wined3d: Don't compare const_num against -1.
[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 != WINED3D_CONST_NUM_UNUSED)
216             {
217                 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
218                  * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
219                  * don't care about them. The pointers are valid for sure because the stateblock is bigger.
220                  * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
221                  */
222                 const float *scale = (const float *)&stateBlock->textureState[(int) psi->luminanceconst[i].texunit][WINED3DTSS_BUMPENVLSCALE];
223                 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->luminanceconst[i].const_num, scale));
224                 deviceImpl->activeContext->pshader_const_dirty[psi->luminanceconst[i].const_num] = 1;
225             }
226         }
227     }
228 }
229
230 static void shader_arb_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
231 {
232     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
233
234     /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
235      * context. On a context switch the old context will be fully dirtified */
236     memset(This->activeContext->vshader_const_dirty + start, 1,
237             sizeof(*This->activeContext->vshader_const_dirty) * count);
238     This->highest_dirty_vs_const = max(This->highest_dirty_vs_const, start + count + 1);
239 }
240
241 static void shader_arb_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
242 {
243     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
244
245     /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
246      * context. On a context switch the old context will be fully dirtified */
247     memset(This->activeContext->pshader_const_dirty + start, 1,
248             sizeof(*This->activeContext->pshader_const_dirty) * count);
249     This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, start + count + 1);
250 }
251
252 /* Generate the variable & register declarations for the ARB_vertex_program output target */
253 static void shader_generate_arb_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
254         SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info)
255 {
256     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
257     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
258     DWORD i, cur;
259     char pshader = shader_is_pshader_version(reg_maps->shader_version);
260     unsigned max_constantsF = min(This->baseShader.limits.constant_float, 
261             (pshader ? GL_LIMITS(pshader_constantsF) : GL_LIMITS(vshader_constantsF)));
262     UINT extra_constants_needed = 0;
263     const local_constant *lconst;
264
265     /* Temporary Output register */
266     shader_addline(buffer, "TEMP TMP_OUT;\n");
267
268     for(i = 0; i < This->baseShader.limits.temporary; i++) {
269         if (reg_maps->temporary[i])
270             shader_addline(buffer, "TEMP R%u;\n", i);
271     }
272
273     for (i = 0; i < This->baseShader.limits.address; i++) {
274         if (reg_maps->address[i])
275             shader_addline(buffer, "ADDRESS A%d;\n", i);
276     }
277
278     for(i = 0; i < This->baseShader.limits.texcoord; i++) {
279         if (reg_maps->texcoord[i])
280             shader_addline(buffer,"TEMP T%u;\n", i);
281     }
282
283     /* Texture coordinate registers must be pre-loaded */
284     for (i = 0; i < This->baseShader.limits.texcoord; i++) {
285         if (reg_maps->texcoord[i])
286             shader_addline(buffer, "MOV T%u, fragment.texcoord[%u];\n", i, i);
287     }
288
289     for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
290         IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) This;
291         if(!reg_maps->bumpmat[i]) continue;
292
293         cur = ps->numbumpenvmatconsts;
294         ps->bumpenvmatconst[cur].const_num = -1;
295         ps->bumpenvmatconst[cur].texunit = i;
296         ps->luminanceconst[cur].const_num = -1;
297         ps->luminanceconst[cur].texunit = i;
298
299         /* If the shader does not use all available constants, use the next free constant to load the bump mapping environment matrix from
300          * the stateblock into the shader. If no constant is available don't load, texbem will then just sample the texture without applying
301          * bump mapping.
302          */
303         if(max_constantsF + extra_constants_needed < GL_LIMITS(pshader_constantsF)) {
304             ps->bumpenvmatconst[cur].const_num = max_constantsF + extra_constants_needed;
305             shader_addline(buffer, "PARAM bumpenvmat%d = program.env[%d];\n",
306                            i, ps->bumpenvmatconst[cur].const_num);
307             extra_constants_needed++;
308
309             if(reg_maps->luminanceparams && max_constantsF + extra_constants_needed < GL_LIMITS(pshader_constantsF)) {
310                 ((IWineD3DPixelShaderImpl *)This)->luminanceconst[cur].const_num = max_constantsF + extra_constants_needed;
311                 shader_addline(buffer, "PARAM luminance%d = program.env[%d];\n",
312                                i, ps->luminanceconst[cur].const_num);
313                 extra_constants_needed++;
314             } else if(reg_maps->luminanceparams) {
315                 FIXME("No free constant to load the luminance parameters\n");
316             }
317         } else {
318             FIXME("No free constant found to load environment bump mapping matrix into the shader. texbem instruction will not apply bump mapping\n");
319         }
320
321         ps->numbumpenvmatconsts = cur + 1;
322     }
323
324     if(device->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE] && pshader) {
325         shader_addline(buffer, "PARAM srgb_mul_low = {%f, %f, %f, 1.0};\n",
326                         srgb_mul_low, srgb_mul_low, srgb_mul_low);
327         shader_addline(buffer, "PARAM srgb_comparison =  {%f, %f, %f, %f};\n",
328                         srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
329         shader_addline(buffer, "PARAM srgb_pow =  {%f, %f, %f, 1.0};\n",
330                        srgb_pow, srgb_pow, srgb_pow);
331         shader_addline(buffer, "PARAM srgb_mul_hi =  {%f, %f, %f, 1.0};\n",
332                        srgb_mul_high, srgb_mul_high, srgb_mul_high);
333         shader_addline(buffer, "PARAM srgb_sub_hi =  {%f, %f, %f, 0.0};\n",
334                        srgb_sub_high, srgb_sub_high, srgb_sub_high);
335     }
336
337     /* Load local constants using the program-local space,
338      * this avoids reloading them each time the shader is used
339      */
340     if(!This->baseShader.load_local_constsF) {
341         LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
342             shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
343                            lconst->idx);
344         }
345     }
346
347     /* we use the array-based constants array if the local constants are marked for loading,
348      * because then we use indirect addressing, or when the local constant list is empty,
349      * because then we don't know if we're using indirect addressing or not. If we're hardcoding
350      * local constants do not declare the loaded constants as an array because ARB compilers usually
351      * do not optimize unused constants away
352      */
353     if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) {
354         /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
355         shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
356                     max_constantsF, max_constantsF - 1);
357     } else {
358         for(i = 0; i < max_constantsF; i++) {
359             if(!shader_constant_is_local(This, i)) {
360                 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
361             }
362         }
363     }
364 }
365
366 static const char * const shift_tab[] = {
367     "dummy",     /*  0 (none) */
368     "coefmul.x", /*  1 (x2)   */
369     "coefmul.y", /*  2 (x4)   */
370     "coefmul.z", /*  3 (x8)   */
371     "coefmul.w", /*  4 (x16)  */
372     "dummy",     /*  5 (x32)  */
373     "dummy",     /*  6 (x64)  */
374     "dummy",     /*  7 (x128) */
375     "dummy",     /*  8 (d256) */
376     "dummy",     /*  9 (d128) */
377     "dummy",     /* 10 (d64)  */
378     "dummy",     /* 11 (d32)  */
379     "coefdiv.w", /* 12 (d16)  */
380     "coefdiv.z", /* 13 (d8)   */
381     "coefdiv.y", /* 14 (d4)   */
382     "coefdiv.x"  /* 15 (d2)   */
383 };
384
385 static void shader_arb_get_write_mask(const SHADER_OPCODE_ARG *arg, const DWORD param, char *write_mask)
386 {
387     char *ptr = write_mask;
388     char vshader = shader_is_vshader_version(arg->reg_maps->shader_version);
389
390     if(vshader && shader_get_regtype(param) == WINED3DSPR_ADDR) {
391         *ptr++ = '.';
392         *ptr++ = 'x';
393     } else if ((param & WINED3DSP_WRITEMASK_ALL) != WINED3DSP_WRITEMASK_ALL) {
394         *ptr++ = '.';
395         if (param & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
396         if (param & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
397         if (param & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
398         if (param & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
399     }
400
401     *ptr = '\0';
402 }
403
404 static void shader_arb_get_swizzle(const DWORD param, BOOL fixup, char *swizzle_str) {
405     /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
406      * but addressed as "rgba". To fix this we need to swap the register's x
407      * and z components. */
408     const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
409     char *ptr = swizzle_str;
410
411     /* swizzle bits fields: wwzzyyxx */
412     DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
413     DWORD swizzle_x = swizzle & 0x03;
414     DWORD swizzle_y = (swizzle >> 2) & 0x03;
415     DWORD swizzle_z = (swizzle >> 4) & 0x03;
416     DWORD swizzle_w = (swizzle >> 6) & 0x03;
417
418     /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
419      * generate a swizzle string. Unless we need to our own swizzling. */
420     if ((WINED3DSP_NOSWIZZLE >> WINED3DSP_SWIZZLE_SHIFT) != swizzle || fixup) {
421         *ptr++ = '.';
422         if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
423             *ptr++ = swizzle_chars[swizzle_x];
424         } else {
425             *ptr++ = swizzle_chars[swizzle_x];
426             *ptr++ = swizzle_chars[swizzle_y];
427             *ptr++ = swizzle_chars[swizzle_z];
428             *ptr++ = swizzle_chars[swizzle_w];
429         }
430     }
431
432     *ptr = '\0';
433 }
434
435 static void pshader_get_register_name(IWineD3DBaseShader* iface,
436     const DWORD param, char* regstr) {
437
438     DWORD reg = param & WINED3DSP_REGNUM_MASK;
439     DWORD regtype = shader_get_regtype(param);
440     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
441
442     switch (regtype) {
443     case WINED3DSPR_TEMP:
444         sprintf(regstr, "R%u", reg);
445     break;
446     case WINED3DSPR_INPUT:
447         if (reg==0) {
448             strcpy(regstr, "fragment.color.primary");
449         } else {
450             strcpy(regstr, "fragment.color.secondary");
451         }
452     break;
453     case WINED3DSPR_CONST:
454         if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) {
455             sprintf(regstr, "C[%u]", reg);
456         } else {
457             sprintf(regstr, "C%u", reg);
458         }
459     break;
460     case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
461         sprintf(regstr,"T%u", reg);
462     break;
463     case WINED3DSPR_COLOROUT:
464         if (reg == 0)
465             sprintf(regstr, "TMP_COLOR");
466         else {
467             /* TODO: See GL_ARB_draw_buffers */
468             FIXME("Unsupported write to render target %u\n", reg);
469             sprintf(regstr, "unsupported_register");
470         }
471     break;
472     case WINED3DSPR_DEPTHOUT:
473         sprintf(regstr, "result.depth");
474     break;
475     case WINED3DSPR_ATTROUT:
476         sprintf(regstr, "oD[%u]", reg);
477     break;
478     case WINED3DSPR_TEXCRDOUT:
479         sprintf(regstr, "oT[%u]", reg);
480     break;
481     default:
482         FIXME("Unhandled register name Type(%d)\n", regtype);
483         sprintf(regstr, "unrecognized_register");
484     break;
485     }
486 }
487
488 /* TODO: merge with pixel shader */
489 static void vshader_program_add_param(const SHADER_OPCODE_ARG *arg, const DWORD param, BOOL is_input, char *hwLine)
490 {
491   IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl*) arg->shader;
492
493   /* oPos, oFog and oPts in D3D */
494   static const char * const hwrastout_reg_names[] = { "TMP_OUT", "result.fogcoord", "result.pointsize" };
495
496   DWORD reg = param & WINED3DSP_REGNUM_MASK;
497   DWORD regtype = shader_get_regtype(param);
498   char  tmpReg[255];
499   BOOL is_color = FALSE;
500
501   if ((param & WINED3DSP_SRCMOD_MASK) == WINED3DSPSM_NEG) {
502       strcat(hwLine, " -");
503   } else {
504       strcat(hwLine, " ");
505   }
506
507   switch (regtype) {
508   case WINED3DSPR_TEMP:
509     sprintf(tmpReg, "R%u", reg);
510     strcat(hwLine, tmpReg);
511     break;
512   case WINED3DSPR_INPUT:
513
514     if (This->cur_args->swizzle_map & (1 << reg)) 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 const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
572 {
573     switch(channel_source)
574     {
575         case CHANNEL_SOURCE_ZERO: return "0";
576         case CHANNEL_SOURCE_ONE: return "1";
577         case CHANNEL_SOURCE_X: return "x";
578         case CHANNEL_SOURCE_Y: return "y";
579         case CHANNEL_SOURCE_Z: return "z";
580         case CHANNEL_SOURCE_W: return "w";
581         default:
582             FIXME("Unhandled channel source %#x\n", channel_source);
583             return "undefined";
584     }
585 }
586
587 static void gen_color_correction(SHADER_BUFFER *buffer, const char *reg, DWORD dst_mask,
588                                  const char *one, const char *two, struct color_fixup_desc fixup)
589 {
590     DWORD mask;
591
592     if (is_yuv_fixup(fixup))
593     {
594         enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
595         FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
596         return;
597     }
598
599     mask = 0;
600     if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
601     if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
602     if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
603     if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
604     mask &= dst_mask;
605
606     if (mask)
607     {
608         shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
609                 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
610                 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
611     }
612
613     mask = 0;
614     if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
615     if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
616     if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
617     if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
618     mask &= dst_mask;
619
620     if (mask)
621     {
622         char reg_mask[6];
623         char *ptr = reg_mask;
624
625         if (mask != WINED3DSP_WRITEMASK_ALL)
626         {
627             *ptr++ = '.';
628             if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
629             if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
630             if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
631             if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
632         }
633         *ptr = '\0';
634
635         shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
636     }
637 }
638
639 static void shader_hw_sample(const SHADER_OPCODE_ARG *arg, DWORD sampler_idx, const char *dst_str,
640         const char *coord_reg, BOOL projected, BOOL bias)
641 {
642     SHADER_BUFFER* buffer = arg->buffer;
643     DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
644     const char *tex_type;
645     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) arg->shader;
646     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
647
648     switch(sampler_type) {
649         case WINED3DSTT_1D:
650             tex_type = "1D";
651             break;
652
653         case WINED3DSTT_2D:
654             if(device->stateBlock->textures[sampler_idx] &&
655                IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
656                 tex_type = "RECT";
657             } else {
658                 tex_type = "2D";
659             }
660             break;
661
662         case WINED3DSTT_VOLUME:
663             tex_type = "3D";
664             break;
665
666         case WINED3DSTT_CUBE:
667             tex_type = "CUBE";
668             break;
669
670         default:
671             ERR("Unexpected texture type %d\n", sampler_type);
672             tex_type = "";
673     }
674
675     if (bias) {
676         /* Shouldn't be possible, but let's check for it */
677         if(projected) FIXME("Biased and Projected texture sampling\n");
678         /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
679         shader_addline(buffer, "TXB %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
680     } else if (projected) {
681         shader_addline(buffer, "TXP %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
682     } else {
683         shader_addline(buffer, "TEX %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
