wined3d: Remove FLOAT16 vertex attribute conversion support.
[wine] / dlls / wined3d / arb_program_shader.c
1 /*
2  * Pixel and vertex shaders implementation using ARB_vertex_program
3  * and ARB_fragment_program GL extensions.
4  *
5  * Copyright 2002-2003 Jason Edmeades
6  * Copyright 2002-2003 Raphael Junqueira
7  * Copyright 2004 Christian Costa
8  * Copyright 2005 Oliver Stieber
9  * Copyright 2006 Ivan Gyurdiev
10  * Copyright 2006 Jason Green
11  * Copyright 2006 Henri Verbeet
12  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
13  * Copyright 2009 Henri Verbeet for CodeWeavers
14  *
15  * This library is free software; you can redistribute it and/or
16  * modify it under the terms of the GNU Lesser General Public
17  * License as published by the Free Software Foundation; either
18  * version 2.1 of the License, or (at your option) any later version.
19  *
20  * This library is distributed in the hope that it will be useful,
21  * but WITHOUT ANY WARRANTY; without even the implied warranty of
22  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
23  * Lesser General Public License for more details.
24  *
25  * You should have received a copy of the GNU Lesser General Public
26  * License along with this library; if not, write to the Free Software
27  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28  */
29
30 #include "config.h"
31
32 #include <math.h>
33 #include <stdio.h>
34
35 #include "wined3d_private.h"
36
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
41
42 /* Extract a line. Note that this modifies the source string. */
43 static char *get_line(char **ptr)
44 {
45     char *p, *q;
46
47     p = *ptr;
48     if (!(q = strstr(p, "\n")))
49     {
50         if (!*p) return NULL;
51         *ptr += strlen(p);
52         return p;
53     }
54     *q = '\0';
55     *ptr = q + 1;
56
57     return p;
58 }
59
60 static void shader_arb_dump_program_source(const char *source)
61 {
62     ULONG source_size;
63     char *ptr, *line, *tmp;
64
65     source_size = strlen(source) + 1;
66     tmp = HeapAlloc(GetProcessHeap(), 0, source_size);
67     if (!tmp)
68     {
69         ERR("Failed to allocate %u bytes for shader source.\n", source_size);
70         return;
71     }
72     memcpy(tmp, source, source_size);
73
74     ptr = tmp;
75     while ((line = get_line(&ptr))) FIXME("    %s\n", line);
76     FIXME("\n");
77
78     HeapFree(GetProcessHeap(), 0, tmp);
79 }
80
81 enum arb_helper_value
82 {
83     ARB_ZERO,
84     ARB_ONE,
85     ARB_TWO,
86     ARB_0001,
87     ARB_EPS,
88
89     ARB_VS_REL_OFFSET
90 };
91
92 static const char *arb_get_helper_value(enum wined3d_shader_type shader, enum arb_helper_value value)
93 {
94     if (shader == WINED3D_SHADER_TYPE_GEOMETRY)
95     {
96         ERR("Geometry shaders are unsupported\n");
97         return "bad";
98     }
99
100     if (shader == WINED3D_SHADER_TYPE_PIXEL)
101     {
102         switch (value)
103         {
104             case ARB_ZERO: return "ps_helper_const.x";
105             case ARB_ONE: return "ps_helper_const.y";
106             case ARB_TWO: return "coefmul.x";
107             case ARB_0001: return "ps_helper_const.xxxy";
108             case ARB_EPS: return "ps_helper_const.z";
109             default: break;
110         }
111     }
112     else
113     {
114         switch (value)
115         {
116             case ARB_ZERO: return "helper_const.x";
117             case ARB_ONE: return "helper_const.y";
118             case ARB_TWO: return "helper_const.z";
119             case ARB_EPS: return "helper_const.w";
120             case ARB_0001: return "helper_const.xxxy";
121             case ARB_VS_REL_OFFSET: return "rel_addr_const.y";
122         }
123     }
124     FIXME("Unmanaged %s shader helper constant requested: %u\n",
125           shader == WINED3D_SHADER_TYPE_PIXEL ? "pixel" : "vertex", value);
126     switch (value)
127     {
128         case ARB_ZERO: return "0.0";
129         case ARB_ONE: return "1.0";
130         case ARB_TWO: return "2.0";
131         case ARB_0001: return "{0.0, 0.0, 0.0, 1.0}";
132         case ARB_EPS: return "1e-8";
133         default: return "bad";
134     }
135 }
136
137 static inline BOOL ffp_clip_emul(const struct wined3d_state *state)
138 {
139     return state->lowest_disabled_stage < 7;
140 }
141
142 /* ARB_program_shader private data */
143
144 struct control_frame
145 {
146     struct                          list entry;
147     enum
148     {
149         IF,
150         IFC,
151         LOOP,
152         REP
153     } type;
154     BOOL                            muting;
155     BOOL                            outer_loop;
156     union
157     {
158         unsigned int                loop;
159         unsigned int                ifc;
160     } no;
161     struct wined3d_shader_loop_control loop_control;
162     BOOL                            had_else;
163 };
164
165 struct arb_ps_np2fixup_info
166 {
167     struct ps_np2fixup_info         super;
168     /* For ARB we need a offset value:
169      * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
170      * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
171      * array we need an offset to the index inside the program local parameter array. */
172     UINT                            offset;
173 };
174
175 struct arb_ps_compile_args
176 {
177     struct ps_compile_args          super;
178     WORD                            bools;
179     WORD                            clip;  /* only a boolean, use a WORD for alignment */
180     unsigned char                   loop_ctrl[MAX_CONST_I][3];
181 };
182
183 struct stb_const_desc
184 {
185     unsigned char           texunit;
186     UINT                    const_num;
187 };
188
189 struct arb_ps_compiled_shader
190 {
191     struct arb_ps_compile_args      args;
192     struct arb_ps_np2fixup_info     np2fixup_info;
193     struct stb_const_desc           bumpenvmatconst[MAX_TEXTURES];
194     struct stb_const_desc           luminanceconst[MAX_TEXTURES];
195     UINT                            int_consts[MAX_CONST_I];
196     GLuint                          prgId;
197     UINT                            ycorrection;
198     unsigned char                   numbumpenvmatconsts;
199     char                            num_int_consts;
200 };
201
202 struct arb_vs_compile_args
203 {
204     struct vs_compile_args          super;
205     union
206     {
207         struct
208         {
209             WORD                    bools;
210             unsigned char           clip_texcoord;
211             unsigned char           clipplane_mask;
212         }                           boolclip;
213         DWORD                       boolclip_compare;
214     } clip;
215     DWORD                           ps_signature;
216     union
217     {
218         unsigned char               samplers[4];
219         DWORD                       samplers_compare;
220     } vertex;
221     unsigned char                   loop_ctrl[MAX_CONST_I][3];
222 };
223
224 struct arb_vs_compiled_shader
225 {
226     struct arb_vs_compile_args      args;
227     GLuint                          prgId;
228     UINT                            int_consts[MAX_CONST_I];
229     char                            num_int_consts;
230     char                            need_color_unclamp;
231     UINT                            pos_fixup;
232 };
233
234 struct recorded_instruction
235 {
236     struct wined3d_shader_instruction ins;
237     struct list entry;
238 };
239
240 struct shader_arb_ctx_priv
241 {
242     char addr_reg[20];
243     enum
244     {
245         /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
246         ARB,
247         /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
248         NV2,
249         /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
250         NV3
251     } target_version;
252
253     const struct arb_vs_compile_args    *cur_vs_args;
254     const struct arb_ps_compile_args    *cur_ps_args;
255     const struct arb_ps_compiled_shader *compiled_fprog;
256     const struct arb_vs_compiled_shader *compiled_vprog;
257     struct arb_ps_np2fixup_info         *cur_np2fixup_info;
258     struct list                         control_frames;
259     struct list                         record;
260     BOOL                                recording;
261     BOOL                                muted;
262     unsigned int                        num_loops, loop_depth, num_ifcs;
263     int                                 aL;
264
265     unsigned int                        vs_clipplanes;
266     BOOL                                footer_written;
267     BOOL                                in_main_func;
268
269     /* For 3.0 vertex shaders */
270     const char                          *vs_output[MAX_REG_OUTPUT];
271     /* For 2.x and earlier vertex shaders */
272     const char                          *texcrd_output[8], *color_output[2], *fog_output;
273
274     /* 3.0 pshader input for compatibility with fixed function */
275     const char                          *ps_input[MAX_REG_INPUT];
276 };
277
278 struct ps_signature
279 {
280     struct wined3d_shader_signature_element *sig;
281     DWORD                               idx;
282     struct wine_rb_entry                entry;
283 };
284
285 struct arb_pshader_private {
286     struct arb_ps_compiled_shader   *gl_shaders;
287     UINT                            num_gl_shaders, shader_array_size;
288     BOOL                            has_signature_idx;
289     DWORD                           input_signature_idx;
290     DWORD                           clipplane_emulation;
291     BOOL                            clamp_consts;
292 };
293
294 struct arb_vshader_private {
295     struct arb_vs_compiled_shader   *gl_shaders;
296     UINT                            num_gl_shaders, shader_array_size;
297     UINT rel_offset;
298 };
299
300 struct shader_arb_priv
301 {
302     GLuint                  current_vprogram_id;
303     GLuint                  current_fprogram_id;
304     const struct arb_ps_compiled_shader *compiled_fprog;
305     const struct arb_vs_compiled_shader *compiled_vprog;
306     GLuint                  depth_blt_vprogram_id;
307     GLuint                  depth_blt_fprogram_id_full[tex_type_count];
308     GLuint                  depth_blt_fprogram_id_masked[tex_type_count];
309     BOOL                    use_arbfp_fixed_func;
310     struct wine_rb_tree     fragment_shaders;
311     BOOL                    last_ps_const_clamped;
312     BOOL                    last_vs_color_unclamp;
313
314     struct wine_rb_tree     signature_tree;
315     DWORD ps_sig_number;
316 };
317
318 /* GL locking for state handlers is done by the caller. */
319 static BOOL need_rel_addr_const(const struct arb_vshader_private *shader_data,
320         const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
321 {
322     if (shader_data->rel_offset) return TRUE;
323     if (!reg_maps->usesmova) return FALSE;
324     return !gl_info->supported[NV_VERTEX_PROGRAM2_OPTION];
325 }
326
327 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
328 static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
329 {
330     return gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
331             && !(gl_info->quirks & WINED3D_QUIRK_NV_CLIP_BROKEN);
332 }
333
334 static BOOL need_helper_const(const struct arb_vshader_private *shader_data,
335         const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
336 {
337     if (need_rel_addr_const(shader_data, reg_maps, gl_info)) return TRUE;
338     if (!gl_info->supported[NV_VERTEX_PROGRAM]) return TRUE; /* Need to init colors. */
339     if (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) return TRUE; /* Load the immval offset. */
340     if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) return TRUE; /* Have to init texcoords. */
341     if (!use_nv_clip(gl_info)) return TRUE; /* Init the clip texcoord */
342     if (reg_maps->usesnrm) return TRUE; /* 0.0 */
343     if (reg_maps->usesrcp) return TRUE; /* EPS */
344     return FALSE;
345 }
346
347 static unsigned int reserved_vs_const(const struct arb_vshader_private *shader_data,
348         const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
349 {
350     unsigned int ret = 1;
351     /* We use one PARAM for the pos fixup, and in some cases one to load
352      * some immediate values into the shader. */
353     if (need_helper_const(shader_data, reg_maps, gl_info)) ++ret;
354     if (need_rel_addr_const(shader_data, reg_maps, gl_info)) ++ret;
355     return ret;
356 }
357
358 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
359  * When constant_list == NULL, it will load all the constants.
