wined3d: Fix some GLINFO_LOCATION abuse.
[wine] / dlls / wined3d / glsl_shader.c
1 /*
2  * GLSL pixel and vertex shader implementation
3  *
4  * Copyright 2006 Jason Green
5  * Copyright 2006-2007 Henri Verbeet
6  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
7  * Copyright 2009 Henri Verbeet for CodeWeavers
8  *
9  * This library is free software; you can redistribute it and/or
10  * modify it under the terms of the GNU Lesser General Public
11  * License as published by the Free Software Foundation; either
12  * version 2.1 of the License, or (at your option) any later version.
13  *
14  * This library is distributed in the hope that it will be useful,
15  * but WITHOUT ANY WARRANTY; without even the implied warranty of
16  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
17  * Lesser General Public License for more details.
18  *
19  * You should have received a copy of the GNU Lesser General Public
20  * License along with this library; if not, write to the Free Software
21  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22  */
23
24 /*
25  * D3D shader asm has swizzles on source parameters, and write masks for
26  * destination parameters. GLSL uses swizzles for both. The result of this is
27  * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
28  * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
29  * mask for the destination parameter into account.
30  */
31
32 #include "config.h"
33 #include <limits.h>
34 #include <stdio.h>
35 #include "wined3d_private.h"
36
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
41
42 #define GLINFO_LOCATION      (*gl_info)
43
44 #define WINED3D_GLSL_SAMPLE_PROJECTED   0x1
45 #define WINED3D_GLSL_SAMPLE_RECT        0x2
46 #define WINED3D_GLSL_SAMPLE_LOD         0x4
47 #define WINED3D_GLSL_SAMPLE_GRAD        0x8
48
49 typedef struct {
50     char reg_name[150];
51     char mask_str[6];
52 } glsl_dst_param_t;
53
54 typedef struct {
55     char reg_name[150];
56     char param_str[200];
57 } glsl_src_param_t;
58
59 typedef struct {
60     const char *name;
61     DWORD coord_mask;
62 } glsl_sample_function_t;
63
64 enum heap_node_op
65 {
66     HEAP_NODE_TRAVERSE_LEFT,
67     HEAP_NODE_TRAVERSE_RIGHT,
68     HEAP_NODE_POP,
69 };
70
71 struct constant_entry
72 {
73     unsigned int idx;
74     unsigned int version;
75 };
76
77 struct constant_heap
78 {
79     struct constant_entry *entries;
80     unsigned int *positions;
81     unsigned int size;
82 };
83
84 /* GLSL shader private data */
85 struct shader_glsl_priv {
86     struct wined3d_shader_buffer shader_buffer;
87     struct wine_rb_tree program_lookup;
88     struct glsl_shader_prog_link *glsl_program;
89     struct constant_heap vconst_heap;
90     struct constant_heap pconst_heap;
91     unsigned char *stack;
92     GLhandleARB depth_blt_program[tex_type_count];
93     UINT next_constant_version;
94 };
95
96 /* Struct to maintain data about a linked GLSL program */
97 struct glsl_shader_prog_link {
98     struct wine_rb_entry        program_lookup_entry;
99     struct list                 vshader_entry;
100     struct list                 pshader_entry;
101     GLhandleARB                 programId;
102     GLint                       *vuniformF_locations;
103     GLint                       *puniformF_locations;
104     GLint                       vuniformI_locations[MAX_CONST_I];
105     GLint                       puniformI_locations[MAX_CONST_I];
106     GLint                       posFixup_location;
107     GLint                       np2Fixup_location;
108     GLint                       bumpenvmat_location[MAX_TEXTURES];
109     GLint                       luminancescale_location[MAX_TEXTURES];
110     GLint                       luminanceoffset_location[MAX_TEXTURES];
111     GLint                       ycorrection_location;
112     GLenum                      vertex_color_clamp;
113     IWineD3DVertexShader        *vshader;
114     IWineD3DPixelShader         *pshader;
115     struct vs_compile_args      vs_args;
116     struct ps_compile_args      ps_args;
117     UINT                        constant_version;
118     const struct ps_np2fixup_info *np2Fixup_info;
119 };
120
121 typedef struct {
122     IWineD3DVertexShader        *vshader;
123     IWineD3DPixelShader         *pshader;
124     struct ps_compile_args      ps_args;
125     struct vs_compile_args      vs_args;
126 } glsl_program_key_t;
127
128 struct shader_glsl_ctx_priv {
129     const struct vs_compile_args    *cur_vs_args;
130     const struct ps_compile_args    *cur_ps_args;
131     struct ps_np2fixup_info         *cur_np2fixup_info;
132 };
133
134 struct glsl_ps_compiled_shader
135 {
136     struct ps_compile_args          args;
137     struct ps_np2fixup_info         np2fixup;
138     GLhandleARB                     prgId;
139 };
140
141 struct glsl_pshader_private
142 {
143     struct glsl_ps_compiled_shader  *gl_shaders;
144     UINT                            num_gl_shaders, shader_array_size;
145 };
146
147 struct glsl_vs_compiled_shader
148 {
149     struct vs_compile_args          args;
150     GLhandleARB                     prgId;
151 };
152
153 struct glsl_vshader_private
154 {
155     struct glsl_vs_compiled_shader  *gl_shaders;
156     UINT                            num_gl_shaders, shader_array_size;
157 };
158
159 /* Extract a line from the info log.
160  * Note that this modifies the source string. */
161 static char *get_info_log_line(char **ptr)
162 {
163     char *p, *q;
164
165     p = *ptr;
166     if (!(q = strstr(p, "\n")))
167     {
168         if (!*p) return NULL;
169         *ptr += strlen(p);
170         return p;
171     }
172     *q = '\0';
173     *ptr = q + 1;
174
175     return p;
176 }
177
178 /** Prints the GLSL info log which will contain error messages if they exist */
179 /* GL locking is done by the caller */
180 static void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLhandleARB obj)
181 {
182     int infologLength = 0;
183     char *infoLog;
184     unsigned int i;
185     BOOL is_spam;
186
187     static const char * const spam[] =
188     {
189         "Vertex shader was successfully compiled to run on hardware.\n",    /* fglrx          */
190         "Fragment shader was successfully compiled to run on hardware.\n",  /* fglrx, with \n */
191         "Fragment shader was successfully compiled to run on hardware.",    /* fglrx, no \n   */
192         "Fragment shader(s) linked, vertex shader(s) linked. \n ",          /* fglrx, with \n */
193         "Fragment shader(s) linked, vertex shader(s) linked.",              /* fglrx, no \n   */
194         "Vertex shader(s) linked, no fragment shader(s) defined. \n ",      /* fglrx, with \n */
195         "Vertex shader(s) linked, no fragment shader(s) defined.",          /* fglrx, no \n   */
196         "Fragment shader(s) linked, no vertex shader(s) defined. \n ",      /* fglrx, with \n */
197         "Fragment shader(s) linked, no vertex shader(s) defined.",          /* fglrx, no \n   */
198     };
199
200     if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
201
202     GL_EXTCALL(glGetObjectParameterivARB(obj,
203                GL_OBJECT_INFO_LOG_LENGTH_ARB,
204                &infologLength));
205
206     /* A size of 1 is just a null-terminated string, so the log should be bigger than
207      * that if there are errors. */
208     if (infologLength > 1)
209     {
210         char *ptr, *line;
211
212         /* Fglrx doesn't terminate the string properly, but it tells us the proper length.
213          * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
214          */
215         infoLog = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, infologLength);
216         GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
217         is_spam = FALSE;
218
219         for(i = 0; i < sizeof(spam) / sizeof(spam[0]); i++) {
220             if(strcmp(infoLog, spam[i]) == 0) {
221                 is_spam = TRUE;
222                 break;
223             }
224         }
225
226         ptr = infoLog;
227         if (is_spam)
228         {
229             TRACE("Spam received from GLSL shader #%u:\n", obj);
230             while ((line = get_info_log_line(&ptr))) TRACE("    %s\n", line);
231         }
232         else
233         {
234             FIXME("Error received from GLSL shader #%u:\n", obj);
235             while ((line = get_info_log_line(&ptr))) FIXME("    %s\n", line);
236         }
237         HeapFree(GetProcessHeap(), 0, infoLog);
238     }
239 }
240
241 /**
242  * Loads (pixel shader) samplers
243  */
244 /* GL locking is done by the caller */
245 static void shader_glsl_load_psamplers(const struct wined3d_gl_info *gl_info,
246         DWORD *tex_unit_map, GLhandleARB programId)
247 {
248     GLint name_loc;
249     int i;
250     char sampler_name[20];
251
252     for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
253         snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
254         name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
255         if (name_loc != -1) {
256             DWORD mapped_unit = tex_unit_map[i];
257             if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < GL_LIMITS(fragment_samplers))
258             {
259                 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
260                 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
261                 checkGLcall("glUniform1iARB");
262             } else {
263                 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
264             }
265         }
266     }
267 }
268
269 /* GL locking is done by the caller */
270 static void shader_glsl_load_vsamplers(const struct wined3d_gl_info *gl_info,
271         DWORD *tex_unit_map, GLhandleARB programId)
272 {
273     GLint name_loc;
274     char sampler_name[20];
275     int i;
276
277     for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
278         snprintf(sampler_name, sizeof(sampler_name), "Vsampler%d", i);
279         name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
280         if (name_loc != -1) {
281             DWORD mapped_unit = tex_unit_map[MAX_FRAGMENT_SAMPLERS + i];
282             if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < GL_LIMITS(combined_samplers))
283             {
284                 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
285                 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
286                 checkGLcall("glUniform1iARB");
287             } else {
288                 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
289             }
290         }
291     }
292 }
293
294 /* GL locking is done by the caller */
295 static inline void walk_constant_heap(const struct wined3d_gl_info *gl_info, const float *constants,
296         const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
297 {
298     int stack_idx = 0;
299     unsigned int heap_idx = 1;
300     unsigned int idx;
301
302     if (heap->entries[heap_idx].version <= version) return;
303
304     idx = heap->entries[heap_idx].idx;
305     if (constant_locations[idx] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
306     stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
307
308     while (stack_idx >= 0)
309     {
310         /* Note that we fall through to the next case statement. */
311         switch(stack[stack_idx])
312         {
313             case HEAP_NODE_TRAVERSE_LEFT:
314             {
315                 unsigned int left_idx = heap_idx << 1;
316                 if (left_idx < heap->size && heap->entries[left_idx].version > version)
317                 {
318                     heap_idx = left_idx;
319                     idx = heap->entries[heap_idx].idx;
320                     if (constant_locations[idx] != -1)
321                         GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
322
323                     stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
324                     stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
325                     break;
326                 }
327             }
328
329             case HEAP_NODE_TRAVERSE_RIGHT:
330             {
331                 unsigned int right_idx = (heap_idx << 1) + 1;
332                 if (right_idx < heap->size && heap->entries[right_idx].version > version)
333                 {
334                     heap_idx = right_idx;
335                     idx = heap->entries[heap_idx].idx;
336                     if (constant_locations[idx] != -1)
337                         GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
338
339                     stack[stack_idx++] = HEAP_NODE_POP;
340                     stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
341                     break;
342                 }
343             }
344
345             case HEAP_NODE_POP:
346             {
347                 heap_idx >>= 1;
348                 --stack_idx;
349                 break;
350             }
351         }
352     }
353     checkGLcall("walk_constant_heap()");
354 }
355
356 /* GL locking is done by the caller */
357 static inline void apply_clamped_constant(const struct wined3d_gl_info *gl_info, GLint location, const GLfloat *data)
358 {
359     GLfloat clamped_constant[4];
360
361     if (location == -1) return;
362
363     clamped_constant[0] = data[0] < -1.0f ? -1.0f : data[0] > 1.0f ? 1.0f : data[0];
364     clamped_constant[1] = data[1] < -1.0f ? -1.0f : data[1] > 1.0f ? 1.0f : data[1];
365     clamped_constant[2] = data[2] < -1.0f ? -1.0f : data[2] > 1.0f ? 1.0f : data[2];
366     clamped_constant[3] = data[3] < -1.0f ? -1.0f : data[3] > 1.0f ? 1.0f : data[3];
367
368     GL_EXTCALL(glUniform4fvARB(location, 1, clamped_constant));
369 }
370
371 /* GL locking is done by the caller */
372 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info *gl_info, const float *constants,
373         const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
374 {
375     int stack_idx = 0;
376     unsigned int heap_idx = 1;
377     unsigned int idx;
378
379     if (heap->entries[heap_idx].version <= version) return;
380
381     idx = heap->entries[heap_idx].idx;
382     apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
383     stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
384
385     while (stack_idx >= 0)
386     {
387         /* Note that we fall through to the next case statement. */
388         switch(stack[stack_idx])
389         {
390             case HEAP_NODE_TRAVERSE_LEFT:
391             {
392                 unsigned int left_idx = heap_idx << 1;
393                 if (left_idx < heap->size && heap->entries[left_idx].version > version)
394                 {
395                     heap_idx = left_idx;
396                     idx = heap->entries[heap_idx].idx;
397                     apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
398
399                     stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
400                     stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
401                     break;
402                 }
403             }
404
405             case HEAP_NODE_TRAVERSE_RIGHT:
406             {
407                 unsigned int right_idx = (heap_idx << 1) + 1;
408                 if (right_idx < heap->size && heap->entries[right_idx].version > version)
409                 {
410                     heap_idx = right_idx;
411                     idx = heap->entries[heap_idx].idx;
412                     apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
413
414                     stack[stack_idx++] = HEAP_NODE_POP;
415                     stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
416                     break;
417                 }
418             }
419
420             case HEAP_NODE_POP:
421             {
422                 heap_idx >>= 1;
423                 --stack_idx;
424                 break;
425             }
426         }
427     }
428     checkGLcall("walk_constant_heap_clamped()");
429 }
430
431 /* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
432 /* GL locking is done by the caller */
433 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
434         const float *constants, const GLint *constant_locations, const struct constant_heap *heap,
435         unsigned char *stack, UINT version)
436 {
437     const local_constant *lconst;
438
439     /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
440     if (This->baseShader.reg_maps.shader_version.major == 1
441             && shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type))
442         walk_constant_heap_clamped(gl_info, constants, constant_locations, heap, stack, version);
443     else
444         walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version);
445
446     if (!This->baseShader.load_local_constsF)
447     {
448         TRACE("No need to load local float constants for this shader\n");
449         return;
450     }
451
452     /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
453     LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry)
454     {
455         GLint location = constant_locations[lconst->idx];
456         /* We found this uniform name in the program - go ahead and send the data */
457         if (location != -1) GL_EXTCALL(glUniform4fvARB(location, 1, (const GLfloat *)lconst->value));
458     }
459     checkGLcall("glUniform4fvARB()");
460 }
461
462 /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
463 /* GL locking is done by the caller */
464 static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
465         const GLint locations[MAX_CONST_I], const int *constants, WORD constants_set)
466 {
467     unsigned int i;
468     struct list* ptr;
469
470     for (i = 0; constants_set; constants_set >>= 1, ++i)
471     {
472         if (!(constants_set & 1)) continue;
473
474         TRACE_(d3d_constants)("Loading constants %u: %i, %i, %i, %i\n",
475                 i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
476
477         /* We found this uniform name in the program - go ahead and send the data */
478         GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
479         checkGLcall("glUniform4ivARB");
480     }
481
482     /* Load immediate constants */
483     ptr = list_head(&This->baseShader.constantsI);
484     while (ptr) {
485         const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
486         unsigned int idx = lconst->idx;
487         const GLint *values = (const GLint *)lconst->value;
488
489         TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
490             values[0], values[1], values[2], values[3]);
491
492         /* We found this uniform name in the program - go ahead and send the data */
493         GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values));
494         checkGLcall("glUniform4ivARB");
495         ptr = list_next(&This->baseShader.constantsI, ptr);
496     }
497 }
498
499 /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
500 /* GL locking is done by the caller */
501 static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
502         GLhandleARB programId, const BOOL *constants, WORD constants_set)
503 {
504     GLint tmp_loc;
505     unsigned int i;
506     char tmp_name[8];
507     const char *prefix;
508     struct list* ptr;
509
510     switch (This->baseShader.reg_maps.shader_version.type)
511     {
512         case WINED3D_SHADER_TYPE_VERTEX:
513             prefix = "VB";
514             break;
515
516         case WINED3D_SHADER_TYPE_GEOMETRY:
517             prefix = "GB";
518             break;
519
520         case WINED3D_SHADER_TYPE_PIXEL:
521             prefix = "PB";
522             break;
523
524         default:
525             FIXME("Unknown shader type %#x.\n",
526                     This->baseShader.reg_maps.shader_version.type);
527             prefix = "UB";
528             break;
529     }
530
531     /* TODO: Benchmark and see if it would be beneficial to store the
532      * locations of the constants to avoid looking up each time */
533     for (i = 0; constants_set; constants_set >>= 1, ++i)
534     {
535         if (!(constants_set & 1)) continue;
536
537         TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
538
539         /* TODO: Benchmark and see if it would be beneficial to store the
540          * locations of the constants to avoid looking up each time */
541         snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
542         tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
543         if (tmp_loc != -1)
544         {
545             /* We found this uniform name in the program - go ahead and send the data */
546             GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
547             checkGLcall("glUniform1ivARB");
548         }
549     }
550
551     /* Load immediate constants */
552     ptr = list_head(&This->baseShader.constantsB);
553     while (ptr) {
554         const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
555         unsigned int idx = lconst->idx;
556         const GLint *values = (const GLint *)lconst->value;
557
558         TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
559
560         snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
561         tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
562         if (tmp_loc != -1) {
563             /* We found this uniform name in the program - go ahead and send the data */
564             GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
565             checkGLcall("glUniform1ivARB");
566         }
567         ptr = list_next(&This->baseShader.constantsB, ptr);
568     }
569 }
570
571 static void reset_program_constant_version(struct wine_rb_entry *entry, void *context)
572 {
573     WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry)->constant_version = 0;
574 }
575
576 /**
577  * Loads the texture dimensions for NP2 fixup into the currently set GLSL program.
578  */
579 /* GL locking is done by the caller (state handler) */
580 static void shader_glsl_load_np2fixup_constants(
581     IWineD3DDevice* device,
582     char usePixelShader,
583     char useVertexShader) {
584
585     const IWineD3DDeviceImpl* deviceImpl = (const IWineD3DDeviceImpl*) device;
586     const struct glsl_shader_prog_link* prog = ((struct shader_glsl_priv *)(deviceImpl->shader_priv))->glsl_program;
587
588     if (!prog) {
589         /* No GLSL program set - nothing to do. */
590         return;
591     }
592
593     if (!usePixelShader) {
594         /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
595         return;
596     }
597
598     if (prog->ps_args.np2_fixup && -1 != prog->np2Fixup_location) {
599         const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
600         const IWineD3DStateBlockImpl* stateBlock = (const IWineD3DStateBlockImpl*) deviceImpl->stateBlock;
601         UINT i;
602         UINT fixup = prog->ps_args.np2_fixup;
603         GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
604
605         for (i = 0; fixup; fixup >>= 1, ++i) {
606             const unsigned char idx = prog->np2Fixup_info->idx[i];
607             const IWineD3DBaseTextureImpl* const tex = (const IWineD3DBaseTextureImpl*) stateBlock->textures[i];
608             GLfloat* tex_dim = &np2fixup_constants[(idx >> 1) * 4];
609
610             if (!tex) {
611                 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
612                 continue;
613             }
614
615             if (idx % 2) {
616                 tex_dim[2] = tex->baseTexture.pow2Matrix[0]; tex_dim[3] = tex->baseTexture.pow2Matrix[5];
617             } else {
618                 tex_dim[0] = tex->baseTexture.pow2Matrix[0]; tex_dim[1] = tex->baseTexture.pow2Matrix[5];
619             }
620         }
621
622         GL_EXTCALL(glUniform4fvARB(prog->np2Fixup_location, prog->np2Fixup_info->num_consts, np2fixup_constants));
623     }
624 }
625
626 /**
627  * Loads the app-supplied constants into the currently set GLSL program.
