constant;
5209     WORD bools = 0;
5210     WORD flag = (1 << idx);
5211     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5212
5213     if (reg_maps->local_bool_consts & flag)
5214     {
5215         /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
5216         LIST_FOR_EACH_ENTRY(constant, &shader->constantsB, struct wined3d_shader_lconst, entry)
5217         {
5218             if (constant->idx == idx)
5219             {
5220                 return constant->value[0];
5221             }
5222         }
5223         ERR("Local constant not found\n");
5224         return FALSE;
5225     }
5226     else
5227     {
5228         if(vshader) bools = priv->cur_vs_args->clip.boolclip.bools;
5229         else bools = priv->cur_ps_args->bools;
5230         return bools & flag;
5231     }
5232 }
5233
5234 static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
5235         const struct wined3d_shader *shader, UINT idx, struct wined3d_shader_loop_control *loop_control)
5236 {
5237     const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5238     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5239
5240     /* Integer constants can either be a local constant, or they can be stored in the shader
5241      * type specific compile args. */
5242     if (reg_maps->local_int_consts & (1 << idx))
5243     {
5244         const struct wined3d_shader_lconst *constant;
5245
5246         LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
5247         {
5248             if (constant->idx == idx)
5249             {
5250                 loop_control->count = constant->value[0];
5251                 loop_control->start = constant->value[1];
5252                 /* Step is signed. */
5253                 loop_control->step = (int)constant->value[2];
5254                 return;
5255             }
5256         }
5257         /* If this happens the flag was set incorrectly */
5258         ERR("Local constant not found\n");
5259         loop_control->count = 0;
5260         loop_control->start = 0;
5261         loop_control->step = 0;
5262         return;
5263     }
5264
5265     switch (reg_maps->shader_version.type)
5266     {
5267         case WINED3D_SHADER_TYPE_VERTEX:
5268             /* Count and aL start value are unsigned */
5269             loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
5270             loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
5271             /* Step is signed. */
5272             loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
5273             break;
5274
5275         case WINED3D_SHADER_TYPE_PIXEL:
5276             loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
5277             loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
5278             loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
5279             break;
5280
5281         default:
5282             FIXME("Unhandled shader type %#x.\n", reg_maps->shader_version.type);
5283             break;
5284     }
5285 }
5286
5287 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
5288 {
5289     unsigned int i;
5290     struct wined3d_shader_dst_param *dst_param = NULL;
5291     struct wined3d_shader_src_param *src_param = NULL, *rel_addr = NULL;
5292     struct recorded_instruction *rec = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*rec));
5293     if(!rec)
5294     {
5295         ERR("Out of memory\n");
5296         return;
5297     }
5298
5299     rec->ins = *ins;
5300     dst_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param));
5301     if(!dst_param) goto free;
5302     *dst_param = *ins->dst;
5303     if (ins->dst->reg.idx[0].rel_addr)
5304     {
5305         rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
5306         if (!rel_addr)
5307             goto free;
5308         *rel_addr = *ins->dst->reg.idx[0].rel_addr;
5309         dst_param->reg.idx[0].rel_addr = rel_addr;
5310     }
5311     rec->ins.dst = dst_param;
5312
5313     src_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param) * ins->src_count);
5314     if (!src_param)
5315         goto free;
5316     for (i = 0; i < ins->src_count; ++i)
5317     {
5318         src_param[i] = ins->src[i];
5319         if (ins->src[i].reg.idx[0].rel_addr)
5320         {
5321             rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
5322             if (!rel_addr)
5323                 goto free;
5324             *rel_addr = *ins->src[i].reg.idx[0].rel_addr;
5325             src_param[i].reg.idx[0].rel_addr = rel_addr;
5326         }
5327     }
5328     rec->ins.src = src_param;
5329     list_add_tail(list, &rec->entry);
5330     return;
5331
5332 free:
5333     ERR("Out of memory\n");
5334     if(dst_param)
5335     {
5336         HeapFree(GetProcessHeap(), 0, (void *)dst_param->reg.idx[0].rel_addr);
5337         HeapFree(GetProcessHeap(), 0, dst_param);
5338     }
5339     if(src_param)
5340     {
5341         for(i = 0; i < ins->src_count; i++)
5342         {
5343             HeapFree(GetProcessHeap(), 0, (void *)src_param[i].reg.idx[0].rel_addr);
5344         }
5345         HeapFree(GetProcessHeap(), 0, src_param);
5346     }
5347     HeapFree(GetProcessHeap(), 0, rec);
5348 }
5349
5350 static void free_recorded_instruction(struct list *list)
5351 {
5352     struct recorded_instruction *rec_ins, *entry2;
5353     unsigned int i;
5354
5355     LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
5356     {
5357         list_remove(&rec_ins->entry);
5358         if (rec_ins->ins.dst)
5359         {
5360             HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.dst->reg.idx[0].rel_addr);
5361             HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.dst);
5362         }
5363         if (rec_ins->ins.src)
5364         {
5365             for (i = 0; i < rec_ins->ins.src_count; ++i)
5366             {
5367                 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.src[i].reg.idx[0].rel_addr);
5368             }
5369             HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.src);
5370         }
5371         HeapFree(GetProcessHeap(), 0, rec_ins);
5372     }
5373 }
5374
5375 static void pop_control_frame(const struct wined3d_shader_instruction *ins)
5376 {
5377     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5378     struct control_frame *control_frame;
5379
5380     if (ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5381     {
5382         struct list *e = list_head(&priv->control_frames);
5383         control_frame = LIST_ENTRY(e, struct control_frame, entry);
5384         list_remove(&control_frame->entry);
5385         HeapFree(GetProcessHeap(), 0, control_frame);
5386         priv->loop_depth--;
5387     }
5388     else if (ins->handler_idx == WINED3DSIH_ENDIF)
5389     {
5390         /* Non-ifc ENDIFs were already handled previously. */
5391         struct list *e = list_head(&priv->control_frames);
5392         control_frame = LIST_ENTRY(e, struct control_frame, entry);
5393         list_remove(&control_frame->entry);
5394         HeapFree(GetProcessHeap(), 0, control_frame);
5395     }
5396 }
5397
5398 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
5399     SHADER_HANDLER hw_fct;
5400     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5401     const struct wined3d_shader *shader = ins->ctx->shader;
5402     struct control_frame *control_frame;
5403     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
5404     BOOL bool_const;
5405
5406     if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
5407     {
5408         control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5409         list_add_head(&priv->control_frames, &control_frame->entry);
5410
5411         if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
5412         if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
5413
5414         if(priv->target_version >= NV2)
5415         {
5416             control_frame->no.loop = priv->num_loops++;
5417             priv->loop_depth++;
5418         }
5419         else
5420         {
5421             /* Don't bother recording when we're in a not used if branch */
5422             if(priv->muted)
5423             {
5424                 return;
5425             }
5426
5427             if(!priv->recording)
5428             {
5429                 list_init(&priv->record);
5430                 priv->recording = TRUE;
5431                 control_frame->outer_loop = TRUE;
5432                 get_loop_control_const(ins, shader, ins->src[0].reg.idx[0].offset, &control_frame->loop_control);
5433                 return; /* Instruction is handled */
5434             }
5435             /* Record this loop in the outer loop's recording */
5436         }
5437     }
5438     else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5439     {
5440         if(priv->target_version >= NV2)
5441         {
5442             /* Nothing to do. The control frame is popped after the HW instr handler */
5443         }
5444         else
5445         {
5446             struct list *e = list_head(&priv->control_frames);
5447             control_frame = LIST_ENTRY(e, struct control_frame, entry);
5448             list_remove(&control_frame->entry);
5449
5450             if(control_frame->outer_loop)
5451             {
5452                 unsigned int iteration;
5453                 int aL = 0;
5454                 struct list copy;
5455
5456                 /* Turn off recording before playback */
5457                 priv->recording = FALSE;
5458
5459                 /* Move the recorded instructions to a separate list and get them out of the private data
5460                  * structure. If there are nested loops, the shader_arb_handle_instruction below will
5461                  * be recorded again, thus priv->record might be overwritten
5462                  */
5463                 list_init(&copy);
5464                 list_move_tail(&copy, &priv->record);
5465                 list_init(&priv->record);
5466
5467                 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5468                 {
5469                     shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5470                                    control_frame->loop_control.count, control_frame->loop_control.start,
5471                                    control_frame->loop_control.step);
5472                     aL = control_frame->loop_control.start;
5473                 }
5474                 else
5475                 {
5476                     shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
5477                 }
5478
5479                 for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
5480                 {
5481                     struct recorded_instruction *rec_ins;
5482                     if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5483                     {
5484                         priv->aL = aL;
5485                         shader_addline(buffer, "#Iteration %u, aL=%d\n", iteration, aL);
5486                     }
5487                     else
5488                     {
5489                         shader_addline(buffer, "#Iteration %u\n", iteration);
5490                     }
5491
5492                     LIST_FOR_EACH_ENTRY(rec_ins, &copy, struct recorded_instruction, entry)
5493                     {
5494                         shader_arb_handle_instruction(&rec_ins->ins);
5495                     }
5496
5497                     if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5498                     {
5499                         aL += control_frame->loop_control.step;
5500                     }
5501                 }
5502                 shader_addline(buffer, "#end loop/rep\n");
5503
5504                 free_recorded_instruction(&copy);
5505                 HeapFree(GetProcessHeap(), 0, control_frame);
5506                 return; /* Instruction is handled */
5507             }
5508             else
5509             {
5510                 /* This is a nested loop. Proceed to the normal recording function */
5511                 HeapFree(GetProcessHeap(), 0, control_frame);
5512             }
5513         }
5514     }
5515
5516     if(priv->recording)
5517     {
5518         record_instruction(&priv->record, ins);
5519         return;
5520     }
5521
5522     /* boolean if */
5523     if(ins->handler_idx == WINED3DSIH_IF)
5524     {
5525         control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5526         list_add_head(&priv->control_frames, &control_frame->entry);
5527         control_frame->type = IF;
5528
5529         bool_const = get_bool_const(ins, shader, ins->src[0].reg.idx[0].offset);
5530         if (ins->src[0].modifiers == WINED3DSPSM_NOT)