684     }
685
686     if(shader_is_pshader_version(arg->reg_maps->shader_version)) {
687         IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) arg->shader;
688         gen_color_correction(buffer, dst_str, arg->dst & WINED3DSP_WRITEMASK_ALL, "one", "coefmul.x",
689                              ps->cur_args->color_fixup[sampler_idx]);
690     }
691 }
692
693 static void pshader_gen_input_modifier_line (
694     IWineD3DBaseShader *iface,
695     SHADER_BUFFER* buffer,
696     const DWORD instr,
697     int tmpreg,
698     char *outregstr) {
699
700     /* Generate a line that does the input modifier computation and return the input register to use */
701     char regstr[256];
702     char swzstr[20];
703     int insert_line;
704
705     /* Assume a new line will be added */
706     insert_line = 1;
707
708     /* Get register name */
709     pshader_get_register_name(iface, instr, regstr);
710     shader_arb_get_swizzle(instr, FALSE, swzstr);
711
712     switch (instr & WINED3DSP_SRCMOD_MASK) {
713     case WINED3DSPSM_NONE:
714         sprintf(outregstr, "%s%s", regstr, swzstr);
715         insert_line = 0;
716         break;
717     case WINED3DSPSM_NEG:
718         sprintf(outregstr, "-%s%s", regstr, swzstr);
719         insert_line = 0;
720         break;
721     case WINED3DSPSM_BIAS:
722         shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
723         break;
724     case WINED3DSPSM_BIASNEG:
725         shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
726         break;
727     case WINED3DSPSM_SIGN:
728         shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr);
729         break;
730     case WINED3DSPSM_SIGNNEG:
731         shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr);
732         break;
733     case WINED3DSPSM_COMP:
734         shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr);
735         break;
736     case WINED3DSPSM_X2:
737         shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
738         break;
739     case WINED3DSPSM_X2NEG:
740         shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
741         break;
742     case WINED3DSPSM_DZ:
743         shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
744         shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
745         break;
746     case WINED3DSPSM_DW:
747         shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
748         shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
749         break;
750     default:
751         sprintf(outregstr, "%s%s", regstr, swzstr);
752         insert_line = 0;
753     }
754
755     /* Return modified or original register, with swizzle */
756     if (insert_line)
757         sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
758 }
759
760 static inline void pshader_gen_output_modifier_line(SHADER_BUFFER *buffer, int saturate, const char *write_mask,
761         int shift, const char *regstr)
762 {
763     /* Generate a line that does the output modifier computation */
764     shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", saturate ? "_SAT" : "",
765         regstr, write_mask, regstr, shift_tab[shift]);
766 }
767
768 static void pshader_hw_bem(const SHADER_OPCODE_ARG *arg)
769 {
770     IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
771
772     SHADER_BUFFER* buffer = arg->buffer;
773     char dst_name[50];
774     char src_name[2][50];
775     char dst_wmask[20];
776     DWORD sampler_code = arg->dst & WINED3DSP_REGNUM_MASK;
777     BOOL has_bumpmat = FALSE;
778     int i;
779
780     for(i = 0; i < This->numbumpenvmatconsts; i++) {
781         if (This->bumpenvmatconst[i].const_num != WINED3D_CONST_NUM_UNUSED
782                 && This->bumpenvmatconst[i].texunit == sampler_code)
783         {
784             has_bumpmat = TRUE;
785             break;
786         }
787     }
788
789     pshader_get_register_name(arg->shader, arg->dst, dst_name);
790     shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
791     strcat(dst_name, dst_wmask);
792
793     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]);
794     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]);
795
796     if(has_bumpmat) {
797         /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
798         shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
799         shader_addline(buffer, "DP3 TMP.r, TMP2, %s;\n", src_name[1]);
800         shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
801         shader_addline(buffer, "DP3 TMP.g, TMP2, %s;\n", src_name[1]);
802
803         shader_addline(buffer, "ADD %s, %s, TMP;\n", dst_name, src_name[0]);
804     } else {
805         shader_addline(buffer, "MOV %s, %s;\n", dst_name, src_name[0]);
806     }
807 }
808
809 static void pshader_hw_cnd(const SHADER_OPCODE_ARG *arg)
810 {
811     SHADER_BUFFER* buffer = arg->buffer;
812     char dst_wmask[20];
813     char dst_name[50];
814     char src_name[3][50];
815     BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
816     DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
817
818     /* FIXME: support output modifiers */
819
820     /* Handle output register */
821     pshader_get_register_name(arg->shader, arg->dst, dst_name);
822     shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
823
824     /* Generate input register names (with modifiers) */
825     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]);
826     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]);
827     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[2], 2, src_name[2]);
828
829     /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
830     if (arg->reg_maps->shader_version <= WINED3DPS_VERSION(1, 3) && arg->opcode_token & WINED3DSI_COISSUE)
831     {
832         shader_addline(buffer, "MOV%s %s%s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask, src_name[1]);
833     } else {
834         shader_addline(buffer, "ADD TMP, -%s, coefdiv.x;\n", src_name[0]);
835         shader_addline(buffer, "CMP%s %s%s, TMP, %s, %s;\n",
836                                 sat ? "_SAT" : "", dst_name, dst_wmask, src_name[1], src_name[2]);
837     }
838     if (shift != 0)
839         pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
840 }
841
842 static void pshader_hw_cmp(const SHADER_OPCODE_ARG *arg)
843 {
844     SHADER_BUFFER* buffer = arg->buffer;
845     char dst_wmask[20];
846     char dst_name[50];
847     char src_name[3][50];
848     DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
849     BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
850
851     /* FIXME: support output modifiers */
852
853     /* Handle output register */
854     pshader_get_register_name(arg->shader, arg->dst, dst_name);
855     shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
856
857     /* Generate input register names (with modifiers) */
858     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]);
859     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]);
860     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[2], 2, src_name[2]);
861
862     shader_addline(buffer, "CMP%s %s%s, %s, %s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
863                    src_name[0], src_name[2], src_name[1]);
864
865     if (shift != 0)
866         pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
867 }
868
869 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
870  * dst = dot2(src0, src1) + src2 */
871 static void pshader_hw_dp2add(const SHADER_OPCODE_ARG *arg)
872 {
873     SHADER_BUFFER* buffer = arg->buffer;
874     char dst_wmask[20];
875     char dst_name[50];
876     char src_name[3][50];
877     DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
878     BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
879
880     pshader_get_register_name(arg->shader, arg->dst, dst_name);
881     shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
882
883     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]);
884     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]);
885     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[2], 2, src_name[2]);
886
887     /* Emulate a DP2 with a DP3 and 0.0 */
888     shader_addline(buffer, "MOV TMP, %s;\n", src_name[0]);
889     shader_addline(buffer, "MOV TMP.z, 0.0;\n");
890     shader_addline(buffer, "DP3 TMP2, TMP, %s;\n", src_name[1]);
891     shader_addline(buffer, "ADD%s %s%s, TMP2, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask, src_name[2]);
892
893     if (shift != 0)
894         pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
895 }
896
897 /* Map the opcode 1-to-1 to the GL code */
898 static void shader_hw_map2gl(const SHADER_OPCODE_ARG *arg)
899 {
900     CONST SHADER_OPCODE* curOpcode = arg->opcode;
901     SHADER_BUFFER* buffer = arg->buffer;
902     DWORD dst = arg->dst;
903     const DWORD *src = arg->src;
904     const char *instruction;
905     char arguments[256];
906     unsigned int i;
907
908     switch (curOpcode->opcode)
909     {
910         case WINED3DSIO_ABS: instruction = "ABS"; break;
911         case WINED3DSIO_ADD: instruction = "ADD"; break;
912         case WINED3DSIO_CRS: instruction = "XPD"; break;
913         case WINED3DSIO_DP3: instruction = "DP3"; break;
914         case WINED3DSIO_DP4: instruction = "DP4"; break;
915         case WINED3DSIO_DST: instruction = "DST"; break;
916         case WINED3DSIO_EXP: instruction = "EX2"; break;
917         case WINED3DSIO_EXPP: instruction = "EXP"; break;
918         case WINED3DSIO_FRC: instruction = "FRC"; break;
919         case WINED3DSIO_LIT: instruction = "LIT"; break;
920         case WINED3DSIO_LOG: instruction = "LG2"; break;
921         case WINED3DSIO_LOGP: instruction = "LOG"; break;
922         case WINED3DSIO_LRP: instruction = "LRP"; break;
923         case WINED3DSIO_MAD: instruction = "MAD"; break;
924         case WINED3DSIO_MAX: instruction = "MAX"; break;
925         case WINED3DSIO_MIN: instruction = "MIN"; break;
926         case WINED3DSIO_MOV: instruction = "MOV"; break;
927         case WINED3DSIO_MUL: instruction = "MUL"; break;
928         case WINED3DSIO_NOP: instruction = "NOP"; break;
929         case WINED3DSIO_POW: instruction = "POW"; break;
930         case WINED3DSIO_SGE: instruction = "SGE"; break;
931         case WINED3DSIO_SLT: instruction = "SLT"; break;
932         case WINED3DSIO_SUB: instruction = "SUB"; break;
933         default: instruction = "";
934             FIXME("Unhandled opcode %s\n", curOpcode->name);
935             break;
936     }
937
938     if (shader_is_pshader_version(arg->reg_maps->shader_version))
939     {
940         /* Output token related */
941         char output_rname[256];
942         char output_wmask[20];
943         char operands[4][100];
944         BOOL saturate = FALSE;
945         BOOL centroid = FALSE;
946         BOOL partialprecision = FALSE;
947         const char *modifier;
948         DWORD shift;
949
950         if (!curOpcode->num_params)
951         {
952             ERR("Opcode \"%s\" has no parameters\n", curOpcode->name);
953             return;
954         }
955
956         /* Process modifiers */
957         if (dst & WINED3DSP_DSTMOD_MASK)
958         {
959             DWORD mask = dst & WINED3DSP_DSTMOD_MASK;
960
961             saturate = mask & WINED3DSPDM_SATURATE;
962             centroid = mask & WINED3DSPDM_MSAMPCENTROID;
963             partialprecision = mask & WINED3DSPDM_PARTIALPRECISION;
964             mask &= ~(WINED3DSPDM_MSAMPCENTROID | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_SATURATE);
965             if (mask)
966                 FIXME("Unrecognized modifier(%#x)\n", mask >> WINED3DSP_DSTMOD_SHIFT);
967
968             if (centroid)
969                 FIXME("Unhandled modifier(%#x)\n", mask >> WINED3DSP_DSTMOD_SHIFT);
970         }
971         shift = (dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
972         modifier = (saturate && !shift) ? "_SAT" : "";
973
974         /* Generate input register names (with modifiers) */
975         for (i = 1; i < curOpcode->num_params; ++i)
976             pshader_gen_input_modifier_line(arg->shader, buffer, src[i-1], i-1, operands[i]);
977
978         /* Handle output register */
979         pshader_get_register_name(arg->shader, dst, output_rname);
980         strcpy(operands[0], output_rname);
981         shader_arb_get_write_mask(arg, dst, output_wmask);
982         strcat(operands[0], output_wmask);
983
984         arguments[0] = '\0';
985         strcat(arguments, operands[0]);
986         for (i = 1; i < curOpcode->num_params; i++)
987         {
988             strcat(arguments, ", ");
989             strcat(arguments, operands[i]);
990         }
991         shader_addline(buffer, "%s%s %s;\n", instruction, modifier, arguments);
992
993         /* A shift requires another line. */
994         if (shift) pshader_gen_output_modifier_line(buffer, saturate, output_wmask, shift, output_rname);
995     } else {
996         /* Note that vshader_program_add_param() adds spaces. */
997
998         arguments[0] = '\0';
999         if (curOpcode->num_params > 0)
1000         {
1001             vshader_program_add_param(arg, dst, FALSE, arguments);
1002             for (i = 1; i < curOpcode->num_params; ++i)
1003             {
1004                 strcat(arguments, ",");
1005                 vshader_program_add_param(arg, src[i-1], TRUE, arguments);
1006             }
1007         }
1008         shader_addline(buffer, "%s%s;\n", instruction, arguments);
1009     }
1010 }
1011
1012 static void shader_hw_mov(const SHADER_OPCODE_ARG *arg)
1013 {
1014     IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl*)arg->shader;
1015
1016     if ((WINED3DSHADER_VERSION_MAJOR(arg->reg_maps->shader_version) == 1
1017             && !shader_is_pshader_version(arg->reg_maps->shader_version)
1018             && shader_get_regtype(arg->dst) == WINED3DSPR_ADDR)
1019             || arg->opcode->opcode == WINED3DSIO_MOVA)
1020     {
1021         SHADER_BUFFER *buffer = arg->buffer;
1022         char src0_param[256];
1023
1024         if (arg->opcode->opcode == WINED3DSIO_MOVA)
1025             FIXME("mova should round\n");
1026
1027         src0_param[0] = '\0';
1028         if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
1029         {
1030             vshader_program_add_param(arg, arg->src[0], TRUE, src0_param);
1031             shader_addline(buffer, "ADD TMP.x, %s, helper_const.z;\n", src0_param);
1032             shader_addline(buffer, "ARL A0.x, TMP.x;\n");
1033         }
1034         else
1035         {
1036             /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1037              * with more than one component. Thus replicate the first source argument over all
1038              * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc)
1039              */
1040             DWORD parm = arg->src[0] & ~(WINED3DVS_SWIZZLE_MASK);
1041             if((arg->src[0] & WINED3DVS_X_W) == WINED3DVS_X_W)
1042                 parm |= WINED3DVS_X_W | WINED3DVS_Y_W | WINED3DVS_Z_W | WINED3DVS_W_W;
1043             else if((arg->src[0] & WINED3DVS_X_Z) == WINED3DVS_X_Z)
1044                 parm |= WINED3DVS_X_Z | WINED3DVS_Y_Z | WINED3DVS_Z_Z | WINED3DVS_W_Z;
1045             else if((arg->src[0] & WINED3DVS_X_Y) == WINED3DVS_X_Y)
1046                 parm |= WINED3DVS_X_Y | WINED3DVS_Y_Y | WINED3DVS_Z_Y | WINED3DVS_W_Y;
1047             else if((arg->src[0] & WINED3DVS_X_X) == WINED3DVS_X_X)
1048                 parm |= WINED3DVS_X_X | WINED3DVS_Y_X | WINED3DVS_Z_X | WINED3DVS_W_X;
1049             vshader_program_add_param(arg, parm, TRUE, src0_param);
1050             shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1051         }
1052     }
1053     else
1054     {
1055         shader_hw_map2gl(arg);
1056     }
1057 }
1058
1059 static void pshader_hw_texkill(const SHADER_OPCODE_ARG *arg)
1060 {
1061     DWORD shader_version = arg->reg_maps->shader_version;
1062     SHADER_BUFFER* buffer = arg->buffer;
1063     char reg_dest[40];
1064
1065     /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1066      * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1067      */
1068     pshader_get_register_name(arg->shader, arg->dst, reg_dest);
1069
1070     if (shader_version >= WINED3DPS_VERSION(2,0))
1071     {
1072         /* The arb backend doesn't claim ps 2.0 support, but try to eat what the app feeds to us */
1073         shader_addline(buffer, "KIL %s;\n", reg_dest);
1074     } else {
1075         /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1076          * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1077          */
1078         shader_addline(buffer, "MOV TMP, %s;\n", reg_dest);
1079         shader_addline(buffer, "MOV TMP.w, one.w;\n");
1080         shader_addline(buffer, "KIL TMP;\n");
1081     }
1082 }
1083
1084 static void pshader_hw_tex(const SHADER_OPCODE_ARG *arg)
1085 {
1086     IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1087     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1088
1089     DWORD dst = arg->dst;
1090     const DWORD *src = arg->src;
1091     SHADER_BUFFER* buffer = arg->buffer;
1092     DWORD shader_version = arg->reg_maps->shader_version;
1093     BOOL projected = FALSE, bias = FALSE;
1094
1095     char reg_dest[40];
1096     char reg_coord[40];
1097     DWORD reg_dest_code;
1098     DWORD reg_sampler_code;
1099
1100     /* All versions have a destination register */
1101     reg_dest_code = dst & WINED3DSP_REGNUM_MASK;
1102     pshader_get_register_name(arg->shader, dst, reg_dest);
1103
1104     /* 1.0-1.3: Use destination register as coordinate source.
