wined3d: Tidy up pshader_hw_tex.
[wine] / dlls / wined3d / arb_program_shader.c
1 /*
2  * Pixel and vertex shaders implementation using ARB_vertex_program
3  * and ARB_fragment_program GL extensions.
4  *
5  * Copyright 2002-2003 Jason Edmeades
6  * Copyright 2002-2003 Raphael Junqueira
7  * Copyright 2004 Christian Costa
8  * Copyright 2005 Oliver Stieber
9  * Copyright 2006 Ivan Gyurdiev
10  * Copyright 2006 Jason Green
11  * Copyright 2006 Henri Verbeet
12  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
13  * Copyright 2009 Henri Verbeet for CodeWeavers
14  *
15  * This library is free software; you can redistribute it and/or
16  * modify it under the terms of the GNU Lesser General Public
17  * License as published by the Free Software Foundation; either
18  * version 2.1 of the License, or (at your option) any later version.
19  *
20  * This library is distributed in the hope that it will be useful,
21  * but WITHOUT ANY WARRANTY; without even the implied warranty of
22  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
23  * Lesser General Public License for more details.
24  *
25  * You should have received a copy of the GNU Lesser General Public
26  * License along with this library; if not, write to the Free Software
27  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28  */
29
30 #include "config.h"
31
32 #include <math.h>
33 #include <stdio.h>
34
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 GLINFO_LOCATION      (*gl_info)
43
44 /* We have to subtract any other PARAMs that we might use in our shader programs.
45  * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
46  * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
47 #define ARB_SHADER_RESERVED_VS_CONSTS 3
48
49 /* The arb shader only loads the bump mapping environment matrix into the shader if it finds
50  * a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
51  */
52 #define ARB_SHADER_RESERVED_PS_CONSTS 2
53
54 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
55  * so upload them above that
56  */
57 #define ARB_SHADER_PRIVCONST_BASE (GL_LIMITS(vshader_constantsF) - ARB_SHADER_RESERVED_VS_CONSTS)
58 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
59
60 /* ARB_program_shader private data */
61 struct shader_arb_priv {
62     GLuint                  current_vprogram_id;
63     GLuint                  current_fprogram_id;
64     GLuint                  depth_blt_vprogram_id;
65     GLuint                  depth_blt_fprogram_id[tex_type_count];
66     BOOL                    use_arbfp_fixed_func;
67     struct hash_table_t     *fragment_shaders;
68 };
69
70 /********************************************************
71  * ARB_[vertex/fragment]_program helper functions follow
72  ********************************************************/
73
74 /** 
75  * Loads floating point constants into the currently set ARB_vertex/fragment_program.
76  * When constant_list == NULL, it will load all the constants.
77  *  
78  * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
79  *  or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
80  */
81 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, const WineD3D_GL_Info *gl_info,
82         GLuint target_type, unsigned int max_constants, const float *constants, char *dirty_consts)
83 {
84     local_constant* lconst;
85     DWORD i, j;
86     unsigned int ret;
87
88     if (TRACE_ON(d3d_shader)) {
89         for(i = 0; i < max_constants; i++) {
90             if(!dirty_consts[i]) continue;
91             TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
92                         constants[i * 4 + 0], constants[i * 4 + 1],
93                         constants[i * 4 + 2], constants[i * 4 + 3]);
94         }
95     }
96     /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
97     if (target_type == GL_FRAGMENT_PROGRAM_ARB && This->baseShader.reg_maps.shader_version.major == 1)
98     {
99         float lcl_const[4];
100         for(i = 0; i < max_constants; i++) {
101             if(!dirty_consts[i]) continue;
102             dirty_consts[i] = 0;
103
104             j = 4 * i;
105             if(constants[j + 0] > 1.0) lcl_const[0] = 1.0;
106             else if(constants[j + 0] < -1.0) lcl_const[0] = -1.0;
107             else lcl_const[0] = constants[j + 0];
108
109             if(constants[j + 1] > 1.0) lcl_const[1] = 1.0;
110             else if(constants[j + 1] < -1.0) lcl_const[1] = -1.0;
111             else lcl_const[1] = constants[j + 1];
112
113             if(constants[j + 2] > 1.0) lcl_const[2] = 1.0;
114             else if(constants[j + 2] < -1.0) lcl_const[2] = -1.0;
115             else lcl_const[2] = constants[j + 2];
116
117             if(constants[j + 3] > 1.0) lcl_const[3] = 1.0;
118             else if(constants[j + 3] < -1.0) lcl_const[3] = -1.0;
119             else lcl_const[3] = constants[j + 3];
120
121             GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
122         }
123     } else {
124         if(GL_SUPPORT(EXT_GPU_PROGRAM_PARAMETERS)) {
125             /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
126              * or just reloading *all* constants at once
127              *
128             GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, 0, max_constants, constants));
129              */
130             for(i = 0; i < max_constants; i++) {
131                 if(!dirty_consts[i]) continue;
132
133                 /* Find the next block of dirty constants */
134                 dirty_consts[i] = 0;
135                 j = i;
136                 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
137                     dirty_consts[i] = 0;
138                 }
139
140                 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
141             }
142         } else {
143             for(i = 0; i < max_constants; i++) {
144                 if(dirty_consts[i]) {
145                     dirty_consts[i] = 0;
146                     GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
147                 }
148             }
149         }
150     }
151     checkGLcall("glProgramEnvParameter4fvARB()");
152
153     /* Load immediate constants */
154     if(This->baseShader.load_local_constsF) {
155         if (TRACE_ON(d3d_shader)) {
156             LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
157                 GLfloat* values = (GLfloat*)lconst->value;
158                 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
159                         values[0], values[1], values[2], values[3]);
160             }
161         }
162         /* Immediate constants are clamped for 1.X shaders at loading times */
163         ret = 0;
164         LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
165             dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
166             ret = max(ret, lconst->idx + 1);
167             GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
168         }
169         checkGLcall("glProgramEnvParameter4fvARB()");
170         return ret; /* The loaded immediate constants need reloading for the next shader */
171     } else {
172         return 0; /* No constants are dirty now */
173     }
174 }
175
176 /**
177  * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
178  */
179 static void shader_arb_load_np2fixup_constants(
180     IWineD3DDevice* device,
181     char usePixelShader,
182     char useVertexShader) {
183     /* not implemented */
184 }
185
186 /**
187  * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
188  * 
189  * We only support float constants in ARB at the moment, so don't 
190  * worry about the Integers or Booleans
191  */
192 static void shader_arb_load_constants(
193     IWineD3DDevice* device,
194     char usePixelShader,
195     char useVertexShader) {
196    
197     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device; 
198     IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
199     const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
200     unsigned char i;
201
202     if (useVertexShader) {
203         IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
204
205         /* Load DirectX 9 float constants for vertex shader */
206         deviceImpl->highest_dirty_vs_const = shader_arb_load_constantsF(
207                 vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
208                 deviceImpl->highest_dirty_vs_const,
209                 stateBlock->vertexShaderConstantF,
210                 deviceImpl->activeContext->vshader_const_dirty);
211
212         /* Upload the position fixup */
213         GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, ARB_SHADER_PRIVCONST_POS, deviceImpl->posFixup));
214     }
215
216     if (usePixelShader) {
217
218         IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
219         IWineD3DPixelShaderImpl *psi = (IWineD3DPixelShaderImpl *) pshader;
220
221         /* Load DirectX 9 float constants for pixel shader */
222         deviceImpl->highest_dirty_ps_const = shader_arb_load_constantsF(
223                 pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
224                 deviceImpl->highest_dirty_ps_const,
225                 stateBlock->pixelShaderConstantF,
226                 deviceImpl->activeContext->pshader_const_dirty);
227
228         for(i = 0; i < psi->numbumpenvmatconsts; i++) {
229             /* The state manager takes care that this function is always called if the bump env matrix changes
230              */
231             const float *data = (const float *)&stateBlock->textureState[(int) psi->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00];
232             GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->bumpenvmatconst[i].const_num, data));
233             deviceImpl->activeContext->pshader_const_dirty[psi->bumpenvmatconst[i].const_num] = 1;
234
235             if (psi->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
236             {
237                 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
238                  * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
239                  * don't care about them. The pointers are valid for sure because the stateblock is bigger.
240                  * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
241                  */
242                 const float *scale = (const float *)&stateBlock->textureState[(int) psi->luminanceconst[i].texunit][WINED3DTSS_BUMPENVLSCALE];
243                 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->luminanceconst[i].const_num, scale));
244                 deviceImpl->activeContext->pshader_const_dirty[psi->luminanceconst[i].const_num] = 1;
245             }
246         }
247     }
248 }
249
250 static void shader_arb_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
251 {
252     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
253
254     /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
255      * context. On a context switch the old context will be fully dirtified */
256     memset(This->activeContext->vshader_const_dirty + start, 1,
257             sizeof(*This->activeContext->vshader_const_dirty) * count);
258     This->highest_dirty_vs_const = max(This->highest_dirty_vs_const, start + count + 1);
259 }
260
261 static void shader_arb_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
262 {
263     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
264
265     /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
266      * context. On a context switch the old context will be fully dirtified */
267     memset(This->activeContext->pshader_const_dirty + start, 1,
268             sizeof(*This->activeContext->pshader_const_dirty) * count);
269     This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, start + count + 1);
270 }
271
272 static DWORD *local_const_mapping(IWineD3DBaseShaderImpl *This)
273 {
274     DWORD *ret;
275     DWORD idx = 0;
276     const local_constant *lconst;
277
278     if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) return NULL;
279
280     ret = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * This->baseShader.limits.temporary);
281     if(!ret) {
282         ERR("Out of memory\n");
283         return NULL;
284     }
285
286     LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
287         ret[lconst->idx] = idx++;
288     }
289     return ret;
290 }
291
292 /* Generate the variable & register declarations for the ARB_vertex_program output target */
293 static void shader_generate_arb_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
294         SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info, DWORD *lconst_map)
295 {
296     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
297     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
298     DWORD i, cur;
299     char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
300     unsigned max_constantsF = min(This->baseShader.limits.constant_float, 
301             (pshader ? GL_LIMITS(pshader_constantsF) - ARB_SHADER_RESERVED_PS_CONSTS :
302                        GL_LIMITS(vshader_constantsF) - ARB_SHADER_RESERVED_VS_CONSTS));
303     UINT extra_constants_needed = 0;
304     const local_constant *lconst;
305
306     /* Temporary Output register */
307     shader_addline(buffer, "TEMP TMP_OUT;\n");
308
309     for(i = 0; i < This->baseShader.limits.temporary; i++) {
310         if (reg_maps->temporary[i])
311             shader_addline(buffer, "TEMP R%u;\n", i);
312     }
313
314     for (i = 0; i < This->baseShader.limits.address; i++) {
315         if (reg_maps->address[i])
316             shader_addline(buffer, "ADDRESS A%d;\n", i);
317     }
318
319     for(i = 0; i < This->baseShader.limits.texcoord; i++) {
320         if (reg_maps->texcoord[i])
321             shader_addline(buffer,"TEMP T%u;\n", i);
322     }
323
324     /* Texture coordinate registers must be pre-loaded */
325     for (i = 0; i < This->baseShader.limits.texcoord; i++) {
326         if (reg_maps->texcoord[i])
327             shader_addline(buffer, "MOV T%u, fragment.texcoord[%u];\n", i, i);
328     }
329
330     for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
331         IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) This;
332         if(!reg_maps->bumpmat[i]) continue;
333
334         cur = ps->numbumpenvmatconsts;
335         ps->bumpenvmatconst[cur].const_num = -1;
336         ps->bumpenvmatconst[cur].texunit = i;
337         ps->luminanceconst[cur].const_num = -1;
338         ps->luminanceconst[cur].texunit = i;
339
340         /* If the shader does not use all available constants, use the next free constant to load the bump mapping environment matrix from
341          * the stateblock into the shader. If no constant is available don't load, texbem will then just sample the texture without applying
342          * bump mapping.
