wined3d: Make use of ps_compile_args in arb shader.
[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 2007-2008 Stefan Dösinger for CodeWeavers
13  *
14  * This library is free software; you can redistribute it and/or
15  * modify it under the terms of the GNU Lesser General Public
16  * License as published by the Free Software Foundation; either
17  * version 2.1 of the License, or (at your option) any later version.
18  *
19  * This library is distributed in the hope that it will be useful,
20  * but WITHOUT ANY WARRANTY; without even the implied warranty of
21  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
22  * Lesser General Public License for more details.
23  *
24  * You should have received a copy of the GNU Lesser General Public
25  * License along with this library; if not, write to the Free Software
26  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27  */
28
29 #include "config.h"
30
31 #include <math.h>
32 #include <stdio.h>
33
34 #include "wined3d_private.h"
35
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d);
40
41 #define GLINFO_LOCATION      (*gl_info)
42
43 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
44  * so upload them above that
45  */
46 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
47 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
48
49 /* ARB_program_shader private data */
50 struct shader_arb_priv {
51     GLuint                  current_vprogram_id;
52     GLuint                  current_fprogram_id;
53     GLuint                  depth_blt_vprogram_id;
54     GLuint                  depth_blt_fprogram_id[tex_type_count];
55     BOOL                    use_arbfp_fixed_func;
56     struct hash_table_t     *fragment_shaders;
57 };
58
59 /********************************************************
60  * ARB_[vertex/fragment]_program helper functions follow
61  ********************************************************/
62
63 /** 
64  * Loads floating point constants into the currently set ARB_vertex/fragment_program.
65  * When constant_list == NULL, it will load all the constants.
66  *  
67  * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
68  *  or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
69  */
70 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, const WineD3D_GL_Info *gl_info,
71         GLuint target_type, unsigned int max_constants, const float *constants, char *dirty_consts)
72 {
73     DWORD shader_version = This->baseShader.reg_maps.shader_version;
74     local_constant* lconst;
75     DWORD i, j;
76     unsigned int ret;
77
78     if (TRACE_ON(d3d_shader)) {
79         for(i = 0; i < max_constants; i++) {
80             if(!dirty_consts[i]) continue;
81             TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
82                         constants[i * 4 + 0], constants[i * 4 + 1],
83                         constants[i * 4 + 2], constants[i * 4 + 3]);
84         }
85     }
86     /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
87     if (target_type == GL_FRAGMENT_PROGRAM_ARB && WINED3DSHADER_VERSION_MAJOR(shader_version) == 1)
88     {
89         float lcl_const[4];
90         for(i = 0; i < max_constants; i++) {
91             if(!dirty_consts[i]) continue;
92             dirty_consts[i] = 0;
93
94             j = 4 * i;
95             if(constants[j + 0] > 1.0) lcl_const[0] = 1.0;
96             else if(constants[j + 0] < -1.0) lcl_const[0] = -1.0;
97             else lcl_const[0] = constants[j + 0];
98
99             if(constants[j + 1] > 1.0) lcl_const[1] = 1.0;
100             else if(constants[j + 1] < -1.0) lcl_const[1] = -1.0;
101             else lcl_const[1] = constants[j + 1];
102
103             if(constants[j + 2] > 1.0) lcl_const[2] = 1.0;
104             else if(constants[j + 2] < -1.0) lcl_const[2] = -1.0;
105             else lcl_const[2] = constants[j + 2];
106
107             if(constants[j + 3] > 1.0) lcl_const[3] = 1.0;
108             else if(constants[j + 3] < -1.0) lcl_const[3] = -1.0;
109             else lcl_const[3] = constants[j + 3];
110
111             GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
112         }
113     } else {
114         if(GL_SUPPORT(EXT_GPU_PROGRAM_PARAMETERS)) {
115             /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
116              * or just reloading *all* constants at once
117              *
118             GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, 0, max_constants, constants));
119              */
120             for(i = 0; i < max_constants; i++) {
121                 if(!dirty_consts[i]) continue;
122
123                 /* Find the next block of dirty constants */
124                 dirty_consts[i] = 0;
125                 j = i;
126                 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
127                     dirty_consts[i] = 0;
128                 }
129
130                 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
131             }
132         } else {
133             for(i = 0; i < max_constants; i++) {
134                 if(dirty_consts[i]) {
135                     dirty_consts[i] = 0;
136                     GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
137                 }
138             }
139         }
140     }
141     checkGLcall("glProgramEnvParameter4fvARB()");
142
143     /* Load immediate constants */
144     if(This->baseShader.load_local_constsF) {
145         if (TRACE_ON(d3d_shader)) {
146             LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
147                 GLfloat* values = (GLfloat*)lconst->value;
148                 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
149                         values[0], values[1], values[2], values[3]);
150             }
151         }
152         /* Immediate constants are clamped for 1.X shaders at loading times */
153         ret = 0;
154         LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
155             dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
156             ret = max(ret, lconst->idx + 1);
157             GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
158         }
159         checkGLcall("glProgramEnvParameter4fvARB()");
160         return ret; /* The loaded immediate constants need reloading for the next shader */
161     } else {
162         return 0; /* No constants are dirty now */
163     }
164 }
165
166 /**
167  * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
168  * 
169  * We only support float constants in ARB at the moment, so don't 
170  * worry about the Integers or Booleans
171  */
172 static void shader_arb_load_constants(
173     IWineD3DDevice* device,
174     char usePixelShader,
175     char useVertexShader) {
176    
177     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device; 
178     IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
179     const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
180     unsigned char i;
181
182     if (useVertexShader) {
183         IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
184
185         /* Load DirectX 9 float constants for vertex shader */
186         deviceImpl->highest_dirty_vs_const = shader_arb_load_constantsF(
187                 vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
188                 deviceImpl->highest_dirty_vs_const,
189                 stateBlock->vertexShaderConstantF,
190                 deviceImpl->activeContext->vshader_const_dirty);
191
192         /* Upload the position fixup */
193         GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, ARB_SHADER_PRIVCONST_POS, deviceImpl->posFixup));
194     }
195
196     if (usePixelShader) {
197
198         IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
199         IWineD3DPixelShaderImpl *psi = (IWineD3DPixelShaderImpl *) pshader;
200
201         /* Load DirectX 9 float constants for pixel shader */
202         deviceImpl->highest_dirty_ps_const = shader_arb_load_constantsF(
203                 pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
204                 deviceImpl->highest_dirty_ps_const,
205                 stateBlock->pixelShaderConstantF,
206                 deviceImpl->activeContext->pshader_const_dirty);
207
208         for(i = 0; i < psi->numbumpenvmatconsts; i++) {
209             /* The state manager takes care that this function is always called if the bump env matrix changes
210              */
211             const float *data = (const float *)&stateBlock->textureState[(int) psi->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00];
212             GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->bumpenvmatconst[i].const_num, data));
213             deviceImpl->activeContext->pshader_const_dirty[psi->bumpenvmatconst[i].const_num] = 1;
214
215             if(psi->luminanceconst[i].const_num != -1) {
216                 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
217                  * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
218                  * don't care about them. The pointers are valid for sure because the stateblock is bigger.
219                  * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
220                  */
221                 const float *scale = (const float *)&stateBlock->textureState[(int) psi->luminanceconst[i].texunit][WINED3DTSS_BUMPENVLSCALE];
222                 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->luminanceconst[i].const_num, scale));
223                 deviceImpl->activeContext->pshader_const_dirty[psi->luminanceconst[i].const_num] = 1;
224             }
225         }
226     }
227 }
228
229 static void shader_arb_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
230 {
231     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
232
233     /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
234      * context. On a context switch the old context will be fully dirtified */
235     memset(This->activeContext->vshader_const_dirty + start, 1,
236             sizeof(*This->activeContext->vshader_const_dirty) * count);
237     This->highest_dirty_vs_const = max(This->highest_dirty_vs_const, start + count + 1);
238 }
239
240 static void shader_arb_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
241 {
242     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
243
244     /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
245      * context. On a context switch the old context will be fully dirtified */
246     memset(This->activeContext->pshader_const_dirty + start, 1,
247             sizeof(*This->activeContext->pshader_const_dirty) * count);
248     This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, start + count + 1);
249 }
250
251 /* Generate the variable & register declarations for the ARB_vertex_program output target */
252 static void shader_generate_arb_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
253         SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info)
254 {
255     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
256     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
257     DWORD i, cur;
258     char pshader = shader_is_pshader_version(reg_maps->shader_version);
259     unsigned max_constantsF = min(This->baseShader.limits.constant_float, 
260             (pshader ? GL_LIMITS(pshader_constantsF) : GL_LIMITS(vshader_constantsF)));
261     UINT extra_constants_needed = 0;
262     const local_constant *lconst;
263
264     /* Temporary Output register */
265     shader_addline(buffer, "TEMP TMP_OUT;\n");
266
267     for(i = 0; i < This->baseShader.limits.temporary; i++) {
268         if (reg_maps->temporary[i])
269             shader_addline(buffer, "TEMP R%u;\n", i);
270     }
271
272     for (i = 0; i < This->baseShader.limits.address; i++) {
273         if (reg_maps->address[i])
274             shader_addline(buffer, "ADDRESS A%d;\n", i);
275     }
276
277     for(i = 0; i < This->baseShader.limits.texcoord; i++) {
278         if (reg_maps->texcoord[i])
279             shader_addline(buffer,"TEMP T%u;\n", i);
280     }
281
282     /* Texture coordinate registers must be pre-loaded */
283     for (i = 0; i < This->baseShader.limits.texcoord; i++) {
284         if (reg_maps->texcoord[i])
285             shader_addline(buffer, "MOV T%u, fragment.texcoord[%u];\n", i, i);
286     }
287
288     for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
289         IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) This;
290         if(!reg_maps->bumpmat[i]) continue;
291
292         cur = ps->numbumpenvmatconsts;
293         ps->bumpenvmatconst[cur].const_num = -1;
294         ps->bumpenvmatconst[cur].texunit = i;
295         ps->luminanceconst[cur].const_num = -1;
296         ps->luminanceconst[cur].texunit = i;
297
298         /* If the shader does not use all available constants, use the next free constant to load the bump mapping environment matrix from
299          * the stateblock into the shader. If no constant is available don't load, texbem will then just sample the texture without applying
300          * bump mapping.
301          */
302         if(max_constantsF + extra_constants_needed < GL_LIMITS(pshader_constantsF)) {
303             ps->bumpenvmatconst[cur].const_num = max_constantsF + extra_constants_needed;
304             shader_addline(buffer, "PARAM bumpenvmat%d = program.env[%d];\n",
305                            i, ps->bumpenvmatconst[cur].const_num);
306             extra_constants_needed++;
307
308             if(reg_maps->luminanceparams && max_constantsF + extra_constants_needed < GL_LIMITS(pshader_constantsF)) {
309                 ((IWineD3DPixelShaderImpl *)This)->luminanceconst[cur].const_num = max_constantsF + extra_constants_needed;
310                 shader_addline(buffer, "PARAM luminance%d = program.env[%d];\n",
311                                i, ps->luminanceconst[cur].const_num);
312                 extra_constants_needed++;
313             } else if(reg_maps->luminanceparams) {
314                 FIXME("No free constant to load the luminance parameters\n");
315             }
316         } else {
317             FIXME("No free constant found to load environemnt bump mapping matrix into the shader. texbem instruction will not apply bump mapping\n");
318         }
319
320         ps->numbumpenvmatconsts = cur + 1;
321     }
322
323     if(device->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE] && pshader) {
324         shader_addline(buffer, "PARAM srgb_mul_low = {%f, %f, %f, 1.0};\n",
325                         srgb_mul_low, srgb_mul_low, srgb_mul_low);
326         shader_addline(buffer, "PARAM srgb_comparison =  {%f, %f, %f, %f};\n",
327                         srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
328         shader_addline(buffer, "PARAM srgb_pow =  {%f, %f, %f, 1.0};\n",
329                        srgb_pow, srgb_pow, srgb_pow);
330         shader_addline(buffer, "PARAM srgb_mul_hi =  {%f, %f, %f, 1.0};\n",
331                        srgb_mul_high, srgb_mul_high, srgb_mul_high);
332         shader_addline(buffer, "PARAM srgb_sub_hi =  {%f, %f, %f, 0.0};\n",
333                        srgb_sub_high, srgb_sub_high, srgb_sub_high);
334     }
335
336     /* Load local constants using the program-local space,
337      * this avoids reloading them each time the shader is used
338      */
339     if(!This->baseShader.load_local_constsF) {
340         LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
341             shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
342                            lconst->idx);
343         }
344     }
345
346     /* we use the array-based constants array if the local constants are marked for loading,
347      * because then we use indirect addressing, or when the local constant list is empty,
348      * because then we don't know if we're using indirect addressing or not. If we're hardcoding
349      * local constants do not declare the loaded constants as an array because ARB compilers usually
350      * do not optimize unused constants away
351      */
352     if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) {
353         /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
354         shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
355                     max_constantsF, max_constantsF - 1);
356     } else {
357         for(i = 0; i < max_constantsF; i++) {
358             if(!shader_constant_is_local(This, i)) {
359                 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
360             }
361         }
362     }
363 }
364
365 static const char * const shift_tab[] = {
366     "dummy",     /*  0 (none) */
367     "coefmul.x", /*  1 (x2)   */
368     "coefmul.y", /*  2 (x4)   */
369     "coefmul.z", /*  3 (x8)   */
370     "coefmul.w", /*  4 (x16)  */
371     "dummy",     /*  5 (x32)  */
372     "dummy",     /*  6 (x64)  */
373     "dummy",     /*  7 (x128) */
374     "dummy",     /*  8 (d256) */
375     "dummy",     /*  9 (d128) */
376     "dummy",     /* 10 (d64)  */
377     "dummy",     /* 11 (d32)  */
378     "coefdiv.w", /* 12 (d16)  */
379     "coefdiv.z", /* 13 (d8)   */
380     "coefdiv.y", /* 14 (d4)   */
381     "coefdiv.x"  /* 15 (d2)   */
382 };
383
384 static void shader_arb_get_write_mask(const SHADER_OPCODE_ARG *arg, const DWORD param, char *write_mask)
385 {
386     char *ptr = write_mask;
387     char vshader = shader_is_vshader_version(arg->reg_maps->shader_version);
388
389     if(vshader && shader_get_regtype(param) == WINED3DSPR_ADDR) {
390         *ptr++ = '.';
391         *ptr++ = 'x';
392     } else if ((param & WINED3DSP_WRITEMASK_ALL) != WINED3DSP_WRITEMASK_ALL) {
393         *ptr++ = '.';
394         if (param & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
395         if (param & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
396         if (param & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
397         if (param & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
398     }
399
400     *ptr = '\0';
401 }
402
403 static void shader_arb_get_swizzle(const DWORD param, BOOL fixup, char *swizzle_str) {
404     /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
405      * but addressed as "rgba". To fix this we need to swap the register's x
406      * and z components. */
407     const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
408     char *ptr = swizzle_str;
409
410     /* swizzle bits fields: wwzzyyxx */
411     DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
412     DWORD swizzle_x = swizzle & 0x03;
413     DWORD swizzle_y = (swizzle >> 2) & 0x03;
414     DWORD swizzle_z = (swizzle >> 4) & 0x03;
415     DWORD swizzle_w = (swizzle >> 6) & 0x03;
416
417     /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
418      * generate a swizzle string. Unless we need to our own swizzling. */