1105        1.4+: Use provided coordinate source register. */
1106    if (shader_version < WINED3DPS_VERSION(1,4))
1107       strcpy(reg_coord, reg_dest);
1108    else
1109       pshader_gen_input_modifier_line(arg->shader, buffer, src[0], 0, reg_coord);
1110
1111   /* 1.0-1.4: Use destination register number as texture code.
1112      2.0+: Use provided sampler number as texure code. */
1113   if (shader_version < WINED3DPS_VERSION(2,0))
1114      reg_sampler_code = reg_dest_code;
1115   else
1116      reg_sampler_code = src[1] & WINED3DSP_REGNUM_MASK;
1117
1118   /* projection flag:
1119    * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1120    * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1121    * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1122    */
1123   if (shader_version < WINED3DPS_VERSION(1,4))
1124   {
1125       DWORD flags = 0;
1126       if(reg_sampler_code < MAX_TEXTURES) {
1127         flags = deviceImpl->stateBlock->textureState[reg_sampler_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1128       }
1129       if (flags & WINED3DTTFF_PROJECTED) {
1130           projected = TRUE;
1131       }
1132   }
1133   else if (shader_version < WINED3DPS_VERSION(2,0))
1134   {
1135       DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
1136       if (src_mod == WINED3DSPSM_DZ) {
1137           projected = TRUE;
1138       } else if(src_mod == WINED3DSPSM_DW) {
1139           projected = TRUE;
1140       }
1141   } else {
1142       if(arg->opcode_token & WINED3DSI_TEXLD_PROJECT) {
1143           projected = TRUE;
1144       }
1145       if(arg->opcode_token & WINED3DSI_TEXLD_BIAS) {
1146           bias = TRUE;
1147       }
1148   }
1149   shader_hw_sample(arg, reg_sampler_code, reg_dest, reg_coord, projected, bias);
1150 }
1151
1152 static void pshader_hw_texcoord(const SHADER_OPCODE_ARG *arg)
1153 {
1154     DWORD dst = arg->dst;
1155     SHADER_BUFFER* buffer = arg->buffer;
1156
1157     char tmp[20];
1158     shader_arb_get_write_mask(arg, dst, tmp);
1159     if (arg->reg_maps->shader_version != WINED3DPS_VERSION(1,4))
1160     {
1161         DWORD reg = dst & WINED3DSP_REGNUM_MASK;
1162         shader_addline(buffer, "MOV_SAT T%u%s, fragment.texcoord[%u];\n", reg, tmp, reg);
1163     } else {
1164         DWORD reg1 = dst & WINED3DSP_REGNUM_MASK;
1165         char reg_src[40];
1166
1167         pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, reg_src);
1168         shader_addline(buffer, "MOV R%u%s, %s;\n", reg1, tmp, reg_src);
1169    }
1170 }
1171
1172 static void pshader_hw_texreg2ar(const SHADER_OPCODE_ARG *arg)
1173 {
1174      SHADER_BUFFER* buffer = arg->buffer;
1175      IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1176      IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1177      DWORD flags;
1178
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_addline(buffer, "MOV TMP.x, %s.w;\n", src_str);
1186      shader_addline(buffer, "MOV TMP.y, %s.x;\n", src_str);
1187      flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1188      shader_hw_sample(arg, reg1, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1189 }
1190
1191 static void pshader_hw_texreg2gb(const SHADER_OPCODE_ARG *arg)
1192 {
1193      SHADER_BUFFER* buffer = arg->buffer;
1194
1195      DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
1196      char dst_str[8];
1197      char src_str[50];
1198
1199      sprintf(dst_str, "T%u", reg1);
1200      pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_str);
1201      shader_addline(buffer, "MOV TMP.x, %s.y;\n", src_str);
1202      shader_addline(buffer, "MOV TMP.y, %s.z;\n", src_str);
1203      shader_hw_sample(arg, reg1, dst_str, "TMP", FALSE, FALSE);
1204 }
1205
1206 static void pshader_hw_texreg2rgb(const SHADER_OPCODE_ARG *arg)
1207 {
1208     SHADER_BUFFER* buffer = arg->buffer;
1209     DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
1210     char dst_str[8];
1211     char src_str[50];
1212
1213     sprintf(dst_str, "T%u", reg1);
1214     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_str);
1215     shader_hw_sample(arg, reg1, dst_str, src_str, FALSE, FALSE);
1216 }
1217
1218 static void pshader_hw_texbem(const SHADER_OPCODE_ARG *arg)
1219 {
1220     IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1221     BOOL has_bumpmat = FALSE;
1222     BOOL has_luminance = FALSE;
1223     int i;
1224
1225     DWORD dst = arg->dst;
1226     DWORD src = arg->src[0] & WINED3DSP_REGNUM_MASK;
1227     SHADER_BUFFER* buffer = arg->buffer;
1228
1229     char reg_coord[40];
1230     DWORD reg_dest_code;
1231
1232     /* All versions have a destination register */
1233     reg_dest_code = dst & WINED3DSP_REGNUM_MASK;
1234     /* Can directly use the name because texbem is only valid for <= 1.3 shaders */
1235     pshader_get_register_name(arg->shader, dst, reg_coord);
1236
1237     for(i = 0; i < This->numbumpenvmatconsts; i++) {
1238         if (This->bumpenvmatconst[i].const_num != WINED3D_CONST_NUM_UNUSED
1239                 && reg_dest_code == This->bumpenvmatconst[i].texunit)
1240         {
1241             has_bumpmat = TRUE;
1242             break;
1243         }
1244     }
1245     for(i = 0; i < This->numbumpenvmatconsts; i++) {
1246         if (This->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED
1247                 && reg_dest_code == This->luminanceconst[i].texunit)
1248         {
1249             has_luminance = TRUE;
1250             break;
1251         }
1252     }
1253
1254     if(has_bumpmat) {
1255         /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
1256
1257         shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
1258         shader_addline(buffer, "DP3 TMP.x, TMP2, T%u;\n", src);
1259         shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
1260         shader_addline(buffer, "DP3 TMP.y, TMP2, T%u;\n", src);
1261
1262         /* with projective textures, texbem only divides the static texture coord, not the displacement,
1263          * so we can't let the GL handle this.
1264          */
1265         if (((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS]
1266               & WINED3DTTFF_PROJECTED) {
1267             shader_addline(buffer, "RCP TMP2.w, %s.w;\n", reg_coord);
1268             shader_addline(buffer, "MUL TMP2.xy, %s, TMP2.w;\n", reg_coord);
1269             shader_addline(buffer, "ADD TMP.xy, TMP, TMP2;\n");
1270         } else {
1271             shader_addline(buffer, "ADD TMP.xy, TMP, %s;\n", reg_coord);
1272         }
1273
1274         shader_hw_sample(arg, reg_dest_code, reg_coord, "TMP", FALSE, FALSE);
1275
1276         if(arg->opcode->opcode == WINED3DSIO_TEXBEML && has_luminance) {
1277             shader_addline(buffer, "MAD TMP, T%u.z, luminance%d.x, luminance%d.y;\n",
1278                            src, reg_dest_code, reg_dest_code);
1279             shader_addline(buffer, "MUL %s, %s, TMP;\n", reg_coord, reg_coord);
1280         }
1281
1282     } else {
1283         DWORD tf;
1284         if(reg_dest_code < MAX_TEXTURES) {
1285             tf = ((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1286         } else {
1287             tf = 0;
1288         }
1289         /* Without a bump matrix loaded, just sample with the unmodified coordinates */
1290         shader_hw_sample(arg, reg_dest_code, reg_coord, reg_coord, tf & WINED3DTTFF_PROJECTED, FALSE);
1291     }
1292 }
1293
1294 static void pshader_hw_texm3x2pad(const SHADER_OPCODE_ARG *arg)
1295 {
1296     DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1297     SHADER_BUFFER* buffer = arg->buffer;
1298     char src0_name[50];
1299
1300     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1301     shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", reg, src0_name);
1302 }
1303
1304 static void pshader_hw_texm3x2tex(const SHADER_OPCODE_ARG *arg)
1305 {
1306     IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1307     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1308     DWORD flags;
1309     DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1310     SHADER_BUFFER* buffer = arg->buffer;
1311     char dst_str[8];
1312     char src0_name[50];
1313
1314     sprintf(dst_str, "T%u", reg);
1315     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1316     shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", reg, src0_name);
1317     flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1318     shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1319 }
1320
1321 static void pshader_hw_texm3x3pad(const SHADER_OPCODE_ARG *arg)
1322 {
1323     IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1324     DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1325     SHADER_BUFFER* buffer = arg->buffer;
1326     SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1327     char src0_name[50];
1328
1329     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1330     shader_addline(buffer, "DP3 TMP.%c, T%u, %s;\n", 'x' + current_state->current_row, reg, src0_name);
1331     current_state->texcoord_w[current_state->current_row++] = reg;
1332 }
1333
1334 static void pshader_hw_texm3x3tex(const SHADER_OPCODE_ARG *arg)
1335 {
1336     IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1337     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1338     DWORD flags;
1339     DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1340     SHADER_BUFFER* buffer = arg->buffer;
1341     SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1342     char dst_str[8];
1343     char src0_name[50];
1344
1345     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1346     shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
1347
1348     /* Sample the texture using the calculated coordinates */
1349     sprintf(dst_str, "T%u", reg);
1350     flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1351     shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1352     current_state->current_row = 0;
1353 }
1354
1355 static void pshader_hw_texm3x3vspec(const SHADER_OPCODE_ARG *arg)
1356 {
1357     IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1358     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1359     DWORD flags;
1360     DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1361     SHADER_BUFFER* buffer = arg->buffer;
1362     SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1363     char dst_str[8];
1364     char src0_name[50];
1365
1366     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1367     shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
1368
1369     /* Construct the eye-ray vector from w coordinates */
1370     shader_addline(buffer, "MOV TMP2.x, fragment.texcoord[%u].w;\n", current_state->texcoord_w[0]);
1371     shader_addline(buffer, "MOV TMP2.y, fragment.texcoord[%u].w;\n", current_state->texcoord_w[1]);
1372     shader_addline(buffer, "MOV TMP2.z, fragment.texcoord[%u].w;\n", reg);
1373
1374     /* Calculate reflection vector
1375      */
1376     shader_addline(buffer, "DP3 TMP.w, TMP, TMP2;\n");
1377     /* The .w is ignored when sampling, so I can use TMP2.w to calculate dot(N, N) */
1378     shader_addline(buffer, "DP3 TMP2.w, TMP, TMP;\n");
1379     shader_addline(buffer, "RCP TMP2.w, TMP2.w;\n");
1380     shader_addline(buffer, "MUL TMP.w, TMP.w, TMP2.w;\n");
1381     shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
1382     shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -TMP2;\n");
1383
1384     /* Sample the texture using the calculated coordinates */
1385     sprintf(dst_str, "T%u", reg);
1386     flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1387     shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1388     current_state->current_row = 0;
1389 }
1390
1391 static void pshader_hw_texm3x3spec(const SHADER_OPCODE_ARG *arg)
1392 {
1393     IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1394     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1395     DWORD flags;
1396     DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1397     DWORD reg3 = arg->src[1] & WINED3DSP_REGNUM_MASK;
1398     SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1399     SHADER_BUFFER* buffer = arg->buffer;
1400     char dst_str[8];
1401     char src0_name[50];
1402
1403     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1404     shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
1405
1406     /* Calculate reflection vector.
