wined3d: Access reg_maps though ins->ctx in shader_glsl_get_register_name().
[wine] / dlls / wined3d / glsl_shader.c
1 /*
2  * GLSL pixel and vertex shader implementation
3  *
4  * Copyright 2006 Jason Green
5  * Copyright 2006-2007 Henri Verbeet
6  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
7  * Copyright 2009 Henri Verbeet for CodeWeavers
8  *
9  * This library is free software; you can redistribute it and/or
10  * modify it under the terms of the GNU Lesser General Public
11  * License as published by the Free Software Foundation; either
12  * version 2.1 of the License, or (at your option) any later version.
13  *
14  * This library is distributed in the hope that it will be useful,
15  * but WITHOUT ANY WARRANTY; without even the implied warranty of
16  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
17  * Lesser General Public License for more details.
18  *
19  * You should have received a copy of the GNU Lesser General Public
20  * License along with this library; if not, write to the Free Software
21  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22  */
23
24 /*
25  * D3D shader asm has swizzles on source parameters, and write masks for
26  * destination parameters. GLSL uses swizzles for both. The result of this is
27  * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
28  * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
29  * mask for the destination parameter into account.
30  */
31
32 #include "config.h"
33 #include <limits.h>
34 #include <stdio.h>
35 #include "wined3d_private.h"
36
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
41
42 #define WINED3D_GLSL_SAMPLE_PROJECTED   0x1
43 #define WINED3D_GLSL_SAMPLE_RECT        0x2
44 #define WINED3D_GLSL_SAMPLE_LOD         0x4
45 #define WINED3D_GLSL_SAMPLE_GRAD        0x8
46
47 typedef struct {
48     char reg_name[150];
49     char mask_str[6];
50 } glsl_dst_param_t;
51
52 typedef struct {
53     char reg_name[150];
54     char param_str[200];
55 } glsl_src_param_t;
56
57 typedef struct {
58     const char *name;
59     DWORD coord_mask;
60 } glsl_sample_function_t;
61
62 enum heap_node_op
63 {
64     HEAP_NODE_TRAVERSE_LEFT,
65     HEAP_NODE_TRAVERSE_RIGHT,
66     HEAP_NODE_POP,
67 };
68
69 struct constant_entry
70 {
71     unsigned int idx;
72     unsigned int version;
73 };
74
75 struct constant_heap
76 {
77     struct constant_entry *entries;
78     unsigned int *positions;
79     unsigned int size;
80 };
81
82 /* GLSL shader private data */
83 struct shader_glsl_priv {
84     struct wined3d_shader_buffer shader_buffer;
85     struct wine_rb_tree program_lookup;
86     struct glsl_shader_prog_link *glsl_program;
87     struct constant_heap vconst_heap;
88     struct constant_heap pconst_heap;
89     unsigned char *stack;
90     GLhandleARB depth_blt_program_full[tex_type_count];
91     GLhandleARB depth_blt_program_masked[tex_type_count];
92     UINT next_constant_version;
93 };
94
95 /* Struct to maintain data about a linked GLSL program */
96 struct glsl_shader_prog_link {
97     struct wine_rb_entry        program_lookup_entry;
98     struct list                 vshader_entry;
99     struct list                 pshader_entry;
100     GLhandleARB                 programId;
101     GLint                       *vuniformF_locations;
102     GLint                       *puniformF_locations;
103     GLint                       vuniformI_locations[MAX_CONST_I];
104     GLint                       puniformI_locations[MAX_CONST_I];
105     GLint                       posFixup_location;
106     GLint                       np2Fixup_location;
107     GLint                       bumpenvmat_location[MAX_TEXTURES];
108     GLint                       luminancescale_location[MAX_TEXTURES];
109     GLint                       luminanceoffset_location[MAX_TEXTURES];
110     GLint                       ycorrection_location;
111     GLenum                      vertex_color_clamp;
112     IWineD3DVertexShader        *vshader;
113     IWineD3DPixelShader         *pshader;
114     struct vs_compile_args      vs_args;
115     struct ps_compile_args      ps_args;
116     UINT                        constant_version;
117     const struct ps_np2fixup_info *np2Fixup_info;
118 };
119
120 typedef struct {
121     IWineD3DVertexShader        *vshader;
122     IWineD3DPixelShader         *pshader;
123     struct ps_compile_args      ps_args;
124     struct vs_compile_args      vs_args;
125 } glsl_program_key_t;
126
127 struct shader_glsl_ctx_priv {
128     const struct vs_compile_args    *cur_vs_args;
129     const struct ps_compile_args    *cur_ps_args;
130     struct ps_np2fixup_info         *cur_np2fixup_info;
131 };
132
133 struct glsl_ps_compiled_shader
134 {
135     struct ps_compile_args          args;
136     struct ps_np2fixup_info         np2fixup;
137     GLhandleARB                     prgId;
138 };
139
140 struct glsl_pshader_private
141 {
142     struct glsl_ps_compiled_shader  *gl_shaders;
143     UINT                            num_gl_shaders, shader_array_size;
144 };
145
146 struct glsl_vs_compiled_shader
147 {
148     struct vs_compile_args          args;
149     GLhandleARB                     prgId;
150 };
151
152 struct glsl_vshader_private
153 {
154     struct glsl_vs_compiled_shader  *gl_shaders;
155     UINT                            num_gl_shaders, shader_array_size;
156 };
157
158 static const char *debug_gl_shader_type(GLenum type)
159 {
160     switch (type)
161     {
162 #define WINED3D_TO_STR(u) case u: return #u
163         WINED3D_TO_STR(GL_VERTEX_SHADER_ARB);
164         WINED3D_TO_STR(GL_GEOMETRY_SHADER_ARB);
165         WINED3D_TO_STR(GL_FRAGMENT_SHADER_ARB);
166 #undef WINED3D_TO_STR
167         default:
168             return wine_dbg_sprintf("UNKNOWN(%#x)", type);
169     }
170 }
171
172 /* Extract a line from the info log.
173  * Note that this modifies the source string. */
174 static char *get_info_log_line(char **ptr)
175 {
176     char *p, *q;
177
178     p = *ptr;
179     if (!(q = strstr(p, "\n")))
180     {
181         if (!*p) return NULL;
182         *ptr += strlen(p);
183         return p;
184     }
185     *q = '\0';
186     *ptr = q + 1;
187
188     return p;
189 }
190
191 /** Prints the GLSL info log which will contain error messages if they exist */
192 /* GL locking is done by the caller */
193 static void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLhandleARB obj)
194 {
195     int infologLength = 0;
196     char *infoLog;
197     unsigned int i;
198     BOOL is_spam;
199
200     static const char * const spam[] =
201     {
202         "Vertex shader was successfully compiled to run on hardware.\n",    /* fglrx          */
203         "Fragment shader was successfully compiled to run on hardware.\n",  /* fglrx, with \n */
204         "Fragment shader was successfully compiled to run on hardware.",    /* fglrx, no \n   */
205         "Fragment shader(s) linked, vertex shader(s) linked. \n ",          /* fglrx, with \n */
206         "Fragment shader(s) linked, vertex shader(s) linked. \n",           /* fglrx, with \n */
207         "Fragment shader(s) linked, vertex shader(s) linked.",              /* fglrx, no \n   */
208         "Vertex shader(s) linked, no fragment shader(s) defined. \n ",      /* fglrx, with \n */
209         "Vertex shader(s) linked, no fragment shader(s) defined. \n",       /* fglrx, with \n */
210         "Vertex shader(s) linked, no fragment shader(s) defined.",          /* fglrx, no \n   */
211         "Fragment shader(s) linked, no vertex shader(s) defined. \n ",      /* fglrx, with \n */
212         "Fragment shader(s) linked, no vertex shader(s) defined. \n",       /* fglrx, with \n */
213         "Fragment shader(s) linked, no vertex shader(s) defined.",          /* fglrx, no \n   */
214     };
215
216     if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
217
218     GL_EXTCALL(glGetObjectParameterivARB(obj,
219                GL_OBJECT_INFO_LOG_LENGTH_ARB,
220                &infologLength));
221
222     /* A size of 1 is just a null-terminated string, so the log should be bigger than
223      * that if there are errors. */
224     if (infologLength > 1)
225     {
226         char *ptr, *line;
227
228         /* Fglrx doesn't terminate the string properly, but it tells us the proper length.
229          * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
230          */
231         infoLog = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, infologLength);
232         GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
233         is_spam = FALSE;
234
235         for (i = 0; i < sizeof(spam) / sizeof(*spam); ++i)
236         {
237             if (!strcmp(infoLog, spam[i]))
238             {
239                 is_spam = TRUE;
240                 break;
241             }
242         }
243
244         ptr = infoLog;
245         if (is_spam)
246         {
247             TRACE("Spam received from GLSL shader #%u:\n", obj);
248             while ((line = get_info_log_line(&ptr))) TRACE("    %s\n", line);
249         }
250         else
251         {
252             FIXME("Error received from GLSL shader #%u:\n", obj);
253             while ((line = get_info_log_line(&ptr))) FIXME("    %s\n", line);
254         }
255         HeapFree(GetProcessHeap(), 0, infoLog);
256     }
257 }
258
259 /* GL locking is done by the caller. */
260 static void shader_glsl_compile(const struct wined3d_gl_info *gl_info, GLhandleARB shader, const char *src)
261 {
262     TRACE("Compiling shader object %u.\n", shader);
263     GL_EXTCALL(glShaderSourceARB(shader, 1, &src, NULL));
264     checkGLcall("glShaderSourceARB");
265     GL_EXTCALL(glCompileShaderARB(shader));
266     checkGLcall("glCompileShaderARB");
267     print_glsl_info_log(gl_info, shader);
268 }
269
270 /* GL locking is done by the caller. */
271 static void shader_glsl_dump_program_source(const struct wined3d_gl_info *gl_info, GLhandleARB program)
272 {
273     GLint i, object_count, source_size = -1;
274     GLhandleARB *objects;
275     char *source = NULL;
276
277     GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_ATTACHED_OBJECTS_ARB, &object_count));
278     objects = HeapAlloc(GetProcessHeap(), 0, object_count * sizeof(*objects));
279     if (!objects)
280     {
281         ERR("Failed to allocate object array memory.\n");
282         return;
283     }
284
285     GL_EXTCALL(glGetAttachedObjectsARB(program, object_count, NULL, objects));
286     for (i = 0; i < object_count; ++i)
287     {
288         char *ptr, *line;
289         GLint tmp;
290
291         GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_SHADER_SOURCE_LENGTH_ARB, &tmp));
292
293         if (source_size < tmp)
294         {
295             HeapFree(GetProcessHeap(), 0, source);
296
297             source = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, tmp);
298             if (!source)
299             {
300                 ERR("Failed to allocate %d bytes for shader source.\n", tmp);
301                 HeapFree(GetProcessHeap(), 0, objects);
302                 return;
303             }
304             source_size = tmp;
305         }
306
307         FIXME("Object %u:\n", objects[i]);
308         GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_SUBTYPE_ARB, &tmp));
309         FIXME("    GL_OBJECT_SUBTYPE_ARB: %s.\n", debug_gl_shader_type(tmp));
310         GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_COMPILE_STATUS_ARB, &tmp));
311         FIXME("    GL_OBJECT_COMPILE_STATUS_ARB: %d.\n", tmp);
312         FIXME("\n");
313
314         ptr = source;
315         GL_EXTCALL(glGetShaderSourceARB(objects[i], source_size, NULL, source));
316         while ((line = get_info_log_line(&ptr))) FIXME("    %s\n", line);
317         FIXME("\n");
318     }
319
320     HeapFree(GetProcessHeap(), 0, source);
321     HeapFree(GetProcessHeap(), 0, objects);
322 }
323
324 /* GL locking is done by the caller. */
325 static void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLhandleARB program)
326 {
327     GLint tmp;
328
329     if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
330
331     GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_TYPE_ARB, &tmp));
332     if (tmp == GL_PROGRAM_OBJECT_ARB)
333     {
334         GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_LINK_STATUS_ARB, &tmp));
335         if (!tmp)
336         {
337             FIXME("Program %u link status invalid.\n", program);
338             shader_glsl_dump_program_source(gl_info, program);
339         }
340     }
341
342     print_glsl_info_log(gl_info, program);
343 }
344
345 /**
346  * Loads (pixel shader) samplers
347  */
348 /* GL locking is done by the caller */
349 static void shader_glsl_load_psamplers(const struct wined3d_gl_info *gl_info,
350         DWORD *tex_unit_map, GLhandleARB programId)
351 {
352     GLint name_loc;
353     int i;
354     char sampler_name[20];
355
356     for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
357         snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
358         name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
359         if (name_loc != -1) {
360             DWORD mapped_unit = tex_unit_map[i];
361             if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->limits.fragment_samplers)
362             {
363                 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
364                 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
365                 checkGLcall("glUniform1iARB");
366             } else {
367                 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
368             }
369         }
370     }
371 }
372
373 /* GL locking is done by the caller */
374 static void shader_glsl_load_vsamplers(const struct wined3d_gl_info *gl_info,
375         DWORD *tex_unit_map, GLhandleARB programId)
376 {
377     GLint name_loc;
378     char sampler_name[20];
379     int i;
380
381     for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
382         snprintf(sampler_name, sizeof(sampler_name), "Vsampler%d", i);
383         name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
384         if (name_loc != -1) {
385             DWORD mapped_unit = tex_unit_map[MAX_FRAGMENT_SAMPLERS + i];
386             if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->limits.combined_samplers)
387             {
388                 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
389                 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
390                 checkGLcall("glUniform1iARB");
391             } else {
392                 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
393             }
394         }
395     }
396 }
397
398 /* GL locking is done by the caller */
399 static inline void walk_constant_heap(const struct wined3d_gl_info *gl_info, const float *constants,
400         const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
401 {
402     int stack_idx = 0;
403     unsigned int heap_idx = 1;
404     unsigned int idx;
405
406     if (heap->entries[heap_idx].version <= version) return;
407
408     idx = heap->entries[heap_idx].idx;
409     if (constant_locations[idx] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
410     stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
411
412     while (stack_idx >= 0)
413     {
414         /* Note that we fall through to the next case statement. */
415         switch(stack[stack_idx])
416         {
417             case HEAP_NODE_TRAVERSE_LEFT:
418             {
419                 unsigned int left_idx = heap_idx << 1;
420                 if (left_idx < heap->size && heap->entries[left_idx].version > version)
421                 {
422                     heap_idx = left_idx;
423                     idx = heap->entries[heap_idx].idx;
424                     if (constant_locations[idx] != -1)
425                         GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
426
427                     stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
428                     stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
429                     break;
430                 }
431             }
432
433             case HEAP_NODE_TRAVERSE_RIGHT:
434             {
435                 unsigned int right_idx = (heap_idx << 1) + 1;
436                 if (right_idx < heap->size && heap->entries[right_idx].version > version)
437                 {
438                     heap_idx = right_idx;
439                     idx = heap->entries[heap_idx].idx;
440                     if (constant_locations[idx] != -1)
441                         GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
442
443                     stack[stack_idx++] = HEAP_NODE_POP;
444                     stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
445                     break;
446                 }
447             }
448
449             case HEAP_NODE_POP:
450             {
451                 heap_idx >>= 1;
452                 --stack_idx;
453                 break;
454             }
455         }
456     }
457     checkGLcall("walk_constant_heap()");
458 }
459
460 /* GL locking is done by the caller */
461 static inline void apply_clamped_constant(const struct wined3d_gl_info *gl_info, GLint location, const GLfloat *data)
462 {
463     GLfloat clamped_constant[4];
464
465     if (location == -1) return;
466
467     clamped_constant[0] = data[0] < -1.0f ? -1.0f : data[0] > 1.0f ? 1.0f : data[0];
468     clamped_constant[1] = data[1] < -1.0f ? -1.0f : data[1] > 1.0f ? 1.0f : data[1];
469     clamped_constant[2] = data[2] < -1.0f ? -1.0f : data[2] > 1.0f ? 1.0f : data[2];
470     clamped_constant[3] = data[3] < -1.0f ? -1.0f : data[3] > 1.0f ? 1.0f : data[3];
471
472     GL_EXTCALL(glUniform4fvARB(location, 1, clamped_constant));
473 }
474
475 /* GL locking is done by the caller */
476 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info *gl_info, const float *constants,
477         const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
478 {
479     int stack_idx = 0;
480     unsigned int heap_idx = 1;
481     unsigned int idx;
482
483     if (heap->entries[heap_idx].version <= version) return;
484
485     idx = heap->entries[heap_idx].idx;
486     apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
487     stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
488
489     while (stack_idx >= 0)
490     {
491         /* Note that we fall through to the next case statement. */
492         switch(stack[stack_idx])
493         {
494             case HEAP_NODE_TRAVERSE_LEFT:
495             {
496                 unsigned int left_idx = heap_idx << 1;
497                 if (left_idx < heap->size && heap->entries[left_idx].version > version)
498                 {
499                     heap_idx = left_idx;
500                     idx = heap->entries[heap_idx].idx;
501                     apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
502
503                     stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
504                     stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
505                     break;
506                 }
507             }
508
509             case HEAP_NODE_TRAVERSE_RIGHT:
510             {
511                 unsigned int right_idx = (heap_idx << 1) + 1;
512                 if (right_idx < heap->size && heap->entries[right_idx].version > version)
513                 {
514                     heap_idx = right_idx;
515                     idx = heap->entries[heap_idx].idx;
516                     apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
517
518                     stack[stack_idx++] = HEAP_NODE_POP;
519                     stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
520                     break;
521                 }
522             }
523
524             case HEAP_NODE_POP:
525             {
526                 heap_idx >>= 1;
527                 --stack_idx;
528                 break;
529             }
530         }
531     }
532     checkGLcall("walk_constant_heap_clamped()");
533 }
534
535 /* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
536 /* GL locking is done by the caller */
537 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
538         const float *constants, const GLint *constant_locations, const struct constant_heap *heap,
539         unsigned char *stack, UINT version)
540 {
541     const local_constant *lconst;
542
543     /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
544     if (This->baseShader.reg_maps.shader_version.major == 1
545             && shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type))
546         walk_constant_heap_clamped(gl_info, constants, constant_locations, heap, stack, version);
547     else
548         walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version);
549
550     if (!This->baseShader.load_local_constsF)
551     {
552         TRACE("No need to load local float constants for this shader\n");
553         return;
554     }
555
556     /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
557     LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry)
558     {
559         GLint location = constant_locations[lconst->idx];
560         /* We found this uniform name in the program - go ahead and send the data */
561         if (location != -1) GL_EXTCALL(glUniform4fvARB(location, 1, (const GLfloat *)lconst->value));
562     }
563     checkGLcall("glUniform4fvARB()");
564 }
565
566 /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
567 /* GL locking is done by the caller */
568 static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
569         const GLint locations[MAX_CONST_I], const int *constants, WORD constants_set)
570 {
571     unsigned int i;
572     struct list* ptr;
573
574     for (i = 0; constants_set; constants_set >>= 1, ++i)
575     {
576         if (!(constants_set & 1)) continue;
577
578         TRACE_(d3d_constants)("Loading constants %u: %i, %i, %i, %i\n",
579                 i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
580
581         /* We found this uniform name in the program - go ahead and send the data */
582         GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
583         checkGLcall("glUniform4ivARB");
584     }
585
586     /* Load immediate constants */
587     ptr = list_head(&This->baseShader.constantsI);
588     while (ptr) {
589         const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
590         unsigned int idx = lconst->idx;
591         const GLint *values = (const GLint *)lconst->value;
592
593         TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
594             values[0], values[1], values[2], values[3]);
595
596         /* We found this uniform name in the program - go ahead and send the data */
597         GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values));
598         checkGLcall("glUniform4ivARB");
599         ptr = list_next(&This->baseShader.constantsI, ptr);
600     }
601 }
602
603 /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
604 /* GL locking is done by the caller */
605 static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
606         GLhandleARB programId, const BOOL *constants, WORD constants_set)
607 {
608     GLint tmp_loc;
609     unsigned int i;
610     char tmp_name[8];
611     const char *prefix;
612     struct list* ptr;
613
614     switch (This->baseShader.reg_maps.shader_version.type)
615     {
616         case WINED3D_SHADER_TYPE_VERTEX:
617             prefix = "VB";
618             break;
619
620         case WINED3D_SHADER_TYPE_GEOMETRY:
621             prefix = "GB";
622             break;
623
624         case WINED3D_SHADER_TYPE_PIXEL:
625             prefix = "PB";
626             break;
627
628         default:
629             FIXME("Unknown shader type %#x.\n",
630                     This->baseShader.reg_maps.shader_version.type);
631             prefix = "UB";
632             break;
633     }
634
635     /* TODO: Benchmark and see if it would be beneficial to store the
636      * locations of the constants to avoid looking up each time */
637     for (i = 0; constants_set; constants_set >>= 1, ++i)
638     {
639         if (!(constants_set & 1)) continue;
640
641         TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
642
643         /* TODO: Benchmark and see if it would be beneficial to store the
644          * locations of the constants to avoid looking up each time */
645         snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
646         tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
647         if (tmp_loc != -1)
648         {
649             /* We found this uniform name in the program - go ahead and send the data */
650             GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
651             checkGLcall("glUniform1ivARB");
652         }
653     }
654
655     /* Load immediate constants */
656     ptr = list_head(&This->baseShader.constantsB);
657     while (ptr) {
658         const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
659         unsigned int idx = lconst->idx;
660         const GLint *values = (const GLint *)lconst->value;
661
662         TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
663
664         snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
665         tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
666         if (tmp_loc != -1) {
667             /* We found this uniform name in the program - go ahead and send the data */
668             GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
669             checkGLcall("glUniform1ivARB");
670         }
671         ptr = list_next(&This->baseShader.constantsB, ptr);
672     }
673 }
674
675 static void reset_program_constant_version(struct wine_rb_entry *entry, void *context)
676 {
677     WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry)->constant_version = 0;
678 }
679
680 /**
681  * Loads the texture dimensions for NP2 fixup into the currently set GLSL program.