419     if ((WINED3DSP_NOSWIZZLE >> WINED3DSP_SWIZZLE_SHIFT) != swizzle || fixup) {
420         *ptr++ = '.';
421         if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
422             *ptr++ = swizzle_chars[swizzle_x];
423         } else {
424             *ptr++ = swizzle_chars[swizzle_x];
425             *ptr++ = swizzle_chars[swizzle_y];
426             *ptr++ = swizzle_chars[swizzle_z];
427             *ptr++ = swizzle_chars[swizzle_w];
428         }
429     }
430
431     *ptr = '\0';
432 }
433
434 static void pshader_get_register_name(IWineD3DBaseShader* iface,
435     const DWORD param, char* regstr) {
436
437     DWORD reg = param & WINED3DSP_REGNUM_MASK;
438     DWORD regtype = shader_get_regtype(param);
439     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
440
441     switch (regtype) {
442     case WINED3DSPR_TEMP:
443         sprintf(regstr, "R%u", reg);
444     break;
445     case WINED3DSPR_INPUT:
446         if (reg==0) {
447             strcpy(regstr, "fragment.color.primary");
448         } else {
449             strcpy(regstr, "fragment.color.secondary");
450         }
451     break;
452     case WINED3DSPR_CONST:
453         if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) {
454             sprintf(regstr, "C[%u]", reg);
455         } else {
456             sprintf(regstr, "C%u", reg);
457         }
458     break;
459     case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
460         sprintf(regstr,"T%u", reg);
461     break;
462     case WINED3DSPR_COLOROUT:
463         if (reg == 0)
464             sprintf(regstr, "TMP_COLOR");
465         else {
466             /* TODO: See GL_ARB_draw_buffers */
467             FIXME("Unsupported write to render target %u\n", reg);
468             sprintf(regstr, "unsupported_register");
469         }
470     break;
471     case WINED3DSPR_DEPTHOUT:
472         sprintf(regstr, "result.depth");
473     break;
474     case WINED3DSPR_ATTROUT:
475         sprintf(regstr, "oD[%u]", reg);
476     break;
477     case WINED3DSPR_TEXCRDOUT:
478         sprintf(regstr, "oT[%u]", reg);
479     break;
480     default:
481         FIXME("Unhandled register name Type(%d)\n", regtype);
482         sprintf(regstr, "unrecognized_register");
483     break;
484     }
485 }
486
487 /* TODO: merge with pixel shader */
488 static void vshader_program_add_param(const SHADER_OPCODE_ARG *arg, const DWORD param, BOOL is_input, char *hwLine)
489 {
490   IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl*) arg->shader;
491
492   /* oPos, oFog and oPts in D3D */
493   static const char * const hwrastout_reg_names[] = { "TMP_OUT", "result.fogcoord", "result.pointsize" };
494
495   DWORD reg = param & WINED3DSP_REGNUM_MASK;
496   DWORD regtype = shader_get_regtype(param);
497   char  tmpReg[255];
498   BOOL is_color = FALSE;
499
500   if ((param & WINED3DSP_SRCMOD_MASK) == WINED3DSPSM_NEG) {
501       strcat(hwLine, " -");
502   } else {
503       strcat(hwLine, " ");
504   }
505
506   switch (regtype) {
507   case WINED3DSPR_TEMP:
508     sprintf(tmpReg, "R%u", reg);
509     strcat(hwLine, tmpReg);
510     break;
511   case WINED3DSPR_INPUT:
512
513     if (vshader_input_is_color((IWineD3DVertexShader*) This, reg))
514         is_color = TRUE;
515
516     sprintf(tmpReg, "vertex.attrib[%u]", reg);
517     strcat(hwLine, tmpReg);
518     break;
519   case WINED3DSPR_CONST:
520       if(param & WINED3DSHADER_ADDRMODE_RELATIVE) {
521           if(reg >= This->rel_offset) {
522               sprintf(tmpReg, "C[A0.x + %u]", reg - This->rel_offset);
523           } else {
524               sprintf(tmpReg, "C[A0.x - %u]", -reg + This->rel_offset);
525           }
526       } else {
527           if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) {
528               sprintf(tmpReg, "C[%u]", reg);
529           } else {
530               sprintf(tmpReg, "C%u", reg);
531           }
532       }
533     strcat(hwLine, tmpReg);
534     break;
535   case WINED3DSPR_ADDR: /*case D3DSPR_TEXTURE:*/
536     sprintf(tmpReg, "A%u", reg);
537     strcat(hwLine, tmpReg);
538     break;
539   case WINED3DSPR_RASTOUT:
540     sprintf(tmpReg, "%s", hwrastout_reg_names[reg]);
541     strcat(hwLine, tmpReg);
542     break;
543   case WINED3DSPR_ATTROUT:
544     if (reg==0) {
545        strcat(hwLine, "result.color.primary");
546     } else {
547        strcat(hwLine, "result.color.secondary");
548     }
549     break;
550   case WINED3DSPR_TEXCRDOUT:
551     sprintf(tmpReg, "result.texcoord[%u]", reg);
552     strcat(hwLine, tmpReg);
553     break;
554   default:
555     FIXME("Unknown reg type %d %d\n", regtype, reg);
556     strcat(hwLine, "unrecognized_register");
557     break;
558   }
559
560   if (!is_input) {
561     char write_mask[6];
562     shader_arb_get_write_mask(arg, param, write_mask);
563     strcat(hwLine, write_mask);
564   } else {
565     char swizzle[6];
566     shader_arb_get_swizzle(param, is_color, swizzle);
567     strcat(hwLine, swizzle);
568   }
569 }
570
571 static void shader_hw_sample(const SHADER_OPCODE_ARG *arg, DWORD sampler_idx, const char *dst_str,
572         const char *coord_reg, BOOL projected, BOOL bias)
573 {
574     SHADER_BUFFER* buffer = arg->buffer;
575     DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
576     const char *tex_type;
577
578     switch(sampler_type) {
579         case WINED3DSTT_1D:
580             tex_type = "1D";
581             break;
582
583         case WINED3DSTT_2D:
584         {
585             IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) arg->shader;
586             IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
587             if(device->stateBlock->textures[sampler_idx] &&
588                IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
589                 tex_type = "RECT";
590             } else {
591                 tex_type = "2D";
592             }
593             break;
594         }
595
596         case WINED3DSTT_VOLUME:
597             tex_type = "3D";
598             break;
599
600         case WINED3DSTT_CUBE:
601             tex_type = "CUBE";
602             break;
603
604         default:
605             ERR("Unexpected texture type %d\n", sampler_type);
606             tex_type = "";
607     }
608
609     if (bias) {
610         /* Shouldn't be possible, but let's check for it */
611         if(projected) FIXME("Biased and Projected texture sampling\n");
612         /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
613         shader_addline(buffer, "TXB %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
614     } else if (projected) {
615         shader_addline(buffer, "TXP %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
616     } else {
617         shader_addline(buffer, "TEX %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
618     }
619 }
620
621 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
622 {
623     switch(channel_source)
624     {
625         case CHANNEL_SOURCE_ZERO: return "0";
626         case CHANNEL_SOURCE_ONE: return "1";
627         case CHANNEL_SOURCE_X: return "x";
628         case CHANNEL_SOURCE_Y: return "y";
629         case CHANNEL_SOURCE_Z: return "z";
630         case CHANNEL_SOURCE_W: return "w";
631         default:
632             FIXME("Unhandled channel source %#x\n", channel_source);
633             return "undefined";
634     }
635 }
636
637 static void gen_color_correction(SHADER_BUFFER *buffer, const char *reg, DWORD dst_mask,
638         const char *one, const char *two, struct color_fixup_desc fixup)
639 {
640     DWORD mask;
641
642     if (is_yuv_fixup(fixup))
643     {
644         enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
645         FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
646         return;
647     }
648
649     mask = 0;
650     if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
651     if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
652     if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
653     if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
654     mask &= dst_mask;
655
656     if (mask)
657     {
658         shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
659                 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
660                 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
661     }
662
663     mask = 0;
664     if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
665     if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
666     if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
667     if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
668     mask &= dst_mask;
669
670     if (mask)
671     {
672         char reg_mask[6];
673         char *ptr = reg_mask;
674
675         if (mask != WINED3DSP_WRITEMASK_ALL)
676         {
677             *ptr++ = '.';
678             if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
679             if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
680             if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
681             if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
682         }
683         *ptr = '\0';
684
685         shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
686     }
687 }
688
689 static void shader_arb_color_correction(const struct SHADER_OPCODE_ARG* arg, struct color_fixup_desc fixup)
690 {
691     char reg[256];
692     pshader_get_register_name(arg->shader, arg->dst, reg);
693     gen_color_correction(arg->buffer, reg, arg->dst & WINED3DSP_WRITEMASK_ALL, "one", "coefmul.x", fixup);
694 }
695
696 static void pshader_gen_input_modifier_line (
697     IWineD3DBaseShader *iface,
698     SHADER_BUFFER* buffer,
699     const DWORD instr,
700     int tmpreg,
701     char *outregstr) {
702
703     /* Generate a line that does the input modifier computation and return the input register to use */
704     char regstr[256];
705     char swzstr[20];
706     int insert_line;
707
708     /* Assume a new line will be added */
709     insert_line = 1;
710
711     /* Get register name */
712     pshader_get_register_name(iface, instr, regstr);
713     shader_arb_get_swizzle(instr, FALSE, swzstr);
714
715     switch (instr & WINED3DSP_SRCMOD_MASK) {
716     case WINED3DSPSM_NONE:
717         sprintf(outregstr, "%s%s", regstr, swzstr);
718         insert_line = 0;
719         break;
720     case WINED3DSPSM_NEG:
721         sprintf(outregstr, "-%s%s", regstr, swzstr);
722         insert_line = 0;
723         break;
724     case WINED3DSPSM_BIAS:
725         shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
726         break;
727     case WINED3DSPSM_BIASNEG:
728         shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
729         break;
730     case WINED3DSPSM_SIGN:
731         shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr);
732         break;
733     case WINED3DSPSM_SIGNNEG:
734         shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr);
735         break;
736     case WINED3DSPSM_COMP:
737         shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr);
738         break;
739     case WINED3DSPSM_X2:
740         shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
741         break;
742     case WINED3DSPSM_X2NEG:
743         shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
744         break;
745     case WINED3DSPSM_DZ:
746         shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
747         shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
748         break;
749     case WINED3DSPSM_DW:
750         shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
751         shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
752         break;
753     default:
754         sprintf(outregstr, "%s%s", regstr, swzstr);
755         insert_line = 0;
756     }
757
758     /* Return modified or original register, with swizzle */
759     if (insert_line)
760         sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
761 }
762
763 static inline void pshader_gen_output_modifier_line(SHADER_BUFFER *buffer, int saturate, const char *write_mask,
764         int shift, const char *regstr)
765 {
766     /* Generate a line that does the output modifier computation */
767     shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", saturate ? "_SAT" : "",
768         regstr, write_mask, regstr, shift_tab[shift]);
769 }
770
771 static void pshader_hw_bem(const SHADER_OPCODE_ARG *arg)
772 {
773     IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
774
775     SHADER_BUFFER* buffer = arg->buffer;
776     char dst_name[50];
777     char src_name[2][50];
778     char dst_wmask[20];
779     DWORD sampler_code = arg->dst & WINED3DSP_REGNUM_MASK;
780     BOOL has_bumpmat = FALSE;
781     int i;
782
783     for(i = 0; i < This->numbumpenvmatconsts; i++) {
784         if(This->bumpenvmatconst[i].const_num != -1 && This->bumpenvmatconst[i].texunit == sampler_code) {
785             has_bumpmat = TRUE;
786             break;
787         }
788     }
789
790     pshader_get_register_name(arg->shader, arg->dst, dst_name);
791     shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
792     strcat(dst_name, dst_wmask);
793
794     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]);
795     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]);
796
797     if(has_bumpmat) {
798         /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
799         shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
800         shader_addline(buffer, "DP3 TMP.r, TMP2, %s;\n", src_name[1]);
801         shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
802         shader_addline(buffer, "DP3 TMP.g, TMP2, %s;\n", src_name[1]);
803
804         shader_addline(buffer, "ADD %s, %s, TMP;\n", dst_name, src_name[0]);
805     } else {
806         shader_addline(buffer, "MOV %s, %s;\n", dst_name, src_name[0]);
807     }
808 }
809
810 static void pshader_hw_cnd(const SHADER_OPCODE_ARG *arg)
811 {
812     SHADER_BUFFER* buffer = arg->buffer;
813     char dst_wmask[20];
814     char dst_name[50];
815     char src_name[3][50];
816     BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
817     DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
818
819     /* FIXME: support output modifiers */
820
821     /* Handle output register */
822     pshader_get_register_name(arg->shader, arg->dst, dst_name);
823     shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
824
825     /* Generate input register names (with modifiers) */
826     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]);
827     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]);
828     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[2], 2, src_name[2]);
829
830     /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
831     if (arg->reg_maps->shader_version <= WINED3DPS_VERSION(1, 3) && arg->opcode_token & WINED3DSI_COISSUE)
832     {
833         shader_addline(buffer, "MOV%s %s%s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask, src_name[1]);
834     } else {
835         shader_addline(buffer, "ADD TMP, -%s, coefdiv.x;\n", src_name[0]);
836         shader_addline(buffer, "CMP%s %s%s, TMP, %s, %s;\n",
837                                 sat ? "_SAT" : "", dst_name, dst_wmask, src_name[1], src_name[2]);
838     }
839     if (shift != 0)
840         pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
841 }
842
843 static void pshader_hw_cmp(const SHADER_OPCODE_ARG *arg)
844 {
845     SHADER_BUFFER* buffer = arg->buffer;
846     char dst_wmask[20];
847     char dst_name[50];
848     char src_name[3][50];
849     DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
850     BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
851
852     /* FIXME: support output modifiers */
853
854     /* Handle output register */
855     pshader_get_register_name(arg->shader, arg->dst, dst_name);
856     shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
857
858     /* Generate input register names (with modifiers) */
859     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]);
860     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]);
861     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[2], 2, src_name[2]);
862
863     shader_addline(buffer, "CMP%s %s%s, %s, %s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
864                    src_name[0], src_name[2], src_name[1]);
865
866     if (shift != 0)
867         pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
868 }
869
870 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
871  * dst = dot2(src0, src1) + src2 */
872 static void pshader_hw_dp2add(const SHADER_OPCODE_ARG *arg)
873 {
874     SHADER_BUFFER* buffer = arg->buffer;
875     char dst_wmask[20];
876     char dst_name[50];
877     char src_name[3][50];
878     DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
879     BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
880
881     pshader_get_register_name(arg->shader, arg->dst, dst_name);
882     shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
883
884     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]);
885     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]);
886     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[2], 2, src_name[2]);
887
888     /* Emulate a DP2 with a DP3 and 0.0 */
889     shader_addline(buffer, "MOV TMP, %s;\n", src_name[0]);
890     shader_addline(buffer, "MOV TMP.z, 0.0;\n");
891     shader_addline(buffer, "DP3 TMP2, TMP, %s;\n", src_name[1]);
892     shader_addline(buffer, "ADD%s %s%s, TMP2, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask, src_name[2]);
893
894     if (shift != 0)
895         pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
896 }
897
898 /* Map the opcode 1-to-1 to the GL code */
899 static void shader_hw_map2gl(const SHADER_OPCODE_ARG *arg)
900 {
901     CONST SHADER_OPCODE* curOpcode = arg->opcode;
902     SHADER_BUFFER* buffer = arg->buffer;
903     DWORD dst = arg->dst;
904     const DWORD *src = arg->src;
905     char arguments[256];
906     unsigned int i;
907
908     if (shader_is_pshader_version(arg->reg_maps->shader_version))
909     {
910         /* Output token related */
911         char output_rname[256];
912         char output_wmask[20];
913         char operands[4][100];
914         BOOL saturate = FALSE;
915         BOOL centroid = FALSE;
916         BOOL partialprecision = FALSE;
917         const char *modifier;
918         DWORD shift;
919
920         if (!curOpcode->num_params)
921         {
922             ERR("Opcode \"%s\" has no parameters\n", curOpcode->name);
923             return;
924         }
925
926         /* Process modifiers */
927         if (dst & WINED3DSP_DSTMOD_MASK)
928         {
929             DWORD mask = dst & WINED3DSP_DSTMOD_MASK;
930