360  *
361  * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
362  *  or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
363  */
364 /* GL locking is done by the caller */
365 static unsigned int shader_arb_load_constantsF(struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
366         GLuint target_type, unsigned int max_constants, const float *constants, char *dirty_consts)
367 {
368     local_constant* lconst;
369     DWORD i, j;
370     unsigned int ret;
371
372     if (TRACE_ON(d3d_constants))
373     {
374         for(i = 0; i < max_constants; i++) {
375             if(!dirty_consts[i]) continue;
376             TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
377                         constants[i * 4 + 0], constants[i * 4 + 1],
378                         constants[i * 4 + 2], constants[i * 4 + 3]);
379         }
380     }
381
382     i = 0;
383
384     /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
385     if (target_type == GL_FRAGMENT_PROGRAM_ARB && shader->reg_maps.shader_version.major == 1)
386     {
387         float lcl_const[4];
388         /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
389          * shaders, the first 8 constants are marked dirty for reload
390          */
391         for(; i < min(8, max_constants); i++) {
392             if(!dirty_consts[i]) continue;
393             dirty_consts[i] = 0;
394
395             j = 4 * i;
396             if (constants[j + 0] > 1.0f) lcl_const[0] = 1.0f;
397             else if (constants[j + 0] < -1.0f) lcl_const[0] = -1.0f;
398             else lcl_const[0] = constants[j + 0];
399
400             if (constants[j + 1] > 1.0f) lcl_const[1] = 1.0f;
401             else if (constants[j + 1] < -1.0f) lcl_const[1] = -1.0f;
402             else lcl_const[1] = constants[j + 1];
403
404             if (constants[j + 2] > 1.0f) lcl_const[2] = 1.0f;
405             else if (constants[j + 2] < -1.0f) lcl_const[2] = -1.0f;
406             else lcl_const[2] = constants[j + 2];
407
408             if (constants[j + 3] > 1.0f) lcl_const[3] = 1.0f;
409             else if (constants[j + 3] < -1.0f) lcl_const[3] = -1.0f;
410             else lcl_const[3] = constants[j + 3];
411
412             GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
413         }
414
415         /* If further constants are dirty, reload them without clamping.
416          *
417          * The alternative is not to touch them, but then we cannot reset the dirty constant count
418          * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
419          * above would always re-check the first 8 constants since max_constant remains at the init
420          * value
421          */
422     }
423
424     if (gl_info->supported[EXT_GPU_PROGRAM_PARAMETERS])
425     {
426         /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
427          * or just reloading *all* constants at once
428          *
429         GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
430          */
431         for(; i < max_constants; i++) {
432             if(!dirty_consts[i]) continue;
433
434             /* Find the next block of dirty constants */
435             dirty_consts[i] = 0;
436             j = i;
437             for(i++; (i < max_constants) && dirty_consts[i]; i++) {
438                 dirty_consts[i] = 0;
439             }
440
441             GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
442         }
443     } else {
444         for(; i < max_constants; i++) {
445             if(dirty_consts[i]) {
446                 dirty_consts[i] = 0;
447                 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
448             }
449         }
450     }
451     checkGLcall("glProgramEnvParameter4fvARB()");
452
453     /* Load immediate constants */
454     if (shader->load_local_constsF)
455     {
456         if (TRACE_ON(d3d_shader))
457         {
458             LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, local_constant, entry)
459             {
460                 GLfloat* values = (GLfloat*)lconst->value;
461                 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
462                         values[0], values[1], values[2], values[3]);
463             }
464         }
465         /* Immediate constants are clamped for 1.X shaders at loading times */
466         ret = 0;
467         LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, local_constant, entry)
468         {
469             dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
470             ret = max(ret, lconst->idx + 1);
471             GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
472         }
473         checkGLcall("glProgramEnvParameter4fvARB()");
474         return ret; /* The loaded immediate constants need reloading for the next shader */
475     } else {
476         return 0; /* No constants are dirty now */
477     }
478 }
479
480 /**
481  * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
482  */
483 static void shader_arb_load_np2fixup_constants(void *shader_priv,
484         const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
485 {
486     const struct shader_arb_priv * priv = shader_priv;
487
488     /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
489     if (!use_ps(state)) return;
490
491     if (priv->compiled_fprog && priv->compiled_fprog->np2fixup_info.super.active) {
492         const struct arb_ps_np2fixup_info* const fixup = &priv->compiled_fprog->np2fixup_info;
493         UINT i;
494         WORD active = fixup->super.active;
495         GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
496
497         for (i = 0; active; active >>= 1, ++i)
498         {
499             const struct wined3d_texture *tex = state->textures[i];
500             const unsigned char idx = fixup->super.idx[i];
501             GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
502
503             if (!(active & 1)) continue;
504
505             if (!tex) {
506                 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
507                 continue;
508             }
509
510             if (idx % 2)
511             {
512                 tex_dim[2] = tex->pow2_matrix[0];
513                 tex_dim[3] = tex->pow2_matrix[5];
514             }
515             else
516             {
517                 tex_dim[0] = tex->pow2_matrix[0];
518                 tex_dim[1] = tex->pow2_matrix[5];
519             }
520         }
521
522         for (i = 0; i < fixup->super.num_consts; ++i) {
523             GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
524                                                    fixup->offset + i, &np2fixup_constants[i * 4]));
525         }
526     }
527 }
528
529 /* GL locking is done by the caller. */
530 static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader *gl_shader,
531         const struct wined3d_context *context, const struct wined3d_state *state, float rt_height)
532 {
533     const struct wined3d_gl_info *gl_info = context->gl_info;
534     unsigned char i;
535
536     for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
537     {
538         int texunit = gl_shader->bumpenvmatconst[i].texunit;
539
540         /* The state manager takes care that this function is always called if the bump env matrix changes */
541         const float *data = (const float *)&state->texture_states[texunit][WINED3DTSS_BUMPENVMAT00];
542         GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
543                 gl_shader->bumpenvmatconst[i].const_num, data));
544
545         if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
546         {
547             /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
548              * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
549              * don't care about them. The pointers are valid for sure because the stateblock is bigger.