5531             bool_const = !bool_const;
5532         if (!priv->muted && !bool_const)
5533         {
5534             shader_addline(buffer, "#if(FALSE){\n");
5535             priv->muted = TRUE;
5536             control_frame->muting = TRUE;
5537         }
5538         else shader_addline(buffer, "#if(TRUE) {\n");
5539
5540         return; /* Instruction is handled */
5541     }
5542     else if(ins->handler_idx == WINED3DSIH_IFC)
5543     {
5544         /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5545         control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5546         control_frame->type = IFC;
5547         control_frame->no.ifc = priv->num_ifcs++;
5548         list_add_head(&priv->control_frames, &control_frame->entry);
5549     }
5550     else if(ins->handler_idx == WINED3DSIH_ELSE)
5551     {
5552         struct list *e = list_head(&priv->control_frames);
5553         control_frame = LIST_ENTRY(e, struct control_frame, entry);
5554
5555         if(control_frame->type == IF)
5556         {
5557             shader_addline(buffer, "#} else {\n");
5558             if(!priv->muted && !control_frame->muting)
5559             {
5560                 priv->muted = TRUE;
5561                 control_frame->muting = TRUE;
5562             }
5563             else if(control_frame->muting) priv->muted = FALSE;
5564             return; /* Instruction is handled. */
5565         }
5566         /* In case of an ifc, generate a HW shader instruction */
5567         if (control_frame->type != IFC)
5568             ERR("Control frame does not match.\n");
5569     }
5570     else if(ins->handler_idx == WINED3DSIH_ENDIF)
5571     {
5572         struct list *e = list_head(&priv->control_frames);
5573         control_frame = LIST_ENTRY(e, struct control_frame, entry);
5574
5575         if(control_frame->type == IF)
5576         {
5577             shader_addline(buffer, "#} endif\n");
5578             if(control_frame->muting) priv->muted = FALSE;
5579             list_remove(&control_frame->entry);
5580             HeapFree(GetProcessHeap(), 0, control_frame);
5581             return; /* Instruction is handled */
5582         }
5583         /* In case of an ifc, generate a HW shader instruction */
5584         if (control_frame->type != IFC)
5585             ERR("Control frame does not match.\n");
5586     }
5587
5588     if(priv->muted)
5589     {
5590         pop_control_frame(ins);
5591         return;
5592     }
5593
5594     /* Select handler */
5595     hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
5596
5597     /* Unhandled opcode */
5598     if (!hw_fct)
5599     {
5600         FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
5601         return;
5602     }
5603     hw_fct(ins);
5604
5605     pop_control_frame(ins);
5606
5607     shader_arb_add_instruction_modifiers(ins);
5608 }
5609
5610 static BOOL shader_arb_has_ffp_proj_control(void *shader_priv)
5611 {
5612     struct shader_arb_priv *priv = shader_priv;
5613
5614     return priv->ffp_proj_control;
5615 }
5616
5617 const struct wined3d_shader_backend_ops arb_program_shader_backend =
5618 {
5619     shader_arb_handle_instruction,
5620     shader_arb_select,
5621     shader_arb_select_depth_blt,
5622     shader_arb_deselect_depth_blt,
5623     shader_arb_update_float_vertex_constants,
5624     shader_arb_update_float_pixel_constants,
5625     shader_arb_load_constants,
5626     shader_arb_load_np2fixup_constants,
5627     shader_arb_destroy,
5628     shader_arb_alloc,
5629     shader_arb_free,
5630     shader_arb_context_destroyed,
5631     shader_arb_get_caps,
5632     shader_arb_color_fixup_supported,
5633     shader_arb_has_ffp_proj_control,
5634 };
5635
5636 /* ARB_fragment_program fixed function pipeline replacement definitions */
5637 #define ARB_FFP_CONST_TFACTOR           0
5638 #define ARB_FFP_CONST_SPECULAR_ENABLE   ((ARB_FFP_CONST_TFACTOR) + 1)
5639 #define ARB_FFP_CONST_CONSTANT(i)       ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5640 #define ARB_FFP_CONST_BUMPMAT(i)        ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5641 #define ARB_FFP_CONST_LUMINANCE(i)      ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5642
5643 struct arbfp_ffp_desc
5644 {
5645     struct ffp_frag_desc parent;
5646     GLuint shader;
5647 };
5648
5649 /* Context activation is done by the caller. */
5650 static void arbfp_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
5651 {
5652     if (enable)
5653     {
5654         gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
5655         checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5656     }
5657     else
5658     {
5659         gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
5660         checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5661     }
5662 }
5663
5664 static void *arbfp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5665 {
5666     struct shader_arb_priv *priv;
5667
5668     /* Share private data between the shader backend and the pipeline
5669      * replacement, if both are the arb implementation. This is needed to
5670      * figure out whether ARBfp should be disabled if no pixel shader is bound
5671      * or not. */
5672     if (shader_backend == &arb_program_shader_backend)
5673         priv = shader_priv;
5674     else if (!(priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv))))
5675         return NULL;
5676
5677     if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
5678     {
5679         ERR("Failed to initialize rbtree.\n");
5680         if (priv != shader_priv)
5681             HeapFree(GetProcessHeap(), 0, priv);
5682         return NULL;
5683     }
5684     priv->use_arbfp_fixed_func = TRUE;
5685
5686     return priv;
5687 }
5688
5689 /* Context activation is done by the caller. */
5690 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
5691 {
5692     const struct wined3d_gl_info *gl_info = context;
5693     struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
5694
5695     GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
5696     checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5697     HeapFree(GetProcessHeap(), 0, entry_arb);
5698 }
5699
5700 /* Context activation is done by the caller. */
5701 static void arbfp_free(struct wined3d_device *device)
5702 {
5703     struct shader_arb_priv *priv = device->fragment_priv;
5704
5705     wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &device->adapter->gl_info);
5706     priv->use_arbfp_fixed_func = FALSE;
5707
5708     if (device->shader_backend != &arb_program_shader_backend)
5709     {
5710         HeapFree(GetProcessHeap(), 0, device->fragment_priv);
5711     }
5712 }
5713
5714 static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5715 {
5716     caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL
5717             | WINED3D_FRAGMENT_CAP_SRGB_WRITE;
5718     caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
5719     caps->TextureOpCaps =  WINED3DTEXOPCAPS_DISABLE                     |
5720                            WINED3DTEXOPCAPS_SELECTARG1                  |
5721                            WINED3DTEXOPCAPS_SELECTARG2                  |
5722                            WINED3DTEXOPCAPS_MODULATE4X                  |
5723                            WINED3DTEXOPCAPS_MODULATE2X                  |
5724                            WINED3DTEXOPCAPS_MODULATE                    |
5725                            WINED3DTEXOPCAPS_ADDSIGNED2X                 |
5726                            WINED3DTEXOPCAPS_ADDSIGNED                   |
5727                            WINED3DTEXOPCAPS_ADD                         |
5728                            WINED3DTEXOPCAPS_SUBTRACT                    |
5729                            WINED3DTEXOPCAPS_ADDSMOOTH                   |
5730                            WINED3DTEXOPCAPS_BLENDCURRENTALPHA           |
5731                            WINED3DTEXOPCAPS_BLENDFACTORALPHA            |
5732                            WINED3DTEXOPCAPS_BLENDTEXTUREALPHA           |
5733                            WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA           |
5734                            WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM         |
5735                            WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR      |
5736                            WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA      |
5737                            WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA   |
5738                            WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR   |
5739                            WINED3DTEXOPCAPS_DOTPRODUCT3                 |
5740                            WINED3DTEXOPCAPS_MULTIPLYADD                 |
5741                            WINED3DTEXOPCAPS_LERP                        |
5742                            WINED3DTEXOPCAPS_BUMPENVMAP                  |
5743                            WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
5744
5745     /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5746
5747     caps->MaxTextureBlendStages   = 8;
5748     caps->MaxSimultaneousTextures = min(gl_info->limits.fragment_samplers, 8);
5749 }
5750
5751 static void state_texfactor_arbfp(struct wined3d_context *context,
5752         const struct wined3d_state *state, DWORD state_id)
5753 {
5754     struct wined3d_device *device = context->swapchain->device;
5755     const struct wined3d_gl_info *gl_info = context->gl_info;
5756     float col[4];
5757
5758     /* Don't load the parameter if we're using an arbfp pixel shader,
5759      * otherwise we'll overwrite application provided constants. */
5760     if (device->shader_backend == &arb_program_shader_backend)
5761     {
5762         struct shader_arb_priv *priv;
5763
5764         if (use_ps(state)) return;
5765
5766         priv = device->shader_priv;
5767         priv->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
5768         priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
5769     }
5770
5771     D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
5772     GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
5773     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
5774 }
5775
5776 static void state_arb_specularenable(struct wined3d_context *context,
5777         const struct wined3d_state *state, DWORD state_id)
5778 {
5779     struct wined3d_device *device = context->swapchain->device;
5780     const struct wined3d_gl_info *gl_info = context->gl_info;
5781     float col[4];
5782
5783     /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5784      * application provided constants
5785      */
5786     if (device->shader_backend == &arb_program_shader_backend)
5787     {
5788         struct shader_arb_priv *priv;
5789
5790         if (use_ps(state)) return;
5791
5792         priv = device->shader_priv;
5793         priv->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
5794         priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
5795     }
5796
5797     if (state->render_states[WINED3D_RS_SPECULARENABLE])
5798     {
5799         /* The specular color has no alpha */
5800         col[0] = 1.0f; col[1] = 1.0f;
5801         col[2] = 1.0f; col[3] = 0.0f;
5802     } else {
5803         col[0] = 0.0f; col[1] = 0.0f;
5804         col[2] = 0.0f; col[3] = 0.0f;
5805     }
5806     GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
5807     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5808 }
5809
5810 static void set_bumpmat_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5811 {
5812     DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5813     struct wined3d_device *device = context->swapchain->device;
5814     const struct wined3d_gl_info *gl_info = context->gl_info;
5815     float mat[2][2];
5816
5817     if (use_ps(state))
5818     {
5819         /* The pixel shader has to know the bump env matrix. Do a constants
5820          * update. */
5821         if (stage && (state->pixel_shader->reg_maps.bumpmat & (1 << stage)))
5822             context->load_constants = 1;
5823
5824         if(device->shader_backend == &arb_program_shader_backend) {
5825             /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5826             return;
5827         }
5828     }
5829     else if (device->shader_backend == &arb_program_shader_backend)
5830     {
5831         struct shader_arb_priv *priv = device->shader_priv;
5832         priv->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
5833         priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
5834     }
5835