343          */
344         if(max_constantsF + extra_constants_needed < GL_LIMITS(pshader_constantsF) - ARB_SHADER_RESERVED_PS_CONSTS) {
345             ps->bumpenvmatconst[cur].const_num = max_constantsF + extra_constants_needed;
346             shader_addline(buffer, "PARAM bumpenvmat%d = program.env[%d];\n",
347                            i, ps->bumpenvmatconst[cur].const_num);
348             extra_constants_needed++;
349
350             if(reg_maps->luminanceparams && max_constantsF + extra_constants_needed < GL_LIMITS(pshader_constantsF) - ARB_SHADER_RESERVED_PS_CONSTS) {
351                 ((IWineD3DPixelShaderImpl *)This)->luminanceconst[cur].const_num = max_constantsF + extra_constants_needed;
352                 shader_addline(buffer, "PARAM luminance%d = program.env[%d];\n",
353                                i, ps->luminanceconst[cur].const_num);
354                 extra_constants_needed++;
355             } else if(reg_maps->luminanceparams) {
356                 FIXME("No free constant to load the luminance parameters\n");
357             }
358         } else {
359             FIXME("No free constant found to load environment bump mapping matrix into the shader. texbem instruction will not apply bump mapping\n");
360         }
361
362         ps->numbumpenvmatconsts = cur + 1;
363     }
364
365     if(device->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE] && pshader) {
366         shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
367                        srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
368         shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
369                        srgb_sub_high, 0.0, 0.0, 0.0);
370     }
371
372     /* Load local constants using the program-local space,
373      * this avoids reloading them each time the shader is used
374      */
375     if(lconst_map) {
376         LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
377             shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
378                            lconst_map[lconst->idx]);
379         }
380     }
381
382     /* we use the array-based constants array if the local constants are marked for loading,
383      * because then we use indirect addressing, or when the local constant list is empty,
384      * because then we don't know if we're using indirect addressing or not. If we're hardcoding
385      * local constants do not declare the loaded constants as an array because ARB compilers usually
386      * do not optimize unused constants away
387      */
388     if(This->baseShader.reg_maps.usesrelconstF) {
389         /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
390         shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
391                     max_constantsF, max_constantsF - 1);
392     } else {
393         for(i = 0; i < max_constantsF; i++) {
394             DWORD idx, mask;
395             idx = i >> 5;
396             mask = 1 << (i & 0x1f);
397             if(!shader_constant_is_local(This, i) && (This->baseShader.reg_maps.constf[idx] & mask)) {
398                 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
399             }
400         }
401     }
402 }
403
404 static const char * const shift_tab[] = {
405     "dummy",     /*  0 (none) */
406     "coefmul.x", /*  1 (x2)   */
407     "coefmul.y", /*  2 (x4)   */
408     "coefmul.z", /*  3 (x8)   */
409     "coefmul.w", /*  4 (x16)  */
410     "dummy",     /*  5 (x32)  */
411     "dummy",     /*  6 (x64)  */
412     "dummy",     /*  7 (x128) */
413     "dummy",     /*  8 (d256) */
414     "dummy",     /*  9 (d128) */
415     "dummy",     /* 10 (d64)  */
416     "dummy",     /* 11 (d32)  */
417     "coefdiv.w", /* 12 (d16)  */
418     "coefdiv.z", /* 13 (d8)   */
419     "coefdiv.y", /* 14 (d4)   */
420     "coefdiv.x"  /* 15 (d2)   */
421 };
422
423 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
424         const struct wined3d_shader_dst_param *dst, char *write_mask)
425 {
426     char *ptr = write_mask;
427     char vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
428
429     if (vshader && dst->reg.type == WINED3DSPR_ADDR)
430     {
431         *ptr++ = '.';
432         *ptr++ = 'x';
433     }
434     else if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
435     {
436         *ptr++ = '.';
437         if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
438         if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
439         if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
440         if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
441     }
442
443     *ptr = '\0';
444 }
445
446 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
447 {
448     /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
449      * but addressed as "rgba". To fix this we need to swap the register's x
450      * and z components. */
451     const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
452     char *ptr = swizzle_str;
453
454     /* swizzle bits fields: wwzzyyxx */
455     DWORD swizzle = param->swizzle;
456     DWORD swizzle_x = swizzle & 0x03;
457     DWORD swizzle_y = (swizzle >> 2) & 0x03;
458     DWORD swizzle_z = (swizzle >> 4) & 0x03;
459     DWORD swizzle_w = (swizzle >> 6) & 0x03;
460
461     /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
462      * generate a swizzle string. Unless we need to our own swizzling. */
463     if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
464     {
465         *ptr++ = '.';
466         if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
467             *ptr++ = swizzle_chars[swizzle_x];
468         } else {
469             *ptr++ = swizzle_chars[swizzle_x];
470             *ptr++ = swizzle_chars[swizzle_y];
471             *ptr++ = swizzle_chars[swizzle_z];
472             *ptr++ = swizzle_chars[swizzle_w];
473         }
474     }
475
476     *ptr = '\0';
477 }
478
479 static void shader_arb_get_register_name(IWineD3DBaseShader *iface,
480         const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
481 {
482     /* oPos, oFog and oPts in D3D */
483     static const char * const rastout_reg_names[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
484     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)iface;
485     BOOL pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
486
487     *is_color = FALSE;
488
489     switch (reg->type)
490     {
491         case WINED3DSPR_TEMP:
492             sprintf(register_name, "R%u", reg->idx);
493             break;
494
495         case WINED3DSPR_INPUT:
496             if (pshader)
497             {
498                 if (reg->idx == 0) strcpy(register_name, "fragment.color.primary");
499                 else strcpy(register_name, "fragment.color.secondary");
500             }
501             else
502             {
503                 if (((IWineD3DVertexShaderImpl *)This)->cur_args->swizzle_map & (1 << reg->idx)) *is_color = TRUE;
504                 sprintf(register_name, "vertex.attrib[%u]", reg->idx);
505             }
506             break;
507
508         case WINED3DSPR_CONST:
509             if (!pshader && reg->rel_addr)
510             {
511                 UINT rel_offset = ((IWineD3DVertexShaderImpl *)This)->rel_offset;
512                 if (reg->idx >= rel_offset)
513                     sprintf(register_name, "C[A0.x + %u]", reg->idx - rel_offset);
514                 else
515                     sprintf(register_name, "C[A0.x - %u]", -reg->idx + rel_offset);
516             }
517             else
518             {
519                 if (This->baseShader.reg_maps.usesrelconstF)
520                     sprintf(register_name, "C[%u]", reg->idx);
521                 else
522                     sprintf(register_name, "C%u", reg->idx);
523             }
524             break;
525
526         case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
527             if (pshader) sprintf(register_name, "T%u", reg->idx);
528             else  sprintf(register_name, "A%u", reg->idx);
529             break;
530
531         case WINED3DSPR_COLOROUT:
532             if (reg->idx == 0)
533             {
534                 strcpy(register_name, "TMP_COLOR");
535             }
536             else
537             {
538                 /* TODO: See GL_ARB_draw_buffers */
539                 FIXME("Unsupported write to render target %u\n", reg->idx);
540                 sprintf(register_name, "unsupported_register");
541             }
542             break;
543
544         case WINED3DSPR_RASTOUT:
545             sprintf(register_name, "%s", rastout_reg_names[reg->idx]);
546             break;
547
548         case WINED3DSPR_DEPTHOUT:
549             strcpy(register_name, "result.depth");
550             break;
551
552         case WINED3DSPR_ATTROUT:
553             if (pshader) sprintf(register_name, "oD[%u]", reg->idx);
554             else if (reg->idx == 0) strcpy(register_name, "result.color.primary");
555             else strcpy(register_name, "result.color.secondary");
556             break;
557
558         case WINED3DSPR_TEXCRDOUT:
559             if (pshader) sprintf(register_name, "oT[%u]", reg->idx);
560             else sprintf(register_name, "result.texcoord[%u]", reg->idx);
561             break;
562
563         default:
564             FIXME("Unhandled register type %#x[%u]\n", reg->type, reg->idx);
565             sprintf(register_name, "unrecognized_register[%u]", reg->idx);
566             break;
567     }
568 }
569
570 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
571         const struct wined3d_shader_dst_param *wined3d_dst, char *str)
572 {
573     char register_name[255];
574     char write_mask[6];
575     BOOL is_color;
576
577     shader_arb_get_register_name(ins->ctx->shader, &wined3d_dst->reg, register_name, &is_color);
578     strcpy(str, register_name);
579
580     shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
581     strcat(str, write_mask);
582 }
583
584 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
585 {
586     switch(channel_source)
587     {
588         case CHANNEL_SOURCE_ZERO: return "0";
589         case CHANNEL_SOURCE_ONE: return "1";
590         case CHANNEL_SOURCE_X: return "x";
591         case CHANNEL_SOURCE_Y: return "y";
592         case CHANNEL_SOURCE_Z: return "z";
593         case CHANNEL_SOURCE_W: return "w";
594         default:
595             FIXME("Unhandled channel source %#x\n", channel_source);
596             return "undefined";
597     }
598 }
599
600 static void gen_color_correction(SHADER_BUFFER *buffer, const char *reg, DWORD dst_mask,
601                                  const char *one, const char *two, struct color_fixup_desc fixup)
602 {
603     DWORD mask;
604
605     if (is_yuv_fixup(fixup))
606     {
607         enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
608         FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
609         return;
610     }
611
612     mask = 0;
613     if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
614     if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
615     if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
616     if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
617     mask &= dst_mask;
618
619     if (mask)
620     {
621         shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
622                 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
623                 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
624     }
625
626     mask = 0;
627     if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
628     if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
629     if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
630     if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
631     mask &= dst_mask;
632
633     if (mask)
634     {
635         char reg_mask[6];
636         char *ptr = reg_mask;
637
638         if (mask != WINED3DSP_WRITEMASK_ALL)
639         {
640             *ptr++ = '.';
641             if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
642             if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
643             if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
644             if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
645         }
646         *ptr = '\0';
647
648         shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
649     }
650 }
651
652 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
653         const char *dst_str, const char *coord_reg, BOOL projected, BOOL bias)
654 {
655     SHADER_BUFFER *buffer = ins->ctx->buffer;
656     DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
657     const char *tex_type;
658     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
659     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
660
661     switch(sampler_type) {
662         case WINED3DSTT_1D:
663             tex_type = "1D";
664             break;
665
666         case WINED3DSTT_2D:
667             if(device->stateBlock->textures[sampler_idx] &&
668                IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
669                 tex_type = "RECT";
670             } else {
671                 tex_type = "2D";
672             }
673             if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
674             {
675                const IWineD3DPixelShaderImpl* const ps = (const IWineD3DPixelShaderImpl*)This;
676                if(ps->cur_args->np2_fixup & (1 << sampler_idx)) {
677                    FIXME("NP2 texcoord fixup is currently not implemented in ARB mode (use GLSL instead).\n");
678                }
679             }
680             break;
681
682         case WINED3DSTT_VOLUME:
683             tex_type = "3D";
684             break;
685
686         case WINED3DSTT_CUBE:
687             tex_type = "CUBE";
688             break;
689
690         default:
691             ERR("Unexpected texture type %d\n", sampler_type);
692             tex_type = "";
693     }
694
695     if (bias) {
696         /* Shouldn't be possible, but let's check for it */
697         if(projected) FIXME("Biased and Projected texture sampling\n");
698         /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
699         shader_addline(buffer, "TXB %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
700     } else if (projected) {
701         shader_addline(buffer, "TXP %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
702     } else {
703         shader_addline(buffer, "TEX %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
704     }
705
706     if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
707     {
708         IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
709         gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
710                 "one", "coefmul.x", ps->cur_args->color_fixup[sampler_idx]);
711     }
712 }
713
714 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
715         const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
716 {
717     /* Generate a line that does the input modifier computation and return the input register to use */
718     BOOL is_color = FALSE;
719     char regstr[256];
720     char swzstr[20];
721     int insert_line;
722     SHADER_BUFFER *buffer = ins->ctx->buffer;
723
724     /* Assume a new line will be added */
725     insert_line = 1;
726
727     /* Get register name */
728     shader_arb_get_register_name(ins->ctx->shader, &src->reg, regstr, &is_color);
729     shader_arb_get_swizzle(src, is_color, swzstr);
730
731     switch (src->modifiers)
732     {
733     case WINED3DSPSM_NONE:
734         sprintf(outregstr, "%s%s", regstr, swzstr);
735         insert_line = 0;
736         break;
737     case WINED3DSPSM_NEG:
738         sprintf(outregstr, "-%s%s", regstr, swzstr);
739         insert_line = 0;
740         break;
741     case WINED3DSPSM_BIAS:
742         shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
743         break;
744     case WINED3DSPSM_BIASNEG:
745         shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
746         break;
747     case WINED3DSPSM_SIGN:
748         shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr);
749         break;
750     case WINED3DSPSM_SIGNNEG:
751         shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr);
752         break;
753     case WINED3DSPSM_COMP:
754         shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr);
755         break;
756     case WINED3DSPSM_X2:
757         shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
758         break;
759     case WINED3DSPSM_X2NEG:
760         shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
761         break;
762     case WINED3DSPSM_DZ:
763         shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
764         shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
765         break;
766     case WINED3DSPSM_DW:
767         shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
768         shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
769         break;
770     default:
771         sprintf(outregstr, "%s%s", regstr, swzstr);
772         insert_line = 0;
773     }
774
775     /* Return modified or original register, with swizzle */
776     if (insert_line)
777         sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
778 }
779
780 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
781 {
782     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
783     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
784     SHADER_BUFFER *buffer = ins->ctx->buffer;
785     char dst_name[50];
786     char src_name[2][50];
787     char dst_wmask[20];
788     DWORD sampler_code = dst->reg.idx;
789     BOOL has_bumpmat = FALSE;
790     BOOL is_color;
791     int i;
792
793     for(i = 0; i < This->numbumpenvmatconsts; i++) {
794         if (This->bumpenvmatconst[i].const_num != WINED3D_CONST_NUM_UNUSED
795                 && This->bumpenvmatconst[i].texunit == sampler_code)
796         {
797             has_bumpmat = TRUE;
798             break;
799         }
800     }
801
802     shader_arb_get_register_name(ins->ctx->shader, &dst->reg, dst_name, &is_color);
803     shader_arb_get_write_mask(ins, dst, dst_wmask);
804     strcat(dst_name, dst_wmask);
805
806     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
807     shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
808
809     if(has_bumpmat) {
810         /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
811         shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
812         shader_addline(buffer, "DP3 TMP.r, TMP2, %s;\n", src_name[1]);
813         shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
814         shader_addline(buffer, "DP3 TMP.g, TMP2, %s;\n", src_name[1]);
815
816         shader_addline(buffer, "ADD %s, %s, TMP;\n", dst_name, src_name[0]);
817     } else {
818         shader_addline(buffer, "MOV %s, %s;\n", dst_name, src_name[0]);
819     }
820 }
821
822 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
823 {
824     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
825     SHADER_BUFFER *buffer = ins->ctx->buffer;
826     char dst_wmask[20];
827     char dst_name[50];
828     char src_name[3][50];
829     BOOL sat = dst->modifiers & WINED3DSPDM_SATURATE;
830     BOOL is_color;
831     DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
832             ins->ctx->reg_maps->shader_version.minor);
833
834     /* FIXME: support output modifiers */
835
836     /* Handle output register */
837     shader_arb_get_register_name(ins->ctx->shader, &dst->reg, dst_name, &is_color);
838     shader_arb_get_write_mask(ins, dst, dst_wmask);
839
840     /* Generate input register names (with modifiers) */
841     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
842     shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
843     shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
844
845     /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
846     if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue)
847     {
848         shader_addline(buffer, "MOV%s %s%s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask, src_name[1]);
849     } else {
850         shader_addline(buffer, "ADD TMP, -%s, coefdiv.x;\n", src_name[0]);
851         shader_addline(buffer, "CMP%s %s%s, TMP, %s, %s;\n",
852                                 sat ? "_SAT" : "", dst_name, dst_wmask, src_name[1], src_name[2]);
853     }
854 }
855
856 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
857 {
858     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
859     SHADER_BUFFER *buffer = ins->ctx->buffer;
860     char dst_wmask[20];
861     char dst_name[50];
862     char src_name[3][50];
863     BOOL sat = dst->modifiers & WINED3DSPDM_SATURATE;
864     BOOL is_color;
865
866     /* FIXME: support output modifiers */
867
868     /* Handle output register */
869     shader_arb_get_register_name(ins->ctx->shader, &dst->reg, dst_name, &is_color);
870     shader_arb_get_write_mask(ins, dst, dst_wmask);
871
872     /* Generate input register names (with modifiers) */
873     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
874     shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
875     shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
876
877     shader_addline(buffer, "CMP%s %s%s, %s, %s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
878                    src_name[0], src_name[2], src_name[1]);
879 }
880
881 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
882  * dst = dot2(src0, src1) + src2 */
883 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
884 {
885     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
886     SHADER_BUFFER *buffer = ins->ctx->buffer;
887     char dst_wmask[20];
888     char dst_name[50];
889     char src_name[3][50];
890     BOOL sat = dst->modifiers & WINED3DSPDM_SATURATE;
891     BOOL is_color;
892
893     shader_arb_get_register_name(ins->ctx->shader, &dst->reg, dst_name, &is_color);
894     shader_arb_get_write_mask(ins, dst, dst_wmask);
895
896     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
897     shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
898     shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
899
900     /* Emulate a DP2 with a DP3 and 0.0 */
901     shader_addline(buffer, "MOV TMP, %s;\n", src_name[0]);
902     shader_addline(buffer, "MOV TMP.z, 0.0;\n");
903     shader_addline(buffer, "DP3 TMP2, TMP, %s;\n", src_name[1]);
904     shader_addline(buffer, "ADD%s %s%s, TMP2, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask, src_name[2]);
905 }
906
907 /* Map the opcode 1-to-1 to the GL code */
908 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
909 {
910     SHADER_BUFFER *buffer = ins->ctx->buffer;
911     const char *instruction;
912     char arguments[256], dst_str[50];
913     unsigned int i;
914     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
915     const char *modifier;
916
917     switch (ins->handler_idx)
918     {
919         case WINED3DSIH_ABS: instruction = "ABS"; break;
920         case WINED3DSIH_ADD: instruction = "ADD"; break;
921         case WINED3DSIH_CRS: instruction = "XPD"; break;
922         case WINED3DSIH_DP3: instruction = "DP3"; break;
923         case WINED3DSIH_DP4: instruction = "DP4"; break;
924         case WINED3DSIH_DST: instruction = "DST"; break;
925         case WINED3DSIH_EXP: instruction = "EX2"; break;
926         case WINED3DSIH_EXPP: instruction = "EXP"; break;
927         case WINED3DSIH_FRC: instruction = "FRC"; break;
928         case WINED3DSIH_LIT: instruction = "LIT"; break;
929         case WINED3DSIH_LOG: instruction = "LG2"; break;
930         case WINED3DSIH_LOGP: instruction = "LOG"; break;
931         case WINED3DSIH_LRP: instruction = "LRP"; break;
932         case WINED3DSIH_MAD: instruction = "MAD"; break;
933         case WINED3DSIH_MAX: instruction = "MAX"; break;
934         case WINED3DSIH_MIN: instruction = "MIN"; break;
935         case WINED3DSIH_MOV: instruction = "MOV"; break;
936         case WINED3DSIH_MUL: instruction = "MUL"; break;
937         case WINED3DSIH_POW: instruction = "POW"; break;
938         case WINED3DSIH_SGE: instruction = "SGE"; break;
939         case WINED3DSIH_SLT: instruction = "SLT"; break;
940         case WINED3DSIH_SUB: instruction = "SUB"; break;
941         default: instruction = "";
942             FIXME("Unhandled opcode %#x\n", ins->handler_idx);
943             break;
944     }
945
946     /* All instructions handled by this function have a destination parameter */
947     if(dst->modifiers & WINED3DSPDM_SATURATE) modifier = "_SAT";
948     else modifier = "";
949
950     /* Note that shader_arb_add_dst_param() adds spaces. */
951     arguments[0] = '\0';
952     shader_arb_get_dst_param(ins, dst, dst_str);
953     for (i = 0; i < ins->src_count; ++i)
954     {
955         char operand[100];
956         strcat(arguments, ", ");
957         shader_arb_get_src_param(ins, &ins->src[i], i, operand);
958         strcat(arguments, operand);
959     }
960     shader_addline(buffer, "%s%s %s%s;\n", instruction, modifier, dst_str, arguments);
961 }
962
963 static void shader_hw_nop(const struct wined3d_shader_instruction *ins)
964 {
965     SHADER_BUFFER *buffer = ins->ctx->buffer;
966     shader_addline(buffer, "NOP;\n");
967 }
968
969 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
970 {
971     IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
972
973     if ((ins->ctx->reg_maps->shader_version.major == 1
974             && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
975             && ins->dst[0].reg.type == WINED3DSPR_ADDR)
976             || ins->handler_idx == WINED3DSIH_MOVA)
977     {
978         SHADER_BUFFER *buffer = ins->ctx->buffer;
979         char src0_param[256];
980
981         if (ins->handler_idx == WINED3DSIH_MOVA)
982             FIXME("mova should round\n");
983
984         src0_param[0] = '\0';
985         if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
986         {
987             shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
988             shader_addline(buffer, "ADD TMP.x, %s, helper_const.z;\n", src0_param);
989             shader_addline(buffer, "ARL A0.x, TMP.x;\n");
990         }
991         else
992         {
993             /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
994              * with more than one component. Thus replicate the first source argument over all
995              * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
996             struct wined3d_shader_src_param tmp_src = ins->src[0];
997             tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
998             shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
999             shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1000         }
1001     }
1002     else
1003     {
1004         shader_hw_map2gl(ins);
1005     }
1006 }
1007
1008 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1009 {
1010     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1011     SHADER_BUFFER *buffer = ins->ctx->buffer;
1012     char reg_dest[40];
1013
1014     /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1015      * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1016      */
1017     shader_arb_get_dst_param(ins, dst, reg_dest);
1018
1019     if (ins->ctx->reg_maps->shader_version.major >= 2)
1020     {
1021         /* The arb backend doesn't claim ps 2.0 support, but try to eat what the app feeds to us */
1022         shader_addline(buffer, "KIL %s;\n", reg_dest);
1023     } else {
1024         /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1025          * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1026          */
1027         shader_addline(buffer, "SWZ TMP, %s, x, y, z, 1;\n", reg_dest);
1028         shader_addline(buffer, "KIL TMP;\n");
1029     }
1030 }
1031
1032 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1033 {
1034     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1035     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1036     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1037     DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1038             ins->ctx->reg_maps->shader_version.minor);
1039     BOOL projected = FALSE, bias = FALSE;
1040
1041     char reg_dest[40];
1042     char reg_coord[40];
1043     DWORD reg_sampler_code;
1044
1045     /* All versions have a destination register */
1046     shader_arb_get_dst_param(ins, dst, reg_dest);
1047
1048     /* 1.0-1.3: Use destination register as coordinate source.