682  */
683 /* GL locking is done by the caller (state handler) */
684 static void shader_glsl_load_np2fixup_constants(void *shader_priv,
685         const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
686 {
687     struct shader_glsl_priv *glsl_priv = shader_priv;
688     const struct glsl_shader_prog_link *prog = glsl_priv->glsl_program;
689
690     /* No GLSL program set - nothing to do. */
691     if (!prog) return;
692
693     /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
694     if (!use_ps(state)) return;
695
696     if (prog->ps_args.np2_fixup && prog->np2Fixup_location != -1)
697     {
698         UINT i;
699         UINT fixup = prog->ps_args.np2_fixup;
700         GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
701
702         for (i = 0; fixup; fixup >>= 1, ++i)
703         {
704             const IWineD3DBaseTextureImpl *tex = state->textures[i];
705             const unsigned char idx = prog->np2Fixup_info->idx[i];
706             GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
707
708             if (!tex)
709             {
710                 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
711                 continue;
712             }
713
714             if (idx % 2) {
715                 tex_dim[2] = tex->baseTexture.pow2Matrix[0]; tex_dim[3] = tex->baseTexture.pow2Matrix[5];
716             } else {
717                 tex_dim[0] = tex->baseTexture.pow2Matrix[0]; tex_dim[1] = tex->baseTexture.pow2Matrix[5];
718             }
719         }
720
721         GL_EXTCALL(glUniform4fvARB(prog->np2Fixup_location, prog->np2Fixup_info->num_consts, np2fixup_constants));
722     }
723 }
724
725 /**
726  * Loads the app-supplied constants into the currently set GLSL program.
727  */
728 /* GL locking is done by the caller (state handler) */
729 static void shader_glsl_load_constants(const struct wined3d_context *context,
730         char usePixelShader, char useVertexShader)
731 {
732     const struct wined3d_gl_info *gl_info = context->gl_info;
733     IWineD3DDeviceImpl *device = context->swapchain->device;
734     IWineD3DStateBlockImpl* stateBlock = device->stateBlock;
735     struct shader_glsl_priv *priv = device->shader_priv;
736     float position_fixup[4];
737
738     GLhandleARB programId;
739     struct glsl_shader_prog_link *prog = priv->glsl_program;
740     UINT constant_version;
741     int i;
742
743     if (!prog) {
744         /* No GLSL program set - nothing to do. */
745         return;
746     }
747     programId = prog->programId;
748     constant_version = prog->constant_version;
749
750     if (useVertexShader)
751     {
752         IWineD3DBaseShaderImpl *vshader = (IWineD3DBaseShaderImpl *)stateBlock->state.vertex_shader;
753
754         /* Load DirectX 9 float constants/uniforms for vertex shader */
755         shader_glsl_load_constantsF(vshader, gl_info, stateBlock->state.vs_consts_f,
756                 prog->vuniformF_locations, &priv->vconst_heap, priv->stack, constant_version);
757
758         /* Load DirectX 9 integer constants/uniforms for vertex shader */
759         shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations, stateBlock->state.vs_consts_i,
760                 stateBlock->changed.vertexShaderConstantsI & vshader->baseShader.reg_maps.integer_constants);
761
762         /* Load DirectX 9 boolean constants/uniforms for vertex shader */
763         shader_glsl_load_constantsB(vshader, gl_info, programId, stateBlock->state.vs_consts_b,
764                 stateBlock->changed.vertexShaderConstantsB & vshader->baseShader.reg_maps.boolean_constants);
765
766         /* Upload the position fixup params */
767         shader_get_position_fixup(context, &stateBlock->state, position_fixup);
768         GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, position_fixup));
769         checkGLcall("glUniform4fvARB");
770     }
771
772     if (usePixelShader)
773     {
774         IWineD3DBaseShaderImpl *pshader = (IWineD3DBaseShaderImpl *)stateBlock->state.pixel_shader;
775
776         /* Load DirectX 9 float constants/uniforms for pixel shader */
777         shader_glsl_load_constantsF(pshader, gl_info, stateBlock->state.ps_consts_f,
778                 prog->puniformF_locations, &priv->pconst_heap, priv->stack, constant_version);
779
780         /* Load DirectX 9 integer constants/uniforms for pixel shader */
781         shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations, stateBlock->state.ps_consts_i,
782                 stateBlock->changed.pixelShaderConstantsI & pshader->baseShader.reg_maps.integer_constants);
783
784         /* Load DirectX 9 boolean constants/uniforms for pixel shader */
785         shader_glsl_load_constantsB(pshader, gl_info, programId, stateBlock->state.ps_consts_b,
786                 stateBlock->changed.pixelShaderConstantsB & pshader->baseShader.reg_maps.boolean_constants);
787
788         /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
789          * It can't be 0 for a valid texbem instruction.
790          */
791         for(i = 0; i < MAX_TEXTURES; i++) {
792             const float *data;
793
794             if(prog->bumpenvmat_location[i] == -1) continue;
795
796             data = (const float *)&stateBlock->state.texture_states[i][WINED3DTSS_BUMPENVMAT00];
797             GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data));
798             checkGLcall("glUniformMatrix2fvARB");
799
800             /* texbeml needs the luminance scale and offset too. If texbeml
801              * is used, needsbumpmat is set too, so we can check that in the
802              * needsbumpmat check. */
803             if (prog->luminancescale_location[i] != -1)
804             {
805                 const GLfloat *scale = (const GLfloat *)&stateBlock->state.texture_states[i][WINED3DTSS_BUMPENVLSCALE];
806                 const GLfloat *offset = (const GLfloat *)&stateBlock->state.texture_states[i][WINED3DTSS_BUMPENVLOFFSET];
807
808                 GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale));
809                 checkGLcall("glUniform1fvARB");
810                 GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location[i], 1, offset));
811                 checkGLcall("glUniform1fvARB");
812             }
813         }
814
815         if(((IWineD3DPixelShaderImpl *) pshader)->vpos_uniform) {
816             float correction_params[4];
817
818             if (context->render_offscreen)
819             {
820                 correction_params[0] = 0.0f;
821                 correction_params[1] = 1.0f;
822             } else {
823                 /* position is window relative, not viewport relative */
824                 correction_params[0] = context->current_rt->currentDesc.Height;
825                 correction_params[1] = -1.0f;
826             }
827             GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
828         }
829     }
830
831     if (priv->next_constant_version == UINT_MAX)
832     {
833         TRACE("Max constant version reached, resetting to 0.\n");
834         wine_rb_for_each_entry(&priv->program_lookup, reset_program_constant_version, NULL);
835         priv->next_constant_version = 1;
836     }
837     else
838     {
839         prog->constant_version = priv->next_constant_version++;
840     }
841 }
842
843 static inline void update_heap_entry(struct constant_heap *heap, unsigned int idx,
844         unsigned int heap_idx, DWORD new_version)
845 {
846     struct constant_entry *entries = heap->entries;
847     unsigned int *positions = heap->positions;
848     unsigned int parent_idx;
849
850     while (heap_idx > 1)
851     {
852         parent_idx = heap_idx >> 1;
853
854         if (new_version <= entries[parent_idx].version) break;
855
856         entries[heap_idx] = entries[parent_idx];
857         positions[entries[parent_idx].idx] = heap_idx;
858         heap_idx = parent_idx;
859     }
860
861     entries[heap_idx].version = new_version;
862     entries[heap_idx].idx = idx;
863     positions[idx] = heap_idx;
864 }
865
866 static void shader_glsl_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
867 {
868     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
869     struct shader_glsl_priv *priv = This->shader_priv;
870     struct constant_heap *heap = &priv->vconst_heap;
871     UINT i;
872
873     for (i = start; i < count + start; ++i)
874     {
875         if (!This->stateBlock->changed.vertexShaderConstantsF[i])
876             update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
877         else
878             update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
879     }
880 }
881
882 static void shader_glsl_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
883 {
884     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
885     struct shader_glsl_priv *priv = This->shader_priv;
886     struct constant_heap *heap = &priv->pconst_heap;
887     UINT i;
888
889     for (i = start; i < count + start; ++i)
890     {
891         if (!This->stateBlock->changed.pixelShaderConstantsF[i])
892             update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
893         else
894             update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
895     }
896 }
897
898 static unsigned int vec4_varyings(DWORD shader_major, const struct wined3d_gl_info *gl_info)
899 {
900     unsigned int ret = gl_info->limits.glsl_varyings / 4;
901     /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
902     if(shader_major > 3) return ret;
903
904     /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
905     if (gl_info->quirks & WINED3D_QUIRK_GLSL_CLIP_VARYING) ret -= 1;
906     return ret;
907 }
908
909 /** Generate the variable & register declarations for the GLSL output target */
910 static void shader_generate_glsl_declarations(const struct wined3d_context *context,
911         struct wined3d_shader_buffer *buffer, IWineD3DBaseShader *iface,
912         const shader_reg_maps *reg_maps, struct shader_glsl_ctx_priv *ctx_priv)
913 {
914     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
915     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
916     const struct wined3d_state *state = &device->stateBlock->state;
917     const struct ps_compile_args *ps_args = ctx_priv->cur_ps_args;
918     const struct wined3d_gl_info *gl_info = context->gl_info;
919     unsigned int i, extra_constants_needed = 0;
920     const local_constant *lconst;
921     DWORD map;
922
923     /* There are some minor differences between pixel and vertex shaders */
924     char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
925     char prefix = pshader ? 'P' : 'V';
926
927     /* Prototype the subroutines */
928     for (i = 0, map = reg_maps->labels; map; map >>= 1, ++i)
929     {
930         if (map & 1) shader_addline(buffer, "void subroutine%u();\n", i);
931     }
932
933     /* Declare the constants (aka uniforms) */
934     if (This->baseShader.limits.constant_float > 0) {
935         unsigned max_constantsF;
936         /* Unless the shader uses indirect addressing, always declare the maximum array size and ignore that we need some
937          * uniforms privately. E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup and immediate values, still
938          * declare VC[256]. If the shader needs more uniforms than we have it won't work in any case. If it uses less, the
939          * compiler will figure out which uniforms are really used and strip them out. This allows a shader to use c255 on
940          * a dx9 card, as long as it doesn't also use all the other constants.
941          *
942          * If the shader uses indirect addressing the compiler must assume that all declared uniforms are used. In this case,
943          * declare only the amount that we're assured to have.
944          *
945          * Thus we run into problems in these two cases:
946          * 1) The shader really uses more uniforms than supported
947          * 2) The shader uses indirect addressing, less constants than supported, but uses a constant index > #supported consts
948          */
949         if (pshader)
950         {
951             /* No indirect addressing here. */
952             max_constantsF = gl_info->limits.glsl_ps_float_constants;
953         }
954         else
955         {
956             if(This->baseShader.reg_maps.usesrelconstF) {
957                 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix).
958                  * Subtract another uniform for immediate values, which have to be loaded via uniform by the driver as well.
959                  * The shader code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex shader code, so one vec4 should be enough
960                  * (Unfortunately the Nvidia driver doesn't store 128 and -128 in one float).
961                  *
962                  * Writing gl_ClipVertex requires one uniform for each clipplane as well.
963                  */
964                 max_constantsF = gl_info->limits.glsl_vs_float_constants - 3;
965                 if(ctx_priv->cur_vs_args->clip_enabled)
966                 {
967                     max_constantsF -= gl_info->limits.clipplanes;
968                 }
969                 max_constantsF -= count_bits(This->baseShader.reg_maps.integer_constants);
970                 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
971                  * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
972                  * for now take this into account when calculating the number of available constants
973                  */
974                 max_constantsF -= count_bits(This->baseShader.reg_maps.boolean_constants);
975                 /* Set by driver quirks in directx.c */
976                 max_constantsF -= gl_info->reserved_glsl_constants;
977             }
978             else
979             {
980                 max_constantsF = gl_info->limits.glsl_vs_float_constants;
981             }
982         }
983         max_constantsF = min(This->baseShader.limits.constant_float, max_constantsF);
984         shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF);
985     }
986
987     /* Always declare the full set of constants, the compiler can remove the unused ones because d3d doesn't(yet)
988      * support indirect int and bool constant addressing. This avoids problems if the app uses e.g. i0 and i9.
989      */
990     if (This->baseShader.limits.constant_int > 0 && This->baseShader.reg_maps.integer_constants)
991         shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, This->baseShader.limits.constant_int);
992
993     if (This->baseShader.limits.constant_bool > 0 && This->baseShader.reg_maps.boolean_constants)
994         shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool);
995
996     if (!pshader)
997     {
998         shader_addline(buffer, "uniform vec4 posFixup;\n");
999         shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT);
1000     }
1001     else
1002     {
1003         for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
1004         {
1005             if (!(map & 1)) continue;
1006
1007             shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
1008
1009             if (reg_maps->luminanceparams & (1 << i))
1010             {
1011                 shader_addline(buffer, "uniform float luminancescale%d;\n", i);
1012                 shader_addline(buffer, "uniform float luminanceoffset%d;\n", i);
1013                 extra_constants_needed++;
1014             }
1015
1016             extra_constants_needed++;
1017         }
1018
1019         if (ps_args->srgb_correction)
1020         {
1021             shader_addline(buffer, "const vec4 srgb_const0 = vec4(%.8e, %.8e, %.8e, %.8e);\n",
1022                     srgb_pow, srgb_mul_high, srgb_sub_high, srgb_mul_low);
1023             shader_addline(buffer, "const vec4 srgb_const1 = vec4(%.8e, 0.0, 0.0, 0.0);\n",
1024                     srgb_cmp);
1025         }
1026         if (reg_maps->vpos || reg_maps->usesdsy)
1027         {
1028             if (This->baseShader.limits.constant_float + extra_constants_needed
1029                     + 1 < gl_info->limits.glsl_ps_float_constants)
1030             {
1031                 shader_addline(buffer, "uniform vec4 ycorrection;\n");
1032                 ((IWineD3DPixelShaderImpl *) This)->vpos_uniform = 1;
1033                 extra_constants_needed++;
1034             } else {
1035                 /* This happens because we do not have proper tracking of the constant registers that are
1036                  * actually used, only the max limit of the shader version
1037                  */
1038                 FIXME("Cannot find a free uniform for vpos correction params\n");
1039                 shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
1040                         context->render_offscreen ? 0.0f : device->render_targets[0]->currentDesc.Height,
1041                         context->render_offscreen ? 1.0f : -1.0f);
1042             }
1043             shader_addline(buffer, "vec4 vpos;\n");
1044         }
1045     }
1046
1047     /* Declare texture samplers */
1048     for (i = 0; i < This->baseShader.limits.sampler; i++) {
1049         if (reg_maps->sampler_type[i])
1050         {
1051             IWineD3DBaseTextureImpl *texture;
1052
1053             switch (reg_maps->sampler_type[i])
1054             {
1055                 case WINED3DSTT_1D:
1056                     if (pshader && ps_args->shadow & (1 << i))
1057                         shader_addline(buffer, "uniform sampler1DShadow %csampler%u;\n", prefix, i);
1058                     else
1059                         shader_addline(buffer, "uniform sampler1D %csampler%u;\n", prefix, i);
1060                     break;
1061                 case WINED3DSTT_2D:
1062                     texture = state->textures[i];
1063                     if (pshader && ps_args->shadow & (1 << i))
1064                     {
1065                         if (texture && texture->baseTexture.target == GL_TEXTURE_RECTANGLE_ARB)
1066                             shader_addline(buffer, "uniform sampler2DRectShadow %csampler%u;\n", prefix, i);
1067                         else
1068                             shader_addline(buffer, "uniform sampler2DShadow %csampler%u;\n", prefix, i);
1069                     }
1070                     else
1071                     {
1072                         if (texture && texture->baseTexture.target == GL_TEXTURE_RECTANGLE_ARB)
1073                             shader_addline(buffer, "uniform sampler2DRect %csampler%u;\n", prefix, i);
1074                         else
1075                             shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i);
1076                     }
1077                     break;
1078                 case WINED3DSTT_CUBE:
1079                     if (pshader && ps_args->shadow & (1 << i)) FIXME("Unsupported Cube shadow sampler.\n");
1080                     shader_addline(buffer, "uniform samplerCube %csampler%u;\n", prefix, i);
1081                     break;
1082                 case WINED3DSTT_VOLUME:
1083                     if (pshader && ps_args->shadow & (1 << i)) FIXME("Unsupported 3D shadow sampler.\n");
1084                     shader_addline(buffer, "uniform sampler3D %csampler%u;\n", prefix, i);
1085                     break;
1086                 default:
1087                     shader_addline(buffer, "uniform unsupported_sampler %csampler%u;\n", prefix, i);
1088                     FIXME("Unrecognized sampler type: %#x\n", reg_maps->sampler_type[i]);
1089                     break;
1090             }
1091         }
1092     }
1093
1094     /* Declare uniforms for NP2 texcoord fixup:
1095      * This is NOT done inside the loop that declares the texture samplers since the NP2 fixup code
1096      * is currently only used for the GeforceFX series and when forcing the ARB_npot extension off.
1097      * Modern cards just skip the code anyway, so put it inside a separate loop. */
1098     if (pshader && ps_args->np2_fixup) {
1099
1100         struct ps_np2fixup_info* const fixup = ctx_priv->cur_np2fixup_info;
1101         UINT cur = 0;
1102
1103         /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
1104          * while D3D has them in the (normalized) [0,1]x[0,1] range.
1105          * samplerNP2Fixup stores texture dimensions and is updated through
1106          * shader_glsl_load_np2fixup_constants when the sampler changes. */
1107
1108         for (i = 0; i < This->baseShader.limits.sampler; ++i) {
1109             if (reg_maps->sampler_type[i]) {
1110                 if (!(ps_args->np2_fixup & (1 << i))) continue;
1111
1112                 if (WINED3DSTT_2D != reg_maps->sampler_type[i]) {
1113                     FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
1114                     continue;
1115                 }
1116
1117                 fixup->idx[i] = cur++;
1118             }
1119         }
1120
1121         fixup->num_consts = (cur + 1) >> 1;
1122         shader_addline(buffer, "uniform vec4 %csamplerNP2Fixup[%u];\n", prefix, fixup->num_consts);
1123     }
1124
1125     /* Declare address variables */
1126     for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
1127     {
1128         if (map & 1) shader_addline(buffer, "ivec4 A%u;\n", i);
1129     }
1130
1131     /* Declare texture coordinate temporaries and initialize them */
1132     for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
1133     {
1134         if (map & 1) shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i);
1135     }
1136
1137     /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
1138      * helper function shader that is linked in at link time
1139      */
1140     if (pshader && reg_maps->shader_version.major >= 3)
1141     {
1142         if (use_vs(state))
1143         {
1144             shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
1145         } else {
1146             /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
1147              * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
1148              * pixel shader that reads the fixed function color into the packed input registers.
1149              */
1150             shader_addline(buffer, "vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
1151         }
1152     }
1153
1154     /* Declare output register temporaries */
1155     if(This->baseShader.limits.packed_output) {
1156         shader_addline(buffer, "vec4 OUT[%u];\n", This->baseShader.limits.packed_output);
1157     }
1158
1159     /* Declare temporary variables */
1160     for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
1161     {
1162         if (map & 1) shader_addline(buffer, "vec4 R%u;\n", i);
1163     }
1164
1165     /* Declare attributes */
1166     if (reg_maps->shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
1167     {
1168         for (i = 0, map = reg_maps->input_registers; map; map >>= 1, ++i)
1169         {
1170             if (map & 1) shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
1171         }
1172     }
1173
1174     /* Declare loop registers aLx */
1175     for (i = 0; i < reg_maps->loop_depth; i++) {
1176         shader_addline(buffer, "int aL%u;\n", i);
1177         shader_addline(buffer, "int tmpInt%u;\n", i);
1178     }
1179
1180     /* Temporary variables for matrix operations */
1181     shader_addline(buffer, "vec4 tmp0;\n");
1182     shader_addline(buffer, "vec4 tmp1;\n");
1183
1184     /* Local constants use a different name so they can be loaded once at shader link time
1185      * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
1186      * float -> string conversion can cause precision loss.
1187      */
1188     if(!This->baseShader.load_local_constsF) {
1189         LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
1190             shader_addline(buffer, "uniform vec4 %cLC%u;\n", prefix, lconst->idx);
1191         }
1192     }
1193
1194     /* Start the main program */
1195     shader_addline(buffer, "void main() {\n");
1196     if(pshader && reg_maps->vpos) {
1197         /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
1198          * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
1199          * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
1200          * precision troubles when we just substract 0.5.
1201          *
1202          * To deal with that just floor() the position. This will eliminate the fraction on all cards.
1203          *
1204          * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
1205          *
1206          * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
1207          * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
1208          * coordinates specify the pixel centers instead of the pixel corners. This code will behave
1209          * correctly on drivers that returns integer values.