5836     mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]);
5837     mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]);
5838     mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]);
5839     mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]);
5840
5841     GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
5842     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5843 }
5844
5845 static void tex_bumpenvlum_arbfp(struct wined3d_context *context,
5846         const struct wined3d_state *state, DWORD state_id)
5847 {
5848     DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5849     struct wined3d_device *device = context->swapchain->device;
5850     const struct wined3d_gl_info *gl_info = context->gl_info;
5851     float param[4];
5852
5853     if (use_ps(state))
5854     {
5855         /* The pixel shader has to know the luminance offset. Do a constants
5856          * update. */
5857         if (stage && (state->pixel_shader->reg_maps.luminanceparams & (1 << stage)))
5858             context->load_constants = 1;
5859
5860         if(device->shader_backend == &arb_program_shader_backend) {
5861             /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5862             return;
5863         }
5864     }
5865     else if (device->shader_backend == &arb_program_shader_backend)
5866     {
5867         struct shader_arb_priv *priv = device->shader_priv;
5868         priv->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
5869         priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
5870     }
5871
5872     param[0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LSCALE]);
5873     param[1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LOFFSET]);
5874     param[2] = 0.0f;
5875     param[3] = 0.0f;
5876
5877     GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
5878     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5879 }
5880
5881 static const char *get_argreg(struct wined3d_shader_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
5882 {
5883     const char *ret;
5884
5885     if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
5886
5887     switch(arg & WINED3DTA_SELECTMASK) {
5888         case WINED3DTA_DIFFUSE:
5889             ret = "fragment.color.primary"; break;
5890
5891         case WINED3DTA_CURRENT:
5892             if (!stage) ret = "fragment.color.primary";
5893             else ret = "ret";
5894             break;
5895
5896         case WINED3DTA_TEXTURE:
5897             switch(stage) {
5898                 case 0: ret = "tex0"; break;
5899                 case 1: ret = "tex1"; break;
5900                 case 2: ret = "tex2"; break;
5901                 case 3: ret = "tex3"; break;
5902                 case 4: ret = "tex4"; break;
5903                 case 5: ret = "tex5"; break;
5904                 case 6: ret = "tex6"; break;
5905                 case 7: ret = "tex7"; break;
5906                 default: ret = "unknown texture";
5907             }
5908             break;
5909
5910         case WINED3DTA_TFACTOR:
5911             ret = "tfactor"; break;
5912
5913         case WINED3DTA_SPECULAR:
5914             ret = "fragment.color.secondary"; break;
5915
5916         case WINED3DTA_TEMP:
5917             ret = "tempreg"; break;
5918
5919         case WINED3DTA_CONSTANT:
5920             FIXME("Implement perstage constants\n");
5921             switch(stage) {
5922                 case 0: ret = "const0"; break;
5923                 case 1: ret = "const1"; break;
5924                 case 2: ret = "const2"; break;
5925                 case 3: ret = "const3"; break;
5926                 case 4: ret = "const4"; break;
5927                 case 5: ret = "const5"; break;
5928                 case 6: ret = "const6"; break;
5929                 case 7: ret = "const7"; break;
5930                 default: ret = "unknown constant";
5931             }
5932             break;
5933
5934         default:
5935             return "unknown";
5936     }
5937
5938     if(arg & WINED3DTA_COMPLEMENT) {
5939         shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
5940         if(argnum == 0) ret = "arg0";
5941         if(argnum == 1) ret = "arg1";
5942         if(argnum == 2) ret = "arg2";
5943     }
5944     if(arg & WINED3DTA_ALPHAREPLICATE) {
5945         shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
5946         if(argnum == 0) ret = "arg0";
5947         if(argnum == 1) ret = "arg1";
5948         if(argnum == 2) ret = "arg2";
5949     }
5950     return ret;
5951 }
5952
5953 static void gen_ffp_instr(struct wined3d_shader_buffer *buffer, unsigned int stage, BOOL color,
5954         BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
5955 {
5956     const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
5957     unsigned int mul = 1;
5958
5959     if(color && alpha) dstmask = "";
5960     else if(color) dstmask = ".xyz";
5961     else dstmask = ".w";
5962
5963     if(dst == tempreg) dstreg = "tempreg";
5964     else dstreg = "ret";
5965
5966     arg0 = get_argreg(buffer, 0, stage, dw_arg0);
5967     arg1 = get_argreg(buffer, 1, stage, dw_arg1);
5968     arg2 = get_argreg(buffer, 2, stage, dw_arg2);
5969
5970     switch (op)
5971     {
5972         case WINED3D_TOP_DISABLE:
5973             if (!stage)
5974                 shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
5975             break;
5976
5977         case WINED3D_TOP_SELECT_ARG2:
5978             arg1 = arg2;
5979             /* FALLTHROUGH */
5980         case WINED3D_TOP_SELECT_ARG1:
5981             shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
5982             break;
5983
5984         case WINED3D_TOP_MODULATE_4X:
5985             mul = 2;
5986             /* FALLTHROUGH */
5987         case WINED3D_TOP_MODULATE_2X:
5988             mul *= 2;
5989             /* FALLTHROUGH */
5990         case WINED3D_TOP_MODULATE:
5991             shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5992             break;
5993
5994         case WINED3D_TOP_ADD_SIGNED_2X:
5995             mul = 2;
5996             /* FALLTHROUGH */
5997         case WINED3D_TOP_ADD_SIGNED:
5998             shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
5999             arg2 = "arg2";
6000             /* FALLTHROUGH */
6001         case WINED3D_TOP_ADD:
6002             shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6003             break;
6004
6005         case WINED3D_TOP_SUBTRACT:
6006             shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6007             break;
6008
6009         case WINED3D_TOP_ADD_SMOOTH:
6010             shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
6011             shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6012             break;
6013
6014         case WINED3D_TOP_BLEND_CURRENT_ALPHA:
6015             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
6016             shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6017             break;
6018         case WINED3D_TOP_BLEND_FACTOR_ALPHA:
6019             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
6020             shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6021             break;
6022         case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
6023             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6024             shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6025             break;
6026         case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
6027             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
6028             shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6029             break;
6030
6031         case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
6032             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6033             shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
6034             shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
6035             break;
6036
6037         /* D3DTOP_PREMODULATE ???? */
6038
6039         case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
6040             shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
6041             shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6042             break;
6043         case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
6044             shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
6045             break;
6046         case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
6047             shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
6048             shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
6049             break;
6050         case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
6051             shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
6052             break;
6053
6054         case WINED3D_TOP_DOTPRODUCT3:
6055             mul = 4;
6056             shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
6057             shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6058             shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
6059             break;
6060
6061         case WINED3D_TOP_MULTIPLY_ADD:
6062             shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
6063             break;
6064
6065         case WINED3D_TOP_LERP:
6066             /* The msdn is not quite right here */
6067             shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6068             break;
6069
6070         case WINED3D_TOP_BUMPENVMAP:
6071         case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
6072             /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
6073             break;
6074
6075         default:
6076             FIXME("Unhandled texture op %08x\n", op);
6077     }
6078
6079     if (mul == 2)
6080         shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", dstreg, dstmask, dstreg);
6081     else if (mul == 4)
6082         shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", dstreg, dstmask, dstreg);
6083 }
6084
6085 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, const struct wined3d_gl_info *gl_info)
6086 {
6087     unsigned int stage;
6088     struct wined3d_shader_buffer buffer;
6089     BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6090     BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6091     BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6092     UINT lowest_disabled_stage;
6093     const char *textype;
6094     const char *instr, *sat;
6095     char colorcor_dst[8];
6096     GLuint ret;
6097     DWORD arg0, arg1, arg2;
6098     BOOL tempreg_used = FALSE, tfactor_used = FALSE;
6099     BOOL op_equal;
6100     const char *final_combiner_src = "ret";
6101     GLint pos;
6102
6103     /* Find out which textures are read */
6104     for (stage = 0; stage < MAX_TEXTURES; ++stage)
6105     {
6106         if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6107             break;
6108         arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
6109         arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
6110         arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
6111         if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6112         if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6113         if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6114
6115         if (settings->op[stage].cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA)
6116             tex_read[stage] = TRUE;
6117         if (settings->op[stage].cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM)
6118             tex_read[stage] = TRUE;
6119         if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP)
6120         {
6121             bump_used[stage] = TRUE;
6122             tex_read[stage] = TRUE;
6123         }
6124         if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6125         {
6126             bump_used[stage] = TRUE;
6127             tex_read[stage] = TRUE;
6128             luminance_used[stage] = TRUE;
6129         }
6130         else if (settings->op[stage].cop == WINED3D_TOP_BLEND_FACTOR_ALPHA)
6131         {
6132             tfactor_used = TRUE;
6133         }
6134
6135         if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
6136             tfactor_used = TRUE;
6137         }
6138
6139         if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
6140         if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
6141             tempreg_used = TRUE;
6142         }
6143
6144         if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6145             continue;