1049        1.4+: Use provided coordinate source register. */
1050     if (shader_version < WINED3D_SHADER_VERSION(1,4))
1051         strcpy(reg_coord, reg_dest);
1052     else
1053         shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
1054
1055     /* 1.0-1.4: Use destination register number as texture code.
1056        2.0+: Use provided sampler number as texure code. */
1057     if (shader_version < WINED3D_SHADER_VERSION(2,0))
1058         reg_sampler_code = dst->reg.idx;
1059     else
1060         reg_sampler_code = ins->src[1].reg.idx;
1061
1062     /* projection flag:
1063      * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1064      * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1065      * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1066      */
1067     if (shader_version < WINED3D_SHADER_VERSION(1,4))
1068     {
1069         DWORD flags = 0;
1070         if(reg_sampler_code < MAX_TEXTURES) {
1071             flags = deviceImpl->stateBlock->textureState[reg_sampler_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1072         }
1073         if (flags & WINED3DTTFF_PROJECTED) {
1074             projected = TRUE;
1075         }
1076     }
1077     else if (shader_version < WINED3D_SHADER_VERSION(2,0))
1078     {
1079         DWORD src_mod = ins->src[0].modifiers;
1080         if (src_mod == WINED3DSPSM_DZ) {
1081             projected = TRUE;
1082         } else if(src_mod == WINED3DSPSM_DW) {
1083             projected = TRUE;
1084         }
1085     } else {
1086         if (ins->flags & WINED3DSI_TEXLD_PROJECT) projected = TRUE;
1087         if (ins->flags & WINED3DSI_TEXLD_BIAS) bias = TRUE;
1088     }
1089     shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, projected, bias);
1090 }
1091
1092 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
1093 {
1094     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1095     SHADER_BUFFER *buffer = ins->ctx->buffer;
1096     DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1097             ins->ctx->reg_maps->shader_version.minor);
1098
1099     char tmp[20];
1100     shader_arb_get_write_mask(ins, dst, tmp);
1101     if (shader_version != WINED3D_SHADER_VERSION(1,4))
1102     {
1103         DWORD reg = dst->reg.idx;
1104         shader_addline(buffer, "MOV_SAT T%u%s, fragment.texcoord[%u];\n", reg, tmp, reg);
1105     } else {
1106         char reg_src[40];
1107
1108         shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
1109         shader_addline(buffer, "MOV R%u%s, %s;\n", dst->reg.idx, tmp, reg_src);
1110    }
1111 }
1112
1113 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
1114 {
1115      SHADER_BUFFER *buffer = ins->ctx->buffer;
1116      IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1117      IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1118      DWORD flags;
1119
1120      DWORD reg1 = ins->dst[0].reg.idx;
1121      char dst_str[8];
1122      char src_str[50];
1123
1124      sprintf(dst_str, "T%u", reg1);
1125      shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1126      shader_addline(buffer, "MOV TMP.x, %s.w;\n", src_str);
1127      shader_addline(buffer, "MOV TMP.y, %s.x;\n", src_str);
1128      flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1129      shader_hw_sample(ins, reg1, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1130 }
1131
1132 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
1133 {
1134      SHADER_BUFFER *buffer = ins->ctx->buffer;
1135
1136      DWORD reg1 = ins->dst[0].reg.idx;
1137      char dst_str[8];
1138      char src_str[50];
1139
1140      sprintf(dst_str, "T%u", reg1);
1141      shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1142      shader_addline(buffer, "MOV TMP.x, %s.y;\n", src_str);
1143      shader_addline(buffer, "MOV TMP.y, %s.z;\n", src_str);
1144      shader_hw_sample(ins, reg1, dst_str, "TMP", FALSE, FALSE);
1145 }
1146
1147 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
1148 {
1149     DWORD reg1 = ins->dst[0].reg.idx;
1150     char dst_str[8];
1151     char src_str[50];
1152
1153     sprintf(dst_str, "T%u", reg1);
1154     shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1155     shader_hw_sample(ins, reg1, dst_str, src_str, FALSE, FALSE);
1156 }
1157
1158 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
1159 {
1160     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1161     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1162     BOOL has_bumpmat = FALSE;
1163     BOOL has_luminance = FALSE;
1164     BOOL is_color;
1165     int i;
1166
1167     SHADER_BUFFER *buffer = ins->ctx->buffer;
1168
1169     char reg_coord[40];
1170     DWORD reg_dest_code;
1171
1172     /* All versions have a destination register */
1173     reg_dest_code = dst->reg.idx;
1174     /* Can directly use the name because texbem is only valid for <= 1.3 shaders */
1175     shader_arb_get_register_name(ins->ctx->shader, &dst->reg, reg_coord, &is_color);
1176
1177     for(i = 0; i < This->numbumpenvmatconsts; i++) {
1178         if (This->bumpenvmatconst[i].const_num != WINED3D_CONST_NUM_UNUSED
1179                 && reg_dest_code == This->bumpenvmatconst[i].texunit)
1180         {
1181             has_bumpmat = TRUE;
1182             break;
1183         }
1184     }
1185     for(i = 0; i < This->numbumpenvmatconsts; i++) {
1186         if (This->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED
1187                 && reg_dest_code == This->luminanceconst[i].texunit)
1188         {
1189             has_luminance = TRUE;
1190             break;
1191         }
1192     }
1193
1194     if(has_bumpmat) {
1195         DWORD src = ins->src[0].reg.idx;
1196
1197         /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
1198
1199         shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
1200         shader_addline(buffer, "DP3 TMP.x, TMP2, T%u;\n", src);
1201         shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
1202         shader_addline(buffer, "DP3 TMP.y, TMP2, T%u;\n", src);
1203
1204         /* with projective textures, texbem only divides the static texture coord, not the displacement,
1205          * so we can't let the GL handle this.
1206          */
1207         if (((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS]
1208               & WINED3DTTFF_PROJECTED) {
1209             shader_addline(buffer, "RCP TMP2.w, %s.w;\n", reg_coord);
1210             shader_addline(buffer, "MUL TMP2.xy, %s, TMP2.w;\n", reg_coord);
1211             shader_addline(buffer, "ADD TMP.xy, TMP, TMP2;\n");
1212         } else {
1213             shader_addline(buffer, "ADD TMP.xy, TMP, %s;\n", reg_coord);
1214         }
1215
1216         shader_hw_sample(ins, reg_dest_code, reg_coord, "TMP", FALSE, FALSE);
1217
1218         if (ins->handler_idx == WINED3DSIH_TEXBEML && has_luminance)
1219         {
1220             shader_addline(buffer, "MAD TMP, T%u.z, luminance%d.x, luminance%d.y;\n",
1221                            src, reg_dest_code, reg_dest_code);
1222             shader_addline(buffer, "MUL %s, %s, TMP;\n", reg_coord, reg_coord);
1223         }
1224
1225     } else {
1226         DWORD tf;
1227         if(reg_dest_code < MAX_TEXTURES) {
1228             tf = ((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1229         } else {
1230             tf = 0;
1231         }
1232         /* Without a bump matrix loaded, just sample with the unmodified coordinates */
1233         shader_hw_sample(ins, reg_dest_code, reg_coord, reg_coord, tf & WINED3DTTFF_PROJECTED, FALSE);
1234     }
1235 }
1236
1237 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
1238 {
1239     DWORD reg = ins->dst[0].reg.idx;
1240     SHADER_BUFFER *buffer = ins->ctx->buffer;
1241     char src0_name[50];
1242
1243     shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1244     shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", reg, src0_name);
1245 }
1246
1247 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
1248 {
1249     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1250     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1251     DWORD flags;
1252     DWORD reg = ins->dst[0].reg.idx;
1253     SHADER_BUFFER *buffer = ins->ctx->buffer;
1254     char dst_str[8];
1255     char src0_name[50];
1256
1257     sprintf(dst_str, "T%u", reg);
1258     shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1259     shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", reg, src0_name);
1260     flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1261     shader_hw_sample(ins, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1262 }
1263
1264 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
1265 {
1266     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1267     DWORD reg = ins->dst[0].reg.idx;
1268     SHADER_BUFFER *buffer = ins->ctx->buffer;
1269     SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1270     char src0_name[50];
1271
1272     shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1273     shader_addline(buffer, "DP3 TMP.%c, T%u, %s;\n", 'x' + current_state->current_row, reg, src0_name);
1274     current_state->texcoord_w[current_state->current_row++] = reg;
1275 }
1276
1277 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
1278 {
1279     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1280     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1281     DWORD flags;
1282     DWORD reg = ins->dst[0].reg.idx;
1283     SHADER_BUFFER *buffer = ins->ctx->buffer;
1284     SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1285     char dst_str[8];
1286     char src0_name[50];
1287
1288     shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1289     shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
1290
1291     /* Sample the texture using the calculated coordinates */
1292     sprintf(dst_str, "T%u", reg);
1293     flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1294     shader_hw_sample(ins, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1295     current_state->current_row = 0;
1296 }
1297
1298 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
1299 {
1300     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1301     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1302     DWORD flags;
1303     DWORD reg = ins->dst[0].reg.idx;
1304     SHADER_BUFFER *buffer = ins->ctx->buffer;
1305     SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1306     char dst_str[8];
1307     char src0_name[50];
1308
1309     shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1310     shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
1311
1312     /* Construct the eye-ray vector from w coordinates */
1313     shader_addline(buffer, "MOV TMP2.x, fragment.texcoord[%u].w;\n", current_state->texcoord_w[0]);
1314     shader_addline(buffer, "MOV TMP2.y, fragment.texcoord[%u].w;\n", current_state->texcoord_w[1]);
1315     shader_addline(buffer, "MOV TMP2.z, fragment.texcoord[%u].w;\n", reg);
1316
1317     /* Calculate reflection vector
1318      */
1319     shader_addline(buffer, "DP3 TMP.w, TMP, TMP2;\n");
1320     /* The .w is ignored when sampling, so I can use TMP2.w to calculate dot(N, N) */
1321     shader_addline(buffer, "DP3 TMP2.w, TMP, TMP;\n");
1322     shader_addline(buffer, "RCP TMP2.w, TMP2.w;\n");
1323     shader_addline(buffer, "MUL TMP.w, TMP.w, TMP2.w;\n");
1324     shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
1325     shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -TMP2;\n");
1326
1327     /* Sample the texture using the calculated coordinates */
1328     sprintf(dst_str, "T%u", reg);
1329     flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1330     shader_hw_sample(ins, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1331     current_state->current_row = 0;
1332 }
1333
1334 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
1335 {
1336     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1337     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1338     DWORD flags;
1339     DWORD reg = ins->dst[0].reg.idx;
1340     SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1341     SHADER_BUFFER *buffer = ins->ctx->buffer;
1342     char dst_str[8];
1343     char src0_name[50];
1344     char src1_name[50];
1345
1346     shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1347     shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
1348     shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
1349
1350     /* Calculate reflection vector.