1210          */
1211         shader_addline(buffer, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
1212     }
1213 }
1214
1215 /*****************************************************************************
1216  * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
1217  *
1218  * For more information, see http://wiki.winehq.org/DirectX-Shaders
1219  ****************************************************************************/
1220
1221 /* Prototypes */
1222 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1223         const struct wined3d_shader_src_param *wined3d_src, DWORD mask, glsl_src_param_t *glsl_src);
1224
1225 /** Used for opcode modifiers - They multiply the result by the specified amount */
1226 static const char * const shift_glsl_tab[] = {
1227     "",           /*  0 (none) */
1228     "2.0 * ",     /*  1 (x2)   */
1229     "4.0 * ",     /*  2 (x4)   */
1230     "8.0 * ",     /*  3 (x8)   */
1231     "16.0 * ",    /*  4 (x16)  */
1232     "32.0 * ",    /*  5 (x32)  */
1233     "",           /*  6 (x64)  */
1234     "",           /*  7 (x128) */
1235     "",           /*  8 (d256) */
1236     "",           /*  9 (d128) */
1237     "",           /* 10 (d64)  */
1238     "",           /* 11 (d32)  */
1239     "0.0625 * ",  /* 12 (d16)  */
1240     "0.125 * ",   /* 13 (d8)   */
1241     "0.25 * ",    /* 14 (d4)   */
1242     "0.5 * "      /* 15 (d2)   */
1243 };
1244
1245 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
1246 static void shader_glsl_gen_modifier(DWORD src_modifier, const char *in_reg, const char *in_regswizzle, char *out_str)
1247 {
1248     out_str[0] = 0;
1249
1250     switch (src_modifier)
1251     {
1252     case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
1253     case WINED3DSPSM_DW:
1254     case WINED3DSPSM_NONE:
1255         sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1256         break;
1257     case WINED3DSPSM_NEG:
1258         sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
1259         break;
1260     case WINED3DSPSM_NOT:
1261         sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
1262         break;
1263     case WINED3DSPSM_BIAS:
1264         sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1265         break;
1266     case WINED3DSPSM_BIASNEG:
1267         sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1268         break;
1269     case WINED3DSPSM_SIGN:
1270         sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1271         break;
1272     case WINED3DSPSM_SIGNNEG:
1273         sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1274         break;
1275     case WINED3DSPSM_COMP:
1276         sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
1277         break;
1278     case WINED3DSPSM_X2:
1279         sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
1280         break;
1281     case WINED3DSPSM_X2NEG:
1282         sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
1283         break;
1284     case WINED3DSPSM_ABS:
1285         sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
1286         break;
1287     case WINED3DSPSM_ABSNEG:
1288         sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
1289         break;
1290     default:
1291         FIXME("Unhandled modifier %u\n", src_modifier);
1292         sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1293     }
1294 }
1295
1296 /** Writes the GLSL variable name that corresponds to the register that the
1297  * DX opcode parameter is trying to access */
1298 static void shader_glsl_get_register_name(const struct wined3d_shader_register *reg,
1299         char *register_name, BOOL *is_color, const struct wined3d_shader_instruction *ins)
1300 {
1301     /* oPos, oFog and oPts in D3D */
1302     static const char * const hwrastout_reg_names[] = {"OUT[10]", "OUT[11].x", "OUT[11].y"};
1303
1304     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1305     const struct shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1306     const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
1307     char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1308
1309     *is_color = FALSE;
1310
1311     switch (reg->type)
1312     {
1313         case WINED3DSPR_TEMP:
1314             sprintf(register_name, "R%u", reg->idx);
1315             break;
1316
1317         case WINED3DSPR_INPUT:
1318             /* vertex shaders */
1319             if (!pshader)
1320             {
1321                 struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
1322                 if (priv->cur_vs_args->swizzle_map & (1 << reg->idx)) *is_color = TRUE;
1323                 sprintf(register_name, "attrib%u", reg->idx);
1324                 break;
1325             }
1326
1327             /* pixel shaders >= 3.0 */
1328             if (reg_maps->shader_version.major >= 3)
1329             {
1330                 DWORD idx = ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg->idx];
1331                 unsigned int in_count = vec4_varyings(reg_maps->shader_version.major, gl_info);
1332
1333                 if (reg->rel_addr)
1334                 {
1335                     glsl_src_param_t rel_param;
1336
1337                     shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1338
1339                     /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
1340                      * operation there */
1341                     if (idx)
1342                     {
1343                         if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count)
1344                         {
1345                             sprintf(register_name,
1346                                     "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
1347                                     rel_param.param_str, idx, in_count - 1, rel_param.param_str, idx, in_count,
1348                                     rel_param.param_str, idx);
1349                         }
1350                         else
1351                         {
1352                             sprintf(register_name, "IN[%s + %u]", rel_param.param_str, idx);
1353                         }
1354                     }
1355                     else
1356                     {
1357                         if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count)
1358                         {
1359                             sprintf(register_name, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
1360                                     rel_param.param_str, in_count - 1, rel_param.param_str, in_count,
1361                                     rel_param.param_str);
1362                         }
1363                         else
1364                         {
1365                             sprintf(register_name, "IN[%s]", rel_param.param_str);
1366                         }
1367                     }
1368                 }
1369                 else
1370                 {
1371                     if (idx == in_count) sprintf(register_name, "gl_Color");
1372                     else if (idx == in_count + 1) sprintf(register_name, "gl_SecondaryColor");
1373                     else sprintf(register_name, "IN[%u]", idx);
1374                 }
1375             }
1376             else
1377             {
1378                 if (!reg->idx) strcpy(register_name, "gl_Color");
1379                 else strcpy(register_name, "gl_SecondaryColor");
1380                 break;
1381             }
1382             break;
1383
1384         case WINED3DSPR_CONST:
1385             {
1386                 const char prefix = pshader ? 'P' : 'V';
1387
1388                 /* Relative addressing */
1389                 if (reg->rel_addr)
1390                 {
1391                     glsl_src_param_t rel_param;
1392                     shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1393                     if (reg->idx) sprintf(register_name, "%cC[%s + %u]", prefix, rel_param.param_str, reg->idx);
1394                     else sprintf(register_name, "%cC[%s]", prefix, rel_param.param_str);
1395                 }
1396                 else
1397                 {
1398                     if (shader_constant_is_local(This, reg->idx))
1399                         sprintf(register_name, "%cLC%u", prefix, reg->idx);
1400                     else
1401                         sprintf(register_name, "%cC[%u]", prefix, reg->idx);
1402                 }
1403             }
1404             break;
1405
1406         case WINED3DSPR_CONSTINT:
1407             if (pshader) sprintf(register_name, "PI[%u]", reg->idx);
1408             else sprintf(register_name, "VI[%u]", reg->idx);
1409             break;
1410
1411         case WINED3DSPR_CONSTBOOL:
1412             if (pshader) sprintf(register_name, "PB[%u]", reg->idx);
1413             else sprintf(register_name, "VB[%u]", reg->idx);
1414             break;
1415
1416         case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1417             if (pshader) sprintf(register_name, "T%u", reg->idx);
1418             else sprintf(register_name, "A%u", reg->idx);
1419             break;
1420
1421         case WINED3DSPR_LOOP:
1422             sprintf(register_name, "aL%u", This->baseShader.cur_loop_regno - 1);
1423             break;
1424
1425         case WINED3DSPR_SAMPLER:
1426             if (pshader) sprintf(register_name, "Psampler%u", reg->idx);
1427             else sprintf(register_name, "Vsampler%u", reg->idx);
1428             break;
1429
1430         case WINED3DSPR_COLOROUT:
1431             if (reg->idx >= gl_info->limits.buffers)
1432                 WARN("Write to render target %u, only %d supported.\n", reg->idx, gl_info->limits.buffers);
1433
1434             sprintf(register_name, "gl_FragData[%u]", reg->idx);
1435             break;
1436
1437         case WINED3DSPR_RASTOUT:
1438             sprintf(register_name, "%s", hwrastout_reg_names[reg->idx]);
1439             break;
1440
1441         case WINED3DSPR_DEPTHOUT:
1442             sprintf(register_name, "gl_FragDepth");
1443             break;
1444
1445         case WINED3DSPR_ATTROUT:
1446             if (!reg->idx) sprintf(register_name, "OUT[8]");
1447             else sprintf(register_name, "OUT[9]");
1448             break;
1449
1450         case WINED3DSPR_TEXCRDOUT:
1451             /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1452             sprintf(register_name, "OUT[%u]", reg->idx);
1453             break;
1454
1455         case WINED3DSPR_MISCTYPE:
1456             if (!reg->idx)
1457             {
1458                 /* vPos */
1459                 sprintf(register_name, "vpos");
1460             }
1461             else if (reg->idx == 1)
1462             {
1463                 /* Note that gl_FrontFacing is a bool, while vFace is
1464                  * a float for which the sign determines front/back */
1465                 sprintf(register_name, "(gl_FrontFacing ? 1.0 : -1.0)");
1466             }
1467             else
1468             {
1469                 FIXME("Unhandled misctype register %d\n", reg->idx);
1470                 sprintf(register_name, "unrecognized_register");
1471             }
1472             break;
1473
1474         case WINED3DSPR_IMMCONST:
1475             switch (reg->immconst_type)
1476             {
1477                 case WINED3D_IMMCONST_SCALAR:
1478                     sprintf(register_name, "%.8e", *(const float *)reg->immconst_data);
1479                     break;
1480
1481                 case WINED3D_IMMCONST_VEC4:
1482                     sprintf(register_name, "vec4(%.8e, %.8e, %.8e, %.8e)",
1483                             *(const float *)&reg->immconst_data[0], *(const float *)&reg->immconst_data[1],
1484                             *(const float *)&reg->immconst_data[2], *(const float *)&reg->immconst_data[3]);
1485                     break;
1486
1487                 default:
1488                     FIXME("Unhandled immconst type %#x\n", reg->immconst_type);
1489                     sprintf(register_name, "<unhandled_immconst_type %#x>", reg->immconst_type);
1490             }
1491             break;
1492
1493         default:
1494             FIXME("Unhandled register name Type(%d)\n", reg->type);
1495             sprintf(register_name, "unrecognized_register");
1496             break;
1497     }
1498 }
1499
1500 static void shader_glsl_write_mask_to_str(DWORD write_mask, char *str)
1501 {
1502     *str++ = '.';
1503     if (write_mask & WINED3DSP_WRITEMASK_0) *str++ = 'x';
1504     if (write_mask & WINED3DSP_WRITEMASK_1) *str++ = 'y';
1505     if (write_mask & WINED3DSP_WRITEMASK_2) *str++ = 'z';
1506     if (write_mask & WINED3DSP_WRITEMASK_3) *str++ = 'w';
1507     *str = '\0';
1508 }
1509
1510 /* Get the GLSL write mask for the destination register */
1511 static DWORD shader_glsl_get_write_mask(const struct wined3d_shader_dst_param *param, char *write_mask)
1512 {
1513     DWORD mask = param->write_mask;
1514
1515     if (shader_is_scalar(&param->reg))
1516     {
1517         mask = WINED3DSP_WRITEMASK_0;
1518         *write_mask = '\0';
1519     }
1520     else
1521     {
1522         shader_glsl_write_mask_to_str(mask, write_mask);
1523     }
1524
1525     return mask;
1526 }
1527
1528 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
1529     unsigned int size = 0;
1530
1531     if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
1532     if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
1533     if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
1534     if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
1535
1536     return size;
1537 }
1538
1539 static void shader_glsl_swizzle_to_str(const DWORD swizzle, BOOL fixup, DWORD mask, char *str)
1540 {
1541     /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1542      * but addressed as "rgba". To fix this we need to swap the register's x
1543      * and z components. */
1544     const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
1545
1546     *str++ = '.';
1547     /* swizzle bits fields: wwzzyyxx */
1548     if (mask & WINED3DSP_WRITEMASK_0) *str++ = swizzle_chars[swizzle & 0x03];
1549     if (mask & WINED3DSP_WRITEMASK_1) *str++ = swizzle_chars[(swizzle >> 2) & 0x03];
1550     if (mask & WINED3DSP_WRITEMASK_2) *str++ = swizzle_chars[(swizzle >> 4) & 0x03];
1551     if (mask & WINED3DSP_WRITEMASK_3) *str++ = swizzle_chars[(swizzle >> 6) & 0x03];
1552     *str = '\0';
1553 }
1554
1555 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param *param,
1556         BOOL fixup, DWORD mask, char *swizzle_str)
1557 {
1558     if (shader_is_scalar(&param->reg))
1559         *swizzle_str = '\0';
1560     else
1561         shader_glsl_swizzle_to_str(param->swizzle, fixup, mask, swizzle_str);
1562 }
1563
1564 /* From a given parameter token, generate the corresponding GLSL string.
1565  * Also, return the actual register name and swizzle in case the
1566  * caller needs this information as well. */
1567 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1568         const struct wined3d_shader_src_param *wined3d_src, DWORD mask, glsl_src_param_t *glsl_src)
1569 {
1570     BOOL is_color = FALSE;
1571     char swizzle_str[6];
1572
1573     glsl_src->reg_name[0] = '\0';
1574     glsl_src->param_str[0] = '\0';
1575     swizzle_str[0] = '\0';
1576
1577     shader_glsl_get_register_name(&wined3d_src->reg, glsl_src->reg_name, &is_color, ins);
1578     shader_glsl_get_swizzle(wined3d_src, is_color, mask, swizzle_str);
1579     shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, glsl_src->param_str);
1580 }
1581
1582 /* From a given parameter token, generate the corresponding GLSL string.
1583  * Also, return the actual register name and swizzle in case the
1584  * caller needs this information as well. */
1585 static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction *ins,
1586         const struct wined3d_shader_dst_param *wined3d_dst, glsl_dst_param_t *glsl_dst)
1587 {
1588     BOOL is_color = FALSE;
1589
1590     glsl_dst->mask_str[0] = '\0';
1591     glsl_dst->reg_name[0] = '\0';
1592
1593     shader_glsl_get_register_name(&wined3d_dst->reg, glsl_dst->reg_name, &is_color, ins);
1594     return shader_glsl_get_write_mask(wined3d_dst, glsl_dst->mask_str);
1595 }
1596
1597 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1598 static DWORD shader_glsl_append_dst_ext(struct wined3d_shader_buffer *buffer,
1599         const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *dst)
1600 {
1601     glsl_dst_param_t glsl_dst;
1602     DWORD mask;
1603
1604     mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst);
1605     if (mask) shader_addline(buffer, "%s%s = %s(", glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
1606
1607     return mask;
1608 }
1609
1610 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1611 static DWORD shader_glsl_append_dst(struct wined3d_shader_buffer *buffer, const struct wined3d_shader_instruction *ins)
1612 {
1613     return shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
1614 }
1615
1616 /** Process GLSL instruction modifiers */
1617 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins)
1618 {
1619     glsl_dst_param_t dst_param;
1620     DWORD modifiers;
1621
1622     if (!ins->dst_count) return;
1623
1624     modifiers = ins->dst[0].modifiers;
1625     if (!modifiers) return;
1626
1627     shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
1628
1629     if (modifiers & WINED3DSPDM_SATURATE)
1630     {
1631         /* _SAT means to clamp the value of the register to between 0 and 1 */
1632         shader_addline(ins->ctx->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
1633                 dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
1634     }
1635
1636     if (modifiers & WINED3DSPDM_MSAMPCENTROID)
1637     {
1638         FIXME("_centroid modifier not handled\n");
1639     }
1640
1641     if (modifiers & WINED3DSPDM_PARTIALPRECISION)
1642     {
1643         /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1644     }
1645 }
1646
1647 static inline const char *shader_get_comp_op(DWORD op)
1648 {
1649     switch (op) {
1650         case COMPARISON_GT: return ">";
1651         case COMPARISON_EQ: return "==";
1652         case COMPARISON_GE: return ">=";
1653         case COMPARISON_LT: return "<";
1654         case COMPARISON_NE: return "!=";
1655         case COMPARISON_LE: return "<=";
1656         default:
1657             FIXME("Unrecognized comparison value: %u\n", op);
1658             return "(\?\?)";
1659     }
1660 }
1661
1662 static void shader_glsl_get_sample_function(const struct wined3d_shader_context *ctx,
1663         DWORD sampler_idx, DWORD flags, glsl_sample_function_t *sample_function)
1664 {
1665     WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ctx->reg_maps->sampler_type[sampler_idx];
1666     const struct wined3d_gl_info *gl_info = ctx->gl_info;
1667     BOOL shadow = shader_is_pshader_version(ctx->reg_maps->shader_version.type)
1668             && (((const struct shader_glsl_ctx_priv *)ctx->backend_data)->cur_ps_args->shadow & (1 << sampler_idx));
1669     BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
1670     BOOL texrect = flags & WINED3D_GLSL_SAMPLE_RECT;
1671     BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD;
1672     BOOL grad = flags & WINED3D_GLSL_SAMPLE_GRAD;
1673
1674     /* Note that there's no such thing as a projected cube texture. */
1675     switch(sampler_type) {
1676         case WINED3DSTT_1D:
1677             if (shadow)
1678             {
1679                 if (lod)
1680                 {
1681                     sample_function->name = projected ? "shadow1DProjLod" : "shadow1DLod";
1682                 }
1683                 else if (grad)
1684                 {
1685                     if (gl_info->supported[EXT_GPU_SHADER4])
1686                         sample_function->name = projected ? "shadow1DProjGrad" : "shadow1DGrad";
1687                     else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1688                         sample_function->name = projected ? "shadow1DProjGradARB" : "shadow1DGradARB";
1689                     else
1690                     {
1691                         FIXME("Unsupported 1D shadow grad function.\n");
1692                         sample_function->name = "unsupported1DGrad";
1693                     }
1694                 }
1695                 else
1696                 {
1697                     sample_function->name = projected ? "shadow1DProj" : "shadow1D";
1698                 }
1699                 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1700             }
1701             else
1702             {
1703                 if (lod)
1704                 {
1705                     sample_function->name = projected ? "texture1DProjLod" : "texture1DLod";
1706                 }
1707                 else if (grad)
1708                 {
1709                     if (gl_info->supported[EXT_GPU_SHADER4])
1710                         sample_function->name = projected ? "texture1DProjGrad" : "texture1DGrad";
1711                     else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1712                         sample_function->name = projected ? "texture1DProjGradARB" : "texture1DGradARB";
1713                     else
1714                     {
1715                         FIXME("Unsupported 1D grad function.\n");
1716                         sample_function->name = "unsupported1DGrad";
1717                     }
1718                 }
1719                 else
1720                 {
1721                     sample_function->name = projected ? "texture1DProj" : "texture1D";
1722                 }
1723                 sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
1724             }
1725             break;
1726
1727         case WINED3DSTT_2D:
1728             if (shadow)
1729             {
1730                 if (texrect)
1731                 {
1732                     if (lod)
1733                     {
1734                         sample_function->name = projected ? "shadow2DRectProjLod" : "shadow2DRectLod";
1735                     }
1736                     else if (grad)
1737                     {
1738                         if (gl_info->supported[EXT_GPU_SHADER4])
1739                             sample_function->name = projected ? "shadow2DRectProjGrad" : "shadow2DRectGrad";
1740                         else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1741                             sample_function->name = projected ? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
1742                         else
1743                         {
1744                             FIXME("Unsupported RECT shadow grad function.\n");
1745                             sample_function->name = "unsupported2DRectGrad";
1746                         }
1747                     }
1748                     else
1749                     {
1750                         sample_function->name = projected ? "shadow2DRectProj" : "shadow2DRect";
1751                     }
1752                 }
1753                 else
1754                 {
1755                     if (lod)
1756                     {
1757                         sample_function->name = projected ? "shadow2DProjLod" : "shadow2DLod";
1758                     }
1759                     else if (grad)
1760                     {
1761                         if (gl_info->supported[EXT_GPU_SHADER4])
1762                             sample_function->name = projected ? "shadow2DProjGrad" : "shadow2DGrad";
1763                         else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1764                             sample_function->name = projected ? "shadow2DProjGradARB" : "shadow2DGradARB";
1765                         else
1766                         {
1767                             FIXME("Unsupported 2D shadow grad function.\n");
1768                             sample_function->name = "unsupported2DGrad";
1769                         }
1770                     }
1771                     else
1772                     {
1773                         sample_function->name = projected ? "shadow2DProj" : "shadow2D";
1774                     }
1775                 }
1776                 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1777             }
1778             else
1779             {
1780                 if (texrect)
1781                 {
1782                     if (lod)
1783                     {
1784                         sample_function->name = projected ? "texture2DRectProjLod" : "texture2DRectLod";
1785                     }
1786                     else if (grad)
1787                     {
1788                         if (gl_info->supported[EXT_GPU_SHADER4])
1789                             sample_function->name = projected ? "texture2DRectProjGrad" : "texture2DRectGrad";
1790                         else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1791                             sample_function->name = projected ? "texture2DRectProjGradARB" : "texture2DRectGradARB";
1792                         else
1793                         {
1794                             FIXME("Unsupported RECT grad function.\n");
1795                             sample_function->name = "unsupported2DRectGrad";
1796                         }
1797                     }
1798                     else
1799                     {
1800                         sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
1801                     }
1802                 }
1803                 else
1804                 {
1805                     if (lod)
1806                     {
1807                         sample_function->name = projected ? "texture2DProjLod" : "texture2DLod";
1808                     }
1809                     else if (grad)
1810                     {
1811                         if (gl_info->supported[EXT_GPU_SHADER4])
1812                             sample_function->name = projected ? "texture2DProjGrad" : "texture2DGrad";
1813                         else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1814                             sample_function->name = projected ? "texture2DProjGradARB" : "texture2DGradARB";
1815                         else
1816                         {
1817                             FIXME("Unsupported 2D grad function.\n");
1818                             sample_function->name = "unsupported2DGrad";
1819                         }
1820                     }
1821                     else
1822                     {
1823                         sample_function->name = projected ? "texture2DProj" : "texture2D";
1824                     }
1825                 }
1826                 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1827             }
1828             break;
1829
1830         case WINED3DSTT_CUBE:
1831             if (shadow)
1832             {
1833                 FIXME("Unsupported Cube shadow function.\n");
1834                 sample_function->name = "unsupportedCubeShadow";
1835                 sample_function->coord_mask = 0;
1836             }
1837             else
1838             {
1839                 if (lod)
1840                 {
1841                     sample_function->name = "textureCubeLod";
1842                 }
1843                 else if (grad)
1844                 {
1845                     if (gl_info->supported[EXT_GPU_SHADER4])
1846                         sample_function->name = "textureCubeGrad";
1847                     else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1848                         sample_function->name = "textureCubeGradARB";
1849                     else
1850                     {
1851                         FIXME("Unsupported Cube grad function.\n");
1852                         sample_function->name = "unsupportedCubeGrad";
1853                     }
1854                 }
1855                 else
1856                 {
1857                     sample_function->name = "textureCube";
1858                 }
1859                 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1860             }
1861             break;
1862
1863         case WINED3DSTT_VOLUME:
1864             if (shadow)
1865             {
1866                 FIXME("Unsupported 3D shadow function.\n");
1867                 sample_function->name = "unsupported3DShadow";
1868                 sample_function->coord_mask = 0;
1869             }
1870             else
1871             {
1872                 if (lod)
1873                 {
1874                     sample_function->name = projected ? "texture3DProjLod" : "texture3DLod";
1875                 }
1876                 else  if (grad)
1877                 {
1878                     if (gl_info->supported[EXT_GPU_SHADER4])
1879                         sample_function->name = projected ? "texture3DProjGrad" : "texture3DGrad";
1880                     else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1881                         sample_function->name = projected ? "texture3DProjGradARB" : "texture3DGradARB";
1882                     else
1883                     {
1884                         FIXME("Unsupported 3D grad function.\n");
1885                         sample_function->name = "unsupported3DGrad";
1886                     }
1887                 }
1888                 else
1889                 {
1890                     sample_function->name = projected ? "texture3DProj" : "texture3D";
1891                 }
1892                 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1893             }
1894             break;
1895
1896         default:
1897             sample_function->name = "";
1898             sample_function->coord_mask = 0;
1899             FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
1900             break;
1901     }
1902 }
1903
1904 static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
1905         BOOL sign_fixup, enum fixup_channel_source channel_source)
1906 {
1907     switch(channel_source)
1908     {
1909         case CHANNEL_SOURCE_ZERO:
1910             strcat(arguments, "0.0");
1911             break;
1912
1913         case CHANNEL_SOURCE_ONE:
1914             strcat(arguments, "1.0");
1915             break;
1916
1917         case CHANNEL_SOURCE_X:
1918             strcat(arguments, reg_name);
1919             strcat(arguments, ".x");
1920             break;
1921
1922         case CHANNEL_SOURCE_Y:
1923             strcat(arguments, reg_name);
1924             strcat(arguments, ".y");
1925             break;
1926
1927         case CHANNEL_SOURCE_Z:
1928             strcat(arguments, reg_name);
1929             strcat(arguments, ".z");
1930             break;
1931
1932         case CHANNEL_SOURCE_W:
1933             strcat(arguments, reg_name);
1934             strcat(arguments, ".w");
1935             break;
1936
1937         default:
1938             FIXME("Unhandled channel source %#x\n", channel_source);
1939             strcat(arguments, "undefined");
1940             break;
1941     }
1942
1943     if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
1944 }
1945
1946 static void shader_glsl_color_correction(const struct wined3d_shader_instruction *ins, struct color_fixup_desc fixup)
1947 {
1948     struct wined3d_shader_dst_param dst;
1949     unsigned int mask_size, remaining;
1950     glsl_dst_param_t dst_param;
1951     char arguments[256];
1952     DWORD mask;
1953
1954     mask = 0;
1955     if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1956     if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1957     if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1958     if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1959     mask &= ins->dst[0].write_mask;
1960
1961     if (!mask) return; /* Nothing to do */
1962
1963     if (is_complex_fixup(fixup))
1964     {
1965         enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1966         FIXME("Complex fixup (%#x) not supported\n",complex_fixup);
1967         return;
1968     }
1969
1970     mask_size = shader_glsl_get_write_mask_size(mask);
1971
1972     dst = ins->dst[0];
1973     dst.write_mask = mask;
1974     shader_glsl_add_dst_param(ins, &dst, &dst_param);
1975
1976     arguments[0] = '\0';
1977     remaining = mask_size;
1978     if (mask & WINED3DSP_WRITEMASK_0)
1979     {
1980         shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.x_sign_fixup, fixup.x_source);
1981         if (--remaining) strcat(arguments, ", ");
1982     }
1983     if (mask & WINED3DSP_WRITEMASK_1)
1984     {
1985         shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.y_sign_fixup, fixup.y_source);
1986         if (--remaining) strcat(arguments, ", ");
1987     }
1988     if (mask & WINED3DSP_WRITEMASK_2)
1989     {
1990         shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.z_sign_fixup, fixup.z_source);
1991         if (--remaining) strcat(arguments, ", ");
1992     }
1993     if (mask & WINED3DSP_WRITEMASK_3)
1994     {
1995         shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.w_sign_fixup, fixup.w_source);
1996         if (--remaining) strcat(arguments, ", ");
1997     }
1998
1999     if (mask_size > 1)
2000     {
2001         shader_addline(ins->ctx->buffer, "%s%s = vec%u(%s);\n",
2002                 dst_param.reg_name, dst_param.mask_str, mask_size, arguments);
2003     }
2004     else
2005     {
2006         shader_addline(ins->ctx->buffer, "%s%s = %s;\n", dst_param.reg_name, dst_param.mask_str, arguments);
2007     }
2008 }
2009
2010 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins,
2011         DWORD sampler, const glsl_sample_function_t *sample_function, DWORD swizzle,
2012         const char *dx, const char *dy,
2013         const char *bias, const char *coord_reg_fmt, ...)