550              * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
551             */
552             const float *scale = (const float *)&state->texture_states[texunit][WINED3DTSS_BUMPENVLSCALE];
553             GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
554                     gl_shader->luminanceconst[i].const_num, scale));
555         }
556     }
557     checkGLcall("Load bumpmap consts");
558
559     if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
560     {
561         /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
562         * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
563         * ycorrection.z: 1.0
564         * ycorrection.w: 0.0
565         */
566         float val[4];
567         val[0] = context->render_offscreen ? 0.0f : rt_height;
568         val[1] = context->render_offscreen ? 1.0f : -1.0f;
569         val[2] = 1.0f;
570         val[3] = 0.0f;
571         GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
572         checkGLcall("y correction loading");
573     }
574
575     if (!gl_shader->num_int_consts) return;
576
577     for(i = 0; i < MAX_CONST_I; i++)
578     {
579         if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
580         {
581             float val[4];
582             val[0] = (float)state->ps_consts_i[4 * i];
583             val[1] = (float)state->ps_consts_i[4 * i + 1];
584             val[2] = (float)state->ps_consts_i[4 * i + 2];
585             val[3] = -1.0f;
586
587             GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
588         }
589     }
590     checkGLcall("Load ps int consts");
591 }
592
593 /* GL locking is done by the caller. */
594 static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *gl_shader,
595         const struct wined3d_context *context, const struct wined3d_state *state)
596 {
597     const struct wined3d_gl_info *gl_info = context->gl_info;
598     float position_fixup[4];
599     unsigned char i;
600
601     /* Upload the position fixup */
602     shader_get_position_fixup(context, state, position_fixup);
603     GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, position_fixup));
604
605     if (!gl_shader->num_int_consts) return;
606
607     for(i = 0; i < MAX_CONST_I; i++)
608     {
609         if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
610         {
611             float val[4];
612             val[0] = (float)state->vs_consts_i[4 * i];
613             val[1] = (float)state->vs_consts_i[4 * i + 1];
614             val[2] = (float)state->vs_consts_i[4 * i + 2];
615             val[3] = -1.0f;
616
617             GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
618         }
619     }
620     checkGLcall("Load vs int consts");
621 }
622
623 /**
624  * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
625  *
626  * We only support float constants in ARB at the moment, so don't
627  * worry about the Integers or Booleans
628  */
629 /* GL locking is done by the caller (state handler) */
630 static void shader_arb_load_constants(const struct wined3d_context *context, char usePixelShader, char useVertexShader)
631 {
632     IWineD3DDeviceImpl *device = context->swapchain->device;
633     struct wined3d_stateblock *stateBlock = device->stateBlock;
634     const struct wined3d_gl_info *gl_info = context->gl_info;
635     struct shader_arb_priv *priv = device->shader_priv;
636
637     if (useVertexShader)
638     {
639         struct wined3d_shader *vshader = stateBlock->state.vertex_shader;
640         const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
641
642         /* Load DirectX 9 float constants for vertex shader */
643         device->highest_dirty_vs_const = shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
644                 device->highest_dirty_vs_const, stateBlock->state.vs_consts_f, context->vshader_const_dirty);
645         shader_arb_vs_local_constants(gl_shader, context, &stateBlock->state);
646     }
647
648     if (usePixelShader)
649     {
650         struct wined3d_shader *pshader = stateBlock->state.pixel_shader;
651         const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
652         float rt_height = device->render_targets[0]->resource.height;
653
654         /* Load DirectX 9 float constants for pixel shader */
655         device->highest_dirty_ps_const = shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
656                 device->highest_dirty_ps_const, stateBlock->state.ps_consts_f, context->pshader_const_dirty);
657         shader_arb_ps_local_constants(gl_shader, context, &stateBlock->state, rt_height);
658     }
659 }
660
661 static void shader_arb_update_float_vertex_constants(IWineD3DDeviceImpl *device, UINT start, UINT count)
662 {
663     struct wined3d_context *context = context_get_current();
664
665     /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
666      * context. On a context switch the old context will be fully dirtified */
667     if (!context || context->swapchain->device != device) return;
668
669     memset(context->vshader_const_dirty + start, 1, sizeof(*context->vshader_const_dirty) * count);
670     device->highest_dirty_vs_const = max(device->highest_dirty_vs_const, start + count);
671 }
672
673 static void shader_arb_update_float_pixel_constants(IWineD3DDeviceImpl *device, UINT start, UINT count)
674 {
675     struct wined3d_context *context = context_get_current();
676
677     /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
678      * context. On a context switch the old context will be fully dirtified */
679     if (!context || context->swapchain->device != device) return;
680
681     memset(context->pshader_const_dirty + start, 1, sizeof(*context->pshader_const_dirty) * count);
682     device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, start + count);
683 }
684
685 static DWORD *local_const_mapping(const struct wined3d_shader *shader)
686 {
687     DWORD *ret;
688     DWORD idx = 0;
689     const local_constant *lconst;
690
691     if (shader->load_local_constsF || list_empty(&shader->constantsF))
692         return NULL;
693
694     ret = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * shader->limits.constant_float);
695     if (!ret)
696     {
697         ERR("Out of memory\n");
698         return NULL;
699     }
700
701     LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, local_constant, entry)
702     {
703         ret[lconst->idx] = idx++;
704     }
705     return ret;
706 }
707
708 /* Generate the variable & register declarations for the ARB_vertex_program output target */
709 static DWORD shader_generate_arb_declarations(struct wined3d_shader *shader,
710         const struct wined3d_shader_reg_maps *reg_maps, struct wined3d_shader_buffer *buffer,
711         const struct wined3d_gl_info *gl_info, DWORD *lconst_map,
712         DWORD *num_clipplanes, struct shader_arb_ctx_priv *ctx)
713 {
714     DWORD i, next_local = 0;
715     char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
716     unsigned max_constantsF;
717     const local_constant *lconst;
718     DWORD map;
719
720     /* In pixel shaders, all private constants are program local, we don't need anything
721      * from program.env. Thus we can advertise the full set of constants in pixel shaders.
722      * If we need a private constant the GL implementation will squeeze it in somewhere
723      *
724      * With vertex shaders we need the posFixup and on some GL implementations 4 helper
725      * immediate values. The posFixup is loaded using program.env for now, so always
726      * subtract one from the number of constants. If the shader uses indirect addressing,
727      * account for the helper const too because we have to declare all availabke d3d constants
728      * and don't know which are actually used.
729      */
730     if (pshader)
731     {
732         max_constantsF = gl_info->limits.arb_ps_native_constants;
733         /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
734         if (max_constantsF < 24)
735             max_constantsF = gl_info->limits.arb_ps_float_constants;
736     }
737     else
738     {
739         const struct arb_vshader_private *shader_data = shader->backend_data;
740         max_constantsF = gl_info->limits.arb_vs_native_constants;
741         /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
742          * Also prevents max_constantsF from becoming less than 0 and
743          * wrapping . */
744         if (max_constantsF < 96)
745             max_constantsF = gl_info->limits.arb_vs_float_constants;
746
747         if (reg_maps->usesrelconstF)
748         {
749             DWORD highest_constf = 0, clip_limit;
750
751             max_constantsF -= reserved_vs_const(shader_data, reg_maps, gl_info);
752             max_constantsF -= count_bits(reg_maps->integer_constants);
753
754             for (i = 0; i < shader->limits.constant_float; ++i)
755             {
756                 DWORD idx = i >> 5;
757                 DWORD shift = i & 0x1f;
758                 if(reg_maps->constf[idx] & (1 << shift)) highest_constf = i;
759             }
760
761             if(use_nv_clip(gl_info) && ctx->target_version >= NV2)
762             {
763                 if(ctx->cur_vs_args->super.clip_enabled)
764                     clip_limit = gl_info->limits.clipplanes;
765                 else
766                     clip_limit = 0;
767             }
768             else
769             {
770                 unsigned int mask = ctx->cur_vs_args->clip.boolclip.clipplane_mask;
771                 clip_limit = min(count_bits(mask), 4);
772             }
773             *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
774             max_constantsF -= *num_clipplanes;
775             if(*num_clipplanes < clip_limit)
776             {
777                 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes, gl_info->limits.clipplanes);
778             }
779         }
780         else
781         {
782             if (ctx->target_version >= NV2) *num_clipplanes = gl_info->limits.clipplanes;
783             else *num_clipplanes = min(gl_info->limits.clipplanes, 4);
784         }
785     }
786
787     for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
788     {
789         if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i);
790     }
791
792     for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
793     {
794         if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i);
795     }
796
797     if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
798     {
799         for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
800         {
801             if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i);
802         }
803     }
804
805     /* Load local constants using the program-local space,
806      * this avoids reloading them each time the shader is used
807      */
808     if (lconst_map)
809     {
810         LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, local_constant, entry)
811         {
812             shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
813                            lconst_map[lconst->idx]);
814             next_local = max(next_local, lconst_map[lconst->idx] + 1);
815         }
816     }
817
818     /* After subtracting privately used constants from the hardware limit(they are loaded as
819      * local constants), make sure the shader doesn't violate the env constant limit
820      */
821     if(pshader)
822     {
823         max_constantsF = min(max_constantsF, gl_info->limits.arb_ps_float_constants);
824     }
825     else
826     {
827         max_constantsF = min(max_constantsF, gl_info->limits.arb_vs_float_constants);
828     }
829
830     /* Avoid declaring more constants than needed */
831     max_constantsF = min(max_constantsF, shader->limits.constant_float);
832
833     /* we use the array-based constants array if the local constants are marked for loading,
834      * because then we use indirect addressing, or when the local constant list is empty,
835      * because then we don't know if we're using indirect addressing or not. If we're hardcoding
836      * local constants do not declare the loaded constants as an array because ARB compilers usually
837      * do not optimize unused constants away
838      */
839     if (reg_maps->usesrelconstF)
840     {
841         /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
842         shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
843                     max_constantsF, max_constantsF - 1);
844     } else {
845         for(i = 0; i < max_constantsF; i++) {
846             DWORD idx, mask;
847             idx = i >> 5;
848             mask = 1 << (i & 0x1f);
849             if (!shader_constant_is_local(shader, i) && (reg_maps->constf[idx] & mask))
850             {
851                 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
852             }
853         }
854     }
855
856     return next_local;
857 }
858
859 static const char * const shift_tab[] = {
860     "dummy",     /*  0 (none) */
861     "coefmul.x", /*  1 (x2)   */
862     "coefmul.y", /*  2 (x4)   */
863     "coefmul.z", /*  3 (x8)   */
864     "coefmul.w", /*  4 (x16)  */
865     "dummy",     /*  5 (x32)  */
866     "dummy",     /*  6 (x64)  */
867     "dummy",     /*  7 (x128) */
868     "dummy",     /*  8 (d256) */
869     "dummy",     /*  9 (d128) */
870     "dummy",     /* 10 (d64)  */
871     "dummy",     /* 11 (d32)  */
872     "coefdiv.w", /* 12 (d16)  */
873     "coefdiv.z", /* 13 (d8)   */
874     "coefdiv.y", /* 14 (d4)   */
875     "coefdiv.x"  /* 15 (d2)   */
876 };
877
878 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
879         const struct wined3d_shader_dst_param *dst, char *write_mask)
880 {
881     char *ptr = write_mask;
882
883     if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
884     {
885         *ptr++ = '.';
886         if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
887         if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
888         if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
889         if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
890     }
891
892     *ptr = '\0';
893 }
894
895 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
896 {
897     /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
898      * but addressed as "rgba". To fix this we need to swap the register's x
899      * and z components. */
900     const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
901     char *ptr = swizzle_str;
902
903     /* swizzle bits fields: wwzzyyxx */
904     DWORD swizzle = param->swizzle;
905     DWORD swizzle_x = swizzle & 0x03;
906     DWORD swizzle_y = (swizzle >> 2) & 0x03;
907     DWORD swizzle_z = (swizzle >> 4) & 0x03;
908     DWORD swizzle_w = (swizzle >> 6) & 0x03;
909
910     /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
911      * generate a swizzle string. Unless we need to our own swizzling. */
912     if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
913     {
914         *ptr++ = '.';
915         if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
916             *ptr++ = swizzle_chars[swizzle_x];
917         } else {
918             *ptr++ = swizzle_chars[swizzle_x];
919             *ptr++ = swizzle_chars[swizzle_y];
920             *ptr++ = swizzle_chars[swizzle_z];
921             *ptr++ = swizzle_chars[swizzle_w];
922         }
923     }
924
925     *ptr = '\0';
926 }
927
928 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
929 {
930     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
931     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
932
933     if (!strcmp(priv->addr_reg, src)) return;
934
935     strcpy(priv->addr_reg, src);
936     shader_addline(buffer, "ARL A0.x, %s;\n", src);
937 }
938
939 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
940         const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
941
942 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
943         const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
944 {
945     /* oPos, oFog and oPts in D3D */
946     static const char * const rastout_reg_names[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
947     struct wined3d_shader *shader = ins->ctx->shader;
948     const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
949     BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
950     struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
951
952     *is_color = FALSE;
953
954     switch (reg->type)
955     {
956         case WINED3DSPR_TEMP:
957             sprintf(register_name, "R%u", reg->idx);
958             break;
959
960         case WINED3DSPR_INPUT:
961             if (pshader)
962             {
963                 if (reg_maps->shader_version.major < 3)
964                 {
965                     if (!reg->idx) strcpy(register_name, "fragment.color.primary");
966                     else strcpy(register_name, "fragment.color.secondary");
967                 }
968                 else
969                 {
970                     if(reg->rel_addr)
971                     {
972                         char rel_reg[50];
973                         shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
974
975                         if (!strcmp(rel_reg, "**aL_emul**"))
976                         {
977                             DWORD idx = ctx->aL + reg->idx;
978                             if(idx < MAX_REG_INPUT)
979                             {
980                                 strcpy(register_name, ctx->ps_input[idx]);
981                             }
982                             else
983                             {
984                                 ERR("Pixel shader input register out of bounds: %u\n", idx);
985                                 sprintf(register_name, "out_of_bounds_%u", idx);
986                             }
987                         }
988                         else if (reg_maps->input_registers & 0x0300)
989                         {
990                             /* There are two ways basically:
991                              *
992                              * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
993                              *    That means trouble if the loop also contains a breakc or if the control values
994                              *    aren't local constants.