628  */
629 /* GL locking is done by the caller (state handler) */
630 static void shader_glsl_load_constants(const struct wined3d_context *context,
631         char usePixelShader, char useVertexShader)
632 {
633     IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
634     const struct wined3d_gl_info *gl_info = context->gl_info;
635     IWineD3DStateBlockImpl* stateBlock = device->stateBlock;
636     struct shader_glsl_priv *priv = device->shader_priv;
637
638     GLhandleARB programId;
639     struct glsl_shader_prog_link *prog = priv->glsl_program;
640     UINT constant_version;
641     int i;
642
643     if (!prog) {
644         /* No GLSL program set - nothing to do. */
645         return;
646     }
647     programId = prog->programId;
648     constant_version = prog->constant_version;
649
650     if (useVertexShader) {
651         IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
652
653         /* Load DirectX 9 float constants/uniforms for vertex shader */
654         shader_glsl_load_constantsF(vshader, gl_info, stateBlock->vertexShaderConstantF,
655                 prog->vuniformF_locations, &priv->vconst_heap, priv->stack, constant_version);
656
657         /* Load DirectX 9 integer constants/uniforms for vertex shader */
658         shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations, stateBlock->vertexShaderConstantI,
659                 stateBlock->changed.vertexShaderConstantsI & vshader->baseShader.reg_maps.integer_constants);
660
661         /* Load DirectX 9 boolean constants/uniforms for vertex shader */
662         shader_glsl_load_constantsB(vshader, gl_info, programId, stateBlock->vertexShaderConstantB,
663                 stateBlock->changed.vertexShaderConstantsB & vshader->baseShader.reg_maps.boolean_constants);
664
665         /* Upload the position fixup params */
666         GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, &device->posFixup[0]));
667         checkGLcall("glUniform4fvARB");
668     }
669
670     if (usePixelShader) {
671
672         IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
673
674         /* Load DirectX 9 float constants/uniforms for pixel shader */
675         shader_glsl_load_constantsF(pshader, gl_info, stateBlock->pixelShaderConstantF,
676                 prog->puniformF_locations, &priv->pconst_heap, priv->stack, constant_version);
677
678         /* Load DirectX 9 integer constants/uniforms for pixel shader */
679         shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations, stateBlock->pixelShaderConstantI,
680                 stateBlock->changed.pixelShaderConstantsI & pshader->baseShader.reg_maps.integer_constants);
681
682         /* Load DirectX 9 boolean constants/uniforms for pixel shader */
683         shader_glsl_load_constantsB(pshader, gl_info, programId, stateBlock->pixelShaderConstantB,
684                 stateBlock->changed.pixelShaderConstantsB & pshader->baseShader.reg_maps.boolean_constants);
685
686         /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
687          * It can't be 0 for a valid texbem instruction.
688          */
689         for(i = 0; i < MAX_TEXTURES; i++) {
690             const float *data;
691
692             if(prog->bumpenvmat_location[i] == -1) continue;
693
694             data = (const float *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVMAT00];
695             GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data));
696             checkGLcall("glUniformMatrix2fvARB");
697
698             /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
699              * is set too, so we can check that in the needsbumpmat check
700              */
701             if(prog->luminancescale_location[i] != -1) {
702                 const GLfloat *scale = (const GLfloat *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVLSCALE];
703                 const GLfloat *offset = (const GLfloat *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVLOFFSET];
704
705                 GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale));
706                 checkGLcall("glUniform1fvARB");
707                 GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location[i], 1, offset));
708                 checkGLcall("glUniform1fvARB");
709             }
710         }
711
712         if(((IWineD3DPixelShaderImpl *) pshader)->vpos_uniform) {
713             float correction_params[4];
714
715             if (context->render_offscreen)
716             {
717                 correction_params[0] = 0.0f;
718                 correction_params[1] = 1.0f;
719             } else {
720                 /* position is window relative, not viewport relative */
721                 correction_params[0] = ((IWineD3DSurfaceImpl *)context->current_rt)->currentDesc.Height;
722                 correction_params[1] = -1.0f;
723             }
724             GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
725         }
726     }
727
728     if (priv->next_constant_version == UINT_MAX)
729     {
730         TRACE("Max constant version reached, resetting to 0.\n");
731         wine_rb_for_each_entry(&priv->program_lookup, reset_program_constant_version, NULL);
732         priv->next_constant_version = 1;
733     }
734     else
735     {
736         prog->constant_version = priv->next_constant_version++;
737     }
738 }
739
740 static inline void update_heap_entry(struct constant_heap *heap, unsigned int idx,
741         unsigned int heap_idx, DWORD new_version)
742 {
743     struct constant_entry *entries = heap->entries;
744     unsigned int *positions = heap->positions;
745     unsigned int parent_idx;
746
747     while (heap_idx > 1)
748     {
749         parent_idx = heap_idx >> 1;
750
751         if (new_version <= entries[parent_idx].version) break;
752
753         entries[heap_idx] = entries[parent_idx];
754         positions[entries[parent_idx].idx] = heap_idx;
755         heap_idx = parent_idx;
756     }
757
758     entries[heap_idx].version = new_version;
759     entries[heap_idx].idx = idx;
760     positions[idx] = heap_idx;
761 }
762
763 static void shader_glsl_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
764 {
765     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
766     struct shader_glsl_priv *priv = This->shader_priv;
767     struct constant_heap *heap = &priv->vconst_heap;
768     UINT i;
769
770     for (i = start; i < count + start; ++i)
771     {
772         if (!This->stateBlock->changed.vertexShaderConstantsF[i])
773             update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
774         else
775             update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
776     }
777 }
778
779 static void shader_glsl_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
780 {
781     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
782     struct shader_glsl_priv *priv = This->shader_priv;
783     struct constant_heap *heap = &priv->pconst_heap;
784     UINT i;
785
786     for (i = start; i < count + start; ++i)
787     {
788         if (!This->stateBlock->changed.pixelShaderConstantsF[i])
789             update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
790         else
791             update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
792     }
793 }
794
795 static unsigned int vec4_varyings(DWORD shader_major, const struct wined3d_gl_info *gl_info)
796 {
797     unsigned int ret = GL_LIMITS(glsl_varyings) / 4;
798     /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
799     if(shader_major > 3) return ret;
800
801     /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
802     if (gl_info->quirks & WINED3D_QUIRK_GLSL_CLIP_VARYING) ret -= 1;
803     return ret;
804 }
805
806 /** Generate the variable & register declarations for the GLSL output target */
807 static void shader_generate_glsl_declarations(const struct wined3d_context *context,
808         struct wined3d_shader_buffer *buffer, IWineD3DBaseShader *iface,
809         const shader_reg_maps *reg_maps, struct shader_glsl_ctx_priv *ctx_priv)
810 {
811     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
812     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
813     const struct ps_compile_args *ps_args = ctx_priv->cur_ps_args;
814     const struct wined3d_gl_info *gl_info = context->gl_info;
815     unsigned int i, extra_constants_needed = 0;
816     const local_constant *lconst;
817     DWORD map;
818
819     /* There are some minor differences between pixel and vertex shaders */
820     char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
821     char prefix = pshader ? 'P' : 'V';
822
823     /* Prototype the subroutines */
824     for (i = 0, map = reg_maps->labels; map; map >>= 1, ++i)
825     {
826         if (map & 1) shader_addline(buffer, "void subroutine%u();\n", i);
827     }
828
829     /* Declare the constants (aka uniforms) */
830     if (This->baseShader.limits.constant_float > 0) {
831         unsigned max_constantsF;
832         /* Unless the shader uses indirect addressing, always declare the maximum array size and ignore that we need some
833          * uniforms privately. E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup and immediate values, still
834          * declare VC[256]. If the shader needs more uniforms than we have it won't work in any case. If it uses less, the
835          * compiler will figure out which uniforms are really used and strip them out. This allows a shader to use c255 on
836          * a dx9 card, as long as it doesn't also use all the other constants.
837          *
838          * If the shader uses indirect addressing the compiler must assume that all declared uniforms are used. In this case,
839          * declare only the amount that we're assured to have.
840          *
841          * Thus we run into problems in these two cases:
842          * 1) The shader really uses more uniforms than supported
843          * 2) The shader uses indirect addressing, less constants than supported, but uses a constant index > #supported consts
844          */
845         if(pshader) {
846             /* No indirect addressing here */
847             max_constantsF = GL_LIMITS(ps_glsl_constantsF);
848         } else {
849             if(This->baseShader.reg_maps.usesrelconstF) {
850                 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix).
851                  * Subtract another uniform for immediate values, which have to be loaded via uniform by the driver as well.
852                  * The shader code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex shader code, so one vec4 should be enough
853                  * (Unfortunately the Nvidia driver doesn't store 128 and -128 in one float).
854                  *
855                  * Writing gl_ClipPos requires one uniform for each clipplane as well.
856                  */
857                 max_constantsF = GL_LIMITS(vs_glsl_constantsF) - 3 - GL_LIMITS(clipplanes);
858                 max_constantsF -= count_bits(This->baseShader.reg_maps.integer_constants);
859                 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
860                  * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
861                  * for now take this into account when calculating the number of available constants
862                  */
863                 max_constantsF -= count_bits(This->baseShader.reg_maps.boolean_constants);
864                 /* Set by driver quirks in directx.c */
865                 max_constantsF -= gl_info->reserved_glsl_constants;
866             } else {
867                 max_constantsF = GL_LIMITS(vs_glsl_constantsF);
868             }
869         }
870         max_constantsF = min(This->baseShader.limits.constant_float, max_constantsF);
871         shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF);
872     }
873
874     /* Always declare the full set of constants, the compiler can remove the unused ones because d3d doesn't(yet)
875      * support indirect int and bool constant addressing. This avoids problems if the app uses e.g. i0 and i9.
876      */
877     if (This->baseShader.limits.constant_int > 0 && This->baseShader.reg_maps.integer_constants)
878         shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, This->baseShader.limits.constant_int);
879
880     if (This->baseShader.limits.constant_bool > 0 && This->baseShader.reg_maps.boolean_constants)
881         shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool);
882
883     if(!pshader) {
884         shader_addline(buffer, "uniform vec4 posFixup;\n");
885         /* Predeclaration; This function is added at link time based on the pixel shader.
886          * VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have
887          * that. We know the input to the reorder function at vertex shader compile time, so
888          * we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just
889          * read gl_FrontColor. The output depends on the pixel shader. The reorder function for a
890          * 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader
891          * it will write to the varying array. Here we depend on the shader optimizer on sorting that
892          * out. The nvidia driver only does that if the parameter is inout instead of out, hence the
893          * inout.
894          */
895         if (reg_maps->shader_version.major >= 3)
896         {
897             shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT);
898         } else {
899             shader_addline(buffer, "void order_ps_input();\n");
900         }
901     } else {
902         for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
903         {
904             if (!(map & 1)) continue;
905
906             shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
907
908             if (reg_maps->luminanceparams & (1 << i))
909             {
910                 shader_addline(buffer, "uniform float luminancescale%d;\n", i);
911                 shader_addline(buffer, "uniform float luminanceoffset%d;\n", i);
912                 extra_constants_needed++;
913             }
914
915             extra_constants_needed++;
916         }
917
918         if (ps_args->srgb_correction)
919         {
920             shader_addline(buffer, "const vec4 srgb_const0 = vec4(%.8e, %.8e, %.8e, %.8e);\n",
921                     srgb_pow, srgb_mul_high, srgb_sub_high, srgb_mul_low);
922             shader_addline(buffer, "const vec4 srgb_const1 = vec4(%.8e, 0.0, 0.0, 0.0);\n",
923                     srgb_cmp);
924         }
925         if(reg_maps->vpos || reg_maps->usesdsy) {
926             if(This->baseShader.limits.constant_float + extra_constants_needed + 1 < GL_LIMITS(ps_glsl_constantsF)) {
927                 shader_addline(buffer, "uniform vec4 ycorrection;\n");
928                 ((IWineD3DPixelShaderImpl *) This)->vpos_uniform = 1;
929                 extra_constants_needed++;
930             } else {
931                 /* This happens because we do not have proper tracking of the constant registers that are
932                  * actually used, only the max limit of the shader version
933                  */
934                 FIXME("Cannot find a free uniform for vpos correction params\n");
935                 shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
936                         context->render_offscreen ? 0.0f : ((IWineD3DSurfaceImpl *)device->render_targets[0])->currentDesc.Height,
937                         context->render_offscreen ? 1.0f : -1.0f);
938             }
939             shader_addline(buffer, "vec4 vpos;\n");
940         }
941     }
942
943     /* Declare texture samplers */
944     for (i = 0; i < This->baseShader.limits.sampler; i++) {
945         if (reg_maps->sampler_type[i])
946         {
947             switch (reg_maps->sampler_type[i])
948             {
949                 case WINED3DSTT_1D:
950                     shader_addline(buffer, "uniform sampler1D %csampler%u;\n", prefix, i);
951                     break;
952                 case WINED3DSTT_2D:
953                     if(device->stateBlock->textures[i] &&
954                        IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[i]) == GL_TEXTURE_RECTANGLE_ARB) {
955                         shader_addline(buffer, "uniform sampler2DRect %csampler%u;\n", prefix, i);
956                     } else {
957                         shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i);
958                     }
959                     break;
960                 case WINED3DSTT_CUBE:
961                     shader_addline(buffer, "uniform samplerCube %csampler%u;\n", prefix, i);
962                     break;
963                 case WINED3DSTT_VOLUME:
964                     shader_addline(buffer, "uniform sampler3D %csampler%u;\n", prefix, i);
965                     break;
966                 default:
967                     shader_addline(buffer, "uniform unsupported_sampler %csampler%u;\n", prefix, i);
968                     FIXME("Unrecognized sampler type: %#x\n", reg_maps->sampler_type[i]);
969                     break;
970             }
971         }
972     }
973
974     /* Declare uniforms for NP2 texcoord fixup:
975      * This is NOT done inside the loop that declares the texture samplers since the NP2 fixup code
976      * is currently only used for the GeforceFX series and when forcing the ARB_npot extension off.
977      * Modern cards just skip the code anyway, so put it inside a separate loop. */
978     if (pshader && ps_args->np2_fixup) {
979
980         struct ps_np2fixup_info* const fixup = ctx_priv->cur_np2fixup_info;
981         UINT cur = 0;
982
983         /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
984          * while D3D has them in the (normalized) [0,1]x[0,1] range.
985          * samplerNP2Fixup stores texture dimensions and is updated through
986          * shader_glsl_load_np2fixup_constants when the sampler changes. */
987
988         for (i = 0; i < This->baseShader.limits.sampler; ++i) {
989             if (reg_maps->sampler_type[i]) {
990                 if (!(ps_args->np2_fixup & (1 << i))) continue;
991
992                 if (WINED3DSTT_2D != reg_maps->sampler_type[i]) {
993                     FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
994                     continue;
995                 }
996
997                 fixup->idx[i] = cur++;
998             }
999         }
1000
1001         fixup->num_consts = (cur + 1) >> 1;
1002         shader_addline(buffer, "uniform vec4 %csamplerNP2Fixup[%u];\n", prefix, fixup->num_consts);
1003     }
1004
1005     /* Declare address variables */
1006     for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
1007     {
1008         if (map & 1) shader_addline(buffer, "ivec4 A%u;\n", i);
1009     }
1010
1011     /* Declare texture coordinate temporaries and initialize them */
1012     for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
1013     {
1014         if (map & 1) shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i);
1015     }
1016
1017     /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
1018      * helper function shader that is linked in at link time
1019      */
1020     if (pshader && reg_maps->shader_version.major >= 3)
1021     {
1022         if (use_vs(device->stateBlock))
1023         {
1024             shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
1025         } else {
1026             /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
1027              * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
1028              * pixel shader that reads the fixed function color into the packed input registers.
1029              */
1030             shader_addline(buffer, "vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
1031         }
1032     }
1033
1034     /* Declare output register temporaries */
1035     if(This->baseShader.limits.packed_output) {
1036         shader_addline(buffer, "vec4 OUT[%u];\n", This->baseShader.limits.packed_output);
1037     }
1038
1039     /* Declare temporary variables */
1040     for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
1041     {
1042         if (map & 1) shader_addline(buffer, "vec4 R%u;\n", i);
1043     }
1044
1045     /* Declare attributes */
1046     if (reg_maps->shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
1047     {
1048         for (i = 0, map = reg_maps->input_registers; map; map >>= 1, ++i)
1049         {
1050             if (map & 1) shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
1051         }
1052     }
1053
1054     /* Declare loop registers aLx */
1055     for (i = 0; i < reg_maps->loop_depth; i++) {
1056         shader_addline(buffer, "int aL%u;\n", i);
1057         shader_addline(buffer, "int tmpInt%u;\n", i);
1058     }
1059
1060     /* Temporary variables for matrix operations */
1061     shader_addline(buffer, "vec4 tmp0;\n");
1062     shader_addline(buffer, "vec4 tmp1;\n");
1063
1064     /* Local constants use a different name so they can be loaded once at shader link time
1065      * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
1066      * float -> string conversion can cause precision loss.
1067      */
1068     if(!This->baseShader.load_local_constsF) {
1069         LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
1070             shader_addline(buffer, "uniform vec4 %cLC%u;\n", prefix, lconst->idx);
1071         }
1072     }
1073
1074     /* Start the main program */
1075     shader_addline(buffer, "void main() {\n");
1076     if(pshader && reg_maps->vpos) {
1077         /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
1078          * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
1079          * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
1080          * precision troubles when we just substract 0.5.
1081          *
1082          * To deal with that just floor() the position. This will eliminate the fraction on all cards.
1083          *
1084          * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
1085          *
1086          * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
1087          * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
1088          * coordinates specify the pixel centers instead of the pixel corners. This code will behave
1089          * correctly on drivers that returns integer values.