6146         arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
6147         arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
6148         arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
6149         if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6150         if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6151         if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6152
6153         if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
6154             tempreg_used = TRUE;
6155         }
6156         if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
6157             tfactor_used = TRUE;
6158         }
6159     }
6160     lowest_disabled_stage = stage;
6161
6162     /* Shader header */
6163     if (!shader_buffer_init(&buffer))
6164     {
6165         ERR("Failed to initialize shader buffer.\n");
6166         return 0;
6167     }
6168
6169     shader_addline(&buffer, "!!ARBfp1.0\n");
6170
6171     switch(settings->fog) {
6172         case FOG_OFF:                                                         break;
6173         case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
6174         case FOG_EXP:    shader_addline(&buffer, "OPTION ARB_fog_exp;\n");    break;
6175         case FOG_EXP2:   shader_addline(&buffer, "OPTION ARB_fog_exp2;\n");   break;
6176         default: FIXME("Unexpected fog setting %d\n", settings->fog);
6177     }
6178
6179     shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
6180     shader_addline(&buffer, "TEMP TMP;\n");
6181     shader_addline(&buffer, "TEMP ret;\n");
6182     if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
6183     shader_addline(&buffer, "TEMP arg0;\n");
6184     shader_addline(&buffer, "TEMP arg1;\n");
6185     shader_addline(&buffer, "TEMP arg2;\n");
6186     for(stage = 0; stage < MAX_TEXTURES; stage++) {
6187         if(!tex_read[stage]) continue;
6188         shader_addline(&buffer, "TEMP tex%u;\n", stage);
6189         if(!bump_used[stage]) continue;
6190         shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
6191         if(!luminance_used[stage]) continue;
6192         shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
6193     }
6194     if(tfactor_used) {
6195         shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
6196     }
6197     shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
6198
6199     if(settings->sRGB_write) {
6200         shader_addline(&buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
6201                        srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
6202         shader_addline(&buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
6203                        srgb_sub_high, 0.0, 0.0, 0.0);
6204     }
6205
6206     if (lowest_disabled_stage < 7 && settings->emul_clipplanes)
6207         shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
6208
6209     /* Generate texture sampling instructions) */
6210     for (stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage)
6211     {
6212         if (!tex_read[stage])
6213             continue;
6214
6215         switch(settings->op[stage].tex_type) {
6216             case tex_1d:                    textype = "1D";     break;
6217             case tex_2d:                    textype = "2D";     break;
6218             case tex_3d:                    textype = "3D";     break;
6219             case tex_cube:                  textype = "CUBE";   break;
6220             case tex_rect:                  textype = "RECT";   break;
6221             default: textype = "unexpected_textype";   break;
6222         }
6223
6224         if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP
6225                 || settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6226             sat = "";
6227         else
6228             sat = "_SAT";
6229
6230         if(settings->op[stage].projected == proj_none) {
6231             instr = "TEX";
6232         } else if(settings->op[stage].projected == proj_count4 ||
6233                   settings->op[stage].projected == proj_count3) {
6234             instr = "TXP";
6235         } else {
6236             FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
6237             instr = "TXP";
6238         }
6239
6240         if (stage > 0
6241                 && (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP
6242                 || settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE))
6243         {
6244             shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
6245             shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
6246             shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
6247             shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
6248
6249             /* with projective textures, texbem only divides the static texture coord, not the displacement,
6250              * so multiply the displacement with the dividing parameter before passing it to TXP
6251              */
6252             if (settings->op[stage].projected != proj_none) {
6253                 if(settings->op[stage].projected == proj_count4) {
6254                     shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
6255                     shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
6256                 } else {
6257                     shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
6258                     shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
6259                 }
6260             } else {
6261                 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
6262             }
6263
6264             shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
6265                     instr, sat, stage, stage, textype);
6266             if (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6267             {
6268                 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
6269                                stage - 1, stage - 1, stage - 1);
6270                 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
6271             }
6272         } else if(settings->op[stage].projected == proj_count3) {
6273             shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
6274             shader_addline(&buffer, "MOV ret.w, ret.z;\n");
6275             shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
6276                             instr, sat, stage, stage, textype);
6277         } else {
6278             shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
6279                             instr, sat, stage, stage, stage, textype);
6280         }
6281
6282         sprintf(colorcor_dst, "tex%u", stage);
6283         gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
6284                 settings->op[stage].color_fixup);
6285     }
6286
6287     /* Generate the main shader */
6288     for (stage = 0; stage < MAX_TEXTURES; ++stage)
6289     {
6290         if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6291         {
6292             if (!stage)
6293                 final_combiner_src = "fragment.color.primary";
6294             break;
6295         }
6296
6297         if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6298                 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6299             op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
6300         else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6301                 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6302             op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
6303         else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6304                 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6305             op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
6306         else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6307                 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6308             op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
6309         else
6310             op_equal = settings->op[stage].aop   == settings->op[stage].cop
6311                     && settings->op[stage].carg0 == settings->op[stage].aarg0
6312                     && settings->op[stage].carg1 == settings->op[stage].aarg1
6313                     && settings->op[stage].carg2 == settings->op[stage].aarg2;
6314
6315         if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6316         {
6317             gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6318                           settings->op[stage].cop, settings->op[stage].carg0,
6319                           settings->op[stage].carg1, settings->op[stage].carg2);
6320             if (!stage)
6321                 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
6322         }
6323         else if (op_equal)
6324         {
6325             gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
6326                           settings->op[stage].cop, settings->op[stage].carg0,
6327                           settings->op[stage].carg1, settings->op[stage].carg2);
6328         } else {
6329             gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6330                           settings->op[stage].cop, settings->op[stage].carg0,
6331                           settings->op[stage].carg1, settings->op[stage].carg2);
6332             gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
6333                           settings->op[stage].aop, settings->op[stage].aarg0,
6334                           settings->op[stage].aarg1, settings->op[stage].aarg2);
6335         }
6336     }
6337
6338     if(settings->sRGB_write) {
6339         shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
6340         arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
6341         shader_addline(&buffer, "MOV result.color, ret;\n");
6342     } else {
6343         shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
6344     }
6345
6346     /* Footer */
6347     shader_addline(&buffer, "END\n");
6348
6349     /* Generate the shader */
6350     GL_EXTCALL(glGenProgramsARB(1, &ret));
6351     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
6352     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6353             strlen(buffer.buffer), buffer.buffer));
6354     checkGLcall("glProgramStringARB()");
6355
6356     gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6357     if (pos != -1)
6358     {
6359         FIXME("Fragment program error at position %d: %s\n\n", pos,
6360               debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6361         shader_arb_dump_program_source(buffer.buffer);
6362     }
6363     else
6364     {
6365         GLint native;
6366
6367         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
6368         checkGLcall("glGetProgramivARB()");
6369         if (!native) WARN("Program exceeds native resource limits.\n");
6370     }
6371
6372     shader_buffer_free(&buffer);
6373     return ret;
6374 }
6375
6376 static void fragment_prog_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6377 {
6378     const struct wined3d_device *device = context->swapchain->device;
6379     const struct wined3d_gl_info *gl_info = context->gl_info;
6380     struct shader_arb_priv *priv = device->fragment_priv;
6381     BOOL use_pshader = use_ps(state);
6382     struct ffp_frag_settings settings;
6383     const struct arbfp_ffp_desc *desc;
6384     unsigned int i;
6385
6386     TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6387
6388     if (isStateDirty(context, STATE_RENDER(WINED3D_RS_FOGENABLE)))
6389     {
6390         if (!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6391         {
6392             /* Reload fixed function constants since they collide with the
6393              * pixel shader constants. */
6394             for (i = 0; i < MAX_TEXTURES; ++i)
6395             {
6396                 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6397             }
6398             state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6399             state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6400         }
6401         else if (use_pshader)
6402         {
6403             context->select_shader = 1;
6404         }
6405         return;
6406     }
6407
6408     if (!use_pshader)
6409     {
6410         /* Find or create a shader implementing the fixed function pipeline
6411          * settings, then activate it. */
6412         gen_ffp_frag_op(device, state, &settings, FALSE);
6413         desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
6414         if(!desc) {
6415             struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