995                              * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
996                              *    source dynamically. The trouble is that we cannot simply read aL.y because it
997                              *    is an ADDRESS register. We could however push it, load .zw with a value and use
998                              *    ADAC to load the condition code register and pop it again afterwards
999                              */
1000                             FIXME("Relative input register addressing with more than 8 registers\n");
1001
1002                             /* This is better than nothing for now */
1003                             sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
1004                         }
1005                         else if(ctx->cur_ps_args->super.vp_mode != vertexshader)
1006                         {
1007                             /* This is problematic because we'd have to consult the ctx->ps_input strings
1008                              * for where to find the varying. Some may be "0.0", others can be texcoords or
1009                              * colors. This needs either a pipeline replacement to make the vertex shader feed
1010                              * proper varyings, or loop unrolling
1011                              *
1012                              * For now use the texcoords and hope for the best
1013                              */
1014                             FIXME("Non-vertex shader varying input with indirect addressing\n");
1015                             sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
1016                         }
1017                         else
1018                         {
1019                             /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
1020                              * pulls GL_NV_fragment_program2 in
1021                              */
1022                             sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
1023                         }
1024                     }
1025                     else
1026                     {
1027                         if(reg->idx < MAX_REG_INPUT)
1028                         {
1029                             strcpy(register_name, ctx->ps_input[reg->idx]);
1030                         }
1031                         else
1032                         {
1033                             ERR("Pixel shader input register out of bounds: %u\n", reg->idx);
1034                             sprintf(register_name, "out_of_bounds_%u", reg->idx);
1035                         }
1036                     }
1037                 }
1038             }
1039             else
1040             {
1041                 if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx)) *is_color = TRUE;
1042                 sprintf(register_name, "vertex.attrib[%u]", reg->idx);
1043             }
1044             break;
1045
1046         case WINED3DSPR_CONST:
1047             if (!pshader && reg->rel_addr)
1048             {
1049                 const struct arb_vshader_private *shader_data = shader->backend_data;
1050                 UINT rel_offset = shader_data->rel_offset;
1051                 BOOL aL = FALSE;
1052                 char rel_reg[50];
1053                 if (reg_maps->shader_version.major < 2)
1054                 {
1055                     sprintf(rel_reg, "A0.x");
1056                 } else {
1057                     shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
1058                     if(ctx->target_version == ARB) {
1059                         if (!strcmp(rel_reg, "**aL_emul**"))
1060                         {
1061                             aL = TRUE;
1062                         } else {
1063                             shader_arb_request_a0(ins, rel_reg);
1064                             sprintf(rel_reg, "A0.x");
1065                         }
1066                     }
1067                 }
1068                 if(aL)
1069                     sprintf(register_name, "C[%u]", ctx->aL + reg->idx);
1070                 else if (reg->idx >= rel_offset)
1071                     sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx - rel_offset);
1072                 else
1073                     sprintf(register_name, "C[%s - %u]", rel_reg, rel_offset - reg->idx);
1074             }
1075             else
1076             {
1077                 if (reg_maps->usesrelconstF)
1078                     sprintf(register_name, "C[%u]", reg->idx);
1079                 else
1080                     sprintf(register_name, "C%u", reg->idx);
1081             }
1082             break;
1083
1084         case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1085             if (pshader)
1086             {
1087                 if (reg_maps->shader_version.major == 1
1088                         && reg_maps->shader_version.minor <= 3)
1089                 {
1090                     /* In ps <= 1.3, Tx is a temporary register as destination to all instructions,
1091                      * and as source to most instructions. For some instructions it is the texcoord
1092                      * input. Those instructions know about the special use
1093                      */
1094                     sprintf(register_name, "T%u", reg->idx);
1095                 } else {
1096                     /* in ps 1.4 and 2.x Tx is always a (read-only) varying */
1097                     sprintf(register_name, "fragment.texcoord[%u]", reg->idx);
1098                 }
1099             }
1100             else
1101             {
1102                 if (reg_maps->shader_version.major == 1 || ctx->target_version >= NV2)
1103                 {
1104                     sprintf(register_name, "A%u", reg->idx);
1105                 }
1106                 else
1107                 {
1108                     sprintf(register_name, "A%u_SHADOW", reg->idx);
1109                 }
1110             }
1111             break;
1112
1113         case WINED3DSPR_COLOROUT:
1114             if (ctx->cur_ps_args->super.srgb_correction && !reg->idx)
1115             {
1116                 strcpy(register_name, "TMP_COLOR");
1117             }
1118             else
1119             {
1120                 if(ctx->cur_ps_args->super.srgb_correction) FIXME("sRGB correction on higher render targets\n");
1121                 if (reg_maps->highest_render_target > 0)
1122                 {
1123                     sprintf(register_name, "result.color[%u]", reg->idx);
1124                 }
1125                 else
1126                 {
1127                     strcpy(register_name, "result.color");
1128                 }
1129             }
1130             break;
1131
1132         case WINED3DSPR_RASTOUT:
1133             if(reg->idx == 1) sprintf(register_name, "%s", ctx->fog_output);
1134             else sprintf(register_name, "%s", rastout_reg_names[reg->idx]);
1135             break;
1136
1137         case WINED3DSPR_DEPTHOUT:
1138             strcpy(register_name, "result.depth");
1139             break;
1140
1141         case WINED3DSPR_ATTROUT:
1142         /* case WINED3DSPR_OUTPUT: */
1143             if (pshader) sprintf(register_name, "oD[%u]", reg->idx);
1144             else strcpy(register_name, ctx->color_output[reg->idx]);
1145             break;
1146
1147         case WINED3DSPR_TEXCRDOUT:
1148             if (pshader)
1149             {
1150                 sprintf(register_name, "oT[%u]", reg->idx);
1151             }
1152             else
1153             {
1154                 if (reg_maps->shader_version.major < 3)
1155                 {
1156                     strcpy(register_name, ctx->texcrd_output[reg->idx]);
1157                 }
1158                 else
1159                 {
1160                     strcpy(register_name, ctx->vs_output[reg->idx]);
1161                 }
1162             }
1163             break;
1164
1165         case WINED3DSPR_LOOP:
1166             if(ctx->target_version >= NV2)
1167             {
1168                 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1169                 if(pshader) sprintf(register_name, "A0.x");
1170                 else sprintf(register_name, "aL.y");
1171             }
1172             else
1173             {
1174                 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1175                  * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1176                  * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1177                  * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1178                  * indexing
1179                  */
1180                 sprintf(register_name, "**aL_emul**");
1181             }
1182
1183             break;
1184
1185         case WINED3DSPR_CONSTINT:
1186             sprintf(register_name, "I%u", reg->idx);
1187             break;
1188
1189         case WINED3DSPR_MISCTYPE:
1190             if (!reg->idx)
1191             {
1192                 sprintf(register_name, "vpos");
1193             }
1194             else if(reg->idx == 1)
1195             {
1196                 sprintf(register_name, "fragment.facing.x");
1197             }
1198             else
1199             {
1200                 FIXME("Unknown MISCTYPE register index %u\n", reg->idx);
1201             }
1202             break;
1203
1204         default:
1205             FIXME("Unhandled register type %#x[%u]\n", reg->type, reg->idx);
1206             sprintf(register_name, "unrecognized_register[%u]", reg->idx);
1207             break;
1208     }
1209 }
1210
1211 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
1212         const struct wined3d_shader_dst_param *wined3d_dst, char *str)
1213 {
1214     char register_name[255];
1215     char write_mask[6];
1216     BOOL is_color;
1217
1218     shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
1219     strcpy(str, register_name);
1220
1221     shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
1222     strcat(str, write_mask);
1223 }
1224
1225 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
1226 {
1227     switch(channel_source)
1228     {
1229         case CHANNEL_SOURCE_ZERO: return "0";
1230         case CHANNEL_SOURCE_ONE: return "1";
1231         case CHANNEL_SOURCE_X: return "x";
1232         case CHANNEL_SOURCE_Y: return "y";
1233         case CHANNEL_SOURCE_Z: return "z";
1234         case CHANNEL_SOURCE_W: return "w";
1235         default:
1236             FIXME("Unhandled channel source %#x\n", channel_source);
1237             return "undefined";
1238     }
1239 }
1240
1241 static void gen_color_correction(struct wined3d_shader_buffer *buffer, const char *reg,
1242         DWORD dst_mask, const char *one, const char *two, struct color_fixup_desc fixup)
1243 {
1244     DWORD mask;
1245
1246     if (is_complex_fixup(fixup))
1247     {
1248         enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1249         FIXME("Complex fixup (%#x) not supported\n", complex_fixup);
1250         return;
1251     }
1252
1253     mask = 0;