1090          */
1091         shader_addline(buffer, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
1092     }
1093 }
1094
1095 /*****************************************************************************
1096  * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
1097  *
1098  * For more information, see http://wiki.winehq.org/DirectX-Shaders
1099  ****************************************************************************/
1100
1101 /* Prototypes */
1102 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1103         const struct wined3d_shader_src_param *wined3d_src, DWORD mask, glsl_src_param_t *glsl_src);
1104
1105 /** Used for opcode modifiers - They multiply the result by the specified amount */
1106 static const char * const shift_glsl_tab[] = {
1107     "",           /*  0 (none) */
1108     "2.0 * ",     /*  1 (x2)   */
1109     "4.0 * ",     /*  2 (x4)   */
1110     "8.0 * ",     /*  3 (x8)   */
1111     "16.0 * ",    /*  4 (x16)  */
1112     "32.0 * ",    /*  5 (x32)  */
1113     "",           /*  6 (x64)  */
1114     "",           /*  7 (x128) */
1115     "",           /*  8 (d256) */
1116     "",           /*  9 (d128) */
1117     "",           /* 10 (d64)  */
1118     "",           /* 11 (d32)  */
1119     "0.0625 * ",  /* 12 (d16)  */
1120     "0.125 * ",   /* 13 (d8)   */
1121     "0.25 * ",    /* 14 (d4)   */
1122     "0.5 * "      /* 15 (d2)   */
1123 };
1124
1125 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
1126 static void shader_glsl_gen_modifier(DWORD src_modifier, const char *in_reg, const char *in_regswizzle, char *out_str)
1127 {
1128     out_str[0] = 0;
1129
1130     switch (src_modifier)
1131     {
1132     case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
1133     case WINED3DSPSM_DW:
1134     case WINED3DSPSM_NONE:
1135         sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1136         break;
1137     case WINED3DSPSM_NEG:
1138         sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
1139         break;
1140     case WINED3DSPSM_NOT:
1141         sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
1142         break;
1143     case WINED3DSPSM_BIAS:
1144         sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1145         break;
1146     case WINED3DSPSM_BIASNEG:
1147         sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1148         break;
1149     case WINED3DSPSM_SIGN:
1150         sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1151         break;
1152     case WINED3DSPSM_SIGNNEG:
1153         sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1154         break;
1155     case WINED3DSPSM_COMP:
1156         sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
1157         break;
1158     case WINED3DSPSM_X2:
1159         sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
1160         break;
1161     case WINED3DSPSM_X2NEG:
1162         sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
1163         break;
1164     case WINED3DSPSM_ABS:
1165         sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
1166         break;
1167     case WINED3DSPSM_ABSNEG:
1168         sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
1169         break;
1170     default:
1171         FIXME("Unhandled modifier %u\n", src_modifier);
1172         sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1173     }
1174 }
1175
1176 /** Writes the GLSL variable name that corresponds to the register that the
1177  * DX opcode parameter is trying to access */
1178 static void shader_glsl_get_register_name(const struct wined3d_shader_register *reg,
1179         char *register_name, BOOL *is_color, const struct wined3d_shader_instruction *ins)
1180 {
1181     /* oPos, oFog and oPts in D3D */
1182     static const char * const hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
1183
1184     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1185     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1186     const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
1187     char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
1188
1189     *is_color = FALSE;
1190
1191     switch (reg->type)
1192     {
1193         case WINED3DSPR_TEMP:
1194             sprintf(register_name, "R%u", reg->idx);
1195             break;
1196
1197         case WINED3DSPR_INPUT:
1198             /* vertex shaders */
1199             if (!pshader)
1200             {
1201                 struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
1202                 if (priv->cur_vs_args->swizzle_map & (1 << reg->idx)) *is_color = TRUE;
1203                 sprintf(register_name, "attrib%u", reg->idx);
1204                 break;
1205             }
1206
1207             /* pixel shaders >= 3.0 */
1208             if (This->baseShader.reg_maps.shader_version.major >= 3)
1209             {
1210                 DWORD idx = ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg->idx];
1211                 unsigned int in_count = vec4_varyings(This->baseShader.reg_maps.shader_version.major, gl_info);
1212
1213                 if (reg->rel_addr)
1214                 {
1215                     glsl_src_param_t rel_param;
1216
1217                     shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1218
1219                     /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
1220                      * operation there */
1221                     if (idx)
1222                     {
1223                         if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count)
1224                         {
1225                             sprintf(register_name,
1226                                     "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
1227                                     rel_param.param_str, idx, in_count - 1, rel_param.param_str, idx, in_count,
1228                                     rel_param.param_str, idx);
1229                         }
1230                         else
1231                         {
1232                             sprintf(register_name, "IN[%s + %u]", rel_param.param_str, idx);
1233                         }
1234                     }
1235                     else
1236                     {
1237                         if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count)
1238                         {
1239                             sprintf(register_name, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
1240                                     rel_param.param_str, in_count - 1, rel_param.param_str, in_count,
1241                                     rel_param.param_str);
1242                         }
1243                         else
1244                         {
1245                             sprintf(register_name, "IN[%s]", rel_param.param_str);
1246                         }
1247                     }
1248                 }
1249                 else
1250                 {
1251                     if (idx == in_count) sprintf(register_name, "gl_Color");
1252                     else if (idx == in_count + 1) sprintf(register_name, "gl_SecondaryColor");
1253                     else sprintf(register_name, "IN[%u]", idx);
1254                 }
1255             }
1256             else
1257             {
1258                 if (reg->idx == 0) strcpy(register_name, "gl_Color");
1259                 else strcpy(register_name, "gl_SecondaryColor");
1260                 break;
1261             }
1262             break;
1263
1264         case WINED3DSPR_CONST:
1265             {
1266                 const char prefix = pshader ? 'P' : 'V';
1267
1268                 /* Relative addressing */
1269                 if (reg->rel_addr)
1270                 {
1271                     glsl_src_param_t rel_param;
1272                     shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1273                     if (reg->idx) sprintf(register_name, "%cC[%s + %u]", prefix, rel_param.param_str, reg->idx);
1274                     else sprintf(register_name, "%cC[%s]", prefix, rel_param.param_str);
1275                 }
1276                 else
1277                 {
1278                     if (shader_constant_is_local(This, reg->idx))
1279                         sprintf(register_name, "%cLC%u", prefix, reg->idx);
1280                     else
1281                         sprintf(register_name, "%cC[%u]", prefix, reg->idx);
1282                 }
1283             }
1284             break;
1285
1286         case WINED3DSPR_CONSTINT:
1287             if (pshader) sprintf(register_name, "PI[%u]", reg->idx);
1288             else sprintf(register_name, "VI[%u]", reg->idx);
1289             break;
1290
1291         case WINED3DSPR_CONSTBOOL:
1292             if (pshader) sprintf(register_name, "PB[%u]", reg->idx);
1293             else sprintf(register_name, "VB[%u]", reg->idx);
1294             break;
1295
1296         case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1297             if (pshader) sprintf(register_name, "T%u", reg->idx);
1298             else sprintf(register_name, "A%u", reg->idx);
1299             break;
1300
1301         case WINED3DSPR_LOOP:
1302             sprintf(register_name, "aL%u", This->baseShader.cur_loop_regno - 1);
1303             break;
1304
1305         case WINED3DSPR_SAMPLER:
1306             if (pshader) sprintf(register_name, "Psampler%u", reg->idx);
1307             else sprintf(register_name, "Vsampler%u", reg->idx);
1308             break;
1309
1310         case WINED3DSPR_COLOROUT:
1311             if (reg->idx >= GL_LIMITS(buffers))
1312                 WARN("Write to render target %u, only %d supported\n", reg->idx, GL_LIMITS(buffers));
1313
1314             sprintf(register_name, "gl_FragData[%u]", reg->idx);
1315             break;
1316
1317         case WINED3DSPR_RASTOUT:
1318             sprintf(register_name, "%s", hwrastout_reg_names[reg->idx]);
1319             break;
1320
1321         case WINED3DSPR_DEPTHOUT:
1322             sprintf(register_name, "gl_FragDepth");
1323             break;
1324
1325         case WINED3DSPR_ATTROUT:
1326             if (reg->idx == 0) sprintf(register_name, "gl_FrontColor");
1327             else sprintf(register_name, "gl_FrontSecondaryColor");
1328             break;
1329
1330         case WINED3DSPR_TEXCRDOUT:
1331             /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1332             if (This->baseShader.reg_maps.shader_version.major >= 3) sprintf(register_name, "OUT[%u]", reg->idx);
1333             else sprintf(register_name, "gl_TexCoord[%u]", reg->idx);
1334             break;
1335
1336         case WINED3DSPR_MISCTYPE:
1337             if (reg->idx == 0)
1338             {
1339                 /* vPos */
1340                 sprintf(register_name, "vpos");
1341             }
1342             else if (reg->idx == 1)
1343             {
1344                 /* Note that gl_FrontFacing is a bool, while vFace is
1345                  * a float for which the sign determines front/back */
1346                 sprintf(register_name, "(gl_FrontFacing ? 1.0 : -1.0)");
1347             }
1348             else
1349             {
1350                 FIXME("Unhandled misctype register %d\n", reg->idx);
1351                 sprintf(register_name, "unrecognized_register");
1352             }
1353             break;
1354
1355         case WINED3DSPR_IMMCONST:
1356             switch (reg->immconst_type)
1357             {
1358                 case WINED3D_IMMCONST_FLOAT:
1359                     sprintf(register_name, "%.8e", *(const float *)reg->immconst_data);
1360                     break;
1361
1362                 case WINED3D_IMMCONST_FLOAT4:
1363                     sprintf(register_name, "vec4(%.8e, %.8e, %.8e, %.8e)",
1364                             *(const float *)&reg->immconst_data[0], *(const float *)&reg->immconst_data[1],
1365                             *(const float *)&reg->immconst_data[2], *(const float *)&reg->immconst_data[3]);
1366                     break;
1367
1368                 default:
1369                     FIXME("Unhandled immconst type %#x\n", reg->immconst_type);
1370                     sprintf(register_name, "<unhandled_immconst_type %#x>", reg->immconst_type);
1371             }
1372             break;
1373
1374         default:
1375             FIXME("Unhandled register name Type(%d)\n", reg->type);
1376             sprintf(register_name, "unrecognized_register");
1377             break;
1378     }
1379 }
1380
1381 static void shader_glsl_write_mask_to_str(DWORD write_mask, char *str)
1382 {
1383     *str++ = '.';
1384     if (write_mask & WINED3DSP_WRITEMASK_0) *str++ = 'x';
1385     if (write_mask & WINED3DSP_WRITEMASK_1) *str++ = 'y';
1386     if (write_mask & WINED3DSP_WRITEMASK_2) *str++ = 'z';
1387     if (write_mask & WINED3DSP_WRITEMASK_3) *str++ = 'w';
1388     *str = '\0';
1389 }
1390
1391 /* Get the GLSL write mask for the destination register */
1392 static DWORD shader_glsl_get_write_mask(const struct wined3d_shader_dst_param *param, char *write_mask)
1393 {
1394     DWORD mask = param->write_mask;
1395
1396     if (shader_is_scalar(&param->reg))
1397     {
1398         mask = WINED3DSP_WRITEMASK_0;
1399         *write_mask = '\0';
1400     }
1401     else
1402     {
1403         shader_glsl_write_mask_to_str(mask, write_mask);
1404     }
1405
1406     return mask;
1407 }
1408
1409 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
1410     unsigned int size = 0;
1411
1412     if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
1413     if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
1414     if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
1415     if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
1416
1417     return size;
1418 }
1419
1420 static void shader_glsl_swizzle_to_str(const DWORD swizzle, BOOL fixup, DWORD mask, char *str)
1421 {
1422     /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1423      * but addressed as "rgba". To fix this we need to swap the register's x
1424      * and z components. */
1425     const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
1426
1427     *str++ = '.';
1428     /* swizzle bits fields: wwzzyyxx */
1429     if (mask & WINED3DSP_WRITEMASK_0) *str++ = swizzle_chars[swizzle & 0x03];
1430     if (mask & WINED3DSP_WRITEMASK_1) *str++ = swizzle_chars[(swizzle >> 2) & 0x03];
1431     if (mask & WINED3DSP_WRITEMASK_2) *str++ = swizzle_chars[(swizzle >> 4) & 0x03];
1432     if (mask & WINED3DSP_WRITEMASK_3) *str++ = swizzle_chars[(swizzle >> 6) & 0x03];
1433     *str = '\0';
1434 }
1435
1436 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param *param,
1437         BOOL fixup, DWORD mask, char *swizzle_str)
1438 {
1439     if (shader_is_scalar(&param->reg))
1440         *swizzle_str = '\0';
1441     else
1442         shader_glsl_swizzle_to_str(param->swizzle, fixup, mask, swizzle_str);
1443 }
1444
1445 /* From a given parameter token, generate the corresponding GLSL string.
1446  * Also, return the actual register name and swizzle in case the
1447  * caller needs this information as well. */
1448 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1449         const struct wined3d_shader_src_param *wined3d_src, DWORD mask, glsl_src_param_t *glsl_src)
1450 {
1451     BOOL is_color = FALSE;
1452     char swizzle_str[6];
1453
1454     glsl_src->reg_name[0] = '\0';
1455     glsl_src->param_str[0] = '\0';
1456     swizzle_str[0] = '\0';
1457
1458     shader_glsl_get_register_name(&wined3d_src->reg, glsl_src->reg_name, &is_color, ins);
1459     shader_glsl_get_swizzle(wined3d_src, is_color, mask, swizzle_str);
1460     shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, glsl_src->param_str);
1461 }
1462
1463 /* From a given parameter token, generate the corresponding GLSL string.
1464  * Also, return the actual register name and swizzle in case the
1465  * caller needs this information as well. */
1466 static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction *ins,
1467         const struct wined3d_shader_dst_param *wined3d_dst, glsl_dst_param_t *glsl_dst)
1468 {
1469     BOOL is_color = FALSE;
1470
1471     glsl_dst->mask_str[0] = '\0';
1472     glsl_dst->reg_name[0] = '\0';
1473
1474     shader_glsl_get_register_name(&wined3d_dst->reg, glsl_dst->reg_name, &is_color, ins);
1475     return shader_glsl_get_write_mask(wined3d_dst, glsl_dst->mask_str);
1476 }
1477
1478 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1479 static DWORD shader_glsl_append_dst_ext(struct wined3d_shader_buffer *buffer,
1480         const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *dst)
1481 {
1482     glsl_dst_param_t glsl_dst;
1483     DWORD mask;
1484
1485     mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst);
1486     if (mask) shader_addline(buffer, "%s%s = %s(", glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
1487
1488     return mask;
1489 }
1490
1491 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1492 static DWORD shader_glsl_append_dst(struct wined3d_shader_buffer *buffer, const struct wined3d_shader_instruction *ins)
1493 {
1494     return shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
1495 }
1496
1497 /** Process GLSL instruction modifiers */
1498 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins)
1499 {
1500     glsl_dst_param_t dst_param;
1501     DWORD modifiers;
1502
1503     if (!ins->dst_count) return;
1504
1505     modifiers = ins->dst[0].modifiers;
1506     if (!modifiers) return;
1507
1508     shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
1509
1510     if (modifiers & WINED3DSPDM_SATURATE)
1511     {
1512         /* _SAT means to clamp the value of the register to between 0 and 1 */
1513         shader_addline(ins->ctx->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
1514                 dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
1515     }
1516
1517     if (modifiers & WINED3DSPDM_MSAMPCENTROID)
1518     {
1519         FIXME("_centroid modifier not handled\n");
1520     }
1521
1522     if (modifiers & WINED3DSPDM_PARTIALPRECISION)
1523     {
1524         /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1525     }
1526 }
1527
1528 static inline const char *shader_get_comp_op(DWORD op)
1529 {
1530     switch (op) {
1531         case COMPARISON_GT: return ">";
1532         case COMPARISON_EQ: return "==";
1533         case COMPARISON_GE: return ">=";
1534         case COMPARISON_LT: return "<";
1535         case COMPARISON_NE: return "!=";
1536         case COMPARISON_LE: return "<=";
1537         default:
1538             FIXME("Unrecognized comparison value: %u\n", op);
1539             return "(\?\?)";
1540     }
1541 }
1542
1543 static void shader_glsl_get_sample_function(DWORD sampler_type, DWORD flags, glsl_sample_function_t *sample_function)
1544 {
1545     BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
1546     BOOL texrect = flags & WINED3D_GLSL_SAMPLE_RECT;
1547     BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD;
1548     BOOL grad = flags & WINED3D_GLSL_SAMPLE_GRAD;
1549
1550     /* Note that there's no such thing as a projected cube texture. */
1551     switch(sampler_type) {
1552         case WINED3DSTT_1D:
1553             if(lod) {
1554                 sample_function->name = projected ? "texture1DProjLod" : "texture1DLod";
1555             } else  if(grad) {
1556                 sample_function->name = projected ? "texture1DProjGradARB" : "texture1DGradARB";
1557             } else {
1558                 sample_function->name = projected ? "texture1DProj" : "texture1D";
1559             }
1560             sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
1561             break;
1562         case WINED3DSTT_2D:
1563             if(texrect) {
1564                 if(lod) {
1565                     sample_function->name = projected ? "texture2DRectProjLod" : "texture2DRectLod";
1566                 } else  if(grad) {
1567                     /* What good are texrect grad functions? I don't know, but GL_EXT_gpu_shader4 defines them.
1568                     * There is no GL_ARB_shader_texture_lod spec yet, so I don't know if they're defined there
1569                      */
1570                     sample_function->name = projected ? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
1571                 } else {
1572                     sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
1573                 }
1574             } else {
1575                 if(lod) {
1576                     sample_function->name = projected ? "texture2DProjLod" : "texture2DLod";
1577                 } else  if(grad) {
1578                     sample_function->name = projected ? "texture2DProjGradARB" : "texture2DGradARB";
1579                 } else {
1580                     sample_function->name = projected ? "texture2DProj" : "texture2D";
1581                 }
1582             }
1583             sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1584             break;
1585         case WINED3DSTT_CUBE:
1586             if(lod) {
1587                 sample_function->name = "textureCubeLod";
1588             } else if(grad) {
1589                 sample_function->name = "textureCubeGradARB";
1590             } else {
1591                 sample_function->name = "textureCube";
1592             }
1593             sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1594             break;
1595         case WINED3DSTT_VOLUME:
1596             if(lod) {
1597                 sample_function->name = projected ? "texture3DProjLod" : "texture3DLod";
1598             } else  if(grad) {
1599                 sample_function->name = projected ? "texture3DProjGradARB" : "texture3DGradARB";
1600             } else {
1601                 sample_function->name = projected ? "texture3DProj" : "texture3D";
1602             }
1603             sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1604             break;
1605         default:
1606             sample_function->name = "";
1607             sample_function->coord_mask = 0;
1608             FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
1609             break;
1610     }
1611 }
1612
1613 static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
1614         BOOL sign_fixup, enum fixup_channel_source channel_source)
1615 {
1616     switch(channel_source)
1617     {
1618         case CHANNEL_SOURCE_ZERO:
1619             strcat(arguments, "0.0");
1620             break;
1621
1622         case CHANNEL_SOURCE_ONE:
1623             strcat(arguments, "1.0");
1624             break;
1625
1626         case CHANNEL_SOURCE_X:
1627             strcat(arguments, reg_name);
1628             strcat(arguments, ".x");
1629             break;
1630
1631         case CHANNEL_SOURCE_Y:
1632             strcat(arguments, reg_name);
1633             strcat(arguments, ".y");
1634             break;
1635
1636         case CHANNEL_SOURCE_Z:
1637             strcat(arguments, reg_name);
1638             strcat(arguments, ".z");
1639             break;
1640
1641         case CHANNEL_SOURCE_W:
1642             strcat(arguments, reg_name);
1643             strcat(arguments, ".w");
1644             break;
1645
1646         default:
1647             FIXME("Unhandled channel source %#x\n", channel_source);
1648             strcat(arguments, "undefined");
1649             break;
1650     }
1651
1652     if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
1653 }
1654
1655 static void shader_glsl_color_correction(const struct wined3d_shader_instruction *ins, struct color_fixup_desc fixup)
1656 {
1657     struct wined3d_shader_dst_param dst;
1658     unsigned int mask_size, remaining;
1659     glsl_dst_param_t dst_param;
1660     char arguments[256];
1661     DWORD mask;
1662
1663     mask = 0;
1664     if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1665     if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1666     if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1667     if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1668     mask &= ins->dst[0].write_mask;
1669
1670     if (!mask) return; /* Nothing to do */
1671
1672     if (is_yuv_fixup(fixup))
1673     {
1674         enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
1675         FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
1676         return;
1677     }
1678
1679     mask_size = shader_glsl_get_write_mask_size(mask);
1680
1681     dst = ins->dst[0];
1682     dst.write_mask = mask;
1683     shader_glsl_add_dst_param(ins, &dst, &dst_param);
1684
1685     arguments[0] = '\0';
1686     remaining = mask_size;
1687     if (mask & WINED3DSP_WRITEMASK_0)
1688     {
1689         shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.x_sign_fixup, fixup.x_source);
1690         if (--remaining) strcat(arguments, ", ");
1691     }
1692     if (mask & WINED3DSP_WRITEMASK_1)
1693     {
1694         shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.y_sign_fixup, fixup.y_source);
1695         if (--remaining) strcat(arguments, ", ");
1696     }
1697     if (mask & WINED3DSP_WRITEMASK_2)
1698     {
1699         shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.z_sign_fixup, fixup.z_source);
1700         if (--remaining) strcat(arguments, ", ");
1701     }
1702     if (mask & WINED3DSP_WRITEMASK_3)
1703     {
1704         shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.w_sign_fixup, fixup.w_source);
1705         if (--remaining) strcat(arguments, ", ");
1706     }
1707
1708     if (mask_size > 1)
1709     {
1710         shader_addline(ins->ctx->buffer, "%s%s = vec%u(%s);\n",
1711                 dst_param.reg_name, dst_param.mask_str, mask_size, arguments);
1712     }
1713     else
1714     {
1715         shader_addline(ins->ctx->buffer, "%s%s = %s;\n", dst_param.reg_name, dst_param.mask_str, arguments);
1716     }
1717 }
1718
1719 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins,
1720         DWORD sampler, const glsl_sample_function_t *sample_function, DWORD swizzle,
1721         const char *dx, const char *dy,
1722         const char *bias, const char *coord_reg_fmt, ...)