1351      *
1352      *               dot(N, E)
1353      * TMP.xyz = 2 * --------- * N - E
1354      *               dot(N, N)
1355      *
1356      * Which normalizes the normal vector
1357      */
1358     shader_addline(buffer, "DP3 TMP.w, TMP, %s;\n", src1_name);
1359     shader_addline(buffer, "DP3 TMP2.w, TMP, TMP;\n");
1360     shader_addline(buffer, "RCP TMP2.w, TMP2.w;\n");
1361     shader_addline(buffer, "MUL TMP.w, TMP.w, TMP2.w;\n");
1362     shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
1363     shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -%s;\n", src1_name);
1364
1365     /* Sample the texture using the calculated coordinates */
1366     sprintf(dst_str, "T%u", reg);
1367     flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1368     shader_hw_sample(ins, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1369     current_state->current_row = 0;
1370 }
1371
1372 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
1373 {
1374     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1375     SHADER_BUFFER *buffer = ins->ctx->buffer;
1376     char dst_name[50];
1377     BOOL is_color;
1378
1379     /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
1380      * which is essentially an input, is the destination register because it is the first
1381      * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
1382      * here
1383      */
1384     shader_arb_get_register_name(ins->ctx->shader, &dst->reg, dst_name, &is_color);
1385
1386     /* According to the msdn, the source register(must be r5) is unusable after
1387      * the texdepth instruction, so we're free to modify it
1388      */
1389     shader_addline(buffer, "MIN %s.y, %s.y, one.y;\n", dst_name, dst_name);
1390
1391     /* How to deal with the special case dst_name.g == 0? if r != 0, then
1392      * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1393      * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1394      */
1395     shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
1396     shader_addline(buffer, "MUL TMP.x, %s.x, %s.y;\n", dst_name, dst_name);
1397     shader_addline(buffer, "MIN TMP.x, TMP.x, one.x;\n");
1398     shader_addline(buffer, "MAX result.depth, TMP.x, 0.0;\n");
1399 }
1400
1401 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
1402  * Take a 3-component dot product of the TexCoord[dstreg] and src,
1403  * then perform a 1D texture lookup from stage dstregnum, place into dst. */
1404 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
1405 {
1406     SHADER_BUFFER *buffer = ins->ctx->buffer;
1407     DWORD sampler_idx = ins->dst[0].reg.idx;
1408     char src0[50];
1409     char dst_str[8];
1410
1411     shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
1412     shader_addline(buffer, "MOV TMP, 0.0;\n");
1413     shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", sampler_idx, src0);
1414
1415     sprintf(dst_str, "T%u", sampler_idx);
1416     shader_hw_sample(ins, sampler_idx, dst_str, "TMP", FALSE /* Only one coord, can't be projected */, FALSE);
1417 }
1418
1419 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
1420  * Take a 3-component dot product of the TexCoord[dstreg] and src. */
1421 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
1422 {
1423     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1424     char src0[50];
1425     char dst_str[50];
1426     char dst_mask[6];
1427     SHADER_BUFFER *buffer = ins->ctx->buffer;
1428     BOOL is_color;
1429
1430     /* Handle output register */
1431     shader_arb_get_register_name(ins->ctx->shader, &dst->reg, dst_str, &is_color);
1432     shader_arb_get_write_mask(ins, dst, dst_mask);
1433
1434     shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
1435     shader_addline(buffer, "DP3 %s%s, T%u, %s;\n", dst_str, dst_mask, dst->reg.idx, src0);
1436
1437     /* TODO: Handle output modifiers */
1438 }
1439
1440 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
1441  * Perform the 3rd row of a 3x3 matrix multiply */
1442 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
1443 {
1444     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1445     SHADER_BUFFER *buffer = ins->ctx->buffer;
1446     char dst_str[50];
1447     char dst_mask[6];
1448     char src0[50];
1449     BOOL is_color;
1450
1451     shader_arb_get_register_name(ins->ctx->shader, &dst->reg, dst_str, &is_color);
1452     shader_arb_get_write_mask(ins, dst, dst_mask);
1453
1454     shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
1455     shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", dst->reg.idx, src0);
1456     shader_addline(buffer, "MOV %s%s, TMP;\n", dst_str, dst_mask);
1457
1458     /* TODO: Handle output modifiers */
1459 }
1460
1461 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
1462  * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
1463  * Calculate tmp0.y = TexCoord[dstreg] . src.xyz;  (tmp0.x has already been calculated)
1464  * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
1465  */
1466 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
1467 {
1468     SHADER_BUFFER *buffer = ins->ctx->buffer;
1469     DWORD dst_reg = ins->dst[0].reg.idx;
1470     char src0[50];
1471
1472     shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
1473     shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", dst_reg, src0);
1474
1475     /* How to deal with the special case dst_name.g == 0? if r != 0, then
1476      * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1477      * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1478      */
1479     shader_addline(buffer, "RCP TMP.y, TMP.y;\n");
1480     shader_addline(buffer, "MUL TMP.x, TMP.x, TMP.y;\n");
1481     shader_addline(buffer, "MIN TMP.x, TMP.x, one.x;\n");
1482     shader_addline(buffer, "MAX result.depth, TMP.x, 0.0;\n");
1483 }
1484
1485 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1486     Vertex/Pixel shaders to ARB_vertex_program codes */
1487 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
1488 {
1489     int i;
1490     int nComponents = 0;
1491     struct wined3d_shader_dst_param tmp_dst = {{0}};
1492     struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
1493     struct wined3d_shader_instruction tmp_ins;
1494
1495     memset(&tmp_ins, 0, sizeof(tmp_ins));
1496
1497     /* Set constants for the temporary argument */
1498     tmp_ins.ctx = ins->ctx;
1499     tmp_ins.dst_count = 1;
1500     tmp_ins.dst = &tmp_dst;
1501     tmp_ins.src_count = 2;
1502     tmp_ins.src = tmp_src;
1503
1504     switch(ins->handler_idx)
1505     {
1506         case WINED3DSIH_M4x4:
1507             nComponents = 4;
1508             tmp_ins.handler_idx = WINED3DSIH_DP4;
1509             break;
1510         case WINED3DSIH_M4x3:
1511             nComponents = 3;
1512             tmp_ins.handler_idx = WINED3DSIH_DP4;
1513             break;
1514         case WINED3DSIH_M3x4:
1515             nComponents = 4;
1516             tmp_ins.handler_idx = WINED3DSIH_DP3;
1517             break;
1518         case WINED3DSIH_M3x3:
1519             nComponents = 3;
1520             tmp_ins.handler_idx = WINED3DSIH_DP3;
1521             break;
1522         case WINED3DSIH_M3x2:
1523             nComponents = 2;
1524             tmp_ins.handler_idx = WINED3DSIH_DP3;
1525             break;
1526         default:
1527             FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1528             break;
1529     }
1530
1531     tmp_dst = ins->dst[0];
1532     tmp_src[0] = ins->src[0];
1533     tmp_src[1] = ins->src[1];
1534     for (i = 0; i < nComponents; i++) {
1535         tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
1536         shader_hw_map2gl(&tmp_ins);
1537         ++tmp_src[1].reg.idx;
1538     }
1539 }
1540
1541 static void shader_hw_rsq_rcp(const struct wined3d_shader_instruction *ins)
1542 {
1543     SHADER_BUFFER *buffer = ins->ctx->buffer;
1544     const char *instruction, *sat;
1545
1546     char dst[50];
1547     char src[50];
1548
1549     switch(ins->handler_idx)
1550     {
1551         case WINED3DSIH_RSQ: instruction = "RSQ"; break;
1552         case WINED3DSIH_RCP: instruction = "RCP"; break;
1553         default: instruction = "";
1554             FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1555             break;
1556     }
1557
1558     if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) sat = "_SAT";
1559     else sat = "";
1560
1561     shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
1562     shader_arb_get_src_param(ins, &ins->src[0], 0, src);
1563     if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
1564     {
1565         /* Dx sdk says .x is used if no swizzle is given, but our test shows that
1566          * .w is used
1567          */
1568         strcat(src, ".w");
1569     }
1570
1571     shader_addline(buffer, "%s%s %s, %s;\n", instruction, sat, dst, src);
1572 }
1573
1574 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
1575 {
1576     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1577     SHADER_BUFFER *buffer = ins->ctx->buffer;
1578     char dst_name[50];
1579     char src_name[50];
1580     char dst_wmask[20];
1581     BOOL sat = dst->modifiers & WINED3DSPDM_SATURATE;
1582     BOOL is_color;
1583
1584     shader_arb_get_register_name(ins->ctx->shader, &dst->reg, dst_name, &is_color);
1585     shader_arb_get_write_mask(ins, dst, dst_wmask);
1586
1587     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
1588     shader_addline(buffer, "DP3 TMP, %s, %s;\n", src_name, src_name);
1589     shader_addline(buffer, "RSQ TMP, TMP.x;\n");
1590     /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
1591     shader_addline(buffer, "MUL%s %s%s, %s, TMP;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
1592                    src_name);
1593 }
1594
1595 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
1596 {
1597     /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
1598      * must contain fixed constants. So we need a separate function to filter those constants and
1599      * can't use map2gl
1600      */
1601     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1602     SHADER_BUFFER *buffer = ins->ctx->buffer;
1603     char dst_name[50];
1604     char src_name[50];
1605     char dst_wmask[20];
1606     BOOL sat = dst->modifiers & WINED3DSPDM_SATURATE;
1607     BOOL is_color;
1608
1609     shader_arb_get_register_name(ins->ctx->shader, &dst->reg, dst_name, &is_color);
1610     shader_arb_get_write_mask(ins, dst, dst_wmask);
1611
1612     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
1613     shader_addline(buffer, "SCS%s %s%s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
1614                    src_name);
1615 }
1616
1617 static GLuint create_arb_blt_vertex_program(const WineD3D_GL_Info *gl_info)
1618 {
1619     GLuint program_id = 0;
1620     const char *blt_vprogram =
1621         "!!ARBvp1.0\n"
1622         "PARAM c[1] = { { 1, 0.5 } };\n"
1623         "MOV result.position, vertex.position;\n"
1624         "MOV result.color, c[0].x;\n"
1625         "MOV result.texcoord[0], vertex.texcoord[0];\n"
1626         "END\n";
1627
1628     GL_EXTCALL(glGenProgramsARB(1, &program_id));
1629     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
1630     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_vprogram), blt_vprogram));
1631
1632     if (glGetError() == GL_INVALID_OPERATION) {
1633         GLint pos;
1634         glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
1635         FIXME("Vertex program error at position %d: %s\n", pos,
1636             debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
1637     }
1638
1639     return program_id;
1640 }
1641
1642 static GLuint create_arb_blt_fragment_program(const WineD3D_GL_Info *gl_info, enum tex_types tex_type)
1643 {
1644     GLuint program_id = 0;
1645     static const char * const blt_fprograms[tex_type_count] =
1646     {
1647         /* tex_1d */
1648         NULL,
1649         /* tex_2d */
1650         "!!ARBfp1.0\n"
1651         "TEMP R0;\n"
1652         "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
1653         "MOV result.depth.z, R0.x;\n"
1654         "END\n",
1655         /* tex_3d */
1656         NULL,
1657         /* tex_cube */
1658         "!!ARBfp1.0\n"
1659         "TEMP R0;\n"
1660         "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
1661         "MOV result.depth.z, R0.x;\n"
1662         "END\n",
1663         /* tex_rect */
1664         "!!ARBfp1.0\n"
1665         "TEMP R0;\n"
1666         "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
1667         "MOV result.depth.z, R0.x;\n"
1668         "END\n",
1669     };
1670
1671     if (!blt_fprograms[tex_type])
1672     {
1673         FIXME("tex_type %#x not supported\n", tex_type);
1674         tex_type = tex_2d;
1675     }
1676
1677     GL_EXTCALL(glGenProgramsARB(1, &program_id));
1678     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
1679     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_fprograms[tex_type]), blt_fprograms[tex_type]));
1680
1681     if (glGetError() == GL_INVALID_OPERATION) {
1682         GLint pos;
1683         glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
1684         FIXME("Fragment program error at position %d: %s\n", pos,
1685             debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
1686     }
1687
1688     return program_id;
1689 }
1690
1691 static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
1692     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1693     struct shader_arb_priv *priv = This->shader_priv;
1694     const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1695
1696     if (useVS) {
1697         struct vs_compile_args compile_args;
1698
1699         TRACE("Using vertex shader\n");
1700         find_vs_compile_args((IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader, This->stateBlock, &compile_args);
1701         priv->current_vprogram_id = find_gl_vshader((IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader, &compile_args);
1702
1703         /* Bind the vertex program */
1704         GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
1705         checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
1706
1707         /* Enable OpenGL vertex programs */
1708         glEnable(GL_VERTEX_PROGRAM_ARB);
1709         checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1710         TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
1711     } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
1712         priv->current_vprogram_id = 0;
1713         glDisable(GL_VERTEX_PROGRAM_ARB);
1714         checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1715     }
1716
1717     if (usePS) {
1718         struct ps_compile_args compile_args;
1719         TRACE("Using pixel shader\n");
1720         find_ps_compile_args((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader, This->stateBlock, &compile_args);
1721         priv->current_fprogram_id = find_gl_pshader((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader,
1722                                                     &compile_args);
1723
1724         /* Bind the fragment program */
1725         GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
1726         checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
1727
1728         if(!priv->use_arbfp_fixed_func) {
1729             /* Enable OpenGL fragment programs */
1730             glEnable(GL_FRAGMENT_PROGRAM_ARB);
1731             checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1732         }
1733         TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
1734     } else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && !priv->use_arbfp_fixed_func) {
1735         /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
1736          * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
1737          * replacement shader
1738          */
1739         glDisable(GL_FRAGMENT_PROGRAM_ARB);
1740         checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1741         priv->current_fprogram_id = 0;
1742     }
1743 }
1744
1745 static void shader_arb_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
1746     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1747     struct shader_arb_priv *priv = This->shader_priv;
1748     GLuint *blt_fprogram = &priv->depth_blt_fprogram_id[tex_type];
1749     const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1750
1751     if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
1752     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
1753     glEnable(GL_VERTEX_PROGRAM_ARB);
1754
1755     if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type);
1756     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
1757     glEnable(GL_FRAGMENT_PROGRAM_ARB);
1758 }
1759
1760 static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) {
1761     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1762     struct shader_arb_priv *priv = This->shader_priv;
1763     const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1764
1765     if (priv->current_vprogram_id) {
1766         GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
1767         checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
1768
1769         glEnable(GL_VERTEX_PROGRAM_ARB);
1770         checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1771
1772         TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
1773     } else {
1774         glDisable(GL_VERTEX_PROGRAM_ARB);
1775         checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1776     }
1777
1778     if (priv->current_fprogram_id) {
1779         GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
1780         checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
1781
1782         glEnable(GL_FRAGMENT_PROGRAM_ARB);
1783         checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1784
1785         TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
1786     } else {
1787         glDisable(GL_FRAGMENT_PROGRAM_ARB);
1788         checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1789     }
1790 }
1791
1792 static void shader_arb_destroy(IWineD3DBaseShader *iface) {
1793     IWineD3DBaseShaderImpl *baseShader = (IWineD3DBaseShaderImpl *) iface;
1794     const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)baseShader->baseShader.device)->adapter->gl_info;
1795
1796     if (shader_is_pshader_version(baseShader->baseShader.reg_maps.shader_version.type))
1797     {
1798         IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
1799         UINT i;
1800
1801         ENTER_GL();
1802         for(i = 0; i < This->num_gl_shaders; i++) {
1803             GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId));
1804             checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId))");
1805         }
1806         LEAVE_GL();
1807         HeapFree(GetProcessHeap(), 0, This->gl_shaders);
1808         This->gl_shaders = NULL;
1809         This->num_gl_shaders = 0;
1810         This->shader_array_size = 0;
1811     } else {
1812         IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *) iface;
1813         UINT i;
1814
1815         ENTER_GL();
1816         for(i = 0; i < This->num_gl_shaders; i++) {
1817             GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId));
1818             checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId))");
1819         }
1820         LEAVE_GL();
1821         HeapFree(GetProcessHeap(), 0, This->gl_shaders);
1822         This->gl_shaders = NULL;
1823         This->num_gl_shaders = 0;
1824         This->shader_array_size = 0;
1825     }
1826 }
1827
1828 static HRESULT shader_arb_alloc(IWineD3DDevice *iface) {
1829     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1830     This->shader_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
1831     return WINED3D_OK;
1832 }
1833
1834 static void shader_arb_free(IWineD3DDevice *iface) {
1835     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1836     const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1837     struct shader_arb_priv *priv = This->shader_priv;
1838     int i;
1839
1840     ENTER_GL();
1841     if(priv->depth_blt_vprogram_id) {
1842         GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
1843     }
1844     for (i = 0; i < tex_type_count; ++i) {
1845         if (priv->depth_blt_fprogram_id[i]) {
1846             GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id[i]));
1847         }
1848     }
1849     LEAVE_GL();
1850
1851     HeapFree(GetProcessHeap(), 0, This->shader_priv);
1852 }
1853
1854 static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) {
1855     return TRUE;
1856 }
1857
1858 static void arbfp_add_sRGB_correction(SHADER_BUFFER *buffer, const char *fragcolor, const char *tmp1,
1859                                       const char *tmp2, const char *tmp3, const char *tmp4) {
1860     /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
1861
1862     /* Calculate the > 0.0031308 case */
1863     shader_addline(buffer, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1, fragcolor);
1864     shader_addline(buffer, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1, fragcolor);
1865     shader_addline(buffer, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1, fragcolor);
1866     shader_addline(buffer, "MUL %s, %s, srgb_consts1.w;\n", tmp1, tmp1);
1867     shader_addline(buffer, "SUB %s, %s, srgb_consts2.x;\n", tmp1, tmp1);
1868     /* Calculate the < case */
1869     shader_addline(buffer, "MUL %s, srgb_consts1.x, %s;\n", tmp2, fragcolor);
1870     /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
1871     shader_addline(buffer, "SLT %s, srgb_consts1.y, %s;\n", tmp3, fragcolor);
1872     shader_addline(buffer, "SGE %s, srgb_consts1.y, %s;\n", tmp4, fragcolor);
1873     /* Store the components > 0.0031308 in the destination */
1874     shader_addline(buffer, "MUL %s, %s, %s;\n", fragcolor, tmp1, tmp3);
1875     /* Add the components that are < 0.0031308 */
1876     shader_addline(buffer, "MAD result.color.xyz, %s, %s, %s;\n", tmp2, tmp4, fragcolor);
1877     /* [0.0;1.0] clamping. Not needed, this is done implicitly */
1878 }
1879
1880 static GLuint shader_arb_generate_pshader(IWineD3DPixelShader *iface,
1881         SHADER_BUFFER *buffer, const struct ps_compile_args *args)
1882 {
1883     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
1884     const shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
1885     CONST DWORD *function = This->baseShader.function;
1886     const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
1887     const local_constant *lconst;
1888     GLuint retval;
1889     const char *fragcolor;