1407      *
1408      *               dot(N, E)
1409      * TMP.xyz = 2 * --------- * N - E
1410      *               dot(N, N)
1411      *
1412      * Which normalizes the normal vector
1413      */
1414     shader_addline(buffer, "DP3 TMP.w, TMP, C[%u];\n", reg3);
1415     shader_addline(buffer, "DP3 TMP2.w, TMP, TMP;\n");
1416     shader_addline(buffer, "RCP TMP2.w, TMP2.w;\n");
1417     shader_addline(buffer, "MUL TMP.w, TMP.w, TMP2.w;\n");
1418     shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
1419     shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -C[%u];\n", reg3);
1420
1421     /* Sample the texture using the calculated coordinates */
1422     sprintf(dst_str, "T%u", reg);
1423     flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1424     shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1425     current_state->current_row = 0;
1426 }
1427
1428 static void pshader_hw_texdepth(const SHADER_OPCODE_ARG *arg)
1429 {
1430     SHADER_BUFFER* buffer = arg->buffer;
1431     char dst_name[50];
1432
1433     /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
1434      * which is essentially an input, is the destination register because it is the first
1435      * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
1436      * here
1437      */
1438     pshader_get_register_name(arg->shader, arg->dst, dst_name);
1439
1440     /* According to the msdn, the source register(must be r5) is unusable after
1441      * the texdepth instruction, so we're free to modify it
1442      */
1443     shader_addline(buffer, "MIN %s.y, %s.y, one.y;\n", dst_name, dst_name);
1444
1445     /* How to deal with the special case dst_name.g == 0? if r != 0, then
1446      * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1447      * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1448      */
1449     shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
1450     shader_addline(buffer, "MUL TMP.x, %s.x, %s.y;\n", dst_name, dst_name);
1451     shader_addline(buffer, "MIN TMP.x, TMP.x, one.x;\n");
1452     shader_addline(buffer, "MAX result.depth, TMP.x, 0.0;\n");
1453 }
1454
1455 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
1456  * Take a 3-component dot product of the TexCoord[dstreg] and src,
1457  * then perform a 1D texture lookup from stage dstregnum, place into dst. */
1458 static void pshader_hw_texdp3tex(const SHADER_OPCODE_ARG *arg)
1459 {
1460     SHADER_BUFFER* buffer = arg->buffer;
1461     DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
1462     char src0[50];
1463     char dst_str[8];
1464
1465     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0);
1466     shader_addline(buffer, "MOV TMP, 0.0;\n");
1467     shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", sampler_idx, src0);
1468
1469     sprintf(dst_str, "T%u", sampler_idx);
1470     shader_hw_sample(arg, sampler_idx, dst_str, "TMP", FALSE /* Only one coord, can't be projected */, FALSE);
1471 }
1472
1473 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
1474  * Take a 3-component dot product of the TexCoord[dstreg] and src. */
1475 static void pshader_hw_texdp3(const SHADER_OPCODE_ARG *arg)
1476 {
1477     char src0[50];
1478     char dst_str[50];
1479     char dst_mask[6];
1480     DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
1481     SHADER_BUFFER* buffer = arg->buffer;
1482
1483     /* Handle output register */
1484     pshader_get_register_name(arg->shader, arg->dst, dst_str);
1485     shader_arb_get_write_mask(arg, arg->dst, dst_mask);
1486
1487     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0);
1488     shader_addline(buffer, "DP3 %s%s, T%u, %s;\n", dst_str, dst_mask, dstreg, src0);
1489
1490     /* TODO: Handle output modifiers */
1491 }
1492
1493 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
1494  * Perform the 3rd row of a 3x3 matrix multiply */
1495 static void pshader_hw_texm3x3(const SHADER_OPCODE_ARG *arg)
1496 {
1497     SHADER_BUFFER* buffer = arg->buffer;
1498     char dst_str[50];
1499     char dst_mask[6];
1500     char src0[50];
1501     DWORD dst_reg = arg->dst & WINED3DSP_REGNUM_MASK;
1502
1503     pshader_get_register_name(arg->shader, arg->dst, dst_str);
1504     shader_arb_get_write_mask(arg, arg->dst, dst_mask);
1505
1506     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0);
1507     shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", dst_reg, src0);
1508     shader_addline(buffer, "MOV %s%s, TMP;\n", dst_str, dst_mask);
1509
1510     /* TODO: Handle output modifiers */
1511 }
1512
1513 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
1514  * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
1515  * Calculate tmp0.y = TexCoord[dstreg] . src.xyz;  (tmp0.x has already been calculated)
1516  * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
1517  */
1518 static void pshader_hw_texm3x2depth(const SHADER_OPCODE_ARG *arg)
1519 {
1520     SHADER_BUFFER* buffer = arg->buffer;
1521     DWORD dst_reg = arg->dst & WINED3DSP_REGNUM_MASK;
1522     char src0[50];
1523
1524     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0);
1525     shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", dst_reg, src0);
1526
1527     /* How to deal with the special case dst_name.g == 0? if r != 0, then
1528      * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1529      * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1530      */
1531     shader_addline(buffer, "RCP TMP.y, TMP.y;\n");
1532     shader_addline(buffer, "MUL TMP.x, TMP.x, TMP.y;\n");
1533     shader_addline(buffer, "MIN TMP.x, TMP.x, one.x;\n");
1534     shader_addline(buffer, "MAX result.depth, TMP.x, 0.0;\n");
1535 }
1536
1537 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1538     Vertex/Pixel shaders to ARB_vertex_program codes */
1539 static void shader_hw_mnxn(const SHADER_OPCODE_ARG *arg)
1540 {
1541     int i;
1542     int nComponents = 0;
1543     SHADER_OPCODE_ARG tmpArg;
1544     IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)arg->shader;
1545     const SHADER_OPCODE *opcode_table = shader->baseShader.shader_ins;
1546     DWORD shader_version = arg->reg_maps->shader_version;
1547
1548     memset(&tmpArg, 0, sizeof(SHADER_OPCODE_ARG));
1549
1550     /* Set constants for the temporary argument */
1551     tmpArg.shader      = arg->shader;
1552     tmpArg.buffer      = arg->buffer;
1553     tmpArg.src[0]      = arg->src[0];
1554     tmpArg.src_addr[0] = arg->src_addr[0];
1555     tmpArg.src_addr[1] = arg->src_addr[1];
1556     tmpArg.reg_maps = arg->reg_maps;
1557
1558     switch(arg->opcode->opcode) {
1559     case WINED3DSIO_M4x4:
1560         nComponents = 4;
1561         tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP4);
1562         break;
1563     case WINED3DSIO_M4x3:
1564         nComponents = 3;
1565         tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP4);
1566         break;
1567     case WINED3DSIO_M3x4:
1568         nComponents = 4;
1569         tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
1570         break;
1571     case WINED3DSIO_M3x3:
1572         nComponents = 3;
1573         tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
1574         break;
1575     case WINED3DSIO_M3x2:
1576         nComponents = 2;
1577         tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
1578         break;
1579     default:
1580         break;
1581     }
1582
1583     for (i = 0; i < nComponents; i++) {
1584         tmpArg.dst = ((arg->dst) & ~WINED3DSP_WRITEMASK_ALL)|(WINED3DSP_WRITEMASK_0<<i);
1585         tmpArg.src[1] = arg->src[1]+i;
1586         shader_hw_map2gl(&tmpArg);
1587     }
1588 }
1589
1590 static void vshader_hw_rsq_rcp(const SHADER_OPCODE_ARG *arg)
1591 {
1592     CONST SHADER_OPCODE* curOpcode = arg->opcode;
1593     SHADER_BUFFER* buffer = arg->buffer;
1594     DWORD dst = arg->dst;
1595     DWORD src = arg->src[0];
1596     DWORD swizzle = (src & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
1597     const char *instruction;
1598
1599     char tmpLine[256];
1600
1601     switch(curOpcode->opcode)
1602     {
1603         case WINED3DSIO_RSQ: instruction = "RSQ"; break;
1604         case WINED3DSIO_RCP: instruction = "RCP"; break;
1605         default: instruction = "";
1606             FIXME("Unhandled opcode %s\n", curOpcode->name);
1607             break;
1608     }
1609
1610     strcpy(tmpLine, instruction);
1611     vshader_program_add_param(arg, dst, FALSE, tmpLine); /* Destination */
1612     strcat(tmpLine, ",");
1613     vshader_program_add_param(arg, src, TRUE, tmpLine);
1614     if ((WINED3DSP_NOSWIZZLE >> WINED3DSP_SWIZZLE_SHIFT) == swizzle) {
1615         /* Dx sdk says .x is used if no swizzle is given, but our test shows that
1616          * .w is used
1617          */
1618         strcat(tmpLine, ".w");
1619     }
1620
1621     shader_addline(buffer, "%s;\n", tmpLine);
1622 }
1623
1624 static void shader_hw_nrm(const SHADER_OPCODE_ARG *arg)
1625 {
1626     SHADER_BUFFER* buffer = arg->buffer;
1627     char dst_name[50];
1628     char src_name[50];
1629     char dst_wmask[20];
1630     DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1631     BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
1632
1633     pshader_get_register_name(arg->shader, arg->dst, dst_name);
1634     shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
1635
1636     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name);
1637     shader_addline(buffer, "DP3 TMP, %s, %s;\n", src_name, src_name);
1638     shader_addline(buffer, "RSQ TMP, TMP.x;\n");
1639     /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
1640     shader_addline(buffer, "MUL%s %s%s, %s, TMP;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
1641                    src_name);
1642
1643     if (shift != 0)
1644         pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
1645 }
1646
1647 static void shader_hw_sincos(const SHADER_OPCODE_ARG *arg)
1648 {
1649     /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
1650      * must contain fixed constants. So we need a separate function to filter those constants and
1651      * can't use map2gl
1652      */
1653     SHADER_BUFFER* buffer = arg->buffer;
1654     char dst_name[50];
1655     char src_name[50];
1656     char dst_wmask[20];
1657     DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1658     BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
1659
1660     pshader_get_register_name(arg->shader, arg->dst, dst_name);
1661     shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
1662
1663     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name);
1664     shader_addline(buffer, "SCS%s %s%s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
1665                    src_name);
1666
1667     if (shift != 0)
1668         pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
1669
1670 }
1671
1672 static GLuint create_arb_blt_vertex_program(const WineD3D_GL_Info *gl_info)
1673 {
1674     GLuint program_id = 0;
1675     const char *blt_vprogram =
1676         "!!ARBvp1.0\n"
1677         "PARAM c[1] = { { 1, 0.5 } };\n"
1678         "MOV result.position, vertex.position;\n"
1679         "MOV result.color, c[0].x;\n"
1680         "MOV result.texcoord[0], vertex.texcoord[0];\n"
1681         "END\n";
1682
1683     GL_EXTCALL(glGenProgramsARB(1, &program_id));
1684     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
1685     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_vprogram), blt_vprogram));
1686
1687     if (glGetError() == GL_INVALID_OPERATION) {
1688         GLint pos;
1689         glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
1690         FIXME("Vertex program error at position %d: %s\n", pos,
1691             debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
1692     }
1693
1694     return program_id;
1695 }
1696
1697 static GLuint create_arb_blt_fragment_program(const WineD3D_GL_Info *gl_info, enum tex_types tex_type)
1698 {
1699     GLuint program_id = 0;
1700     static const char * const blt_fprograms[tex_type_count] =
1701     {
1702         /* tex_1d */
1703         NULL,
1704         /* tex_2d */
1705         "!!ARBfp1.0\n"
1706         "TEMP R0;\n"
1707         "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
1708         "MOV result.depth.z, R0.x;\n"
1709         "END\n",
1710         /* tex_3d */
1711         NULL,
1712         /* tex_cube */
1713         "!!ARBfp1.0\n"
1714         "TEMP R0;\n"
1715         "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
1716         "MOV result.depth.z, R0.x;\n"
1717         "END\n",
1718         /* tex_rect */
1719         "!!ARBfp1.0\n"
1720         "TEMP R0;\n"
1721         "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
1722         "MOV result.depth.z, R0.x;\n"
1723         "END\n",
1724     };
1725
1726     if (!blt_fprograms[tex_type])
1727     {
1728         FIXME("tex_type %#x not supported\n", tex_type);
1729         tex_type = tex_2d;
1730     }
1731
1732     GL_EXTCALL(glGenProgramsARB(1, &program_id));
1733     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
1734     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_fprograms[tex_type]), blt_fprograms[tex_type]));
1735
1736     if (glGetError() == GL_INVALID_OPERATION) {
1737         GLint pos;
1738         glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
1739         FIXME("Fragment program error at position %d: %s\n", pos,
1740             debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
1741     }
1742
1743     return program_id;
1744 }
1745
1746 static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
1747     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1748     struct shader_arb_priv *priv = This->shader_priv;
1749     const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1750
1751     if (useVS) {
1752         struct vs_compile_args compile_args;
1753
1754         TRACE("Using vertex shader\n");
1755         find_vs_compile_args((IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader, This->stateBlock, &compile_args);
1756         priv->current_vprogram_id = find_gl_vshader((IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader, &compile_args);
1757
1758         /* Bind the vertex program */
1759         GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
1760         checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
1761
1762         /* Enable OpenGL vertex programs */
1763         glEnable(GL_VERTEX_PROGRAM_ARB);
1764         checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1765         TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
1766     } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
1767         priv->current_vprogram_id = 0;
1768         glDisable(GL_VERTEX_PROGRAM_ARB);
1769         checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1770     }
1771
1772     if (usePS) {
1773         struct ps_compile_args compile_args;
1774         TRACE("Using pixel shader\n");
1775         find_ps_compile_args((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader, This->stateBlock, &compile_args);
1776         priv->current_fprogram_id = find_gl_pshader((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader,
1777                                                     &compile_args);
1778
1779         /* Bind the fragment program */
1780         GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
1781         checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
1782
1783         if(!priv->use_arbfp_fixed_func) {
1784             /* Enable OpenGL fragment programs */
1785             glEnable(GL_FRAGMENT_PROGRAM_ARB);
1786             checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1787         }
1788         TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
1789     } else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && !priv->use_arbfp_fixed_func) {
1790         /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
1791          * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
1792          * replacement shader
1793          */
1794         glDisable(GL_FRAGMENT_PROGRAM_ARB);
1795         checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1796         priv->current_fprogram_id = 0;
1797     }
1798 }
1799
1800 static void shader_arb_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
1801     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1802     struct shader_arb_priv *priv = This->shader_priv;
1803     GLuint *blt_fprogram = &priv->depth_blt_fprogram_id[tex_type];
1804     const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1805
1806     if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
1807     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
1808     glEnable(GL_VERTEX_PROGRAM_ARB);
1809
1810     if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type);
1811     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
1812     glEnable(GL_FRAGMENT_PROGRAM_ARB);
1813 }
1814
1815 static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) {
1816     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1817     struct shader_arb_priv *priv = This->shader_priv;
1818     const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1819
1820     if (priv->current_vprogram_id) {
1821         GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
1822         checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
1823
1824         glEnable(GL_VERTEX_PROGRAM_ARB);
1825         checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1826
1827         TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
1828     } else {
1829         glDisable(GL_VERTEX_PROGRAM_ARB);
1830         checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1831     }
1832
1833     if (priv->current_fprogram_id) {
1834         GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
1835         checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
1836
1837         glEnable(GL_FRAGMENT_PROGRAM_ARB);
1838         checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1839
1840         TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
1841     } else {
1842         glDisable(GL_FRAGMENT_PROGRAM_ARB);
1843         checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1844     }
1845 }
1846
1847 static void shader_arb_destroy(IWineD3DBaseShader *iface) {
1848     IWineD3DBaseShaderImpl *baseShader = (IWineD3DBaseShaderImpl *) iface;
1849     const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)baseShader->baseShader.device)->adapter->gl_info;
1850
1851     if (shader_is_pshader_version(baseShader->baseShader.reg_maps.shader_version))
1852     {
1853         IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
1854         UINT i;
1855
1856         ENTER_GL();
1857         for(i = 0; i < This->num_gl_shaders; i++) {
1858             GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId));
1859             checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId))");
1860         }
1861         LEAVE_GL();
1862         HeapFree(GetProcessHeap(), 0, This->gl_shaders);
1863         This->gl_shaders = NULL;
1864         This->num_gl_shaders = 0;
1865         This->shader_array_size = 0;
1866     } else {
1867         IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *) iface;
1868         UINT i;
1869
1870         ENTER_GL();
1871         for(i = 0; i < This->num_gl_shaders; i++) {
1872             GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId));
1873             checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId))");
1874         }
1875         LEAVE_GL();
1876         HeapFree(GetProcessHeap(), 0, This->gl_shaders);
1877         This->gl_shaders = NULL;
1878         This->num_gl_shaders = 0;
1879         This->shader_array_size = 0;
1880     }
1881 }
1882
1883 static HRESULT shader_arb_alloc(IWineD3DDevice *iface) {
1884     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1885     This->shader_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
1886     return WINED3D_OK;
1887 }
1888
1889 static void shader_arb_free(IWineD3DDevice *iface) {
1890     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1891     const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1892     struct shader_arb_priv *priv = This->shader_priv;
1893     int i;
1894
1895     if(priv->depth_blt_vprogram_id) {
1896         GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
1897     }
1898     for (i = 0; i < tex_type_count; ++i) {
1899         if (priv->depth_blt_fprogram_id[i]) {
1900             GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id[i]));
1901         }
1902     }
1903
1904     HeapFree(GetProcessHeap(), 0, This->shader_priv);
1905 }
1906
1907 static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) {
1908     return TRUE;
1909 }
1910
1911 static void arbfp_add_sRGB_correction(SHADER_BUFFER *buffer, const char *fragcolor, const char *tmp1,
1912                                       const char *tmp2, const char *tmp3, const char *tmp4) {
1913     /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
1914
1915     /* Calculate the > 0.0031308 case */
1916     shader_addline(buffer, "POW %s.x, %s.x, srgb_pow.x;\n", tmp1, fragcolor);
1917     shader_addline(buffer, "POW %s.y, %s.y, srgb_pow.y;\n", tmp1, fragcolor);
1918     shader_addline(buffer, "POW %s.z, %s.z, srgb_pow.z;\n", tmp1, fragcolor);
1919     shader_addline(buffer, "MUL %s, %s, srgb_mul_hi;\n", tmp1, tmp1);
1920     shader_addline(buffer, "SUB %s, %s, srgb_sub_hi;\n", tmp1, tmp1);
1921     /* Calculate the < case */
1922     shader_addline(buffer, "MUL %s, srgb_mul_low, %s;\n", tmp2, fragcolor);
1923     /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
1924     shader_addline(buffer, "SLT %s, srgb_comparison, %s;\n", tmp3, fragcolor);
1925     shader_addline(buffer, "SGE %s, srgb_comparison, %s;\n", tmp4, fragcolor);
1926     /* Store the components > 0.0031308 in the destination */
1927     shader_addline(buffer, "MUL %s, %s, %s;\n", fragcolor, tmp1, tmp3);
1928     /* Add the components that are < 0.0031308 */
1929     shader_addline(buffer, "MAD result.color.xyz, %s, %s, %s;\n", tmp2, tmp4, fragcolor);
1930     /* [0.0;1.0] clamping. Not needed, this is done implicitly */
1931 }
1932
1933 static GLuint shader_arb_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer, const struct ps_compile_args *args) {
1934     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
1935     const shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
1936     CONST DWORD *function = This->baseShader.function;
1937     DWORD shader_version = reg_maps->shader_version;
1938     const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
1939     const local_constant *lconst;
1940     GLuint retval;
1941     const char *fragcolor;
1942
1943     /*  Create the hw ARB shader */
1944     shader_addline(buffer, "!!ARBfp1.0\n");
1945
1946     if (shader_version < WINED3DPS_VERSION(3,0)) {
1947         switch(args->fog) {
1948             case FOG_OFF:
1949                 break;
1950             case FOG_LINEAR:
1951                 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
1952                 break;
1953             case FOG_EXP:
1954                 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
1955                 break;
1956             case FOG_EXP2:
1957                 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
1958                 break;
1959         }
1960     }
1961
1962     shader_addline(buffer, "TEMP TMP;\n");     /* Used in matrix ops */
1963     shader_addline(buffer, "TEMP TMP2;\n");    /* Used in matrix ops */
1964     shader_addline(buffer, "TEMP TA;\n");      /* Used for modifiers */
1965     shader_addline(buffer, "TEMP TB;\n");      /* Used for modifiers */
1966     shader_addline(buffer, "TEMP TC;\n");      /* Used for modifiers */
1967     shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
1968     shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
1969     shader_addline(buffer, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
1970
1971     if (shader_version < WINED3DPS_VERSION(2,0)) {
1972         fragcolor = "R0";
1973     } else {
1974         shader_addline(buffer, "TEMP TMP_COLOR;\n");
1975         fragcolor = "TMP_COLOR";
1976     }
1977
1978     /* Base Declarations */
1979     shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION);
1980
1981     /* Base Shader Body */
1982     shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
1983
1984     if(args->srgb_correction) {
1985         arbfp_add_sRGB_correction(buffer, fragcolor, "TMP", "TMP2", "TA", "TB");
1986     }
1987     shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
1988     shader_addline(buffer, "END\n");
1989
1990     /* TODO: change to resource.glObjectHandle or something like that */
1991     GL_EXTCALL(glGenProgramsARB(1, &retval));
1992
1993     TRACE("Creating a hw pixel shader, prg=%d\n", retval);
1994     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
1995
1996     TRACE("Created hw pixel shader, prg=%d\n", retval);
1997     /* Create the program and check for errors */
1998     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
1999                buffer->bsize, buffer->buffer));
2000
2001     if (glGetError() == GL_INVALID_OPERATION) {
2002         GLint errPos;
2003         glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
2004         FIXME("HW PixelShader Error at position %d: %s\n",
2005               errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2006         retval = 0;
2007     }
2008
2009     /* Load immediate constants */
2010     if(!This->baseShader.load_local_constsF) {
2011         LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2012             const float *value = (const float *)lconst->value;
2013             GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst->idx, value));
2014             checkGLcall("glProgramLocalParameter4fvARB");
2015         }
2016     }
2017
2018     return retval;
2019 }
2020
2021 static GLuint shader_arb_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer, const struct vs_compile_args *args) {
2022     IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
2023     const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
2024     CONST DWORD *function = This->baseShader.function;
2025     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
2026     const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
2027     const local_constant *lconst;
2028     GLuint ret;
2029
2030     /*  Create the hw ARB shader */
2031     shader_addline(buffer, "!!ARBvp1.0\n");
2032     shader_addline(buffer, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This->rel_offset);
2033
2034     /* Mesa supports only 95 constants */
2035     if (GL_VEND(MESA) || GL_VEND(WINE))
2036         This->baseShader.limits.constant_float =
2037                 min(95, This->baseShader.limits.constant_float);
2038
2039     shader_addline(buffer, "TEMP TMP;\n");
2040
2041     /* Base Declarations */
2042     shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION);
2043
2044     /* We need a constant to fixup the final position */
2045     shader_addline(buffer, "PARAM posFixup = program.env[%d];\n", ARB_SHADER_PRIVCONST_POS);
2046
2047     /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
2048      * for output parameters. D3D in theory does not do that either, but some applications depend on a
2049      * proper initialization of the secondary color, and programs using the fixed function pipeline without
2050      * a replacement shader depend on the texcoord.w being set properly.