1254     if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1255     if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1256     if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1257     if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1258     mask &= dst_mask;
1259
1260     if (mask)
1261     {
1262         shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
1263                 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
1264                 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
1265     }
1266
1267     mask = 0;
1268     if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
1269     if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
1270     if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
1271     if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
1272     mask &= dst_mask;
1273
1274     if (mask)
1275     {
1276         char reg_mask[6];
1277         char *ptr = reg_mask;
1278
1279         if (mask != WINED3DSP_WRITEMASK_ALL)
1280         {
1281             *ptr++ = '.';
1282             if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
1283             if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
1284             if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
1285             if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
1286         }
1287         *ptr = '\0';
1288
1289         shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
1290     }
1291 }
1292
1293 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1294 {
1295     DWORD mod;
1296     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1297     if (!ins->dst_count) return "";
1298
1299     mod = ins->dst[0].modifiers;
1300
1301     /* Silently ignore PARTIALPRECISION if its not supported */
1302     if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1303
1304     if(mod & WINED3DSPDM_MSAMPCENTROID)
1305     {
1306         FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1307         mod &= ~WINED3DSPDM_MSAMPCENTROID;
1308     }
1309
1310     switch(mod)
1311     {
1312         case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1313             return "H_SAT";
1314
1315         case WINED3DSPDM_SATURATE:
1316             return "_SAT";
1317
1318         case WINED3DSPDM_PARTIALPRECISION:
1319             return "H";
1320
1321         case 0:
1322             return "";
1323
1324         default:
1325             FIXME("Unknown modifiers 0x%08x\n", mod);
1326             return "";
1327     }
1328 }
1329
1330 #define TEX_PROJ        0x1
1331 #define TEX_BIAS        0x2
1332 #define TEX_LOD         0x4
1333 #define TEX_DERIV       0x10
1334
1335 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
1336         const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1337 {
1338     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1339     DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
1340     const struct wined3d_texture *texture;
1341     const char *tex_type;
1342     BOOL np2_fixup = FALSE;
1343     struct wined3d_shader *shader = ins->ctx->shader;
1344     IWineD3DDeviceImpl *device = shader->device;
1345     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1346     const char *mod;
1347     BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1348
1349     /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1350     if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
1351
1352     switch(sampler_type) {
1353         case WINED3DSTT_1D:
1354             tex_type = "1D";
1355             break;
1356
1357         case WINED3DSTT_2D:
1358             texture = device->stateBlock->state.textures[sampler_idx];
1359             if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
1360             {
1361                 tex_type = "RECT";
1362             } else {
1363                 tex_type = "2D";
1364             }
1365             if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1366             {
1367                 if (priv->cur_np2fixup_info->super.active & (1 << sampler_idx))
1368                 {
1369                     if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1370                     else np2_fixup = TRUE;
1371                 }
1372             }
1373             break;
1374
1375         case WINED3DSTT_VOLUME:
1376             tex_type = "3D";
1377             break;
1378
1379         case WINED3DSTT_CUBE:
1380             tex_type = "CUBE";
1381             break;
1382
1383         default:
1384             ERR("Unexpected texture type %d\n", sampler_type);
1385             tex_type = "";
1386     }
1387
1388     /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1389      * so don't use shader_arb_get_modifier
1390      */
1391     if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1392     else mod = "";
1393
1394     /* Fragment samplers always have indentity mapping */
1395     if(sampler_idx >= MAX_FRAGMENT_SAMPLERS)
1396     {
1397         sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
1398     }
1399
1400     if (flags & TEX_DERIV)
1401     {
1402         if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n");
1403         if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n");
1404         shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1405                        dsx, dsy,sampler_idx, tex_type);
1406     }
1407     else if(flags & TEX_LOD)
1408     {
1409         if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1410         if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1411         shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1412                        sampler_idx, tex_type);
1413     }
1414     else if (flags & TEX_BIAS)
1415     {
1416         /* Shouldn't be possible, but let's check for it */
1417         if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1418         /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1419         shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1420     }
1421     else if (flags & TEX_PROJ)
1422     {
1423         shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1424     }
1425     else
1426     {
1427         if (np2_fixup)
1428         {
1429             const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
1430             shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
1431                            (idx % 2) ? "zwxy" : "xyzw", coord_reg);
1432
1433             shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, dst_str, sampler_idx, tex_type);
1434         }
1435         else
1436             shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1437     }
1438
1439     if (pshader)
1440     {
1441         gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
1442                 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_ONE),
1443                 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_TWO),
1444                 priv->cur_ps_args->super.color_fixup[sampler_idx]);
1445     }
1446 }
1447
1448 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1449         const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1450 {
1451     /* Generate a line that does the input modifier computation and return the input register to use */
1452     BOOL is_color = FALSE;
1453     char regstr[256];
1454     char swzstr[20];
1455     int insert_line;
1456     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1457     struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1458     const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
1459     const char *two = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_TWO);
1460
1461     /* Assume a new line will be added */
1462     insert_line = 1;
1463
1464     /* Get register name */
1465     shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1466     shader_arb_get_swizzle(src, is_color, swzstr);
1467
1468     switch (src->modifiers)
1469     {
1470     case WINED3DSPSM_NONE:
1471         sprintf(outregstr, "%s%s", regstr, swzstr);
1472         insert_line = 0;
1473         break;
1474     case WINED3DSPSM_NEG:
1475         sprintf(outregstr, "-%s%s", regstr, swzstr);
1476         insert_line = 0;
1477         break;
1478     case WINED3DSPSM_BIAS:
1479         shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1480         break;
1481     case WINED3DSPSM_BIASNEG:
1482         shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1483         break;
1484     case WINED3DSPSM_SIGN:
1485         shader_addline(buffer, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg, regstr, two, one);
1486         break;
1487     case WINED3DSPSM_SIGNNEG:
1488         shader_addline(buffer, "MAD T%c, %s, -%s, %s;\n", 'A' + tmpreg, regstr, two, one);
1489         break;
1490     case WINED3DSPSM_COMP:
1491         shader_addline(buffer, "SUB T%c, %s, %s;\n", 'A' + tmpreg, one, regstr);
1492         break;
1493     case WINED3DSPSM_X2:
1494         shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1495         break;
1496     case WINED3DSPSM_X2NEG:
1497         shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1498         break;
1499     case WINED3DSPSM_DZ:
1500         shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1501         shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1502         break;
1503     case WINED3DSPSM_DW:
1504         shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1505         shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1506         break;
1507     case WINED3DSPSM_ABS:
1508         if(ctx->target_version >= NV2) {
1509             sprintf(outregstr, "|%s%s|", regstr, swzstr);
1510             insert_line = 0;
1511         } else {
1512             shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1513         }
1514         break;
1515     case WINED3DSPSM_ABSNEG:
1516         if(ctx->target_version >= NV2) {
1517             sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1518         } else {
1519             shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1520             sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1521         }
1522         insert_line = 0;
1523         break;
1524     default:
1525         sprintf(outregstr, "%s%s", regstr, swzstr);
1526         insert_line = 0;
1527     }
1528
1529     /* Return modified or original register, with swizzle */
1530     if (insert_line)
1531         sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1532 }
1533
1534 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1535 {
1536     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1537     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1538     char dst_name[50];
1539     char src_name[2][50];
1540     DWORD sampler_code = dst->reg.idx;
1541
1542     shader_arb_get_dst_param(ins, dst, dst_name);
1543
1544     /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1545      *
1546      * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1547      * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1548      * temps is done.