2014 {
2015     const char *sampler_base;
2016     char dst_swizzle[6];
2017     struct color_fixup_desc fixup;
2018     BOOL np2_fixup = FALSE;
2019     va_list args;
2020
2021     shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
2022
2023     if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
2024     {
2025         const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
2026         fixup = priv->cur_ps_args->color_fixup[sampler];
2027         sampler_base = "Psampler";
2028
2029         if(priv->cur_ps_args->np2_fixup & (1 << sampler)) {
2030             if(bias) {
2031                 FIXME("Biased sampling from NP2 textures is unsupported\n");
2032             } else {
2033                 np2_fixup = TRUE;
2034             }
2035         }
2036     } else {
2037         sampler_base = "Vsampler";
2038         fixup = COLOR_FIXUP_IDENTITY; /* FIXME: Vshader color fixup */
2039     }
2040
2041     shader_glsl_append_dst(ins->ctx->buffer, ins);
2042
2043     shader_addline(ins->ctx->buffer, "%s(%s%u, ", sample_function->name, sampler_base, sampler);
2044
2045     va_start(args, coord_reg_fmt);
2046     shader_vaddline(ins->ctx->buffer, coord_reg_fmt, args);
2047     va_end(args);
2048
2049     if(bias) {
2050         shader_addline(ins->ctx->buffer, ", %s)%s);\n", bias, dst_swizzle);
2051     } else {
2052         if (np2_fixup) {
2053             const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
2054             const unsigned char idx = priv->cur_np2fixup_info->idx[sampler];
2055
2056             shader_addline(ins->ctx->buffer, " * PsamplerNP2Fixup[%u].%s)%s);\n", idx >> 1,
2057                            (idx % 2) ? "zw" : "xy", dst_swizzle);
2058         } else if(dx && dy) {
2059             shader_addline(ins->ctx->buffer, ", %s, %s)%s);\n", dx, dy, dst_swizzle);
2060         } else {
2061             shader_addline(ins->ctx->buffer, ")%s);\n", dst_swizzle);
2062         }
2063     }
2064
2065     if(!is_identity_fixup(fixup)) {
2066         shader_glsl_color_correction(ins, fixup);
2067     }
2068 }
2069
2070 /*****************************************************************************
2071  * Begin processing individual instruction opcodes
2072  ****************************************************************************/
2073
2074 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
2075 static void shader_glsl_arith(const struct wined3d_shader_instruction *ins)
2076 {
2077     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2078     glsl_src_param_t src0_param;
2079     glsl_src_param_t src1_param;
2080     DWORD write_mask;
2081     char op;
2082
2083     /* Determine the GLSL operator to use based on the opcode */
2084     switch (ins->handler_idx)
2085     {
2086         case WINED3DSIH_MUL: op = '*'; break;
2087         case WINED3DSIH_ADD: op = '+'; break;
2088         case WINED3DSIH_SUB: op = '-'; break;
2089         default:
2090             op = ' ';
2091             FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
2092             break;
2093     }
2094
2095     write_mask = shader_glsl_append_dst(buffer, ins);
2096     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2097     shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2098     shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
2099 }
2100
2101 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
2102 static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
2103 {
2104     const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
2105     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2106     glsl_src_param_t src0_param;
2107     DWORD write_mask;
2108
2109     write_mask = shader_glsl_append_dst(buffer, ins);
2110     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2111
2112     /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
2113      * shader versions WINED3DSIO_MOVA is used for this. */
2114     if (ins->ctx->reg_maps->shader_version.major == 1
2115             && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
2116             && ins->dst[0].reg.type == WINED3DSPR_ADDR)
2117     {
2118         /* This is a simple floor() */
2119         unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2120         if (mask_size > 1) {
2121             shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
2122         } else {
2123             shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
2124         }
2125     }
2126     else if(ins->handler_idx == WINED3DSIH_MOVA)
2127     {
2128         /* We need to *round* to the nearest int here. */
2129         unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2130
2131         if (gl_info->supported[EXT_GPU_SHADER4])
2132         {
2133             if (mask_size > 1)
2134                 shader_addline(buffer, "ivec%d(round(%s)));\n", mask_size, src0_param.param_str);
2135             else
2136                 shader_addline(buffer, "int(round(%s)));\n", src0_param.param_str);
2137         }
2138         else
2139         {
2140             if (mask_size > 1)
2141                 shader_addline(buffer, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
2142                         mask_size, src0_param.param_str, mask_size, src0_param.param_str);
2143             else
2144                 shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
2145                         src0_param.param_str, src0_param.param_str);
2146         }
2147     }
2148     else
2149     {
2150         shader_addline(buffer, "%s);\n", src0_param.param_str);
2151     }
2152 }
2153
2154 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
2155 static void shader_glsl_dot(const struct wined3d_shader_instruction *ins)
2156 {
2157     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2158     glsl_src_param_t src0_param;
2159     glsl_src_param_t src1_param;
2160     DWORD dst_write_mask, src_write_mask;
2161     unsigned int dst_size = 0;
2162
2163     dst_write_mask = shader_glsl_append_dst(buffer, ins);
2164     dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
2165
2166     /* dp3 works on vec3, dp4 on vec4 */
2167     if (ins->handler_idx == WINED3DSIH_DP4)
2168     {
2169         src_write_mask = WINED3DSP_WRITEMASK_ALL;
2170     } else {
2171         src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2172     }
2173
2174     shader_glsl_add_src_param(ins, &ins->src[0], src_write_mask, &src0_param);
2175     shader_glsl_add_src_param(ins, &ins->src[1], src_write_mask, &src1_param);
2176
2177     if (dst_size > 1) {
2178         shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
2179     } else {
2180         shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
2181     }
2182 }
2183
2184 /* Note that this instruction has some restrictions. The destination write mask
2185  * can't contain the w component, and the source swizzles have to be .xyzw */
2186 static void shader_glsl_cross(const struct wined3d_shader_instruction *ins)
2187 {
2188     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2189     glsl_src_param_t src0_param;
2190     glsl_src_param_t src1_param;
2191     char dst_mask[6];
2192
2193     shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2194     shader_glsl_append_dst(ins->ctx->buffer, ins);
2195     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2196     shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
2197     shader_addline(ins->ctx->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
2198 }
2199
2200 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
2201  * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
2202  * GLSL uses the value as-is. */
2203 static void shader_glsl_pow(const struct wined3d_shader_instruction *ins)
2204 {
2205     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2206     glsl_src_param_t src0_param;
2207     glsl_src_param_t src1_param;
2208     DWORD dst_write_mask;
2209     unsigned int dst_size;
2210
2211     dst_write_mask = shader_glsl_append_dst(buffer, ins);
2212     dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
2213
2214     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2215     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2216
2217     if (dst_size > 1)
2218     {
2219         shader_addline(buffer, "vec%u(pow(abs(%s), %s)));\n",
2220                 dst_size, src0_param.param_str, src1_param.param_str);
2221     }
2222     else
2223     {
2224         shader_addline(buffer, "pow(abs(%s), %s));\n",
2225                 src0_param.param_str, src1_param.param_str);
2226     }
2227 }
2228
2229 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
2230  * Src0 is a scalar. Note that D3D uses the absolute of src0, while
2231  * GLSL uses the value as-is. */
2232 static void shader_glsl_log(const struct wined3d_shader_instruction *ins)
2233 {
2234     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2235     glsl_src_param_t src0_param;
2236     DWORD dst_write_mask;
2237     unsigned int dst_size;
2238
2239     dst_write_mask = shader_glsl_append_dst(buffer, ins);
2240     dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
2241
2242     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2243
2244     if (dst_size > 1)
2245     {
2246         shader_addline(buffer, "vec%u(log2(abs(%s))));\n",
2247                 dst_size, src0_param.param_str);
2248     }
2249     else
2250     {
2251         shader_addline(buffer, "log2(abs(%s)));\n",
2252                 src0_param.param_str);
2253     }
2254 }
2255
2256 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
2257 static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
2258 {
2259     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2260     glsl_src_param_t src_param;
2261     const char *instruction;
2262     DWORD write_mask;
2263     unsigned i;
2264
2265     /* Determine the GLSL function to use based on the opcode */
2266     /* TODO: Possibly make this a table for faster lookups */
2267     switch (ins->handler_idx)
2268     {
2269         case WINED3DSIH_MIN: instruction = "min"; break;
2270         case WINED3DSIH_MAX: instruction = "max"; break;
2271         case WINED3DSIH_ABS: instruction = "abs"; break;
2272         case WINED3DSIH_FRC: instruction = "fract"; break;
2273         case WINED3DSIH_EXP: instruction = "exp2"; break;
2274         case WINED3DSIH_DSX: instruction = "dFdx"; break;
2275         case WINED3DSIH_DSY: instruction = "ycorrection.y * dFdy"; break;
2276         default: instruction = "";
2277             FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
2278             break;
2279     }
2280
2281     write_mask = shader_glsl_append_dst(buffer, ins);
2282
2283     shader_addline(buffer, "%s(", instruction);
2284
2285     if (ins->src_count)
2286     {
2287         shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
2288         shader_addline(buffer, "%s", src_param.param_str);
2289         for (i = 1; i < ins->src_count; ++i)
2290         {
2291             shader_glsl_add_src_param(ins, &ins->src[i], write_mask, &src_param);
2292             shader_addline(buffer, ", %s", src_param.param_str);
2293         }
2294     }
2295
2296     shader_addline(buffer, "));\n");
2297 }
2298
2299 static void shader_glsl_nrm(const struct wined3d_shader_instruction *ins)
2300 {
2301     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2302     glsl_src_param_t src_param;
2303     unsigned int mask_size;
2304     DWORD write_mask;
2305     char dst_mask[6];
2306
2307     write_mask = shader_glsl_get_write_mask(ins->dst, dst_mask);
2308     mask_size = shader_glsl_get_write_mask_size(write_mask);
2309     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
2310
2311     shader_addline(buffer, "tmp0.x = length(%s);\n", src_param.param_str);
2312     shader_glsl_append_dst(buffer, ins);
2313     if (mask_size > 1)
2314     {
2315         shader_addline(buffer, "tmp0.x == 0.0 ? vec%u(0.0) : (%s / tmp0.x));\n",
2316                 mask_size, src_param.param_str);
2317     }
2318     else
2319     {
2320         shader_addline(buffer, "tmp0.x == 0.0 ? 0.0 : (%s / tmp0.x));\n",
2321                 src_param.param_str);
2322     }
2323 }
2324
2325 /** Process the WINED3DSIO_EXPP instruction in GLSL:
2326  * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
2327  *   dst.x = 2^(floor(src))
2328  *   dst.y = src - floor(src)
2329  *   dst.z = 2^src   (partial precision is allowed, but optional)
2330  *   dst.w = 1.0;
2331  * For 2.0 shaders, just do this (honoring writemask and swizzle):
2332  *   dst = 2^src;    (partial precision is allowed, but optional)
2333  */
2334 static void shader_glsl_expp(const struct wined3d_shader_instruction *ins)
2335 {
2336     glsl_src_param_t src_param;
2337
2338     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
2339
2340     if (ins->ctx->reg_maps->shader_version.major < 2)
2341     {
2342         char dst_mask[6];
2343
2344         shader_addline(ins->ctx->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
2345         shader_addline(ins->ctx->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
2346         shader_addline(ins->ctx->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
2347         shader_addline(ins->ctx->buffer, "tmp0.w = 1.0;\n");
2348
2349         shader_glsl_append_dst(ins->ctx->buffer, ins);
2350         shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2351         shader_addline(ins->ctx->buffer, "tmp0%s);\n", dst_mask);
2352     } else {
2353         DWORD write_mask;
2354         unsigned int mask_size;
2355
2356         write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2357         mask_size = shader_glsl_get_write_mask_size(write_mask);
2358
2359         if (mask_size > 1) {
2360             shader_addline(ins->ctx->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
2361         } else {
2362             shader_addline(ins->ctx->buffer, "exp2(%s));\n", src_param.param_str);
2363         }
2364     }
2365 }
2366
2367 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
2368 static void shader_glsl_rcp(const struct wined3d_shader_instruction *ins)
2369 {
2370     glsl_src_param_t src_param;
2371     DWORD write_mask;
2372     unsigned int mask_size;
2373
2374     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2375     mask_size = shader_glsl_get_write_mask_size(write_mask);
2376     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
2377
2378     if (mask_size > 1)
2379     {
2380         shader_addline(ins->ctx->buffer, "vec%u(1.0 / %s));\n",
2381                 mask_size, src_param.param_str);
2382     }
2383     else
2384     {
2385         shader_addline(ins->ctx->buffer, "1.0 / %s);\n",
2386                 src_param.param_str);
2387     }
2388 }
2389
2390 static void shader_glsl_rsq(const struct wined3d_shader_instruction *ins)
2391 {
2392     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2393     glsl_src_param_t src_param;
2394     DWORD write_mask;
2395     unsigned int mask_size;
2396
2397     write_mask = shader_glsl_append_dst(buffer, ins);
2398     mask_size = shader_glsl_get_write_mask_size(write_mask);
2399
2400     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
2401
2402     if (mask_size > 1)
2403     {
2404         shader_addline(buffer, "vec%u(inversesqrt(abs(%s))));\n",
2405                 mask_size, src_param.param_str);
2406     }
2407     else
2408     {
2409         shader_addline(buffer, "inversesqrt(abs(%s)));\n",
2410                 src_param.param_str);
2411     }
2412 }
2413
2414 /** Process signed comparison opcodes in GLSL. */
2415 static void shader_glsl_compare(const struct wined3d_shader_instruction *ins)
2416 {
2417     glsl_src_param_t src0_param;
2418     glsl_src_param_t src1_param;
2419     DWORD write_mask;
2420     unsigned int mask_size;
2421
2422     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2423     mask_size = shader_glsl_get_write_mask_size(write_mask);
2424     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2425     shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2426
2427     if (mask_size > 1) {
2428         const char *compare;
2429
2430         switch(ins->handler_idx)
2431         {
2432             case WINED3DSIH_SLT: compare = "lessThan"; break;
2433             case WINED3DSIH_SGE: compare = "greaterThanEqual"; break;
2434             default: compare = "";
2435                 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
2436         }
2437
2438         shader_addline(ins->ctx->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
2439                 src0_param.param_str, src1_param.param_str);
2440     } else {
2441         switch(ins->handler_idx)
2442         {
2443             case WINED3DSIH_SLT:
2444                 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
2445                  * to return 0.0 but step returns 1.0 because step is not < x
2446                  * An alternative is a bvec compare padded with an unused second component.
2447                  * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
2448                  * issue. Playing with not() is not possible either because not() does not accept
2449                  * a scalar.
2450                  */
2451                 shader_addline(ins->ctx->buffer, "(%s < %s) ? 1.0 : 0.0);\n",
2452                         src0_param.param_str, src1_param.param_str);
2453                 break;
2454             case WINED3DSIH_SGE:
2455                 /* Here we can use the step() function and safe a conditional */
2456                 shader_addline(ins->ctx->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
2457                 break;
2458             default:
2459                 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
2460         }
2461
2462     }
2463 }
2464
2465 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
2466 static void shader_glsl_cmp(const struct wined3d_shader_instruction *ins)
2467 {
2468     glsl_src_param_t src0_param;
2469     glsl_src_param_t src1_param;
2470     glsl_src_param_t src2_param;
2471     DWORD write_mask, cmp_channel = 0;
2472     unsigned int i, j;
2473     char mask_char[6];
2474     BOOL temp_destination = FALSE;
2475
2476     if (shader_is_scalar(&ins->src[0].reg))
2477     {
2478         write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2479
2480         shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2481         shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2482         shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2483
2484         shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
2485                        src0_param.param_str, src1_param.param_str, src2_param.param_str);
2486     } else {
2487         DWORD dst_mask = ins->dst[0].write_mask;
2488         struct wined3d_shader_dst_param dst = ins->dst[0];
2489
2490         /* Cycle through all source0 channels */
2491         for (i=0; i<4; i++) {
2492             write_mask = 0;
2493             /* Find the destination channels which use the current source0 channel */
2494             for (j=0; j<4; j++) {
2495                 if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2496                 {
2497                     write_mask |= WINED3DSP_WRITEMASK_0 << j;
2498                     cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2499                 }
2500             }
2501             dst.write_mask = dst_mask & write_mask;
2502
2503             /* Splitting the cmp instruction up in multiple lines imposes a problem:
2504             * The first lines may overwrite source parameters of the following lines.