2051      *
2052      * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
2053      * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
2054      * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
2055      * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
2056      * this can eat a number of instructions, so skip it unless this cap is set as well
2057      */
2058     if(!GL_SUPPORT(NV_VERTEX_PROGRAM)) {
2059         shader_addline(buffer, "MOV result.color.secondary, -helper_const.wwwy;\n");
2060
2061         if((GLINFO_LOCATION).set_texcoord_w && !device->frag_pipe->ffp_proj_control) {
2062             int i;
2063             for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
2064                 if(This->baseShader.reg_maps.texcoord_mask[i] != 0 &&
2065                 This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
2066                     shader_addline(buffer, "MOV result.texcoord[%u].w, -helper_const.y;\n", i);
2067                 }
2068             }
2069         }
2070     }
2071
2072     /* Base Shader Body */
2073     shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
2074
2075     /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
2076      * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
2077      * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
2078      * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
2079      */
2080     if(args->fog_src == VS_FOG_Z) {
2081         shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
2082     } else if (!reg_maps->fog) {
2083         shader_addline(buffer, "MOV result.fogcoord, 0.0;\n");
2084     }
2085
2086     /* Write the final position.
2087      *
2088      * OpenGL coordinates specify the center of the pixel while d3d coords specify
2089      * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
2090      * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
2091      * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
2092      */
2093     shader_addline(buffer, "MUL TMP, posFixup, TMP_OUT.w;\n");
2094     shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TMP.z;\n");
2095     shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TMP.w;\n");
2096
2097     /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
2098      * and the glsl equivalent
2099      */
2100     shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
2101
2102     shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
2103
2104     shader_addline(buffer, "END\n");
2105
2106     /* TODO: change to resource.glObjectHandle or something like that */
2107     GL_EXTCALL(glGenProgramsARB(1, &ret));
2108
2109     TRACE("Creating a hw vertex shader, prg=%d\n", ret);
2110     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
2111
2112     TRACE("Created hw vertex shader, prg=%d\n", ret);
2113     /* Create the program and check for errors */
2114     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2115                buffer->bsize, buffer->buffer));
2116
2117     if (glGetError() == GL_INVALID_OPERATION) {
2118         GLint errPos;
2119         glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
2120         FIXME("HW VertexShader Error at position %d: %s\n",
2121               errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2122         ret = -1;
2123     } else {
2124         /* Load immediate constants */
2125         if(!This->baseShader.load_local_constsF) {
2126             LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2127                 const float *value = (const float *)lconst->value;
2128                 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst->idx, value));
2129             }
2130         }
2131     }
2132     return ret;
2133 }
2134
2135 static void shader_arb_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
2136 {
2137     /* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps,
2138      * then overwrite the shader specific ones
2139      */
2140     none_shader_backend.shader_get_caps(devtype, gl_info, pCaps);
2141
2142     if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
2143         pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
2144         TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
2145         pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
2146     }
2147
2148     if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2149         pCaps->PixelShaderVersion    = WINED3DPS_VERSION(1,4);
2150         pCaps->PixelShader1xMaxValue = 8.0;
2151         TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
2152     }
2153 }
2154
2155 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
2156 {
2157     if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
2158     {
2159         TRACE("Checking support for color_fixup:\n");
2160         dump_color_fixup_desc(fixup);
2161     }
2162
2163     /* We support everything except YUV conversions. */
2164     if (!is_yuv_fixup(fixup))
2165     {
2166         TRACE("[OK]\n");
2167         return TRUE;
2168     }
2169
2170     TRACE("[FAILED]\n");
2171     return FALSE;
2172 }
2173
2174 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
2175 {
2176     /* WINED3DSIH_ABS           */ shader_hw_map2gl,
2177     /* WINED3DSIH_ADD           */ shader_hw_map2gl,
2178     /* WINED3DSIH_BEM           */ pshader_hw_bem,
2179     /* WINED3DSIH_BREAK         */ NULL,
2180     /* WINED3DSIH_BREAKC        */ NULL,
2181     /* WINED3DSIH_BREAKP        */ NULL,
2182     /* WINED3DSIH_CALL          */ NULL,
2183     /* WINED3DSIH_CALLNZ        */ NULL,
2184     /* WINED3DSIH_CMP           */ pshader_hw_cmp,
2185     /* WINED3DSIH_CND           */ pshader_hw_cnd,
2186     /* WINED3DSIH_CRS           */ shader_hw_map2gl,
2187     /* WINED3DSIH_DCL           */ NULL,
2188     /* WINED3DSIH_DEF           */ NULL,
2189     /* WINED3DSIH_DEFB          */ NULL,
2190     /* WINED3DSIH_DEFI          */ NULL,
2191     /* WINED3DSIH_DP2ADD        */ pshader_hw_dp2add,
2192     /* WINED3DSIH_DP3           */ shader_hw_map2gl,
2193     /* WINED3DSIH_DP4           */ shader_hw_map2gl,
2194     /* WINED3DSIH_DST           */ shader_hw_map2gl,
2195     /* WINED3DSIH_DSX           */ NULL,
2196     /* WINED3DSIH_DSY           */ NULL,
2197     /* WINED3DSIH_ELSE          */ NULL,
2198     /* WINED3DSIH_ENDIF         */ NULL,
2199     /* WINED3DSIH_ENDLOOP       */ NULL,
2200     /* WINED3DSIH_ENDREP        */ NULL,
2201     /* WINED3DSIH_EXP           */ shader_hw_map2gl,
2202     /* WINED3DSIH_EXPP          */ shader_hw_map2gl,
2203     /* WINED3DSIH_FRC           */ shader_hw_map2gl,
2204     /* WINED3DSIH_IF            */ NULL,
2205     /* WINED3DSIH_IFC           */ NULL,
2206     /* WINED3DSIH_LABEL         */ NULL,
2207     /* WINED3DSIH_LIT           */ shader_hw_map2gl,
2208     /* WINED3DSIH_LOG           */ shader_hw_map2gl,
2209     /* WINED3DSIH_LOGP          */ shader_hw_map2gl,
2210     /* WINED3DSIH_LOOP          */ NULL,
2211     /* WINED3DSIH_LRP           */ shader_hw_map2gl,
2212     /* WINED3DSIH_M3x2          */ shader_hw_mnxn,
2213     /* WINED3DSIH_M3x3          */ shader_hw_mnxn,
2214     /* WINED3DSIH_M3x4          */ shader_hw_mnxn,
2215     /* WINED3DSIH_M4x3          */ shader_hw_mnxn,
2216     /* WINED3DSIH_M4x4          */ shader_hw_mnxn,
2217     /* WINED3DSIH_MAD           */ shader_hw_map2gl,
2218     /* WINED3DSIH_MAX           */ shader_hw_map2gl,
2219     /* WINED3DSIH_MIN           */ shader_hw_map2gl,
2220     /* WINED3DSIH_MOV           */ shader_hw_mov,
2221     /* WINED3DSIH_MOVA          */ shader_hw_mov,
2222     /* WINED3DSIH_MUL           */ shader_hw_map2gl,
2223     /* WINED3DSIH_NOP           */ shader_hw_map2gl,
2224     /* WINED3DSIH_NRM           */ shader_hw_nrm,
2225     /* WINED3DSIH_PHASE         */ NULL,
2226     /* WINED3DSIH_POW           */ shader_hw_map2gl,
2227     /* WINED3DSIH_RCP           */ vshader_hw_rsq_rcp,
2228     /* WINED3DSIH_REP           */ NULL,
2229     /* WINED3DSIH_RET           */ NULL,
2230     /* WINED3DSIH_RSQ           */ vshader_hw_rsq_rcp,
2231     /* WINED3DSIH_SETP          */ NULL,
2232     /* WINED3DSIH_SGE           */ shader_hw_map2gl,
2233     /* WINED3DSIH_SGN           */ NULL,
2234     /* WINED3DSIH_SINCOS        */ shader_hw_sincos,
2235     /* WINED3DSIH_SLT           */ shader_hw_map2gl,
2236     /* WINED3DSIH_SUB           */ shader_hw_map2gl,
2237     /* WINED3DSIH_TEX           */ pshader_hw_tex,
2238     /* WINED3DSIH_TEXBEM        */ pshader_hw_texbem,
2239     /* WINED3DSIH_TEXBEML       */ pshader_hw_texbem,
2240     /* WINED3DSIH_TEXCOORD      */ pshader_hw_texcoord,
2241     /* WINED3DSIH_TEXDEPTH      */ pshader_hw_texdepth,
2242     /* WINED3DSIH_TEXDP3        */ pshader_hw_texdp3,
2243     /* WINED3DSIH_TEXDP3TEX     */ pshader_hw_texdp3tex,
2244     /* WINED3DSIH_TEXKILL       */ pshader_hw_texkill,
2245     /* WINED3DSIH_TEXLDD        */ NULL,
2246     /* WINED3DSIH_TEXLDL        */ NULL,
2247     /* WINED3DSIH_TEXM3x2DEPTH  */ pshader_hw_texm3x2depth,
2248     /* WINED3DSIH_TEXM3x2PAD    */ pshader_hw_texm3x2pad,
2249     /* WINED3DSIH_TEXM3x2TEX    */ pshader_hw_texm3x2tex,
2250     /* WINED3DSIH_TEXM3x3       */ pshader_hw_texm3x3,
2251     /* WINED3DSIH_TEXM3x3DIFF   */ NULL,
2252     /* WINED3DSIH_TEXM3x3PAD    */ pshader_hw_texm3x3pad,
2253     /* WINED3DSIH_TEXM3x3SPEC   */ pshader_hw_texm3x3spec,
2254     /* WINED3DSIH_TEXM3x3TEX    */ pshader_hw_texm3x3tex,
2255     /* WINED3DSIH_TEXM3x3VSPEC  */ pshader_hw_texm3x3vspec,
2256     /* WINED3DSIH_TEXREG2AR     */ pshader_hw_texreg2ar,
2257     /* WINED3DSIH_TEXREG2GB     */ pshader_hw_texreg2gb,
2258     /* WINED3DSIH_TEXREG2RGB    */ pshader_hw_texreg2rgb,
2259 };
2260
2261 const shader_backend_t arb_program_shader_backend = {
2262     shader_arb_instruction_handler_table,
2263     shader_arb_select,
2264     shader_arb_select_depth_blt,
2265     shader_arb_deselect_depth_blt,
2266     shader_arb_update_float_vertex_constants,
2267     shader_arb_update_float_pixel_constants,
2268     shader_arb_load_constants,
2269     shader_arb_destroy,
2270     shader_arb_alloc,
2271     shader_arb_free,
2272     shader_arb_dirty_const,
2273     shader_arb_generate_pshader,
2274     shader_arb_generate_vshader,
2275     shader_arb_get_caps,
2276     shader_arb_color_fixup_supported,
2277 };
2278
2279 /* ARB_fragment_program fixed function pipeline replacement definitions */
2280 #define ARB_FFP_CONST_TFACTOR           0
2281 #define ARB_FFP_CONST_SPECULAR_ENABLE   ((ARB_FFP_CONST_TFACTOR) + 1)
2282 #define ARB_FFP_CONST_CONSTANT(i)       ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
2283 #define ARB_FFP_CONST_BUMPMAT(i)        ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
2284 #define ARB_FFP_CONST_LUMINANCE(i)      ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
2285
2286 struct arbfp_ffp_desc
2287 {
2288     struct ffp_frag_desc parent;
2289     GLuint shader;
2290     unsigned int num_textures_used;
2291 };
2292
2293 static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) {
2294     if(enable) {
2295         glEnable(GL_FRAGMENT_PROGRAM_ARB);
2296         checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
2297     } else {
2298         glDisable(GL_FRAGMENT_PROGRAM_ARB);
2299         checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
2300     }
2301 }
2302
2303 static HRESULT arbfp_alloc(IWineD3DDevice *iface) {
2304     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2305     struct shader_arb_priv *priv;
2306     /* Share private data between the shader backend and the pipeline replacement, if both
2307      * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
2308      * if no pixel shader is bound or not
2309      */
2310     if(This->shader_backend == &arb_program_shader_backend) {
2311         This->fragment_priv = This->shader_priv;
2312     } else {
2313         This->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
2314         if(!This->fragment_priv) return E_OUTOFMEMORY;
2315     }
2316     priv = This->fragment_priv;
2317     priv->fragment_shaders = hash_table_create(ffp_frag_program_key_hash, ffp_frag_program_key_compare);
2318     priv->use_arbfp_fixed_func = TRUE;
2319     return WINED3D_OK;
2320 }
2321
2322 static void arbfp_free_ffpshader(void *value, void *gli) {
2323     const WineD3D_GL_Info *gl_info = gli;
2324     struct arbfp_ffp_desc *entry_arb = value;
2325
2326     ENTER_GL();
2327     GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
2328     checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
2329     HeapFree(GetProcessHeap(), 0, entry_arb);
2330     LEAVE_GL();
2331 }
2332
2333 static void arbfp_free(IWineD3DDevice *iface) {
2334     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2335     struct shader_arb_priv *priv = This->fragment_priv;
2336
2337     hash_table_destroy(priv->fragment_shaders, arbfp_free_ffpshader, &This->adapter->gl_info);
2338     priv->use_arbfp_fixed_func = FALSE;
2339
2340     if(This->shader_backend != &arb_program_shader_backend) {
2341         HeapFree(GetProcessHeap(), 0, This->fragment_priv);
2342     }
2343 }
2344
2345 static void arbfp_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps)
2346 {
2347     caps->TextureOpCaps =  WINED3DTEXOPCAPS_DISABLE                     |
2348                            WINED3DTEXOPCAPS_SELECTARG1                  |
2349                            WINED3DTEXOPCAPS_SELECTARG2                  |
2350                            WINED3DTEXOPCAPS_MODULATE4X                  |
2351                            WINED3DTEXOPCAPS_MODULATE2X                  |
2352                            WINED3DTEXOPCAPS_MODULATE                    |
2353                            WINED3DTEXOPCAPS_ADDSIGNED2X                 |
2354                            WINED3DTEXOPCAPS_ADDSIGNED                   |
2355                            WINED3DTEXOPCAPS_ADD                         |
2356                            WINED3DTEXOPCAPS_SUBTRACT                    |
2357                            WINED3DTEXOPCAPS_ADDSMOOTH                   |
2358                            WINED3DTEXOPCAPS_BLENDCURRENTALPHA           |
2359                            WINED3DTEXOPCAPS_BLENDFACTORALPHA            |
2360                            WINED3DTEXOPCAPS_BLENDTEXTUREALPHA           |
2361                            WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA           |
2362                            WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM         |
2363                            WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR      |
2364                            WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA      |
2365                            WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA   |
2366                            WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR   |
2367                            WINED3DTEXOPCAPS_DOTPRODUCT3                 |
2368                            WINED3DTEXOPCAPS_MULTIPLYADD                 |
2369                            WINED3DTEXOPCAPS_LERP                        |
2370                            WINED3DTEXOPCAPS_BUMPENVMAP                  |
2371                            WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
2372
2373     /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
2374
2375     caps->MaxTextureBlendStages   = 8;
2376     caps->MaxSimultaneousTextures = min(GL_LIMITS(fragment_samplers), 8);
2377
2378     caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
2379 }
2380 #undef GLINFO_LOCATION
2381
2382 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
2383 static void state_texfactor_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2384     float col[4];
2385     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2386
2387     /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
2388      * application provided constants
2389      */
2390     if(device->shader_backend == &arb_program_shader_backend) {
2391         if (use_ps(stateblock)) return;
2392
2393         device = stateblock->wineD3DDevice;
2394         device->activeContext->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
2395         device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
2396     }
2397
2398     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
2399     GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
2400     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
2401
2402 }
2403
2404 static void state_arb_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2405     float col[4];
2406     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2407
2408     /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
2409      * application provided constants
2410      */
2411     if(device->shader_backend == &arb_program_shader_backend) {
2412         if (use_ps(stateblock)) return;
2413
2414         device = stateblock->wineD3DDevice;
2415         device->activeContext->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
2416         device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
2417     }
2418
2419     if(stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
2420         /* The specular color has no alpha */
2421         col[0] = 1.0; col[1] = 1.0;
2422         col[2] = 1.0; col[3] = 0.0;
2423     } else {
2424         col[0] = 0.0; col[1] = 0.0;
2425         col[2] = 0.0; col[3] = 0.0;
2426     }
2427     GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
2428     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
2429 }
2430
2431 static void set_bumpmat_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2432     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
2433     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2434     float mat[2][2];
2435
2436     if (use_ps(stateblock))
2437     {
2438         if(stage != 0 &&
2439            ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) {
2440             /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
2441              * anyway
2442              */
2443             if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
2444                 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
2445             }
2446         }
2447
2448         if(device->shader_backend == &arb_program_shader_backend) {
2449             /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
2450             return;
2451         }
2452     } else if(device->shader_backend == &arb_program_shader_backend) {
2453         device->activeContext->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
2454         device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
2455     }
2456
2457     mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
2458     mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
2459     mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
2460     mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
2461
2462     GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
2463     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
2464 }
2465
2466 static void tex_bumpenvlum_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2467     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
2468     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2469     float param[4];
2470
2471     if (use_ps(stateblock))
2472     {
2473         if(stage != 0 &&
2474            ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
2475             /* The pixel shader has to know the luminance offset. Do a constants update if it
2476              * isn't scheduled anyway
2477              */
2478             if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
2479                 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
2480             }
2481         }
2482
2483         if(device->shader_backend == &arb_program_shader_backend) {
2484             /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
2485             return;
2486         }
2487     } else if(device->shader_backend == &arb_program_shader_backend) {
2488         device->activeContext->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
2489         device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
2490     }
2491
2492     param[0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE]);
2493     param[1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET]);
2494     param[2] = 0.0;
2495     param[3] = 0.0;
2496
2497     GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
2498     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
2499 }
2500
2501 static const char *get_argreg(SHADER_BUFFER *buffer, DWORD argnum, unsigned int stage, DWORD arg) {
2502     const char *ret;
2503
2504     if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