1549      */
1550     shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1551     shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1552     shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1553     shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1554     shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1555
1556     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1557     shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1558 }
1559
1560 static DWORD negate_modifiers(DWORD mod, char *extra_char)
1561 {
1562     *extra_char = ' ';
1563     switch(mod)
1564     {
1565         case WINED3DSPSM_NONE:      return WINED3DSPSM_NEG;
1566         case WINED3DSPSM_NEG:       return WINED3DSPSM_NONE;
1567         case WINED3DSPSM_BIAS:      return WINED3DSPSM_BIASNEG;
1568         case WINED3DSPSM_BIASNEG:   return WINED3DSPSM_BIAS;
1569         case WINED3DSPSM_SIGN:      return WINED3DSPSM_SIGNNEG;
1570         case WINED3DSPSM_SIGNNEG:   return WINED3DSPSM_SIGN;
1571         case WINED3DSPSM_COMP:      *extra_char = '-'; return WINED3DSPSM_COMP;
1572         case WINED3DSPSM_X2:        return WINED3DSPSM_X2NEG;
1573         case WINED3DSPSM_X2NEG:     return WINED3DSPSM_X2;
1574         case WINED3DSPSM_DZ:        *extra_char = '-'; return WINED3DSPSM_DZ;
1575         case WINED3DSPSM_DW:        *extra_char = '-'; return WINED3DSPSM_DW;
1576         case WINED3DSPSM_ABS:       return WINED3DSPSM_ABSNEG;
1577         case WINED3DSPSM_ABSNEG:    return WINED3DSPSM_ABS;
1578     }
1579     FIXME("Unknown modifier %u\n", mod);
1580     return mod;
1581 }
1582
1583 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1584 {
1585     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1586     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1587     char dst_name[50];
1588     char src_name[3][50];
1589     DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1590             ins->ctx->reg_maps->shader_version.minor);
1591     BOOL is_color;
1592
1593     shader_arb_get_dst_param(ins, dst, dst_name);
1594     shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1595
1596     /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
1597     if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue)
1598     {
1599         shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1600     } else {
1601         struct wined3d_shader_src_param src0_copy = ins->src[0];
1602         char extra_neg;
1603
1604         /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1605         src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
1606
1607         shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
1608         shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1609         shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
1610         /* No modifiers supported on CMP */
1611         shader_addline(buffer, "CMP %s, TA, %s, %s;\n", dst_name, src_name[1], src_name[2]);
1612
1613         /* _SAT on CMP doesn't make much sense, but it is not a pure NOP */
1614         if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
1615         {
1616             shader_arb_get_register_name(ins, &dst->reg, src_name[0], &is_color);
1617             shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, dst_name);
1618         }
1619     }
1620 }
1621
1622 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1623 {
1624     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1625     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1626     char dst_name[50];
1627     char src_name[3][50];
1628     BOOL is_color;
1629
1630     shader_arb_get_dst_param(ins, dst, dst_name);
1631
1632     /* Generate input register names (with modifiers) */
1633     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1634     shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1635     shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1636
1637     /* No modifiers are supported on CMP */
1638     shader_addline(buffer, "CMP %s, %s, %s, %s;\n", dst_name,
1639                    src_name[0], src_name[2], src_name[1]);
1640
1641     if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
1642     {
1643         shader_arb_get_register_name(ins, &dst->reg, src_name[0], &is_color);
1644         shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name[0]);
1645     }
1646 }
1647
1648 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1649  * dst = dot2(src0, src1) + src2 */
1650 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1651 {
1652     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1653     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1654     char dst_name[50];
1655     char src_name[3][50];
1656     struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1657
1658     shader_arb_get_dst_param(ins, dst, dst_name);
1659     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1660     shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1661
1662     if(ctx->target_version >= NV3)
1663     {
1664         /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1665         shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1666         shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1667                        dst_name, src_name[0], src_name[1], src_name[2]);
1668     }
1669     else if(ctx->target_version >= NV2)
1670     {
1671         /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1672          * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1673          * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1674          * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1675          *
1676          * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1677          *
1678          * .xyxy and other swizzles that we could get with this are not valid in
1679          * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1680          */
1681         struct wined3d_shader_src_param tmp_param = ins->src[1];
1682         DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1683         tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1684
1685         shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1686
1687         shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1688                        dst_name, src_name[2], src_name[0], src_name[1]);
1689     }
1690     else
1691     {
1692         shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1693         /* Emulate a DP2 with a DP3 and 0.0. Don't use the dest as temp register, it could be src[1] or src[2]
1694         * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1695         */
1696         shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1697         shader_addline(buffer, "MOV TA.z, 0.0;\n");
1698         shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1699         shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1700     }
1701 }
1702
1703 /* Map the opcode 1-to-1 to the GL code */
1704 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1705 {
1706     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1707     const char *instruction;
1708     char arguments[256], dst_str[50];
1709     unsigned int i;
1710     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1711
1712     switch (ins->handler_idx)
1713     {
1714         case WINED3DSIH_ABS: instruction = "ABS"; break;
1715         case WINED3DSIH_ADD: instruction = "ADD"; break;
1716         case WINED3DSIH_CRS: instruction = "XPD"; break;
1717         case WINED3DSIH_DP3: instruction = "DP3"; break;
1718         case WINED3DSIH_DP4: instruction = "DP4"; break;
1719         case WINED3DSIH_DST: instruction = "DST"; break;
1720         case WINED3DSIH_FRC: instruction = "FRC"; break;
1721         case WINED3DSIH_LIT: instruction = "LIT"; break;
1722         case WINED3DSIH_LRP: instruction = "LRP"; break;
1723         case WINED3DSIH_MAD: instruction = "MAD"; break;
1724         case WINED3DSIH_MAX: instruction = "MAX"; break;
1725         case WINED3DSIH_MIN: instruction = "MIN"; break;
1726         case WINED3DSIH_MOV: instruction = "MOV"; break;
1727         case WINED3DSIH_MUL: instruction = "MUL"; break;
1728         case WINED3DSIH_SGE: instruction = "SGE"; break;
1729         case WINED3DSIH_SLT: instruction = "SLT"; break;
1730         case WINED3DSIH_SUB: instruction = "SUB"; break;
1731         case WINED3DSIH_MOVA:instruction = "ARR"; break;
1732         case WINED3DSIH_DSX: instruction = "DDX"; break;
1733         default: instruction = "";
1734             FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1735             break;
1736     }
1737
1738     /* Note that shader_arb_add_dst_param() adds spaces. */
1739     arguments[0] = '\0';
1740     shader_arb_get_dst_param(ins, dst, dst_str);
1741     for (i = 0; i < ins->src_count; ++i)
1742     {
1743         char operand[100];
1744         strcat(arguments, ", ");
1745         shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1746         strcat(arguments, operand);
1747     }
1748     shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1749 }
1750
1751 static void shader_hw_nop(const struct wined3d_shader_instruction *ins)
1752 {
1753     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1754     shader_addline(buffer, "NOP;\n");
1755 }
1756
1757 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1758 {
1759     struct wined3d_shader *shader = ins->ctx->shader;
1760     const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1761     BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1762     struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1763     const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
1764     const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
1765     const char *two = arb_get_helper_value(reg_maps->shader_version.type, ARB_TWO);
1766
1767     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1768     char src0_param[256];
1769
1770     if (ins->handler_idx == WINED3DSIH_MOVA)
1771     {
1772         const struct arb_vshader_private *shader_data = shader->backend_data;
1773         char write_mask[6];
1774         const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1775
1776         if(ctx->target_version >= NV2) {
1777             shader_hw_map2gl(ins);
1778             return;
1779         }
1780         shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1781         shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1782
1783         /* This implements the mova formula used in GLSL. The first two instructions
1784          * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1785          * in this case:
1786          * mova A0.x, 0.0
1787          *
1788          * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1789          *
1790          * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1791          * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1792          */
1793         shader_addline(buffer, "SGE A0_SHADOW%s, %s, %s;\n", write_mask, src0_param, zero);
1794         shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask, two, one);
1795
1796         shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1797         shader_addline(buffer, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask);
1798         shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1799         if (shader_data->rel_offset)
1800         {
1801             shader_addline(buffer, "ADD TA%s, TA, %s;\n", write_mask, offset);
1802         }
1803         shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1804
1805         ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1806     }
1807     else if (reg_maps->shader_version.major == 1
1808           && !shader_is_pshader_version(reg_maps->shader_version.type)
1809           && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1810     {
1811         const struct arb_vshader_private *shader_data = shader->backend_data;
1812         src0_param[0] = '\0';
1813
1814         if (shader_data->rel_offset)
1815         {
1816             const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1817             shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1818             shader_addline(buffer, "ADD TA.x, %s, %s;\n", src0_param, offset);
1819             shader_addline(buffer, "ARL A0.x, TA.x;\n");
1820         }
1821         else
1822         {
1823             /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1824              * with more than one component. Thus replicate the first source argument over all
1825              * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1826             struct wined3d_shader_src_param tmp_src = ins->src[0];
1827             tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1828             shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1829             shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1830         }
1831     }
1832     else if (ins->dst[0].reg.type == WINED3DSPR_COLOROUT && !ins->dst[0].reg.idx && pshader)
1833     {
1834         if (ctx->cur_ps_args->super.srgb_correction && shader->u.ps.color0_mov)
1835         {
1836             shader_addline(buffer, "#mov handled in srgb write code\n");
1837             return;
1838         }
1839         shader_hw_map2gl(ins);
1840     }
1841     else
1842     {
1843         shader_hw_map2gl(ins);
1844     }
1845 }
1846
1847 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1848 {
1849     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1850     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1851     char reg_dest[40];
1852
1853     /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1854      * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1855      */
1856     shader_arb_get_dst_param(ins, dst, reg_dest);
1857
1858     if (ins->ctx->reg_maps->shader_version.major >= 2)
1859     {
1860         const char *kilsrc = "TA";
1861         BOOL is_color;
1862
1863         shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
1864         if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
1865         {
1866             kilsrc = reg_dest;
1867         }
1868         else
1869         {
1870             /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1871              * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1872              * masked out components to 0(won't kill)
1873              */
1874             char x = '0', y = '0', z = '0', w = '0';
1875             if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
1876             if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
1877             if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
1878             if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
1879             shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
1880         }
1881         shader_addline(buffer, "KIL %s;\n", kilsrc);
1882     } else {
1883         /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1884          * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1885          *
1886          * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1887          * or pass in any temporary register(in shader phase 2)
1888          */
1889         if(ins->ctx->reg_maps->shader_version.minor <= 3) {
1890             sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx);
1891         } else {
1892             shader_arb_get_dst_param(ins, dst, reg_dest);
1893         }
1894         shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1895         shader_addline(buffer, "KIL TA;\n");
1896     }
1897 }
1898
1899 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1900 {
1901     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1902     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1903     DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1904             ins->ctx->reg_maps->shader_version.minor);
1905     struct wined3d_shader_src_param src;
1906
1907     char reg_dest[40];
1908     char reg_coord[40];
1909     DWORD reg_sampler_code;
1910     WORD myflags = 0;
1911
1912     /* All versions have a destination register */
1913     shader_arb_get_dst_param(ins, dst, reg_dest);
1914
1915     /* 1.0-1.4: Use destination register number as texture code.
1916        2.0+: Use provided sampler number as texure code. */
1917     if (shader_version < WINED3D_SHADER_VERSION(2,0))
1918         reg_sampler_code = dst->reg.idx;
1919     else
1920         reg_sampler_code = ins->src[1].reg.idx;
1921
1922     /* 1.0-1.3: Use the texcoord varying.