1890     DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This);
1891
1892     /*  Create the hw ARB shader */
1893     shader_addline(buffer, "!!ARBfp1.0\n");
1894
1895     if (reg_maps->shader_version.major < 3)
1896     {
1897         switch(args->fog) {
1898             case FOG_OFF:
1899                 break;
1900             case FOG_LINEAR:
1901                 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
1902                 break;
1903             case FOG_EXP:
1904                 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
1905                 break;
1906             case FOG_EXP2:
1907                 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
1908                 break;
1909         }
1910     }
1911
1912     shader_addline(buffer, "TEMP TMP;\n");     /* Used in matrix ops */
1913     shader_addline(buffer, "TEMP TMP2;\n");    /* Used in matrix ops */
1914     shader_addline(buffer, "TEMP TA;\n");      /* Used for modifiers */
1915     shader_addline(buffer, "TEMP TB;\n");      /* Used for modifiers */
1916     shader_addline(buffer, "TEMP TC;\n");      /* Used for modifiers */
1917     shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
1918     shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
1919     shader_addline(buffer, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
1920
1921     if (reg_maps->shader_version.major < 2)
1922     {
1923         fragcolor = "R0";
1924     } else {
1925         shader_addline(buffer, "TEMP TMP_COLOR;\n");
1926         fragcolor = "TMP_COLOR";
1927     }
1928
1929     /* Base Declarations */
1930     shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, lconst_map);
1931
1932     /* Base Shader Body */
1933     shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function);
1934
1935     if(args->srgb_correction) {
1936         arbfp_add_sRGB_correction(buffer, fragcolor, "TMP", "TMP2", "TA", "TB");
1937     }
1938     shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
1939     shader_addline(buffer, "END\n");
1940
1941     /* TODO: change to resource.glObjectHandle or something like that */
1942     GL_EXTCALL(glGenProgramsARB(1, &retval));
1943
1944     TRACE("Creating a hw pixel shader, prg=%d\n", retval);
1945     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
1946
1947     TRACE("Created hw pixel shader, prg=%d\n", retval);
1948     /* Create the program and check for errors */
1949     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
1950                buffer->bsize, buffer->buffer));
1951
1952     if (glGetError() == GL_INVALID_OPERATION) {
1953         GLint errPos;
1954         glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
1955         FIXME("HW PixelShader Error at position %d: %s\n",
1956               errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
1957         retval = 0;
1958     }
1959
1960     /* Load immediate constants */
1961     if(lconst_map) {
1962         LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
1963             const float *value = (const float *)lconst->value;
1964             GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst_map[lconst->idx], value));
1965             checkGLcall("glProgramLocalParameter4fvARB");
1966         }
1967         HeapFree(GetProcessHeap(), 0, lconst_map);
1968     }
1969
1970     return retval;
1971 }
1972
1973 static GLuint shader_arb_generate_vshader(IWineD3DVertexShader *iface,
1974         SHADER_BUFFER *buffer, const struct vs_compile_args *args)
1975 {
1976     IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
1977     const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
1978     CONST DWORD *function = This->baseShader.function;
1979     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
1980     const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
1981     const local_constant *lconst;
1982     GLuint ret;
1983     DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This);
1984
1985     /*  Create the hw ARB shader */
1986     shader_addline(buffer, "!!ARBvp1.0\n");
1987     shader_addline(buffer, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This->rel_offset);
1988
1989     /* Mesa supports only 95 constants */
1990     if (GL_VEND(MESA) || GL_VEND(WINE))
1991         This->baseShader.limits.constant_float =
1992                 min(95, This->baseShader.limits.constant_float);
1993
1994     shader_addline(buffer, "TEMP TMP;\n");
1995
1996     /* Base Declarations */
1997     shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, lconst_map);
1998
1999     /* We need a constant to fixup the final position */
2000     shader_addline(buffer, "PARAM posFixup = program.env[%d];\n", ARB_SHADER_PRIVCONST_POS);
2001
2002     /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
2003      * for output parameters. D3D in theory does not do that either, but some applications depend on a
2004      * proper initialization of the secondary color, and programs using the fixed function pipeline without
2005      * a replacement shader depend on the texcoord.w being set properly.
2006      *
2007      * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
2008      * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
2009      * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
2010      * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
2011      * this can eat a number of instructions, so skip it unless this cap is set as well
2012      */
2013     if(!GL_SUPPORT(NV_VERTEX_PROGRAM)) {
2014         shader_addline(buffer, "MOV result.color.secondary, -helper_const.wwwy;\n");
2015
2016         if((GLINFO_LOCATION).set_texcoord_w && !device->frag_pipe->ffp_proj_control) {
2017             int i;
2018             for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
2019                 if(This->baseShader.reg_maps.texcoord_mask[i] != 0 &&
2020                 This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
2021                     shader_addline(buffer, "MOV result.texcoord[%u].w, -helper_const.y;\n", i);
2022                 }
2023             }
2024         }
2025     }
2026
2027     /* Base Shader Body */
2028     shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function);
2029
2030     /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
2031      * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
2032      * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
2033      * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
2034      */
2035     if(args->fog_src == VS_FOG_Z) {
2036         shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
2037     } else if (!reg_maps->fog) {
2038         shader_addline(buffer, "MOV result.fogcoord, helper_const.w;\n");
2039     }
2040
2041     /* Write the final position.
2042      *
2043      * OpenGL coordinates specify the center of the pixel while d3d coords specify
2044      * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
2045      * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
2046      * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
2047      */
2048     shader_addline(buffer, "MUL TMP, posFixup, TMP_OUT.w;\n");
2049     shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TMP.z;\n");
2050     shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TMP.w;\n");
2051
2052     /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
2053      * and the glsl equivalent
2054      */
2055     shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
2056
2057     shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
2058
2059     shader_addline(buffer, "END\n");
2060
2061     /* TODO: change to resource.glObjectHandle or something like that */
2062     GL_EXTCALL(glGenProgramsARB(1, &ret));
2063
2064     TRACE("Creating a hw vertex shader, prg=%d\n", ret);
2065     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
2066
2067     TRACE("Created hw vertex shader, prg=%d\n", ret);
2068     /* Create the program and check for errors */
2069     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2070                buffer->bsize, buffer->buffer));
2071
2072     if (glGetError() == GL_INVALID_OPERATION) {
2073         GLint errPos;
2074         glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
2075         FIXME("HW VertexShader Error at position %d: %s\n",
2076               errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2077         ret = -1;
2078     } else {
2079         /* Load immediate constants */
2080         if(lconst_map) {
2081             LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2082                 const float *value = (const float *)lconst->value;
2083                 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst_map[lconst->idx], value));
2084             }
2085         }
2086     }
2087     HeapFree(GetProcessHeap(), 0, lconst_map);
2088
2089     return ret;
2090 }
2091
2092 static void shader_arb_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
2093 {
2094     /* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps,
2095      * then overwrite the shader specific ones
2096      */
2097     none_shader_backend.shader_get_caps(devtype, gl_info, pCaps);
2098
2099     if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
2100         pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
2101         TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
2102         pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF) - ARB_SHADER_RESERVED_VS_CONSTS;
2103     }
2104
2105     if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2106         pCaps->PixelShaderVersion    = WINED3DPS_VERSION(1,4);
2107         pCaps->PixelShader1xMaxValue = 8.0;
2108         TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
2109         pCaps->MaxPixelShaderConst = GL_LIMITS(pshader_constantsF) - ARB_SHADER_RESERVED_PS_CONSTS;
2110     }
2111 }
2112
2113 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
2114 {
2115     if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
2116     {
2117         TRACE("Checking support for color_fixup:\n");
2118         dump_color_fixup_desc(fixup);
2119     }
2120
2121     /* We support everything except YUV conversions. */
2122     if (!is_yuv_fixup(fixup))
2123     {
2124         TRACE("[OK]\n");
2125         return TRUE;
2126     }
2127
2128     TRACE("[FAILED]\n");
2129     return FALSE;
2130 }
2131
2132 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
2133     BOOL saturate;
2134     DWORD shift;
2135     char write_mask[20], regstr[50];
2136     SHADER_BUFFER *buffer = ins->ctx->buffer;
2137     BOOL is_color = FALSE;
2138     const struct wined3d_shader_dst_param *dst;
2139
2140     if (!ins->dst_count) return;
2141
2142     dst = &ins->dst[0];
2143     shift = dst->shift;
2144     if(shift == 0) return; /* Saturate alone is handled by the instructions */
2145     saturate = dst->modifiers & WINED3DSPDM_SATURATE;
2146
2147     shader_arb_get_write_mask(ins, dst, write_mask);
2148     shader_arb_get_register_name(ins->ctx->shader, &dst->reg, regstr, &is_color);
2149
2150     /* Generate a line that does the output modifier computation */
2151     shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", saturate ? "_SAT" : "",
2152                    regstr, write_mask, regstr, shift_tab[shift]);
2153 }
2154
2155 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
2156 {
2157     /* WINED3DSIH_ABS           */ shader_hw_map2gl,
2158     /* WINED3DSIH_ADD           */ shader_hw_map2gl,
2159     /* WINED3DSIH_BEM           */ pshader_hw_bem,
2160     /* WINED3DSIH_BREAK         */ NULL,
2161     /* WINED3DSIH_BREAKC        */ NULL,
2162     /* WINED3DSIH_BREAKP        */ NULL,
2163     /* WINED3DSIH_CALL          */ NULL,
2164     /* WINED3DSIH_CALLNZ        */ NULL,
2165     /* WINED3DSIH_CMP           */ pshader_hw_cmp,
2166     /* WINED3DSIH_CND           */ pshader_hw_cnd,
2167     /* WINED3DSIH_CRS           */ shader_hw_map2gl,
2168     /* WINED3DSIH_DCL           */ NULL,
2169     /* WINED3DSIH_DEF           */ NULL,
2170     /* WINED3DSIH_DEFB          */ NULL,
2171     /* WINED3DSIH_DEFI          */ NULL,
2172     /* WINED3DSIH_DP2ADD        */ pshader_hw_dp2add,
2173     /* WINED3DSIH_DP3           */ shader_hw_map2gl,
2174     /* WINED3DSIH_DP4           */ shader_hw_map2gl,
2175     /* WINED3DSIH_DST           */ shader_hw_map2gl,
2176     /* WINED3DSIH_DSX           */ NULL,
2177     /* WINED3DSIH_DSY           */ NULL,
2178     /* WINED3DSIH_ELSE          */ NULL,
2179     /* WINED3DSIH_ENDIF         */ NULL,
2180     /* WINED3DSIH_ENDLOOP       */ NULL,
2181     /* WINED3DSIH_ENDREP        */ NULL,
2182     /* WINED3DSIH_EXP           */ shader_hw_map2gl,
2183     /* WINED3DSIH_EXPP          */ shader_hw_map2gl,
2184     /* WINED3DSIH_FRC           */ shader_hw_map2gl,
2185     /* WINED3DSIH_IF            */ NULL,
2186     /* WINED3DSIH_IFC           */ NULL,
2187     /* WINED3DSIH_LABEL         */ NULL,
2188     /* WINED3DSIH_LIT           */ shader_hw_map2gl,
2189     /* WINED3DSIH_LOG           */ shader_hw_map2gl,
2190     /* WINED3DSIH_LOGP          */ shader_hw_map2gl,
2191     /* WINED3DSIH_LOOP          */ NULL,
2192     /* WINED3DSIH_LRP           */ shader_hw_map2gl,
2193     /* WINED3DSIH_M3x2          */ shader_hw_mnxn,
2194     /* WINED3DSIH_M3x3          */ shader_hw_mnxn,
2195     /* WINED3DSIH_M3x4          */ shader_hw_mnxn,
2196     /* WINED3DSIH_M4x3          */ shader_hw_mnxn,
2197     /* WINED3DSIH_M4x4          */ shader_hw_mnxn,
2198     /* WINED3DSIH_MAD           */ shader_hw_map2gl,
2199     /* WINED3DSIH_MAX           */ shader_hw_map2gl,
2200     /* WINED3DSIH_MIN           */ shader_hw_map2gl,
2201     /* WINED3DSIH_MOV           */ shader_hw_mov,
2202     /* WINED3DSIH_MOVA          */ shader_hw_mov,
2203     /* WINED3DSIH_MUL           */ shader_hw_map2gl,
2204     /* WINED3DSIH_NOP           */ shader_hw_nop,
2205     /* WINED3DSIH_NRM           */ shader_hw_nrm,
2206     /* WINED3DSIH_PHASE         */ NULL,
2207     /* WINED3DSIH_POW           */ shader_hw_map2gl,
2208     /* WINED3DSIH_RCP           */ shader_hw_rsq_rcp,
2209     /* WINED3DSIH_REP           */ NULL,
2210     /* WINED3DSIH_RET           */ NULL,
2211     /* WINED3DSIH_RSQ           */ shader_hw_rsq_rcp,
2212     /* WINED3DSIH_SETP          */ NULL,
2213     /* WINED3DSIH_SGE           */ shader_hw_map2gl,
2214     /* WINED3DSIH_SGN           */ NULL,
2215     /* WINED3DSIH_SINCOS        */ shader_hw_sincos,
2216     /* WINED3DSIH_SLT           */ shader_hw_map2gl,
2217     /* WINED3DSIH_SUB           */ shader_hw_map2gl,
2218     /* WINED3DSIH_TEX           */ pshader_hw_tex,
2219     /* WINED3DSIH_TEXBEM        */ pshader_hw_texbem,
2220     /* WINED3DSIH_TEXBEML       */ pshader_hw_texbem,
2221     /* WINED3DSIH_TEXCOORD      */ pshader_hw_texcoord,
2222     /* WINED3DSIH_TEXDEPTH      */ pshader_hw_texdepth,
2223     /* WINED3DSIH_TEXDP3        */ pshader_hw_texdp3,
2224     /* WINED3DSIH_TEXDP3TEX     */ pshader_hw_texdp3tex,
2225     /* WINED3DSIH_TEXKILL       */ pshader_hw_texkill,
2226     /* WINED3DSIH_TEXLDD        */ NULL,
2227     /* WINED3DSIH_TEXLDL        */ NULL,
2228     /* WINED3DSIH_TEXM3x2DEPTH  */ pshader_hw_texm3x2depth,
2229     /* WINED3DSIH_TEXM3x2PAD    */ pshader_hw_texm3x2pad,
2230     /* WINED3DSIH_TEXM3x2TEX    */ pshader_hw_texm3x2tex,
2231     /* WINED3DSIH_TEXM3x3       */ pshader_hw_texm3x3,
2232     /* WINED3DSIH_TEXM3x3DIFF   */ NULL,
2233     /* WINED3DSIH_TEXM3x3PAD    */ pshader_hw_texm3x3pad,
2234     /* WINED3DSIH_TEXM3x3SPEC   */ pshader_hw_texm3x3spec,
2235     /* WINED3DSIH_TEXM3x3TEX    */ pshader_hw_texm3x3tex,
2236     /* WINED3DSIH_TEXM3x3VSPEC  */ pshader_hw_texm3x3vspec,
2237     /* WINED3DSIH_TEXREG2AR     */ pshader_hw_texreg2ar,
2238     /* WINED3DSIH_TEXREG2GB     */ pshader_hw_texreg2gb,
2239     /* WINED3DSIH_TEXREG2RGB    */ pshader_hw_texreg2rgb,
2240 };
2241
2242 const shader_backend_t arb_program_shader_backend = {
2243     shader_arb_instruction_handler_table,
2244     shader_arb_select,
2245     shader_arb_select_depth_blt,
2246     shader_arb_deselect_depth_blt,
2247     shader_arb_update_float_vertex_constants,
2248     shader_arb_update_float_pixel_constants,
2249     shader_arb_load_constants,
2250     shader_arb_load_np2fixup_constants,
2251     shader_arb_destroy,
2252     shader_arb_alloc,
2253     shader_arb_free,
2254     shader_arb_dirty_const,
2255     shader_arb_generate_pshader,
2256     shader_arb_generate_vshader,
2257     shader_arb_get_caps,
2258     shader_arb_color_fixup_supported,
2259     shader_arb_add_instruction_modifiers,
2260 };
2261
2262 /* ARB_fragment_program fixed function pipeline replacement definitions */
2263 #define ARB_FFP_CONST_TFACTOR           0
2264 #define ARB_FFP_CONST_SPECULAR_ENABLE   ((ARB_FFP_CONST_TFACTOR) + 1)
2265 #define ARB_FFP_CONST_CONSTANT(i)       ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
2266 #define ARB_FFP_CONST_BUMPMAT(i)        ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
2267 #define ARB_FFP_CONST_LUMINANCE(i)      ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
2268
2269 struct arbfp_ffp_desc
2270 {
2271     struct ffp_frag_desc parent;
2272     GLuint shader;
2273     unsigned int num_textures_used;
2274 };
2275
2276 static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) {
2277     ENTER_GL();
2278     if(enable) {
2279         glEnable(GL_FRAGMENT_PROGRAM_ARB);
2280         checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
2281     } else {
2282         glDisable(GL_FRAGMENT_PROGRAM_ARB);
2283         checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
2284     }
2285     LEAVE_GL();
2286 }
2287
2288 static HRESULT arbfp_alloc(IWineD3DDevice *iface) {
2289     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2290     struct shader_arb_priv *priv;
2291     /* Share private data between the shader backend and the pipeline replacement, if both
2292      * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
2293      * if no pixel shader is bound or not
2294      */
2295     if(This->shader_backend == &arb_program_shader_backend) {
2296         This->fragment_priv = This->shader_priv;
2297     } else {
2298         This->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
2299         if(!This->fragment_priv) return E_OUTOFMEMORY;
2300     }
2301     priv = This->fragment_priv;
2302     priv->fragment_shaders = hash_table_create(ffp_frag_program_key_hash, ffp_frag_program_key_compare);
2303     priv->use_arbfp_fixed_func = TRUE;
2304     return WINED3D_OK;
2305 }
2306
2307 static void arbfp_free_ffpshader(void *value, void *gli) {
2308     const WineD3D_GL_Info *gl_info = gli;
2309     struct arbfp_ffp_desc *entry_arb = value;
2310
2311     ENTER_GL();
2312     GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
2313     checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
2314     HeapFree(GetProcessHeap(), 0, entry_arb);
2315     LEAVE_GL();
2316 }
2317
2318 static void arbfp_free(IWineD3DDevice *iface) {
2319     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2320     struct shader_arb_priv *priv = This->fragment_priv;
2321
2322     hash_table_destroy(priv->fragment_shaders, arbfp_free_ffpshader, &This->adapter->gl_info);
2323     priv->use_arbfp_fixed_func = FALSE;
2324
2325     if(This->shader_backend != &arb_program_shader_backend) {
2326         HeapFree(GetProcessHeap(), 0, This->fragment_priv);
2327     }
2328 }
2329
2330 static void arbfp_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps)
2331 {
2332     caps->TextureOpCaps =  WINED3DTEXOPCAPS_DISABLE                     |
2333                            WINED3DTEXOPCAPS_SELECTARG1                  |
2334                            WINED3DTEXOPCAPS_SELECTARG2                  |
2335                            WINED3DTEXOPCAPS_MODULATE4X                  |
2336                            WINED3DTEXOPCAPS_MODULATE2X                  |
2337                            WINED3DTEXOPCAPS_MODULATE                    |
2338                            WINED3DTEXOPCAPS_ADDSIGNED2X                 |
2339                            WINED3DTEXOPCAPS_ADDSIGNED                   |
2340                            WINED3DTEXOPCAPS_ADD                         |
2341                            WINED3DTEXOPCAPS_SUBTRACT                    |
2342                            WINED3DTEXOPCAPS_ADDSMOOTH                   |
2343                            WINED3DTEXOPCAPS_BLENDCURRENTALPHA           |
2344                            WINED3DTEXOPCAPS_BLENDFACTORALPHA            |
2345                            WINED3DTEXOPCAPS_BLENDTEXTUREALPHA           |
2346                            WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA           |
2347                            WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM         |
2348                            WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR      |
2349                            WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA      |
2350                            WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA   |
2351                            WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR   |
2352                            WINED3DTEXOPCAPS_DOTPRODUCT3                 |
2353                            WINED3DTEXOPCAPS_MULTIPLYADD                 |
2354                            WINED3DTEXOPCAPS_LERP                        |
2355                            WINED3DTEXOPCAPS_BUMPENVMAP                  |
2356                            WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
2357
2358     /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
2359
2360     caps->MaxTextureBlendStages   = 8;
2361     caps->MaxSimultaneousTextures = min(GL_LIMITS(fragment_samplers), 8);
2362
2363     caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
2364 }
2365 #undef GLINFO_LOCATION
2366
2367 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
2368 static void state_texfactor_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2369     float col[4];
2370     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2371
2372     /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
2373      * application provided constants
2374      */
2375     if(device->shader_backend == &arb_program_shader_backend) {
2376         if (use_ps(stateblock)) return;
2377
2378         device = stateblock->wineD3DDevice;
2379         device->activeContext->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
2380         device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
2381     }
2382
2383     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