2505             * Deal with that by using a temporary destination register if needed
2506             */
2507             if ((ins->src[0].reg.idx == ins->dst[0].reg.idx
2508                     && ins->src[0].reg.type == ins->dst[0].reg.type)
2509                     || (ins->src[1].reg.idx == ins->dst[0].reg.idx
2510                     && ins->src[1].reg.type == ins->dst[0].reg.type)
2511                     || (ins->src[2].reg.idx == ins->dst[0].reg.idx
2512                     && ins->src[2].reg.type == ins->dst[0].reg.type))
2513             {
2514                 write_mask = shader_glsl_get_write_mask(&dst, mask_char);
2515                 if (!write_mask) continue;
2516                 shader_addline(ins->ctx->buffer, "tmp0%s = (", mask_char);
2517                 temp_destination = TRUE;
2518             } else {
2519                 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2520                 if (!write_mask) continue;
2521             }
2522
2523             shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2524             shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2525             shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2526
2527             shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
2528                         src0_param.param_str, src1_param.param_str, src2_param.param_str);
2529         }
2530
2531         if(temp_destination) {
2532             shader_glsl_get_write_mask(&ins->dst[0], mask_char);
2533             shader_glsl_append_dst(ins->ctx->buffer, ins);
2534             shader_addline(ins->ctx->buffer, "tmp0%s);\n", mask_char);
2535         }
2536     }
2537
2538 }
2539
2540 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
2541 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
2542  * the compare is done per component of src0. */
2543 static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins)
2544 {
2545     struct wined3d_shader_dst_param dst;
2546     glsl_src_param_t src0_param;
2547     glsl_src_param_t src1_param;
2548     glsl_src_param_t src2_param;
2549     DWORD write_mask, cmp_channel = 0;
2550     unsigned int i, j;
2551     DWORD dst_mask;
2552     DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2553             ins->ctx->reg_maps->shader_version.minor);
2554
2555     if (shader_version < WINED3D_SHADER_VERSION(1, 4))
2556     {
2557         write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2558         shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2559         shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2560         shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2561
2562         /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
2563         if (ins->coissue)
2564         {
2565             shader_addline(ins->ctx->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
2566         } else {
2567             shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2568                     src0_param.param_str, src1_param.param_str, src2_param.param_str);
2569         }
2570         return;
2571     }
2572     /* Cycle through all source0 channels */
2573     dst_mask = ins->dst[0].write_mask;
2574     dst = ins->dst[0];
2575     for (i=0; i<4; i++) {
2576         write_mask = 0;
2577         /* Find the destination channels which use the current source0 channel */
2578         for (j=0; j<4; j++) {
2579             if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2580             {
2581                 write_mask |= WINED3DSP_WRITEMASK_0 << j;
2582                 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2583             }
2584         }
2585
2586         dst.write_mask = dst_mask & write_mask;
2587         write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2588         if (!write_mask) continue;
2589
2590         shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2591         shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2592         shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2593
2594         shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2595                 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2596     }
2597 }
2598
2599 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
2600 static void shader_glsl_mad(const struct wined3d_shader_instruction *ins)
2601 {
2602     glsl_src_param_t src0_param;
2603     glsl_src_param_t src1_param;
2604     glsl_src_param_t src2_param;
2605     DWORD write_mask;
2606
2607     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2608     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2609     shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2610     shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2611     shader_addline(ins->ctx->buffer, "(%s * %s) + %s);\n",
2612             src0_param.param_str, src1_param.param_str, src2_param.param_str);
2613 }
2614
2615 /* Handles transforming all WINED3DSIO_M?x? opcodes for
2616    Vertex shaders to GLSL codes */
2617 static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
2618 {
2619     int i;
2620     int nComponents = 0;
2621     struct wined3d_shader_dst_param tmp_dst = {{0}};
2622     struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2623     struct wined3d_shader_instruction tmp_ins;
2624
2625     memset(&tmp_ins, 0, sizeof(tmp_ins));
2626
2627     /* Set constants for the temporary argument */
2628     tmp_ins.ctx = ins->ctx;
2629     tmp_ins.dst_count = 1;
2630     tmp_ins.dst = &tmp_dst;
2631     tmp_ins.src_count = 2;
2632     tmp_ins.src = tmp_src;
2633
2634     switch(ins->handler_idx)
2635     {
2636         case WINED3DSIH_M4x4:
2637             nComponents = 4;
2638             tmp_ins.handler_idx = WINED3DSIH_DP4;
2639             break;
2640         case WINED3DSIH_M4x3:
2641             nComponents = 3;
2642             tmp_ins.handler_idx = WINED3DSIH_DP4;
2643             break;
2644         case WINED3DSIH_M3x4:
2645             nComponents = 4;
2646             tmp_ins.handler_idx = WINED3DSIH_DP3;
2647             break;
2648         case WINED3DSIH_M3x3:
2649             nComponents = 3;
2650             tmp_ins.handler_idx = WINED3DSIH_DP3;
2651             break;
2652         case WINED3DSIH_M3x2:
2653             nComponents = 2;
2654             tmp_ins.handler_idx = WINED3DSIH_DP3;
2655             break;
2656         default:
2657             break;
2658     }
2659
2660     tmp_dst = ins->dst[0];
2661     tmp_src[0] = ins->src[0];
2662     tmp_src[1] = ins->src[1];
2663     for (i = 0; i < nComponents; ++i)
2664     {
2665         tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2666         shader_glsl_dot(&tmp_ins);
2667         ++tmp_src[1].reg.idx;
2668     }
2669 }
2670
2671 /**
2672     The LRP instruction performs a component-wise linear interpolation
2673     between the second and third operands using the first operand as the
2674     blend factor.  Equation:  (dst = src2 + src0 * (src1 - src2))
2675     This is equivalent to mix(src2, src1, src0);
2676 */
2677 static void shader_glsl_lrp(const struct wined3d_shader_instruction *ins)
2678 {
2679     glsl_src_param_t src0_param;
2680     glsl_src_param_t src1_param;
2681     glsl_src_param_t src2_param;
2682     DWORD write_mask;
2683
2684     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2685
2686     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2687     shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2688     shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2689
2690     shader_addline(ins->ctx->buffer, "mix(%s, %s, %s));\n",
2691             src2_param.param_str, src1_param.param_str, src0_param.param_str);
2692 }
2693
2694 /** Process the WINED3DSIO_LIT instruction in GLSL:
2695  * dst.x = dst.w = 1.0
2696  * dst.y = (src0.x > 0) ? src0.x
2697  * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
2698  *                                        where src.w is clamped at +- 128
2699  */
2700 static void shader_glsl_lit(const struct wined3d_shader_instruction *ins)
2701 {
2702     glsl_src_param_t src0_param;
2703     glsl_src_param_t src1_param;
2704     glsl_src_param_t src3_param;
2705     char dst_mask[6];
2706
2707     shader_glsl_append_dst(ins->ctx->buffer, ins);
2708     shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2709
2710     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2711     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src1_param);
2712     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src3_param);
2713
2714     /* The sdk specifies the instruction like this
2715      * dst.x = 1.0;
2716      * if(src.x > 0.0) dst.y = src.x
2717      * else dst.y = 0.0.
2718      * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
2719      * else dst.z = 0.0;
2720      * dst.w = 1.0;
2721      *
2722      * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
2723      * dst.x = 1.0                                  ... No further explanation needed
2724      * dst.y = max(src.y, 0.0);                     ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
2725      * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0;   ... 0 ^ power is 0, and otherwise we use y anyway
2726      * dst.w = 1.0.                                 ... Nothing fancy.
2727      *
2728      * So we still have one conditional in there. So do this:
2729      * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
2730      *
2731      * step(0.0, x) will return 1 if src.x > 0.0, and 0 otherwise. So if y is 0 we get pow(0.0 * 1.0, power),
2732      * which sets dst.z to 0. If y > 0, but x = 0.0, we get pow(y * 0.0, power), which results in 0 too.
2733      * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
2734      */
2735     shader_addline(ins->ctx->buffer,
2736             "vec4(1.0, max(%s, 0.0), pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
2737             src0_param.param_str, src1_param.param_str, src0_param.param_str, src3_param.param_str, dst_mask);
2738 }
2739
2740 /** Process the WINED3DSIO_DST instruction in GLSL:
2741  * dst.x = 1.0
2742  * dst.y = src0.x * src0.y
2743  * dst.z = src0.z
2744  * dst.w = src1.w
2745  */
2746 static void shader_glsl_dst(const struct wined3d_shader_instruction *ins)
2747 {
2748     glsl_src_param_t src0y_param;
2749     glsl_src_param_t src0z_param;
2750     glsl_src_param_t src1y_param;
2751     glsl_src_param_t src1w_param;
2752     char dst_mask[6];
2753
2754     shader_glsl_append_dst(ins->ctx->buffer, ins);
2755     shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2756
2757     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src0y_param);
2758     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &src0z_param);
2759     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_1, &src1y_param);
2760     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_3, &src1w_param);
2761
2762     shader_addline(ins->ctx->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
2763             src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
2764 }
2765
2766 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
2767  * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
2768  * can handle it.  But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
2769  *
2770  * dst.x = cos(src0.?)
2771  * dst.y = sin(src0.?)
2772  * dst.z = dst.z
2773  * dst.w = dst.w
2774  */
2775 static void shader_glsl_sincos(const struct wined3d_shader_instruction *ins)
2776 {
2777     glsl_src_param_t src0_param;
2778     DWORD write_mask;
2779
2780     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2781     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2782
2783     switch (write_mask) {
2784         case WINED3DSP_WRITEMASK_0:
2785             shader_addline(ins->ctx->buffer, "cos(%s));\n", src0_param.param_str);
2786             break;
2787
2788         case WINED3DSP_WRITEMASK_1:
2789             shader_addline(ins->ctx->buffer, "sin(%s));\n", src0_param.param_str);
2790             break;
2791
2792         case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
2793             shader_addline(ins->ctx->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str);
2794             break;
2795
2796         default:
2797             ERR("Write mask should be .x, .y or .xy\n");
2798             break;
2799     }
2800 }
2801
2802 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
2803  * here. But those extra parameters require a dedicated function for sgn, since map2gl would
2804  * generate invalid code
2805  */
2806 static void shader_glsl_sgn(const struct wined3d_shader_instruction *ins)
2807 {
2808     glsl_src_param_t src0_param;
2809     DWORD write_mask;
2810
2811     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2812     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2813
2814     shader_addline(ins->ctx->buffer, "sign(%s));\n", src0_param.param_str);
2815 }
2816
2817 /** Process the WINED3DSIO_LOOP instruction in GLSL:
2818  * Start a for() loop where src1.y is the initial value of aL,
2819  *  increment aL by src1.z for a total of src1.x iterations.
2820  *  Need to use a temporary variable for this operation.
2821  */
2822 /* FIXME: I don't think nested loops will work correctly this way. */
2823 static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
2824 {
2825     glsl_src_param_t src1_param;
2826     IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2827     const DWORD *control_values = NULL;
2828     const local_constant *constant;
2829
2830     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
2831
2832     /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
2833      * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
2834      * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
2835      * addressing.
2836      */
2837     if (ins->src[1].reg.type == WINED3DSPR_CONSTINT)
2838     {
2839         LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry) {
2840             if (constant->idx == ins->src[1].reg.idx)
2841             {
2842                 control_values = constant->value;
2843                 break;
2844             }
2845         }
2846     }
2847
2848     if (control_values)
2849     {
2850         struct wined3d_shader_loop_control loop_control;
2851         loop_control.count = control_values[0];
2852         loop_control.start = control_values[1];
2853         loop_control.step = (int)control_values[2];
2854
2855         if (loop_control.step > 0)
2856         {
2857             shader_addline(ins->ctx->buffer, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d) {\n",
2858                     shader->baseShader.cur_loop_depth, loop_control.start,
2859                     shader->baseShader.cur_loop_depth, loop_control.count, loop_control.step, loop_control.start,
2860                     shader->baseShader.cur_loop_depth, loop_control.step);
2861         }
2862         else if (loop_control.step < 0)
2863         {
2864             shader_addline(ins->ctx->buffer, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d) {\n",
2865                     shader->baseShader.cur_loop_depth, loop_control.start,
2866                     shader->baseShader.cur_loop_depth, loop_control.count, loop_control.step, loop_control.start,
2867                     shader->baseShader.cur_loop_depth, loop_control.step);
2868         }
2869         else
2870         {
2871             shader_addline(ins->ctx->buffer, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++) {\n",
2872                     shader->baseShader.cur_loop_depth, loop_control.start, shader->baseShader.cur_loop_depth,
2873                     shader->baseShader.cur_loop_depth, loop_control.count,
2874                     shader->baseShader.cur_loop_depth);
2875         }
2876     } else {
2877         shader_addline(ins->ctx->buffer,
2878                 "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
2879                 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno,
2880                 src1_param.reg_name, shader->baseShader.cur_loop_depth, src1_param.reg_name,
2881                 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno, src1_param.reg_name);
2882     }
2883
2884     shader->baseShader.cur_loop_depth++;
2885     shader->baseShader.cur_loop_regno++;
2886 }
2887
2888 static void shader_glsl_end(const struct wined3d_shader_instruction *ins)
2889 {
2890     IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2891
2892     shader_addline(ins->ctx->buffer, "}\n");
2893
2894     if (ins->handler_idx == WINED3DSIH_ENDLOOP)
2895     {
2896         shader->baseShader.cur_loop_depth--;
2897         shader->baseShader.cur_loop_regno--;
2898     }
2899
2900     if (ins->handler_idx == WINED3DSIH_ENDREP)
2901     {
2902         shader->baseShader.cur_loop_depth--;
2903     }
2904 }
2905
2906 static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
2907 {
2908     IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2909     glsl_src_param_t src0_param;
2910     const DWORD *control_values = NULL;
2911     const local_constant *constant;
2912
2913     /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
2914     if (ins->src[0].reg.type == WINED3DSPR_CONSTINT)
2915     {
2916         LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry)
2917         {
2918             if (constant->idx == ins->src[0].reg.idx)
2919             {
2920                 control_values = constant->value;
2921                 break;
2922             }
2923         }
2924     }
2925
2926     if(control_values) {
2927         shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
2928                        shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
2929                        control_values[0], shader->baseShader.cur_loop_depth);
2930     } else {
2931         shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2932         shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2933                 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
2934                 src0_param.param_str, shader->baseShader.cur_loop_depth);
2935     }
2936     shader->baseShader.cur_loop_depth++;
2937 }
2938
2939 static void shader_glsl_if(const struct wined3d_shader_instruction *ins)
2940 {
2941     glsl_src_param_t src0_param;
2942
2943     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2944     shader_addline(ins->ctx->buffer, "if (%s) {\n", src0_param.param_str);
2945 }
2946
2947 static void shader_glsl_ifc(const struct wined3d_shader_instruction *ins)
2948 {
2949     glsl_src_param_t src0_param;
2950     glsl_src_param_t src1_param;
2951
2952     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2953     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2954
2955     shader_addline(ins->ctx->buffer, "if (%s %s %s) {\n",
2956             src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
2957 }
2958
2959 static void shader_glsl_else(const struct wined3d_shader_instruction *ins)
2960 {
2961     shader_addline(ins->ctx->buffer, "} else {\n");
2962 }
2963
2964 static void shader_glsl_break(const struct wined3d_shader_instruction *ins)
2965 {
2966     shader_addline(ins->ctx->buffer, "break;\n");
2967 }
2968
2969 /* FIXME: According to MSDN the compare is done per component. */
2970 static void shader_glsl_breakc(const struct wined3d_shader_instruction *ins)
2971 {
2972     glsl_src_param_t src0_param;
2973     glsl_src_param_t src1_param;
2974
2975     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2976     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2977
2978     shader_addline(ins->ctx->buffer, "if (%s %s %s) break;\n",
2979             src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
2980 }
2981
2982 static void shader_glsl_label(const struct wined3d_shader_instruction *ins)
2983 {
2984     shader_addline(ins->ctx->buffer, "}\n");
2985     shader_addline(ins->ctx->buffer, "void subroutine%u () {\n",  ins->src[0].reg.idx);
2986 }
2987
2988 static void shader_glsl_call(const struct wined3d_shader_instruction *ins)
2989 {
2990     shader_addline(ins->ctx->buffer, "subroutine%u();\n", ins->src[0].reg.idx);
2991 }
2992
2993 static void shader_glsl_callnz(const struct wined3d_shader_instruction *ins)
2994 {
2995     glsl_src_param_t src1_param;
2996
2997     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2998     shader_addline(ins->ctx->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, ins->src[0].reg.idx);
2999 }
3000
3001 static void shader_glsl_ret(const struct wined3d_shader_instruction *ins)
3002 {
3003     /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
3004      * function only suppresses the unhandled instruction warning
3005      */
3006 }
3007
3008 /*********************************************
3009  * Pixel Shader Specific Code begins here
3010  ********************************************/
3011 static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
3012 {
3013     IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3014     IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
3015     DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
3016             ins->ctx->reg_maps->shader_version.minor);
3017     glsl_sample_function_t sample_function;
3018     IWineD3DBaseTextureImpl *texture;
3019     DWORD sample_flags = 0;
3020     DWORD sampler_idx;
3021     DWORD mask = 0, swizzle;
3022
3023     /* 1.0-1.4: Use destination register as sampler source.
3024      * 2.0+: Use provided sampler source. */
3025     if (shader_version < WINED3D_SHADER_VERSION(2,0)) sampler_idx = ins->dst[0].reg.idx;
3026     else sampler_idx = ins->src[1].reg.idx;
3027     texture = deviceImpl->stateBlock->state.textures[sampler_idx];
3028
3029     if (shader_version < WINED3D_SHADER_VERSION(1,4))
3030     {
3031         const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
3032         DWORD flags = (priv->cur_ps_args->tex_transform >> sampler_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
3033                 & WINED3D_PSARGS_TEXTRANSFORM_MASK;
3034         WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3035
3036         /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
3037         if (flags & WINED3D_PSARGS_PROJECTED && sampler_type != WINED3DSTT_CUBE) {
3038             sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3039             switch (flags & ~WINED3D_PSARGS_PROJECTED) {
3040                 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
3041                 case WINED3DTTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break;
3042                 case WINED3DTTFF_COUNT3: mask = WINED3DSP_WRITEMASK_2; break;
3043                 case WINED3DTTFF_COUNT4:
3044                 case WINED3DTTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break;
3045             }
3046         }
3047     }
3048     else if (shader_version < WINED3D_SHADER_VERSION(2,0))
3049     {
3050         DWORD src_mod = ins->src[0].modifiers;
3051
3052         if (src_mod == WINED3DSPSM_DZ) {
3053             sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3054             mask = WINED3DSP_WRITEMASK_2;
3055         } else if (src_mod == WINED3DSPSM_DW) {
3056             sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3057             mask = WINED3DSP_WRITEMASK_3;
3058         }
3059     } else {
3060         if (ins->flags & WINED3DSI_TEXLD_PROJECT)
3061         {
3062             /* ps 2.0 texldp instruction always divides by the fourth component. */
3063             sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3064             mask = WINED3DSP_WRITEMASK_3;
3065         }
3066     }
3067
3068     if (texture && texture->baseTexture.target == GL_TEXTURE_RECTANGLE_ARB)
3069         sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
3070
3071     shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
3072     mask |= sample_function.coord_mask;
3073
3074     if (shader_version < WINED3D_SHADER_VERSION(2,0)) swizzle = WINED3DSP_NOSWIZZLE;
3075     else swizzle = ins->src[1].swizzle;
3076
3077     /* 1.0-1.3: Use destination register as coordinate source.
3078        1.4+: Use provided coordinate source register. */
3079     if (shader_version < WINED3D_SHADER_VERSION(1,4))
3080     {
3081         char coord_mask[6];
3082         shader_glsl_write_mask_to_str(mask, coord_mask);
3083         shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
3084                 "T%u%s", sampler_idx, coord_mask);
3085     } else {
3086         glsl_src_param_t coord_param;
3087         shader_glsl_add_src_param(ins, &ins->src[0], mask, &coord_param);
3088         if (ins->flags & WINED3DSI_TEXLD_BIAS)
3089         {
3090             glsl_src_param_t bias;
3091             shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &bias);
3092             shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, bias.param_str,
3093                     "%s", coord_param.param_str);
3094         } else {
3095             shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
3096                     "%s", coord_param.param_str);
3097         }
3098     }
3099 }
3100
3101 static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
3102 {
3103     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3104     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
3105     const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3106     glsl_sample_function_t sample_function;
3107     glsl_src_param_t coord_param, dx_param, dy_param;
3108     DWORD sample_flags = WINED3D_GLSL_SAMPLE_GRAD;
3109     DWORD sampler_idx;
3110     DWORD swizzle = ins->src[1].swizzle;
3111     IWineD3DBaseTextureImpl *texture;
3112
3113     if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4])
3114     {
3115         FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
3116         shader_glsl_tex(ins);
3117         return;
3118     }
3119
3120     sampler_idx = ins->src[1].reg.idx;
3121     texture = deviceImpl->stateBlock->state.textures[sampler_idx];
3122     if (texture && texture->baseTexture.target == GL_TEXTURE_RECTANGLE_ARB)
3123         sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
3124
3125     shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
3126     shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
3127     shader_glsl_add_src_param(ins, &ins->src[2], sample_function.coord_mask, &dx_param);
3128     shader_glsl_add_src_param(ins, &ins->src[3], sample_function.coord_mask, &dy_param);
3129
3130     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, dx_param.param_str, dy_param.param_str, NULL,
3131                                 "%s", coord_param.param_str);
3132 }
3133
3134 static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
3135 {
3136     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3137     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
3138     const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3139     glsl_sample_function_t sample_function;
3140     glsl_src_param_t coord_param, lod_param;
3141     DWORD sample_flags = WINED3D_GLSL_SAMPLE_LOD;
3142     DWORD sampler_idx;
3143     DWORD swizzle = ins->src[1].swizzle;
3144     IWineD3DBaseTextureImpl *texture;
3145
3146     sampler_idx = ins->src[1].reg.idx;
3147     texture = deviceImpl->stateBlock->state.textures[sampler_idx];
3148     if (texture && texture->baseTexture.target == GL_TEXTURE_RECTANGLE_ARB)
3149         sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
3150
3151     shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
3152     shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
3153
3154     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
3155
3156     if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4]
3157             && shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
3158     {
3159         /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
3160          * However, they seem to work just fine in fragment shaders as well. */
3161         WARN("Using %s in fragment shader.\n", sample_function.name);
3162     }
3163     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, lod_param.param_str,
3164             "%s", coord_param.param_str);
3165 }
3166
3167 static void shader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
3168 {
3169     /* FIXME: Make this work for more than just 2D textures */
3170     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3171     DWORD write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3172
3173     if (!(ins->ctx->reg_maps->shader_version.major == 1 && ins->ctx->reg_maps->shader_version.minor == 4))
3174     {
3175         char dst_mask[6];
3176
3177         shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3178         shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
3179                 ins->dst[0].reg.idx, dst_mask);
3180     } else {
3181         DWORD reg = ins->src[0].reg.idx;
3182         DWORD src_mod = ins->src[0].modifiers;
3183         char dst_swizzle[6];
3184
3185         shader_glsl_get_swizzle(&ins->src[0], FALSE, write_mask, dst_swizzle);
3186
3187         if (src_mod == WINED3DSPSM_DZ) {
3188             glsl_src_param_t div_param;
3189             unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
3190             shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &div_param);
3191
3192             if (mask_size > 1) {
3193                 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
3194             } else {
3195                 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
3196             }
3197         } else if (src_mod == WINED3DSPSM_DW) {
3198             glsl_src_param_t div_param;
3199             unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
3200             shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &div_param);
3201
3202             if (mask_size > 1) {
3203                 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
3204             } else {
3205                 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
3206             }
3207         } else {
3208             shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
3209         }
3210     }
3211 }
3212
3213 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
3214  * Take a 3-component dot product of the TexCoord[dstreg] and src,
3215  * then perform a 1D texture lookup from stage dstregnum, place into dst. */
3216 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
3217 {
3218     glsl_src_param_t src0_param;
3219     glsl_sample_function_t sample_function;
3220     DWORD sampler_idx = ins->dst[0].reg.idx;
3221     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3222     UINT mask_size;
3223
3224     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3225
3226     /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
3227      * scalar, and projected sampling would require 4.