6416             if (!new_desc)
6417             {
6418                 ERR("Out of memory\n");
6419                 return;
6420             }
6421
6422             new_desc->parent.settings = settings;
6423             new_desc->shader = gen_arbfp_ffp_shader(&settings, gl_info);
6424             add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
6425             TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
6426             desc = new_desc;
6427         }
6428
6429         /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active (however, note the
6430          * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6431          * deactivate it.
6432          */
6433         GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
6434         checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
6435         priv->current_fprogram_id = desc->shader;
6436
6437         if (device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6438         {
6439             /* Reload fixed function constants since they collide with the
6440              * pixel shader constants. */
6441             for (i = 0; i < MAX_TEXTURES; ++i)
6442             {
6443                 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6444             }
6445             state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6446             state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6447         }
6448         context->last_was_pshader = FALSE;
6449     } else {
6450         context->last_was_pshader = TRUE;
6451     }
6452
6453     context->select_shader = 1;
6454     context->load_constants = 1;
6455 }
6456
6457 /* We can't link the fog states to the fragment state directly since the
6458  * vertex pipeline links them to FOGENABLE. A different linking in different
6459  * pipeline parts can't be expressed in the combined state table, so we need
6460  * to handle that with a forwarding function. The other invisible side effect
6461  * is that changing the fog start and fog end (which links to FOGENABLE in
6462  * vertex) results in the fragment_prog_arbfp function being called because
6463  * FOGENABLE is dirty, which calls this function here. */
6464 static void state_arbfp_fog(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6465 {
6466     enum fogsource new_source;
6467
6468     TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6469
6470     if (!isStateDirty(context, STATE_PIXELSHADER))
6471         fragment_prog_arbfp(context, state, state_id);
6472
6473     if (!state->render_states[WINED3D_RS_FOGENABLE])
6474         return;
6475
6476     if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
6477     {
6478         if (use_vs(state))
6479         {
6480             new_source = FOGSOURCE_VS;
6481         }
6482         else
6483         {
6484             if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
6485                 new_source = FOGSOURCE_COORD;
6486             else
6487                 new_source = FOGSOURCE_FFP;
6488         }
6489     }
6490     else
6491     {
6492         new_source = FOGSOURCE_FFP;
6493     }
6494
6495     if (new_source != context->fog_source)
6496     {
6497         context->fog_source = new_source;
6498         state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
6499     }
6500 }
6501
6502 static void textransform(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6503 {
6504     if (!isStateDirty(context, STATE_PIXELSHADER))
6505         fragment_prog_arbfp(context, state, state_id);
6506 }
6507
6508 static const struct StateEntryTemplate arbfp_fragmentstate_template[] =
6509 {
6510     {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR),              { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR),             state_texfactor_arbfp   }, WINED3D_GL_EXT_NONE             },
6511     {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6512     {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6513     {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6514     {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6515     {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6516     {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6517     {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6518     {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6519     {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6520     {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00),    { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00),   set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
6521     {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01),    { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6522     {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10),    { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6523     {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11),    { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6524     {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE),   { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE),  tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
6525     {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET),  { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE),  NULL                    }, WINED3D_GL_EXT_NONE             },
6526     {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6527     {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6528     {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6529     {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6530     {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6531     {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6532     {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6533     {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6534     {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6535     {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00),    { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00),   set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
6536     {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01),    { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6537     {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10),    { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6538     {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11),    { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6539     {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE),   { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE),  tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
6540     {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET),  { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE),  NULL                    }, WINED3D_GL_EXT_NONE             },
6541     {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6542     {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6543     {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6544     {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6545     {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6546     {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6547     {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6548     {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6549     {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6550     {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00),    { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00),   set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
6551     {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01),    { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6552     {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10),    { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6553     {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11),    { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6554     {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE),   { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE),  tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
6555     {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET),  { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE),  NULL                    }, WINED3D_GL_EXT_NONE             },
6556     {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6557     {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6558     {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6559     {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6560     {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6561     {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6562     {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6563     {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6564     {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6565     {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00),    { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00),   set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
6566     {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01),    { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6567     {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10),    { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6568     {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11),    { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6569     {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE),   { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE),  tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
6570     {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET),  { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE),  NULL                    }, WINED3D_GL_EXT_NONE             },
6571     {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6572     {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6573     {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6574     {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6575     {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6576     {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6577     {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6578     {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6579     {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6580     {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00),    { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00),   set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
6581     {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01),    { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6582     {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10),    { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6583     {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11),    { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6584     {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE),   { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE),  tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
6585     {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET),  { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE),  NULL                    }, WINED3D_GL_EXT_NONE             },
6586     {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6587     {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6588     {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6589     {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6590     {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6591     {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6592     {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6593     {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6594     {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6595     {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00),    { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00),   set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
6596     {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01),    { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6597     {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10),    { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6598     {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11),    { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6599     {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE),   { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE),  tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