2384     GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
2385     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
2386
2387 }
2388
2389 static void state_arb_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2390     float col[4];
2391     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2392
2393     /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
2394      * application provided constants
2395      */
2396     if(device->shader_backend == &arb_program_shader_backend) {
2397         if (use_ps(stateblock)) return;
2398
2399         device = stateblock->wineD3DDevice;
2400         device->activeContext->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
2401         device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
2402     }
2403
2404     if(stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
2405         /* The specular color has no alpha */
2406         col[0] = 1.0; col[1] = 1.0;
2407         col[2] = 1.0; col[3] = 0.0;
2408     } else {
2409         col[0] = 0.0; col[1] = 0.0;
2410         col[2] = 0.0; col[3] = 0.0;
2411     }
2412     GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
2413     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
2414 }
2415
2416 static void set_bumpmat_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2417     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
2418     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2419     float mat[2][2];
2420
2421     if (use_ps(stateblock))
2422     {
2423         if(stage != 0 &&
2424            ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) {
2425             /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
2426              * anyway
2427              */
2428             if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
2429                 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
2430             }
2431         }
2432
2433         if(device->shader_backend == &arb_program_shader_backend) {
2434             /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
2435             return;
2436         }
2437     } else if(device->shader_backend == &arb_program_shader_backend) {
2438         device->activeContext->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
2439         device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
2440     }
2441
2442     mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
2443     mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
2444     mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
2445     mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
2446
2447     GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
2448     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
2449 }
2450
2451 static void tex_bumpenvlum_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2452     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
2453     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2454     float param[4];
2455
2456     if (use_ps(stateblock))
2457     {
2458         if(stage != 0 &&
2459            ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
2460             /* The pixel shader has to know the luminance offset. Do a constants update if it
2461              * isn't scheduled anyway
2462              */
2463             if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
2464                 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
2465             }
2466         }
2467
2468         if(device->shader_backend == &arb_program_shader_backend) {
2469             /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
2470             return;
2471         }
2472     } else if(device->shader_backend == &arb_program_shader_backend) {
2473         device->activeContext->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
2474         device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
2475     }
2476
2477     param[0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE]);
2478     param[1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET]);
2479     param[2] = 0.0;
2480     param[3] = 0.0;
2481
2482     GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
2483     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
2484 }
2485
2486 static const char *get_argreg(SHADER_BUFFER *buffer, DWORD argnum, unsigned int stage, DWORD arg) {
2487     const char *ret;
2488
2489     if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
2490
2491     switch(arg & WINED3DTA_SELECTMASK) {
2492         case WINED3DTA_DIFFUSE:
2493             ret = "fragment.color.primary"; break;
2494
2495         case WINED3DTA_CURRENT:
2496             if(stage == 0) ret = "fragment.color.primary";
2497             else ret = "ret";
2498             break;
2499
2500         case WINED3DTA_TEXTURE:
2501             switch(stage) {
2502                 case 0: ret = "tex0"; break;
2503                 case 1: ret = "tex1"; break;
2504                 case 2: ret = "tex2"; break;
2505                 case 3: ret = "tex3"; break;
2506                 case 4: ret = "tex4"; break;
2507                 case 5: ret = "tex5"; break;
2508                 case 6: ret = "tex6"; break;
2509                 case 7: ret = "tex7"; break;
2510                 default: ret = "unknown texture";
2511             }
2512             break;
2513
2514         case WINED3DTA_TFACTOR:
2515             ret = "tfactor"; break;
2516
2517         case WINED3DTA_SPECULAR:
2518             ret = "fragment.color.secondary"; break;
2519
2520         case WINED3DTA_TEMP:
2521             ret = "tempreg"; break;
2522
2523         case WINED3DTA_CONSTANT:
2524             FIXME("Implement perstage constants\n");
2525             switch(stage) {
2526                 case 0: ret = "const0"; break;
2527                 case 1: ret = "const1"; break;
2528                 case 2: ret = "const2"; break;
2529                 case 3: ret = "const3"; break;
2530                 case 4: ret = "const4"; break;
2531                 case 5: ret = "const5"; break;
2532                 case 6: ret = "const6"; break;
2533                 case 7: ret = "const7"; break;
2534                 default: ret = "unknown constant";
2535             }
2536             break;
2537
2538         default:
2539             return "unknown";
2540     }
2541
2542     if(arg & WINED3DTA_COMPLEMENT) {
2543         shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
2544         if(argnum == 0) ret = "arg0";
2545         if(argnum == 1) ret = "arg1";
2546         if(argnum == 2) ret = "arg2";
2547     }
2548     if(arg & WINED3DTA_ALPHAREPLICATE) {
2549         shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
2550         if(argnum == 0) ret = "arg0";
2551         if(argnum == 1) ret = "arg1";
2552         if(argnum == 2) ret = "arg2";
2553     }
2554     return ret;
2555 }
2556
2557 static void gen_ffp_instr(SHADER_BUFFER *buffer, unsigned int stage, BOOL color, BOOL alpha,
2558                           DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2) {
2559     const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
2560     unsigned int mul = 1;
2561     BOOL mul_final_dest = FALSE;
2562
2563     if(color && alpha) dstmask = "";
2564     else if(color) dstmask = ".xyz";
2565     else dstmask = ".w";
2566
2567     if(dst == tempreg) dstreg = "tempreg";
2568     else dstreg = "ret";
2569
2570     arg0 = get_argreg(buffer, 0, stage, dw_arg0);
2571     arg1 = get_argreg(buffer, 1, stage, dw_arg1);
2572     arg2 = get_argreg(buffer, 2, stage, dw_arg2);
2573
2574     switch(op) {
2575         case WINED3DTOP_DISABLE:
2576             if(stage == 0) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
2577             break;
2578
2579         case WINED3DTOP_SELECTARG2:
2580             arg1 = arg2;
2581         case WINED3DTOP_SELECTARG1:
2582             shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
2583             break;
2584
2585         case WINED3DTOP_MODULATE4X:
2586             mul = 2;
2587         case WINED3DTOP_MODULATE2X:
2588             mul *= 2;
2589             if(strcmp(dstreg, "result.color") == 0) {
2590                 dstreg = "ret";
2591                 mul_final_dest = TRUE;
2592             }
2593         case WINED3DTOP_MODULATE:
2594             shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2595             break;
2596
2597         case WINED3DTOP_ADDSIGNED2X:
2598             mul = 2;
2599             if(strcmp(dstreg, "result.color") == 0) {
2600                 dstreg = "ret";
2601                 mul_final_dest = TRUE;
2602             }
2603         case WINED3DTOP_ADDSIGNED:
2604             shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
2605             arg2 = "arg2";
2606         case WINED3DTOP_ADD:
2607             shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2608             break;
2609
2610         case WINED3DTOP_SUBTRACT:
2611             shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2612             break;
2613
2614         case WINED3DTOP_ADDSMOOTH:
2615             shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
2616             shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
2617             break;
2618
2619         case WINED3DTOP_BLENDCURRENTALPHA:
2620             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
2621             shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2622             break;
2623         case WINED3DTOP_BLENDFACTORALPHA:
2624             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
2625             shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2626             break;
2627         case WINED3DTOP_BLENDTEXTUREALPHA:
2628             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
2629             shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2630             break;
2631         case WINED3DTOP_BLENDDIFFUSEALPHA:
2632             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
2633             shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2634             break;
2635
2636         case WINED3DTOP_BLENDTEXTUREALPHAPM:
2637             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
2638             shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
2639             shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
2640             break;
2641
2642         /* D3DTOP_PREMODULATE ???? */
2643
2644         case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2645             shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
2646             shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
2647             break;
2648         case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2649             shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
2650             break;
2651         case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2652             shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
2653             shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
2654             break;
2655         case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2656             shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
2657             break;
2658
2659         case WINED3DTOP_DOTPRODUCT3:
2660             mul = 4;
2661             if(strcmp(dstreg, "result.color") == 0) {
2662                 dstreg = "ret";
2663                 mul_final_dest = TRUE;
2664             }
2665             shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
2666             shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
2667             shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
2668             break;
2669
2670         case WINED3DTOP_MULTIPLYADD:
2671             shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
2672             break;
2673
2674         case WINED3DTOP_LERP:
2675             /* The msdn is not quite right here */
2676             shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2677             break;
2678
2679         case WINED3DTOP_BUMPENVMAP:
2680         case WINED3DTOP_BUMPENVMAPLUMINANCE:
2681             /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
2682             break;
2683
2684         default:
2685             FIXME("Unhandled texture op %08x\n", op);
2686     }
2687
2688     if(mul == 2) {
2689         shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
2690     } else if(mul == 4) {
2691         shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
2692     }
2693 }
2694
2695 /* The stateblock is passed for GLINFO_LOCATION */
2696 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWineD3DStateBlockImpl *stateblock)
2697 {
2698     unsigned int stage;
2699     SHADER_BUFFER buffer;
2700     BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
2701     BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
2702     BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
2703     const char *textype;
2704     const char *instr, *sat;
2705     char colorcor_dst[8];
2706     GLuint ret;
2707     DWORD arg0, arg1, arg2;
2708     BOOL tempreg_used = FALSE, tfactor_used = FALSE;
2709     BOOL op_equal;
2710     const char *final_combiner_src = "ret";
2711
2712     /* Find out which textures are read */
2713     for(stage = 0; stage < MAX_TEXTURES; stage++) {
2714         if(settings->op[stage].cop == WINED3DTOP_DISABLE) break;
2715         arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
2716         arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
2717         arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
2718         if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2719         if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2720         if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2721
2722         if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) tex_read[stage] = TRUE;
2723         if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHAPM) tex_read[stage] = TRUE;
2724         if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP) {
2725             bump_used[stage] = TRUE;
2726             tex_read[stage] = TRUE;
2727         }
2728         if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
2729             bump_used[stage] = TRUE;
2730             tex_read[stage] = TRUE;
2731             luminance_used[stage] = TRUE;
2732         } else if(settings->op[stage].cop == WINED3DTOP_BLENDFACTORALPHA) {
2733             tfactor_used = TRUE;
2734         }
2735
2736         if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
2737             tfactor_used = TRUE;
2738         }
2739
2740         if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
2741         if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
2742             tempreg_used = TRUE;
2743         }
2744
2745         if(settings->op[stage].aop == WINED3DTOP_DISABLE) continue;
2746         arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
2747         arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
2748         arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
2749         if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2750         if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2751         if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2752
2753         if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
2754             tempreg_used = TRUE;
2755         }
2756         if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
2757             tfactor_used = TRUE;
2758         }
2759     }
2760
2761     /* Shader header */
2762     shader_buffer_init(&buffer);
2763
2764     shader_addline(&buffer, "!!ARBfp1.0\n");
2765
2766     switch(settings->fog) {
2767         case FOG_OFF:                                                         break;
2768         case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
2769         case FOG_EXP:    shader_addline(&buffer, "OPTION ARB_fog_exp;\n");    break;
2770         case FOG_EXP2:   shader_addline(&buffer, "OPTION ARB_fog_exp2;\n");   break;
2771         default: FIXME("Unexpected fog setting %d\n", settings->fog);
2772     }
2773
2774     shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
2775     shader_addline(&buffer, "TEMP TMP;\n");
2776     shader_addline(&buffer, "TEMP ret;\n");
2777     if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
2778     shader_addline(&buffer, "TEMP arg0;\n");
2779     shader_addline(&buffer, "TEMP arg1;\n");
2780     shader_addline(&buffer, "TEMP arg2;\n");
2781     for(stage = 0; stage < MAX_TEXTURES; stage++) {
2782         if(!tex_read[stage]) continue;
2783         shader_addline(&buffer, "TEMP tex%u;\n", stage);
2784         if(!bump_used[stage]) continue;
2785         shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
2786         if(!luminance_used[stage]) continue;
2787         shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
2788     }
2789     if(tfactor_used) {
2790         shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
2791     }
2792         shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
2793
2794     if(settings->sRGB_write) {
2795         shader_addline(&buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
2796                        srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
2797         shader_addline(&buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
2798                        srgb_sub_high, 0.0, 0.0, 0.0);
2799     }
2800
2801     /* Generate texture sampling instructions) */
2802     for(stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3DTOP_DISABLE; stage++) {
2803         if(!tex_read[stage]) continue;
2804
2805         switch(settings->op[stage].tex_type) {
2806             case tex_1d:                    textype = "1D";     break;
2807             case tex_2d:                    textype = "2D";     break;
2808             case tex_3d:                    textype = "3D";     break;
2809             case tex_cube:                  textype = "CUBE";   break;
2810             case tex_rect:                  textype = "RECT";   break;
2811             default: textype = "unexpected_textype";   break;
2812         }
2813
2814         if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP ||
2815            settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
2816             sat = "";
2817         } else {
2818             sat = "_SAT";
2819         }
2820
2821         if(settings->op[stage].projected == proj_none) {
2822             instr = "TEX";
2823         } else if(settings->op[stage].projected == proj_count4 ||
2824                   settings->op[stage].projected == proj_count3) {
2825             instr = "TXP";
2826         } else {
2827             FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
2828             instr = "TXP";
2829         }
2830
2831         if(stage > 0 &&
2832            (settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
2833             settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
2834             shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
2835             shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
2836             shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
2837             shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
2838
2839             /* with projective textures, texbem only divides the static texture coord, not the displacement,
2840              * so multiply the displacement with the dividing parameter before passing it to TXP
2841              */
2842             if (settings->op[stage].projected != proj_none) {
2843                 if(settings->op[stage].projected == proj_count4) {
2844                     shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
2845                     shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
2846                 } else {
2847                     shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
2848                     shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
2849                 }
2850             } else {
2851                 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
2852             }
2853
2854             shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
2855                            instr, sat, stage, stage, textype);
2856             if(settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
2857                 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
2858                                stage - 1, stage - 1, stage - 1);
2859                 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
2860             }
2861         } else if(settings->op[stage].projected == proj_count3) {
2862             shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
2863             shader_addline(&buffer, "MOV ret.w, ret.z;\n");
2864             shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
2865                             instr, sat, stage, stage, textype);
2866         } else {
2867             shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
2868                             instr, sat, stage, stage, stage, textype);
2869         }
2870
2871         sprintf(colorcor_dst, "tex%u", stage);
2872         gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
2873                 settings->op[stage].color_fixup);
2874     }
2875
2876     /* Generate the main shader */
2877     for(stage = 0; stage < MAX_TEXTURES; stage++) {
2878         if(settings->op[stage].cop == WINED3DTOP_DISABLE) {
2879             if(stage == 0) {
2880                 final_combiner_src = "fragment.color.primary";
2881             }
2882             break;
2883         }
2884
2885         if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
2886            settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
2887             op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
2888         } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
2889                   settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
2890             op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
2891         } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
2892                   settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
2893             op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
2894         } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
2895                   settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
2896             op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
2897         } else {
2898             op_equal = settings->op[stage].aop   == settings->op[stage].cop &&