2505
2506     switch(arg & WINED3DTA_SELECTMASK) {
2507         case WINED3DTA_DIFFUSE:
2508             ret = "fragment.color.primary"; break;
2509
2510         case WINED3DTA_CURRENT:
2511             if(stage == 0) ret = "fragment.color.primary";
2512             else ret = "ret";
2513             break;
2514
2515         case WINED3DTA_TEXTURE:
2516             switch(stage) {
2517                 case 0: ret = "tex0"; break;
2518                 case 1: ret = "tex1"; break;
2519                 case 2: ret = "tex2"; break;
2520                 case 3: ret = "tex3"; break;
2521                 case 4: ret = "tex4"; break;
2522                 case 5: ret = "tex5"; break;
2523                 case 6: ret = "tex6"; break;
2524                 case 7: ret = "tex7"; break;
2525                 default: ret = "unknown texture";
2526             }
2527             break;
2528
2529         case WINED3DTA_TFACTOR:
2530             ret = "tfactor"; break;
2531
2532         case WINED3DTA_SPECULAR:
2533             ret = "fragment.color.secondary"; break;
2534
2535         case WINED3DTA_TEMP:
2536             ret = "tempreg"; break;
2537
2538         case WINED3DTA_CONSTANT:
2539             FIXME("Implement perstage constants\n");
2540             switch(stage) {
2541                 case 0: ret = "const0"; break;
2542                 case 1: ret = "const1"; break;
2543                 case 2: ret = "const2"; break;
2544                 case 3: ret = "const3"; break;
2545                 case 4: ret = "const4"; break;
2546                 case 5: ret = "const5"; break;
2547                 case 6: ret = "const6"; break;
2548                 case 7: ret = "const7"; break;
2549                 default: ret = "unknown constant";
2550             }
2551             break;
2552
2553         default:
2554             return "unknown";
2555     }
2556
2557     if(arg & WINED3DTA_COMPLEMENT) {
2558         shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
2559         if(argnum == 0) ret = "arg0";
2560         if(argnum == 1) ret = "arg1";
2561         if(argnum == 2) ret = "arg2";
2562     }
2563     if(arg & WINED3DTA_ALPHAREPLICATE) {
2564         shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
2565         if(argnum == 0) ret = "arg0";
2566         if(argnum == 1) ret = "arg1";
2567         if(argnum == 2) ret = "arg2";
2568     }
2569     return ret;
2570 }
2571
2572 static void gen_ffp_instr(SHADER_BUFFER *buffer, unsigned int stage, BOOL color, BOOL alpha,
2573                           DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2) {
2574     const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
2575     unsigned int mul = 1;
2576     BOOL mul_final_dest = FALSE;
2577
2578     if(color && alpha) dstmask = "";
2579     else if(color) dstmask = ".xyz";
2580     else dstmask = ".w";
2581
2582     if(dst == tempreg) dstreg = "tempreg";
2583     else dstreg = "ret";
2584
2585     arg0 = get_argreg(buffer, 0, stage, dw_arg0);
2586     arg1 = get_argreg(buffer, 1, stage, dw_arg1);
2587     arg2 = get_argreg(buffer, 2, stage, dw_arg2);
2588
2589     switch(op) {
2590         case WINED3DTOP_DISABLE:
2591             if(stage == 0) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
2592             break;
2593
2594         case WINED3DTOP_SELECTARG2:
2595             arg1 = arg2;
2596         case WINED3DTOP_SELECTARG1:
2597             shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
2598             break;
2599
2600         case WINED3DTOP_MODULATE4X:
2601             mul = 2;
2602         case WINED3DTOP_MODULATE2X:
2603             mul *= 2;
2604             if(strcmp(dstreg, "result.color") == 0) {
2605                 dstreg = "ret";
2606                 mul_final_dest = TRUE;
2607             }
2608         case WINED3DTOP_MODULATE:
2609             shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2610             break;
2611
2612         case WINED3DTOP_ADDSIGNED2X:
2613             mul = 2;
2614             if(strcmp(dstreg, "result.color") == 0) {
2615                 dstreg = "ret";
2616                 mul_final_dest = TRUE;
2617             }
2618         case WINED3DTOP_ADDSIGNED:
2619             shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
2620             arg2 = "arg2";
2621         case WINED3DTOP_ADD:
2622             shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2623             break;
2624
2625         case WINED3DTOP_SUBTRACT:
2626             shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2627             break;
2628
2629         case WINED3DTOP_ADDSMOOTH:
2630             shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
2631             shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
2632             break;
2633
2634         case WINED3DTOP_BLENDCURRENTALPHA:
2635             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
2636             shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2637             break;
2638         case WINED3DTOP_BLENDFACTORALPHA:
2639             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
2640             shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2641             break;
2642         case WINED3DTOP_BLENDTEXTUREALPHA:
2643             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
2644             shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2645             break;
2646         case WINED3DTOP_BLENDDIFFUSEALPHA:
2647             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
2648             shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2649             break;
2650
2651         case WINED3DTOP_BLENDTEXTUREALPHAPM:
2652             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
2653             shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
2654             shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
2655             break;
2656
2657         /* D3DTOP_PREMODULATE ???? */
2658
2659         case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2660             shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
2661             shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
2662             break;
2663         case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2664             shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
2665             break;
2666         case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2667             shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
2668             shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
2669             break;
2670         case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2671             shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
2672             break;
2673
2674         case WINED3DTOP_DOTPRODUCT3:
2675             mul = 4;
2676             if(strcmp(dstreg, "result.color") == 0) {
2677                 dstreg = "ret";
2678                 mul_final_dest = TRUE;
2679             }
2680             shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
2681             shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
2682             shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
2683             break;
2684
2685         case WINED3DTOP_MULTIPLYADD:
2686             shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
2687             break;
2688
2689         case WINED3DTOP_LERP:
2690             /* The msdn is not quite right here */
2691             shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2692             break;
2693
2694         case WINED3DTOP_BUMPENVMAP:
2695         case WINED3DTOP_BUMPENVMAPLUMINANCE:
2696             /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
2697             break;
2698
2699         default:
2700             FIXME("Unhandled texture op %08x\n", op);
2701     }
2702
2703     if(mul == 2) {
2704         shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
2705     } else if(mul == 4) {
2706         shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
2707     }
2708 }
2709
2710 /* The stateblock is passed for GLINFO_LOCATION */
2711 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWineD3DStateBlockImpl *stateblock)
2712 {
2713     unsigned int stage;
2714     SHADER_BUFFER buffer;
2715     BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
2716     BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
2717     BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
2718     const char *textype;
2719     const char *instr, *sat;
2720     char colorcor_dst[8];
2721     GLuint ret;
2722     DWORD arg0, arg1, arg2;
2723     BOOL tempreg_used = FALSE, tfactor_used = FALSE;
2724     BOOL op_equal;
2725     const char *final_combiner_src = "ret";
2726
2727     /* Find out which textures are read */
2728     for(stage = 0; stage < MAX_TEXTURES; stage++) {
2729         if(settings->op[stage].cop == WINED3DTOP_DISABLE) break;
2730         arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
2731         arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
2732         arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
2733         if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2734         if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2735         if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2736
2737         if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) tex_read[stage] = TRUE;
2738         if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHAPM) tex_read[stage] = TRUE;
2739         if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP) {
2740             bump_used[stage] = TRUE;
2741             tex_read[stage] = TRUE;
2742         }
2743         if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
2744             bump_used[stage] = TRUE;
2745             tex_read[stage] = TRUE;
2746             luminance_used[stage] = TRUE;
2747         } else if(settings->op[stage].cop == WINED3DTOP_BLENDFACTORALPHA) {
2748             tfactor_used = TRUE;
2749         }
2750
2751         if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
2752             tfactor_used = TRUE;
2753         }
2754
2755         if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
2756         if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
2757             tempreg_used = TRUE;
2758         }
2759
2760         if(settings->op[stage].aop == WINED3DTOP_DISABLE) continue;
2761         arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
2762         arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
2763         arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
2764         if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2765         if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2766         if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2767
2768         if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
2769             tempreg_used = TRUE;
2770         }
2771         if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
2772             tfactor_used = TRUE;
2773         }
2774     }
2775
2776     /* Shader header */
2777     shader_buffer_init(&buffer);
2778
2779     shader_addline(&buffer, "!!ARBfp1.0\n");
2780
2781     switch(settings->fog) {
2782         case FOG_OFF:                                                         break;
2783         case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
2784         case FOG_EXP:    shader_addline(&buffer, "OPTION ARB_fog_exp;\n");    break;
2785         case FOG_EXP2:   shader_addline(&buffer, "OPTION ARB_fog_exp2;\n");   break;
2786         default: FIXME("Unexpected fog setting %d\n", settings->fog);
2787     }
2788
2789     shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
2790     shader_addline(&buffer, "TEMP TMP;\n");
2791     shader_addline(&buffer, "TEMP ret;\n");
2792     if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
2793     shader_addline(&buffer, "TEMP arg0;\n");
2794     shader_addline(&buffer, "TEMP arg1;\n");
2795     shader_addline(&buffer, "TEMP arg2;\n");
2796     for(stage = 0; stage < MAX_TEXTURES; stage++) {
2797         if(!tex_read[stage]) continue;
2798         shader_addline(&buffer, "TEMP tex%u;\n", stage);
2799         if(!bump_used[stage]) continue;
2800         shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
2801         if(!luminance_used[stage]) continue;
2802         shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
2803     }
2804     if(tfactor_used) {
2805         shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
2806     }
2807         shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
2808
2809     if(settings->sRGB_write) {
2810         shader_addline(&buffer, "PARAM srgb_mul_low = {%f, %f, %f, 1.0};\n",
2811                        srgb_mul_low, srgb_mul_low, srgb_mul_low);
2812         shader_addline(&buffer, "PARAM srgb_comparison =  {%f, %f, %f, %f};\n",
2813                        srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
2814         shader_addline(&buffer, "PARAM srgb_pow =  {%f, %f, %f, 1.0};\n",
2815                        srgb_pow, srgb_pow, srgb_pow);
2816         shader_addline(&buffer, "PARAM srgb_mul_hi =  {%f, %f, %f, 1.0};\n",
2817                        srgb_mul_high, srgb_mul_high, srgb_mul_high);
2818         shader_addline(&buffer, "PARAM srgb_sub_hi =  {%f, %f, %f, 0.0};\n",
2819                        srgb_sub_high, srgb_sub_high, srgb_sub_high);
2820     }
2821
2822     /* Generate texture sampling instructions) */
2823     for(stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3DTOP_DISABLE; stage++) {
2824         if(!tex_read[stage]) continue;
2825
2826         switch(settings->op[stage].tex_type) {
2827             case tex_1d:                    textype = "1D";     break;
2828             case tex_2d:                    textype = "2D";     break;
2829             case tex_3d:                    textype = "3D";     break;
2830             case tex_cube:                  textype = "CUBE";   break;
2831             case tex_rect:                  textype = "RECT";   break;
2832             default: textype = "unexpected_textype";   break;
2833         }
2834
2835         if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP ||
2836            settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
2837             sat = "";
2838         } else {
2839             sat = "_SAT";
2840         }
2841
2842         if(settings->op[stage].projected == proj_none) {
2843             instr = "TEX";
2844         } else if(settings->op[stage].projected == proj_count4 ||
2845                   settings->op[stage].projected == proj_count3) {
2846             instr = "TXP";
2847         } else {
2848             FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
2849             instr = "TXP";
2850         }
2851
2852         if(stage > 0 &&
2853            (settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
2854             settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
2855             shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
2856             shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
2857             shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
2858             shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
2859
2860             /* with projective textures, texbem only divides the static texture coord, not the displacement,
2861              * so multiply the displacement with the dividing parameter before passing it to TXP
2862              */
2863             if (settings->op[stage].projected != proj_none) {
2864                 if(settings->op[stage].projected == proj_count4) {
2865                     shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
2866                     shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
2867                 } else {
2868                     shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
2869                     shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
2870                 }
2871             } else {
2872                 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
2873             }
2874
2875             shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
2876                            instr, sat, stage, stage, textype);
2877             if(settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
2878                 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
2879                                stage - 1, stage - 1, stage - 1);
2880                 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
2881             }
2882         } else if(settings->op[stage].projected == proj_count3) {
2883             shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
2884             shader_addline(&buffer, "MOV ret.w, ret.z;\n");
2885             shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
2886                             instr, sat, stage, stage, textype);
2887         } else {
2888             shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
2889                             instr, sat, stage, stage, stage, textype);
2890         }
2891
2892         sprintf(colorcor_dst, "tex%u", stage);
2893         gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
2894                 settings->op[stage].color_fixup);
2895     }
2896
2897     /* Generate the main shader */
2898     for(stage = 0; stage < MAX_TEXTURES; stage++) {
2899         if(settings->op[stage].cop == WINED3DTOP_DISABLE) {
2900             if(stage == 0) {
2901                 final_combiner_src = "fragment.color.primary";
2902             }
2903             break;
2904         }
2905
2906         if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
2907            settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
2908             op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
2909         } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
2910                   settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
2911             op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
2912         } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
2913                   settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
2914             op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
2915         } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
2916                   settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
2917             op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
2918         } else {
2919             op_equal = settings->op[stage].aop   == settings->op[stage].cop &&
2920                        settings->op[stage].carg0 == settings->op[stage].aarg0 &&
2921                        settings->op[stage].carg1 == settings->op[stage].aarg1 &&
2922                        settings->op[stage].carg2 == settings->op[stage].aarg2;
2923         }
2924
2925         if(settings->op[stage].aop == WINED3DTOP_DISABLE) {
2926             gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
2927                           settings->op[stage].cop, settings->op[stage].carg0,
2928                           settings->op[stage].carg1, settings->op[stage].carg2);
2929             if(stage == 0) {
2930                 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
2931             }
2932         } else if(op_equal) {
2933             gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
2934                           settings->op[stage].cop, settings->op[stage].carg0,
2935                           settings->op[stage].carg1, settings->op[stage].carg2);
2936         } else {
2937             gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
2938                           settings->op[stage].cop, settings->op[stage].carg0,
2939                           settings->op[stage].carg1, settings->op[stage].carg2);
2940             gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
2941                           settings->op[stage].aop, settings->op[stage].aarg0,
2942                           settings->op[stage].aarg1, settings->op[stage].aarg2);
2943         }
2944     }
2945
2946     if(settings->sRGB_write) {
2947         shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
2948         arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg");
2949         shader_addline(&buffer, "MOV result.color.w, ret.w;\n");
2950     } else {
2951         shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
2952     }
2953
2954     /* Footer */
2955     shader_addline(&buffer, "END\n");
2956
2957     /* Generate the shader */
2958     GL_EXTCALL(glGenProgramsARB(1, &ret));