6600     {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET),  { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE),  NULL                    }, WINED3D_GL_EXT_NONE             },
6601     {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6602     {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6603     {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6604     {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6605     {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6606     {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6607     {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6608     {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6609     {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6610     {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00),    { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00),   set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
6611     {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01),    { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6612     {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10),    { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6613     {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11),    { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6614     {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE),   { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE),  tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
6615     {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET),  { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE),  NULL                    }, WINED3D_GL_EXT_NONE             },
6616     {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6617     {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6618     {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6619     {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6620     {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6621     {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6622     {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6623     {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6624     {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6625     {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00),    { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00),   set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
6626     {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01),    { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6627     {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10),    { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6628     {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11),    { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6629     {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE),   { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE),  tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
6630     {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET),  { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE),  NULL                    }, WINED3D_GL_EXT_NONE             },
6631     {STATE_PIXELSHADER,                                   { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
6632     {STATE_RENDER(WINED3D_RS_FOGENABLE),                  { STATE_RENDER(WINED3D_RS_FOGENABLE),                 state_arbfp_fog         }, WINED3D_GL_EXT_NONE             },
6633     {STATE_RENDER(WINED3D_RS_FOGTABLEMODE),               { STATE_RENDER(WINED3D_RS_FOGENABLE),                 NULL                    }, WINED3D_GL_EXT_NONE             },
6634     {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE),              { STATE_RENDER(WINED3D_RS_FOGENABLE),                 NULL                    }, WINED3D_GL_EXT_NONE             },
6635     {STATE_RENDER(WINED3D_RS_FOGSTART),                   { STATE_RENDER(WINED3D_RS_FOGSTART),                  state_fogstartend       }, WINED3D_GL_EXT_NONE             },
6636     {STATE_RENDER(WINED3D_RS_FOGEND),                     { STATE_RENDER(WINED3D_RS_FOGSTART),                  NULL                    }, WINED3D_GL_EXT_NONE             },
6637     {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE),            { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE),           state_srgbwrite         }, ARB_FRAMEBUFFER_SRGB            },
6638     {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE),            { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6639     {STATE_RENDER(WINED3D_RS_FOGCOLOR),                   { STATE_RENDER(WINED3D_RS_FOGCOLOR),                  state_fogcolor          }, WINED3D_GL_EXT_NONE             },
6640     {STATE_RENDER(WINED3D_RS_FOGDENSITY),                 { STATE_RENDER(WINED3D_RS_FOGDENSITY),                state_fogdensity        }, WINED3D_GL_EXT_NONE             },
6641     {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
6642     {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
6643     {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
6644     {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
6645     {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
6646     {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
6647     {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
6648     {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
6649     {STATE_RENDER(WINED3D_RS_SPECULARENABLE),             { STATE_RENDER(WINED3D_RS_SPECULARENABLE),            state_arb_specularenable}, WINED3D_GL_EXT_NONE             },
6650     {0 /* Terminate */,                                   { 0,                                                  0                       }, WINED3D_GL_EXT_NONE             },
6651 };
6652
6653 const struct fragment_pipeline arbfp_fragment_pipeline = {
6654     arbfp_enable,
6655     arbfp_get_caps,
6656     arbfp_alloc,
6657     arbfp_free,
6658     shader_arb_color_fixup_supported,
6659     arbfp_fragmentstate_template,
6660 };
6661
6662 struct arbfp_blit_priv {
6663     GLenum yuy2_rect_shader, yuy2_2d_shader;
6664     GLenum uyvy_rect_shader, uyvy_2d_shader;
6665     GLenum yv12_rect_shader, yv12_2d_shader;
6666     GLenum p8_rect_shader, p8_2d_shader;
6667     GLuint palette_texture;
6668 };
6669
6670 static HRESULT arbfp_blit_alloc(struct wined3d_device *device)
6671 {
6672     device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
6673     if(!device->blit_priv) {
6674         ERR("Out of memory\n");
6675         return E_OUTOFMEMORY;
6676     }
6677     return WINED3D_OK;
6678 }
6679
6680 /* Context activation is done by the caller. */
6681 static void arbfp_blit_free(struct wined3d_device *device)
6682 {
6683     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6684     struct arbfp_blit_priv *priv = device->blit_priv;
6685
6686     GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
6687     GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
6688     GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
6689     GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
6690     GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
6691     GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
6692     GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_rect_shader));
6693     GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_2d_shader));
6694     checkGLcall("Delete yuv and p8 programs");
6695
6696     if (priv->palette_texture)
6697         gl_info->gl_ops.gl.p_glDeleteTextures(1, &priv->palette_texture);
6698
6699     HeapFree(GetProcessHeap(), 0, device->blit_priv);
6700     device->blit_priv = NULL;
6701 }
6702
6703 static BOOL gen_planar_yuv_read(struct wined3d_shader_buffer *buffer, enum complex_fixup fixup,
6704         GLenum textype, char *luminance)
6705 {
6706     char chroma;
6707     const char *tex, *texinstr;
6708
6709     if (fixup == COMPLEX_FIXUP_UYVY) {
6710         chroma = 'x';
6711         *luminance = 'w';
6712     } else {
6713         chroma = 'w';
6714         *luminance = 'x';
6715     }
6716     switch(textype) {
6717         case GL_TEXTURE_2D:             tex = "2D";     texinstr = "TXP"; break;
6718         case GL_TEXTURE_RECTANGLE_ARB:  tex = "RECT";   texinstr = "TEX"; break;
6719         default:
6720             /* This is more tricky than just replacing the texture type - we have to navigate
6721              * properly in the texture to find the correct chroma values
6722              */
6723             FIXME("Implement yuv correction for non-2d, non-rect textures\n");
6724             return FALSE;
6725     }
6726
6727     /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6728      * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6729      * filtering when we sample the texture.
6730      *
6731      * These are the rules for reading the chroma:
6732      *
6733      * Even pixel: Cr
6734      * Even pixel: U
6735      * Odd pixel: V
6736      *
6737      * So we have to get the sampling x position in non-normalized coordinates in integers
6738      */
6739     if(textype != GL_TEXTURE_RECTANGLE_ARB) {
6740         shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6741         shader_addline(buffer, "MOV texcrd.w, size.x;\n");
6742     } else {
6743         shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6744     }
6745     /* We must not allow filtering between pixel x and x+1, this would mix U and V
6746      * Vertical filtering is ok. However, bear in mind that the pixel center is at
6747      * 0.5, so add 0.5.
6748      */
6749     shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
6750     shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
6751
6752     /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
6753      * even and odd pixels respectively
6754      */
6755     shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
6756     shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
6757
6758     /* Sample Pixel 1 */
6759     shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6760
6761     /* Put the value into either of the chroma values */
6762     shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6763     shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
6764     shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6765     shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
6766
6767     /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
6768      * the pixel right to the current one. Otherwise, sample the left pixel.
6769      * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
6770      */
6771     shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
6772     shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
6773     shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6774
6775     /* Put the value into the other chroma */
6776     shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6777     shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
6778     shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6779     shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
6780
6781     /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
6782      * the current one and lerp the two U and V values
6783      */
6784
6785     /* This gives the correctly filtered luminance value */
6786     shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
6787
6788     return TRUE;
6789 }
6790
6791 static BOOL gen_yv12_read(struct wined3d_shader_buffer *buffer, GLenum textype, char *luminance)
6792 {
6793     const char *tex;
6794
6795     switch(textype) {
6796         case GL_TEXTURE_2D:             tex = "2D";     break;
6797         case GL_TEXTURE_RECTANGLE_ARB:  tex = "RECT";   break;
6798         default:
6799             FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
6800             return FALSE;
6801     }
6802
6803     /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
6804      * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
6805      * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
6806      * pitch of the luminance plane, the packing into the gl texture is a bit
6807      * unfortunate. If the whole texture is interpreted as luminance data it looks
6808      * approximately like this:
6809      *
6810      *        +----------------------------------+----
6811      *        |                                  |
6812      *        |                                  |
6813      *        |                                  |
6814      *        |                                  |
6815      *        |                                  |   2