931             saturate = mask & WINED3DSPDM_SATURATE;
932             centroid = mask & WINED3DSPDM_MSAMPCENTROID;
933             partialprecision = mask & WINED3DSPDM_PARTIALPRECISION;
934             mask &= ~(WINED3DSPDM_MSAMPCENTROID | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_SATURATE);
935             if (mask)
936                 FIXME("Unrecognized modifier(%#x)\n", mask >> WINED3DSP_DSTMOD_SHIFT);
937
938             if (centroid)
939                 FIXME("Unhandled modifier(%#x)\n", mask >> WINED3DSP_DSTMOD_SHIFT);
940         }
941         shift = (dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
942         modifier = (saturate && !shift) ? "_SAT" : "";
943
944         /* Generate input register names (with modifiers) */
945         for (i = 1; i < curOpcode->num_params; ++i)
946             pshader_gen_input_modifier_line(arg->shader, buffer, src[i-1], i-1, operands[i]);
947
948         /* Handle output register */
949         pshader_get_register_name(arg->shader, dst, output_rname);
950         strcpy(operands[0], output_rname);
951         shader_arb_get_write_mask(arg, dst, output_wmask);
952         strcat(operands[0], output_wmask);
953
954         arguments[0] = '\0';
955         strcat(arguments, operands[0]);
956         for (i = 1; i < curOpcode->num_params; i++)
957         {
958             strcat(arguments, ", ");
959             strcat(arguments, operands[i]);
960         }
961         shader_addline(buffer, "%s%s %s;\n", curOpcode->glname, modifier, arguments);
962
963         /* A shift requires another line. */
964         if (shift) pshader_gen_output_modifier_line(buffer, saturate, output_wmask, shift, output_rname);
965     } else {
966         /* Note that vshader_program_add_param() adds spaces. */
967
968         arguments[0] = '\0';
969         if (curOpcode->num_params > 0)
970         {
971             vshader_program_add_param(arg, dst, FALSE, arguments);
972             for (i = 1; i < curOpcode->num_params; ++i)
973             {
974                 strcat(arguments, ",");
975                 vshader_program_add_param(arg, src[i-1], TRUE, arguments);
976             }
977         }
978         shader_addline(buffer, "%s%s;\n", curOpcode->glname, arguments);
979     }
980 }
981
982 static void shader_hw_mov(const SHADER_OPCODE_ARG *arg)
983 {
984     IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl*)arg->shader;
985
986     if ((WINED3DSHADER_VERSION_MAJOR(arg->reg_maps->shader_version) == 1
987             && !shader_is_pshader_version(arg->reg_maps->shader_version)
988             && shader_get_regtype(arg->dst) == WINED3DSPR_ADDR)
989             || arg->opcode->opcode == WINED3DSIO_MOVA)
990     {
991         SHADER_BUFFER *buffer = arg->buffer;
992         char src0_param[256];
993
994         if (arg->opcode->opcode == WINED3DSIO_MOVA)
995             FIXME("mova should round\n");
996
997         src0_param[0] = '\0';
998         if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
999         {
1000             vshader_program_add_param(arg, arg->src[0], TRUE, src0_param);
1001             shader_addline(buffer, "ADD TMP.x, %s, helper_const.z;\n", src0_param);
1002             shader_addline(buffer, "ARL A0.x, TMP.x;\n");
1003         }
1004         else
1005         {
1006             /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1007              * with more than one component. Thus replicate the first source argument over all
1008              * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc)
1009              */
1010             DWORD parm = arg->src[0] & ~(WINED3DVS_SWIZZLE_MASK);
1011             if((arg->src[0] & WINED3DVS_X_W) == WINED3DVS_X_W)
1012                 parm |= WINED3DVS_X_W | WINED3DVS_Y_W | WINED3DVS_Z_W | WINED3DVS_W_W;
1013             else if((arg->src[0] & WINED3DVS_X_Z) == WINED3DVS_X_Z)
1014                 parm |= WINED3DVS_X_Z | WINED3DVS_Y_Z | WINED3DVS_Z_Z | WINED3DVS_W_Z;
1015             else if((arg->src[0] & WINED3DVS_X_Y) == WINED3DVS_X_Y)
1016                 parm |= WINED3DVS_X_Y | WINED3DVS_Y_Y | WINED3DVS_Z_Y | WINED3DVS_W_Y;
1017             else if((arg->src[0] & WINED3DVS_X_X) == WINED3DVS_X_X)
1018                 parm |= WINED3DVS_X_X | WINED3DVS_Y_X | WINED3DVS_Z_X | WINED3DVS_W_X;
1019             vshader_program_add_param(arg, parm, TRUE, src0_param);
1020             shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1021         }
1022     }
1023     else
1024     {
1025         shader_hw_map2gl(arg);
1026     }
1027 }
1028
1029 static void pshader_hw_texkill(const SHADER_OPCODE_ARG *arg)
1030 {
1031     DWORD shader_version = arg->reg_maps->shader_version;
1032     SHADER_BUFFER* buffer = arg->buffer;
1033     char reg_dest[40];
1034
1035     /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1036      * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1037      */
1038     pshader_get_register_name(arg->shader, arg->dst, reg_dest);
1039
1040     if (shader_version >= WINED3DPS_VERSION(2,0))
1041     {
1042         /* The arb backend doesn't claim ps 2.0 support, but try to eat what the app feeds to us */
1043         shader_addline(buffer, "KIL %s;\n", reg_dest);
1044     } else {
1045         /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1046          * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1047          */
1048         shader_addline(buffer, "MOV TMP, %s;\n", reg_dest);
1049         shader_addline(buffer, "MOV TMP.w, one.w;\n");
1050         shader_addline(buffer, "KIL TMP;\n");
1051     }
1052 }
1053
1054 static void pshader_hw_tex(const SHADER_OPCODE_ARG *arg)
1055 {
1056     IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1057     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1058
1059     DWORD dst = arg->dst;
1060     const DWORD *src = arg->src;
1061     SHADER_BUFFER* buffer = arg->buffer;
1062     DWORD shader_version = arg->reg_maps->shader_version;
1063     BOOL projected = FALSE, bias = FALSE;
1064
1065     char reg_dest[40];
1066     char reg_coord[40];
1067     DWORD reg_dest_code;
1068     DWORD reg_sampler_code;
1069
1070     /* All versions have a destination register */
1071     reg_dest_code = dst & WINED3DSP_REGNUM_MASK;
1072     pshader_get_register_name(arg->shader, dst, reg_dest);
1073
1074     /* 1.0-1.3: Use destination register as coordinate source.
1075        1.4+: Use provided coordinate source register. */
1076    if (shader_version < WINED3DPS_VERSION(1,4))
1077       strcpy(reg_coord, reg_dest);
1078    else
1079       pshader_gen_input_modifier_line(arg->shader, buffer, src[0], 0, reg_coord);
1080
1081   /* 1.0-1.4: Use destination register number as texture code.
1082      2.0+: Use provided sampler number as texure code. */
1083   if (shader_version < WINED3DPS_VERSION(2,0))
1084      reg_sampler_code = reg_dest_code;
1085   else
1086      reg_sampler_code = src[1] & WINED3DSP_REGNUM_MASK;
1087
1088   /* projection flag:
1089    * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1090    * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1091    * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1092    */
1093   if (shader_version < WINED3DPS_VERSION(1,4))
1094   {
1095       DWORD flags = 0;
1096       if(reg_sampler_code < MAX_TEXTURES) {
1097         flags = deviceImpl->stateBlock->textureState[reg_sampler_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1098       }
1099       if (flags & WINED3DTTFF_PROJECTED) {
1100           projected = TRUE;
1101       }
1102   }
1103   else if (shader_version < WINED3DPS_VERSION(2,0))
1104   {
1105       DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
1106       if (src_mod == WINED3DSPSM_DZ) {
1107           projected = TRUE;
1108       } else if(src_mod == WINED3DSPSM_DW) {
1109           projected = TRUE;
1110       }
1111   } else {
1112       if(arg->opcode_token & WINED3DSI_TEXLD_PROJECT) {
1113           projected = TRUE;
1114       }
1115       if(arg->opcode_token & WINED3DSI_TEXLD_BIAS) {
1116           bias = TRUE;
1117       }
1118   }
1119   shader_hw_sample(arg, reg_sampler_code, reg_dest, reg_coord, projected, bias);
1120 }
1121
1122 static void pshader_hw_texcoord(const SHADER_OPCODE_ARG *arg)
1123 {
1124     DWORD dst = arg->dst;
1125     SHADER_BUFFER* buffer = arg->buffer;
1126
1127     char tmp[20];
1128     shader_arb_get_write_mask(arg, dst, tmp);
1129     if (arg->reg_maps->shader_version != WINED3DPS_VERSION(1,4))
1130     {
1131         DWORD reg = dst & WINED3DSP_REGNUM_MASK;
1132         shader_addline(buffer, "MOV_SAT T%u%s, fragment.texcoord[%u];\n", reg, tmp, reg);
1133     } else {
1134         DWORD reg1 = dst & WINED3DSP_REGNUM_MASK;
1135         char reg_src[40];
1136
1137         pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, reg_src);
1138         shader_addline(buffer, "MOV R%u%s, %s;\n", reg1, tmp, reg_src);
1139    }
1140 }
1141
1142 static void pshader_hw_texreg2ar(const SHADER_OPCODE_ARG *arg)
1143 {
1144      SHADER_BUFFER* buffer = arg->buffer;
1145      IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1146      IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1147      DWORD flags;
1148
1149      DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
1150      char dst_str[8];
1151      char src_str[50];
1152
1153      sprintf(dst_str, "T%u", reg1);
1154      pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_str);
1155      shader_addline(buffer, "MOV TMP.r, %s.a;\n", src_str);
1156      shader_addline(buffer, "MOV TMP.g, %s.r;\n", src_str);
1157      flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1158      shader_hw_sample(arg, reg1, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1159 }
1160
1161 static void pshader_hw_texreg2gb(const SHADER_OPCODE_ARG *arg)
1162 {
1163      SHADER_BUFFER* buffer = arg->buffer;
1164
1165      DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
1166      char dst_str[8];
1167      char src_str[50];
1168
1169      sprintf(dst_str, "T%u", reg1);
1170      pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_str);
1171      shader_addline(buffer, "MOV TMP.r, %s.g;\n", src_str);
1172      shader_addline(buffer, "MOV TMP.g, %s.b;\n", src_str);
1173      shader_hw_sample(arg, reg1, dst_str, "TMP", FALSE, FALSE);
1174 }
1175
1176 static void pshader_hw_texreg2rgb(const SHADER_OPCODE_ARG *arg)
1177 {
1178     SHADER_BUFFER* buffer = arg->buffer;
1179     DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
1180     char dst_str[8];
1181     char src_str[50];
1182
1183     sprintf(dst_str, "T%u", reg1);
1184     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_str);
1185     shader_hw_sample(arg, reg1, dst_str, src_str, FALSE, FALSE);
1186 }
1187
1188 static void pshader_hw_texbem(const SHADER_OPCODE_ARG *arg)
1189 {
1190     IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1191     BOOL has_bumpmat = FALSE;
1192     BOOL has_luminance = FALSE;
1193     int i;
1194
1195     DWORD dst = arg->dst;
1196     DWORD src = arg->src[0] & WINED3DSP_REGNUM_MASK;
1197     SHADER_BUFFER* buffer = arg->buffer;
1198
1199     char reg_coord[40];
1200     DWORD reg_dest_code;
1201
1202     /* All versions have a destination register */
1203     reg_dest_code = dst & WINED3DSP_REGNUM_MASK;
1204     /* Can directly use the name because texbem is only valid for <= 1.3 shaders */
1205     pshader_get_register_name(arg->shader, dst, reg_coord);
1206
1207     for(i = 0; i < This->numbumpenvmatconsts; i++) {
1208         if(This->bumpenvmatconst[i].const_num != -1 && reg_dest_code == This->bumpenvmatconst[i].texunit) {
1209             has_bumpmat = TRUE;
1210             break;
1211         }
1212     }
1213     for(i = 0; i < This->numbumpenvmatconsts; i++) {
1214         if(This->luminanceconst[i].const_num != -1 && reg_dest_code == This->luminanceconst[i].texunit) {
1215             has_luminance = TRUE;
1216             break;
1217         }
1218     }
1219
1220     if(has_bumpmat) {
1221         /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
1222
1223         shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
1224         shader_addline(buffer, "DP3 TMP.r, TMP2, T%u;\n", src);
1225         shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
1226         shader_addline(buffer, "DP3 TMP.g, TMP2, T%u;\n", src);
1227
1228         /* with projective textures, texbem only divides the static texture coord, not the displacement,
1229          * so we can't let the GL handle this.
1230          */
1231         if (((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS]
1232               & WINED3DTTFF_PROJECTED) {
1233             shader_addline(buffer, "RCP TMP2.a, %s.a;\n", reg_coord);
1234             shader_addline(buffer, "MUL TMP2.rg, %s, TMP2.a;\n", reg_coord);
1235             shader_addline(buffer, "ADD TMP.rg, TMP, TMP2;\n");
1236         } else {
1237             shader_addline(buffer, "ADD TMP.rg, TMP, %s;\n", reg_coord);
1238         }
1239
1240         shader_hw_sample(arg, reg_dest_code, reg_coord, "TMP", FALSE, FALSE);
1241
1242         if(arg->opcode->opcode == WINED3DSIO_TEXBEML && has_luminance) {
1243             shader_addline(buffer, "MAD TMP, T%u.z, luminance%d.x, luminance%d.y;\n",
1244                            src, reg_dest_code, reg_dest_code);
1245             shader_addline(buffer, "MUL %s, %s, TMP;\n", reg_coord, reg_coord);
1246         }
1247
1248     } else {
1249         DWORD tf;
1250         if(reg_dest_code < MAX_TEXTURES) {
1251             tf = ((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1252         } else {
1253             tf = 0;
1254         }
1255         /* Without a bump matrix loaded, just sample with the unmodified coordinates */
1256         shader_hw_sample(arg, reg_dest_code, reg_coord, reg_coord, tf & WINED3DTTFF_PROJECTED, FALSE);
1257     }
1258 }
1259
1260 static void pshader_hw_texm3x2pad(const SHADER_OPCODE_ARG *arg)
1261 {
1262     DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1263     SHADER_BUFFER* buffer = arg->buffer;
1264     char src0_name[50];
1265
1266     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1267     shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", reg, src0_name);
1268 }
1269
1270 static void pshader_hw_texm3x2tex(const SHADER_OPCODE_ARG *arg)
1271 {
1272     IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1273     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1274     DWORD flags;
1275     DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1276     SHADER_BUFFER* buffer = arg->buffer;
1277     char dst_str[8];
1278     char src0_name[50];
1279
1280     sprintf(dst_str, "T%u", reg);
1281     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1282     shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", reg, src0_name);
1283     flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1284     shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1285 }
1286
1287 static void pshader_hw_texm3x3pad(const SHADER_OPCODE_ARG *arg)
1288 {
1289     IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1290     DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1291     SHADER_BUFFER* buffer = arg->buffer;
1292     SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1293     char src0_name[50];
1294
1295     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1296     shader_addline(buffer, "DP3 TMP.%c, T%u, %s;\n", 'x' + current_state->current_row, reg, src0_name);
1297     current_state->texcoord_w[current_state->current_row++] = reg;
1298 }
1299
1300 static void pshader_hw_texm3x3tex(const SHADER_OPCODE_ARG *arg)
1301 {
1302     IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1303     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1304     DWORD flags;
1305     DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1306     SHADER_BUFFER* buffer = arg->buffer;
1307     SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1308     char dst_str[8];
1309     char src0_name[50];
1310
1311     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1312     shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
1313
1314     /* Sample the texture using the calculated coordinates */
1315     sprintf(dst_str, "T%u", reg);
1316     flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1317     shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1318     current_state->current_row = 0;
1319 }
1320
1321 static void pshader_hw_texm3x3vspec(const SHADER_OPCODE_ARG *arg)
1322 {
1323     IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1324     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1325     DWORD flags;
1326     DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1327     SHADER_BUFFER* buffer = arg->buffer;
1328     SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1329     char dst_str[8];
1330     char src0_name[50];
1331
1332     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1333     shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
1334
1335     /* Construct the eye-ray vector from w coordinates */
1336     shader_addline(buffer, "MOV TMP2.x, fragment.texcoord[%u].w;\n", current_state->texcoord_w[0]);
1337     shader_addline(buffer, "MOV TMP2.y, fragment.texcoord[%u].w;\n", current_state->texcoord_w[1]);
1338     shader_addline(buffer, "MOV TMP2.z, fragment.texcoord[%u].w;\n", reg);
1339
1340     /* Calculate reflection vector
1341      */
1342     shader_addline(buffer, "DP3 TMP.w, TMP, TMP2;\n");
1343     /* The .w is ignored when sampling, so I can use TMP2.w to calculate dot(N, N) */
1344     shader_addline(buffer, "DP3 TMP2.w, TMP, TMP;\n");
1345     shader_addline(buffer, "RCP TMP2.w, TMP2.w;\n");
1346     shader_addline(buffer, "MUL TMP.w, TMP.w, TMP2.w;\n");
1347     shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
1348     shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -TMP2;\n");
1349
1350     /* Sample the texture using the calculated coordinates */
1351     sprintf(dst_str, "T%u", reg);
1352     flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1353     shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1354     current_state->current_row = 0;
1355 }
1356
1357 static void pshader_hw_texm3x3spec(const SHADER_OPCODE_ARG *arg)
1358 {
1359     IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1360     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1361     DWORD flags;
1362     DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1363     DWORD reg3 = arg->src[1] & WINED3DSP_REGNUM_MASK;
1364     SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1365     SHADER_BUFFER* buffer = arg->buffer;
1366     char dst_str[8];
1367     char src0_name[50];
1368
1369     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1370     shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
1371
1372     /* Calculate reflection vector.