1723 {
1724     const char *sampler_base;
1725     char dst_swizzle[6];
1726     struct color_fixup_desc fixup;
1727     BOOL np2_fixup = FALSE;
1728     va_list args;
1729
1730     shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
1731
1732     if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1733     {
1734         const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
1735         fixup = priv->cur_ps_args->color_fixup[sampler];
1736         sampler_base = "Psampler";
1737
1738         if(priv->cur_ps_args->np2_fixup & (1 << sampler)) {
1739             if(bias) {
1740                 FIXME("Biased sampling from NP2 textures is unsupported\n");
1741             } else {
1742                 np2_fixup = TRUE;
1743             }
1744         }
1745     } else {
1746         sampler_base = "Vsampler";
1747         fixup = COLOR_FIXUP_IDENTITY; /* FIXME: Vshader color fixup */
1748     }
1749
1750     shader_glsl_append_dst(ins->ctx->buffer, ins);
1751
1752     shader_addline(ins->ctx->buffer, "%s(%s%u, ", sample_function->name, sampler_base, sampler);
1753
1754     va_start(args, coord_reg_fmt);
1755     shader_vaddline(ins->ctx->buffer, coord_reg_fmt, args);
1756     va_end(args);
1757
1758     if(bias) {
1759         shader_addline(ins->ctx->buffer, ", %s)%s);\n", bias, dst_swizzle);
1760     } else {
1761         if (np2_fixup) {
1762             const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
1763             const unsigned char idx = priv->cur_np2fixup_info->idx[sampler];
1764
1765             shader_addline(ins->ctx->buffer, " * PsamplerNP2Fixup[%u].%s)%s);\n", idx >> 1,
1766                            (idx % 2) ? "zw" : "xy", dst_swizzle);
1767         } else if(dx && dy) {
1768             shader_addline(ins->ctx->buffer, ", %s, %s)%s);\n", dx, dy, dst_swizzle);
1769         } else {
1770             shader_addline(ins->ctx->buffer, ")%s);\n", dst_swizzle);
1771         }
1772     }
1773
1774     if(!is_identity_fixup(fixup)) {
1775         shader_glsl_color_correction(ins, fixup);
1776     }
1777 }
1778
1779 /*****************************************************************************
1780  * Begin processing individual instruction opcodes
1781  ****************************************************************************/
1782
1783 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
1784 static void shader_glsl_arith(const struct wined3d_shader_instruction *ins)
1785 {
1786     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1787     glsl_src_param_t src0_param;
1788     glsl_src_param_t src1_param;
1789     DWORD write_mask;
1790     char op;
1791
1792     /* Determine the GLSL operator to use based on the opcode */
1793     switch (ins->handler_idx)
1794     {
1795         case WINED3DSIH_MUL: op = '*'; break;
1796         case WINED3DSIH_ADD: op = '+'; break;
1797         case WINED3DSIH_SUB: op = '-'; break;
1798         default:
1799             op = ' ';
1800             FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
1801             break;
1802     }
1803
1804     write_mask = shader_glsl_append_dst(buffer, ins);
1805     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
1806     shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
1807     shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
1808 }
1809
1810 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
1811 static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
1812 {
1813     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1814     glsl_src_param_t src0_param;
1815     DWORD write_mask;
1816
1817     write_mask = shader_glsl_append_dst(buffer, ins);
1818     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
1819
1820     /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
1821      * shader versions WINED3DSIO_MOVA is used for this. */
1822     if (ins->ctx->reg_maps->shader_version.major == 1
1823             && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
1824             && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1825     {
1826         /* This is a simple floor() */
1827         unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
1828         if (mask_size > 1) {
1829             shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
1830         } else {
1831             shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
1832         }
1833     }
1834     else if(ins->handler_idx == WINED3DSIH_MOVA)
1835     {
1836         /* We need to *round* to the nearest int here. */
1837         unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
1838         if (mask_size > 1) {
1839             shader_addline(buffer, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n", mask_size, src0_param.param_str, mask_size, src0_param.param_str);
1840         } else {
1841             shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param.param_str, src0_param.param_str);
1842         }
1843     } else {
1844         shader_addline(buffer, "%s);\n", src0_param.param_str);
1845     }
1846 }
1847
1848 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
1849 static void shader_glsl_dot(const struct wined3d_shader_instruction *ins)
1850 {
1851     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1852     glsl_src_param_t src0_param;
1853     glsl_src_param_t src1_param;
1854     DWORD dst_write_mask, src_write_mask;
1855     unsigned int dst_size = 0;
1856
1857     dst_write_mask = shader_glsl_append_dst(buffer, ins);
1858     dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1859
1860     /* dp3 works on vec3, dp4 on vec4 */
1861     if (ins->handler_idx == WINED3DSIH_DP4)
1862     {
1863         src_write_mask = WINED3DSP_WRITEMASK_ALL;
1864     } else {
1865         src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1866     }
1867
1868     shader_glsl_add_src_param(ins, &ins->src[0], src_write_mask, &src0_param);
1869     shader_glsl_add_src_param(ins, &ins->src[1], src_write_mask, &src1_param);
1870
1871     if (dst_size > 1) {
1872         shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1873     } else {
1874         shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
1875     }
1876 }
1877
1878 /* Note that this instruction has some restrictions. The destination write mask
1879  * can't contain the w component, and the source swizzles have to be .xyzw */
1880 static void shader_glsl_cross(const struct wined3d_shader_instruction *ins)
1881 {
1882     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1883     glsl_src_param_t src0_param;
1884     glsl_src_param_t src1_param;
1885     char dst_mask[6];
1886
1887     shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
1888     shader_glsl_append_dst(ins->ctx->buffer, ins);
1889     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
1890     shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
1891     shader_addline(ins->ctx->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
1892 }
1893
1894 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
1895  * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
1896  * GLSL uses the value as-is. */
1897 static void shader_glsl_pow(const struct wined3d_shader_instruction *ins)
1898 {
1899     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1900     glsl_src_param_t src0_param;
1901     glsl_src_param_t src1_param;
1902     DWORD dst_write_mask;
1903     unsigned int dst_size;
1904
1905     dst_write_mask = shader_glsl_append_dst(buffer, ins);
1906     dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1907
1908     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
1909     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
1910
1911     if (dst_size > 1) {
1912         shader_addline(buffer, "vec%d(pow(abs(%s), %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1913     } else {
1914         shader_addline(buffer, "pow(abs(%s), %s));\n", src0_param.param_str, src1_param.param_str);
1915     }
1916 }
1917
1918 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
1919  * Src0 is a scalar. Note that D3D uses the absolute of src0, while
1920  * GLSL uses the value as-is. */
1921 static void shader_glsl_log(const struct wined3d_shader_instruction *ins)
1922 {
1923     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1924     glsl_src_param_t src0_param;
1925     DWORD dst_write_mask;
1926     unsigned int dst_size;
1927
1928     dst_write_mask = shader_glsl_append_dst(buffer, ins);
1929     dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1930
1931     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
1932
1933     if (dst_size > 1) {
1934         shader_addline(buffer, "vec%d(log2(abs(%s))));\n", dst_size, src0_param.param_str);
1935     } else {
1936         shader_addline(buffer, "log2(abs(%s)));\n", src0_param.param_str);
1937     }
1938 }
1939
1940 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
1941 static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
1942 {
1943     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1944     glsl_src_param_t src_param;
1945     const char *instruction;
1946     DWORD write_mask;
1947     unsigned i;
1948
1949     /* Determine the GLSL function to use based on the opcode */
1950     /* TODO: Possibly make this a table for faster lookups */
1951     switch (ins->handler_idx)
1952     {
1953         case WINED3DSIH_MIN: instruction = "min"; break;
1954         case WINED3DSIH_MAX: instruction = "max"; break;
1955         case WINED3DSIH_ABS: instruction = "abs"; break;
1956         case WINED3DSIH_FRC: instruction = "fract"; break;
1957         case WINED3DSIH_NRM: instruction = "normalize"; break;
1958         case WINED3DSIH_EXP: instruction = "exp2"; break;
1959         case WINED3DSIH_DSX: instruction = "dFdx"; break;
1960         case WINED3DSIH_DSY: instruction = "ycorrection.y * dFdy"; break;
1961         default: instruction = "";
1962             FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
1963             break;
1964     }
1965
1966     write_mask = shader_glsl_append_dst(buffer, ins);
1967
1968     shader_addline(buffer, "%s(", instruction);
1969
1970     if (ins->src_count)
1971     {
1972         shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
1973         shader_addline(buffer, "%s", src_param.param_str);
1974         for (i = 1; i < ins->src_count; ++i)
1975         {
1976             shader_glsl_add_src_param(ins, &ins->src[i], write_mask, &src_param);
1977             shader_addline(buffer, ", %s", src_param.param_str);
1978         }
1979     }
1980
1981     shader_addline(buffer, "));\n");
1982 }
1983
1984 /** Process the WINED3DSIO_EXPP instruction in GLSL:
1985  * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
1986  *   dst.x = 2^(floor(src))
1987  *   dst.y = src - floor(src)
1988  *   dst.z = 2^src   (partial precision is allowed, but optional)
1989  *   dst.w = 1.0;
1990  * For 2.0 shaders, just do this (honoring writemask and swizzle):
1991  *   dst = 2^src;    (partial precision is allowed, but optional)
1992  */
1993 static void shader_glsl_expp(const struct wined3d_shader_instruction *ins)
1994 {
1995     glsl_src_param_t src_param;
1996
1997     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
1998
1999     if (ins->ctx->reg_maps->shader_version.major < 2)
2000     {
2001         char dst_mask[6];
2002
2003         shader_addline(ins->ctx->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
2004         shader_addline(ins->ctx->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
2005         shader_addline(ins->ctx->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
2006         shader_addline(ins->ctx->buffer, "tmp0.w = 1.0;\n");
2007
2008         shader_glsl_append_dst(ins->ctx->buffer, ins);
2009         shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2010         shader_addline(ins->ctx->buffer, "tmp0%s);\n", dst_mask);
2011     } else {
2012         DWORD write_mask;
2013         unsigned int mask_size;
2014
2015         write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2016         mask_size = shader_glsl_get_write_mask_size(write_mask);
2017
2018         if (mask_size > 1) {
2019             shader_addline(ins->ctx->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
2020         } else {
2021             shader_addline(ins->ctx->buffer, "exp2(%s));\n", src_param.param_str);
2022         }
2023     }
2024 }
2025
2026 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
2027 static void shader_glsl_rcp(const struct wined3d_shader_instruction *ins)
2028 {
2029     glsl_src_param_t src_param;
2030     DWORD write_mask;
2031     unsigned int mask_size;
2032
2033     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2034     mask_size = shader_glsl_get_write_mask_size(write_mask);
2035     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
2036
2037     if (mask_size > 1) {
2038         shader_addline(ins->ctx->buffer, "vec%d(1.0 / %s));\n", mask_size, src_param.param_str);
2039     } else {
2040         shader_addline(ins->ctx->buffer, "1.0 / %s);\n", src_param.param_str);
2041     }
2042 }
2043
2044 static void shader_glsl_rsq(const struct wined3d_shader_instruction *ins)
2045 {
2046     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2047     glsl_src_param_t src_param;
2048     DWORD write_mask;
2049     unsigned int mask_size;
2050
2051     write_mask = shader_glsl_append_dst(buffer, ins);
2052     mask_size = shader_glsl_get_write_mask_size(write_mask);
2053
2054     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
2055
2056     if (mask_size > 1) {
2057         shader_addline(buffer, "vec%d(inversesqrt(%s)));\n", mask_size, src_param.param_str);
2058     } else {
2059         shader_addline(buffer, "inversesqrt(%s));\n", src_param.param_str);
2060     }
2061 }
2062
2063 /** Process signed comparison opcodes in GLSL. */
2064 static void shader_glsl_compare(const struct wined3d_shader_instruction *ins)
2065 {
2066     glsl_src_param_t src0_param;
2067     glsl_src_param_t src1_param;
2068     DWORD write_mask;
2069     unsigned int mask_size;
2070
2071     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2072     mask_size = shader_glsl_get_write_mask_size(write_mask);
2073     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2074     shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2075
2076     if (mask_size > 1) {
2077         const char *compare;
2078
2079         switch(ins->handler_idx)
2080         {
2081             case WINED3DSIH_SLT: compare = "lessThan"; break;
2082             case WINED3DSIH_SGE: compare = "greaterThanEqual"; break;
2083             default: compare = "";
2084                 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
2085         }
2086
2087         shader_addline(ins->ctx->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
2088                 src0_param.param_str, src1_param.param_str);
2089     } else {
2090         switch(ins->handler_idx)
2091         {
2092             case WINED3DSIH_SLT:
2093                 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
2094                  * to return 0.0 but step returns 1.0 because step is not < x
2095                  * An alternative is a bvec compare padded with an unused second component.
2096                  * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
2097                  * issue. Playing with not() is not possible either because not() does not accept
2098                  * a scalar.
2099                  */
2100                 shader_addline(ins->ctx->buffer, "(%s < %s) ? 1.0 : 0.0);\n",
2101                         src0_param.param_str, src1_param.param_str);
2102                 break;
2103             case WINED3DSIH_SGE:
2104                 /* Here we can use the step() function and safe a conditional */
2105                 shader_addline(ins->ctx->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
2106                 break;
2107             default:
2108                 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
2109         }
2110
2111     }
2112 }
2113
2114 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
2115 static void shader_glsl_cmp(const struct wined3d_shader_instruction *ins)
2116 {
2117     glsl_src_param_t src0_param;
2118     glsl_src_param_t src1_param;
2119     glsl_src_param_t src2_param;
2120     DWORD write_mask, cmp_channel = 0;
2121     unsigned int i, j;
2122     char mask_char[6];
2123     BOOL temp_destination = FALSE;
2124
2125     if (shader_is_scalar(&ins->src[0].reg))
2126     {
2127         write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2128
2129         shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2130         shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2131         shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2132
2133         shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
2134                        src0_param.param_str, src1_param.param_str, src2_param.param_str);
2135     } else {
2136         DWORD dst_mask = ins->dst[0].write_mask;
2137         struct wined3d_shader_dst_param dst = ins->dst[0];
2138
2139         /* Cycle through all source0 channels */
2140         for (i=0; i<4; i++) {
2141             write_mask = 0;
2142             /* Find the destination channels which use the current source0 channel */
2143             for (j=0; j<4; j++) {
2144                 if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2145                 {
2146                     write_mask |= WINED3DSP_WRITEMASK_0 << j;
2147                     cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2148                 }
2149             }
2150             dst.write_mask = dst_mask & write_mask;
2151
2152             /* Splitting the cmp instruction up in multiple lines imposes a problem:
2153             * The first lines may overwrite source parameters of the following lines.
2154             * Deal with that by using a temporary destination register if needed
2155             */
2156             if ((ins->src[0].reg.idx == ins->dst[0].reg.idx
2157                     && ins->src[0].reg.type == ins->dst[0].reg.type)
2158                     || (ins->src[1].reg.idx == ins->dst[0].reg.idx
2159                     && ins->src[1].reg.type == ins->dst[0].reg.type)
2160                     || (ins->src[2].reg.idx == ins->dst[0].reg.idx
2161                     && ins->src[2].reg.type == ins->dst[0].reg.type))
2162             {
2163                 write_mask = shader_glsl_get_write_mask(&dst, mask_char);
2164                 if (!write_mask) continue;
2165                 shader_addline(ins->ctx->buffer, "tmp0%s = (", mask_char);
2166                 temp_destination = TRUE;
2167             } else {
2168                 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2169                 if (!write_mask) continue;
2170             }
2171
2172             shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2173             shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2174             shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2175
2176             shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
2177                         src0_param.param_str, src1_param.param_str, src2_param.param_str);
2178         }
2179
2180         if(temp_destination) {
2181             shader_glsl_get_write_mask(&ins->dst[0], mask_char);
2182             shader_glsl_append_dst(ins->ctx->buffer, ins);
2183             shader_addline(ins->ctx->buffer, "tmp0%s);\n", mask_char);
2184         }
2185     }
2186
2187 }
2188
2189 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
2190 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
2191  * the compare is done per component of src0. */
2192 static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins)
2193 {
2194     struct wined3d_shader_dst_param dst;
2195     glsl_src_param_t src0_param;
2196     glsl_src_param_t src1_param;
2197     glsl_src_param_t src2_param;
2198     DWORD write_mask, cmp_channel = 0;
2199     unsigned int i, j;
2200     DWORD dst_mask;
2201     DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2202             ins->ctx->reg_maps->shader_version.minor);
2203
2204     if (shader_version < WINED3D_SHADER_VERSION(1, 4))
2205     {
2206         write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2207         shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2208         shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2209         shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2210
2211         /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
2212         if (ins->coissue)
2213         {
2214             shader_addline(ins->ctx->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
2215         } else {
2216             shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2217                     src0_param.param_str, src1_param.param_str, src2_param.param_str);
2218         }
2219         return;
2220     }
2221     /* Cycle through all source0 channels */
2222     dst_mask = ins->dst[0].write_mask;
2223     dst = ins->dst[0];
2224     for (i=0; i<4; i++) {
2225         write_mask = 0;
2226         /* Find the destination channels which use the current source0 channel */
2227         for (j=0; j<4; j++) {
2228             if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2229             {
2230                 write_mask |= WINED3DSP_WRITEMASK_0 << j;
2231                 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2232             }
2233         }
2234
2235         dst.write_mask = dst_mask & write_mask;
2236         write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2237         if (!write_mask) continue;
2238
2239         shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2240         shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2241         shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2242
2243         shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2244                 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2245     }
2246 }
2247
2248 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
2249 static void shader_glsl_mad(const struct wined3d_shader_instruction *ins)
2250 {
2251     glsl_src_param_t src0_param;
2252     glsl_src_param_t src1_param;
2253     glsl_src_param_t src2_param;
2254     DWORD write_mask;
2255
2256     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2257     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2258     shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2259     shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2260     shader_addline(ins->ctx->buffer, "(%s * %s) + %s);\n",
2261             src0_param.param_str, src1_param.param_str, src2_param.param_str);
2262 }
2263
2264 /* Handles transforming all WINED3DSIO_M?x? opcodes for
2265    Vertex shaders to GLSL codes */
2266 static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
2267 {
2268     int i;
2269     int nComponents = 0;
2270     struct wined3d_shader_dst_param tmp_dst = {{0}};
2271     struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2272     struct wined3d_shader_instruction tmp_ins;
2273
2274     memset(&tmp_ins, 0, sizeof(tmp_ins));
2275
2276     /* Set constants for the temporary argument */
2277     tmp_ins.ctx = ins->ctx;
2278     tmp_ins.dst_count = 1;
2279     tmp_ins.dst = &tmp_dst;
2280     tmp_ins.src_count = 2;
2281     tmp_ins.src = tmp_src;
2282
2283     switch(ins->handler_idx)
2284     {
2285         case WINED3DSIH_M4x4:
2286             nComponents = 4;
2287             tmp_ins.handler_idx = WINED3DSIH_DP4;
2288             break;
2289         case WINED3DSIH_M4x3:
2290             nComponents = 3;
2291             tmp_ins.handler_idx = WINED3DSIH_DP4;
2292             break;
2293         case WINED3DSIH_M3x4:
2294             nComponents = 4;
2295             tmp_ins.handler_idx = WINED3DSIH_DP3;
2296             break;
2297         case WINED3DSIH_M3x3:
2298             nComponents = 3;
2299             tmp_ins.handler_idx = WINED3DSIH_DP3;
2300             break;
2301         case WINED3DSIH_M3x2:
2302             nComponents = 2;
2303             tmp_ins.handler_idx = WINED3DSIH_DP3;
2304             break;
2305         default:
2306             break;
2307     }
2308
2309     tmp_dst = ins->dst[0];
2310     tmp_src[0] = ins->src[0];
2311     tmp_src[1] = ins->src[1];
2312     for (i = 0; i < nComponents; ++i)
2313     {
2314         tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2315         shader_glsl_dot(&tmp_ins);
2316         ++tmp_src[1].reg.idx;
2317     }
2318 }
2319
2320 /**
2321     The LRP instruction performs a component-wise linear interpolation
2322     between the second and third operands using the first operand as the
2323     blend factor.  Equation:  (dst = src2 + src0 * (src1 - src2))
2324     This is equivalent to mix(src2, src1, src0);
2325 */
2326 static void shader_glsl_lrp(const struct wined3d_shader_instruction *ins)
2327 {
2328     glsl_src_param_t src0_param;
2329     glsl_src_param_t src1_param;
2330     glsl_src_param_t src2_param;
2331     DWORD write_mask;
2332
2333     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2334
2335     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2336     shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2337     shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2338
2339     shader_addline(ins->ctx->buffer, "mix(%s, %s, %s));\n",
2340             src2_param.param_str, src1_param.param_str, src0_param.param_str);
2341 }
2342
2343 /** Process the WINED3DSIO_LIT instruction in GLSL:
2344  * dst.x = dst.w = 1.0
2345  * dst.y = (src0.x > 0) ? src0.x
2346  * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
2347  *                                        where src.w is clamped at +- 128
2348  */
2349 static void shader_glsl_lit(const struct wined3d_shader_instruction *ins)
2350 {
2351     glsl_src_param_t src0_param;
2352     glsl_src_param_t src1_param;
2353     glsl_src_param_t src3_param;
2354     char dst_mask[6];
2355
2356     shader_glsl_append_dst(ins->ctx->buffer, ins);
2357     shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2358
2359     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2360     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src1_param);
2361     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src3_param);
2362
2363     /* The sdk specifies the instruction like this
2364      * dst.x = 1.0;
2365      * if(src.x > 0.0) dst.y = src.x
2366      * else dst.y = 0.0.
2367      * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
2368      * else dst.z = 0.0;
2369      * dst.w = 1.0;
2370      *
2371      * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
2372      * dst.x = 1.0                                  ... No further explanation needed
2373      * dst.y = max(src.y, 0.0);                     ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
2374      * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0;   ... 0 ^ power is 0, and otherwise we use y anyway
2375      * dst.w = 1.0.                                 ... Nothing fancy.
2376      *
2377      * So we still have one conditional in there. So do this:
2378      * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
2379      *
2380      * step(0.0, x) will return 1 if src.x > 0.0, and 0 otherwise. So if y is 0 we get pow(0.0 * 1.0, power),
2381      * which sets dst.z to 0. If y > 0, but x = 0.0, we get pow(y * 0.0, power), which results in 0 too.
2382      * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
2383      */
2384     shader_addline(ins->ctx->buffer,
2385             "vec4(1.0, max(%s, 0.0), pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
2386             src0_param.param_str, src1_param.param_str, src0_param.param_str, src3_param.param_str, dst_mask);
2387 }
2388
2389 /** Process the WINED3DSIO_DST instruction in GLSL:
2390  * dst.x = 1.0
2391  * dst.y = src0.x * src0.y
2392  * dst.z = src0.z
2393  * dst.w = src1.w
2394  */
2395 static void shader_glsl_dst(const struct wined3d_shader_instruction *ins)
2396 {
2397     glsl_src_param_t src0y_param;
2398     glsl_src_param_t src0z_param;
2399     glsl_src_param_t src1y_param;
2400     glsl_src_param_t src1w_param;
2401     char dst_mask[6];
2402
2403     shader_glsl_append_dst(ins->ctx->buffer, ins);
2404     shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2405
2406     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src0y_param);
2407     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &src0z_param);
2408     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_1, &src1y_param);
2409     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_3, &src1w_param);
2410
2411     shader_addline(ins->ctx->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
2412             src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
2413 }
2414
2415 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
2416  * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
2417  * can handle it.  But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
2418  *
2419  * dst.x = cos(src0.?)
2420  * dst.y = sin(src0.?)