6816      *        |            LUMINANCE             |   -
6817      *        |                                  |   3
6818      *        |                                  |
6819      *        |                                  |
6820      *        |                                  |
6821      *        |                                  |
6822      *        +----------------+-----------------+----
6823      *        |                |                 |
6824      *        |  U even rows   |  U odd rows     |
6825      *        |                |                 |   1
6826      *        +----------------+------------------   -
6827      *        |                |                 |   3
6828      *        |  V even rows   |  V odd rows     |
6829      *        |                |                 |
6830      *        +----------------+-----------------+----
6831      *        |                |                 |
6832      *        |     0.5        |       0.5       |
6833      *
6834      * So it appears as if there are 4 chroma images, but in fact the odd rows
6835      * in the chroma images are in the same row as the even ones. So its is
6836      * kinda tricky to read
6837      *
6838      * When reading from rectangle textures, keep in mind that the input y coordinates
6839      * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
6840      */
6841     shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
6842             2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f);
6843
6844     shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6845     /* the chroma planes have only half the width */
6846     shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
6847
6848     /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
6849      * the coordinate. Also read the right side of the image when reading odd lines
6850      *
6851      * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
6852      * bleeding
6853      */
6854     if(textype == GL_TEXTURE_2D) {
6855
6856         shader_addline(buffer, "RCP chroma.w, size.y;\n");
6857
6858         shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
6859
6860         shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
6861         shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
6862
6863         /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6864         shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6865         shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6866         shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6867         shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6868
6869         /* clamp, keep the half pixel origin in mind */
6870         shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
6871         shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6872         shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
6873         shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6874     } else {
6875         /* Read from [size - size+size/4] */
6876         shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6877         shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
6878
6879         /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6880         shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6881         shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6882         shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6883         shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
6884         shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6885
6886         /* Make sure to read exactly from the pixel center */
6887         shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6888         shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
6889
6890         /* Clamp */
6891         shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
6892         shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
6893         shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6894         shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
6895         shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6896     }
6897     /* Read the texture, put the result into the output register */
6898     shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6899     shader_addline(buffer, "MOV chroma.x, temp.w;\n");
6900
6901     /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
6902      * No need to clamp because we're just reusing the already clamped value from above
6903      */
6904     if(textype == GL_TEXTURE_2D) {
6905         shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
6906     } else {
6907         shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
6908     }
6909     shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6910     shader_addline(buffer, "MOV chroma.y, temp.w;\n");
6911
6912     /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
6913      * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
6914      * values due to filtering
6915      */
6916     shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6917     if(textype == GL_TEXTURE_2D) {
6918         /* Multiply the y coordinate by 2/3 and clamp it */
6919         shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
6920         shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
6921         shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6922         shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6923     } else {
6924         /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
6925          * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
6926          * is bigger
6927          */
6928         shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
6929         shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
6930         shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6931     }
6932     *luminance = 'a';
6933
6934     return TRUE;
6935 }
6936
6937 static GLuint gen_p8_shader(struct arbfp_blit_priv *priv,
6938         const struct wined3d_gl_info *gl_info, GLenum textype)
6939 {
6940     GLenum shader;
6941     struct wined3d_shader_buffer buffer;
6942     GLint pos;
6943
6944     /* Shader header */
6945     if (!shader_buffer_init(&buffer))
6946     {
6947         ERR("Failed to initialize shader buffer.\n");
6948         return 0;
6949     }
6950
6951     GL_EXTCALL(glGenProgramsARB(1, &shader));
6952     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
6953     if (!shader)
6954     {
6955         shader_buffer_free(&buffer);
6956         return 0;
6957     }
6958
6959     shader_addline(&buffer, "!!ARBfp1.0\n");
6960     shader_addline(&buffer, "TEMP index;\n");
6961
6962     /* { 255/256, 0.5/255*255/256, 0, 0 } */
6963     shader_addline(&buffer, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
6964
6965     /* The alpha-component contains the palette index */
6966     if(textype == GL_TEXTURE_RECTANGLE_ARB)
6967         shader_addline(&buffer, "TXP index, fragment.texcoord[0], texture[0], RECT;\n");
6968     else
6969         shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], 2D;\n");
6970
6971     /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
6972     shader_addline(&buffer, "MAD index.a, index.a, constants.x, constants.y;\n");
6973
6974     /* Use the alpha-component as an index in the palette to get the final color */
6975     shader_addline(&buffer, "TEX result.color, index.a, texture[1], 1D;\n");
6976     shader_addline(&buffer, "END\n");
6977
6978     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6979             strlen(buffer.buffer), buffer.buffer));
6980     checkGLcall("glProgramStringARB()");
6981
6982     gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6983     if (pos != -1)
6984     {
6985         FIXME("Fragment program error at position %d: %s\n\n", pos,
6986               debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6987         shader_arb_dump_program_source(buffer.buffer);
6988     }
6989
6990     if (textype == GL_TEXTURE_RECTANGLE_ARB)
6991         priv->p8_rect_shader = shader;
6992     else
6993         priv->p8_2d_shader = shader;
6994
6995     shader_buffer_free(&buffer);
6996
6997     return shader;
6998 }
6999
7000 /* Context activation is done by the caller. */
7001 static void upload_palette(const struct wined3d_surface *surface, struct wined3d_context *context)
7002 {
7003     BYTE table[256][4];
7004     struct wined3d_device *device = surface->resource.device;
7005     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
7006     struct arbfp_blit_priv *priv = device->blit_priv;
7007     BOOL colorkey = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) != 0;
7008
7009     d3dfmt_p8_init_palette(surface, table, colorkey);
7010
7011     if (gl_info->supported[APPLE_CLIENT_STORAGE])
7012     {
7013         gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
7014         checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
7015     }
7016
7017     if (!priv->palette_texture)
7018         gl_info->gl_ops.gl.p_glGenTextures(1, &priv->palette_texture);
7019
7020     GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
7021     gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, priv->palette_texture);
7022
7023     gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
7024
7025     gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
7026     /* Make sure we have discrete color levels. */
7027     gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
7028     gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
7029     /* Upload the palette */
7030     /* TODO: avoid unneeded uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
7031     gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table);
7032
7033     if (gl_info->supported[APPLE_CLIENT_STORAGE])
7034     {
7035         gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
7036         checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
7037     }
7038
7039     /* Switch back to unit 0 in which the 2D texture will be stored. */
7040     context_active_texture(context, gl_info, 0);
7041 }
7042
7043 /* Context activation is done by the caller. */
7044 static GLuint gen_yuv_shader(struct arbfp_blit_priv *priv, const struct wined3d_gl_info *gl_info,
7045         enum complex_fixup yuv_fixup, GLenum textype)
7046 {
7047     GLenum shader;
7048     struct wined3d_shader_buffer buffer;
7049     char luminance_component;
7050     GLint pos;
7051
7052     /* Shader header */
7053     if (!shader_buffer_init(&buffer))
7054     {
7055         ERR("Failed to initialize shader buffer.\n");
7056         return 0;
7057     }
7058
7059     GL_EXTCALL(glGenProgramsARB(1, &shader));
7060     checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
7061     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7062     checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7063     if (!shader)
7064     {
7065         shader_buffer_free(&buffer);
7066         return 0;
7067     }
7068
7069     /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
7070      * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
7071      * two chroma(U and V) values. Each macropixel has two luminance values, one for
7072      * each single pixel it contains, and one U and one V value shared between both
7073      * pixels.
7074      *
7075      * The data is loaded into an A8L8 texture. With YUY2, the luminance component
7076      * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
7077      * take the format into account when generating the read swizzles
7078      *
7079      * Reading the Y value is straightforward - just sample the texture. The hardware
7080      * takes care of filtering in the horizontal and vertical direction.
7081      *
7082      * Reading the U and V values is harder. We have to avoid filtering horizontally,
7083      * because that would mix the U and V values of one pixel or two adjacent pixels.
7084      * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
7085      * regardless of the filtering setting. Vertical filtering works automatically
7086      * though - the U and V values of two rows are mixed nicely.
7087      *
7088      * Apart of avoiding filtering issues, the code has to know which value it just
7089      * read, and where it can find the other one. To determine this, it checks if
7090      * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
7091      *
7092      * Handling horizontal filtering of U and V values requires reading a 2nd pair
7093      * of pixels, extracting U and V and mixing them. This is not implemented yet.