2899                        settings->op[stage].carg0 == settings->op[stage].aarg0 &&
2900                        settings->op[stage].carg1 == settings->op[stage].aarg1 &&
2901                        settings->op[stage].carg2 == settings->op[stage].aarg2;
2902         }
2903
2904         if(settings->op[stage].aop == WINED3DTOP_DISABLE) {
2905             gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
2906                           settings->op[stage].cop, settings->op[stage].carg0,
2907                           settings->op[stage].carg1, settings->op[stage].carg2);
2908             if(stage == 0) {
2909                 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
2910             }
2911         } else if(op_equal) {
2912             gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
2913                           settings->op[stage].cop, settings->op[stage].carg0,
2914                           settings->op[stage].carg1, settings->op[stage].carg2);
2915         } else {
2916             gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
2917                           settings->op[stage].cop, settings->op[stage].carg0,
2918                           settings->op[stage].carg1, settings->op[stage].carg2);
2919             gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
2920                           settings->op[stage].aop, settings->op[stage].aarg0,
2921                           settings->op[stage].aarg1, settings->op[stage].aarg2);
2922         }
2923     }
2924
2925     if(settings->sRGB_write) {
2926         shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
2927         arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg");
2928         shader_addline(&buffer, "MOV result.color.w, ret.w;\n");
2929     } else {
2930         shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
2931     }
2932
2933     /* Footer */
2934     shader_addline(&buffer, "END\n");
2935
2936     /* Generate the shader */
2937     GL_EXTCALL(glGenProgramsARB(1, &ret));
2938     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
2939     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
2940
2941     if (glGetError() == GL_INVALID_OPERATION) {
2942         GLint pos;
2943         glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
2944         FIXME("Fragment program error at position %d: %s\n", pos,
2945               debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2946     }
2947     shader_buffer_free(&buffer);
2948     return ret;
2949 }
2950
2951 static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2952     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2953     struct shader_arb_priv *priv = device->fragment_priv;
2954     BOOL use_pshader = use_ps(stateblock);
2955     BOOL use_vshader = use_vs(stateblock);
2956     struct ffp_frag_settings settings;
2957     const struct arbfp_ffp_desc *desc;
2958     unsigned int i;
2959
2960     TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
2961
2962     if(isStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE))) {
2963         if(!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
2964             /* Reload fixed function constants since they collide with the pixel shader constants */
2965             for(i = 0; i < MAX_TEXTURES; i++) {
2966                 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
2967             }
2968             state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
2969             state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
2970         } else if(use_pshader && !isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
2971             device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
2972         }
2973         return;
2974     }
2975
2976     if(!use_pshader) {
2977         /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
2978         gen_ffp_frag_op(stateblock, &settings, FALSE);
2979         desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(priv->fragment_shaders, &settings);
2980         if(!desc) {
2981             struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
2982             if (!new_desc)
2983             {
2984                 ERR("Out of memory\n");
2985                 return;
2986             }
2987             new_desc->num_textures_used = 0;
2988             for(i = 0; i < GL_LIMITS(texture_stages); i++) {
2989                 if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
2990                 new_desc->num_textures_used = i;
2991             }
2992
2993             memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
2994             new_desc->shader = gen_arbfp_ffp_shader(&settings, stateblock);
2995             add_ffp_frag_shader(priv->fragment_shaders, &new_desc->parent);
2996             TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
2997             desc = new_desc;
2998         }
2999
3000         /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
3001          * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
3002          * deactivate it.
3003          */
3004         GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
3005         checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
3006         priv->current_fprogram_id = desc->shader;
3007
3008         if(device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
3009             /* Reload fixed function constants since they collide with the pixel shader constants */
3010             for(i = 0; i < MAX_TEXTURES; i++) {
3011                 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
3012             }
3013             state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
3014             state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
3015         }
3016         context->last_was_pshader = FALSE;
3017     } else {
3018         context->last_was_pshader = TRUE;
3019     }
3020
3021     /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
3022      * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
3023      * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
3024      * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
3025      * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
3026      *
3027      * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
3028      * shader handler
3029      */
3030     if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
3031         device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
3032
3033         if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
3034             device->StateTable[STATE_VERTEXSHADERCONSTANT].apply(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3035         }
3036     }
3037     if(use_pshader) {
3038         device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
3039     }
3040 }
3041
3042 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
3043  * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
3044  * state table, so we need to handle that with a forwarding function. The other invisible side effect
3045  * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
3046  * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
3047  */
3048 static void state_arbfp_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3049     enum fogsource new_source;
3050
3051     TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
3052
3053     if(!isStateDirty(context, STATE_PIXELSHADER)) {
3054         fragment_prog_arbfp(state, stateblock, context);
3055     }
3056
3057     if(!stateblock->renderState[WINED3DRS_FOGENABLE]) return;
3058
3059     if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
3060         if(use_vs(stateblock)) {
3061             new_source = FOGSOURCE_VS;
3062         } else {
3063             if(stateblock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw) {
3064                 new_source = FOGSOURCE_COORD;
3065             } else {
3066                 new_source = FOGSOURCE_FFP;
3067             }
3068         }
3069     } else {
3070         new_source = FOGSOURCE_FFP;
3071     }
3072     if(new_source != context->fog_source) {
3073         context->fog_source = new_source;
3074         state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
3075     }
3076 }
3077
3078 static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3079     if(!isStateDirty(context, STATE_PIXELSHADER)) {
3080         fragment_prog_arbfp(state, stateblock, context);
3081     }
3082 }
3083
3084 #undef GLINFO_LOCATION
3085
3086 static const struct StateEntryTemplate arbfp_fragmentstate_template[] = {
3087     {STATE_RENDER(WINED3DRS_TEXTUREFACTOR),               { STATE_RENDER(WINED3DRS_TEXTUREFACTOR),              state_texfactor_arbfp   }, 0                               },
3088     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3089     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3090     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3091     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3092     {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3093     {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3094     {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3095     {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3096     {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3097     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3098     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3099     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3100     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3101     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3102     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3103     {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3104     {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3105     {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3106     {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3107     {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3108     {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3109     {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3110     {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3111     {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3112     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3113     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3114     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3115     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3116     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3117     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3118     {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3119     {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3120     {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3121     {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3122     {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3123     {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3124     {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3125     {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3126     {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3127     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3128     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3129     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3130     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3131     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3132     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3133     {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3134     {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3135     {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3136     {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3137     {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3138     {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3139     {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3140     {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3141     {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3142     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3143     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3144     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3145     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3146     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3147     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3148     {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3149     {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3150     {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3151     {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3152     {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3153     {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3154     {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3155     {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3156     {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3157     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3158     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3159     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3160     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3161     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3162     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3163     {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3164     {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3165     {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3166     {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3167     {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3168     {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3169     {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3170     {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3171     {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3172     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3173     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3174     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3175     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3176     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3177     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3178     {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3179     {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3180     {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3181     {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3182     {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3183     {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3184     {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3185     {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3186     {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3187     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3188     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3189     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3190     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3191     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3192     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3193     {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3194     {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3195     {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3196     {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3197     {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3198     {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3199     {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3200     {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3201     {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3202     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3203     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3204     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3205     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3206     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3207     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3208     {STATE_SAMPLER(0),                                    { STATE_SAMPLER(0),                                   sampler_texdim          }, 0                               },
3209     {STATE_SAMPLER(1),                                    { STATE_SAMPLER(1),                                   sampler_texdim          }, 0                               },
3210     {STATE_SAMPLER(2),                                    { STATE_SAMPLER(2),                                   sampler_texdim          }, 0                               },
3211     {STATE_SAMPLER(3),                                    { STATE_SAMPLER(3),                                   sampler_texdim          }, 0                               },
3212     {STATE_SAMPLER(4),                                    { STATE_SAMPLER(4),                                   sampler_texdim          }, 0                               },
3213     {STATE_SAMPLER(5),                                    { STATE_SAMPLER(5),                                   sampler_texdim          }, 0                               },
3214     {STATE_SAMPLER(6),                                    { STATE_SAMPLER(6),                                   sampler_texdim          }, 0                               },
3215     {STATE_SAMPLER(7),                                    { STATE_SAMPLER(7),                                   sampler_texdim          }, 0                               },
3216     {STATE_PIXELSHADER,                                   { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3217     {STATE_RENDER(WINED3DRS_FOGENABLE),                   { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_arbfp_fog         }, 0                               },
3218     {STATE_RENDER(WINED3DRS_FOGTABLEMODE),                { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_arbfp_fog         }, 0                               },
3219     {STATE_RENDER(WINED3DRS_FOGVERTEXMODE),               { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_arbfp_fog         }, 0                               },
3220     {STATE_RENDER(WINED3DRS_FOGSTART),                    { STATE_RENDER(WINED3DRS_FOGSTART),                   state_fogstartend       }, 0                               },
3221     {STATE_RENDER(WINED3DRS_FOGEND),                      { STATE_RENDER(WINED3DRS_FOGSTART),                   state_fogstartend       }, 0                               },
3222     {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE),             { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3223     {STATE_RENDER(WINED3DRS_FOGCOLOR),                    { STATE_RENDER(WINED3DRS_FOGCOLOR),                   state_fogcolor          }, 0                               },
3224     {STATE_RENDER(WINED3DRS_FOGDENSITY),                  { STATE_RENDER(WINED3DRS_FOGDENSITY),                 state_fogdensity        }, 0                               },
3225     {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3226     {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3227     {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3228     {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3229     {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3230     {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3231     {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3232     {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3233     {STATE_RENDER(WINED3DRS_SPECULARENABLE),              { STATE_RENDER(WINED3DRS_SPECULARENABLE),             state_arb_specularenable}, 0                               },
3234     {0 /* Terminate */,                                   { 0,                                                  0                       }, 0                               },
3235 };
3236
3237 const struct fragment_pipeline arbfp_fragment_pipeline = {
3238     arbfp_enable,
3239     arbfp_get_caps,
3240     arbfp_alloc,
3241     arbfp_free,
3242     shader_arb_color_fixup_supported,
3243     arbfp_fragmentstate_template,
3244     TRUE /* We can disable projected textures */
3245 };
3246
3247 #define GLINFO_LOCATION device->adapter->gl_info
3248
3249 struct arbfp_blit_priv {
3250     GLenum yuy2_rect_shader, yuy2_2d_shader;
3251     GLenum uyvy_rect_shader, uyvy_2d_shader;
3252     GLenum yv12_rect_shader, yv12_2d_shader;
3253 };
3254
3255 static HRESULT arbfp_blit_alloc(IWineD3DDevice *iface) {
3256     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3257     device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
3258     if(!device->blit_priv) {
3259         ERR("Out of memory\n");
3260         return E_OUTOFMEMORY;
3261     }
3262     return WINED3D_OK;
3263 }
3264 static void arbfp_blit_free(IWineD3DDevice *iface) {
3265     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3266     struct arbfp_blit_priv *priv = device->blit_priv;
3267
3268     ENTER_GL();
3269     GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
3270     GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
3271     GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
3272     GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
3273     GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
3274     GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
3275     checkGLcall("Delete yuv programs\n");
3276     LEAVE_GL();
3277 }
3278
3279 static BOOL gen_planar_yuv_read(SHADER_BUFFER *buffer, enum yuv_fixup yuv_fixup, GLenum textype, char *luminance)
3280 {
3281     char chroma;
3282     const char *tex, *texinstr;
3283
3284     if (yuv_fixup == YUV_FIXUP_UYVY) {
3285         chroma = 'x';
3286         *luminance = 'w';
3287     } else {
3288         chroma = 'w';
3289         *luminance = 'x';
3290     }
3291     switch(textype) {
3292         case GL_TEXTURE_2D:             tex = "2D";     texinstr = "TXP"; break;
3293         case GL_TEXTURE_RECTANGLE_ARB:  tex = "RECT";   texinstr = "TEX"; break;
3294         default:
3295             /* This is more tricky than just replacing the texture type - we have to navigate
3296              * properly in the texture to find the correct chroma values
3297              */
3298             FIXME("Implement yuv correction for non-2d, non-rect textures\n");
3299             return FALSE;
3300     }
3301
3302     /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
3303      * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
3304      * filtering when we sample the texture.