2421  * dst.z = dst.z
2422  * dst.w = dst.w
2423  */
2424 static void shader_glsl_sincos(const struct wined3d_shader_instruction *ins)
2425 {
2426     glsl_src_param_t src0_param;
2427     DWORD write_mask;
2428
2429     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2430     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2431
2432     switch (write_mask) {
2433         case WINED3DSP_WRITEMASK_0:
2434             shader_addline(ins->ctx->buffer, "cos(%s));\n", src0_param.param_str);
2435             break;
2436
2437         case WINED3DSP_WRITEMASK_1:
2438             shader_addline(ins->ctx->buffer, "sin(%s));\n", src0_param.param_str);
2439             break;
2440
2441         case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
2442             shader_addline(ins->ctx->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str);
2443             break;
2444
2445         default:
2446             ERR("Write mask should be .x, .y or .xy\n");
2447             break;
2448     }
2449 }
2450
2451 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
2452  * here. But those extra parameters require a dedicated function for sgn, since map2gl would
2453  * generate invalid code
2454  */
2455 static void shader_glsl_sgn(const struct wined3d_shader_instruction *ins)
2456 {
2457     glsl_src_param_t src0_param;
2458     DWORD write_mask;
2459
2460     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2461     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2462
2463     shader_addline(ins->ctx->buffer, "sign(%s));\n", src0_param.param_str);
2464 }
2465
2466 /** Process the WINED3DSIO_LOOP instruction in GLSL:
2467  * Start a for() loop where src1.y is the initial value of aL,
2468  *  increment aL by src1.z for a total of src1.x iterations.
2469  *  Need to use a temporary variable for this operation.
2470  */
2471 /* FIXME: I don't think nested loops will work correctly this way. */
2472 static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
2473 {
2474     glsl_src_param_t src1_param;
2475     IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2476     const DWORD *control_values = NULL;
2477     const local_constant *constant;
2478
2479     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
2480
2481     /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
2482      * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
2483      * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
2484      * addressing.
2485      */
2486     if (ins->src[1].reg.type == WINED3DSPR_CONSTINT)
2487     {
2488         LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry) {
2489             if (constant->idx == ins->src[1].reg.idx)
2490             {
2491                 control_values = constant->value;
2492                 break;
2493             }
2494         }
2495     }
2496
2497     if (control_values)
2498     {
2499         struct wined3d_shader_loop_control loop_control;
2500         loop_control.count = control_values[0];
2501         loop_control.start = control_values[1];
2502         loop_control.step = (int)control_values[2];
2503
2504         if (loop_control.step > 0)
2505         {
2506             shader_addline(ins->ctx->buffer, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d) {\n",
2507                     shader->baseShader.cur_loop_depth, loop_control.start,
2508                     shader->baseShader.cur_loop_depth, loop_control.count, loop_control.step, loop_control.start,
2509                     shader->baseShader.cur_loop_depth, loop_control.step);
2510         }
2511         else if (loop_control.step < 0)
2512         {
2513             shader_addline(ins->ctx->buffer, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d) {\n",
2514                     shader->baseShader.cur_loop_depth, loop_control.start,
2515                     shader->baseShader.cur_loop_depth, loop_control.count, loop_control.step, loop_control.start,
2516                     shader->baseShader.cur_loop_depth, loop_control.step);
2517         }
2518         else
2519         {
2520             shader_addline(ins->ctx->buffer, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++) {\n",
2521                     shader->baseShader.cur_loop_depth, loop_control.start, shader->baseShader.cur_loop_depth,
2522                     shader->baseShader.cur_loop_depth, loop_control.count,
2523                     shader->baseShader.cur_loop_depth);
2524         }
2525     } else {
2526         shader_addline(ins->ctx->buffer,
2527                 "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
2528                 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno,
2529                 src1_param.reg_name, shader->baseShader.cur_loop_depth, src1_param.reg_name,
2530                 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno, src1_param.reg_name);
2531     }
2532
2533     shader->baseShader.cur_loop_depth++;
2534     shader->baseShader.cur_loop_regno++;
2535 }
2536
2537 static void shader_glsl_end(const struct wined3d_shader_instruction *ins)
2538 {
2539     IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2540
2541     shader_addline(ins->ctx->buffer, "}\n");
2542
2543     if (ins->handler_idx == WINED3DSIH_ENDLOOP)
2544     {
2545         shader->baseShader.cur_loop_depth--;
2546         shader->baseShader.cur_loop_regno--;
2547     }
2548
2549     if (ins->handler_idx == WINED3DSIH_ENDREP)
2550     {
2551         shader->baseShader.cur_loop_depth--;
2552     }
2553 }
2554
2555 static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
2556 {
2557     IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2558     glsl_src_param_t src0_param;
2559     const DWORD *control_values = NULL;
2560     const local_constant *constant;
2561
2562     /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
2563     if (ins->src[0].reg.type == WINED3DSPR_CONSTINT)
2564     {
2565         LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry)
2566         {
2567             if (constant->idx == ins->src[0].reg.idx)
2568             {
2569                 control_values = constant->value;
2570                 break;
2571             }
2572         }
2573     }
2574
2575     if(control_values) {
2576         shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
2577                        shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
2578                        control_values[0], shader->baseShader.cur_loop_depth);
2579     } else {
2580         shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2581         shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2582                 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
2583                 src0_param.param_str, shader->baseShader.cur_loop_depth);
2584     }
2585     shader->baseShader.cur_loop_depth++;
2586 }
2587
2588 static void shader_glsl_if(const struct wined3d_shader_instruction *ins)
2589 {
2590     glsl_src_param_t src0_param;
2591
2592     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2593     shader_addline(ins->ctx->buffer, "if (%s) {\n", src0_param.param_str);
2594 }
2595
2596 static void shader_glsl_ifc(const struct wined3d_shader_instruction *ins)
2597 {
2598     glsl_src_param_t src0_param;
2599     glsl_src_param_t src1_param;
2600
2601     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2602     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2603
2604     shader_addline(ins->ctx->buffer, "if (%s %s %s) {\n",
2605             src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
2606 }
2607
2608 static void shader_glsl_else(const struct wined3d_shader_instruction *ins)
2609 {
2610     shader_addline(ins->ctx->buffer, "} else {\n");
2611 }
2612
2613 static void shader_glsl_break(const struct wined3d_shader_instruction *ins)
2614 {
2615     shader_addline(ins->ctx->buffer, "break;\n");
2616 }
2617
2618 /* FIXME: According to MSDN the compare is done per component. */
2619 static void shader_glsl_breakc(const struct wined3d_shader_instruction *ins)
2620 {
2621     glsl_src_param_t src0_param;
2622     glsl_src_param_t src1_param;
2623
2624     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2625     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2626
2627     shader_addline(ins->ctx->buffer, "if (%s %s %s) break;\n",
2628             src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
2629 }
2630
2631 static void shader_glsl_label(const struct wined3d_shader_instruction *ins)
2632 {
2633     shader_addline(ins->ctx->buffer, "}\n");
2634     shader_addline(ins->ctx->buffer, "void subroutine%u () {\n",  ins->src[0].reg.idx);
2635 }
2636
2637 static void shader_glsl_call(const struct wined3d_shader_instruction *ins)
2638 {
2639     shader_addline(ins->ctx->buffer, "subroutine%u();\n", ins->src[0].reg.idx);
2640 }
2641
2642 static void shader_glsl_callnz(const struct wined3d_shader_instruction *ins)
2643 {
2644     glsl_src_param_t src1_param;
2645
2646     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2647     shader_addline(ins->ctx->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, ins->src[0].reg.idx);
2648 }
2649
2650 static void shader_glsl_ret(const struct wined3d_shader_instruction *ins)
2651 {
2652     /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
2653      * function only suppresses the unhandled instruction warning
2654      */
2655 }
2656
2657 /*********************************************
2658  * Pixel Shader Specific Code begins here
2659  ********************************************/
2660 static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
2661 {
2662     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2663     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2664     DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2665             ins->ctx->reg_maps->shader_version.minor);
2666     glsl_sample_function_t sample_function;
2667     DWORD sample_flags = 0;
2668     WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
2669     DWORD sampler_idx;
2670     DWORD mask = 0, swizzle;
2671
2672     /* 1.0-1.4: Use destination register as sampler source.
2673      * 2.0+: Use provided sampler source. */
2674     if (shader_version < WINED3D_SHADER_VERSION(2,0)) sampler_idx = ins->dst[0].reg.idx;
2675     else sampler_idx = ins->src[1].reg.idx;
2676     sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
2677
2678     if (shader_version < WINED3D_SHADER_VERSION(1,4))
2679     {
2680         DWORD flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2681
2682         /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
2683         if (flags & WINED3DTTFF_PROJECTED && sampler_type != WINED3DSTT_CUBE) {
2684             sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2685             switch (flags & ~WINED3DTTFF_PROJECTED) {
2686                 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2687                 case WINED3DTTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break;
2688                 case WINED3DTTFF_COUNT3: mask = WINED3DSP_WRITEMASK_2; break;
2689                 case WINED3DTTFF_COUNT4:
2690                 case WINED3DTTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break;
2691             }
2692         }
2693     }
2694     else if (shader_version < WINED3D_SHADER_VERSION(2,0))
2695     {
2696         DWORD src_mod = ins->src[0].modifiers;
2697
2698         if (src_mod == WINED3DSPSM_DZ) {
2699             sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2700             mask = WINED3DSP_WRITEMASK_2;
2701         } else if (src_mod == WINED3DSPSM_DW) {
2702             sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2703             mask = WINED3DSP_WRITEMASK_3;
2704         }
2705     } else {
2706         if (ins->flags & WINED3DSI_TEXLD_PROJECT)
2707         {
2708             /* ps 2.0 texldp instruction always divides by the fourth component. */
2709             sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2710             mask = WINED3DSP_WRITEMASK_3;
2711         }
2712     }
2713
2714     if(deviceImpl->stateBlock->textures[sampler_idx] &&
2715        IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2716         sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
2717     }
2718
2719     shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
2720     mask |= sample_function.coord_mask;
2721
2722     if (shader_version < WINED3D_SHADER_VERSION(2,0)) swizzle = WINED3DSP_NOSWIZZLE;
2723     else swizzle = ins->src[1].swizzle;
2724
2725     /* 1.0-1.3: Use destination register as coordinate source.
2726        1.4+: Use provided coordinate source register. */
2727     if (shader_version < WINED3D_SHADER_VERSION(1,4))
2728     {
2729         char coord_mask[6];
2730         shader_glsl_write_mask_to_str(mask, coord_mask);
2731         shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
2732                 "T%u%s", sampler_idx, coord_mask);
2733     } else {
2734         glsl_src_param_t coord_param;
2735         shader_glsl_add_src_param(ins, &ins->src[0], mask, &coord_param);
2736         if (ins->flags & WINED3DSI_TEXLD_BIAS)
2737         {
2738             glsl_src_param_t bias;
2739             shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &bias);
2740             shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, bias.param_str,
2741                     "%s", coord_param.param_str);
2742         } else {
2743             shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
2744                     "%s", coord_param.param_str);
2745         }
2746     }
2747 }
2748
2749 static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
2750 {
2751     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2752     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2753     const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
2754     glsl_sample_function_t sample_function;
2755     glsl_src_param_t coord_param, dx_param, dy_param;
2756     DWORD sample_flags = WINED3D_GLSL_SAMPLE_GRAD;
2757     DWORD sampler_type;
2758     DWORD sampler_idx;
2759     DWORD swizzle = ins->src[1].swizzle;
2760
2761     if(!GL_SUPPORT(ARB_SHADER_TEXTURE_LOD)) {
2762         FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
2763         return shader_glsl_tex(ins);
2764     }
2765
2766     sampler_idx = ins->src[1].reg.idx;
2767     sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
2768     if(deviceImpl->stateBlock->textures[sampler_idx] &&
2769        IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2770         sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
2771     }
2772
2773     shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
2774     shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
2775     shader_glsl_add_src_param(ins, &ins->src[2], sample_function.coord_mask, &dx_param);
2776     shader_glsl_add_src_param(ins, &ins->src[3], sample_function.coord_mask, &dy_param);
2777
2778     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, dx_param.param_str, dy_param.param_str, NULL,
2779                                 "%s", coord_param.param_str);
2780 }
2781
2782 static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
2783 {
2784     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2785     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2786     const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
2787     glsl_sample_function_t sample_function;
2788     glsl_src_param_t coord_param, lod_param;
2789     DWORD sample_flags = WINED3D_GLSL_SAMPLE_LOD;
2790     DWORD sampler_type;
2791     DWORD sampler_idx;
2792     DWORD swizzle = ins->src[1].swizzle;
2793
2794     sampler_idx = ins->src[1].reg.idx;
2795     sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
2796     if(deviceImpl->stateBlock->textures[sampler_idx] &&
2797        IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2798         sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
2799     }
2800     shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
2801     shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
2802
2803     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
2804
2805     if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD]
2806             && shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
2807     {
2808         /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
2809          * However, they seem to work just fine in fragment shaders as well. */
2810         WARN("Using %s in fragment shader.\n", sample_function.name);
2811     }
2812     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, lod_param.param_str,
2813             "%s", coord_param.param_str);
2814 }
2815
2816 static void shader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
2817 {
2818     /* FIXME: Make this work for more than just 2D textures */
2819     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2820     DWORD write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2821
2822     if (!(ins->ctx->reg_maps->shader_version.major == 1 && ins->ctx->reg_maps->shader_version.minor == 4))
2823     {
2824         char dst_mask[6];
2825
2826         shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2827         shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
2828                 ins->dst[0].reg.idx, dst_mask);
2829     } else {
2830         DWORD reg = ins->src[0].reg.idx;
2831         DWORD src_mod = ins->src[0].modifiers;
2832         char dst_swizzle[6];
2833
2834         shader_glsl_get_swizzle(&ins->src[0], FALSE, write_mask, dst_swizzle);
2835
2836         if (src_mod == WINED3DSPSM_DZ) {
2837             glsl_src_param_t div_param;
2838             unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2839             shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &div_param);
2840
2841             if (mask_size > 1) {
2842                 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2843             } else {
2844                 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2845             }
2846         } else if (src_mod == WINED3DSPSM_DW) {
2847             glsl_src_param_t div_param;
2848             unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2849             shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &div_param);
2850
2851             if (mask_size > 1) {
2852                 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2853             } else {
2854                 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2855             }
2856         } else {
2857             shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
2858         }
2859     }
2860 }
2861
2862 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
2863  * Take a 3-component dot product of the TexCoord[dstreg] and src,
2864  * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2865 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
2866 {
2867     glsl_src_param_t src0_param;
2868     glsl_sample_function_t sample_function;
2869     DWORD sampler_idx = ins->dst[0].reg.idx;
2870     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2871     WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
2872     UINT mask_size;
2873
2874     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2875
2876     /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
2877      * scalar, and projected sampling would require 4.
2878      *
2879      * It is a dependent read - not valid with conditional NP2 textures
2880      */
2881     shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2882     mask_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
2883
2884     switch(mask_size)
2885     {
2886         case 1:
2887             shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
2888                     "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx, src0_param.param_str);
2889             break;
2890
2891         case 2:
2892             shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
2893                     "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str);
2894             break;
2895
2896         case 3:
2897             shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
2898                     "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str);
2899             break;
2900
2901         default:
2902             FIXME("Unexpected mask size %u\n", mask_size);
2903             break;
2904     }
2905 }
2906
2907 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
2908  * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2909 static void shader_glsl_texdp3(const struct wined3d_shader_instruction *ins)
2910 {
2911     glsl_src_param_t src0_param;
2912     DWORD dstreg = ins->dst[0].reg.idx;
2913     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2914     DWORD dst_mask;
2915     unsigned int mask_size;
2916
2917     dst_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2918     mask_size = shader_glsl_get_write_mask_size(dst_mask);
2919     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2920
2921     if (mask_size > 1) {
2922         shader_addline(ins->ctx->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
2923     } else {
2924         shader_addline(ins->ctx->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
2925     }
2926 }
2927
2928 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
2929  * Calculate the depth as dst.x / dst.y   */
2930 static void shader_glsl_texdepth(const struct wined3d_shader_instruction *ins)
2931 {
2932     glsl_dst_param_t dst_param;
2933
2934     shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
2935
2936     /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
2937      * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
2938      * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
2939      * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
2940      * >= 1.0 or < 0.0
2941      */
2942     shader_addline(ins->ctx->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
2943             dst_param.reg_name, dst_param.reg_name);
2944 }
2945
2946 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
2947  * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2948  * Calculate tmp0.y = TexCoord[dstreg] . src.xyz;  (tmp0.x has already been calculated)
2949  * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2950  */
2951 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction *ins)
2952 {
2953     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2954     DWORD dstreg = ins->dst[0].reg.idx;
2955     glsl_src_param_t src0_param;
2956
2957     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2958
2959     shader_addline(ins->ctx->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
2960     shader_addline(ins->ctx->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
2961 }
2962
2963 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
2964  * Calculate the 1st of a 2-row matrix multiplication. */
2965 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins)
2966 {
2967     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2968     DWORD reg = ins->dst[0].reg.idx;
2969     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2970     glsl_src_param_t src0_param;
2971
2972     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2973     shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2974 }
2975
2976 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
2977  * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
2978 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins)
2979 {
2980     IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2981     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2982     DWORD reg = ins->dst[0].reg.idx;
2983     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2984     SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2985     glsl_src_param_t src0_param;
2986
2987     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2988     shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state->current_row, reg, src0_param.param_str);
2989     current_state->texcoord_w[current_state->current_row++] = reg;
2990 }
2991
2992 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins)
2993 {
2994     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2995     DWORD reg = ins->dst[0].reg.idx;
2996     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2997     glsl_src_param_t src0_param;
2998     WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
2999     glsl_sample_function_t sample_function;
3000
3001     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3002     shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3003
3004     shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3005
3006     /* Sample the texture using the calculated coordinates */
3007     shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xy");
3008 }
3009
3010 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
3011  * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
3012 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins)
3013 {
3014     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3015     glsl_src_param_t src0_param;
3016     DWORD reg = ins->dst[0].reg.idx;
3017     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
3018     SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
3019     WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
3020     glsl_sample_function_t sample_function;
3021
3022     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3023     shader_addline(ins->ctx->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3024
3025     /* Dependent read, not valid with conditional NP2 */
3026     shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3027
3028     /* Sample the texture using the calculated coordinates */
3029     shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3030
3031     current_state->current_row = 0;
3032 }
3033
3034 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
3035  * Perform the 3rd row of a 3x3 matrix multiply */
3036 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
3037 {
3038     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3039     glsl_src_param_t src0_param;
3040     char dst_mask[6];
3041     DWORD reg = ins->dst[0].reg.idx;
3042     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
3043     SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
3044
3045     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3046
3047     shader_glsl_append_dst(ins->ctx->buffer, ins);
3048     shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3049     shader_addline(ins->ctx->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
3050
3051     current_state->current_row = 0;
3052 }
3053
3054 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
3055  * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3056 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins)
3057 {
3058     IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
3059     DWORD reg = ins->dst[0].reg.idx;
3060     glsl_src_param_t src0_param;
3061     glsl_src_param_t src1_param;
3062     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3063     SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
3064     WINED3DSAMPLER_TEXTURE_TYPE stype = ins->ctx->reg_maps->sampler_type[reg];
3065     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3066     glsl_sample_function_t sample_function;
3067
3068     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3069     shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
3070
3071     /* Perform the last matrix multiply operation */
3072     shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3073     /* Reflection calculation */
3074     shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
3075
3076     /* Dependent read, not valid with conditional NP2 */
3077     shader_glsl_get_sample_function(stype, 0, &sample_function);
3078
3079     /* Sample the texture */
3080     shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3081
3082     current_state->current_row = 0;
3083 }
3084
3085 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
3086  * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3087 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins)
3088 {
3089     IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
3090     DWORD reg = ins->dst[0].reg.idx;
3091     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3092     SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
3093     glsl_src_param_t src0_param;
3094     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3095     WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
3096     glsl_sample_function_t sample_function;
3097
3098     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3099
3100     /* Perform the last matrix multiply operation */
3101     shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
3102
3103     /* Construct the eye-ray vector from w coordinates */
3104     shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
3105             current_state->texcoord_w[0], current_state->texcoord_w[1], reg);
3106     shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
3107
3108     /* Dependent read, not valid with conditional NP2 */
3109     shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3110
3111     /* Sample the texture using the calculated coordinates */
3112     shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3113
3114     current_state->current_row = 0;
3115 }
3116
3117 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
3118  * Apply a fake bump map transform.
3119  * texbem is pshader <= 1.3 only, this saves a few version checks
3120  */
3121 static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins)
3122 {
3123     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
3124     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
3125     glsl_sample_function_t sample_function;
3126     glsl_src_param_t coord_param;
3127     WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
3128     DWORD sampler_idx;
3129     DWORD mask;
3130     DWORD flags;
3131     char coord_mask[6];
3132
3133     sampler_idx = ins->dst[0].reg.idx;
3134     flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
3135
3136     sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3137     /* Dependent read, not valid with conditional NP2 */
3138     shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3139     mask = sample_function.coord_mask;
3140
3141     shader_glsl_write_mask_to_str(mask, coord_mask);
3142
3143     /* with projective textures, texbem only divides the static texture coord, not the displacement,
3144          * so we can't let the GL handle this.