1373      *
1374      *               dot(N, E)
1375      * TMP.xyz = 2 * --------- * N - E
1376      *               dot(N, N)
1377      *
1378      * Which normalizes the normal vector
1379      */
1380     shader_addline(buffer, "DP3 TMP.w, TMP, C[%u];\n", reg3);
1381     shader_addline(buffer, "DP3 TMP2.w, TMP, TMP;\n");
1382     shader_addline(buffer, "RCP TMP2.w, TMP2.w;\n");
1383     shader_addline(buffer, "MUL TMP.w, TMP.w, TMP2.w;\n");
1384     shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
1385     shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -C[%u];\n", reg3);
1386
1387     /* Sample the texture using the calculated coordinates */
1388     sprintf(dst_str, "T%u", reg);
1389     flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1390     shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1391     current_state->current_row = 0;
1392 }
1393
1394 static void pshader_hw_texdepth(const SHADER_OPCODE_ARG *arg)
1395 {
1396     SHADER_BUFFER* buffer = arg->buffer;
1397     char dst_name[50];
1398
1399     /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
1400      * which is essentially an input, is the destination register because it is the first
1401      * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
1402      * here
1403      */
1404     pshader_get_register_name(arg->shader, arg->dst, dst_name);
1405
1406     /* According to the msdn, the source register(must be r5) is unusable after
1407      * the texdepth instruction, so we're free to modify it
1408      */
1409     shader_addline(buffer, "MIN %s.g, %s.g, one.g;\n", dst_name, dst_name);
1410
1411     /* How to deal with the special case dst_name.g == 0? if r != 0, then
1412      * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1413      * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1414      */
1415     shader_addline(buffer, "RCP %s.g, %s.g;\n", dst_name, dst_name);
1416     shader_addline(buffer, "MUL TMP.x, %s.r, %s.g;\n", dst_name, dst_name);
1417     shader_addline(buffer, "MIN TMP.x, TMP.x, one.r;\n");
1418     shader_addline(buffer, "MAX result.depth, TMP.x, 0.0;\n");
1419 }
1420
1421 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
1422  * Take a 3-component dot product of the TexCoord[dstreg] and src,
1423  * then perform a 1D texture lookup from stage dstregnum, place into dst. */
1424 static void pshader_hw_texdp3tex(const SHADER_OPCODE_ARG *arg)
1425 {
1426     SHADER_BUFFER* buffer = arg->buffer;
1427     DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
1428     char src0[50];
1429     char dst_str[8];
1430
1431     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0);
1432     shader_addline(buffer, "MOV TMP, 0.0;\n");
1433     shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", sampler_idx, src0);
1434
1435     sprintf(dst_str, "T%u", sampler_idx);
1436     shader_hw_sample(arg, sampler_idx, dst_str, "TMP", FALSE /* Only one coord, can't be projected */, FALSE);
1437 }
1438
1439 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
1440  * Take a 3-component dot product of the TexCoord[dstreg] and src. */
1441 static void pshader_hw_texdp3(const SHADER_OPCODE_ARG *arg)
1442 {
1443     char src0[50];
1444     char dst_str[50];
1445     char dst_mask[6];
1446     DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
1447     SHADER_BUFFER* buffer = arg->buffer;
1448
1449     /* Handle output register */
1450     pshader_get_register_name(arg->shader, arg->dst, dst_str);
1451     shader_arb_get_write_mask(arg, arg->dst, dst_mask);
1452
1453     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0);
1454     shader_addline(buffer, "DP3 %s%s, T%u, %s;\n", dst_str, dst_mask, dstreg, src0);
1455
1456     /* TODO: Handle output modifiers */
1457 }
1458
1459 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
1460  * Perform the 3rd row of a 3x3 matrix multiply */
1461 static void pshader_hw_texm3x3(const SHADER_OPCODE_ARG *arg)
1462 {
1463     SHADER_BUFFER* buffer = arg->buffer;
1464     char dst_str[50];
1465     char dst_mask[6];
1466     char src0[50];
1467     DWORD dst_reg = arg->dst & WINED3DSP_REGNUM_MASK;
1468
1469     pshader_get_register_name(arg->shader, arg->dst, dst_str);
1470     shader_arb_get_write_mask(arg, arg->dst, dst_mask);
1471
1472     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0);
1473     shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", dst_reg, src0);
1474     shader_addline(buffer, "MOV %s%s, TMP;\n", dst_str, dst_mask);
1475
1476     /* TODO: Handle output modifiers */
1477 }
1478
1479 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
1480  * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
1481  * Calculate tmp0.y = TexCoord[dstreg] . src.xyz;  (tmp0.x has already been calculated)
1482  * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
1483  */
1484 static void pshader_hw_texm3x2depth(const SHADER_OPCODE_ARG *arg)
1485 {
1486     SHADER_BUFFER* buffer = arg->buffer;
1487     DWORD dst_reg = arg->dst & WINED3DSP_REGNUM_MASK;
1488     char src0[50];
1489
1490     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0);
1491     shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", dst_reg, src0);
1492
1493     /* How to deal with the special case dst_name.g == 0? if r != 0, then
1494      * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1495      * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1496      */
1497     shader_addline(buffer, "RCP TMP.y, TMP.y;\n");
1498     shader_addline(buffer, "MUL TMP.x, TMP.x, TMP.y;\n");
1499     shader_addline(buffer, "MIN TMP.x, TMP.x, one.r;\n");
1500     shader_addline(buffer, "MAX result.depth, TMP.x, 0.0;\n");
1501 }
1502
1503 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1504     Vertex/Pixel shaders to ARB_vertex_program codes */
1505 static void shader_hw_mnxn(const SHADER_OPCODE_ARG *arg)
1506 {
1507     int i;
1508     int nComponents = 0;
1509     SHADER_OPCODE_ARG tmpArg;
1510     IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)arg->shader;
1511     const SHADER_OPCODE *opcode_table = shader->baseShader.shader_ins;
1512     DWORD shader_version = arg->reg_maps->shader_version;
1513
1514     memset(&tmpArg, 0, sizeof(SHADER_OPCODE_ARG));
1515
1516     /* Set constants for the temporary argument */
1517     tmpArg.shader      = arg->shader;
1518     tmpArg.buffer      = arg->buffer;
1519     tmpArg.src[0]      = arg->src[0];
1520     tmpArg.src_addr[0] = arg->src_addr[0];
1521     tmpArg.src_addr[1] = arg->src_addr[1];
1522     tmpArg.reg_maps = arg->reg_maps;
1523
1524     switch(arg->opcode->opcode) {
1525     case WINED3DSIO_M4x4:
1526         nComponents = 4;
1527         tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP4);
1528         break;
1529     case WINED3DSIO_M4x3:
1530         nComponents = 3;
1531         tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP4);
1532         break;
1533     case WINED3DSIO_M3x4:
1534         nComponents = 4;
1535         tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
1536         break;
1537     case WINED3DSIO_M3x3:
1538         nComponents = 3;
1539         tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
1540         break;
1541     case WINED3DSIO_M3x2:
1542         nComponents = 2;
1543         tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
1544         break;
1545     default:
1546         break;
1547     }
1548
1549     for (i = 0; i < nComponents; i++) {
1550         tmpArg.dst = ((arg->dst) & ~WINED3DSP_WRITEMASK_ALL)|(WINED3DSP_WRITEMASK_0<<i);
1551         tmpArg.src[1] = arg->src[1]+i;
1552         shader_hw_map2gl(&tmpArg);
1553     }
1554 }
1555
1556 static void vshader_hw_rsq_rcp(const SHADER_OPCODE_ARG *arg)
1557 {
1558     CONST SHADER_OPCODE* curOpcode = arg->opcode;
1559     SHADER_BUFFER* buffer = arg->buffer;
1560     DWORD dst = arg->dst;
1561     DWORD src = arg->src[0];
1562     DWORD swizzle = (src & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
1563
1564     char tmpLine[256];
1565
1566     strcpy(tmpLine, curOpcode->glname); /* Opcode */
1567     vshader_program_add_param(arg, dst, FALSE, tmpLine); /* Destination */
1568     strcat(tmpLine, ",");
1569     vshader_program_add_param(arg, src, TRUE, tmpLine);
1570     if ((WINED3DSP_NOSWIZZLE >> WINED3DSP_SWIZZLE_SHIFT) == swizzle) {
1571         /* Dx sdk says .x is used if no swizzle is given, but our test shows that
1572          * .w is used
1573          */
1574         strcat(tmpLine, ".w");
1575     }
1576
1577     shader_addline(buffer, "%s;\n", tmpLine);
1578 }
1579
1580 static void shader_hw_nrm(const SHADER_OPCODE_ARG *arg)
1581 {
1582     SHADER_BUFFER* buffer = arg->buffer;
1583     char dst_name[50];
1584     char src_name[50];
1585     char dst_wmask[20];
1586     DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1587     BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
1588
1589     pshader_get_register_name(arg->shader, arg->dst, dst_name);
1590     shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
1591
1592     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name);
1593     shader_addline(buffer, "DP3 TMP, %s, %s;\n", src_name, src_name);
1594     shader_addline(buffer, "RSQ TMP, TMP.x;\n");
1595     /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
1596     shader_addline(buffer, "MUL%s %s%s, %s, TMP;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
1597                    src_name);
1598
1599     if (shift != 0)
1600         pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
1601 }
1602
1603 static void shader_hw_sincos(const SHADER_OPCODE_ARG *arg)
1604 {
1605     /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
1606      * must contain fixed constants. So we need a separate function to filter those constants and
1607      * can't use map2gl
1608      */
1609     SHADER_BUFFER* buffer = arg->buffer;
1610     char dst_name[50];
1611     char src_name[50];
1612     char dst_wmask[20];
1613     DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1614     BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
1615
1616     pshader_get_register_name(arg->shader, arg->dst, dst_name);
1617     shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
1618
1619     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name);
1620     shader_addline(buffer, "SCS%s %s%s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
1621                    src_name);
1622
1623     if (shift != 0)
1624         pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
1625
1626 }
1627
1628 static GLuint create_arb_blt_vertex_program(const WineD3D_GL_Info *gl_info)
1629 {
1630     GLuint program_id = 0;
1631     const char *blt_vprogram =
1632         "!!ARBvp1.0\n"
1633         "PARAM c[1] = { { 1, 0.5 } };\n"
1634         "MOV result.position, vertex.position;\n"
1635         "MOV result.color, c[0].x;\n"
1636         "MOV result.texcoord[0], vertex.texcoord[0];\n"
1637         "END\n";
1638
1639     GL_EXTCALL(glGenProgramsARB(1, &program_id));
1640     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
1641     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_vprogram), blt_vprogram));
1642
1643     if (glGetError() == GL_INVALID_OPERATION) {
1644         GLint pos;
1645         glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
1646         FIXME("Vertex program error at position %d: %s\n", pos,
1647             debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
1648     }
1649
1650     return program_id;
1651 }
1652
1653 static GLuint create_arb_blt_fragment_program(const WineD3D_GL_Info *gl_info, enum tex_types tex_type)
1654 {
1655     GLuint program_id = 0;
1656     static const char * const blt_fprograms[tex_type_count] =
1657     {
1658         /* tex_1d */
1659         NULL,
1660         /* tex_2d */
1661         "!!ARBfp1.0\n"
1662         "TEMP R0;\n"
1663         "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
1664         "MOV result.depth.z, R0.x;\n"
1665         "END\n",
1666         /* tex_3d */
1667         NULL,
1668         /* tex_cube */
1669         "!!ARBfp1.0\n"
1670         "TEMP R0;\n"
1671         "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
1672         "MOV result.depth.z, R0.x;\n"
1673         "END\n",
1674         /* tex_rect */
1675         "!!ARBfp1.0\n"
1676         "TEMP R0;\n"
1677         "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
1678         "MOV result.depth.z, R0.x;\n"
1679         "END\n",
1680     };
1681
1682     if (!blt_fprograms[tex_type])
1683     {
1684         FIXME("tex_type %#x not supported\n", tex_type);
1685         tex_type = tex_2d;
1686     }
1687
1688     GL_EXTCALL(glGenProgramsARB(1, &program_id));
1689     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
1690     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_fprograms[tex_type]), blt_fprograms[tex_type]));
1691
1692     if (glGetError() == GL_INVALID_OPERATION) {
1693         GLint pos;
1694         glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
1695         FIXME("Fragment program error at position %d: %s\n", pos,
1696             debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
1697     }
1698
1699     return program_id;
1700 }
1701
1702 static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
1703     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1704     struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv;
1705     const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1706
1707     if (useVS) {
1708         TRACE("Using vertex shader\n");
1709         IWineD3DVertexShaderImpl_CompileShader(This->stateBlock->vertexShader);
1710
1711         priv->current_vprogram_id = ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->prgId;
1712
1713         /* Bind the vertex program */
1714         GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
1715         checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
1716
1717         /* Enable OpenGL vertex programs */
1718         glEnable(GL_VERTEX_PROGRAM_ARB);
1719         checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1720         TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
1721     } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
1722         priv->current_vprogram_id = 0;
1723         glDisable(GL_VERTEX_PROGRAM_ARB);
1724         checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1725     }
1726
1727     if (usePS) {
1728         struct ps_compile_args compile_args;
1729         TRACE("Using pixel shader\n");
1730         find_ps_compile_args((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader, This->stateBlock, &compile_args);
1731         priv->current_fprogram_id = find_gl_pshader((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader,
1732                                                     &compile_args);
1733
1734         /* Bind the fragment program */
1735         GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
1736         checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
1737
1738         if(!priv->use_arbfp_fixed_func) {
1739             /* Enable OpenGL fragment programs */
1740             glEnable(GL_FRAGMENT_PROGRAM_ARB);
1741             checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1742         }
1743         TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
1744     } else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && !priv->use_arbfp_fixed_func) {
1745         /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
1746          * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
1747          * replacement shader
1748          */
1749         glDisable(GL_FRAGMENT_PROGRAM_ARB);
1750         checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1751         priv->current_fprogram_id = 0;
1752     }
1753 }
1754
1755 static void shader_arb_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
1756     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1757     struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv;
1758     GLuint *blt_fprogram = &priv->depth_blt_fprogram_id[tex_type];
1759     const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1760
1761     if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
1762     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
1763     glEnable(GL_VERTEX_PROGRAM_ARB);
1764
1765     if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type);
1766     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
1767     glEnable(GL_FRAGMENT_PROGRAM_ARB);
1768 }
1769
1770 static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) {
1771     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1772     struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv;
1773     const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1774
1775     if (priv->current_vprogram_id) {
1776         GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
1777         checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
1778
1779         glEnable(GL_VERTEX_PROGRAM_ARB);
1780         checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1781
1782         TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
1783     } else {
1784         glDisable(GL_VERTEX_PROGRAM_ARB);
1785         checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1786     }
1787
1788     if (priv->current_fprogram_id) {
1789         GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
1790         checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
1791
1792         glEnable(GL_FRAGMENT_PROGRAM_ARB);
1793         checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1794
1795         TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
1796     } else {
1797         glDisable(GL_FRAGMENT_PROGRAM_ARB);
1798         checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1799     }
1800 }
1801
1802 static void shader_arb_destroy(IWineD3DBaseShader *iface) {
1803     IWineD3DBaseShaderImpl *baseShader = (IWineD3DBaseShaderImpl *) iface;
1804     const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)baseShader->baseShader.device)->adapter->gl_info;
1805
1806     if (shader_is_pshader_version(baseShader->baseShader.reg_maps.shader_version))
1807     {
1808         IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
1809         UINT i;
1810
1811         ENTER_GL();
1812         for(i = 0; i < This->num_gl_shaders; i++) {
1813             GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId));
1814             checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId))");
1815         }
1816         LEAVE_GL();
1817         HeapFree(GetProcessHeap(), 0, This->gl_shaders);
1818         This->gl_shaders = NULL;
1819         This->num_gl_shaders = 0;
1820     } else {
1821         IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *) iface;
1822
1823         ENTER_GL();
1824         GL_EXTCALL(glDeleteProgramsARB(1, &This->prgId));
1825         checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->prgId))");
1826         ((IWineD3DVertexShaderImpl *) This)->prgId = 0;
1827         LEAVE_GL();
1828     }
1829     baseShader->baseShader.is_compiled = FALSE;
1830 }
1831
1832 static HRESULT shader_arb_alloc(IWineD3DDevice *iface) {
1833     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1834     This->shader_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
1835     return WINED3D_OK;
1836 }
1837
1838 static void shader_arb_free(IWineD3DDevice *iface) {
1839     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1840     const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1841     struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv;
1842     int i;
1843
1844     if(priv->depth_blt_vprogram_id) {
1845         GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
1846     }
1847     for (i = 0; i < tex_type_count; ++i) {
1848         if (priv->depth_blt_fprogram_id[i]) {
1849             GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id[i]));
1850         }
1851     }
1852
1853     HeapFree(GetProcessHeap(), 0, This->shader_priv);
1854 }
1855
1856 static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) {
1857     return TRUE;
1858 }
1859
1860 static void arbfp_add_sRGB_correction(SHADER_BUFFER *buffer, const char *fragcolor, const char *tmp1,
1861                                       const char *tmp2, const char *tmp3, const char *tmp4) {
1862     /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
1863
1864     /* Calculate the > 0.0031308 case */
1865     shader_addline(buffer, "POW %s.x, %s.x, srgb_pow.x;\n", tmp1, fragcolor);
1866     shader_addline(buffer, "POW %s.y, %s.y, srgb_pow.y;\n", tmp1, fragcolor);
1867     shader_addline(buffer, "POW %s.z, %s.z, srgb_pow.z;\n", tmp1, fragcolor);
1868     shader_addline(buffer, "MUL %s, %s, srgb_mul_hi;\n", tmp1, tmp1);
1869     shader_addline(buffer, "SUB %s, %s, srgb_sub_hi;\n", tmp1, tmp1);
1870     /* Calculate the < case */
1871     shader_addline(buffer, "MUL %s, srgb_mul_low, %s;\n", tmp2, fragcolor);
1872     /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
1873     shader_addline(buffer, "SLT %s, srgb_comparison, %s;\n", tmp3, fragcolor);
1874     shader_addline(buffer, "SGE %s, srgb_comparison, %s;\n", tmp4, fragcolor);
1875     /* Store the components > 0.0031308 in the destination */
1876     shader_addline(buffer, "MUL %s, %s, %s;\n", fragcolor, tmp1, tmp3);
1877     /* Add the components that are < 0.0031308 */
1878     shader_addline(buffer, "MAD result.color.xyz, %s, %s, %s;\n", tmp2, tmp4, fragcolor);
1879     /* [0.0;1.0] clamping. Not needed, this is done implicitly */
1880 }
1881
1882 static GLuint shader_arb_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer, const struct ps_compile_args *args) {
1883     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
1884     const shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
1885     CONST DWORD *function = This->baseShader.function;
1886     DWORD shader_version = reg_maps->shader_version;
1887     const char *fragcolor;
1888     const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
1889     const local_constant *lconst;
1890     GLuint retval;
1891
1892     /*  Create the hw ARB shader */
1893     shader_addline(buffer, "!!ARBfp1.0\n");
1894
1895     shader_addline(buffer, "TEMP TMP;\n");     /* Used in matrix ops */
1896     shader_addline(buffer, "TEMP TMP2;\n");    /* Used in matrix ops */
1897     shader_addline(buffer, "TEMP TA;\n");      /* Used for modifiers */
1898     shader_addline(buffer, "TEMP TB;\n");      /* Used for modifiers */
1899     shader_addline(buffer, "TEMP TC;\n");      /* Used for modifiers */
1900     shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
1901     shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
1902     shader_addline(buffer, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
1903
1904     /* Base Declarations */
1905     shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION);
1906
1907     /* We need two variables for fog blending */
1908     shader_addline(buffer, "TEMP TMP_FOG;\n");
1909     if (shader_version >= WINED3DPS_VERSION(2,0)) shader_addline(buffer, "TEMP TMP_COLOR;\n");
1910
1911     /* Base Shader Body */
1912     shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
1913
1914     /* calculate fog and blend it
1915      * NOTE: state.fog.params.y and state.fog.params.z don't hold fog start s and end e but
1916      * -1/(e-s) and e/(e-s) respectively.