2959     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
2960     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
2961
2962     if (glGetError() == GL_INVALID_OPERATION) {
2963         GLint pos;
2964         glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
2965         FIXME("Fragment program error at position %d: %s\n", pos,
2966               debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2967     }
2968     shader_buffer_free(&buffer);
2969     return ret;
2970 }
2971
2972 static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2973     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2974     struct shader_arb_priv *priv = device->fragment_priv;
2975     BOOL use_pshader = use_ps(stateblock);
2976     BOOL use_vshader = use_vs(stateblock);
2977     struct ffp_frag_settings settings;
2978     const struct arbfp_ffp_desc *desc;
2979     unsigned int i;
2980
2981     TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
2982
2983     if(isStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE))) {
2984         if(!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
2985             /* Reload fixed function constants since they collide with the pixel shader constants */
2986             for(i = 0; i < MAX_TEXTURES; i++) {
2987                 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
2988             }
2989             state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
2990             state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
2991         } else if(use_pshader && !isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
2992             device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
2993         }
2994         return;
2995     }
2996
2997     if(!use_pshader) {
2998         /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
2999         gen_ffp_frag_op(stateblock, &settings, FALSE);
3000         desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(priv->fragment_shaders, &settings);
3001         if(!desc) {
3002             struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
3003             if (!new_desc)
3004             {
3005                 ERR("Out of memory\n");
3006                 return;
3007             }
3008             new_desc->num_textures_used = 0;
3009             for(i = 0; i < GL_LIMITS(texture_stages); i++) {
3010                 if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
3011                 new_desc->num_textures_used = i;
3012             }
3013
3014             memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
3015             new_desc->shader = gen_arbfp_ffp_shader(&settings, stateblock);
3016             add_ffp_frag_shader(priv->fragment_shaders, &new_desc->parent);
3017             TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
3018             desc = new_desc;
3019         }
3020
3021         /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
3022          * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
3023          * deactivate it.
3024          */
3025         GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
3026         checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
3027         priv->current_fprogram_id = desc->shader;
3028
3029         if(device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
3030             /* Reload fixed function constants since they collide with the pixel shader constants */
3031             for(i = 0; i < MAX_TEXTURES; i++) {
3032                 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
3033             }
3034             state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
3035             state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
3036         }
3037         context->last_was_pshader = FALSE;
3038     } else {
3039         context->last_was_pshader = TRUE;
3040     }
3041
3042     /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
3043      * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
3044      * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
3045      * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
3046      * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
3047      *
3048      * Don't call shader_select if the vertex shader is dirty, because some shader backends(GLSL) need both shaders
3049      * to be compiled before activating them(needs some cleanups in the shader backend interface)
3050      */
3051     if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
3052         device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
3053
3054         if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
3055             device->StateTable[STATE_VERTEXSHADERCONSTANT].apply(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3056         }
3057     }
3058     if(use_pshader) {
3059         device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
3060     }
3061 }
3062
3063 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
3064  * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
3065  * state table, so we need to handle that with a forwarding function. The other invisible side effect
3066  * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
3067  * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
3068  */
3069 static void state_arbfp_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3070     enum fogsource new_source;
3071
3072     TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
3073
3074     if(!isStateDirty(context, STATE_PIXELSHADER)) {
3075         fragment_prog_arbfp(state, stateblock, context);
3076     }
3077
3078     if(!stateblock->renderState[WINED3DRS_FOGENABLE]) return;
3079
3080     if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
3081         if(use_vs(stateblock)) {
3082             new_source = FOGSOURCE_VS;
3083         } else {
3084             if(stateblock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw) {
3085                 new_source = FOGSOURCE_COORD;
3086             } else {
3087                 new_source = FOGSOURCE_FFP;
3088             }
3089         }
3090     } else {
3091         new_source = FOGSOURCE_FFP;
3092     }
3093     if(new_source != context->fog_source) {
3094         context->fog_source = new_source;
3095         state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
3096     }
3097 }
3098
3099 static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3100     if(!isStateDirty(context, STATE_PIXELSHADER)) {
3101         fragment_prog_arbfp(state, stateblock, context);
3102     }
3103 }
3104
3105 #undef GLINFO_LOCATION
3106
3107 static const struct StateEntryTemplate arbfp_fragmentstate_template[] = {
3108     {STATE_RENDER(WINED3DRS_TEXTUREFACTOR),               { STATE_RENDER(WINED3DRS_TEXTUREFACTOR),              state_texfactor_arbfp   }, 0                               },
3109     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3110     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3111     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3112     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3113     {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3114     {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3115     {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3116     {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3117     {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3118     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3119     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3120     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3121     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3122     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3123     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3124     {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3125     {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3126     {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3127     {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3128     {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3129     {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3130     {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3131     {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3132     {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3133     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3134     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3135     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3136     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3137     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3138     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3139     {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3140     {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3141     {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3142     {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3143     {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3144     {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3145     {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3146     {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3147     {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3148     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3149     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3150     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3151     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3152     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3153     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3154     {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3155     {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3156     {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3157     {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3158     {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3159     {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3160     {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3161     {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3162     {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3163     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3164     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3165     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3166     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3167     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3168     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3169     {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3170     {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3171     {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3172     {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3173     {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3174     {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3175     {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3176     {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3177     {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3178     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3179     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3180     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3181     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3182     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3183     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3184     {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3185     {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3186     {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3187     {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3188     {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3189     {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3190     {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3191     {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3192     {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3193     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3194     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3195     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3196     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3197     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3198     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3199     {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3200     {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3201     {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3202     {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3203     {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3204     {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3205     {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3206     {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3207     {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3208     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3209     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3210     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3211     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3212     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3213     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3214     {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3215     {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3216     {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3217     {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3218     {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3219     {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3220     {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3221     {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3222     {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3223     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3224     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3225     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3226     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3227     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3228     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3229     { STATE_SAMPLER(0),                                   { STATE_SAMPLER(0),                                   sampler_texdim          }, 0                               },
3230     { STATE_SAMPLER(1),                                   { STATE_SAMPLER(1),                                   sampler_texdim          }, 0                               },
3231     { STATE_SAMPLER(2),                                   { STATE_SAMPLER(2),                                   sampler_texdim          }, 0                               },
3232     { STATE_SAMPLER(3),                                   { STATE_SAMPLER(3),                                   sampler_texdim          }, 0                               },
3233     { STATE_SAMPLER(4),                                   { STATE_SAMPLER(4),                                   sampler_texdim          }, 0                               },
3234     { STATE_SAMPLER(5),                                   { STATE_SAMPLER(5),                                   sampler_texdim          }, 0                               },
3235     { STATE_SAMPLER(6),                                   { STATE_SAMPLER(6),                                   sampler_texdim          }, 0                               },
3236     { STATE_SAMPLER(7),                                   { STATE_SAMPLER(7),                                   sampler_texdim          }, 0                               },
3237     { STATE_PIXELSHADER,                                  { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3238     { STATE_RENDER(WINED3DRS_FOGENABLE),                  { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_arbfp_fog         }, 0                               },
3239     { STATE_RENDER(WINED3DRS_FOGTABLEMODE),               { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_arbfp_fog         }, 0                               },
3240     { STATE_RENDER(WINED3DRS_FOGVERTEXMODE),              { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_arbfp_fog         }, 0                               },
3241     { STATE_RENDER(WINED3DRS_FOGSTART),                   { STATE_RENDER(WINED3DRS_FOGSTART),                   state_fogstartend       }, 0                               },
3242     { STATE_RENDER(WINED3DRS_FOGEND),                     { STATE_RENDER(WINED3DRS_FOGSTART),                   state_fogstartend       }, 0                               },
3243     { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE),            { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3244     { STATE_RENDER(WINED3DRS_FOGCOLOR),                   { STATE_RENDER(WINED3DRS_FOGCOLOR),                   state_fogcolor      }, 0                               },
3245     { STATE_RENDER(WINED3DRS_FOGDENSITY),                 { STATE_RENDER(WINED3DRS_FOGDENSITY),                 state_fogdensity    }, 0                               },
3246     {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3247     {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3248     {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3249     {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3250     {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3251     {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3252     {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3253     {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3254     { STATE_RENDER(WINED3DRS_SPECULARENABLE),             { STATE_RENDER(WINED3DRS_SPECULARENABLE),             state_arb_specularenable}, 0                               },
3255     {0 /* Terminate */,                                   { 0,                                                  0                       }, 0                               },
3256 };
3257
3258 const struct fragment_pipeline arbfp_fragment_pipeline = {
3259     arbfp_enable,
3260     arbfp_get_caps,
3261     arbfp_alloc,
3262     arbfp_free,
3263     shader_arb_color_fixup_supported,
3264     arbfp_fragmentstate_template,
3265     TRUE /* We can disable projected textures */
3266 };
3267
3268 #define GLINFO_LOCATION device->adapter->gl_info
3269
3270 struct arbfp_blit_priv {
3271     GLenum yuy2_rect_shader, yuy2_2d_shader;
3272     GLenum uyvy_rect_shader, uyvy_2d_shader;
3273     GLenum yv12_rect_shader, yv12_2d_shader;
3274 };
3275
3276 static HRESULT arbfp_blit_alloc(IWineD3DDevice *iface) {
3277     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3278     device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
3279     if(!device->blit_priv) {
3280         ERR("Out of memory\n");
3281         return E_OUTOFMEMORY;
3282     }
3283     return WINED3D_OK;
3284 }
3285 static void arbfp_blit_free(IWineD3DDevice *iface) {
3286     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3287     struct arbfp_blit_priv *priv = device->blit_priv;
3288
3289     ENTER_GL();
3290     GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
3291     GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
3292     GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
3293     GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
3294     GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
3295     GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
3296     checkGLcall("Delete yuv programs\n");
3297     LEAVE_GL();
3298 }
3299
3300 static BOOL gen_planar_yuv_read(SHADER_BUFFER *buffer, enum yuv_fixup yuv_fixup, GLenum textype, char *luminance)
3301 {
3302     char chroma;
3303     const char *tex, *texinstr;
3304
3305     if (yuv_fixup == YUV_FIXUP_UYVY) {
3306         chroma = 'x';
3307         *luminance = 'w';
3308     } else {
3309         chroma = 'w';
3310         *luminance = 'x';
3311     }
3312     switch(textype) {
3313         case GL_TEXTURE_2D:             tex = "2D";     texinstr = "TXP"; break;
3314         case GL_TEXTURE_RECTANGLE_ARB:  tex = "RECT";   texinstr = "TEX"; break;
3315         default:
3316             /* This is more tricky than just replacing the texture type - we have to navigate
3317              * properly in the texture to find the correct chroma values
3318              */
3319             FIXME("Implement yuv correction for non-2d, non-rect textures\n");
3320             return FALSE;
3321     }
3322
3323     /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
3324      * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
3325      * filtering when we sample the texture.