3228      *
3229      * It is a dependent read - not valid with conditional NP2 textures
3230      */
3231     shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3232     mask_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
3233
3234     switch(mask_size)
3235     {
3236         case 1:
3237             shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3238                     "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx, src0_param.param_str);
3239             break;
3240
3241         case 2:
3242             shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3243                     "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str);
3244             break;
3245
3246         case 3:
3247             shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3248                     "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str);
3249             break;
3250
3251         default:
3252             FIXME("Unexpected mask size %u\n", mask_size);
3253             break;
3254     }
3255 }
3256
3257 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
3258  * Take a 3-component dot product of the TexCoord[dstreg] and src. */
3259 static void shader_glsl_texdp3(const struct wined3d_shader_instruction *ins)
3260 {
3261     glsl_src_param_t src0_param;
3262     DWORD dstreg = ins->dst[0].reg.idx;
3263     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3264     DWORD dst_mask;
3265     unsigned int mask_size;
3266
3267     dst_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3268     mask_size = shader_glsl_get_write_mask_size(dst_mask);
3269     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3270
3271     if (mask_size > 1) {
3272         shader_addline(ins->ctx->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
3273     } else {
3274         shader_addline(ins->ctx->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
3275     }
3276 }
3277
3278 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
3279  * Calculate the depth as dst.x / dst.y   */
3280 static void shader_glsl_texdepth(const struct wined3d_shader_instruction *ins)
3281 {
3282     glsl_dst_param_t dst_param;
3283
3284     shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3285
3286     /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
3287      * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
3288      * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
3289      * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
3290      * >= 1.0 or < 0.0
3291      */
3292     shader_addline(ins->ctx->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
3293             dst_param.reg_name, dst_param.reg_name);
3294 }
3295
3296 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
3297  * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
3298  * Calculate tmp0.y = TexCoord[dstreg] . src.xyz;  (tmp0.x has already been calculated)
3299  * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
3300  */
3301 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction *ins)
3302 {
3303     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3304     DWORD dstreg = ins->dst[0].reg.idx;
3305     glsl_src_param_t src0_param;
3306
3307     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3308
3309     shader_addline(ins->ctx->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
3310     shader_addline(ins->ctx->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
3311 }
3312
3313 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
3314  * Calculate the 1st of a 2-row matrix multiplication. */
3315 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins)
3316 {
3317     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3318     DWORD reg = ins->dst[0].reg.idx;
3319     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3320     glsl_src_param_t src0_param;
3321
3322     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3323     shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3324 }
3325
3326 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
3327  * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
3328 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins)
3329 {
3330     IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3331     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3332     DWORD reg = ins->dst[0].reg.idx;
3333     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3334     SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
3335     glsl_src_param_t src0_param;
3336
3337     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3338     shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state->current_row, reg, src0_param.param_str);
3339     current_state->texcoord_w[current_state->current_row++] = reg;
3340 }
3341
3342 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins)
3343 {
3344     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3345     DWORD reg = ins->dst[0].reg.idx;
3346     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3347     glsl_src_param_t src0_param;
3348     glsl_sample_function_t sample_function;
3349
3350     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3351     shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3352
3353     shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3354
3355     /* Sample the texture using the calculated coordinates */
3356     shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xy");
3357 }
3358
3359 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
3360  * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
3361 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins)
3362 {
3363     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3364     IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3365     SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
3366     glsl_src_param_t src0_param;
3367     DWORD reg = ins->dst[0].reg.idx;
3368     glsl_sample_function_t sample_function;
3369
3370     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3371     shader_addline(ins->ctx->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3372
3373     /* Dependent read, not valid with conditional NP2 */
3374     shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3375
3376     /* Sample the texture using the calculated coordinates */
3377     shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3378
3379     current_state->current_row = 0;
3380 }
3381
3382 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
3383  * Perform the 3rd row of a 3x3 matrix multiply */
3384 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
3385 {
3386     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3387     IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3388     SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
3389     glsl_src_param_t src0_param;
3390     char dst_mask[6];
3391     DWORD reg = ins->dst[0].reg.idx;
3392
3393     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3394
3395     shader_glsl_append_dst(ins->ctx->buffer, ins);
3396     shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3397     shader_addline(ins->ctx->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
3398
3399     current_state->current_row = 0;
3400 }
3401
3402 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
3403  * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3404 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins)
3405 {
3406     IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3407     DWORD reg = ins->dst[0].reg.idx;
3408     glsl_src_param_t src0_param;
3409     glsl_src_param_t src1_param;
3410     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3411     SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
3412     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3413     glsl_sample_function_t sample_function;
3414
3415     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3416     shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
3417
3418     /* Perform the last matrix multiply operation */
3419     shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3420     /* Reflection calculation */
3421     shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
3422
3423     /* Dependent read, not valid with conditional NP2 */
3424     shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3425
3426     /* Sample the texture */
3427     shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3428
3429     current_state->current_row = 0;
3430 }
3431
3432 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
3433  * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3434 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins)
3435 {
3436     IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3437     DWORD reg = ins->dst[0].reg.idx;
3438     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3439     SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
3440     glsl_src_param_t src0_param;
3441     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3442     glsl_sample_function_t sample_function;
3443
3444     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3445
3446     /* Perform the last matrix multiply operation */
3447     shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
3448
3449     /* Construct the eye-ray vector from w coordinates */
3450     shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
3451             current_state->texcoord_w[0], current_state->texcoord_w[1], reg);
3452     shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
3453
3454     /* Dependent read, not valid with conditional NP2 */
3455     shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3456
3457     /* Sample the texture using the calculated coordinates */
3458     shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3459
3460     current_state->current_row = 0;
3461 }
3462
3463 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
3464  * Apply a fake bump map transform.
3465  * texbem is pshader <= 1.3 only, this saves a few version checks
3466  */
3467 static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins)
3468 {
3469     const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
3470     glsl_sample_function_t sample_function;
3471     glsl_src_param_t coord_param;
3472     DWORD sampler_idx;
3473     DWORD mask;
3474     DWORD flags;
3475     char coord_mask[6];
3476
3477     sampler_idx = ins->dst[0].reg.idx;
3478     flags = (priv->cur_ps_args->tex_transform >> sampler_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
3479             & WINED3D_PSARGS_TEXTRANSFORM_MASK;
3480
3481     /* Dependent read, not valid with conditional NP2 */
3482     shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3483     mask = sample_function.coord_mask;
3484
3485     shader_glsl_write_mask_to_str(mask, coord_mask);
3486
3487     /* with projective textures, texbem only divides the static texture coord, not the displacement,
3488          * so we can't let the GL handle this.
3489          */
3490     if (flags & WINED3D_PSARGS_PROJECTED) {
3491         DWORD div_mask=0;
3492         char coord_div_mask[3];
3493         switch (flags & ~WINED3D_PSARGS_PROJECTED) {
3494             case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
3495             case WINED3DTTFF_COUNT2: div_mask = WINED3DSP_WRITEMASK_1; break;
3496             case WINED3DTTFF_COUNT3: div_mask = WINED3DSP_WRITEMASK_2; break;
3497             case WINED3DTTFF_COUNT4:
3498             case WINED3DTTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break;
3499         }
3500         shader_glsl_write_mask_to_str(div_mask, coord_div_mask);
3501         shader_addline(ins->ctx->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
3502     }
3503
3504     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &coord_param);
3505
3506     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3507             "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
3508             coord_param.param_str, coord_mask);
3509
3510     if (ins->handler_idx == WINED3DSIH_TEXBEML)
3511     {
3512         glsl_src_param_t luminance_param;
3513         glsl_dst_param_t dst_param;
3514
3515         shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &luminance_param);
3516         shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3517
3518         shader_addline(ins->ctx->buffer, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
3519                 dst_param.reg_name, dst_param.mask_str,
3520                 luminance_param.param_str, sampler_idx, sampler_idx);
3521     }
3522 }
3523
3524 static void shader_glsl_bem(const struct wined3d_shader_instruction *ins)
3525 {
3526     glsl_src_param_t src0_param, src1_param;
3527     DWORD sampler_idx = ins->dst[0].reg.idx;
3528
3529     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
3530     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
3531
3532     shader_glsl_append_dst(ins->ctx->buffer, ins);
3533     shader_addline(ins->ctx->buffer, "%s + bumpenvmat%d * %s);\n",
3534             src0_param.param_str, sampler_idx, src1_param.param_str);
3535 }
3536
3537 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
3538  * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
3539 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
3540 {
3541     glsl_src_param_t src0_param;
3542     DWORD sampler_idx = ins->dst[0].reg.idx;
3543     glsl_sample_function_t sample_function;
3544
3545     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
3546
3547     shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3548     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3549             "%s.wx", src0_param.reg_name);
3550 }
3551
3552 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
3553  * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
3554 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
3555 {
3556     glsl_src_param_t src0_param;
3557     DWORD sampler_idx = ins->dst[0].reg.idx;
3558     glsl_sample_function_t sample_function;
3559
3560     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
3561
3562     shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3563     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3564             "%s.yz", src0_param.reg_name);
3565 }
3566
3567 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
3568  * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
3569 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins)
3570 {
3571     glsl_src_param_t src0_param;
3572     DWORD sampler_idx = ins->dst[0].reg.idx;
3573     glsl_sample_function_t sample_function;
3574
3575     /* Dependent read, not valid with conditional NP2 */
3576     shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3577     shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &src0_param);
3578
3579     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3580             "%s", src0_param.param_str);
3581 }
3582
3583 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
3584  * If any of the first 3 components are < 0, discard this pixel */
3585 static void shader_glsl_texkill(const struct wined3d_shader_instruction *ins)
3586 {
3587     glsl_dst_param_t dst_param;
3588
3589     /* The argument is a destination parameter, and no writemasks are allowed */
3590     shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3591     if (ins->ctx->reg_maps->shader_version.major >= 2)
3592     {
3593         /* 2.0 shaders compare all 4 components in texkill */
3594         shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
3595     } else {
3596         /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
3597          * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
3598          * 4 components are defined, only the first 3 are used
3599          */
3600         shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
3601     }
3602 }
3603
3604 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
3605  * dst = dot2(src0, src1) + src2 */
3606 static void shader_glsl_dp2add(const struct wined3d_shader_instruction *ins)
3607 {
3608     glsl_src_param_t src0_param;
3609     glsl_src_param_t src1_param;
3610     glsl_src_param_t src2_param;
3611     DWORD write_mask;
3612     unsigned int mask_size;
3613
3614     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3615     mask_size = shader_glsl_get_write_mask_size(write_mask);
3616
3617     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
3618     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
3619     shader_glsl_add_src_param(ins, &ins->src[2], WINED3DSP_WRITEMASK_0, &src2_param);
3620
3621     if (mask_size > 1) {
3622         shader_addline(ins->ctx->buffer, "vec%d(dot(%s, %s) + %s));\n",
3623                 mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str);
3624     } else {
3625         shader_addline(ins->ctx->buffer, "dot(%s, %s) + %s);\n",
3626                 src0_param.param_str, src1_param.param_str, src2_param.param_str);
3627     }
3628 }
3629
3630 static void shader_glsl_input_pack(IWineD3DPixelShader *iface, struct wined3d_shader_buffer *buffer,
3631         const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps,
3632         enum vertexprocessing_mode vertexprocessing)
3633 {
3634     unsigned int i;
3635     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
3636     WORD map = reg_maps->input_registers;
3637
3638     for (i = 0; map; map >>= 1, ++i)
3639     {
3640         const char *semantic_name;
3641         UINT semantic_idx;
3642         char reg_mask[6];
3643
3644         /* Unused */
3645         if (!(map & 1)) continue;
3646
3647         semantic_name = input_signature[i].semantic_name;
3648         semantic_idx = input_signature[i].semantic_idx;
3649         shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
3650
3651         if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3652         {
3653             if (semantic_idx < 8 && vertexprocessing == pretransformed)
3654                 shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
3655                         This->input_reg_map[i], reg_mask, semantic_idx, reg_mask);
3656             else
3657                 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3658                         This->input_reg_map[i], reg_mask, reg_mask);
3659         }
3660         else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3661         {
3662             if (!semantic_idx)
3663                 shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
3664                         This->input_reg_map[i], reg_mask, reg_mask);
3665             else if (semantic_idx == 1)
3666                 shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
3667                         This->input_reg_map[i], reg_mask, reg_mask);
3668             else
3669                 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3670                         This->input_reg_map[i], reg_mask, reg_mask);
3671         }
3672         else
3673         {
3674             shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3675                     This->input_reg_map[i], reg_mask, reg_mask);
3676         }
3677     }
3678 }
3679
3680 /*********************************************
3681  * Vertex Shader Specific Code begins here
3682  ********************************************/
3683
3684 static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry) {
3685     glsl_program_key_t key;
3686
3687     key.vshader = entry->vshader;
3688     key.pshader = entry->pshader;
3689     key.vs_args = entry->vs_args;
3690     key.ps_args = entry->ps_args;
3691
3692     if (wine_rb_put(&priv->program_lookup, &key, &entry->program_lookup_entry) == -1)
3693     {
3694         ERR("Failed to insert program entry.\n");
3695     }
3696 }
3697
3698 static struct glsl_shader_prog_link *get_glsl_program_entry(struct shader_glsl_priv *priv,
3699         IWineD3DVertexShader *vshader, IWineD3DPixelShader *pshader, struct vs_compile_args *vs_args,
3700         struct ps_compile_args *ps_args) {
3701     struct wine_rb_entry *entry;
3702     glsl_program_key_t key;
3703
3704     key.vshader = vshader;
3705     key.pshader = pshader;
3706     key.vs_args = *vs_args;
3707     key.ps_args = *ps_args;
3708
3709     entry = wine_rb_get(&priv->program_lookup, &key);
3710     return entry ? WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry) : NULL;
3711 }
3712
3713 /* GL locking is done by the caller */
3714 static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const struct wined3d_gl_info *gl_info,
3715         struct glsl_shader_prog_link *entry)
3716 {
3717     glsl_program_key_t key;
3718
3719     key.vshader = entry->vshader;
3720     key.pshader = entry->pshader;
3721     key.vs_args = entry->vs_args;
3722     key.ps_args = entry->ps_args;
3723     wine_rb_remove(&priv->program_lookup, &key);
3724
3725     GL_EXTCALL(glDeleteObjectARB(entry->programId));
3726     if (entry->vshader) list_remove(&entry->vshader_entry);
3727     if (entry->pshader) list_remove(&entry->pshader_entry);
3728     HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations);
3729     HeapFree(GetProcessHeap(), 0, entry->puniformF_locations);
3730     HeapFree(GetProcessHeap(), 0, entry);
3731 }
3732
3733 static void handle_ps3_input(struct wined3d_shader_buffer *buffer, const struct wined3d_gl_info *gl_info, const DWORD *map,
3734         const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps_in,
3735         const struct wined3d_shader_signature_element *output_signature, const struct shader_reg_maps *reg_maps_out)
3736 {
3737     unsigned int i, j;
3738     const char *semantic_name_in;
3739     UINT semantic_idx_in;
3740     DWORD *set;
3741     DWORD in_idx;
3742     unsigned int in_count = vec4_varyings(3, gl_info);
3743     char reg_mask[6];
3744     char destination[50];
3745     WORD input_map, output_map;
3746
3747     set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (in_count + 2));
3748
3749     input_map = reg_maps_in->input_registers;
3750     for (i = 0; input_map; input_map >>= 1, ++i)
3751     {
3752         if (!(input_map & 1)) continue;
3753
3754         in_idx = map[i];
3755         /* Declared, but not read register */
3756         if (in_idx == ~0U) continue;
3757         if (in_idx >= (in_count + 2))
3758         {
3759             FIXME("More input varyings declared than supported, expect issues.\n");
3760             continue;
3761         }
3762
3763         if (in_idx == in_count) {
3764             sprintf(destination, "gl_FrontColor");
3765         } else if (in_idx == in_count + 1) {
3766             sprintf(destination, "gl_FrontSecondaryColor");
3767         } else {
3768             sprintf(destination, "IN[%u]", in_idx);
3769         }
3770
3771         semantic_name_in = input_signature[i].semantic_name;
3772         semantic_idx_in = input_signature[i].semantic_idx;
3773         set[in_idx] = ~0U;
3774
3775         output_map = reg_maps_out->output_registers;
3776         for (j = 0; output_map; output_map >>= 1, ++j)
3777         {
3778             DWORD mask;
3779
3780             if (!(output_map & 1)
3781                     || semantic_idx_in != output_signature[j].semantic_idx
3782                     || strcmp(semantic_name_in, output_signature[j].semantic_name)
3783                     || !(mask = input_signature[i].mask & output_signature[j].mask))
3784                 continue;
3785
3786             set[in_idx] = mask;
3787             shader_glsl_write_mask_to_str(mask, reg_mask);
3788
3789             shader_addline(buffer, "%s%s = clamp(OUT[%u]%s, -FLT_MAX, FLT_MAX);\n",
3790                     destination, reg_mask, j, reg_mask);
3791         }
3792     }
3793
3794     for (i = 0; i < in_count + 2; ++i)
3795     {
3796         unsigned int size;
3797
3798         if (!set[i] || set[i] == WINED3DSP_WRITEMASK_ALL)
3799             continue;
3800
3801         if (set[i] == ~0U) set[i] = 0;
3802
3803         size = 0;
3804         if (!(set[i] & WINED3DSP_WRITEMASK_0)) reg_mask[size++] = 'x';
3805         if (!(set[i] & WINED3DSP_WRITEMASK_1)) reg_mask[size++] = 'y';
3806         if (!(set[i] & WINED3DSP_WRITEMASK_2)) reg_mask[size++] = 'z';
3807         if (!(set[i] & WINED3DSP_WRITEMASK_3)) reg_mask[size++] = 'w';
3808         reg_mask[size] = '\0';
3809
3810         if (i == in_count) sprintf(destination, "gl_FrontColor");
3811         else if (i == in_count + 1) sprintf(destination, "gl_FrontSecondaryColor");
3812         else sprintf(destination, "IN[%u]", i);
3813
3814         if (size == 1) shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
3815         else shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
3816     }
3817
3818     HeapFree(GetProcessHeap(), 0, set);
3819 }
3820
3821 /* GL locking is done by the caller */
3822 static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer *buffer,
3823         IWineD3DVertexShader *vertexshader, IWineD3DPixelShader *pixelshader, const struct wined3d_gl_info *gl_info)
3824 {
3825     GLhandleARB ret = 0;
3826     IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) vertexshader;
3827     IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pixelshader;
3828     DWORD ps_major = ps ? ps->baseShader.reg_maps.shader_version.major : 0;
3829     unsigned int i;
3830     const char *semantic_name;
3831     UINT semantic_idx;
3832     char reg_mask[6];
3833     const struct wined3d_shader_signature_element *output_signature = vs->baseShader.output_signature;
3834     WORD map = vs->baseShader.reg_maps.output_registers;
3835
3836     shader_buffer_clear(buffer);
3837
3838     shader_addline(buffer, "#version 120\n");
3839     shader_addline(buffer, "const float FLT_MAX = 1e38;\n");
3840
3841     if (ps_major < 3)
3842     {
3843         shader_addline(buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3844
3845         for (i = 0; map; map >>= 1, ++i)
3846         {
3847             DWORD write_mask;
3848
3849             if (!(map & 1)) continue;
3850
3851             semantic_name = output_signature[i].semantic_name;
3852             semantic_idx = output_signature[i].semantic_idx;
3853             write_mask = output_signature[i].mask;
3854             shader_glsl_write_mask_to_str(write_mask, reg_mask);
3855
3856             if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3857             {
3858                 if (!semantic_idx)
3859                     shader_addline(buffer, "gl_FrontColor%s = clamp(OUT[%u]%s, -FLT_MAX, FLT_MAX);\n",
3860                             reg_mask, i, reg_mask);
3861                 else if (semantic_idx == 1)
3862                     shader_addline(buffer, "gl_FrontSecondaryColor%s = clamp(OUT[%u]%s, -FLT_MAX, FLT_MAX);\n",
3863                             reg_mask, i, reg_mask);
3864             }
3865             else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3866             {
3867                 shader_addline(buffer, "gl_Position%s = clamp(OUT[%u]%s, -FLT_MAX, FLT_MAX);\n",
3868                         reg_mask, i, reg_mask);
3869             }
3870             else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3871             {
3872                 if (semantic_idx < 8)
3873                 {
3874                     if (!(gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) || ps_major > 0)
3875                         write_mask |= WINED3DSP_WRITEMASK_3;
3876
3877                     shader_addline(buffer, "gl_TexCoord[%u]%s = clamp(OUT[%u]%s, -FLT_MAX, FLT_MAX);\n",
3878                             semantic_idx, reg_mask, i, reg_mask);
3879                     if (!(write_mask & WINED3DSP_WRITEMASK_3))
3880                         shader_addline(buffer, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx);
3881                 }
3882             }
3883             else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3884             {
3885                 shader_addline(buffer, "gl_PointSize = clamp(OUT[%u].%c, -FLT_MAX, FLT_MAX);\n", i, reg_mask[1]);
3886             }
3887             else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3888             {
3889                 shader_addline(buffer, "gl_FogFragCoord = clamp(OUT[%u].%c, -FLT_MAX, FLT_MAX);\n", i, reg_mask[1]);
3890             }
3891         }
3892         shader_addline(buffer, "}\n");
3893
3894     }
3895     else
3896     {
3897         /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3898         shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info));
3899         shader_addline(buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3900
3901         /* First, sort out position and point size. Those are not passed to the pixel shader */
3902         for (i = 0; map; map >>= 1, ++i)
3903         {
3904             if (!(map & 1)) continue;
3905
3906             semantic_name = output_signature[i].semantic_name;
3907             shader_glsl_write_mask_to_str(output_signature[i].mask, reg_mask);
3908
3909             if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3910             {
3911                 shader_addline(buffer, "gl_Position%s = clamp(OUT[%u]%s, -FLT_MAX, FLT_MAX);\n",
3912                         reg_mask, i, reg_mask);
3913             }
3914             else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3915             {
3916                 shader_addline(buffer, "gl_PointSize = clamp(OUT[%u].%c, -FLT_MAX, FLT_MAX);\n", i, reg_mask[1]);
3917             }
3918         }
3919
3920         /* Then, fix the pixel shader input */
3921         handle_ps3_input(buffer, gl_info, ps->input_reg_map, ps->baseShader.input_signature,
3922                 &ps->baseShader.reg_maps, output_signature, &vs->baseShader.reg_maps);
3923
3924         shader_addline(buffer, "}\n");
3925     }
3926
3927     ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3928     checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
3929     shader_glsl_compile(gl_info, ret, buffer->buffer);
3930
3931     return ret;
3932 }
3933
3934 /* GL locking is done by the caller */
3935 static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const struct wined3d_gl_info *gl_info,
3936         GLhandleARB programId, char prefix)
3937 {
3938     const local_constant *lconst;
3939     GLint tmp_loc;
3940     const float *value;
3941     char glsl_name[8];
3942
3943     LIST_FOR_EACH_ENTRY(lconst, &shader->baseShader.constantsF, local_constant, entry) {
3944         value = (const float *)lconst->value;
3945         snprintf(glsl_name, sizeof(glsl_name), "%cLC%u", prefix, lconst->idx);
3946         tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3947         GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
3948     }
3949     checkGLcall("Hardcoding local constants");
3950 }
3951
3952 /* GL locking is done by the caller */
3953 static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context,
3954         struct wined3d_shader_buffer *buffer, IWineD3DPixelShaderImpl *This,
3955         const struct ps_compile_args *args, struct ps_np2fixup_info *np2fixup_info)
3956 {
3957     const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3958     const struct wined3d_gl_info *gl_info = context->gl_info;
3959     CONST DWORD *function = This->baseShader.function;
3960     struct shader_glsl_ctx_priv priv_ctx;
3961
3962     /* Create the hw GLSL shader object and assign it as the shader->prgId */
3963     GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
3964
3965     memset(&priv_ctx, 0, sizeof(priv_ctx));
3966     priv_ctx.cur_ps_args = args;
3967     priv_ctx.cur_np2fixup_info = np2fixup_info;
3968
3969     shader_addline(buffer, "#version 120\n");
3970
3971     if (gl_info->supported[ARB_SHADER_TEXTURE_LOD] && reg_maps->usestexldd)
3972     {
3973         shader_addline(buffer, "#extension GL_ARB_shader_texture_lod : enable\n");
3974     }
3975     if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3976     {
3977         /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
3978          * drivers write a warning if we don't do so
3979          */
3980         shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
3981     }
3982     if (gl_info->supported[EXT_GPU_SHADER4])
3983     {
3984         shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
3985     }
3986
3987     /* Base Declarations */
3988     shader_generate_glsl_declarations(context, buffer, (IWineD3DBaseShader *)This, reg_maps, &priv_ctx);
3989
3990     /* Pack 3.0 inputs */
3991     if (reg_maps->shader_version.major >= 3 && args->vp_mode != vertexshader)
3992     {
3993         shader_glsl_input_pack((IWineD3DPixelShader *) This, buffer,
3994                 This->baseShader.input_signature, reg_maps, args->vp_mode);
3995     }
3996
3997     /* Base Shader Body */
3998     shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
3999
4000     /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
4001     if (reg_maps->shader_version.major < 2)
4002     {
4003         /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
4004         shader_addline(buffer, "gl_FragData[0] = R0;\n");
4005     }
4006
4007     if (args->srgb_correction)
4008     {
4009         shader_addline(buffer, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
4010         shader_addline(buffer, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
4011         shader_addline(buffer, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
4012         shader_addline(buffer, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
4013         shader_addline(buffer, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
4014         shader_addline(buffer, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
4015     }
4016     /* Pixel shader < 3.0 do not replace the fog stage.