1917      */
1918     shader_addline(buffer, "MAD_SAT TMP_FOG, fragment.fogcoord, state.fog.params.y, state.fog.params.z;\n");
1919
1920     fragcolor = (shader_version < WINED3DPS_VERSION(2,0)) ? "R0" : "TMP_COLOR";
1921
1922     if(args->srgb_correction) {
1923         arbfp_add_sRGB_correction(buffer, fragcolor, "TMP", "TMP2", "TA", "TB");
1924     }
1925     if (shader_version < WINED3DPS_VERSION(3,0))
1926     {
1927         shader_addline(buffer, "LRP result.color.rgb, TMP_FOG.x, %s, state.fog.color;\n", fragcolor);
1928         shader_addline(buffer, "MOV result.color.a, %s.a;\n", fragcolor);
1929     }
1930
1931     shader_addline(buffer, "END\n");
1932
1933     /* TODO: change to resource.glObjectHandle or something like that */
1934     GL_EXTCALL(glGenProgramsARB(1, &retval));
1935
1936     TRACE("Creating a hw pixel shader, prg=%d\n", retval);
1937     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
1938
1939     TRACE("Created hw pixel shader, prg=%d\n", retval);
1940     /* Create the program and check for errors */
1941     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
1942                buffer->bsize, buffer->buffer));
1943
1944     if (glGetError() == GL_INVALID_OPERATION) {
1945         GLint errPos;
1946         glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
1947         FIXME("HW PixelShader Error at position %d: %s\n",
1948               errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
1949         retval = 0;
1950     }
1951
1952     /* Load immediate constants */
1953     if(!This->baseShader.load_local_constsF) {
1954         LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
1955             const float *value = (const float *)lconst->value;
1956             GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst->idx, value));
1957             checkGLcall("glProgramLocalParameter4fvARB");
1958         }
1959     }
1960
1961     return retval;
1962 }
1963
1964 static void shader_arb_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer) {
1965     IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
1966     const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
1967     CONST DWORD *function = This->baseShader.function;
1968     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
1969     const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
1970     const local_constant *lconst;
1971
1972     /*  Create the hw ARB shader */
1973     shader_addline(buffer, "!!ARBvp1.0\n");
1974     shader_addline(buffer, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This->rel_offset);
1975
1976     /* Mesa supports only 95 constants */
1977     if (GL_VEND(MESA) || GL_VEND(WINE))
1978         This->baseShader.limits.constant_float =
1979                 min(95, This->baseShader.limits.constant_float);
1980
1981     shader_addline(buffer, "TEMP TMP;\n");
1982
1983     /* Base Declarations */
1984     shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION);
1985
1986     /* We need a constant to fixup the final position */
1987     shader_addline(buffer, "PARAM posFixup = program.env[%d];\n", ARB_SHADER_PRIVCONST_POS);
1988
1989     /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
1990      * for output parameters. D3D in theory does not do that either, but some applications depend on a
1991      * proper initialization of the secondary color, and programs using the fixed function pipeline without
1992      * a replacement shader depend on the texcoord.w being set properly.
1993      *
1994      * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
1995      * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
1996      * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
1997      * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
1998      * this can eat a number of instructions, so skip it unless this cap is set as well
1999      */
2000     if(!GL_SUPPORT(NV_VERTEX_PROGRAM)) {
2001         shader_addline(buffer, "MOV result.color.secondary, -helper_const.wwwy;\n");
2002
2003         if((GLINFO_LOCATION).set_texcoord_w && !device->frag_pipe->ffp_proj_control) {
2004             int i;
2005             for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
2006                 if(This->baseShader.reg_maps.texcoord_mask[i] != 0 &&
2007                 This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
2008                     shader_addline(buffer, "MOV result.texcoord[%u].w, -helper_const.y;\n", i);
2009                 }
2010             }
2011         }
2012     }
2013
2014     /* Base Shader Body */
2015     shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
2016
2017     /* If this shader doesn't use fog copy the z coord to the fog coord so that we can use table fog */
2018     if (!reg_maps->fog)
2019         shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
2020
2021     /* Write the final position.
2022      *
2023      * OpenGL coordinates specify the center of the pixel while d3d coords specify
2024      * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
2025      * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
2026      * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
2027      */
2028     shader_addline(buffer, "MUL TMP, posFixup, TMP_OUT.w;\n");
2029     shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TMP.z;\n");
2030     shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TMP.w;\n");
2031
2032     /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
2033      * and the glsl equivalent
2034      */
2035     shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
2036
2037     shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
2038
2039     shader_addline(buffer, "END\n");
2040
2041     /* TODO: change to resource.glObjectHandle or something like that */
2042     GL_EXTCALL(glGenProgramsARB(1, &This->prgId));
2043
2044     TRACE("Creating a hw vertex shader, prg=%d\n", This->prgId);
2045     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, This->prgId));
2046
2047     TRACE("Created hw vertex shader, prg=%d\n", This->prgId);
2048     /* Create the program and check for errors */
2049     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2050                buffer->bsize, buffer->buffer));
2051
2052     if (glGetError() == GL_INVALID_OPERATION) {
2053         GLint errPos;
2054         glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
2055         FIXME("HW VertexShader Error at position %d: %s\n",
2056               errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2057         This->prgId = -1;
2058     }
2059
2060     /* Load immediate constants */
2061     if(!This->baseShader.load_local_constsF) {
2062         LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2063             const float *value = (const float *)lconst->value;
2064             GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst->idx, value));
2065         }
2066     }
2067 }
2068
2069 static void shader_arb_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
2070 {
2071     /* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps,
2072      * then overwrite the shader specific ones
2073      */
2074     none_shader_backend.shader_get_caps(devtype, gl_info, pCaps);
2075
2076     if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
2077         pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
2078         TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
2079         pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
2080     }
2081
2082     if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2083         pCaps->PixelShaderVersion    = WINED3DPS_VERSION(1,4);
2084         pCaps->PixelShader1xMaxValue = 8.0;
2085         TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
2086     }
2087 }
2088
2089 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
2090 {
2091     if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
2092     {
2093         TRACE("Checking support for color_fixup:\n");
2094         dump_color_fixup_desc(fixup);
2095     }
2096
2097     /* We support everything except YUV conversions. */
2098     if (!is_yuv_fixup(fixup))
2099     {
2100         TRACE("[OK]\n");
2101         return TRUE;
2102     }
2103
2104     TRACE("[FAILED]\n");
2105     return FALSE;
2106 }
2107
2108 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
2109 {
2110     /* WINED3DSIH_ABS           */ shader_hw_map2gl,
2111     /* WINED3DSIH_ADD           */ shader_hw_map2gl,
2112     /* WINED3DSIH_BEM           */ pshader_hw_bem,
2113     /* WINED3DSIH_BREAK         */ NULL,
2114     /* WINED3DSIH_BREAKC        */ NULL,
2115     /* WINED3DSIH_BREAKP        */ NULL,
2116     /* WINED3DSIH_CALL          */ NULL,
2117     /* WINED3DSIH_CALLNZ        */ NULL,
2118     /* WINED3DSIH_CMP           */ pshader_hw_cmp,
2119     /* WINED3DSIH_CND           */ pshader_hw_cnd,
2120     /* WINED3DSIH_CRS           */ shader_hw_map2gl,
2121     /* WINED3DSIH_DCL           */ NULL,
2122     /* WINED3DSIH_DEF           */ NULL,
2123     /* WINED3DSIH_DEFB          */ NULL,
2124     /* WINED3DSIH_DEFI          */ NULL,
2125     /* WINED3DSIH_DP2ADD        */ pshader_hw_dp2add,
2126     /* WINED3DSIH_DP3           */ shader_hw_map2gl,
2127     /* WINED3DSIH_DP4           */ shader_hw_map2gl,
2128     /* WINED3DSIH_DST           */ shader_hw_map2gl,
2129     /* WINED3DSIH_DSX           */ NULL,
2130     /* WINED3DSIH_DSY           */ NULL,
2131     /* WINED3DSIH_ELSE          */ NULL,
2132     /* WINED3DSIH_ENDIF         */ NULL,
2133     /* WINED3DSIH_ENDLOOP       */ NULL,
2134     /* WINED3DSIH_ENDREP        */ NULL,
2135     /* WINED3DSIH_EXP           */ shader_hw_map2gl,
2136     /* WINED3DSIH_EXPP          */ shader_hw_map2gl,
2137     /* WINED3DSIH_FRC           */ shader_hw_map2gl,
2138     /* WINED3DSIH_IF            */ NULL,
2139     /* WINED3DSIH_IFC           */ NULL,
2140     /* WINED3DSIH_LABEL         */ NULL,
2141     /* WINED3DSIH_LIT           */ shader_hw_map2gl,
2142     /* WINED3DSIH_LOG           */ shader_hw_map2gl,
2143     /* WINED3DSIH_LOGP          */ shader_hw_map2gl,
2144     /* WINED3DSIH_LOOP          */ NULL,
2145     /* WINED3DSIH_LRP           */ shader_hw_map2gl,
2146     /* WINED3DSIH_M3x2          */ shader_hw_mnxn,
2147     /* WINED3DSIH_M3x3          */ shader_hw_mnxn,
2148     /* WINED3DSIH_M3x4          */ shader_hw_mnxn,
2149     /* WINED3DSIH_M4x3          */ shader_hw_mnxn,
2150     /* WINED3DSIH_M4x4          */ shader_hw_mnxn,
2151     /* WINED3DSIH_MAD           */ shader_hw_map2gl,
2152     /* WINED3DSIH_MAX           */ shader_hw_map2gl,
2153     /* WINED3DSIH_MIN           */ shader_hw_map2gl,
2154     /* WINED3DSIH_MOV           */ shader_hw_mov,
2155     /* WINED3DSIH_MOVA          */ shader_hw_mov,
2156     /* WINED3DSIH_MUL           */ shader_hw_map2gl,
2157     /* WINED3DSIH_NOP           */ shader_hw_map2gl,
2158     /* WINED3DSIH_NRM           */ shader_hw_nrm,
2159     /* WINED3DSIH_PHASE         */ NULL,
2160     /* WINED3DSIH_POW           */ shader_hw_map2gl,
2161     /* WINED3DSIH_RCP           */ vshader_hw_rsq_rcp,
2162     /* WINED3DSIH_REP           */ NULL,
2163     /* WINED3DSIH_RET           */ NULL,
2164     /* WINED3DSIH_RSQ           */ vshader_hw_rsq_rcp,
2165     /* WINED3DSIH_SETP          */ NULL,
2166     /* WINED3DSIH_SGE           */ shader_hw_map2gl,
2167     /* WINED3DSIH_SGN           */ NULL,
2168     /* WINED3DSIH_SINCOS        */ shader_hw_sincos,
2169     /* WINED3DSIH_SLT           */ shader_hw_map2gl,
2170     /* WINED3DSIH_SUB           */ shader_hw_map2gl,
2171     /* WINED3DSIH_TEX           */ pshader_hw_tex,
2172     /* WINED3DSIH_TEXBEM        */ pshader_hw_texbem,
2173     /* WINED3DSIH_TEXBEML       */ pshader_hw_texbem,
2174     /* WINED3DSIH_TEXCOORD      */ pshader_hw_texcoord,
2175     /* WINED3DSIH_TEXDEPTH      */ pshader_hw_texdepth,
2176     /* WINED3DSIH_TEXDP3        */ pshader_hw_texdp3,
2177     /* WINED3DSIH_TEXDP3TEX     */ pshader_hw_texdp3tex,
2178     /* WINED3DSIH_TEXKILL       */ pshader_hw_texkill,
2179     /* WINED3DSIH_TEXLDD        */ NULL,
2180     /* WINED3DSIH_TEXLDL        */ NULL,
2181     /* WINED3DSIH_TEXM3x2DEPTH  */ pshader_hw_texm3x2depth,
2182     /* WINED3DSIH_TEXM3x2PAD    */ pshader_hw_texm3x2pad,
2183     /* WINED3DSIH_TEXM3x2TEX    */ pshader_hw_texm3x2tex,
2184     /* WINED3DSIH_TEXM3x3       */ pshader_hw_texm3x3,
2185     /* WINED3DSIH_TEXM3x3DIFF   */ NULL,
2186     /* WINED3DSIH_TEXM3x3PAD    */ pshader_hw_texm3x3pad,
2187     /* WINED3DSIH_TEXM3x3SPEC   */ pshader_hw_texm3x3spec,
2188     /* WINED3DSIH_TEXM3x3TEX    */ pshader_hw_texm3x3tex,
2189     /* WINED3DSIH_TEXM3x3VSPEC  */ pshader_hw_texm3x3vspec,
2190     /* WINED3DSIH_TEXREG2AR     */ pshader_hw_texreg2ar,
2191     /* WINED3DSIH_TEXREG2GB     */ pshader_hw_texreg2gb,
2192     /* WINED3DSIH_TEXREG2RGB    */ pshader_hw_texreg2rgb,
2193 };
2194
2195 const shader_backend_t arb_program_shader_backend = {
2196     shader_arb_instruction_handler_table,
2197     shader_arb_select,
2198     shader_arb_select_depth_blt,
2199     shader_arb_deselect_depth_blt,
2200     shader_arb_update_float_vertex_constants,
2201     shader_arb_update_float_pixel_constants,
2202     shader_arb_load_constants,
2203     shader_arb_color_correction,
2204     shader_arb_destroy,
2205     shader_arb_alloc,
2206     shader_arb_free,
2207     shader_arb_dirty_const,
2208     shader_arb_generate_pshader,
2209     shader_arb_generate_vshader,
2210     shader_arb_get_caps,
2211     shader_arb_color_fixup_supported,
2212 };
2213
2214 /* ARB_fragment_program fixed function pipeline replacement definitions */
2215 #define ARB_FFP_CONST_TFACTOR           0
2216 #define ARB_FFP_CONST_SPECULAR_ENABLE   ((ARB_FFP_CONST_TFACTOR) + 1)
2217 #define ARB_FFP_CONST_CONSTANT(i)       ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
2218 #define ARB_FFP_CONST_BUMPMAT(i)        ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
2219 #define ARB_FFP_CONST_LUMINANCE(i)      ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
2220
2221 struct arbfp_ffp_desc
2222 {
2223     struct ffp_frag_desc parent;
2224     GLuint shader;
2225     unsigned int num_textures_used;
2226 };
2227
2228 static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) {
2229     if(enable) {
2230         glEnable(GL_FRAGMENT_PROGRAM_ARB);
2231         checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
2232     } else {
2233         glDisable(GL_FRAGMENT_PROGRAM_ARB);
2234         checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
2235     }
2236 }
2237
2238 static HRESULT arbfp_alloc(IWineD3DDevice *iface) {
2239     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2240     struct shader_arb_priv *priv;
2241     /* Share private data between the shader backend and the pipeline replacement, if both
2242      * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
2243      * if no pixel shader is bound or not
2244      */
2245     if(This->shader_backend == &arb_program_shader_backend) {
2246         This->fragment_priv = This->shader_priv;
2247     } else {
2248         This->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
2249         if(!This->fragment_priv) return E_OUTOFMEMORY;
2250     }
2251     priv = (struct shader_arb_priv *) This->fragment_priv;
2252     priv->fragment_shaders = hash_table_create(ffp_frag_program_key_hash, ffp_frag_program_key_compare);
2253     priv->use_arbfp_fixed_func = TRUE;
2254     return WINED3D_OK;
2255 }
2256
2257 static void arbfp_free_ffpshader(void *value, void *gli) {
2258     const WineD3D_GL_Info *gl_info = gli;
2259     struct arbfp_ffp_desc *entry_arb = value;
2260
2261     ENTER_GL();
2262     GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
2263     checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
2264     HeapFree(GetProcessHeap(), 0, entry_arb);
2265     LEAVE_GL();
2266 }
2267
2268 static void arbfp_free(IWineD3DDevice *iface) {
2269     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2270     struct shader_arb_priv *priv = (struct shader_arb_priv *) This->fragment_priv;
2271
2272     hash_table_destroy(priv->fragment_shaders, arbfp_free_ffpshader, &This->adapter->gl_info);
2273     priv->use_arbfp_fixed_func = FALSE;
2274
2275     if(This->shader_backend != &arb_program_shader_backend) {
2276         HeapFree(GetProcessHeap(), 0, This->fragment_priv);
2277     }
2278 }
2279
2280 static void arbfp_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps)
2281 {
2282     caps->TextureOpCaps =  WINED3DTEXOPCAPS_DISABLE                     |
2283                            WINED3DTEXOPCAPS_SELECTARG1                  |
2284                            WINED3DTEXOPCAPS_SELECTARG2                  |
2285                            WINED3DTEXOPCAPS_MODULATE4X                  |
2286                            WINED3DTEXOPCAPS_MODULATE2X                  |
2287                            WINED3DTEXOPCAPS_MODULATE                    |
2288                            WINED3DTEXOPCAPS_ADDSIGNED2X                 |
2289                            WINED3DTEXOPCAPS_ADDSIGNED                   |
2290                            WINED3DTEXOPCAPS_ADD                         |
2291                            WINED3DTEXOPCAPS_SUBTRACT                    |
2292                            WINED3DTEXOPCAPS_ADDSMOOTH                   |
2293                            WINED3DTEXOPCAPS_BLENDCURRENTALPHA           |
2294                            WINED3DTEXOPCAPS_BLENDFACTORALPHA            |
2295                            WINED3DTEXOPCAPS_BLENDTEXTUREALPHA           |
2296                            WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA           |
2297                            WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM         |
2298                            WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR      |
2299                            WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA      |
2300                            WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA   |
2301                            WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR   |
2302                            WINED3DTEXOPCAPS_DOTPRODUCT3                 |
2303                            WINED3DTEXOPCAPS_MULTIPLYADD                 |
2304                            WINED3DTEXOPCAPS_LERP                        |
2305                            WINED3DTEXOPCAPS_BUMPENVMAP                  |
2306                            WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
2307
2308     /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
2309
2310     caps->MaxTextureBlendStages   = 8;
2311     caps->MaxSimultaneousTextures = min(GL_LIMITS(fragment_samplers), 8);
2312
2313     caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
2314 }
2315 #undef GLINFO_LOCATION
2316
2317 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
2318 static void state_texfactor_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2319     float col[4];
2320     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2321
2322     /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
2323      * application provided constants
2324      */
2325     if(device->shader_backend == &arb_program_shader_backend) {
2326         if(use_ps(device)) return;
2327
2328         device = stateblock->wineD3DDevice;
2329         device->activeContext->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
2330         device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
2331     }
2332
2333     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
2334     GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
2335     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
2336
2337 }
2338
2339 static void state_arb_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2340     float col[4];
2341     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2342
2343     /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
2344      * application provided constants
2345      */
2346     if(device->shader_backend == &arb_program_shader_backend) {
2347         if(use_ps(device)) return;
2348
2349         device = stateblock->wineD3DDevice;
2350         device->activeContext->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
2351         device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
2352     }
2353
2354     if(stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
2355         /* The specular color has no alpha */
2356         col[0] = 1.0; col[1] = 1.0;
2357         col[2] = 1.0; col[3] = 0.0;
2358     } else {
2359         col[0] = 0.0; col[1] = 0.0;
2360         col[2] = 0.0; col[3] = 0.0;
2361     }
2362     GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
2363     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
2364 }
2365
2366 static void set_bumpmat_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2367     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2368     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2369     float mat[2][2];
2370
2371     if(use_ps(device)) {
2372         if(stage != 0 &&
2373            ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) {
2374             /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
2375              * anyway
2376              */
2377             if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
2378                 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