3145          */
3146     if (flags & WINED3DTTFF_PROJECTED) {
3147         DWORD div_mask=0;
3148         char coord_div_mask[3];
3149         switch (flags & ~WINED3DTTFF_PROJECTED) {
3150             case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
3151             case WINED3DTTFF_COUNT2: div_mask = WINED3DSP_WRITEMASK_1; break;
3152             case WINED3DTTFF_COUNT3: div_mask = WINED3DSP_WRITEMASK_2; break;
3153             case WINED3DTTFF_COUNT4:
3154             case WINED3DTTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break;
3155         }
3156         shader_glsl_write_mask_to_str(div_mask, coord_div_mask);
3157         shader_addline(ins->ctx->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
3158     }
3159
3160     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &coord_param);
3161
3162     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3163             "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
3164             coord_param.param_str, coord_mask);
3165
3166     if (ins->handler_idx == WINED3DSIH_TEXBEML)
3167     {
3168         glsl_src_param_t luminance_param;
3169         glsl_dst_param_t dst_param;
3170
3171         shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &luminance_param);
3172         shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3173
3174         shader_addline(ins->ctx->buffer, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
3175                 dst_param.reg_name, dst_param.mask_str,
3176                 luminance_param.param_str, sampler_idx, sampler_idx);
3177     }
3178 }
3179
3180 static void shader_glsl_bem(const struct wined3d_shader_instruction *ins)
3181 {
3182     glsl_src_param_t src0_param, src1_param;
3183     DWORD sampler_idx = ins->dst[0].reg.idx;
3184
3185     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
3186     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
3187
3188     shader_glsl_append_dst(ins->ctx->buffer, ins);
3189     shader_addline(ins->ctx->buffer, "%s + bumpenvmat%d * %s);\n",
3190             src0_param.param_str, sampler_idx, src1_param.param_str);
3191 }
3192
3193 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
3194  * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
3195 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
3196 {
3197     glsl_src_param_t src0_param;
3198     DWORD sampler_idx = ins->dst[0].reg.idx;
3199     WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3200     glsl_sample_function_t sample_function;
3201
3202     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
3203
3204     shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3205     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3206             "%s.wx", src0_param.reg_name);
3207 }
3208
3209 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
3210  * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
3211 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
3212 {
3213     glsl_src_param_t src0_param;
3214     DWORD sampler_idx = ins->dst[0].reg.idx;
3215     WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3216     glsl_sample_function_t sample_function;
3217
3218     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
3219
3220     shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3221     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3222             "%s.yz", src0_param.reg_name);
3223 }
3224
3225 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
3226  * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
3227 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins)
3228 {
3229     glsl_src_param_t src0_param;
3230     DWORD sampler_idx = ins->dst[0].reg.idx;
3231     WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3232     glsl_sample_function_t sample_function;
3233
3234     /* Dependent read, not valid with conditional NP2 */
3235     shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3236     shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &src0_param);
3237
3238     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3239             "%s", src0_param.param_str);
3240 }
3241
3242 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
3243  * If any of the first 3 components are < 0, discard this pixel */
3244 static void shader_glsl_texkill(const struct wined3d_shader_instruction *ins)
3245 {
3246     glsl_dst_param_t dst_param;
3247
3248     /* The argument is a destination parameter, and no writemasks are allowed */
3249     shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3250     if (ins->ctx->reg_maps->shader_version.major >= 2)
3251     {
3252         /* 2.0 shaders compare all 4 components in texkill */
3253         shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
3254     } else {
3255         /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
3256          * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
3257          * 4 components are defined, only the first 3 are used
3258          */
3259         shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
3260     }
3261 }
3262
3263 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
3264  * dst = dot2(src0, src1) + src2 */
3265 static void shader_glsl_dp2add(const struct wined3d_shader_instruction *ins)
3266 {
3267     glsl_src_param_t src0_param;
3268     glsl_src_param_t src1_param;
3269     glsl_src_param_t src2_param;
3270     DWORD write_mask;
3271     unsigned int mask_size;
3272
3273     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3274     mask_size = shader_glsl_get_write_mask_size(write_mask);
3275
3276     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
3277     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
3278     shader_glsl_add_src_param(ins, &ins->src[2], WINED3DSP_WRITEMASK_0, &src2_param);
3279
3280     if (mask_size > 1) {
3281         shader_addline(ins->ctx->buffer, "vec%d(dot(%s, %s) + %s));\n",
3282                 mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str);
3283     } else {
3284         shader_addline(ins->ctx->buffer, "dot(%s, %s) + %s);\n",
3285                 src0_param.param_str, src1_param.param_str, src2_param.param_str);
3286     }
3287 }
3288
3289 static void shader_glsl_input_pack(IWineD3DPixelShader *iface, struct wined3d_shader_buffer *buffer,
3290         const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps,
3291         enum vertexprocessing_mode vertexprocessing)
3292 {
3293     unsigned int i;
3294     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
3295     WORD map = reg_maps->input_registers;
3296
3297     for (i = 0; map; map >>= 1, ++i)
3298     {
3299         const char *semantic_name;
3300         UINT semantic_idx;
3301         char reg_mask[6];
3302
3303         /* Unused */
3304         if (!(map & 1)) continue;
3305
3306         semantic_name = input_signature[i].semantic_name;
3307         semantic_idx = input_signature[i].semantic_idx;
3308         shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
3309
3310         if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3311         {
3312             if (semantic_idx < 8 && vertexprocessing == pretransformed)
3313                 shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
3314                         This->input_reg_map[i], reg_mask, semantic_idx, reg_mask);
3315             else
3316                 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3317                         This->input_reg_map[i], reg_mask, reg_mask);
3318         }
3319         else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3320         {
3321             if (semantic_idx == 0)
3322                 shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
3323                         This->input_reg_map[i], reg_mask, reg_mask);
3324             else if (semantic_idx == 1)
3325                 shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
3326                         This->input_reg_map[i], reg_mask, reg_mask);
3327             else
3328                 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3329                         This->input_reg_map[i], reg_mask, reg_mask);
3330         }
3331         else
3332         {
3333             shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3334                     This->input_reg_map[i], reg_mask, reg_mask);
3335         }
3336     }
3337 }
3338
3339 /*********************************************
3340  * Vertex Shader Specific Code begins here
3341  ********************************************/
3342
3343 static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry) {
3344     glsl_program_key_t key;
3345
3346     key.vshader = entry->vshader;
3347     key.pshader = entry->pshader;
3348     key.vs_args = entry->vs_args;
3349     key.ps_args = entry->ps_args;
3350
3351     if (wine_rb_put(&priv->program_lookup, &key, &entry->program_lookup_entry) == -1)
3352     {
3353         ERR("Failed to insert program entry.\n");
3354     }
3355 }
3356
3357 static struct glsl_shader_prog_link *get_glsl_program_entry(struct shader_glsl_priv *priv,
3358         IWineD3DVertexShader *vshader, IWineD3DPixelShader *pshader, struct vs_compile_args *vs_args,
3359         struct ps_compile_args *ps_args) {
3360     struct wine_rb_entry *entry;
3361     glsl_program_key_t key;
3362
3363     key.vshader = vshader;
3364     key.pshader = pshader;
3365     key.vs_args = *vs_args;
3366     key.ps_args = *ps_args;
3367
3368     entry = wine_rb_get(&priv->program_lookup, &key);
3369     return entry ? WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry) : NULL;
3370 }
3371
3372 /* GL locking is done by the caller */
3373 static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const struct wined3d_gl_info *gl_info,
3374         struct glsl_shader_prog_link *entry)
3375 {
3376     glsl_program_key_t key;
3377
3378     key.vshader = entry->vshader;
3379     key.pshader = entry->pshader;
3380     key.vs_args = entry->vs_args;
3381     key.ps_args = entry->ps_args;
3382     wine_rb_remove(&priv->program_lookup, &key);
3383
3384     GL_EXTCALL(glDeleteObjectARB(entry->programId));
3385     if (entry->vshader) list_remove(&entry->vshader_entry);
3386     if (entry->pshader) list_remove(&entry->pshader_entry);
3387     HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations);
3388     HeapFree(GetProcessHeap(), 0, entry->puniformF_locations);
3389     HeapFree(GetProcessHeap(), 0, entry);
3390 }
3391
3392 static void handle_ps3_input(struct wined3d_shader_buffer *buffer, const struct wined3d_gl_info *gl_info, const DWORD *map,
3393         const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps_in,
3394         const struct wined3d_shader_signature_element *output_signature, const struct shader_reg_maps *reg_maps_out)
3395 {
3396     unsigned int i, j;
3397     const char *semantic_name_in, *semantic_name_out;
3398     UINT semantic_idx_in, semantic_idx_out;
3399     DWORD *set;
3400     DWORD in_idx;
3401     unsigned int in_count = vec4_varyings(3, gl_info);
3402     char reg_mask[6], reg_mask_out[6];
3403     char destination[50];
3404     WORD input_map, output_map;
3405
3406     set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (in_count + 2));
3407
3408     if (!output_signature)
3409     {
3410         /* Save gl_FrontColor & gl_FrontSecondaryColor before overwriting them. */
3411         shader_addline(buffer, "vec4 front_color = gl_FrontColor;\n");
3412         shader_addline(buffer, "vec4 front_secondary_color = gl_FrontSecondaryColor;\n");
3413     }
3414
3415     input_map = reg_maps_in->input_registers;
3416     for (i = 0; input_map; input_map >>= 1, ++i)
3417     {
3418         if (!(input_map & 1)) continue;
3419
3420         in_idx = map[i];
3421         if (in_idx >= (in_count + 2)) {
3422             FIXME("More input varyings declared than supported, expect issues\n");
3423             continue;
3424         }
3425         else if (map[i] == ~0U)
3426         {
3427             /* Declared, but not read register */
3428             continue;
3429         }
3430
3431         if (in_idx == in_count) {
3432             sprintf(destination, "gl_FrontColor");
3433         } else if (in_idx == in_count + 1) {
3434             sprintf(destination, "gl_FrontSecondaryColor");
3435         } else {
3436             sprintf(destination, "IN[%u]", in_idx);
3437         }
3438
3439         semantic_name_in = input_signature[i].semantic_name;
3440         semantic_idx_in = input_signature[i].semantic_idx;
3441         set[map[i]] = input_signature[i].mask;
3442         shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
3443
3444         if (!output_signature)
3445         {
3446             if (shader_match_semantic(semantic_name_in, WINED3DDECLUSAGE_COLOR))
3447             {
3448                 if (semantic_idx_in == 0)
3449                     shader_addline(buffer, "%s%s = front_color%s;\n",
3450                             destination, reg_mask, reg_mask);
3451                 else if (semantic_idx_in == 1)
3452                     shader_addline(buffer, "%s%s = front_secondary_color%s;\n",
3453                             destination, reg_mask, reg_mask);
3454                 else
3455                     shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3456                             destination, reg_mask, reg_mask);
3457             }
3458             else if (shader_match_semantic(semantic_name_in, WINED3DDECLUSAGE_TEXCOORD))
3459             {
3460                 if (semantic_idx_in < 8)
3461                 {
3462                     shader_addline(buffer, "%s%s = gl_TexCoord[%u]%s;\n",
3463                             destination, reg_mask, semantic_idx_in, reg_mask);
3464                 }
3465                 else
3466                 {
3467                     shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3468                             destination, reg_mask, reg_mask);
3469                 }
3470             }
3471             else if (shader_match_semantic(semantic_name_in, WINED3DDECLUSAGE_FOG))
3472             {
3473                 shader_addline(buffer, "%s%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
3474                         destination, reg_mask, reg_mask);
3475             }
3476             else
3477             {
3478                 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3479                         destination, reg_mask, reg_mask);
3480             }
3481         } else {
3482             BOOL found = FALSE;
3483
3484             output_map = reg_maps_out->output_registers;
3485             for (j = 0; output_map; output_map >>= 1, ++j)
3486             {
3487                 if (!(output_map & 1)) continue;
3488
3489                 semantic_name_out = output_signature[j].semantic_name;
3490                 semantic_idx_out = output_signature[j].semantic_idx;
3491                 shader_glsl_write_mask_to_str(output_signature[j].mask, reg_mask_out);
3492
3493                 if (semantic_idx_in == semantic_idx_out
3494                         && !strcmp(semantic_name_in, semantic_name_out))
3495                 {
3496                     shader_addline(buffer, "%s%s = OUT[%u]%s;\n",
3497                             destination, reg_mask, j, reg_mask);
3498                     found = TRUE;
3499                 }
3500             }
3501             if(!found) {
3502                 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3503                                destination, reg_mask, reg_mask);
3504             }
3505         }
3506     }
3507
3508     /* This is solely to make the compiler / linker happy and avoid warning about undefined
3509      * varyings. It shouldn't result in any real code executed on the GPU, since all read
3510      * input varyings are assigned above, if the optimizer works properly.
3511      */
3512     for(i = 0; i < in_count + 2; i++) {
3513         if (set[i] && set[i] != WINED3DSP_WRITEMASK_ALL)
3514         {
3515             unsigned int size = 0;
3516             memset(reg_mask, 0, sizeof(reg_mask));
3517             if(!(set[i] & WINED3DSP_WRITEMASK_0)) {
3518                 reg_mask[size] = 'x';
3519                 size++;
3520             }
3521             if(!(set[i] & WINED3DSP_WRITEMASK_1)) {
3522                 reg_mask[size] = 'y';
3523                 size++;
3524             }
3525             if(!(set[i] & WINED3DSP_WRITEMASK_2)) {
3526                 reg_mask[size] = 'z';
3527                 size++;
3528             }
3529             if(!(set[i] & WINED3DSP_WRITEMASK_3)) {
3530                 reg_mask[size] = 'w';
3531                 size++;
3532             }
3533
3534             if (i == in_count) {
3535                 sprintf(destination, "gl_FrontColor");
3536             } else if (i == in_count + 1) {
3537                 sprintf(destination, "gl_FrontSecondaryColor");
3538             } else {
3539                 sprintf(destination, "IN[%u]", i);
3540             }
3541
3542             if (size == 1) {
3543                 shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
3544             } else {
3545                 shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
3546             }
3547         }
3548     }
3549
3550     HeapFree(GetProcessHeap(), 0, set);
3551 }
3552
3553 /* GL locking is done by the caller */
3554 static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer *buffer,
3555         IWineD3DVertexShader *vertexshader, IWineD3DPixelShader *pixelshader, const struct wined3d_gl_info *gl_info)
3556 {
3557     GLhandleARB ret = 0;
3558     IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) vertexshader;
3559     IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pixelshader;
3560     IWineD3DDeviceImpl *device;
3561     DWORD vs_major = vs->baseShader.reg_maps.shader_version.major;
3562     DWORD ps_major = ps ? ps->baseShader.reg_maps.shader_version.major : 0;
3563     unsigned int i;
3564     const char *semantic_name;
3565     UINT semantic_idx;
3566     char reg_mask[6];
3567     const struct wined3d_shader_signature_element *output_signature;
3568
3569     shader_buffer_clear(buffer);
3570
3571     shader_addline(buffer, "#version 120\n");
3572
3573     if(vs_major < 3 && ps_major < 3) {
3574         /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them.
3575          * Take care about the texcoord .w fixup though if we're using the fixed function fragment pipeline
3576          */
3577         device = (IWineD3DDeviceImpl *) vs->baseShader.device;
3578         if ((gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W)
3579                 && ps_major == 0 && vs_major > 0 && !device->frag_pipe->ffp_proj_control)
3580         {
3581             shader_addline(buffer, "void order_ps_input() {\n");
3582             for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
3583                 if(vs->baseShader.reg_maps.texcoord_mask[i] != 0 &&
3584                    vs->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
3585                     shader_addline(buffer, "gl_TexCoord[%u].w = 1.0;\n", i);
3586                 }
3587             }
3588             shader_addline(buffer, "}\n");
3589         } else {
3590             shader_addline(buffer, "void order_ps_input() { /* do nothing */ }\n");
3591         }
3592     } else if(ps_major < 3 && vs_major >= 3) {
3593         WORD map = vs->baseShader.reg_maps.output_registers;
3594
3595         /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
3596         output_signature = vs->output_signature;
3597
3598         shader_addline(buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3599         for (i = 0; map; map >>= 1, ++i)
3600         {
3601             DWORD write_mask;
3602
3603             if (!(map & 1)) continue;
3604
3605             semantic_name = output_signature[i].semantic_name;
3606             semantic_idx = output_signature[i].semantic_idx;
3607             write_mask = output_signature[i].mask;
3608             shader_glsl_write_mask_to_str(write_mask, reg_mask);
3609
3610             if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3611             {
3612                 if (semantic_idx == 0)
3613                     shader_addline(buffer, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3614                 else if (semantic_idx == 1)
3615                     shader_addline(buffer, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3616             }
3617             else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3618             {
3619                 shader_addline(buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3620             }
3621             else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3622             {
3623                 if (semantic_idx < 8)
3624                 {
3625                     if (!(gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) || ps_major > 0)
3626                         write_mask |= WINED3DSP_WRITEMASK_3;
3627
3628                     shader_addline(buffer, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
3629                             semantic_idx, reg_mask, i, reg_mask);
3630                     if (!(write_mask & WINED3DSP_WRITEMASK_3))
3631                         shader_addline(buffer, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx);
3632                 }
3633             }
3634             else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3635             {
3636                 shader_addline(buffer, "gl_PointSize = OUT[%u].x;\n", i);
3637             }
3638             else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3639             {
3640                 shader_addline(buffer, "gl_FogFragCoord = OUT[%u].%c;\n", i, reg_mask[1]);
3641             }
3642         }
3643         shader_addline(buffer, "}\n");
3644
3645     } else if(ps_major >= 3 && vs_major >= 3) {
3646         WORD map = vs->baseShader.reg_maps.output_registers;
3647
3648         output_signature = vs->output_signature;
3649
3650         /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3651         shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info));
3652         shader_addline(buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3653
3654         /* First, sort out position and point size. Those are not passed to the pixel shader */
3655         for (i = 0; map; map >>= 1, ++i)
3656         {
3657             if (!(map & 1)) continue;
3658
3659             semantic_name = output_signature[i].semantic_name;
3660             shader_glsl_write_mask_to_str(output_signature[i].mask, reg_mask);
3661
3662             if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3663             {
3664                 shader_addline(buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3665             }
3666             else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3667             {
3668                 shader_addline(buffer, "gl_PointSize = OUT[%u].x;\n", i);
3669             }
3670         }
3671
3672         /* Then, fix the pixel shader input */
3673         handle_ps3_input(buffer, gl_info, ps->input_reg_map, ps->input_signature,
3674                 &ps->baseShader.reg_maps, output_signature, &vs->baseShader.reg_maps);
3675
3676         shader_addline(buffer, "}\n");
3677     } else if(ps_major >= 3 && vs_major < 3) {
3678         shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info));
3679         shader_addline(buffer, "void order_ps_input() {\n");
3680         /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
3681          * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
3682          * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
3683          */
3684         handle_ps3_input(buffer, gl_info, ps->input_reg_map, ps->input_signature,
3685                 &ps->baseShader.reg_maps, NULL, NULL);
3686         shader_addline(buffer, "}\n");
3687     } else {
3688         ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major, ps_major);
3689     }
3690
3691     ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3692     checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
3693     GL_EXTCALL(glShaderSourceARB(ret, 1, (const char**)&buffer->buffer, NULL));
3694     checkGLcall("glShaderSourceARB(ret, 1, &buffer->buffer, NULL)");
3695     GL_EXTCALL(glCompileShaderARB(ret));
3696     checkGLcall("glCompileShaderARB(ret)");
3697
3698     return ret;
3699 }
3700
3701 /* GL locking is done by the caller */
3702 static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const struct wined3d_gl_info *gl_info,
3703         GLhandleARB programId, char prefix)
3704 {
3705     const local_constant *lconst;
3706     GLint tmp_loc;
3707     const float *value;
3708     char glsl_name[8];
3709
3710     LIST_FOR_EACH_ENTRY(lconst, &shader->baseShader.constantsF, local_constant, entry) {
3711         value = (const float *)lconst->value;
3712         snprintf(glsl_name, sizeof(glsl_name), "%cLC%u", prefix, lconst->idx);
3713         tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3714         GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
3715     }
3716     checkGLcall("Hardcoding local constants");
3717 }
3718
3719 /* GL locking is done by the caller */
3720 static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context,
3721         struct wined3d_shader_buffer *buffer, IWineD3DPixelShaderImpl *This,
3722         const struct ps_compile_args *args, struct ps_np2fixup_info *np2fixup_info)
3723 {
3724     const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3725     const struct wined3d_gl_info *gl_info = context->gl_info;
3726     CONST DWORD *function = This->baseShader.function;
3727     struct shader_glsl_ctx_priv priv_ctx;
3728
3729     /* Create the hw GLSL shader object and assign it as the shader->prgId */
3730     GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
3731
3732     memset(&priv_ctx, 0, sizeof(priv_ctx));
3733     priv_ctx.cur_ps_args = args;
3734     priv_ctx.cur_np2fixup_info = np2fixup_info;
3735
3736     shader_addline(buffer, "#version 120\n");
3737
3738     if(GL_SUPPORT(ARB_SHADER_TEXTURE_LOD) && reg_maps->usestexldd) {
3739         shader_addline(buffer, "#extension GL_ARB_shader_texture_lod : enable\n");
3740     }
3741     if (GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
3742         /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
3743          * drivers write a warning if we don't do so
3744          */
3745         shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
3746     }
3747
3748     /* Base Declarations */
3749     shader_generate_glsl_declarations(context, buffer, (IWineD3DBaseShader *)This, reg_maps, &priv_ctx);
3750
3751     /* Pack 3.0 inputs */
3752     if (reg_maps->shader_version.major >= 3 && args->vp_mode != vertexshader)
3753     {
3754         shader_glsl_input_pack((IWineD3DPixelShader *) This, buffer, This->input_signature, reg_maps, args->vp_mode);
3755     }
3756
3757     /* Base Shader Body */
3758     shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
3759
3760     /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
3761     if (reg_maps->shader_version.major < 2)
3762     {
3763         /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
3764         shader_addline(buffer, "gl_FragData[0] = R0;\n");
3765     }
3766
3767     if (args->srgb_correction)
3768     {
3769         shader_addline(buffer, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
3770         shader_addline(buffer, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
3771         shader_addline(buffer, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
3772         shader_addline(buffer, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
3773         shader_addline(buffer, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
3774         shader_addline(buffer, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
3775     }
3776     /* Pixel shader < 3.0 do not replace the fog stage.