4017      * This implements linear fog computation and blending.
4018      * TODO: non linear fog
4019      * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
4020      * -1/(e-s) and e/(e-s) respectively.
4021      */
4022     if (reg_maps->shader_version.major < 3)
4023     {
4024         switch(args->fog) {
4025             case FOG_OFF: break;
4026             case FOG_LINEAR:
4027                 shader_addline(buffer, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
4028                 shader_addline(buffer, "float fogend = gl_Fog.end * -fogstart;\n");
4029                 shader_addline(buffer, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
4030                 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4031                 break;
4032             case FOG_EXP:
4033                 /* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
4034                 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
4035                 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
4036                 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4037                 break;
4038             case FOG_EXP2:
4039                 /* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
4040                 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
4041                 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
4042                 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4043                 break;
4044         }
4045     }
4046
4047     shader_addline(buffer, "}\n");
4048
4049     TRACE("Compiling shader object %u\n", shader_obj);
4050     shader_glsl_compile(gl_info, shader_obj, buffer->buffer);
4051
4052     /* Store the shader object */
4053     return shader_obj;
4054 }
4055
4056 /* GL locking is done by the caller */
4057 static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context,
4058         struct wined3d_shader_buffer *buffer, IWineD3DVertexShaderImpl *This,
4059         const struct vs_compile_args *args)
4060 {
4061     const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
4062     const struct wined3d_gl_info *gl_info = context->gl_info;
4063     CONST DWORD *function = This->baseShader.function;
4064     struct shader_glsl_ctx_priv priv_ctx;
4065
4066     /* Create the hw GLSL shader program and assign it as the shader->prgId */
4067     GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
4068
4069     shader_addline(buffer, "#version 120\n");
4070
4071     if (gl_info->supported[EXT_GPU_SHADER4])
4072     {
4073         shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
4074     }
4075
4076     memset(&priv_ctx, 0, sizeof(priv_ctx));
4077     priv_ctx.cur_vs_args = args;
4078
4079     /* Base Declarations */
4080     shader_generate_glsl_declarations(context, buffer, (IWineD3DBaseShader *)This, reg_maps, &priv_ctx);
4081
4082     /* Base Shader Body */
4083     shader_generate_main((IWineD3DBaseShader*)This, buffer, reg_maps, function, &priv_ctx);
4084
4085     /* Unpack outputs */
4086     shader_addline(buffer, "order_ps_input(OUT);\n");
4087
4088     /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
4089      * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
4090      * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
4091      * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
4092      */
4093     if(args->fog_src == VS_FOG_Z) {
4094         shader_addline(buffer, "gl_FogFragCoord = gl_Position.z;\n");
4095     } else if (!reg_maps->fog) {
4096         shader_addline(buffer, "gl_FogFragCoord = 0.0;\n");
4097     }
4098
4099     /* Write the final position.
4100      *
4101      * OpenGL coordinates specify the center of the pixel while d3d coords specify
4102      * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
4103      * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
4104      * contains 1.0 to allow a mad.
4105      */
4106     shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
4107     shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
4108     if(args->clip_enabled) {
4109         shader_addline(buffer, "gl_ClipVertex = gl_Position;\n");
4110     }
4111
4112     /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
4113      *
4114      * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
4115      * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
4116      * which is the same as z = z * 2 - w.
4117      */
4118     shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
4119
4120     shader_addline(buffer, "}\n");
4121
4122     TRACE("Compiling shader object %u\n", shader_obj);
4123     shader_glsl_compile(gl_info, shader_obj, buffer->buffer);
4124
4125     return shader_obj;
4126 }
4127
4128 static GLhandleARB find_glsl_pshader(const struct wined3d_context *context,
4129         struct wined3d_shader_buffer *buffer, IWineD3DPixelShaderImpl *shader,
4130         const struct ps_compile_args *args, const struct ps_np2fixup_info **np2fixup_info)
4131 {
4132     struct wined3d_state *state = &((IWineD3DDeviceImpl *)shader->baseShader.device)->stateBlock->state;
4133     UINT i;
4134     DWORD new_size;
4135     struct glsl_ps_compiled_shader *new_array;
4136     struct glsl_pshader_private    *shader_data;
4137     struct ps_np2fixup_info        *np2fixup = NULL;
4138     GLhandleARB ret;
4139
4140     if (!shader->baseShader.backend_data)
4141     {
4142         shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4143         if (!shader->baseShader.backend_data)
4144         {
4145             ERR("Failed to allocate backend data.\n");
4146             return 0;
4147         }
4148     }
4149     shader_data = shader->baseShader.backend_data;
4150
4151     /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4152      * so a linear search is more performant than a hashmap or a binary search
4153      * (cache coherency etc)
4154      */
4155     for (i = 0; i < shader_data->num_gl_shaders; ++i)
4156     {
4157         if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)))
4158         {
4159             if (args->np2_fixup) *np2fixup_info = &shader_data->gl_shaders[i].np2fixup;
4160             return shader_data->gl_shaders[i].prgId;
4161         }
4162     }
4163
4164     TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
4165     if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4166         if (shader_data->num_gl_shaders)
4167         {
4168             new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4169             new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
4170                                     new_size * sizeof(*shader_data->gl_shaders));
4171         } else {
4172             new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
4173             new_size = 1;
4174         }
4175
4176         if(!new_array) {
4177             ERR("Out of memory\n");
4178             return 0;
4179         }
4180         shader_data->gl_shaders = new_array;
4181         shader_data->shader_array_size = new_size;
4182     }
4183
4184     shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4185
4186     memset(&shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup, 0, sizeof(struct ps_np2fixup_info));
4187     if (args->np2_fixup) np2fixup = &shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup;
4188
4189     pixelshader_update_samplers(&shader->baseShader.reg_maps, (IWineD3DBaseTexture **)state->textures);
4190
4191     shader_buffer_clear(buffer);
4192     ret = shader_glsl_generate_pshader(context, buffer, shader, args, np2fixup);
4193     shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
4194     *np2fixup_info = np2fixup;
4195
4196     return ret;
4197 }
4198
4199 static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const struct vs_compile_args *new,
4200                                  const DWORD use_map) {
4201     if((stored->swizzle_map & use_map) != new->swizzle_map) return FALSE;
4202     if((stored->clip_enabled) != new->clip_enabled) return FALSE;
4203     return stored->fog_src == new->fog_src;
4204 }
4205
4206 static GLhandleARB find_glsl_vshader(const struct wined3d_context *context,
4207         struct wined3d_shader_buffer *buffer, IWineD3DVertexShaderImpl *shader,
4208         const struct vs_compile_args *args)
4209 {
4210     UINT i;
4211     DWORD new_size;
4212     struct glsl_vs_compiled_shader *new_array;
4213     DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
4214     struct glsl_vshader_private *shader_data;
4215     GLhandleARB ret;
4216
4217     if (!shader->baseShader.backend_data)
4218     {
4219         shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4220         if (!shader->baseShader.backend_data)
4221         {
4222             ERR("Failed to allocate backend data.\n");
4223             return 0;
4224         }
4225     }
4226     shader_data = shader->baseShader.backend_data;
4227
4228     /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4229      * so a linear search is more performant than a hashmap or a binary search
4230      * (cache coherency etc)
4231      */
4232     for(i = 0; i < shader_data->num_gl_shaders; i++) {
4233         if(vs_args_equal(&shader_data->gl_shaders[i].args, args, use_map)) {
4234             return shader_data->gl_shaders[i].prgId;
4235         }
4236     }
4237
4238     TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
4239
4240     if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4241         if (shader_data->num_gl_shaders)
4242         {
4243             new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4244             new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
4245                                     new_size * sizeof(*shader_data->gl_shaders));
4246         } else {
4247             new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
4248             new_size = 1;
4249         }
4250
4251         if(!new_array) {
4252             ERR("Out of memory\n");
4253             return 0;
4254         }
4255         shader_data->gl_shaders = new_array;
4256         shader_data->shader_array_size = new_size;
4257     }
4258
4259     shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4260
4261     shader_buffer_clear(buffer);
4262     ret = shader_glsl_generate_vshader(context, buffer, shader, args);
4263     shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
4264
4265     return ret;
4266 }
4267
4268 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
4269  * It sets the programId on the current StateBlock (because it should be called
4270  * inside of the DrawPrimitive() part of the render loop).
4271  *
4272  * If a program for the given combination does not exist, create one, and store
4273  * the program in the hash table.  If it creates a program, it will link the
4274  * given objects, too.
4275  */
4276
4277 /* GL locking is done by the caller */
4278 static void set_glsl_shader_program(const struct wined3d_context *context,
4279         IWineD3DDeviceImpl *device, BOOL use_ps, BOOL use_vs)
4280 {
4281     const struct wined3d_state *state = &device->stateBlock->state;
4282     IWineD3DVertexShader *vshader = use_vs ? (IWineD3DVertexShader *)state->vertex_shader : NULL;
4283     IWineD3DPixelShader *pshader = use_ps ? (IWineD3DPixelShader *)state->pixel_shader : NULL;
4284     const struct wined3d_gl_info *gl_info = context->gl_info;
4285     struct shader_glsl_priv *priv = device->shader_priv;
4286     struct glsl_shader_prog_link *entry    = NULL;
4287     GLhandleARB programId                  = 0;
4288     GLhandleARB reorder_shader_id          = 0;
4289     unsigned int i;
4290     char glsl_name[8];
4291     struct ps_compile_args ps_compile_args;
4292     struct vs_compile_args vs_compile_args;
4293
4294     if (vshader) find_vs_compile_args(state, (IWineD3DVertexShaderImpl *)vshader, &vs_compile_args);
4295     if (pshader) find_ps_compile_args(state, (IWineD3DPixelShaderImpl *)pshader, &ps_compile_args);
4296
4297     entry = get_glsl_program_entry(priv, vshader, pshader, &vs_compile_args, &ps_compile_args);
4298     if (entry) {
4299         priv->glsl_program = entry;
4300         return;
4301     }
4302
4303     /* If we get to this point, then no matching program exists, so we create one */
4304     programId = GL_EXTCALL(glCreateProgramObjectARB());
4305     TRACE("Created new GLSL shader program %u\n", programId);
4306
4307     /* Create the entry */
4308     entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
4309     entry->programId = programId;
4310     entry->vshader = vshader;
4311     entry->pshader = pshader;
4312     entry->vs_args = vs_compile_args;
4313     entry->ps_args = ps_compile_args;
4314     entry->constant_version = 0;
4315     entry->np2Fixup_info = NULL;
4316     /* Add the hash table entry */
4317     add_glsl_program_entry(priv, entry);
4318
4319     /* Set the current program */
4320     priv->glsl_program = entry;
4321
4322     /* Attach GLSL vshader */
4323     if (vshader)
4324     {
4325         GLhandleARB vshader_id = find_glsl_vshader(context, &priv->shader_buffer,
4326                 (IWineD3DVertexShaderImpl *)vshader, &vs_compile_args);
4327         WORD map = ((IWineD3DBaseShaderImpl *)vshader)->baseShader.reg_maps.input_registers;
4328         char tmp_name[10];
4329
4330         reorder_shader_id = generate_param_reorder_function(&priv->shader_buffer, vshader, pshader, gl_info);
4331         TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
4332         GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
4333         checkGLcall("glAttachObjectARB");
4334         /* Flag the reorder function for deletion, then it will be freed automatically when the program
4335          * is destroyed
4336          */
4337         GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
4338
4339         TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
4340         GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
4341         checkGLcall("glAttachObjectARB");
4342
4343         /* Bind vertex attributes to a corresponding index number to match
4344          * the same index numbers as ARB_vertex_programs (makes loading
4345          * vertex attributes simpler).  With this method, we can use the
4346          * exact same code to load the attributes later for both ARB and
4347          * GLSL shaders.
4348          *
4349          * We have to do this here because we need to know the Program ID
4350          * in order to make the bindings work, and it has to be done prior
4351          * to linking the GLSL program. */
4352         for (i = 0; map; map >>= 1, ++i)
4353         {
4354             if (!(map & 1)) continue;
4355
4356             snprintf(tmp_name, sizeof(tmp_name), "attrib%u", i);
4357             GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
4358         }
4359         checkGLcall("glBindAttribLocationARB");
4360
4361         list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry);
4362     }
4363
4364     /* Attach GLSL pshader */
4365     if (pshader)
4366     {
4367         GLhandleARB pshader_id = find_glsl_pshader(context, &priv->shader_buffer,
4368                 (IWineD3DPixelShaderImpl *)pshader, &ps_compile_args, &entry->np2Fixup_info);
4369         TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
4370         GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
4371         checkGLcall("glAttachObjectARB");
4372
4373         list_add_head(&((IWineD3DBaseShaderImpl *)pshader)->baseShader.linked_programs, &entry->pshader_entry);
4374     }
4375
4376     /* Link the program */
4377     TRACE("Linking GLSL shader program %u\n", programId);
4378     GL_EXTCALL(glLinkProgramARB(programId));
4379     shader_glsl_validate_link(gl_info, programId);
4380
4381     entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0,
4382             sizeof(GLhandleARB) * gl_info->limits.glsl_vs_float_constants);
4383     for (i = 0; i < gl_info->limits.glsl_vs_float_constants; ++i)
4384     {
4385         snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
4386         entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4387     }
4388     for (i = 0; i < MAX_CONST_I; ++i)
4389     {
4390         snprintf(glsl_name, sizeof(glsl_name), "VI[%i]", i);
4391         entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4392     }
4393     entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0,
4394             sizeof(GLhandleARB) * gl_info->limits.glsl_ps_float_constants);
4395     for (i = 0; i < gl_info->limits.glsl_ps_float_constants; ++i)
4396     {
4397         snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
4398         entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4399     }
4400     for (i = 0; i < MAX_CONST_I; ++i)
4401     {
4402         snprintf(glsl_name, sizeof(glsl_name), "PI[%i]", i);
4403         entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4404     }
4405
4406     if(pshader) {
4407         char name[32];
4408
4409         for(i = 0; i < MAX_TEXTURES; i++) {
4410             sprintf(name, "bumpenvmat%u", i);
4411             entry->bumpenvmat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4412             sprintf(name, "luminancescale%u", i);
4413             entry->luminancescale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4414             sprintf(name, "luminanceoffset%u", i);
4415             entry->luminanceoffset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4416         }
4417
4418         if (ps_compile_args.np2_fixup) {
4419             if (entry->np2Fixup_info) {
4420                 entry->np2Fixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "PsamplerNP2Fixup"));
4421             } else {
4422                 FIXME("NP2 texcoord fixup needed for this pixelshader, but no fixup uniform found.\n");
4423             }
4424         }
4425     }
4426
4427     entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
4428     entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
4429     checkGLcall("Find glsl program uniform locations");
4430
4431     if (pshader
4432             && ((IWineD3DPixelShaderImpl *)pshader)->baseShader.reg_maps.shader_version.major >= 3
4433             && ((IWineD3DPixelShaderImpl *)pshader)->declared_in_count > vec4_varyings(3, gl_info))
4434     {
4435         TRACE("Shader %d needs vertex color clamping disabled\n", programId);
4436         entry->vertex_color_clamp = GL_FALSE;
4437     } else {
4438         entry->vertex_color_clamp = GL_FIXED_ONLY_ARB;
4439     }
4440
4441     /* Set the shader to allow uniform loading on it */
4442     GL_EXTCALL(glUseProgramObjectARB(programId));
4443     checkGLcall("glUseProgramObjectARB(programId)");
4444
4445     /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
4446      * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
4447      * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
4448      * vertex shader with fixed function pixel processing is used we make sure that the card
4449      * supports enough samplers to allow the max number of vertex samplers with all possible
4450      * fixed function fragment processing setups. So once the program is linked these samplers
4451      * won't change.