2379             }
2380         }
2381
2382         if(device->shader_backend == &arb_program_shader_backend) {
2383             /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
2384             return;
2385         }
2386     } else if(device->shader_backend == &arb_program_shader_backend) {
2387         device->activeContext->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
2388         device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
2389     }
2390
2391     mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
2392     mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
2393     mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
2394     mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
2395
2396     GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
2397     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
2398 }
2399
2400 static void tex_bumpenvlum_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2401     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2402     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2403     float param[4];
2404
2405     if(use_ps(device)) {
2406         if(stage != 0 &&
2407            ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
2408             /* The pixel shader has to know the luminance offset. Do a constants update if it
2409              * isn't scheduled anyway
2410              */
2411             if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
2412                 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
2413             }
2414         }
2415
2416         if(device->shader_backend == &arb_program_shader_backend) {
2417             /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
2418             return;
2419         }
2420     } else if(device->shader_backend == &arb_program_shader_backend) {
2421         device->activeContext->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
2422         device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
2423     }
2424
2425     param[0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE]);
2426     param[1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET]);
2427     param[2] = 0.0;
2428     param[3] = 0.0;
2429
2430     GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
2431     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
2432 }
2433
2434 static const char *get_argreg(SHADER_BUFFER *buffer, DWORD argnum, unsigned int stage, DWORD arg) {
2435     const char *ret;
2436
2437     if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
2438
2439     switch(arg & WINED3DTA_SELECTMASK) {
2440         case WINED3DTA_DIFFUSE:
2441             ret = "fragment.color.primary"; break;
2442
2443         case WINED3DTA_CURRENT:
2444             if(stage == 0) ret = "fragment.color.primary";
2445             else ret = "ret";
2446             break;
2447
2448         case WINED3DTA_TEXTURE:
2449             switch(stage) {
2450                 case 0: ret = "tex0"; break;
2451                 case 1: ret = "tex1"; break;
2452                 case 2: ret = "tex2"; break;
2453                 case 3: ret = "tex3"; break;
2454                 case 4: ret = "tex4"; break;
2455                 case 5: ret = "tex5"; break;
2456                 case 6: ret = "tex6"; break;
2457                 case 7: ret = "tex7"; break;
2458                 default: ret = "unknown texture";
2459             }
2460             break;
2461
2462         case WINED3DTA_TFACTOR:
2463             ret = "tfactor"; break;
2464
2465         case WINED3DTA_SPECULAR:
2466             ret = "fragment.color.secondary"; break;
2467
2468         case WINED3DTA_TEMP:
2469             ret = "tempreg"; break;
2470
2471         case WINED3DTA_CONSTANT:
2472             FIXME("Implement perstage constants\n");
2473             switch(stage) {
2474                 case 0: ret = "const0"; break;
2475                 case 1: ret = "const1"; break;
2476                 case 2: ret = "const2"; break;
2477                 case 3: ret = "const3"; break;
2478                 case 4: ret = "const4"; break;
2479                 case 5: ret = "const5"; break;
2480                 case 6: ret = "const6"; break;
2481                 case 7: ret = "const7"; break;
2482                 default: ret = "unknown constant";
2483             }
2484             break;
2485
2486         default:
2487             return "unknown";
2488     }
2489
2490     if(arg & WINED3DTA_COMPLEMENT) {
2491         shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
2492         if(argnum == 0) ret = "arg0";
2493         if(argnum == 1) ret = "arg1";
2494         if(argnum == 2) ret = "arg2";
2495     }
2496     if(arg & WINED3DTA_ALPHAREPLICATE) {
2497         shader_addline(buffer, "MOV arg%u, %s.a;\n", argnum, ret);
2498         if(argnum == 0) ret = "arg0";
2499         if(argnum == 1) ret = "arg1";
2500         if(argnum == 2) ret = "arg2";
2501     }
2502     return ret;
2503 }
2504
2505 static void gen_ffp_instr(SHADER_BUFFER *buffer, unsigned int stage, BOOL color, BOOL alpha,
2506                           DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2) {
2507     const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
2508     unsigned int mul = 1;
2509     BOOL mul_final_dest = FALSE;
2510
2511     if(color && alpha) dstmask = "";
2512     else if(color) dstmask = ".rgb";
2513     else dstmask = ".a";
2514
2515     if(dst == tempreg) dstreg = "tempreg";
2516     else dstreg = "ret";
2517
2518     arg0 = get_argreg(buffer, 0, stage, dw_arg0);
2519     arg1 = get_argreg(buffer, 1, stage, dw_arg1);
2520     arg2 = get_argreg(buffer, 2, stage, dw_arg2);
2521
2522     switch(op) {
2523         case WINED3DTOP_DISABLE:
2524             if(stage == 0) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
2525             break;
2526
2527         case WINED3DTOP_SELECTARG2:
2528             arg1 = arg2;
2529         case WINED3DTOP_SELECTARG1:
2530             shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
2531             break;
2532
2533         case WINED3DTOP_MODULATE4X:
2534             mul = 2;
2535         case WINED3DTOP_MODULATE2X:
2536             mul *= 2;
2537             if(strcmp(dstreg, "result.color") == 0) {
2538                 dstreg = "ret";
2539                 mul_final_dest = TRUE;
2540             }
2541         case WINED3DTOP_MODULATE:
2542             shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2543             break;
2544
2545         case WINED3DTOP_ADDSIGNED2X:
2546             mul = 2;
2547             if(strcmp(dstreg, "result.color") == 0) {
2548                 dstreg = "ret";
2549                 mul_final_dest = TRUE;
2550             }
2551         case WINED3DTOP_ADDSIGNED:
2552             shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
2553             arg2 = "arg2";
2554         case WINED3DTOP_ADD:
2555             shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2556             break;
2557
2558         case WINED3DTOP_SUBTRACT:
2559             shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2560             break;
2561
2562         case WINED3DTOP_ADDSMOOTH:
2563             shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
2564             shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
2565             break;
2566
2567         case WINED3DTOP_BLENDCURRENTALPHA:
2568             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
2569             shader_addline(buffer, "LRP %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2570             break;
2571         case WINED3DTOP_BLENDFACTORALPHA:
2572             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
2573             shader_addline(buffer, "LRP %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2574             break;
2575         case WINED3DTOP_BLENDTEXTUREALPHA:
2576             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
2577             shader_addline(buffer, "LRP %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2578             break;
2579         case WINED3DTOP_BLENDDIFFUSEALPHA:
2580             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
2581             shader_addline(buffer, "LRP %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2582             break;
2583
2584         case WINED3DTOP_BLENDTEXTUREALPHAPM:
2585             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
2586             shader_addline(buffer, "SUB arg0.a, const.x, %s.a;\n", arg0);
2587             shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.a, %s;\n", dstreg, dstmask, arg2, arg1);
2588             break;
2589
2590         /* D3DTOP_PREMODULATE ???? */
2591
2592         case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2593             shader_addline(buffer, "SUB arg0.a, const.x, %s;\n", arg1);
2594             shader_addline(buffer, "MAD_SAT %s%s, arg0.a, %s, %s;\n", dstreg, dstmask, arg2, arg1);
2595             break;
2596         case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2597             shader_addline(buffer, "MAD_SAT %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
2598             break;
2599         case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2600             shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
2601             shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.a;\n", dstreg, dstmask, arg2, arg1);
2602             break;
2603         case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2604             shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.a;\n", dstreg, dstmask, arg1, arg2, arg1);
2605             break;
2606
2607         case WINED3DTOP_DOTPRODUCT3:
2608             mul = 4;
2609             if(strcmp(dstreg, "result.color") == 0) {
2610                 dstreg = "ret";
2611                 mul_final_dest = TRUE;
2612             }
2613             shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
2614             shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
2615             shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
2616             break;
2617
2618         case WINED3DTOP_MULTIPLYADD:
2619             shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
2620             break;
2621
2622         case WINED3DTOP_LERP:
2623             /* The msdn is not quite right here */
2624             shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2625             break;
2626
2627         case WINED3DTOP_BUMPENVMAP:
2628         case WINED3DTOP_BUMPENVMAPLUMINANCE:
2629             /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
2630             break;
2631
2632         default:
2633             FIXME("Unhandled texture op %08x\n", op);
2634     }
2635
2636     if(mul == 2) {
2637         shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
2638     } else if(mul == 4) {
2639         shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
2640     }
2641 }
2642
2643 /* The stateblock is passed for GLINFO_LOCATION */
2644 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWineD3DStateBlockImpl *stateblock)
2645 {
2646     unsigned int stage;
2647     SHADER_BUFFER buffer;
2648     BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
2649     BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
2650     BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
2651     const char *textype;
2652     const char *instr, *sat;
2653     char colorcor_dst[8];
2654     GLuint ret;
2655     DWORD arg0, arg1, arg2;
2656     BOOL tempreg_used = FALSE, tfactor_used = FALSE;
2657     BOOL op_equal;
2658     const char *final_combiner_src = "ret";
2659
2660     /* Find out which textures are read */
2661     for(stage = 0; stage < MAX_TEXTURES; stage++) {
2662         if(settings->op[stage].cop == WINED3DTOP_DISABLE) break;
2663         arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
2664         arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
2665         arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
2666         if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2667         if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2668         if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2669
2670         if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) tex_read[stage] = TRUE;
2671         if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHAPM) tex_read[stage] = TRUE;
2672         if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP) {
2673             bump_used[stage] = TRUE;
2674             tex_read[stage] = TRUE;
2675         }
2676         if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
2677             bump_used[stage] = TRUE;
2678             tex_read[stage] = TRUE;
2679             luminance_used[stage] = TRUE;
2680         } else if(settings->op[stage].cop == WINED3DTOP_BLENDFACTORALPHA) {
2681             tfactor_used = TRUE;
2682         }
2683
2684         if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
2685             tfactor_used = TRUE;
2686         }
2687
2688         if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
2689         if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
2690             tempreg_used = TRUE;
2691         }
2692
2693         if(settings->op[stage].aop == WINED3DTOP_DISABLE) continue;
2694         arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
2695         arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
2696         arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
2697         if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2698         if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2699         if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2700
2701         if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
2702             tempreg_used = TRUE;
2703         }
2704         if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
2705             tfactor_used = TRUE;
2706         }
2707     }
2708
2709     /* Shader header */
2710     shader_buffer_init(&buffer);
2711
2712     shader_addline(&buffer, "!!ARBfp1.0\n");
2713
2714     switch(settings->fog) {
2715         case FOG_OFF:                                                         break;
2716         case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
2717         case FOG_EXP:    shader_addline(&buffer, "OPTION ARB_fog_exp;\n");    break;
2718         case FOG_EXP2:   shader_addline(&buffer, "OPTION ARB_fog_exp2;\n");   break;
2719         default: FIXME("Unexpected fog setting %d\n", settings->fog);
2720     }
2721
2722     shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
2723     shader_addline(&buffer, "TEMP TMP;\n");
2724     shader_addline(&buffer, "TEMP ret;\n");
2725     if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
2726     shader_addline(&buffer, "TEMP arg0;\n");
2727     shader_addline(&buffer, "TEMP arg1;\n");
2728     shader_addline(&buffer, "TEMP arg2;\n");
2729     for(stage = 0; stage < MAX_TEXTURES; stage++) {
2730         if(!tex_read[stage]) continue;
2731         shader_addline(&buffer, "TEMP tex%u;\n", stage);
2732         if(!bump_used[stage]) continue;
2733         shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
2734         if(!luminance_used[stage]) continue;
2735         shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
2736     }
2737     if(tfactor_used) {
2738         shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
2739     }
2740         shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
2741
2742     if(settings->sRGB_write) {
2743         shader_addline(&buffer, "PARAM srgb_mul_low = {%f, %f, %f, 1.0};\n",
2744                        srgb_mul_low, srgb_mul_low, srgb_mul_low);
2745         shader_addline(&buffer, "PARAM srgb_comparison =  {%f, %f, %f, %f};\n",
2746                        srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
2747         shader_addline(&buffer, "PARAM srgb_pow =  {%f, %f, %f, 1.0};\n",
2748                        srgb_pow, srgb_pow, srgb_pow);
2749         shader_addline(&buffer, "PARAM srgb_mul_hi =  {%f, %f, %f, 1.0};\n",
2750                        srgb_mul_high, srgb_mul_high, srgb_mul_high);
2751         shader_addline(&buffer, "PARAM srgb_sub_hi =  {%f, %f, %f, 0.0};\n",
2752                        srgb_sub_high, srgb_sub_high, srgb_sub_high);
2753     }
2754
2755     /* Generate texture sampling instructions) */
2756     for(stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3DTOP_DISABLE; stage++) {
2757         if(!tex_read[stage]) continue;
2758
2759         switch(settings->op[stage].tex_type) {
2760             case tex_1d:                    textype = "1D";     break;
2761             case tex_2d:                    textype = "2D";     break;
2762             case tex_3d:                    textype = "3D";     break;
2763             case tex_cube:                  textype = "CUBE";   break;
2764             case tex_rect:                  textype = "RECT";   break;
2765             default: textype = "unexpected_textype";   break;
2766         }
2767
2768         if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP ||
2769            settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
2770             sat = "";
2771         } else {
2772             sat = "_SAT";
2773         }
2774
2775         if(settings->op[stage].projected == proj_none) {
2776             instr = "TEX";
2777         } else if(settings->op[stage].projected == proj_count4 ||
2778                   settings->op[stage].projected == proj_count3) {
2779             instr = "TXP";
2780         } else {
2781             FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
2782             instr = "TXP";
2783         }
2784
2785         if(stage > 0 &&
2786            (settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
2787             settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
2788             shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
2789             shader_addline(&buffer, "DP3 ret.r, arg1, tex%u;\n", stage - 1);
2790             shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
2791             shader_addline(&buffer, "DP3 ret.g, arg1, tex%u;\n", stage - 1);
2792
2793             /* with projective textures, texbem only divides the static texture coord, not the displacement,
2794              * so multiply the displacement with the dividing parameter before passing it to TXP
2795              */
2796             if (settings->op[stage].projected != proj_none) {
2797                 if(settings->op[stage].projected == proj_count4) {
2798                     shader_addline(&buffer, "MOV ret.a, fragment.texcoord[%u].a;\n", stage);
2799                     shader_addline(&buffer, "MUL ret.rgb, ret, fragment.texcoord[%u].a, fragment.texcoord[%u];\n", stage, stage);
2800                 } else {
2801                     shader_addline(&buffer, "MOV ret.a, fragment.texcoord[%u].b;\n", stage);
2802                     shader_addline(&buffer, "MAD ret.rgb, ret, fragment.texcoord[%u].b, fragment.texcoord[%u];\n", stage, stage);
2803                 }
2804             } else {
2805                 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
2806             }
2807
2808             shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
2809                            instr, sat, stage, stage, textype);
2810             if(settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
2811                 shader_addline(&buffer, "MAD_SAT ret.r, tex%u.b, luminance%u.r, luminance%u.g;\n",
2812                                stage - 1, stage - 1, stage - 1);
2813                 shader_addline(&buffer, "MUL tex%u, tex%u, ret.r;\n", stage, stage);
2814             }
2815         } else if(settings->op[stage].projected == proj_count3) {
2816             shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
2817             shader_addline(&buffer, "MOV ret.a, ret.b;\n");
2818             shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
2819                             instr, sat, stage, stage, textype);
2820         } else {
2821             shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
2822                             instr, sat, stage, stage, stage, textype);
2823         }
2824
2825         sprintf(colorcor_dst, "tex%u", stage);
2826         gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
2827                 settings->op[stage].color_fixup);
2828     }
2829
2830     /* Generate the main shader */
2831     for(stage = 0; stage < MAX_TEXTURES; stage++) {
2832         if(settings->op[stage].cop == WINED3DTOP_DISABLE) {
2833             if(stage == 0) {
2834                 final_combiner_src = "fragment.color.primary";
2835             }
2836             break;
2837         }
2838
2839         if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
2840            settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
2841             op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
2842         } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
2843                   settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
2844             op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
2845         } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
2846                   settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
2847             op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