3305      *
3306      * These are the rules for reading the chroma:
3307      *
3308      * Even pixel: Cr
3309      * Even pixel: U
3310      * Odd pixel: V
3311      *
3312      * So we have to get the sampling x position in non-normalized coordinates in integers
3313      */
3314     if(textype != GL_TEXTURE_RECTANGLE_ARB) {
3315         shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
3316         shader_addline(buffer, "MOV texcrd.w, size.x;\n");
3317     } else {
3318         shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
3319     }
3320     /* We must not allow filtering between pixel x and x+1, this would mix U and V
3321      * Vertical filtering is ok. However, bear in mind that the pixel center is at
3322      * 0.5, so add 0.5.
3323      */
3324     shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
3325     shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
3326
3327     /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
3328      * even and odd pixels respectively
3329      */
3330     shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
3331     shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
3332
3333     /* Sample Pixel 1 */
3334     shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
3335
3336     /* Put the value into either of the chroma values */
3337     shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
3338     shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
3339     shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
3340     shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
3341
3342     /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
3343      * the pixel right to the current one. Otherwise, sample the left pixel.
3344      * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
3345      */
3346     shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
3347     shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
3348     shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
3349
3350     /* Put the value into the other chroma */
3351     shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
3352     shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
3353     shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
3354     shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
3355
3356     /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
3357      * the current one and lerp the two U and V values
3358      */
3359
3360     /* This gives the correctly filtered luminance value */
3361     shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
3362
3363     return TRUE;
3364 }
3365
3366 static BOOL gen_yv12_read(SHADER_BUFFER *buffer, GLenum textype, char *luminance)
3367 {
3368     const char *tex;
3369
3370     switch(textype) {
3371         case GL_TEXTURE_2D:             tex = "2D";     break;
3372         case GL_TEXTURE_RECTANGLE_ARB:  tex = "RECT";   break;
3373         default:
3374             FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
3375             return FALSE;
3376     }
3377
3378     /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
3379      * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
3380      * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
3381      * pitch of the luminance plane, the packing into the gl texture is a bit
3382      * unfortunate. If the whole texture is interpreted as luminance data it looks
3383      * approximately like this:
3384      *
3385      *        +----------------------------------+----
3386      *        |                                  |
3387      *        |                                  |
3388      *        |                                  |
3389      *        |                                  |
3390      *        |                                  |   2
3391      *        |            LUMINANCE             |   -
3392      *        |                                  |   3
3393      *        |                                  |
3394      *        |                                  |
3395      *        |                                  |
3396      *        |                                  |
3397      *        +----------------+-----------------+----
3398      *        |                |                 |
3399      *        |  U even rows   |  U odd rows     |
3400      *        |                |                 |   1
3401      *        +----------------+------------------   -
3402      *        |                |                 |   3
3403      *        |  V even rows   |  V odd rows     |
3404      *        |                |                 |
3405      *        +----------------+-----------------+----
3406      *        |                |                 |
3407      *        |     0.5        |       0.5       |
3408      *
3409      * So it appears as if there are 4 chroma images, but in fact the odd rows
3410      * in the chroma images are in the same row as the even ones. So its is
3411      * kinda tricky to read
3412      *
3413      * When reading from rectangle textures, keep in mind that the input y coordinates
3414      * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
3415      */
3416     shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
3417                    2.0 / 3.0, 1.0 / 6.0, (2.0 / 3.0) + (1.0 / 6.0), 1.0 / 3.0);
3418
3419     shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
3420     /* the chroma planes have only half the width */
3421     shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
3422
3423     /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
3424      * the coordinate. Also read the right side of the image when reading odd lines
3425      *
3426      * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
3427      * bleeding
3428      */
3429     if(textype == GL_TEXTURE_2D) {
3430
3431         shader_addline(buffer, "RCP chroma.w, size.y;\n");
3432
3433         shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
3434
3435         shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
3436         shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
3437
3438         /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
3439         shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
3440         shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
3441         shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
3442         shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
3443
3444         /* clamp, keep the half pixel origin in mind */
3445         shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
3446         shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
3447         shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
3448         shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
3449     } else {
3450         /* Read from [size - size+size/4] */
3451         shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
3452         shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
3453
3454         /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
3455         shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
3456         shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
3457         shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
3458         shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
3459         shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
3460
3461         /* Make sure to read exactly from the pixel center */
3462         shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
3463         shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
3464
3465         /* Clamp */
3466         shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
3467         shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
3468         shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
3469         shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
3470         shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
3471     }
3472     /* Read the texture, put the result into the output register */
3473     shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
3474     shader_addline(buffer, "MOV chroma.x, temp.w;\n");
3475
3476     /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
3477      * No need to clamp because we're just reusing the already clamped value from above
3478      */
3479     if(textype == GL_TEXTURE_2D) {
3480         shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
3481     } else {
3482         shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
3483     }
3484     shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
3485     shader_addline(buffer, "MOV chroma.y, temp.w;\n");
3486
3487     /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
3488      * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
3489      * values due to filtering
3490      */
3491     shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
3492     if(textype == GL_TEXTURE_2D) {
3493         /* Multiply the y coordinate by 2/3 and clamp it */
3494         shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
3495         shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
3496         shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
3497         shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
3498     } else {
3499         /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
3500          * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
3501          * is bigger
3502          */
3503         shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
3504         shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
3505         shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
3506     }
3507     *luminance = 'a';
3508
3509     return TRUE;
3510 }
3511
3512 static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, enum yuv_fixup yuv_fixup, GLenum textype)
3513 {
3514     GLenum shader;
3515     SHADER_BUFFER buffer;
3516     char luminance_component;
3517     struct arbfp_blit_priv *priv = device->blit_priv;
3518
3519     /* Shader header */
3520     shader_buffer_init(&buffer);
3521
3522     ENTER_GL();
3523     GL_EXTCALL(glGenProgramsARB(1, &shader));
3524     checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
3525     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
3526     checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
3527     LEAVE_GL();
3528     if(!shader) {
3529         shader_buffer_free(&buffer);
3530         return 0;
3531     }
3532
3533     /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
3534      * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
3535      * two chroma(U and V) values. Each macropixel has two luminance values, one for
3536      * each single pixel it contains, and one U and one V value shared between both
3537      * pixels.
3538      *
3539      * The data is loaded into an A8L8 texture. With YUY2, the luminance component
3540      * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
3541      * take the format into account when generating the read swizzles
3542      *
3543      * Reading the Y value is straightforward - just sample the texture. The hardware
3544      * takes care of filtering in the horizontal and vertical direction.
3545      *
3546      * Reading the U and V values is harder. We have to avoid filtering horizontally,
3547      * because that would mix the U and V values of one pixel or two adjacent pixels.
3548      * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
3549      * regardless of the filtering setting. Vertical filtering works automatically
3550      * though - the U and V values of two rows are mixed nicely.
3551      *
3552      * Appart of avoiding filtering issues, the code has to know which value it just
3553      * read, and where it can find the other one. To determine this, it checks if
3554      * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
3555      *
3556      * Handling horizontal filtering of U and V values requires reading a 2nd pair
3557      * of pixels, extracting U and V and mixing them. This is not implemented yet.
3558      *
3559      * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
3560      * with width / 2. This way one read gives all 3 values, finding U and V is easy
3561      * in an unfiltered situation. Finding the luminance on the other hand requires
3562      * finding out if it is an odd or even pixel. The real drawback of this approach
3563      * is filtering. This would have to be emulated completely in the shader, reading
3564      * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
3565      * vertically. Beyond that it would require adjustments to the texture handling
3566      * code to deal with the width scaling
3567      */
3568     shader_addline(&buffer, "!!ARBfp1.0\n");
3569     shader_addline(&buffer, "TEMP luminance;\n");
3570     shader_addline(&buffer, "TEMP temp;\n");
3571     shader_addline(&buffer, "TEMP chroma;\n");
3572     shader_addline(&buffer, "TEMP texcrd;\n");
3573     shader_addline(&buffer, "TEMP texcrd2;\n");
3574     shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
3575     shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
3576     shader_addline(&buffer, "PARAM size = program.local[0];\n");
3577
3578     switch (yuv_fixup)
3579     {
3580         case YUV_FIXUP_UYVY:
3581         case YUV_FIXUP_YUY2:
3582             if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
3583             {
3584                 shader_buffer_free(&buffer);
3585                 return 0;
3586             }
3587             break;
3588
3589         case YUV_FIXUP_YV12:
3590             if (!gen_yv12_read(&buffer, textype, &luminance_component))
3591             {
3592                 shader_buffer_free(&buffer);
3593                 return 0;
3594             }
3595             break;
3596
3597         default:
3598             FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
3599             shader_buffer_free(&buffer);
3600             return 0;
3601     }
3602
3603     /* Calculate the final result. Formula is taken from
3604      * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
3605      * ranges from -0.5 to 0.5
3606      */
3607     shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
3608
3609     shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
3610     shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
3611     shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
3612     shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
3613     shader_addline(&buffer, "END\n");
3614
3615     ENTER_GL();
3616     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
3617
3618     if (glGetError() == GL_INVALID_OPERATION) {
3619         GLint pos;
3620         glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3621         FIXME("Fragment program error at position %d: %s\n", pos,
3622               debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3623     }
3624     shader_buffer_free(&buffer);
3625     LEAVE_GL();
3626
3627     switch (yuv_fixup)
3628     {
3629         case YUV_FIXUP_YUY2:
3630             if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
3631             else priv->yuy2_2d_shader = shader;
3632             break;
3633
3634         case YUV_FIXUP_UYVY:
3635             if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
3636             else priv->uyvy_2d_shader = shader;
3637             break;
3638
3639         case YUV_FIXUP_YV12:
3640             if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
3641             else priv->yv12_2d_shader = shader;
3642             break;
3643     }
3644
3645     return shader;
3646 }
3647
3648 static HRESULT arbfp_blit_set(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
3649         GLenum textype, UINT width, UINT height)
3650 {
3651     GLenum shader;
3652     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3653     float size[4] = {width, height, 1, 1};
3654     struct arbfp_blit_priv *priv = device->blit_priv;
3655     enum yuv_fixup yuv_fixup;
3656
3657     if (!is_yuv_fixup(format_desc->color_fixup))
3658     {
3659         TRACE("Fixup:\n");
3660         dump_color_fixup_desc(format_desc->color_fixup);
3661         /* Don't bother setting up a shader for unconverted formats */
3662         ENTER_GL();
3663         glEnable(textype);
3664         checkGLcall("glEnable(textype)");
3665         LEAVE_GL();
3666         return WINED3D_OK;
3667     }
3668
3669     yuv_fixup = get_yuv_fixup(format_desc->color_fixup);
3670
3671     switch(yuv_fixup)
3672     {
3673         case YUV_FIXUP_YUY2:
3674             shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
3675             break;
3676
3677         case YUV_FIXUP_UYVY:
3678             shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
3679             break;
3680
3681         case YUV_FIXUP_YV12:
3682             shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
3683             break;
3684
3685         default:
3686             FIXME("Unsupported YUV fixup %#x, not setting a shader\n", yuv_fixup);
3687             ENTER_GL();
3688             glEnable(textype);
3689             checkGLcall("glEnable(textype)");
3690             LEAVE_GL();
3691             return E_NOTIMPL;
3692     }
3693
3694     if (!shader) shader = gen_yuv_shader(device, yuv_fixup, textype);
3695
3696     ENTER_GL();
3697     glEnable(GL_FRAGMENT_PROGRAM_ARB);
3698     checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
3699     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
3700     checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
3701     GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
3702     checkGLcall("glProgramLocalParameter4fvARB");
3703     LEAVE_GL();
3704
3705     return WINED3D_OK;
3706 }
3707
3708 static void arbfp_blit_unset(IWineD3DDevice *iface) {
3709     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3710
3711     ENTER_GL();
3712     glDisable(GL_FRAGMENT_PROGRAM_ARB);
3713     checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
3714     glDisable(GL_TEXTURE_2D);
3715     checkGLcall("glDisable(GL_TEXTURE_2D)");
3716     if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3717         glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3718         checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3719     }
3720     if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
3721         glDisable(GL_TEXTURE_RECTANGLE_ARB);
3722         checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3723     }
3724     LEAVE_GL();
3725 }
3726
3727 static BOOL arbfp_blit_color_fixup_supported(struct color_fixup_desc fixup)
3728 {
3729     enum yuv_fixup yuv_fixup;
3730
3731     if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
3732     {
3733         TRACE("Checking support for fixup:\n");
3734         dump_color_fixup_desc(fixup);
3735     }
3736
3737     if (is_identity_fixup(fixup))
3738     {
3739         TRACE("[OK]\n");
3740         return TRUE;
3741     }
3742
3743     /* We only support YUV conversions. */
3744     if (!is_yuv_fixup(fixup))
3745     {
3746         TRACE("[FAILED]\n");
3747         return FALSE;
3748     }
3749
3750     yuv_fixup = get_yuv_fixup(fixup);
3751     switch(yuv_fixup)
3752     {
3753         case YUV_FIXUP_YUY2:
3754         case YUV_FIXUP_UYVY:
3755         case YUV_FIXUP_YV12:
3756             TRACE("[OK]\n");
3757             return TRUE;
3758
3759         default:
3760             FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
3761             TRACE("[FAILED]\n");
3762             return FALSE;
3763     }
3764 }
3765
3766 const struct blit_shader arbfp_blit = {
3767     arbfp_blit_alloc,
3768     arbfp_blit_free,
3769     arbfp_blit_set,
3770     arbfp_blit_unset,
3771     arbfp_blit_color_fixup_supported,
3772 };
3773
3774 #undef GLINFO_LOCATION