4452      */
4453     if (vshader) shader_glsl_load_vsamplers(gl_info, device->texUnitMap, programId);
4454     if (pshader) shader_glsl_load_psamplers(gl_info, device->texUnitMap, programId);
4455
4456     /* If the local constants do not have to be loaded with the environment constants,
4457      * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
4458      * later
4459      */
4460     if (pshader && !((IWineD3DBaseShaderImpl *)pshader)->baseShader.load_local_constsF)
4461     {
4462         hardcode_local_constants((IWineD3DBaseShaderImpl *) pshader, gl_info, programId, 'P');
4463     }
4464     if (vshader && !((IWineD3DBaseShaderImpl *)vshader)->baseShader.load_local_constsF)
4465     {
4466         hardcode_local_constants((IWineD3DBaseShaderImpl *) vshader, gl_info, programId, 'V');
4467     }
4468 }
4469
4470 /* GL locking is done by the caller */
4471 static GLhandleARB create_glsl_blt_shader(const struct wined3d_gl_info *gl_info, enum tex_types tex_type, BOOL masked)
4472 {
4473     GLhandleARB program_id;
4474     GLhandleARB vshader_id, pshader_id;
4475     const char *blt_pshader;
4476
4477     static const char *blt_vshader =
4478         "#version 120\n"
4479         "void main(void)\n"
4480         "{\n"
4481         "    gl_Position = gl_Vertex;\n"
4482         "    gl_FrontColor = vec4(1.0);\n"
4483         "    gl_TexCoord[0] = gl_MultiTexCoord0;\n"
4484         "}\n";
4485
4486     static const char * const blt_pshaders_full[tex_type_count] =
4487     {
4488         /* tex_1d */
4489         NULL,
4490         /* tex_2d */
4491         "#version 120\n"
4492         "uniform sampler2D sampler;\n"
4493         "void main(void)\n"
4494         "{\n"
4495         "    gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4496         "}\n",
4497         /* tex_3d */
4498         NULL,
4499         /* tex_cube */
4500         "#version 120\n"
4501         "uniform samplerCube sampler;\n"
4502         "void main(void)\n"
4503         "{\n"
4504         "    gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4505         "}\n",
4506         /* tex_rect */
4507         "#version 120\n"
4508         "#extension GL_ARB_texture_rectangle : enable\n"
4509         "uniform sampler2DRect sampler;\n"
4510         "void main(void)\n"
4511         "{\n"
4512         "    gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4513         "}\n",
4514     };
4515
4516     static const char * const blt_pshaders_masked[tex_type_count] =
4517     {
4518         /* tex_1d */
4519         NULL,
4520         /* tex_2d */
4521         "#version 120\n"
4522         "uniform sampler2D sampler;\n"
4523         "uniform vec4 mask;\n"
4524         "void main(void)\n"
4525         "{\n"
4526         "    if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4527         "    gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4528         "}\n",
4529         /* tex_3d */
4530         NULL,
4531         /* tex_cube */
4532         "#version 120\n"
4533         "uniform samplerCube sampler;\n"
4534         "uniform vec4 mask;\n"
4535         "void main(void)\n"
4536         "{\n"
4537         "    if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4538         "    gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4539         "}\n",
4540         /* tex_rect */
4541         "#version 120\n"
4542         "#extension GL_ARB_texture_rectangle : enable\n"
4543         "uniform sampler2DRect sampler;\n"
4544         "uniform vec4 mask;\n"
4545         "void main(void)\n"
4546         "{\n"
4547         "    if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4548         "    gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4549         "}\n",
4550     };
4551
4552     blt_pshader = masked ? blt_pshaders_masked[tex_type] : blt_pshaders_full[tex_type];
4553     if (!blt_pshader)
4554     {
4555         FIXME("tex_type %#x not supported\n", tex_type);
4556         tex_type = tex_2d;
4557     }
4558
4559     vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
4560     shader_glsl_compile(gl_info, vshader_id, blt_vshader);
4561
4562     pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
4563     shader_glsl_compile(gl_info, pshader_id, blt_pshader);
4564
4565     program_id = GL_EXTCALL(glCreateProgramObjectARB());
4566     GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
4567     GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
4568     GL_EXTCALL(glLinkProgramARB(program_id));
4569
4570     shader_glsl_validate_link(gl_info, program_id);
4571
4572     /* Once linked we can mark the shaders for deletion. They will be deleted once the program
4573      * is destroyed
4574      */
4575     GL_EXTCALL(glDeleteObjectARB(vshader_id));
4576     GL_EXTCALL(glDeleteObjectARB(pshader_id));
4577     return program_id;
4578 }
4579
4580 /* GL locking is done by the caller */
4581 static void shader_glsl_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
4582 {
4583     const struct wined3d_gl_info *gl_info = context->gl_info;
4584     IWineD3DDeviceImpl *device = context->swapchain->device;
4585     struct shader_glsl_priv *priv = device->shader_priv;
4586     GLhandleARB program_id = 0;
4587     GLenum old_vertex_color_clamp, current_vertex_color_clamp;
4588
4589     old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
4590
4591     if (useVS || usePS) set_glsl_shader_program(context, device, usePS, useVS);
4592     else priv->glsl_program = NULL;
4593
4594     current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
4595
4596     if (old_vertex_color_clamp != current_vertex_color_clamp)
4597     {
4598         if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4599         {
4600             GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp));
4601             checkGLcall("glClampColorARB");
4602         }
4603         else
4604         {
4605             FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4606         }
4607     }
4608
4609     program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
4610     if (program_id) TRACE("Using GLSL program %u\n", program_id);
4611     GL_EXTCALL(glUseProgramObjectARB(program_id));
4612     checkGLcall("glUseProgramObjectARB");
4613
4614     /* In case that NP2 texcoord fixup data is found for the selected program, trigger a reload of the
4615      * constants. This has to be done because it can't be guaranteed that sampler() (from state.c) is
4616      * called between selecting the shader and using it, which results in wrong fixup for some frames. */
4617     if (priv->glsl_program && priv->glsl_program->np2Fixup_info)
4618     {
4619         shader_glsl_load_np2fixup_constants(priv, gl_info, &device->stateBlock->state);
4620     }
4621 }
4622
4623 /* GL locking is done by the caller */
4624 static void shader_glsl_select_depth_blt(IWineD3DDevice *iface,
4625         enum tex_types tex_type, const SIZE *ds_mask_size)
4626 {
4627     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4628     const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4629     BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
4630     struct shader_glsl_priv *priv = This->shader_priv;
4631     GLhandleARB *blt_program;
4632     GLint loc;
4633
4634     blt_program = masked ? &priv->depth_blt_program_masked[tex_type] : &priv->depth_blt_program_full[tex_type];
4635     if (!*blt_program)
4636     {
4637         *blt_program = create_glsl_blt_shader(gl_info, tex_type, masked);
4638         loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "sampler"));
4639         GL_EXTCALL(glUseProgramObjectARB(*blt_program));
4640         GL_EXTCALL(glUniform1iARB(loc, 0));
4641     }
4642     else
4643     {
4644         GL_EXTCALL(glUseProgramObjectARB(*blt_program));
4645     }
4646
4647     if (masked)
4648     {
4649         loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "mask"));
4650         GL_EXTCALL(glUniform4fARB(loc, 0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy));
4651     }
4652 }
4653
4654 /* GL locking is done by the caller */
4655 static void shader_glsl_deselect_depth_blt(IWineD3DDevice *iface) {
4656     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4657     const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4658     struct shader_glsl_priv *priv = This->shader_priv;
4659     GLhandleARB program_id;
4660
4661     program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
4662     if (program_id) TRACE("Using GLSL program %u\n", program_id);
4663
4664     GL_EXTCALL(glUseProgramObjectARB(program_id));
4665     checkGLcall("glUseProgramObjectARB");
4666 }
4667
4668 static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
4669     const struct list *linked_programs;
4670     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
4671     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
4672     struct shader_glsl_priv *priv = device->shader_priv;
4673     const struct wined3d_gl_info *gl_info;
4674     struct wined3d_context *context;
4675
4676     /* Note: Do not use QueryInterface here to find out which shader type this is because this code
4677      * can be called from IWineD3DBaseShader::Release
4678      */
4679     char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
4680
4681     if(pshader) {
4682         struct glsl_pshader_private *shader_data;
4683         shader_data = This->baseShader.backend_data;
4684         if (!shader_data || !shader_data->num_gl_shaders)
4685         {
4686             HeapFree(GetProcessHeap(), 0, shader_data);
4687             This->baseShader.backend_data = NULL;
4688             return;
4689         }
4690
4691         context = context_acquire(device, NULL);
4692         gl_info = context->gl_info;
4693
4694         if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->pshader == iface)
4695         {
4696             ENTER_GL();
4697             shader_glsl_select(context, FALSE, FALSE);
4698             LEAVE_GL();
4699         }
4700     } else {
4701         struct glsl_vshader_private *shader_data;
4702         shader_data = This->baseShader.backend_data;
4703         if (!shader_data || !shader_data->num_gl_shaders)
4704         {
4705             HeapFree(GetProcessHeap(), 0, shader_data);
4706             This->baseShader.backend_data = NULL;
4707             return;
4708         }
4709
4710         context = context_acquire(device, NULL);
4711         gl_info = context->gl_info;
4712
4713         if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->vshader == iface)
4714         {
4715             ENTER_GL();
4716             shader_glsl_select(context, FALSE, FALSE);
4717             LEAVE_GL();
4718         }
4719     }
4720
4721     linked_programs = &This->baseShader.linked_programs;
4722
4723     TRACE("Deleting linked programs\n");
4724     if (linked_programs->next) {
4725         struct glsl_shader_prog_link *entry, *entry2;
4726
4727         ENTER_GL();
4728         if(pshader) {
4729             LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) {
4730                 delete_glsl_program_entry(priv, gl_info, entry);
4731             }
4732         } else {
4733             LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) {
4734                 delete_glsl_program_entry(priv, gl_info, entry);
4735             }
4736         }
4737         LEAVE_GL();
4738     }
4739
4740     if(pshader) {
4741         UINT i;
4742         struct glsl_pshader_private *shader_data = This->baseShader.backend_data;
4743
4744         ENTER_GL();
4745         for(i = 0; i < shader_data->num_gl_shaders; i++) {
4746             TRACE("deleting pshader %u\n", shader_data->gl_shaders[i].prgId);
4747             GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
4748             checkGLcall("glDeleteObjectARB");
4749         }
4750         LEAVE_GL();
4751         HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4752     }
4753     else
4754     {
4755         UINT i;
4756         struct glsl_vshader_private *shader_data = This->baseShader.backend_data;
4757
4758         ENTER_GL();
4759         for(i = 0; i < shader_data->num_gl_shaders; i++) {
4760             TRACE("deleting vshader %u\n", shader_data->gl_shaders[i].prgId);
4761             GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
4762             checkGLcall("glDeleteObjectARB");
4763         }
4764         LEAVE_GL();
4765         HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4766     }
4767
4768     HeapFree(GetProcessHeap(), 0, This->baseShader.backend_data);
4769     This->baseShader.backend_data = NULL;
4770
4771     context_release(context);
4772 }
4773
4774 static int glsl_program_key_compare(const void *key, const struct wine_rb_entry *entry)
4775 {
4776     const glsl_program_key_t *k = key;
4777     const struct glsl_shader_prog_link *prog = WINE_RB_ENTRY_VALUE(entry,
4778             const struct glsl_shader_prog_link, program_lookup_entry);
4779     int cmp;
4780
4781     if (k->vshader > prog->vshader) return 1;
4782     else if (k->vshader < prog->vshader) return -1;
4783
4784     if (k->pshader > prog->pshader) return 1;
4785     else if (k->pshader < prog->pshader) return -1;
4786
4787     if (k->vshader && (cmp = memcmp(&k->vs_args, &prog->vs_args, sizeof(prog->vs_args)))) return cmp;
4788     if (k->pshader && (cmp = memcmp(&k->ps_args, &prog->ps_args, sizeof(prog->ps_args)))) return cmp;
4789
4790     return 0;
4791 }
4792
4793 static BOOL constant_heap_init(struct constant_heap *heap, unsigned int constant_count)
4794 {
4795     SIZE_T size = (constant_count + 1) * sizeof(*heap->entries) + constant_count * sizeof(*heap->positions);
4796     void *mem = HeapAlloc(GetProcessHeap(), 0, size);
4797
4798     if (!mem)
4799     {
4800         ERR("Failed to allocate memory\n");
4801         return FALSE;
4802     }
4803
4804     heap->entries = mem;
4805     heap->entries[1].version = 0;
4806     heap->positions = (unsigned int *)(heap->entries + constant_count + 1);
4807     heap->size = 1;
4808
4809     return TRUE;
4810 }
4811
4812 static void constant_heap_free(struct constant_heap *heap)
4813 {
4814     HeapFree(GetProcessHeap(), 0, heap->entries);
4815 }
4816
4817 static const struct wine_rb_functions wined3d_glsl_program_rb_functions =
4818 {
4819     wined3d_rb_alloc,
4820     wined3d_rb_realloc,
4821     wined3d_rb_free,
4822     glsl_program_key_compare,
4823 };
4824
4825 static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {
4826     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4827     const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4828     struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
4829     SIZE_T stack_size = wined3d_log2i(max(gl_info->limits.glsl_vs_float_constants,
4830             gl_info->limits.glsl_ps_float_constants)) + 1;
4831
4832     if (!shader_buffer_init(&priv->shader_buffer))
4833     {
4834         ERR("Failed to initialize shader buffer.\n");
4835         goto fail;
4836     }
4837
4838     priv->stack = HeapAlloc(GetProcessHeap(), 0, stack_size * sizeof(*priv->stack));
4839     if (!priv->stack)
4840     {
4841         ERR("Failed to allocate memory.\n");
4842         goto fail;
4843     }
4844
4845     if (!constant_heap_init(&priv->vconst_heap, gl_info->limits.glsl_vs_float_constants))
4846     {
4847         ERR("Failed to initialize vertex shader constant heap\n");
4848         goto fail;
4849     }
4850
4851     if (!constant_heap_init(&priv->pconst_heap, gl_info->limits.glsl_ps_float_constants))
4852     {
4853         ERR("Failed to initialize pixel shader constant heap\n");
4854         goto fail;
4855     }
4856
4857     if (wine_rb_init(&priv->program_lookup, &wined3d_glsl_program_rb_functions) == -1)
4858     {
4859         ERR("Failed to initialize rbtree.\n");
4860         goto fail;
4861     }
4862
4863     priv->next_constant_version = 1;
4864
4865     This->shader_priv = priv;
4866     return WINED3D_OK;
4867
4868 fail:
4869     constant_heap_free(&priv->pconst_heap);
4870     constant_heap_free(&priv->vconst_heap);
4871     HeapFree(GetProcessHeap(), 0, priv->stack);
4872     shader_buffer_free(&priv->shader_buffer);
4873     HeapFree(GetProcessHeap(), 0, priv);
4874     return E_OUTOFMEMORY;
4875 }
4876
4877 /* Context activation is done by the caller. */
4878 static void shader_glsl_free(IWineD3DDevice *iface) {
4879     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4880     const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4881     struct shader_glsl_priv *priv = This->shader_priv;
4882     int i;
4883
4884     ENTER_GL();
4885     for (i = 0; i < tex_type_count; ++i)
4886     {
4887         if (priv->depth_blt_program_full[i])
4888         {
4889             GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program_full[i]));
4890         }
4891         if (priv->depth_blt_program_masked[i])
4892         {
4893             GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program_masked[i]));
4894         }
4895     }
4896     LEAVE_GL();
4897
4898     wine_rb_destroy(&priv->program_lookup, NULL, NULL);
4899     constant_heap_free(&priv->pconst_heap);
4900     constant_heap_free(&priv->vconst_heap);
4901     HeapFree(GetProcessHeap(), 0, priv->stack);
4902     shader_buffer_free(&priv->shader_buffer);
4903
4904     HeapFree(GetProcessHeap(), 0, This->shader_priv);
4905     This->shader_priv = NULL;
4906 }
4907
4908 static BOOL shader_glsl_dirty_const(IWineD3DDevice *iface) {
4909     /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
4910     return FALSE;
4911 }
4912
4913 static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *pCaps)
4914 {
4915     /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
4916      * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support based
4917      * on the version of NV_vertex_program.
4918      * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
4919      * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
4920      * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
4921      * of native instructions, so use that here. For more info see the pixel shader versioning code below.
4922      */
4923     if ((gl_info->supported[NV_VERTEX_PROGRAM2] && !gl_info->supported[NV_VERTEX_PROGRAM3])
4924             || gl_info->limits.arb_ps_instructions <= 512)
4925         pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
4926     else
4927         pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
4928     TRACE_(d3d_caps)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps->VertexShaderVersion >> 8) & 0xff, pCaps->VertexShaderVersion & 0xff);
4929     pCaps->MaxVertexShaderConst = gl_info->limits.glsl_vs_float_constants;
4930
4931     /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
4932      * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
4933      * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
4934      * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
4935      * in max native instructions. Intel and others also offer the info in this extension but they
4936      * don't support GLSL (at least on Windows).
4937      *
4938      * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
4939      * of instructions is 512 or less we have to do with ps2.0 hardware.
4940      * NOTE: ps3.0 hardware requires 512 or more instructions but ati and nvidia offer 'enough' (1024 vs 4096) on their most basic ps3.0 hardware.
4941      */
4942     if ((gl_info->supported[NV_FRAGMENT_PROGRAM] && !gl_info->supported[NV_FRAGMENT_PROGRAM2])
4943             || gl_info->limits.arb_ps_instructions <= 512)
4944         pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
4945     else
4946         pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
4947
4948     pCaps->MaxPixelShaderConst = gl_info->limits.glsl_ps_float_constants;
4949
4950     /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
4951      * Direct3D minimum requirement.
4952      *
4953      * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
4954      * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
4955      *
4956      * The problem is that the refrast clamps temporary results in the shader to
4957      * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
4958      * then applications may miss the clamping behavior. On the other hand, if it is smaller,
4959      * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
4960      * offer a way to query this.
4961      */
4962     pCaps->PixelShader1xMaxValue = 8.0;
4963     TRACE_(d3d_caps)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps->PixelShaderVersion >> 8) & 0xff, pCaps->PixelShaderVersion & 0xff);
4964
4965     pCaps->VSClipping = TRUE;
4966 }
4967
4968 static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
4969 {
4970     if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
4971     {
4972         TRACE("Checking support for fixup:\n");
4973         dump_color_fixup_desc(fixup);
4974     }
4975
4976     /* We support everything except YUV conversions. */
4977     if (!is_complex_fixup(fixup))
4978     {
4979         TRACE("[OK]\n");
4980         return TRUE;
4981     }
4982
4983     TRACE("[FAILED]\n");
4984     return FALSE;
4985 }
4986
4987 static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4988 {
4989     /* WINED3DSIH_ABS           */ shader_glsl_map2gl,
4990     /* WINED3DSIH_ADD           */ shader_glsl_arith,
4991     /* WINED3DSIH_AND           */ NULL,
4992     /* WINED3DSIH_BEM           */ shader_glsl_bem,
4993     /* WINED3DSIH_BREAK         */ shader_glsl_break,
4994     /* WINED3DSIH_BREAKC        */ shader_glsl_breakc,
4995     /* WINED3DSIH_BREAKP        */ NULL,
4996     /* WINED3DSIH_CALL          */ shader_glsl_call,
4997     /* WINED3DSIH_CALLNZ        */ shader_glsl_callnz,
4998     /* WINED3DSIH_CMP           */ shader_glsl_cmp,
4999     /* WINED3DSIH_CND           */ shader_glsl_cnd,
5000     /* WINED3DSIH_CRS           */ shader_glsl_cross,
5001     /* WINED3DSIH_CUT           */ NULL,
5002     /* WINED3DSIH_DCL           */ NULL,
5003     /* WINED3DSIH_DEF           */ NULL,
5004     /* WINED3DSIH_DEFB          */ NULL,
5005     /* WINED3DSIH_DEFI          */ NULL,
5006     /* WINED3DSIH_DIV           */ NULL,
5007     /* WINED3DSIH_DP2ADD        */ shader_glsl_dp2add,
5008     /* WINED3DSIH_DP3           */ shader_glsl_dot,
5009     /* WINED3DSIH_DP4           */ shader_glsl_dot,
5010     /* WINED3DSIH_DST           */ shader_glsl_dst,
5011     /* WINED3DSIH_DSX           */ shader_glsl_map2gl,
5012     /* WINED3DSIH_DSY           */ shader_glsl_map2gl,
5013     /* WINED3DSIH_ELSE          */ shader_glsl_else,
5014     /* WINED3DSIH_EMIT          */ NULL,
5015     /* WINED3DSIH_ENDIF         */ shader_glsl_end,
5016     /* WINED3DSIH_ENDLOOP       */ shader_glsl_end,
5017     /* WINED3DSIH_ENDREP        */ shader_glsl_end,
5018     /* WINED3DSIH_EXP           */ shader_glsl_map2gl,
5019     /* WINED3DSIH_EXPP          */ shader_glsl_expp,
5020     /* WINED3DSIH_FRC           */ shader_glsl_map2gl,
5021     /* WINED3DSIH_FTOI          */ NULL,
5022     /* WINED3DSIH_IADD          */ NULL,
5023     /* WINED3DSIH_IEQ           */ NULL,
5024     /* WINED3DSIH_IF            */ shader_glsl_if,
5025     /* WINED3DSIH_IFC           */ shader_glsl_ifc,
5026     /* WINED3DSIH_IGE           */ NULL,
5027     /* WINED3DSIH_IMUL          */ NULL,
5028     /* WINED3DSIH_ITOF          */ NULL,
5029     /* WINED3DSIH_LABEL         */ shader_glsl_label,
5030     /* WINED3DSIH_LD            */ NULL,
5031     /* WINED3DSIH_LIT           */ shader_glsl_lit,
5032     /* WINED3DSIH_LOG           */ shader_glsl_log,
5033     /* WINED3DSIH_LOGP          */ shader_glsl_log,
5034     /* WINED3DSIH_LOOP          */ shader_glsl_loop,
5035     /* WINED3DSIH_LRP           */ shader_glsl_lrp,
5036     /* WINED3DSIH_LT            */ NULL,
5037     /* WINED3DSIH_M3x2          */ shader_glsl_mnxn,
5038     /* WINED3DSIH_M3x3          */ shader_glsl_mnxn,
5039     /* WINED3DSIH_M3x4          */ shader_glsl_mnxn,
5040     /* WINED3DSIH_M4x3          */ shader_glsl_mnxn,
5041     /* WINED3DSIH_M4x4          */ shader_glsl_mnxn,
5042     /* WINED3DSIH_MAD           */ shader_glsl_mad,
5043     /* WINED3DSIH_MAX           */ shader_glsl_map2gl,
5044     /* WINED3DSIH_MIN           */ shader_glsl_map2gl,
5045     /* WINED3DSIH_MOV           */ shader_glsl_mov,
5046     /* WINED3DSIH_MOVA          */ shader_glsl_mov,
5047     /* WINED3DSIH_MOVC          */ NULL,
5048     /* WINED3DSIH_MUL           */ shader_glsl_arith,
5049     /* WINED3DSIH_NOP           */ NULL,
5050     /* WINED3DSIH_NRM           */ shader_glsl_nrm,
5051     /* WINED3DSIH_PHASE         */ NULL,
5052     /* WINED3DSIH_POW           */ shader_glsl_pow,
5053     /* WINED3DSIH_RCP           */ shader_glsl_rcp,
5054     /* WINED3DSIH_REP           */ shader_glsl_rep,
5055     /* WINED3DSIH_RET           */ shader_glsl_ret,
5056     /* WINED3DSIH_RSQ           */ shader_glsl_rsq,
5057     /* WINED3DSIH_SAMPLE        */ NULL,
5058     /* WINED3DSIH_SAMPLE_GRAD   */ NULL,
5059     /* WINED3DSIH_SAMPLE_LOD    */ NULL,
5060     /* WINED3DSIH_SETP          */ NULL,
5061     /* WINED3DSIH_SGE           */ shader_glsl_compare,
5062     /* WINED3DSIH_SGN           */ shader_glsl_sgn,
5063     /* WINED3DSIH_SINCOS        */ shader_glsl_sincos,
5064     /* WINED3DSIH_SLT           */ shader_glsl_compare,
5065     /* WINED3DSIH_SQRT          */ NULL,
5066     /* WINED3DSIH_SUB           */ shader_glsl_arith,
5067     /* WINED3DSIH_TEX           */ shader_glsl_tex,
5068     /* WINED3DSIH_TEXBEM        */ shader_glsl_texbem,
5069     /* WINED3DSIH_TEXBEML       */ shader_glsl_texbem,
5070     /* WINED3DSIH_TEXCOORD      */ shader_glsl_texcoord,
5071     /* WINED3DSIH_TEXDEPTH      */ shader_glsl_texdepth,
5072     /* WINED3DSIH_TEXDP3        */ shader_glsl_texdp3,
5073     /* WINED3DSIH_TEXDP3TEX     */ shader_glsl_texdp3tex,
5074     /* WINED3DSIH_TEXKILL       */ shader_glsl_texkill,
5075     /* WINED3DSIH_TEXLDD        */ shader_glsl_texldd,
5076     /* WINED3DSIH_TEXLDL        */ shader_glsl_texldl,
5077     /* WINED3DSIH_TEXM3x2DEPTH  */ shader_glsl_texm3x2depth,
5078     /* WINED3DSIH_TEXM3x2PAD    */ shader_glsl_texm3x2pad,
5079     /* WINED3DSIH_TEXM3x2TEX    */ shader_glsl_texm3x2tex,
5080     /* WINED3DSIH_TEXM3x3       */ shader_glsl_texm3x3,
5081     /* WINED3DSIH_TEXM3x3DIFF   */ NULL,
5082     /* WINED3DSIH_TEXM3x3PAD    */ shader_glsl_texm3x3pad,
5083     /* WINED3DSIH_TEXM3x3SPEC   */ shader_glsl_texm3x3spec,
5084     /* WINED3DSIH_TEXM3x3TEX    */ shader_glsl_texm3x3tex,
5085     /* WINED3DSIH_TEXM3x3VSPEC  */ shader_glsl_texm3x3vspec,
5086     /* WINED3DSIH_TEXREG2AR     */ shader_glsl_texreg2ar,
5087     /* WINED3DSIH_TEXREG2GB     */ shader_glsl_texreg2gb,
5088     /* WINED3DSIH_TEXREG2RGB    */ shader_glsl_texreg2rgb,
5089     /* WINED3DSIH_UTOF          */ NULL,
5090 };
5091
5092 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction *ins) {
5093     SHADER_HANDLER hw_fct;
5094
5095     /* Select handler */
5096     hw_fct = shader_glsl_instruction_handler_table[ins->handler_idx];
5097
5098     /* Unhandled opcode */
5099     if (!hw_fct)
5100     {
5101         FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
5102         return;
5103     }
5104     hw_fct(ins);
5105
5106     shader_glsl_add_instruction_modifiers(ins);
5107 }
5108
5109 const shader_backend_t glsl_shader_backend = {
5110     shader_glsl_handle_instruction,
5111     shader_glsl_select,
5112     shader_glsl_select_depth_blt,
5113     shader_glsl_deselect_depth_blt,
5114     shader_glsl_update_float_vertex_constants,
5115     shader_glsl_update_float_pixel_constants,
5116     shader_glsl_load_constants,
5117     shader_glsl_load_np2fixup_constants,
5118     shader_glsl_destroy,
5119     shader_glsl_alloc,
5120     shader_glsl_free,
5121     shader_glsl_dirty_const,
5122     shader_glsl_get_caps,
5123     shader_glsl_color_fixup_supported,
5124 };