1923        1.4+: Use provided coordinate source register. */
1924     if (shader_version < WINED3D_SHADER_VERSION(1,4))
1925         sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
1926     else {
1927         /* TEX is the only instruction that can handle DW and DZ natively */
1928         src = ins->src[0];
1929         if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
1930         if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
1931         shader_arb_get_src_param(ins, &src, 0, reg_coord);
1932     }
1933
1934     /* projection flag:
1935      * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1936      * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1937      * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1938      */
1939     if (shader_version < WINED3D_SHADER_VERSION(1,4))
1940     {
1941         DWORD flags = 0;
1942         if (reg_sampler_code < MAX_TEXTURES)
1943             flags = priv->cur_ps_args->super.tex_transform >> reg_sampler_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
1944         if (flags & WINED3D_PSARGS_PROJECTED)
1945             myflags |= TEX_PROJ;
1946     }
1947     else if (shader_version < WINED3D_SHADER_VERSION(2,0))
1948     {
1949         DWORD src_mod = ins->src[0].modifiers;
1950         if (src_mod == WINED3DSPSM_DZ) {
1951             /* TXP cannot handle DZ natively, so move the z coordinate to .w. reg_coord is a read-only
1952              * varying register, so we need a temp reg
1953              */
1954             shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
1955             strcpy(reg_coord, "TA");
1956             myflags |= TEX_PROJ;
1957         } else if(src_mod == WINED3DSPSM_DW) {
1958             myflags |= TEX_PROJ;
1959         }
1960     } else {
1961         if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
1962         if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
1963     }
1964     shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
1965 }
1966
1967 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
1968 {
1969     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1970     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1971     DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1972             ins->ctx->reg_maps->shader_version.minor);
1973     char dst_str[50];
1974
1975     if (shader_version < WINED3D_SHADER_VERSION(1,4))
1976     {
1977         DWORD reg = dst->reg.idx;
1978
1979         shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1980         shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
1981     } else {
1982         char reg_src[40];
1983
1984         shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
1985         shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1986         shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
1987    }
1988 }
1989
1990 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
1991 {
1992      struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1993      DWORD flags = 0;
1994
1995      DWORD reg1 = ins->dst[0].reg.idx;
1996      char dst_str[50];
1997      char src_str[50];
1998
1999      /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
2000      shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2001      shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2002      /* Move .x first in case src_str is "TA" */
2003      shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
2004      shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
2005      if (reg1 < MAX_TEXTURES)
2006      {
2007          struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2008          flags = priv->cur_ps_args->super.tex_transform >> reg1 * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2009      }
2010      shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2011 }
2012
2013 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
2014 {
2015      struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2016
2017      DWORD reg1 = ins->dst[0].reg.idx;
2018      char dst_str[50];
2019      char src_str[50];
2020
2021      /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
2022      shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2023      shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2024      shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
2025      shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
2026      shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
2027 }
2028
2029 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
2030 {
2031     DWORD reg1 = ins->dst[0].reg.idx;
2032     char dst_str[50];
2033     char src_str[50];
2034
2035     /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
2036     shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2037     shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2038     shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
2039 }
2040
2041 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
2042 {
2043     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2044     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2045     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2046     char reg_coord[40], dst_reg[50], src_reg[50];
2047     DWORD reg_dest_code;
2048
2049     /* All versions have a destination register. The Tx where the texture coordinates come
2050      * from is the varying incarnation of the texture register
2051      */
2052     reg_dest_code = dst->reg.idx;
2053     shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
2054     shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
2055     sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
2056
2057     /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
2058      * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
2059      *
2060      * GL_NV_fragment_program_option could handle this in one instruction via X2D:
2061      * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
2062      *
2063      * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
2064      * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
2065      * extension.
2066      */
2067     shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
2068     shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
2069     shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
2070     shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
2071
2072     /* with projective textures, texbem only divides the static texture coord, not the displacement,
2073      * so we can't let the GL handle this.
2074      */
2075     if ((priv->cur_ps_args->super.tex_transform >> reg_dest_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
2076             & WINED3D_PSARGS_PROJECTED)
2077     {
2078         shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
2079         shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
2080         shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
2081     } else {
2082         shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
2083     }
2084
2085     shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
2086
2087     if (ins->handler_idx == WINED3DSIH_TEXBEML)
2088     {
2089         /* No src swizzles are allowed, so this is ok */
2090         shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
2091                        src_reg, reg_dest_code, reg_dest_code);
2092         shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
2093     }
2094 }
2095
2096 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
2097 {
2098     DWORD reg = ins->dst[0].reg.idx;
2099     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2100     char src0_name[50], dst_name[50];
2101     BOOL is_color;
2102     struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2103
2104     shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2105     /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2106      * T<reg+1> register. Use this register to store the calculated vector
2107      */
2108     tmp_reg.idx = reg + 1;
2109     shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2110     shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2111 }
2112
2113 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
2114 {
2115     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2116     DWORD flags;
2117     DWORD reg = ins->dst[0].reg.idx;
2118     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2119     char dst_str[50];
2120     char src0_name[50];
2121     char dst_reg[50];
2122     BOOL is_color;
2123
2124     /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2125     shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2126
2127     shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2128     shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2129     shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2130     flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2131     shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2132 }
2133
2134 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
2135 {
2136     struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2137     DWORD reg = ins->dst[0].reg.idx;
2138     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2139     char src0_name[50], dst_name[50];
2140     struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2141     BOOL is_color;
2142
2143     /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2144      * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2145      * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2146      */
2147     tmp_reg.idx = reg + 2 - tex_mx->current_row;
2148     shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2149
2150     shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2151     shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2152                    dst_name, 'x' + tex_mx->current_row, reg, src0_name);
2153     tex_mx->texcoord_w[tex_mx->current_row++] = reg;
2154 }
2155
2156 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
2157 {
2158     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2159     struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2160     DWORD flags;
2161     DWORD reg = ins->dst[0].reg.idx;
2162     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2163     char dst_str[50];
2164     char src0_name[50], dst_name[50];
2165     BOOL is_color;
2166
2167     shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2168     shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2169     shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2170
2171     /* Sample the texture using the calculated coordinates */
2172     shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2173     flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2174     shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2175     tex_mx->current_row = 0;
2176 }
2177
2178 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2179 {
2180     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2181     struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2182     DWORD flags;
2183     DWORD reg = ins->dst[0].reg.idx;
2184     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2185     char dst_str[50];
2186     char src0_name[50];
2187     char dst_reg[50];
2188     BOOL is_color;
2189
2190     /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2191      * components for temporary data storage
2192      */
2193     shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2194     shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2195     shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2196
2197     /* Construct the eye-ray vector from w coordinates */
2198     shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[0]);
2199     shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[1]);
2200     shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
2201
2202     /* Calculate reflection vector
2203      */
2204     shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
2205     /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2206     shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
2207     shader_addline(buffer, "RCP TB.w, TB.w;\n");
2208     shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
2209     shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2210     shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
2211
2212     /* Sample the texture using the calculated coordinates */
2213     shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2214     flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2215     shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2216     tex_mx->current_row = 0;
2217 }
2218
2219 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
2220 {
2221     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2222     struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2223     DWORD flags;
2224     DWORD reg = ins->dst[0].reg.idx;
2225     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2226     char dst_str[50];
2227     char src0_name[50];
2228     char src1_name[50];
2229     char dst_reg[50];
2230     BOOL is_color;
2231
2232     shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2233     shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
2234     shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2235     /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2236     shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2237
2238     /* Calculate reflection vector.