2848         } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
2849                   settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
2850             op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
2851         } else {
2852             op_equal = settings->op[stage].aop   == settings->op[stage].cop &&
2853                        settings->op[stage].carg0 == settings->op[stage].aarg0 &&
2854                        settings->op[stage].carg1 == settings->op[stage].aarg1 &&
2855                        settings->op[stage].carg2 == settings->op[stage].aarg2;
2856         }
2857
2858         if(settings->op[stage].aop == WINED3DTOP_DISABLE) {
2859             gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
2860                           settings->op[stage].cop, settings->op[stage].carg0,
2861                           settings->op[stage].carg1, settings->op[stage].carg2);
2862             if(stage == 0) {
2863                 shader_addline(&buffer, "MOV ret.a, fragment.color.primary.a;\n");
2864             }
2865         } else if(op_equal) {
2866             gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
2867                           settings->op[stage].cop, settings->op[stage].carg0,
2868                           settings->op[stage].carg1, settings->op[stage].carg2);
2869         } else {
2870             gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
2871                           settings->op[stage].cop, settings->op[stage].carg0,
2872                           settings->op[stage].carg1, settings->op[stage].carg2);
2873             gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
2874                           settings->op[stage].aop, settings->op[stage].aarg0,
2875                           settings->op[stage].aarg1, settings->op[stage].aarg2);
2876         }
2877     }
2878
2879     if(settings->sRGB_write) {
2880         shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
2881         arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg");
2882         shader_addline(&buffer, "MOV result.color.a, ret.a;\n");
2883     } else {
2884         shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
2885     }
2886
2887     /* Footer */
2888     shader_addline(&buffer, "END\n");
2889
2890     /* Generate the shader */
2891     GL_EXTCALL(glGenProgramsARB(1, &ret));
2892     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
2893     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
2894
2895     if (glGetError() == GL_INVALID_OPERATION) {
2896         GLint pos;
2897         glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
2898         FIXME("Fragment program error at position %d: %s\n", pos,
2899               debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2900     }
2901     shader_buffer_free(&buffer);
2902     return ret;
2903 }
2904
2905 static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2906     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2907     struct shader_arb_priv *priv = (struct shader_arb_priv *) device->fragment_priv;
2908     BOOL use_pshader = use_ps(device);
2909     BOOL use_vshader = use_vs(device);
2910     struct ffp_frag_settings settings;
2911     const struct arbfp_ffp_desc *desc;
2912     unsigned int i;
2913
2914     if(isStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE))) {
2915         if(!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
2916             /* Reload fixed function constants since they collide with the pixel shader constants */
2917             for(i = 0; i < MAX_TEXTURES; i++) {
2918                 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
2919             }
2920             state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
2921             state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
2922         } else if(use_pshader && !isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
2923             device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
2924         }
2925         return;
2926     }
2927
2928     if(!use_pshader) {
2929         /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
2930         gen_ffp_frag_op(stateblock, &settings, FALSE);
2931         desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(priv->fragment_shaders, &settings);
2932         if(!desc) {
2933             struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
2934             if (!new_desc)
2935             {
2936                 ERR("Out of memory\n");
2937                 return;
2938             }
2939             new_desc->num_textures_used = 0;
2940             for(i = 0; i < GL_LIMITS(texture_stages); i++) {
2941                 if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
2942                 new_desc->num_textures_used = i;
2943             }
2944
2945             memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
2946             new_desc->shader = gen_arbfp_ffp_shader(&settings, stateblock);
2947             add_ffp_frag_shader(priv->fragment_shaders, &new_desc->parent);
2948             TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
2949             desc = new_desc;
2950         }
2951
2952         /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
2953          * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
2954          * deactivate it.
2955          */
2956         GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
2957         checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
2958         priv->current_fprogram_id = desc->shader;
2959
2960         if(device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
2961             /* Reload fixed function constants since they collide with the pixel shader constants */
2962             for(i = 0; i < MAX_TEXTURES; i++) {
2963                 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
2964             }
2965             state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
2966             state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
2967         }
2968     }
2969
2970     /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
2971      * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
2972      * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
2973      * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
2974      * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
2975      *
2976      * Don't call shader_select if the vertex shader is dirty, because some shader backends(GLSL) need both shaders
2977      * to be compiled before activating them(needs some cleanups in the shader backend interface)
2978      */
2979     if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
2980         device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
2981
2982         if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
2983             device->StateTable[STATE_VERTEXSHADERCONSTANT].apply(STATE_VERTEXSHADERCONSTANT, stateblock, context);
2984         }
2985     }
2986     if(use_pshader) {
2987         device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
2988     }
2989 }
2990
2991 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
2992  * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
2993  * state table, so we need to handle that with a forwarding function. The other invisible side effect
2994  * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
2995  * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
2996  */
2997 static void state_arbfp_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2998     if(!isStateDirty(context, STATE_PIXELSHADER)) {
2999         fragment_prog_arbfp(state, stateblock, context);
3000     }
3001 }
3002
3003 static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3004     if(!isStateDirty(context, STATE_PIXELSHADER)) {
3005         fragment_prog_arbfp(state, stateblock, context);
3006     }
3007 }
3008
3009 #undef GLINFO_LOCATION
3010
3011 static const struct StateEntryTemplate arbfp_fragmentstate_template[] = {
3012     {STATE_RENDER(WINED3DRS_TEXTUREFACTOR),               { STATE_RENDER(WINED3DRS_TEXTUREFACTOR),              state_texfactor_arbfp   }, 0                               },
3013     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3014     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3015     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3016     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3017     {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3018     {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3019     {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3020     {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3021     {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3022     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3023     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3024     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3025     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3026     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3027     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3028     {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3029     {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3030     {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3031     {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3032     {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3033     {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3034     {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3035     {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3036     {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3037     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3038     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3039     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3040     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3041     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3042     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3043     {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3044     {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3045     {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3046     {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3047     {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3048     {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3049     {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3050     {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3051     {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3052     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3053     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3054     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3055     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3056     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3057     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3058     {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3059     {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3060     {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3061     {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3062     {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3063     {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3064     {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3065     {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3066     {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3067     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3068     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3069     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3070     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3071     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3072     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3073     {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3074     {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3075     {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3076     {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3077     {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3078     {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3079     {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3080     {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3081     {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3082     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3083     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3084     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3085     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3086     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3087     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3088     {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3089     {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3090     {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3091     {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3092     {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3093     {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3094     {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3095     {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3096     {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3097     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3098     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3099     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3100     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3101     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3102     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3103     {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3104     {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3105     {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3106     {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3107     {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3108     {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3109     {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3110     {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3111     {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3112     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3113     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3114     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3115     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3116     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3117     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3118     {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3119     {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3120     {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3121     {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3122     {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3123     {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3124     {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3125     {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3126     {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3127     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3128     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3129     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3130     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3131     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3132     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3133     { STATE_SAMPLER(0),                                   { STATE_SAMPLER(0),                                   sampler_texdim          }, 0                               },
3134     { STATE_SAMPLER(1),                                   { STATE_SAMPLER(1),                                   sampler_texdim          }, 0                               },
3135     { STATE_SAMPLER(2),                                   { STATE_SAMPLER(2),                                   sampler_texdim          }, 0                               },
3136     { STATE_SAMPLER(3),                                   { STATE_SAMPLER(3),                                   sampler_texdim          }, 0                               },
3137     { STATE_SAMPLER(4),                                   { STATE_SAMPLER(4),                                   sampler_texdim          }, 0                               },
3138     { STATE_SAMPLER(5),                                   { STATE_SAMPLER(5),                                   sampler_texdim          }, 0                               },
3139     { STATE_SAMPLER(6),                                   { STATE_SAMPLER(6),                                   sampler_texdim          }, 0                               },
3140     { STATE_SAMPLER(7),                                   { STATE_SAMPLER(7),                                   sampler_texdim          }, 0                               },
3141     { STATE_PIXELSHADER,                                  { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3142     { STATE_RENDER(WINED3DRS_FOGENABLE),                  { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_arbfp_fog         }, 0                               },
3143     { STATE_RENDER(WINED3DRS_FOGTABLEMODE),               { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_arbfp_fog         }, 0                               },
3144     { STATE_RENDER(WINED3DRS_FOGVERTEXMODE),              { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_arbfp_fog         }, 0                               },
3145     { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE),            { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3146     {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3147     {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3148     {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3149     {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3150     {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3151     {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3152     {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3153     {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3154     { STATE_RENDER(WINED3DRS_SPECULARENABLE),             { STATE_RENDER(WINED3DRS_SPECULARENABLE),             state_arb_specularenable}, 0                               },
3155     {0 /* Terminate */,                                   { 0,                                                  0                       }, 0                               },
3156 };
3157
3158 const struct fragment_pipeline arbfp_fragment_pipeline = {
3159     arbfp_enable,
3160     arbfp_get_caps,
3161     arbfp_alloc,
3162     arbfp_free,
3163     shader_arb_color_fixup_supported,
3164     arbfp_fragmentstate_template,
3165     TRUE /* We can disable projected textures */
3166 };
3167
3168 #define GLINFO_LOCATION device->adapter->gl_info
3169
3170 struct arbfp_blit_priv {
3171     GLenum yuy2_rect_shader, yuy2_2d_shader;
3172     GLenum uyvy_rect_shader, uyvy_2d_shader;
3173     GLenum yv12_rect_shader, yv12_2d_shader;
3174 };
3175
3176 static HRESULT arbfp_blit_alloc(IWineD3DDevice *iface) {
3177     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3178     device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
3179     if(!device->blit_priv) {
3180         ERR("Out of memory\n");
3181         return E_OUTOFMEMORY;
3182     }
3183     return WINED3D_OK;
3184 }
3185 static void arbfp_blit_free(IWineD3DDevice *iface) {
3186     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3187     struct arbfp_blit_priv *priv = (struct arbfp_blit_priv *) device->blit_priv;
3188
3189     ENTER_GL();
3190     GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
3191     GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
3192     GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
3193     GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
3194     GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
3195     GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
3196     checkGLcall("Delete yuv programs\n");
3197     LEAVE_GL();
3198 }
3199
3200 static BOOL gen_planar_yuv_read(SHADER_BUFFER *buffer, enum yuv_fixup yuv_fixup, GLenum textype, char *luminance)
3201 {
3202     char chroma;
3203     const char *tex, *texinstr;
3204
3205     if (yuv_fixup == YUV_FIXUP_UYVY) {
3206         chroma = 'r';
3207         *luminance = 'a';
3208     } else {
3209         chroma = 'a';
3210         *luminance = 'r';
3211     }
3212     switch(textype) {
3213         case GL_TEXTURE_2D:             tex = "2D";     texinstr = "TXP"; break;
3214         case GL_TEXTURE_RECTANGLE_ARB:  tex = "RECT";   texinstr = "TEX"; break;
3215         default:
3216             /* This is more tricky than just replacing the texture type - we have to navigate
3217              * properly in the texture to find the correct chroma values
3218              */
3219             FIXME("Implement yuv correction for non-2d, non-rect textures\n");
3220             return FALSE;
3221     }
3222
3223     /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
3224      * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
3225      * filtering when we sample the texture.