3777      * This implements linear fog computation and blending.
3778      * TODO: non linear fog
3779      * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
3780      * -1/(e-s) and e/(e-s) respectively.
3781      */
3782     if (reg_maps->shader_version.major < 3)
3783     {
3784         switch(args->fog) {
3785             case FOG_OFF: break;
3786             case FOG_LINEAR:
3787                 shader_addline(buffer, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
3788                 shader_addline(buffer, "float fogend = gl_Fog.end * -fogstart;\n");
3789                 shader_addline(buffer, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
3790                 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
3791                 break;
3792             case FOG_EXP:
3793                 /* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
3794                 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
3795                 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
3796                 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
3797                 break;
3798             case FOG_EXP2:
3799                 /* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
3800                 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
3801                 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
3802                 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
3803                 break;
3804         }
3805     }
3806
3807     shader_addline(buffer, "}\n");
3808
3809     TRACE("Compiling shader object %u\n", shader_obj);
3810     GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
3811     GL_EXTCALL(glCompileShaderARB(shader_obj));
3812     print_glsl_info_log(gl_info, shader_obj);
3813
3814     /* Store the shader object */
3815     return shader_obj;
3816 }
3817
3818 /* GL locking is done by the caller */
3819 static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context,
3820         struct wined3d_shader_buffer *buffer, IWineD3DVertexShaderImpl *This,
3821         const struct vs_compile_args *args)
3822 {
3823     const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3824     const struct wined3d_gl_info *gl_info = context->gl_info;
3825     CONST DWORD *function = This->baseShader.function;
3826     struct shader_glsl_ctx_priv priv_ctx;
3827
3828     /* Create the hw GLSL shader program and assign it as the shader->prgId */
3829     GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3830
3831     shader_addline(buffer, "#version 120\n");
3832
3833     memset(&priv_ctx, 0, sizeof(priv_ctx));
3834     priv_ctx.cur_vs_args = args;
3835
3836     /* Base Declarations */
3837     shader_generate_glsl_declarations(context, buffer, (IWineD3DBaseShader *)This, reg_maps, &priv_ctx);
3838
3839     /* Base Shader Body */
3840     shader_generate_main((IWineD3DBaseShader*)This, buffer, reg_maps, function, &priv_ctx);
3841
3842     /* Unpack 3.0 outputs */
3843     if (reg_maps->shader_version.major >= 3) shader_addline(buffer, "order_ps_input(OUT);\n");
3844     else shader_addline(buffer, "order_ps_input();\n");
3845
3846     /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3847      * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3848      * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3849      * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3850      */
3851     if(args->fog_src == VS_FOG_Z) {
3852         shader_addline(buffer, "gl_FogFragCoord = gl_Position.z;\n");
3853     } else if (!reg_maps->fog) {
3854         shader_addline(buffer, "gl_FogFragCoord = 0.0;\n");
3855     }
3856
3857     /* Write the final position.
3858      *
3859      * OpenGL coordinates specify the center of the pixel while d3d coords specify
3860      * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3861      * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3862      * contains 1.0 to allow a mad.
3863      */
3864     shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
3865     shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
3866     shader_addline(buffer, "gl_ClipVertex = gl_Position;\n");
3867
3868     /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3869      *
3870      * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
3871      * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
3872      * which is the same as z = z * 2 - w.
3873      */
3874     shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
3875
3876     shader_addline(buffer, "}\n");
3877
3878     TRACE("Compiling shader object %u\n", shader_obj);
3879     GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
3880     GL_EXTCALL(glCompileShaderARB(shader_obj));
3881     print_glsl_info_log(gl_info, shader_obj);
3882
3883     return shader_obj;
3884 }
3885
3886 static GLhandleARB find_glsl_pshader(const struct wined3d_context *context,
3887         struct wined3d_shader_buffer *buffer, IWineD3DPixelShaderImpl *shader,
3888         const struct ps_compile_args *args, const struct ps_np2fixup_info **np2fixup_info)
3889 {
3890     UINT i;
3891     DWORD new_size;
3892     struct glsl_ps_compiled_shader *new_array;
3893     struct glsl_pshader_private    *shader_data;
3894     struct ps_np2fixup_info        *np2fixup = NULL;
3895     GLhandleARB ret;
3896
3897     if (!shader->baseShader.backend_data)
3898     {
3899         shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
3900         if (!shader->baseShader.backend_data)
3901         {
3902             ERR("Failed to allocate backend data.\n");
3903             return 0;
3904         }
3905     }
3906     shader_data = shader->baseShader.backend_data;
3907
3908     /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
3909      * so a linear search is more performant than a hashmap or a binary search
3910      * (cache coherency etc)
3911      */
3912     for(i = 0; i < shader_data->num_gl_shaders; i++) {
3913         if(memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)) == 0) {
3914             if(args->np2_fixup) *np2fixup_info = &shader_data->gl_shaders[i].np2fixup;
3915             return shader_data->gl_shaders[i].prgId;
3916         }
3917     }
3918
3919     TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
3920     if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
3921         if (shader_data->num_gl_shaders)
3922         {
3923             new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
3924             new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
3925                                     new_size * sizeof(*shader_data->gl_shaders));
3926         } else {
3927             new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
3928             new_size = 1;
3929         }
3930
3931         if(!new_array) {
3932             ERR("Out of memory\n");
3933             return 0;
3934         }
3935         shader_data->gl_shaders = new_array;
3936         shader_data->shader_array_size = new_size;
3937     }
3938
3939     shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
3940
3941     memset(&shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup, 0, sizeof(struct ps_np2fixup_info));
3942     if (args->np2_fixup) np2fixup = &shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup;
3943
3944     pixelshader_update_samplers(&shader->baseShader.reg_maps,
3945             ((IWineD3DDeviceImpl *)shader->baseShader.device)->stateBlock->textures);
3946
3947     shader_buffer_clear(buffer);
3948     ret = shader_glsl_generate_pshader(context, buffer, shader, args, np2fixup);
3949     shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
3950     *np2fixup_info = np2fixup;
3951
3952     return ret;
3953 }
3954
3955 static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const struct vs_compile_args *new,
3956                                  const DWORD use_map) {
3957     if((stored->swizzle_map & use_map) != new->swizzle_map) return FALSE;
3958     return stored->fog_src == new->fog_src;
3959 }
3960
3961 static GLhandleARB find_glsl_vshader(const struct wined3d_context *context,
3962         struct wined3d_shader_buffer *buffer, IWineD3DVertexShaderImpl *shader,
3963         const struct vs_compile_args *args)
3964 {
3965     UINT i;
3966     DWORD new_size;
3967     struct glsl_vs_compiled_shader *new_array;
3968     DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
3969     struct glsl_vshader_private *shader_data;
3970     GLhandleARB ret;
3971
3972     if (!shader->baseShader.backend_data)
3973     {
3974         shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
3975         if (!shader->baseShader.backend_data)
3976         {
3977             ERR("Failed to allocate backend data.\n");
3978             return 0;
3979         }
3980     }
3981     shader_data = shader->baseShader.backend_data;
3982
3983     /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
3984      * so a linear search is more performant than a hashmap or a binary search
3985      * (cache coherency etc)
3986      */
3987     for(i = 0; i < shader_data->num_gl_shaders; i++) {
3988         if(vs_args_equal(&shader_data->gl_shaders[i].args, args, use_map)) {
3989             return shader_data->gl_shaders[i].prgId;
3990         }
3991     }
3992
3993     TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
3994
3995     if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
3996         if (shader_data->num_gl_shaders)
3997         {
3998             new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
3999             new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
4000                                     new_size * sizeof(*shader_data->gl_shaders));
4001         } else {
4002             new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
4003             new_size = 1;
4004         }
4005
4006         if(!new_array) {
4007             ERR("Out of memory\n");
4008             return 0;
4009         }
4010         shader_data->gl_shaders = new_array;
4011         shader_data->shader_array_size = new_size;
4012     }
4013
4014     shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4015
4016     shader_buffer_clear(buffer);
4017     ret = shader_glsl_generate_vshader(context, buffer, shader, args);
4018     shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
4019
4020     return ret;
4021 }
4022
4023 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
4024  * It sets the programId on the current StateBlock (because it should be called
4025  * inside of the DrawPrimitive() part of the render loop).
4026  *
4027  * If a program for the given combination does not exist, create one, and store
4028  * the program in the hash table.  If it creates a program, it will link the
4029  * given objects, too.
4030  */
4031
4032 /* GL locking is done by the caller */
4033 static void set_glsl_shader_program(const struct wined3d_context *context,
4034         IWineD3DDeviceImpl *device, BOOL use_ps, BOOL use_vs)
4035 {
4036     IWineD3DVertexShader *vshader = use_vs ? device->stateBlock->vertexShader : NULL;
4037     IWineD3DPixelShader *pshader = use_ps ? device->stateBlock->pixelShader : NULL;
4038     const struct wined3d_gl_info *gl_info = context->gl_info;
4039     struct shader_glsl_priv *priv = device->shader_priv;
4040     struct glsl_shader_prog_link *entry    = NULL;
4041     GLhandleARB programId                  = 0;
4042     GLhandleARB reorder_shader_id          = 0;
4043     unsigned int i;
4044     char glsl_name[8];
4045     struct ps_compile_args ps_compile_args;
4046     struct vs_compile_args vs_compile_args;
4047
4048     if (vshader) find_vs_compile_args((IWineD3DVertexShaderImpl *)vshader, device->stateBlock, &vs_compile_args);
4049     if (pshader) find_ps_compile_args((IWineD3DPixelShaderImpl *)pshader, device->stateBlock, &ps_compile_args);
4050
4051     entry = get_glsl_program_entry(priv, vshader, pshader, &vs_compile_args, &ps_compile_args);
4052     if (entry) {
4053         priv->glsl_program = entry;
4054         return;
4055     }
4056
4057     /* If we get to this point, then no matching program exists, so we create one */
4058     programId = GL_EXTCALL(glCreateProgramObjectARB());
4059     TRACE("Created new GLSL shader program %u\n", programId);
4060
4061     /* Create the entry */
4062     entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
4063     entry->programId = programId;
4064     entry->vshader = vshader;
4065     entry->pshader = pshader;
4066     entry->vs_args = vs_compile_args;
4067     entry->ps_args = ps_compile_args;
4068     entry->constant_version = 0;
4069     entry->np2Fixup_info = NULL;
4070     /* Add the hash table entry */
4071     add_glsl_program_entry(priv, entry);
4072
4073     /* Set the current program */
4074     priv->glsl_program = entry;
4075
4076     /* Attach GLSL vshader */
4077     if (vshader)
4078     {
4079         GLhandleARB vshader_id = find_glsl_vshader(context, &priv->shader_buffer,
4080                 (IWineD3DVertexShaderImpl *)vshader, &vs_compile_args);
4081         WORD map = ((IWineD3DBaseShaderImpl *)vshader)->baseShader.reg_maps.input_registers;
4082         char tmp_name[10];
4083
4084         reorder_shader_id = generate_param_reorder_function(&priv->shader_buffer, vshader, pshader, gl_info);
4085         TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
4086         GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
4087         checkGLcall("glAttachObjectARB");
4088         /* Flag the reorder function for deletion, then it will be freed automatically when the program
4089          * is destroyed
4090          */
4091         GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
4092
4093         TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
4094         GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
4095         checkGLcall("glAttachObjectARB");
4096
4097         /* Bind vertex attributes to a corresponding index number to match
4098          * the same index numbers as ARB_vertex_programs (makes loading
4099          * vertex attributes simpler).  With this method, we can use the
4100          * exact same code to load the attributes later for both ARB and
4101          * GLSL shaders.
4102          *
4103          * We have to do this here because we need to know the Program ID
4104          * in order to make the bindings work, and it has to be done prior
4105          * to linking the GLSL program. */
4106         for (i = 0; map; map >>= 1, ++i)
4107         {
4108             if (!(map & 1)) continue;
4109
4110             snprintf(tmp_name, sizeof(tmp_name), "attrib%u", i);
4111             GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
4112         }
4113         checkGLcall("glBindAttribLocationARB");
4114
4115         list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry);
4116     }
4117
4118     /* Attach GLSL pshader */
4119     if (pshader)
4120     {
4121         GLhandleARB pshader_id = find_glsl_pshader(context, &priv->shader_buffer,
4122                 (IWineD3DPixelShaderImpl *)pshader, &ps_compile_args, &entry->np2Fixup_info);
4123         TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
4124         GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
4125         checkGLcall("glAttachObjectARB");
4126
4127         list_add_head(&((IWineD3DBaseShaderImpl *)pshader)->baseShader.linked_programs, &entry->pshader_entry);
4128     }
4129
4130     /* Link the program */
4131     TRACE("Linking GLSL shader program %u\n", programId);
4132     GL_EXTCALL(glLinkProgramARB(programId));
4133     print_glsl_info_log(gl_info, programId);
4134
4135     entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(vs_glsl_constantsF));
4136     for (i = 0; i < GL_LIMITS(vs_glsl_constantsF); ++i) {
4137         snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
4138         entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4139     }
4140     for (i = 0; i < MAX_CONST_I; ++i) {
4141         snprintf(glsl_name, sizeof(glsl_name), "VI[%i]", i);
4142         entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4143     }
4144     entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(ps_glsl_constantsF));
4145     for (i = 0; i < GL_LIMITS(ps_glsl_constantsF); ++i) {
4146         snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
4147         entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4148     }
4149     for (i = 0; i < MAX_CONST_I; ++i) {
4150         snprintf(glsl_name, sizeof(glsl_name), "PI[%i]", i);
4151         entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4152     }
4153
4154     if(pshader) {
4155         char name[32];
4156
4157         for(i = 0; i < MAX_TEXTURES; i++) {
4158             sprintf(name, "bumpenvmat%u", i);
4159             entry->bumpenvmat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4160             sprintf(name, "luminancescale%u", i);
4161             entry->luminancescale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4162             sprintf(name, "luminanceoffset%u", i);
4163             entry->luminanceoffset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4164         }
4165
4166         if (ps_compile_args.np2_fixup) {
4167             if (entry->np2Fixup_info) {
4168                 entry->np2Fixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "PsamplerNP2Fixup"));
4169             } else {
4170                 FIXME("NP2 texcoord fixup needed for this pixelshader, but no fixup uniform found.\n");
4171             }
4172         }
4173     }
4174
4175     entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
4176     entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
4177     checkGLcall("Find glsl program uniform locations");
4178
4179     if (pshader
4180             && ((IWineD3DPixelShaderImpl *)pshader)->baseShader.reg_maps.shader_version.major >= 3
4181             && ((IWineD3DPixelShaderImpl *)pshader)->declared_in_count > vec4_varyings(3, gl_info))
4182     {
4183         TRACE("Shader %d needs vertex color clamping disabled\n", programId);
4184         entry->vertex_color_clamp = GL_FALSE;
4185     } else {
4186         entry->vertex_color_clamp = GL_FIXED_ONLY_ARB;
4187     }
4188
4189     /* Set the shader to allow uniform loading on it */
4190     GL_EXTCALL(glUseProgramObjectARB(programId));
4191     checkGLcall("glUseProgramObjectARB(programId)");
4192
4193     /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
4194      * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
4195      * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
4196      * vertex shader with fixed function pixel processing is used we make sure that the card
4197      * supports enough samplers to allow the max number of vertex samplers with all possible
4198      * fixed function fragment processing setups. So once the program is linked these samplers
4199      * won't change.