3326      *
3327      * These are the rules for reading the chroma:
3328      *
3329      * Even pixel: Cr
3330      * Even pixel: U
3331      * Odd pixel: V
3332      *
3333      * So we have to get the sampling x position in non-normalized coordinates in integers
3334      */
3335     if(textype != GL_TEXTURE_RECTANGLE_ARB) {
3336         shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
3337         shader_addline(buffer, "MOV texcrd.w, size.x;\n");
3338     } else {
3339         shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
3340     }
3341     /* We must not allow filtering between pixel x and x+1, this would mix U and V
3342      * Vertical filtering is ok. However, bear in mind that the pixel center is at
3343      * 0.5, so add 0.5.
3344      */
3345     shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
3346     shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
3347
3348     /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
3349      * even and odd pixels respectively
3350      */
3351     shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
3352     shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
3353
3354     /* Sample Pixel 1 */
3355     shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
3356
3357     /* Put the value into either of the chroma values */
3358     shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
3359     shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
3360     shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
3361     shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
3362
3363     /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
3364      * the pixel right to the current one. Otherwise, sample the left pixel.
3365      * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
3366      */
3367     shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
3368     shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
3369     shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
3370
3371     /* Put the value into the other chroma */
3372     shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
3373     shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
3374     shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
3375     shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
3376
3377     /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
3378      * the current one and lerp the two U and V values
3379      */
3380
3381     /* This gives the correctly filtered luminance value */
3382     shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
3383
3384     return TRUE;
3385 }
3386
3387 static BOOL gen_yv12_read(SHADER_BUFFER *buffer, GLenum textype, char *luminance)
3388 {
3389     const char *tex;
3390
3391     switch(textype) {
3392         case GL_TEXTURE_2D:             tex = "2D";     break;
3393         case GL_TEXTURE_RECTANGLE_ARB:  tex = "RECT";   break;
3394         default:
3395             FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
3396             return FALSE;
3397     }
3398
3399     /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
3400      * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
3401      * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
3402      * pitch of the luminance plane, the packing into the gl texture is a bit
3403      * unfortunate. If the whole texture is interpreted as luminance data it looks
3404      * approximately like this:
3405      *
3406      *        +----------------------------------+----
3407      *        |                                  |
3408      *        |                                  |
3409      *        |                                  |
3410      *        |                                  |
3411      *        |                                  |   2
3412      *        |            LUMINANCE             |   -
3413      *        |                                  |   3
3414      *        |                                  |
3415      *        |                                  |
3416      *        |                                  |
3417      *        |                                  |
3418      *        +----------------+-----------------+----
3419      *        |                |                 |
3420      *        |  U even rows   |  U odd rows     |
3421      *        |                |                 |   1
3422      *        +----------------+------------------   -
3423      *        |                |                 |   3
3424      *        |  V even rows   |  V odd rows     |
3425      *        |                |                 |
3426      *        +----------------+-----------------+----
3427      *        |                |                 |
3428      *        |     0.5        |       0.5       |
3429      *
3430      * So it appears as if there are 4 chroma images, but in fact the odd rows
3431      * in the chroma images are in the same row as the even ones. So its is
3432      * kinda tricky to read
3433      *
3434      * When reading from rectangle textures, keep in mind that the input y coordinates
3435      * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
3436      */
3437     shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
3438                    2.0 / 3.0, 1.0 / 6.0, (2.0 / 3.0) + (1.0 / 6.0), 1.0 / 3.0);
3439
3440     shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
3441     /* the chroma planes have only half the width */
3442     shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
3443
3444     /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
3445      * the coordinate. Also read the right side of the image when reading odd lines
3446      *
3447      * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
3448      * bleeding
3449      */
3450     if(textype == GL_TEXTURE_2D) {
3451
3452         shader_addline(buffer, "RCP chroma.w, size.y;\n");
3453
3454         shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
3455
3456         shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
3457         shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
3458
3459         /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
3460         shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
3461         shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
3462         shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
3463         shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
3464
3465         /* clamp, keep the half pixel origin in mind */
3466         shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
3467         shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
3468         shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
3469         shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
3470     } else {
3471         /* Read from [size - size+size/4] */
3472         shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
3473         shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
3474
3475         /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
3476         shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
3477         shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
3478         shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
3479         shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
3480         shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
3481
3482         /* Make sure to read exactly from the pixel center */
3483         shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
3484         shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
3485
3486         /* Clamp */
3487         shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
3488         shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
3489         shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
3490         shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
3491         shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
3492     }
3493     /* Read the texture, put the result into the output register */
3494     shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
3495     shader_addline(buffer, "MOV chroma.x, temp.w;\n");
3496
3497     /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
3498      * No need to clamp because we're just reusing the already clamped value from above
3499      */
3500     if(textype == GL_TEXTURE_2D) {
3501         shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
3502     } else {
3503         shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
3504     }
3505     shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
3506     shader_addline(buffer, "MOV chroma.y, temp.w;\n");
3507
3508     /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
3509      * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
3510      * values due to filtering
3511      */
3512     shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
3513     if(textype == GL_TEXTURE_2D) {
3514         /* Multiply the y coordinate by 2/3 and clamp it */
3515         shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
3516         shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
3517         shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
3518         shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
3519     } else {
3520         /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
3521          * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
3522          * is bigger
3523          */
3524         shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
3525         shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
3526         shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
3527     }
3528     *luminance = 'a';
3529
3530     return TRUE;
3531 }
3532
3533 static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, enum yuv_fixup yuv_fixup, GLenum textype)
3534 {
3535     GLenum shader;
3536     SHADER_BUFFER buffer;
3537     char luminance_component;
3538     struct arbfp_blit_priv *priv = device->blit_priv;
3539
3540     /* Shader header */
3541     shader_buffer_init(&buffer);
3542
3543     ENTER_GL();
3544     GL_EXTCALL(glGenProgramsARB(1, &shader));
3545     checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
3546     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
3547     checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
3548     LEAVE_GL();
3549     if(!shader) {
3550         shader_buffer_free(&buffer);
3551         return 0;
3552     }
3553
3554     /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
3555      * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
3556      * two chroma(U and V) values. Each macropixel has two luminance values, one for
3557      * each single pixel it contains, and one U and one V value shared between both
3558      * pixels.
3559      *
3560      * The data is loaded into an A8L8 texture. With YUY2, the luminance component
3561      * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
3562      * take the format into account when generating the read swizzles
3563      *
3564      * Reading the Y value is straightforward - just sample the texture. The hardware
3565      * takes care of filtering in the horizontal and vertical direction.
3566      *
3567      * Reading the U and V values is harder. We have to avoid filtering horizontally,
3568      * because that would mix the U and V values of one pixel or two adjacent pixels.
3569      * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
3570      * regardless of the filtering setting. Vertical filtering works automatically
3571      * though - the U and V values of two rows are mixed nicely.
3572      *
3573      * Appart of avoiding filtering issues, the code has to know which value it just
3574      * read, and where it can find the other one. To determine this, it checks if
3575      * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
3576      *
3577      * Handling horizontal filtering of U and V values requires reading a 2nd pair
3578      * of pixels, extracting U and V and mixing them. This is not implemented yet.
3579      *
3580      * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
3581      * with width / 2. This way one read gives all 3 values, finding U and V is easy
3582      * in an unfiltered situation. Finding the luminance on the other hand requires
3583      * finding out if it is an odd or even pixel. The real drawback of this approach
3584      * is filtering. This would have to be emulated completely in the shader, reading
3585      * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
3586      * vertically. Beyond that it would require adjustments to the texture handling
3587      * code to deal with the width scaling
3588      */
3589     shader_addline(&buffer, "!!ARBfp1.0\n");
3590     shader_addline(&buffer, "TEMP luminance;\n");
3591     shader_addline(&buffer, "TEMP temp;\n");
3592     shader_addline(&buffer, "TEMP chroma;\n");
3593     shader_addline(&buffer, "TEMP texcrd;\n");
3594     shader_addline(&buffer, "TEMP texcrd2;\n");
3595     shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
3596     shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
3597     shader_addline(&buffer, "PARAM size = program.local[0];\n");
3598
3599     switch (yuv_fixup)
3600     {
3601         case YUV_FIXUP_UYVY:
3602         case YUV_FIXUP_YUY2:
3603             if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
3604             {
3605                 shader_buffer_free(&buffer);
3606                 return 0;
3607             }
3608             break;
3609
3610         case YUV_FIXUP_YV12:
3611             if (!gen_yv12_read(&buffer, textype, &luminance_component))
3612             {
3613                 shader_buffer_free(&buffer);
3614                 return 0;
3615             }
3616             break;
3617
3618         default:
3619             FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
3620             shader_buffer_free(&buffer);
3621             return 0;
3622     }
3623
3624     /* Calculate the final result. Formula is taken from
3625      * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
3626      * ranges from -0.5 to 0.5
3627      */
3628     shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
3629
3630     shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
3631     shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
3632     shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
3633     shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
3634     shader_addline(&buffer, "END\n");
3635
3636     ENTER_GL();
3637     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
3638
3639     if (glGetError() == GL_INVALID_OPERATION) {
3640         GLint pos;
3641         glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3642         FIXME("Fragment program error at position %d: %s\n", pos,
3643               debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3644     }
3645     shader_buffer_free(&buffer);
3646     LEAVE_GL();
3647
3648     switch (yuv_fixup)
3649     {
3650         case YUV_FIXUP_YUY2:
3651             if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
3652             else priv->yuy2_2d_shader = shader;
3653             break;
3654
3655         case YUV_FIXUP_UYVY:
3656             if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
3657             else priv->uyvy_2d_shader = shader;
3658             break;
3659
3660         case YUV_FIXUP_YV12:
3661             if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
3662             else priv->yv12_2d_shader = shader;
3663             break;
3664     }
3665
3666     return shader;
3667 }
3668
3669 static HRESULT arbfp_blit_set(IWineD3DDevice *iface, WINED3DFORMAT fmt, GLenum textype, UINT width, UINT height) {
3670     GLenum shader;
3671     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3672     float size[4] = {width, height, 1, 1};
3673     struct arbfp_blit_priv *priv = device->blit_priv;
3674     const struct GlPixelFormatDesc *glDesc;
3675     enum yuv_fixup yuv_fixup;
3676
3677     getFormatDescEntry(fmt, &GLINFO_LOCATION, &glDesc);
3678
3679     if (!is_yuv_fixup(glDesc->color_fixup))
3680     {
3681         TRACE("Fixup:\n");
3682         dump_color_fixup_desc(glDesc->color_fixup);
3683         /* Don't bother setting up a shader for unconverted formats */
3684         ENTER_GL();
3685         glEnable(textype);
3686         checkGLcall("glEnable(textype)");
3687         LEAVE_GL();
3688         return WINED3D_OK;
3689     }
3690
3691     yuv_fixup = get_yuv_fixup(glDesc->color_fixup);
3692
3693     switch(yuv_fixup)
3694     {
3695         case YUV_FIXUP_YUY2:
3696             shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
3697             break;
3698
3699         case YUV_FIXUP_UYVY:
3700             shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
3701             break;
3702
3703         case YUV_FIXUP_YV12:
3704             shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
3705             break;
3706
3707         default:
3708             FIXME("Unsupported YUV fixup %#x, not setting a shader\n", yuv_fixup);
3709             ENTER_GL();
3710             glEnable(textype);
3711             checkGLcall("glEnable(textype)");
3712             LEAVE_GL();
3713             return E_NOTIMPL;
3714     }
3715
3716     if (!shader) shader = gen_yuv_shader(device, yuv_fixup, textype);
3717
3718     ENTER_GL();
3719     glEnable(GL_FRAGMENT_PROGRAM_ARB);
3720     checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
3721     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
3722     checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
3723     GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
3724     checkGLcall("glProgramLocalParameter4fvARB");
3725     LEAVE_GL();
3726
3727     return WINED3D_OK;
3728 }
3729
3730 static void arbfp_blit_unset(IWineD3DDevice *iface) {
3731     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3732
3733     ENTER_GL();
3734     glDisable(GL_FRAGMENT_PROGRAM_ARB);
3735     checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
3736     glDisable(GL_TEXTURE_2D);
3737     checkGLcall("glDisable(GL_TEXTURE_2D)");
3738     if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3739         glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3740         checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3741     }
3742     if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
3743         glDisable(GL_TEXTURE_RECTANGLE_ARB);
3744         checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3745     }
3746     LEAVE_GL();
3747 }
3748
3749 static BOOL arbfp_blit_color_fixup_supported(struct color_fixup_desc fixup)
3750 {
3751     enum yuv_fixup yuv_fixup;
3752
3753     if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
3754     {
3755         TRACE("Checking support for fixup:\n");
3756         dump_color_fixup_desc(fixup);
3757     }
3758
3759     if (is_identity_fixup(fixup))
3760     {
3761         TRACE("[OK]\n");
3762         return TRUE;
3763     }
3764
3765     /* We only support YUV conversions. */
3766     if (!is_yuv_fixup(fixup))
3767     {
3768         TRACE("[FAILED]\n");
3769         return FALSE;
3770     }
3771
3772     yuv_fixup = get_yuv_fixup(fixup);
3773     switch(yuv_fixup)
3774     {
3775         case YUV_FIXUP_YUY2:
3776         case YUV_FIXUP_UYVY:
3777         case YUV_FIXUP_YV12:
3778             TRACE("[OK]\n");
3779             return TRUE;
3780
3781         default:
3782             FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
3783             TRACE("[FAILED]\n");
3784             return FALSE;
3785     }
3786 }
3787
3788 const struct blit_shader arbfp_blit = {
3789     arbfp_blit_alloc,
3790     arbfp_blit_free,
3791     arbfp_blit_set,
3792     arbfp_blit_unset,
3793     arbfp_blit_color_fixup_supported,
3794 };
3795
3796 #undef GLINFO_LOCATION