7094      *
7095      * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
7096      * with width / 2. This way one read gives all 3 values, finding U and V is easy
7097      * in an unfiltered situation. Finding the luminance on the other hand requires
7098      * finding out if it is an odd or even pixel. The real drawback of this approach
7099      * is filtering. This would have to be emulated completely in the shader, reading
7100      * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
7101      * vertically. Beyond that it would require adjustments to the texture handling
7102      * code to deal with the width scaling
7103      */
7104     shader_addline(&buffer, "!!ARBfp1.0\n");
7105     shader_addline(&buffer, "TEMP luminance;\n");
7106     shader_addline(&buffer, "TEMP temp;\n");
7107     shader_addline(&buffer, "TEMP chroma;\n");
7108     shader_addline(&buffer, "TEMP texcrd;\n");
7109     shader_addline(&buffer, "TEMP texcrd2;\n");
7110     shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
7111     shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
7112     shader_addline(&buffer, "PARAM size = program.local[0];\n");
7113
7114     switch (yuv_fixup)
7115     {
7116         case COMPLEX_FIXUP_UYVY:
7117         case COMPLEX_FIXUP_YUY2:
7118             if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
7119             {
7120                 shader_buffer_free(&buffer);
7121                 return 0;
7122             }
7123             break;
7124
7125         case COMPLEX_FIXUP_YV12:
7126             if (!gen_yv12_read(&buffer, textype, &luminance_component))
7127             {
7128                 shader_buffer_free(&buffer);
7129                 return 0;
7130             }
7131             break;
7132
7133         default:
7134             FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
7135             shader_buffer_free(&buffer);
7136             return 0;
7137     }
7138
7139     /* Calculate the final result. Formula is taken from
7140      * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
7141      * ranges from -0.5 to 0.5
7142      */
7143     shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
7144
7145     shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
7146     shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
7147     shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
7148     shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
7149     shader_addline(&buffer, "END\n");
7150
7151     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
7152             strlen(buffer.buffer), buffer.buffer));
7153     checkGLcall("glProgramStringARB()");
7154
7155     gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
7156     if (pos != -1)
7157     {
7158         FIXME("Fragment program error at position %d: %s\n\n", pos,
7159               debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
7160         shader_arb_dump_program_source(buffer.buffer);
7161     }
7162     else
7163     {
7164         GLint native;
7165
7166         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
7167         checkGLcall("glGetProgramivARB()");
7168         if (!native) WARN("Program exceeds native resource limits.\n");
7169     }
7170
7171     shader_buffer_free(&buffer);
7172
7173     switch (yuv_fixup)
7174     {
7175         case COMPLEX_FIXUP_YUY2:
7176             if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
7177             else priv->yuy2_2d_shader = shader;
7178             break;
7179
7180         case COMPLEX_FIXUP_UYVY:
7181             if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
7182             else priv->uyvy_2d_shader = shader;
7183             break;
7184
7185         case COMPLEX_FIXUP_YV12:
7186             if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
7187             else priv->yv12_2d_shader = shader;
7188             break;
7189         default:
7190             ERR("Unsupported complex fixup: %d\n", yuv_fixup);
7191     }
7192
7193     return shader;
7194 }
7195
7196 /* Context activation is done by the caller. */
7197 static HRESULT arbfp_blit_set(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface)
7198 {
7199     GLenum shader;
7200     float size[4] = {(float) surface->pow2Width, (float) surface->pow2Height, 1.0f, 1.0f};
7201     struct arbfp_blit_priv *priv = blit_priv;
7202     enum complex_fixup fixup;
7203     const struct wined3d_gl_info *gl_info = context->gl_info;
7204     GLenum textype;
7205
7206     if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
7207         textype = surface->container.u.texture->target;
7208     else
7209         textype = surface->texture_target;
7210
7211     if (surface->flags & SFLAG_CONVERTED)
7212     {
7213         gl_info->gl_ops.gl.p_glEnable(textype);
7214         checkGLcall("glEnable(textype)");
7215         return WINED3D_OK;
7216     }
7217
7218     if (!is_complex_fixup(surface->resource.format->color_fixup))
7219     {
7220         TRACE("Fixup:\n");
7221         dump_color_fixup_desc(surface->resource.format->color_fixup);
7222         /* Don't bother setting up a shader for unconverted formats */
7223         gl_info->gl_ops.gl.p_glEnable(textype);
7224         checkGLcall("glEnable(textype)");
7225         return WINED3D_OK;
7226     }
7227
7228     fixup = get_complex_fixup(surface->resource.format->color_fixup);
7229
7230     switch(fixup)
7231     {
7232         case COMPLEX_FIXUP_YUY2:
7233             shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
7234             break;
7235
7236         case COMPLEX_FIXUP_UYVY:
7237             shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
7238             break;
7239
7240         case COMPLEX_FIXUP_YV12:
7241             shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
7242             break;
7243
7244         case COMPLEX_FIXUP_P8:
7245             shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->p8_rect_shader : priv->p8_2d_shader;
7246             if (!shader) shader = gen_p8_shader(priv, gl_info, textype);
7247
7248             upload_palette(surface, context);
7249             break;
7250
7251         default:
7252             FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup);
7253             gl_info->gl_ops.gl.p_glEnable(textype);
7254             checkGLcall("glEnable(textype)");
7255             return E_NOTIMPL;
7256     }
7257
7258     if (!shader) shader = gen_yuv_shader(priv, gl_info, fixup, textype);
7259
7260     gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
7261     checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
7262     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7263     checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7264     GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
7265     checkGLcall("glProgramLocalParameter4fvARB");
7266
7267     return WINED3D_OK;
7268 }
7269
7270 /* Context activation is done by the caller. */
7271 static void arbfp_blit_unset(const struct wined3d_gl_info *gl_info)
7272 {
7273     gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
7274     checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
7275     gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
7276     checkGLcall("glDisable(GL_TEXTURE_2D)");
7277     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
7278     {
7279         gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
7280         checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
7281     }
7282     if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
7283     {
7284         gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
7285         checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
7286     }
7287 }
7288
7289 static BOOL arbfp_blit_supported(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
7290         const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
7291         const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
7292 {
7293     enum complex_fixup src_fixup;
7294
7295     if (!gl_info->supported[ARB_FRAGMENT_PROGRAM])
7296         return FALSE;
7297
7298     if (blit_op != WINED3D_BLIT_OP_COLOR_BLIT)
7299     {
7300         TRACE("Unsupported blit_op=%d\n", blit_op);
7301         return FALSE;
7302     }
7303
7304     if (src_pool == WINED3D_POOL_SYSTEM_MEM || dst_pool == WINED3D_POOL_SYSTEM_MEM)
7305         return FALSE;
7306
7307     src_fixup = get_complex_fixup(src_format->color_fixup);
7308     if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
7309     {
7310         TRACE("Checking support for fixup:\n");
7311         dump_color_fixup_desc(src_format->color_fixup);
7312     }
7313
7314     if (!is_identity_fixup(dst_format->color_fixup))
7315     {
7316         TRACE("Destination fixups are not supported\n");
7317         return FALSE;
7318     }
7319
7320     if (is_identity_fixup(src_format->color_fixup))
7321     {
7322         TRACE("[OK]\n");
7323         return TRUE;
7324     }
7325
7326      /* We only support YUV conversions. */
7327     if (!is_complex_fixup(src_format->color_fixup))
7328     {
7329         TRACE("[FAILED]\n");
7330         return FALSE;
7331     }
7332
7333     switch(src_fixup)
7334     {
7335         case COMPLEX_FIXUP_YUY2:
7336         case COMPLEX_FIXUP_UYVY:
7337         case COMPLEX_FIXUP_YV12:
7338         case COMPLEX_FIXUP_P8:
7339             TRACE("[OK]\n");
7340             return TRUE;
7341
7342         default:
7343             FIXME("Unsupported YUV fixup %#x\n", src_fixup);
7344             TRACE("[FAILED]\n");
7345             return FALSE;
7346     }
7347 }
7348
7349 HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
7350         struct wined3d_surface *src_surface, const RECT *src_rect_in,
7351         struct wined3d_surface *dst_surface, const RECT *dst_rect_in)
7352 {
7353     struct wined3d_context *context;
7354     RECT src_rect = *src_rect_in;
7355     RECT dst_rect = *dst_rect_in;
7356
7357     /* Now load the surface */
7358     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
7359             && (src_surface->flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) == SFLAG_INDRAWABLE)
7360     {
7361         /* Without FBO blits transferring from the drawable to the texture is
7362          * expensive, because we have to flip the data in sysmem. Since we can
7363          * flip in the blitter, we don't actually need that flip anyway. So we
7364          * use the surface's texture as scratch texture, and flip the source
7365          * rectangle instead. */
7366         surface_load_fb_texture(src_surface, FALSE);
7367
7368         src_rect.top = src_surface->resource.height - src_rect.top;
7369         src_rect.bottom = src_surface->resource.height - src_rect.bottom;
7370     }
7371     else
7372         surface_internal_preload(src_surface, SRGB_RGB);
7373
7374     /* Activate the destination context, set it up for blitting */
7375     context = context_acquire(device, dst_surface);
7376     context_apply_blit_state(context, device);
7377
7378     if (!surface_is_offscreen(dst_surface))
7379         surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
7380
7381     arbfp_blit_set(device->blit_priv, context, src_surface);
7382
7383     /* Draw a textured quad */
7384     draw_textured_quad(src_surface, context, &src_rect, &dst_rect, filter);
7385
7386     /* Leave the opengl state valid for blitting */
7387     arbfp_blit_unset(context->gl_info);
7388
7389     if (wined3d_settings.strict_draw_ordering
7390             || (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
7391             && (dst_surface->container.u.swapchain->front_buffer == dst_surface)))
7392         context->gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
7393
7394     context_release(context);
7395
7396     surface_modify_location(dst_surface, dst_surface->draw_binding, TRUE);
7397     return WINED3D_OK;
7398 }
7399
7400 /* Do not call while under the GL lock. */
7401 static HRESULT arbfp_blit_color_fill(struct wined3d_device *device, struct wined3d_surface *dst_surface,
7402         const RECT *dst_rect, const struct wined3d_color *color)
7403 {
7404     FIXME("Color filling not implemented by arbfp_blit\n");
7405     return WINED3DERR_INVALIDCALL;
7406 }
7407
7408 /* Do not call while under the GL lock. */
7409 static HRESULT arbfp_blit_depth_fill(struct wined3d_device *device,
7410         struct wined3d_surface *surface, const RECT *rect, float depth)
7411 {
7412     FIXME("Depth filling not implemented by arbfp_blit.\n");
7413     return WINED3DERR_INVALIDCALL;
7414 }
7415
7416 const struct blit_shader arbfp_blit = {
7417     arbfp_blit_alloc,
7418     arbfp_blit_free,
7419     arbfp_blit_set,
7420     arbfp_blit_unset,
7421     arbfp_blit_supported,
7422     arbfp_blit_color_fill,
7423     arbfp_blit_depth_fill,
7424 };