4200      */
4201     if (vshader) shader_glsl_load_vsamplers(gl_info, device->texUnitMap, programId);
4202     if (pshader) shader_glsl_load_psamplers(gl_info, device->texUnitMap, programId);
4203
4204     /* If the local constants do not have to be loaded with the environment constants,
4205      * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
4206      * later
4207      */
4208     if(pshader && !((IWineD3DPixelShaderImpl*)pshader)->baseShader.load_local_constsF) {
4209         hardcode_local_constants((IWineD3DBaseShaderImpl *) pshader, gl_info, programId, 'P');
4210     }
4211     if(vshader && !((IWineD3DVertexShaderImpl*)vshader)->baseShader.load_local_constsF) {
4212         hardcode_local_constants((IWineD3DBaseShaderImpl *) vshader, gl_info, programId, 'V');
4213     }
4214 }
4215
4216 /* GL locking is done by the caller */
4217 static GLhandleARB create_glsl_blt_shader(const struct wined3d_gl_info *gl_info, enum tex_types tex_type)
4218 {
4219     GLhandleARB program_id;
4220     GLhandleARB vshader_id, pshader_id;
4221     static const char *blt_vshader[] =
4222     {
4223         "#version 120\n"
4224         "void main(void)\n"
4225         "{\n"
4226         "    gl_Position = gl_Vertex;\n"
4227         "    gl_FrontColor = vec4(1.0);\n"
4228         "    gl_TexCoord[0] = gl_MultiTexCoord0;\n"
4229         "}\n"
4230     };
4231
4232     static const char *blt_pshaders[tex_type_count] =
4233     {
4234         /* tex_1d */
4235         NULL,
4236         /* tex_2d */
4237         "#version 120\n"
4238         "uniform sampler2D sampler;\n"
4239         "void main(void)\n"
4240         "{\n"
4241         "    gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4242         "}\n",
4243         /* tex_3d */
4244         NULL,
4245         /* tex_cube */
4246         "#version 120\n"
4247         "uniform samplerCube sampler;\n"
4248         "void main(void)\n"
4249         "{\n"
4250         "    gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4251         "}\n",
4252         /* tex_rect */
4253         "#version 120\n"
4254         "#extension GL_ARB_texture_rectangle : enable\n"
4255         "uniform sampler2DRect sampler;\n"
4256         "void main(void)\n"
4257         "{\n"
4258         "    gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4259         "}\n",
4260     };
4261
4262     if (!blt_pshaders[tex_type])
4263     {
4264         FIXME("tex_type %#x not supported\n", tex_type);
4265         tex_type = tex_2d;
4266     }
4267
4268     vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
4269     GL_EXTCALL(glShaderSourceARB(vshader_id, 1, blt_vshader, NULL));
4270     GL_EXTCALL(glCompileShaderARB(vshader_id));
4271
4272     pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
4273     GL_EXTCALL(glShaderSourceARB(pshader_id, 1, &blt_pshaders[tex_type], NULL));
4274     GL_EXTCALL(glCompileShaderARB(pshader_id));
4275
4276     program_id = GL_EXTCALL(glCreateProgramObjectARB());
4277     GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
4278     GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
4279     GL_EXTCALL(glLinkProgramARB(program_id));
4280
4281     print_glsl_info_log(gl_info, program_id);
4282
4283     /* Once linked we can mark the shaders for deletion. They will be deleted once the program
4284      * is destroyed
4285      */
4286     GL_EXTCALL(glDeleteObjectARB(vshader_id));
4287     GL_EXTCALL(glDeleteObjectARB(pshader_id));
4288     return program_id;
4289 }
4290
4291 /* GL locking is done by the caller */
4292 static void shader_glsl_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
4293 {
4294     IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
4295     const struct wined3d_gl_info *gl_info = context->gl_info;
4296     struct shader_glsl_priv *priv = device->shader_priv;
4297     GLhandleARB program_id = 0;
4298     GLenum old_vertex_color_clamp, current_vertex_color_clamp;
4299
4300     old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
4301
4302     if (useVS || usePS) set_glsl_shader_program(context, device, usePS, useVS);
4303     else priv->glsl_program = NULL;
4304
4305     current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
4306
4307     if (old_vertex_color_clamp != current_vertex_color_clamp) {
4308         if (GL_SUPPORT(ARB_COLOR_BUFFER_FLOAT)) {
4309             GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp));
4310             checkGLcall("glClampColorARB");
4311         } else {
4312             FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4313         }
4314     }
4315
4316     program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
4317     if (program_id) TRACE("Using GLSL program %u\n", program_id);
4318     GL_EXTCALL(glUseProgramObjectARB(program_id));
4319     checkGLcall("glUseProgramObjectARB");
4320
4321     /* In case that NP2 texcoord fixup data is found for the selected program, trigger a reload of the
4322      * constants. This has to be done because it can't be guaranteed that sampler() (from state.c) is
4323      * called between selecting the shader and using it, which results in wrong fixup for some frames. */
4324     if (priv->glsl_program && priv->glsl_program->np2Fixup_info)
4325     {
4326         shader_glsl_load_np2fixup_constants((IWineD3DDevice *)device, usePS, useVS);
4327     }
4328 }
4329
4330 /* GL locking is done by the caller */
4331 static void shader_glsl_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
4332     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4333     const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4334     struct shader_glsl_priv *priv = This->shader_priv;
4335     GLhandleARB *blt_program = &priv->depth_blt_program[tex_type];
4336
4337     if (!*blt_program) {
4338         GLint loc;
4339         *blt_program = create_glsl_blt_shader(gl_info, tex_type);
4340         loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "sampler"));
4341         GL_EXTCALL(glUseProgramObjectARB(*blt_program));
4342         GL_EXTCALL(glUniform1iARB(loc, 0));
4343     } else {
4344         GL_EXTCALL(glUseProgramObjectARB(*blt_program));
4345     }
4346 }
4347
4348 /* GL locking is done by the caller */
4349 static void shader_glsl_deselect_depth_blt(IWineD3DDevice *iface) {
4350     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4351     const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4352     struct shader_glsl_priv *priv = This->shader_priv;
4353     GLhandleARB program_id;
4354
4355     program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
4356     if (program_id) TRACE("Using GLSL program %u\n", program_id);
4357
4358     GL_EXTCALL(glUseProgramObjectARB(program_id));
4359     checkGLcall("glUseProgramObjectARB");
4360 }
4361
4362 static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
4363     const struct list *linked_programs;
4364     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
4365     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
4366     struct shader_glsl_priv *priv = device->shader_priv;
4367     const struct wined3d_context *context;
4368     const struct wined3d_gl_info *gl_info;
4369     IWineD3DPixelShaderImpl *ps = NULL;
4370     IWineD3DVertexShaderImpl *vs = NULL;
4371
4372     /* Note: Do not use QueryInterface here to find out which shader type this is because this code
4373      * can be called from IWineD3DBaseShader::Release
4374      */
4375     char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
4376
4377     if(pshader) {
4378         struct glsl_pshader_private *shader_data;
4379         ps = (IWineD3DPixelShaderImpl *) This;
4380         shader_data = ps->baseShader.backend_data;
4381         if(!shader_data || shader_data->num_gl_shaders == 0)
4382         {
4383             HeapFree(GetProcessHeap(), 0, shader_data);
4384             ps->baseShader.backend_data = NULL;
4385             return;
4386         }
4387
4388         context = ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
4389         gl_info = context->gl_info;
4390
4391         if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->pshader == iface)
4392         {
4393             ENTER_GL();
4394             shader_glsl_select(context, FALSE, FALSE);
4395             LEAVE_GL();
4396         }
4397     } else {
4398         struct glsl_vshader_private *shader_data;
4399         vs = (IWineD3DVertexShaderImpl *) This;
4400         shader_data = vs->baseShader.backend_data;
4401         if(!shader_data || shader_data->num_gl_shaders == 0)
4402         {
4403             HeapFree(GetProcessHeap(), 0, shader_data);
4404             vs->baseShader.backend_data = NULL;
4405             return;
4406         }
4407
4408         context = ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
4409         gl_info = context->gl_info;
4410
4411         if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->vshader == iface)
4412         {
4413             ENTER_GL();
4414             shader_glsl_select(context, FALSE, FALSE);
4415             LEAVE_GL();
4416         }
4417     }
4418
4419     linked_programs = &This->baseShader.linked_programs;
4420
4421     TRACE("Deleting linked programs\n");
4422     if (linked_programs->next) {
4423         struct glsl_shader_prog_link *entry, *entry2;
4424
4425         ENTER_GL();
4426         if(pshader) {
4427             LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) {
4428                 delete_glsl_program_entry(priv, gl_info, entry);
4429             }
4430         } else {
4431             LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) {
4432                 delete_glsl_program_entry(priv, gl_info, entry);
4433             }
4434         }
4435         LEAVE_GL();
4436     }
4437
4438     if(pshader) {
4439         UINT i;
4440         struct glsl_pshader_private *shader_data = ps->baseShader.backend_data;
4441
4442         ENTER_GL();
4443         for(i = 0; i < shader_data->num_gl_shaders; i++) {
4444             TRACE("deleting pshader %u\n", shader_data->gl_shaders[i].prgId);
4445             GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
4446             checkGLcall("glDeleteObjectARB");
4447         }
4448         LEAVE_GL();
4449         HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4450         HeapFree(GetProcessHeap(), 0, shader_data);
4451         ps->baseShader.backend_data = NULL;
4452     } else {
4453         UINT i;
4454         struct glsl_vshader_private *shader_data = vs->baseShader.backend_data;
4455
4456         ENTER_GL();
4457         for(i = 0; i < shader_data->num_gl_shaders; i++) {
4458             TRACE("deleting vshader %u\n", shader_data->gl_shaders[i].prgId);
4459             GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
4460             checkGLcall("glDeleteObjectARB");
4461         }
4462         LEAVE_GL();
4463         HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4464         HeapFree(GetProcessHeap(), 0, shader_data);
4465         vs->baseShader.backend_data = NULL;
4466     }
4467 }
4468
4469 static int glsl_program_key_compare(const void *key, const struct wine_rb_entry *entry)
4470 {
4471     const glsl_program_key_t *k = key;
4472     const struct glsl_shader_prog_link *prog = WINE_RB_ENTRY_VALUE(entry,
4473             const struct glsl_shader_prog_link, program_lookup_entry);
4474     int cmp;
4475
4476     if (k->vshader > prog->vshader) return 1;
4477     else if (k->vshader < prog->vshader) return -1;
4478
4479     if (k->pshader > prog->pshader) return 1;
4480     else if (k->pshader < prog->pshader) return -1;
4481
4482     if (k->vshader && (cmp = memcmp(&k->vs_args, &prog->vs_args, sizeof(prog->vs_args)))) return cmp;
4483     if (k->pshader && (cmp = memcmp(&k->ps_args, &prog->ps_args, sizeof(prog->ps_args)))) return cmp;
4484
4485     return 0;
4486 }
4487
4488 static BOOL constant_heap_init(struct constant_heap *heap, unsigned int constant_count)
4489 {
4490     SIZE_T size = (constant_count + 1) * sizeof(*heap->entries) + constant_count * sizeof(*heap->positions);
4491     void *mem = HeapAlloc(GetProcessHeap(), 0, size);
4492
4493     if (!mem)
4494     {
4495         ERR("Failed to allocate memory\n");
4496         return FALSE;
4497     }
4498
4499     heap->entries = mem;
4500     heap->entries[1].version = 0;
4501     heap->positions = (unsigned int *)(heap->entries + constant_count + 1);
4502     heap->size = 1;
4503
4504     return TRUE;
4505 }
4506
4507 static void constant_heap_free(struct constant_heap *heap)
4508 {
4509     HeapFree(GetProcessHeap(), 0, heap->entries);
4510 }
4511
4512 static const struct wine_rb_functions wined3d_glsl_program_rb_functions =
4513 {
4514     wined3d_rb_alloc,
4515     wined3d_rb_realloc,
4516     wined3d_rb_free,
4517     glsl_program_key_compare,
4518 };
4519
4520 static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {
4521     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4522     const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4523     struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
4524     SIZE_T stack_size = wined3d_log2i(max(GL_LIMITS(vs_glsl_constantsF), GL_LIMITS(ps_glsl_constantsF))) + 1;
4525
4526     if (!shader_buffer_init(&priv->shader_buffer))
4527     {
4528         ERR("Failed to initialize shader buffer.\n");
4529         goto fail;
4530     }
4531
4532     priv->stack = HeapAlloc(GetProcessHeap(), 0, stack_size * sizeof(*priv->stack));
4533     if (!priv->stack)
4534     {
4535         ERR("Failed to allocate memory.\n");
4536         goto fail;
4537     }
4538
4539     if (!constant_heap_init(&priv->vconst_heap, GL_LIMITS(vs_glsl_constantsF)))
4540     {
4541         ERR("Failed to initialize vertex shader constant heap\n");
4542         goto fail;
4543     }
4544
4545     if (!constant_heap_init(&priv->pconst_heap, GL_LIMITS(ps_glsl_constantsF)))
4546     {
4547         ERR("Failed to initialize pixel shader constant heap\n");
4548         goto fail;
4549     }
4550
4551     if (wine_rb_init(&priv->program_lookup, &wined3d_glsl_program_rb_functions) == -1)
4552     {
4553         ERR("Failed to initialize rbtree.\n");
4554         goto fail;
4555     }
4556
4557     priv->next_constant_version = 1;
4558
4559     This->shader_priv = priv;
4560     return WINED3D_OK;
4561
4562 fail:
4563     constant_heap_free(&priv->pconst_heap);
4564     constant_heap_free(&priv->vconst_heap);
4565     HeapFree(GetProcessHeap(), 0, priv->stack);
4566     shader_buffer_free(&priv->shader_buffer);
4567     HeapFree(GetProcessHeap(), 0, priv);
4568     return E_OUTOFMEMORY;
4569 }
4570
4571 /* Context activation is done by the caller. */
4572 static void shader_glsl_free(IWineD3DDevice *iface) {
4573     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4574     const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4575     struct shader_glsl_priv *priv = This->shader_priv;
4576     int i;
4577
4578     ENTER_GL();
4579     for (i = 0; i < tex_type_count; ++i)
4580     {
4581         if (priv->depth_blt_program[i])
4582         {
4583             GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program[i]));
4584         }
4585     }
4586     LEAVE_GL();
4587
4588     wine_rb_destroy(&priv->program_lookup, NULL, NULL);
4589     constant_heap_free(&priv->pconst_heap);
4590     constant_heap_free(&priv->vconst_heap);
4591     HeapFree(GetProcessHeap(), 0, priv->stack);
4592     shader_buffer_free(&priv->shader_buffer);
4593
4594     HeapFree(GetProcessHeap(), 0, This->shader_priv);
4595     This->shader_priv = NULL;
4596 }
4597
4598 static BOOL shader_glsl_dirty_const(IWineD3DDevice *iface) {
4599     /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
4600     return FALSE;
4601 }
4602
4603 static void shader_glsl_get_caps(WINED3DDEVTYPE devtype,
4604         const struct wined3d_gl_info *gl_info, struct shader_caps *pCaps)
4605 {
4606     /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
4607      * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support based
4608      * on the version of NV_vertex_program.
4609      * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
4610      * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
4611      * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
4612      * of native instructions, so use that here. For more info see the pixel shader versioning code below.
4613      */
4614     if ((gl_info->supported[NV_VERTEX_PROGRAM2] && !gl_info->supported[NV_VERTEX_PROGRAM3])
4615             || gl_info->max_ps_arb_instructions <= 512)
4616         pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
4617     else
4618         pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
4619     TRACE_(d3d_caps)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps->VertexShaderVersion >> 8) & 0xff, pCaps->VertexShaderVersion & 0xff);
4620     pCaps->MaxVertexShaderConst = GL_LIMITS(vs_glsl_constantsF);
4621
4622     /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
4623      * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
4624      * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
4625      * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
4626      * in max native instructions. Intel and others also offer the info in this extension but they
4627      * don't support GLSL (at least on Windows).
4628      *
4629      * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
4630      * of instructions is 512 or less we have to do with ps2.0 hardware.
4631      * NOTE: ps3.0 hardware requires 512 or more instructions but ati and nvidia offer 'enough' (1024 vs 4096) on their most basic ps3.0 hardware.
4632      */
4633     if ((gl_info->supported[NV_FRAGMENT_PROGRAM] && !gl_info->supported[NV_FRAGMENT_PROGRAM2])
4634             || (gl_info->max_ps_arb_instructions <= 512))
4635         pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
4636     else
4637         pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
4638
4639     pCaps->MaxPixelShaderConst = GL_LIMITS(ps_glsl_constantsF);
4640
4641     /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
4642      * Direct3D minimum requirement.
4643      *
4644      * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
4645      * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
4646      *
4647      * The problem is that the refrast clamps temporary results in the shader to
4648      * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
4649      * then applications may miss the clamping behavior. On the other hand, if it is smaller,
4650      * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
4651      * offer a way to query this.
4652      */
4653     pCaps->PixelShader1xMaxValue = 8.0;
4654     TRACE_(d3d_caps)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps->PixelShaderVersion >> 8) & 0xff, pCaps->PixelShaderVersion & 0xff);
4655
4656     pCaps->VSClipping = TRUE;
4657 }
4658
4659 static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
4660 {
4661     if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
4662     {
4663         TRACE("Checking support for fixup:\n");
4664         dump_color_fixup_desc(fixup);
4665     }
4666
4667     /* We support everything except YUV conversions. */
4668     if (!is_yuv_fixup(fixup))
4669     {
4670         TRACE("[OK]\n");
4671         return TRUE;
4672     }
4673
4674     TRACE("[FAILED]\n");
4675     return FALSE;
4676 }
4677
4678 static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4679 {
4680     /* WINED3DSIH_ABS           */ shader_glsl_map2gl,
4681     /* WINED3DSIH_ADD           */ shader_glsl_arith,
4682     /* WINED3DSIH_BEM           */ shader_glsl_bem,
4683     /* WINED3DSIH_BREAK         */ shader_glsl_break,
4684     /* WINED3DSIH_BREAKC        */ shader_glsl_breakc,
4685     /* WINED3DSIH_BREAKP        */ NULL,
4686     /* WINED3DSIH_CALL          */ shader_glsl_call,
4687     /* WINED3DSIH_CALLNZ        */ shader_glsl_callnz,
4688     /* WINED3DSIH_CMP           */ shader_glsl_cmp,
4689     /* WINED3DSIH_CND           */ shader_glsl_cnd,
4690     /* WINED3DSIH_CRS           */ shader_glsl_cross,
4691     /* WINED3DSIH_DCL           */ NULL,
4692     /* WINED3DSIH_DEF           */ NULL,
4693     /* WINED3DSIH_DEFB          */ NULL,
4694     /* WINED3DSIH_DEFI          */ NULL,
4695     /* WINED3DSIH_DP2ADD        */ shader_glsl_dp2add,
4696     /* WINED3DSIH_DP3           */ shader_glsl_dot,
4697     /* WINED3DSIH_DP4           */ shader_glsl_dot,
4698     /* WINED3DSIH_DST           */ shader_glsl_dst,
4699     /* WINED3DSIH_DSX           */ shader_glsl_map2gl,
4700     /* WINED3DSIH_DSY           */ shader_glsl_map2gl,
4701     /* WINED3DSIH_ELSE          */ shader_glsl_else,
4702     /* WINED3DSIH_ENDIF         */ shader_glsl_end,
4703     /* WINED3DSIH_ENDLOOP       */ shader_glsl_end,
4704     /* WINED3DSIH_ENDREP        */ shader_glsl_end,
4705     /* WINED3DSIH_EXP           */ shader_glsl_map2gl,
4706     /* WINED3DSIH_EXPP          */ shader_glsl_expp,
4707     /* WINED3DSIH_FRC           */ shader_glsl_map2gl,
4708     /* WINED3DSIH_IF            */ shader_glsl_if,
4709     /* WINED3DSIH_IFC           */ shader_glsl_ifc,
4710     /* WINED3DSIH_LABEL         */ shader_glsl_label,
4711     /* WINED3DSIH_LIT           */ shader_glsl_lit,
4712     /* WINED3DSIH_LOG           */ shader_glsl_log,
4713     /* WINED3DSIH_LOGP          */ shader_glsl_log,
4714     /* WINED3DSIH_LOOP          */ shader_glsl_loop,
4715     /* WINED3DSIH_LRP           */ shader_glsl_lrp,
4716     /* WINED3DSIH_M3x2          */ shader_glsl_mnxn,
4717     /* WINED3DSIH_M3x3          */ shader_glsl_mnxn,
4718     /* WINED3DSIH_M3x4          */ shader_glsl_mnxn,
4719     /* WINED3DSIH_M4x3          */ shader_glsl_mnxn,
4720     /* WINED3DSIH_M4x4          */ shader_glsl_mnxn,
4721     /* WINED3DSIH_MAD           */ shader_glsl_mad,
4722     /* WINED3DSIH_MAX           */ shader_glsl_map2gl,
4723     /* WINED3DSIH_MIN           */ shader_glsl_map2gl,
4724     /* WINED3DSIH_MOV           */ shader_glsl_mov,
4725     /* WINED3DSIH_MOVA          */ shader_glsl_mov,
4726     /* WINED3DSIH_MUL           */ shader_glsl_arith,
4727     /* WINED3DSIH_NOP           */ NULL,
4728     /* WINED3DSIH_NRM           */ shader_glsl_map2gl,
4729     /* WINED3DSIH_PHASE         */ NULL,
4730     /* WINED3DSIH_POW           */ shader_glsl_pow,
4731     /* WINED3DSIH_RCP           */ shader_glsl_rcp,
4732     /* WINED3DSIH_REP           */ shader_glsl_rep,
4733     /* WINED3DSIH_RET           */ shader_glsl_ret,
4734     /* WINED3DSIH_RSQ           */ shader_glsl_rsq,
4735     /* WINED3DSIH_SETP          */ NULL,
4736     /* WINED3DSIH_SGE           */ shader_glsl_compare,
4737     /* WINED3DSIH_SGN           */ shader_glsl_sgn,
4738     /* WINED3DSIH_SINCOS        */ shader_glsl_sincos,
4739     /* WINED3DSIH_SLT           */ shader_glsl_compare,
4740     /* WINED3DSIH_SUB           */ shader_glsl_arith,
4741     /* WINED3DSIH_TEX           */ shader_glsl_tex,
4742     /* WINED3DSIH_TEXBEM        */ shader_glsl_texbem,
4743     /* WINED3DSIH_TEXBEML       */ shader_glsl_texbem,
4744     /* WINED3DSIH_TEXCOORD      */ shader_glsl_texcoord,
4745     /* WINED3DSIH_TEXDEPTH      */ shader_glsl_texdepth,
4746     /* WINED3DSIH_TEXDP3        */ shader_glsl_texdp3,
4747     /* WINED3DSIH_TEXDP3TEX     */ shader_glsl_texdp3tex,
4748     /* WINED3DSIH_TEXKILL       */ shader_glsl_texkill,
4749     /* WINED3DSIH_TEXLDD        */ shader_glsl_texldd,
4750     /* WINED3DSIH_TEXLDL        */ shader_glsl_texldl,
4751     /* WINED3DSIH_TEXM3x2DEPTH  */ shader_glsl_texm3x2depth,
4752     /* WINED3DSIH_TEXM3x2PAD    */ shader_glsl_texm3x2pad,
4753     /* WINED3DSIH_TEXM3x2TEX    */ shader_glsl_texm3x2tex,
4754     /* WINED3DSIH_TEXM3x3       */ shader_glsl_texm3x3,
4755     /* WINED3DSIH_TEXM3x3DIFF   */ NULL,
4756     /* WINED3DSIH_TEXM3x3PAD    */ shader_glsl_texm3x3pad,
4757     /* WINED3DSIH_TEXM3x3SPEC   */ shader_glsl_texm3x3spec,
4758     /* WINED3DSIH_TEXM3x3TEX    */ shader_glsl_texm3x3tex,
4759     /* WINED3DSIH_TEXM3x3VSPEC  */ shader_glsl_texm3x3vspec,
4760     /* WINED3DSIH_TEXREG2AR     */ shader_glsl_texreg2ar,
4761     /* WINED3DSIH_TEXREG2GB     */ shader_glsl_texreg2gb,
4762     /* WINED3DSIH_TEXREG2RGB    */ shader_glsl_texreg2rgb,
4763 };
4764
4765 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction *ins) {
4766     SHADER_HANDLER hw_fct;
4767
4768     /* Select handler */
4769     hw_fct = shader_glsl_instruction_handler_table[ins->handler_idx];
4770
4771     /* Unhandled opcode */
4772     if (!hw_fct)
4773     {
4774         FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
4775         return;
4776     }
4777     hw_fct(ins);
4778
4779     shader_glsl_add_instruction_modifiers(ins);
4780 }
4781
4782 const shader_backend_t glsl_shader_backend = {
4783     shader_glsl_handle_instruction,
4784     shader_glsl_select,
4785     shader_glsl_select_depth_blt,
4786     shader_glsl_deselect_depth_blt,
4787     shader_glsl_update_float_vertex_constants,
4788     shader_glsl_update_float_pixel_constants,
4789     shader_glsl_load_constants,
4790     shader_glsl_load_np2fixup_constants,
4791     shader_glsl_destroy,
4792     shader_glsl_alloc,
4793     shader_glsl_free,
4794     shader_glsl_dirty_const,
4795     shader_glsl_get_caps,
4796     shader_glsl_color_fixup_supported,
4797 };