3226      *
3227      * These are the rules for reading the chroma:
3228      *
3229      * Even pixel: Cr
3230      * Even pixel: U
3231      * Odd pixel: V
3232      *
3233      * So we have to get the sampling x position in non-normalized coordinates in integers
3234      */
3235     if(textype != GL_TEXTURE_RECTANGLE_ARB) {
3236         shader_addline(buffer, "MUL texcrd.rg, fragment.texcoord[0], size.x;\n");
3237         shader_addline(buffer, "MOV texcrd.a, size.x;\n");
3238     } else {
3239         shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
3240     }
3241     /* We must not allow filtering between pixel x and x+1, this would mix U and V
3242      * Vertical filtering is ok. However, bear in mind that the pixel center is at
3243      * 0.5, so add 0.5.
3244      */
3245     shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
3246     shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
3247
3248     /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
3249      * even and odd pixels respectively
3250      */
3251     shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
3252     shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
3253
3254     /* Sample Pixel 1 */
3255     shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
3256
3257     /* Put the value into either of the chroma values */
3258     shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
3259     shader_addline(buffer, "MUL chroma.r, luminance.%c, temp.x;\n", chroma);
3260     shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
3261     shader_addline(buffer, "MUL chroma.g, luminance.%c, temp.x;\n", chroma);
3262
3263     /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
3264      * the pixel right to the current one. Otherwise, sample the left pixel.
3265      * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
3266      */
3267     shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
3268     shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
3269     shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
3270
3271     /* Put the value into the other chroma */
3272     shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
3273     shader_addline(buffer, "MAD chroma.g, luminance.%c, temp.x, chroma.g;\n", chroma);
3274     shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
3275     shader_addline(buffer, "MAD chroma.r, luminance.%c, temp.x, chroma.r;\n", chroma);
3276
3277     /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
3278      * the current one and lerp the two U and V values
3279      */
3280
3281     /* This gives the correctly filtered luminance value */
3282     shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
3283
3284     return TRUE;
3285 }
3286
3287 static BOOL gen_yv12_read(SHADER_BUFFER *buffer, GLenum textype, char *luminance)
3288 {
3289     const char *tex;
3290
3291     switch(textype) {
3292         case GL_TEXTURE_2D:             tex = "2D";     break;
3293         case GL_TEXTURE_RECTANGLE_ARB:  tex = "RECT";   break;
3294         default:
3295             FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
3296             return FALSE;
3297     }
3298
3299     /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
3300      * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
3301      * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
3302      * pitch of the luminance plane, the packing into the gl texture is a bit
3303      * unfortunate. If the whole texture is interpreted as luminance data it looks
3304      * approximately like this:
3305      *
3306      *        +----------------------------------+----
3307      *        |                                  |
3308      *        |                                  |
3309      *        |                                  |
3310      *        |                                  |
3311      *        |                                  |   2
3312      *        |            LUMINANCE             |   -
3313      *        |                                  |   3
3314      *        |                                  |
3315      *        |                                  |
3316      *        |                                  |
3317      *        |                                  |
3318      *        +----------------+-----------------+----
3319      *        |                |                 |
3320      *        |  U even rows   |  U odd rows     |
3321      *        |                |                 |   1
3322      *        +----------------+------------------   -
3323      *        |                |                 |   3
3324      *        |  V even rows   |  V odd rows     |
3325      *        |                |                 |
3326      *        +----------------+-----------------+----
3327      *        |                |                 |
3328      *        |     0.5        |       0.5       |
3329      *
3330      * So it appears as if there are 4 chroma images, but in fact the odd rows
3331      * in the chroma images are in the same row as the even ones. So its is
3332      * kinda tricky to read
3333      *
3334      * When reading from rectangle textures, keep in mind that the input y coordinates
3335      * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
3336      */
3337     shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
3338                    2.0 / 3.0, 1.0 / 6.0, (2.0 / 3.0) + (1.0 / 6.0), 1.0 / 3.0);
3339
3340     shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
3341     /* the chroma planes have only half the width */
3342     shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
3343
3344     /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
3345      * the coordinate. Also read the right side of the image when reading odd lines
3346      *
3347      * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
3348      * bleeding
3349      */
3350     if(textype == GL_TEXTURE_2D) {
3351
3352         shader_addline(buffer, "RCP chroma.w, size.y;\n");
3353
3354         shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
3355
3356         shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
3357         shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
3358
3359         /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
3360         shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
3361         shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
3362         shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
3363         shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
3364
3365         /* clamp, keep the half pixel origin in mind */
3366         shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
3367         shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
3368         shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
3369         shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
3370     } else {
3371         /* Read from [size - size+size/4] */
3372         shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
3373         shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
3374
3375         /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
3376         shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
3377         shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
3378         shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
3379         shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
3380         shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
3381
3382         /* Make sure to read exactly from the pixel center */
3383         shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
3384         shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
3385
3386         /* Clamp */
3387         shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
3388         shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
3389         shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
3390         shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
3391         shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
3392     }
3393     /* Read the texture, put the result into the output register */
3394     shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
3395     shader_addline(buffer, "MOV chroma.r, temp.a;\n");
3396
3397     /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
3398      * No need to clamp because we're just reusing the already clamped value from above
3399      */
3400     if(textype == GL_TEXTURE_2D) {
3401         shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
3402     } else {
3403         shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
3404     }
3405     shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
3406     shader_addline(buffer, "MOV chroma.g, temp.a;\n");
3407
3408     /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
3409      * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
3410      * values due to filtering
3411      */
3412     shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
3413     if(textype == GL_TEXTURE_2D) {
3414         /* Multiply the y coordinate by 2/3 and clamp it */
3415         shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
3416         shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
3417         shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
3418         shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
3419     } else {
3420         /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
3421          * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
3422          * is bigger
3423          */
3424         shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
3425         shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
3426         shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
3427     }
3428     *luminance = 'a';
3429
3430     return TRUE;
3431 }
3432
3433 static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, enum yuv_fixup yuv_fixup, GLenum textype)
3434 {
3435     GLenum shader;
3436     SHADER_BUFFER buffer;
3437     char luminance_component;
3438     struct arbfp_blit_priv *priv = (struct arbfp_blit_priv *) device->blit_priv;
3439
3440     /* Shader header */
3441     shader_buffer_init(&buffer);
3442
3443     ENTER_GL();
3444     GL_EXTCALL(glGenProgramsARB(1, &shader));
3445     checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
3446     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
3447     checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
3448     LEAVE_GL();
3449     if(!shader) {
3450         shader_buffer_free(&buffer);
3451         return 0;
3452     }
3453
3454     /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
3455      * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
3456      * two chroma(U and V) values. Each macropixel has two luminance values, one for
3457      * each single pixel it contains, and one U and one V value shared between both
3458      * pixels.
3459      *
3460      * The data is loaded into an A8L8 texture. With YUY2, the luminance component
3461      * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
3462      * take the format into account when generating the read swizzles
3463      *
3464      * Reading the Y value is straightforward - just sample the texture. The hardware
3465      * takes care of filtering in the horizontal and vertical direction.
3466      *
3467      * Reading the U and V values is harder. We have to avoid filtering horizontally,
3468      * because that would mix the U and V values of one pixel or two adjacent pixels.
3469      * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
3470      * regardless of the filtering setting. Vertical filtering works automatically
3471      * though - the U and V values of two rows are mixed nicely.
3472      *
3473      * Appart of avoiding filtering issues, the code has to know which value it just
3474      * read, and where it can find the other one. To determine this, it checks if
3475      * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
3476      *
3477      * Handling horizontal filtering of U and V values requires reading a 2nd pair
3478      * of pixels, extracting U and V and mixing them. This is not implemented yet.
3479      *
3480      * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
3481      * with width / 2. This way one read gives all 3 values, finding U and V is easy
3482      * in an unfiltered situation. Finding the luminance on the other hand requires
3483      * finding out if it is an odd or even pixel. The real drawback of this approach
3484      * is filtering. This would have to be emulated completely in the shader, reading
3485      * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
3486      * vertically. Beyond that it would require adjustments to the texture handling
3487      * code to deal with the width scaling
3488      */
3489     shader_addline(&buffer, "!!ARBfp1.0\n");
3490     shader_addline(&buffer, "TEMP luminance;\n");
3491     shader_addline(&buffer, "TEMP temp;\n");
3492     shader_addline(&buffer, "TEMP chroma;\n");
3493     shader_addline(&buffer, "TEMP texcrd;\n");
3494     shader_addline(&buffer, "TEMP texcrd2;\n");
3495     shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
3496     shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
3497     shader_addline(&buffer, "PARAM size = program.local[0];\n");
3498
3499     switch (yuv_fixup)
3500     {
3501         case YUV_FIXUP_UYVY:
3502         case YUV_FIXUP_YUY2:
3503             if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
3504             {
3505                 shader_buffer_free(&buffer);
3506                 return 0;
3507             }
3508             break;
3509
3510         case YUV_FIXUP_YV12:
3511             if (!gen_yv12_read(&buffer, textype, &luminance_component))
3512             {
3513                 shader_buffer_free(&buffer);
3514                 return 0;
3515             }
3516             break;
3517
3518         default:
3519             FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
3520             shader_buffer_free(&buffer);
3521             return 0;
3522     }
3523
3524     /* Calculate the final result. Formula is taken from
3525      * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
3526      * ranges from -0.5 to 0.5
3527      */
3528     shader_addline(&buffer, "SUB chroma.rg, chroma, coef.y;\n");
3529
3530     shader_addline(&buffer, "MAD result.color.r, chroma.r, yuv_coef.x, luminance.%c;\n", luminance_component);
3531     shader_addline(&buffer, "MAD temp.r, -chroma.g, yuv_coef.y, luminance.%c;\n", luminance_component);
3532     shader_addline(&buffer, "MAD result.color.g, -chroma.r, yuv_coef.z, temp.r;\n");
3533     shader_addline(&buffer, "MAD result.color.b, chroma.g, yuv_coef.w, luminance.%c;\n", luminance_component);
3534     shader_addline(&buffer, "END\n");
3535
3536     ENTER_GL();
3537     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
3538
3539     if (glGetError() == GL_INVALID_OPERATION) {
3540         GLint pos;
3541         glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3542         FIXME("Fragment program error at position %d: %s\n", pos,
3543               debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3544     }
3545     shader_buffer_free(&buffer);
3546     LEAVE_GL();
3547
3548     switch (yuv_fixup)
3549     {
3550         case YUV_FIXUP_YUY2:
3551             if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
3552             else priv->yuy2_2d_shader = shader;
3553             break;
3554
3555         case YUV_FIXUP_UYVY:
3556             if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
3557             else priv->uyvy_2d_shader = shader;
3558             break;
3559
3560         case YUV_FIXUP_YV12:
3561             if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
3562             else priv->yv12_2d_shader = shader;
3563             break;
3564     }
3565
3566     return shader;
3567 }
3568
3569 static HRESULT arbfp_blit_set(IWineD3DDevice *iface, WINED3DFORMAT fmt, GLenum textype, UINT width, UINT height) {
3570     GLenum shader;
3571     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3572     float size[4] = {width, height, 1, 1};
3573     struct arbfp_blit_priv *priv = (struct arbfp_blit_priv *) device->blit_priv;
3574     const struct GlPixelFormatDesc *glDesc;
3575     enum yuv_fixup yuv_fixup;
3576
3577     getFormatDescEntry(fmt, &GLINFO_LOCATION, &glDesc);
3578
3579     if (!is_yuv_fixup(glDesc->color_fixup))
3580     {
3581         TRACE("Fixup:\n");
3582         dump_color_fixup_desc(glDesc->color_fixup);
3583         /* Don't bother setting up a shader for unconverted formats */
3584         ENTER_GL();
3585         glEnable(textype);
3586         checkGLcall("glEnable(textype)");
3587         LEAVE_GL();
3588         return WINED3D_OK;
3589     }
3590
3591     yuv_fixup = get_yuv_fixup(glDesc->color_fixup);
3592
3593     switch(yuv_fixup)
3594     {
3595         case YUV_FIXUP_YUY2:
3596             shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
3597             break;
3598
3599         case YUV_FIXUP_UYVY:
3600             shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
3601             break;
3602
3603         case YUV_FIXUP_YV12:
3604             shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
3605             break;
3606
3607         default:
3608             FIXME("Unsupported YUV fixup %#x, not setting a shader\n", yuv_fixup);
3609             ENTER_GL();
3610             glEnable(textype);
3611             checkGLcall("glEnable(textype)");
3612             LEAVE_GL();
3613             return E_NOTIMPL;
3614     }
3615
3616     if (!shader) shader = gen_yuv_shader(device, yuv_fixup, textype);
3617
3618     ENTER_GL();
3619     glEnable(GL_FRAGMENT_PROGRAM_ARB);
3620     checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
3621     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
3622     checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
3623     GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
3624     checkGLcall("glProgramLocalParameter4fvARB");
3625     LEAVE_GL();
3626
3627     return WINED3D_OK;
3628 }
3629
3630 static void arbfp_blit_unset(IWineD3DDevice *iface) {
3631     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3632
3633     ENTER_GL();
3634     glDisable(GL_FRAGMENT_PROGRAM_ARB);
3635     checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
3636     glDisable(GL_TEXTURE_2D);
3637     checkGLcall("glDisable(GL_TEXTURE_2D)");
3638     if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3639         glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3640         checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3641     }
3642     if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
3643         glDisable(GL_TEXTURE_RECTANGLE_ARB);
3644         checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3645     }
3646     LEAVE_GL();
3647 }
3648
3649 static BOOL arbfp_blit_color_fixup_supported(struct color_fixup_desc fixup)
3650 {
3651     enum yuv_fixup yuv_fixup;
3652
3653     if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
3654     {
3655         TRACE("Checking support for fixup:\n");
3656         dump_color_fixup_desc(fixup);
3657     }
3658
3659     if (is_identity_fixup(fixup))
3660     {
3661         TRACE("[OK]\n");
3662         return TRUE;
3663     }
3664
3665     /* We only support YUV conversions. */
3666     if (!is_yuv_fixup(fixup))
3667     {
3668         TRACE("[FAILED]\n");
3669         return FALSE;
3670     }
3671
3672     yuv_fixup = get_yuv_fixup(fixup);
3673     switch(yuv_fixup)
3674     {
3675         case YUV_FIXUP_YUY2:
3676         case YUV_FIXUP_UYVY:
3677         case YUV_FIXUP_YV12:
3678             TRACE("[OK]\n");
3679             return TRUE;
3680
3681         default:
3682             FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
3683             TRACE("[FAILED]\n");
3684             return FALSE;
3685     }
3686 }
3687
3688 const struct blit_shader arbfp_blit = {
3689     arbfp_blit_alloc,
3690     arbfp_blit_free,
3691     arbfp_blit_set,
3692     arbfp_blit_unset,
3693     arbfp_blit_color_fixup_supported,
3694 };
3695
3696 #undef GLINFO_LOCATION