2239      *
2240      *                   dot(N, E)
2241      * dst_reg.xyz = 2 * --------- * N - E
2242      *                   dot(N, N)
2243      *
2244      * Which normalizes the normal vector
2245      */
2246     shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
2247     shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
2248     shader_addline(buffer, "RCP TC.w, TC.w;\n");
2249     shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
2250     shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2251     shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
2252
2253     /* Sample the texture using the calculated coordinates */
2254     shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2255     flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2256     shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2257     tex_mx->current_row = 0;
2258 }
2259
2260 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
2261 {
2262     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2263     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2264     char dst_name[50];
2265     const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2266     const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2267
2268     /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2269      * which is essentially an input, is the destination register because it is the first
2270      * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2271      * here(writemasks/swizzles are not valid on texdepth)
2272      */
2273     shader_arb_get_dst_param(ins, dst, dst_name);
2274
2275     /* According to the msdn, the source register(must be r5) is unusable after
2276      * the texdepth instruction, so we're free to modify it
2277      */
2278     shader_addline(buffer, "MIN %s.y, %s.y, %s;\n", dst_name, dst_name, one);
2279
2280     /* How to deal with the special case dst_name.g == 0? if r != 0, then
2281      * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2282      * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2283      */
2284     shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2285     shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
2286     shader_addline(buffer, "MIN TA.x, TA.x, %s;\n", one);
2287     shader_addline(buffer, "MAX result.depth, TA.x, %s;\n", zero);
2288 }
2289
2290 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2291  * Take a 3-component dot product of the TexCoord[dstreg] and src,
2292  * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2293 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
2294 {
2295     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2296     DWORD sampler_idx = ins->dst[0].reg.idx;
2297     char src0[50];
2298     char dst_str[50];
2299
2300     shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2301     shader_addline(buffer, "MOV TB, 0.0;\n");
2302     shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2303
2304     shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2305     shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
2306 }
2307
2308 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2309  * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2310 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
2311 {
2312     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2313     char src0[50];
2314     char dst_str[50];
2315     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2316
2317     /* Handle output register */
2318     shader_arb_get_dst_param(ins, dst, dst_str);
2319     shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2320     shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx, src0);
2321 }
2322
2323 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2324  * Perform the 3rd row of a 3x3 matrix multiply */
2325 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
2326 {
2327     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2328     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2329     char dst_str[50], dst_name[50];
2330     char src0[50];
2331     BOOL is_color;
2332
2333     shader_arb_get_dst_param(ins, dst, dst_str);
2334     shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2335     shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2336     shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
2337     shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2338 }
2339
2340 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2341  * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2342  * Calculate tmp0.y = TexCoord[dstreg] . src.xyz;  (tmp0.x has already been calculated)
2343  * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2344  */
2345 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
2346 {
2347     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2348     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2349     char src0[50], dst_name[50];
2350     BOOL is_color;
2351     const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2352     const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2353
2354     shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2355     shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2356     shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
2357
2358     /* How to deal with the special case dst_name.g == 0? if r != 0, then
2359      * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2360      * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2361      */
2362     shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2363     shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2364     shader_addline(buffer, "MIN %s.x, %s.x, %s;\n", dst_name, dst_name, one);
2365     shader_addline(buffer, "MAX result.depth, %s.x, %s;\n", dst_name, zero);
2366 }
2367
2368 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2369     Vertex/Pixel shaders to ARB_vertex_program codes */
2370 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2371 {
2372     int i;
2373     int nComponents = 0;
2374     struct wined3d_shader_dst_param tmp_dst = {{0}};
2375     struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2376     struct wined3d_shader_instruction tmp_ins;
2377
2378     memset(&tmp_ins, 0, sizeof(tmp_ins));
2379
2380     /* Set constants for the temporary argument */
2381     tmp_ins.ctx = ins->ctx;
2382     tmp_ins.dst_count = 1;
2383     tmp_ins.dst = &tmp_dst;
2384     tmp_ins.src_count = 2;
2385     tmp_ins.src = tmp_src;
2386
2387     switch(ins->handler_idx)
2388     {
2389         case WINED3DSIH_M4x4:
2390             nComponents = 4;
2391             tmp_ins.handler_idx = WINED3DSIH_DP4;
2392             break;
2393         case WINED3DSIH_M4x3:
2394             nComponents = 3;
2395             tmp_ins.handler_idx = WINED3DSIH_DP4;
2396             break;
2397         case WINED3DSIH_M3x4:
2398             nComponents = 4;
2399             tmp_ins.handler_idx = WINED3DSIH_DP3;
2400             break;
2401         case WINED3DSIH_M3x3:
2402             nComponents = 3;
2403             tmp_ins.handler_idx = WINED3DSIH_DP3;
2404             break;
2405         case WINED3DSIH_M3x2:
2406             nComponents = 2;
2407             tmp_ins.handler_idx = WINED3DSIH_DP3;
2408             break;
2409         default:
2410             FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2411             break;
2412     }
2413
2414     tmp_dst = ins->dst[0];
2415     tmp_src[0] = ins->src[0];
2416     tmp_src[1] = ins->src[1];
2417     for (i = 0; i < nComponents; i++) {
2418         tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2419         shader_hw_map2gl(&tmp_ins);
2420         ++tmp_src[1].reg.idx;
2421     }
2422 }
2423
2424 static void shader_hw_rcp(const struct wined3d_shader_instruction *ins)
2425 {
2426     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2427     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2428     const char *flt_eps = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_EPS);
2429
2430     char dst[50];
2431     char src[50];
2432
2433     shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2434     shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2435     if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2436     {
2437         /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2438          * .w is used
2439          */
2440         strcat(src, ".w");
2441     }
2442
2443     /* TODO: If the destination is readable, and not the same as the source, the destination
2444      * can be used instead of TA
2445      */
2446     if (priv->target_version >= NV2)
2447     {
2448         shader_addline(buffer, "MOVC TA.x, %s;\n", src);
2449         shader_addline(buffer, "MOV TA.x (EQ.x), %s;\n", flt_eps);
2450         shader_addline(buffer, "RCP%s %s, TA.x;\n", shader_arb_get_modifier(ins), dst);
2451     }
2452     else
2453     {
2454         const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2455         shader_addline(buffer, "ABS TA.x, %s;\n", src);
2456         shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero);
2457         shader_addline(buffer, "MAD TA.x, TA.y, %s, %s;\n", flt_eps, src);
2458         shader_addline(buffer, "RCP%s %s, TA.x;\n", shader_arb_get_modifier(ins), dst);
2459     }
2460 }
2461
2462 static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
2463 {
2464     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2465     const char *instruction;
2466
2467     char dst[50];
2468     char src[50];
2469
2470     switch(ins->handler_idx)
2471     {
2472         case WINED3DSIH_RSQ:  instruction = "RSQ"; break;
2473         case WINED3DSIH_RCP:  instruction = "RCP"; break;
2474         case WINED3DSIH_EXP:  instruction = "EX2"; break;
2475         case WINED3DSIH_EXPP: instruction = "EXP"; break;
2476         default: instruction = "";
2477             FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2478             break;
2479     }
2480
2481     shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2482     shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2483     if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2484     {
2485         /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2486          * .w is used
2487          */
2488         strcat(src, ".w");
2489     }
2490
2491     shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
2492 }
2493
2494 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
2495 {
2496     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2497     char dst_name[50];
2498     char src_name[50];
2499     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2500     BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2501     const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2502
2503     shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2504     shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2505
2506     /* In D3D, NRM of a vector with length zero returns zero. Catch this situation, as
2507      * otherwise NRM or RSQ would return NaN */
2508     if(pshader && priv->target_version >= NV3)
2509     {
2510         /* GL_NV_fragment_program2's NRM needs protection against length zero vectors too
2511          *
2512          * TODO: Find out if DP3+NRM+MOV is really faster than DP3+RSQ+MUL
2513          */
2514         shader_addline(buffer, "DP3C TA, %s, %s;\n", src_name, src_name);
2515         shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2516         shader_addline(buffer, "MOV %s (EQ), %s;\n", dst_name, zero);
2517     }
2518     else if(priv->target_version >= NV2)
2519     {
2520         shader_addline(buffer, "DP3C TA.x, %s, %s;\n", src_name, src_name);
2521         shader_addline(buffer, "RSQ TA.x (NE), TA.x;\n");
2522         shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2523                        src_name);
2524     }
2525     else
2526     {
2527         const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2528
2529         shader_addline(buffer, "DP3 TA.x, %s, %s;\n", src_name, src_name);
2530         /* Pass any non-zero value to RSQ if the input vector has a length of zero. The
2531          * RSQ result doesn't matter, as long as multiplying it by 0 returns 0.
2532          */
2533         shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero);
2534         shader_addline(buffer, "MAD TA.x, %s, TA.y, TA.x;\n", one);
2535
2536         shader_addline(buffer, "RSQ TA.x, TA.x;\n");
2537         /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2538         shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2539                     src_name);
2540     }
2541 }
2542
2543 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2544 {
2545     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2546     char dst_name[50];
2547     char src_name[3][50];
2548
2549     /* ARB_fragment_program has a convenient LRP instruction */
2550     if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2551         shader_hw_map2gl(ins);
2552         return;
2553     }
2554
2555     shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2556     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2557     shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2558     shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2559
2560     shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2561     shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2562                    dst_name, src_name[0], src_name[2]);
2563 }
2564
2565 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2566 {
2567     /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2568      * must contain fixed constants. So we need a separate function to filter those constants and
2569      * can't use map2gl
2570      */
2571     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2572     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2573     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2574     char dst_name[50];
2575     char src_name0[50], src_name1[50], src_name2[50];
2576     BOOL is_color;
2577
2578     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2579     if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2580         shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2581         /* No modifiers are supported on SCS */
2582         shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2583
2584         if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2585         {
2586             shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2587             shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2588         }
2589     } else if(priv->target_version >= NV2) {
2590         shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2591
2592         /* Sincos writemask must be .x, .y or .xy */
2593         if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2594             shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2595         if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2596             shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2597     } else {
2598         /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2599          * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2600          *
2601          * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2602          * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2603          *
2604          * The constants we get are:
2605          *
2606          *  +1   +1,     -1     -1     +1      +1      -1       -1
2607          *      ---- ,  ---- , ---- , ----- , ----- , ----- , ------
2608          *      1!*2    2!*4   3!*8   4!*16   5!*32   6!*64   7!*128
2609          *
2610          * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2611          *
2612          * (x/2)^2 = x^2 / 4
2613          * (x/2)^3 = x^3 / 8
2614          * (x/2)^4 = x^4 / 16
2615          * (x/2)^5 = x^5 / 32
2616          * etc
2617          *
2618          * To get the final result:
2619          * sin(x) = 2 * sin(x/2) * cos(x/2)
2620          * cos(x) = cos(x/2)^2 - sin(x/2)^2
2621          * (from sin(x+y) and cos(x+y) rules)
2622          *
2623          * As per MSDN, dst.z is undefined after the operation, and so is
2624          * dst.x and dst.y if they're masked out by the writemask. Ie
2625          * sincos dst.y, src1, c0, c1
2626          * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2627          * vsa.exe also stops with an error if the dest register is the same register as the source
2628          * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2629          * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2630          */
2631         shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2632         shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2633         shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2634
2635         shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0);  /* x ^ 2 */
2636         shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0);           /* x ^ 3 */
2637         shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0);           /* x ^ 4 */
2638         shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0);           /* x ^ 5 */
2639         shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0);           /* x ^ 6 */
2640         shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0);           /* x ^ 7 */
2641
2642         /* sin(x/2)
2643          *
2644          * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2645          * properly merge that with MULs in the code above?
2646          * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2647          * we can merge the sine and cosine MAD rows to calculate them together.
2648          */
2649         shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2650         shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2651         shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2652         shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2653
2654         /* cos(x/2) */
2655         shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2656         shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2657         shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2658
2659         if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2660             /* cos x */
2661             shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2662             shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2663         }
2664         if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2665             /* sin x */
2666             shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2667             shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2668         }
2669     }
2670 }
2671
2672 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2673 {
2674     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2675     char dst_name[50];
2676     char src_name[50];
2677     struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2678
2679     shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2680     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2681
2682     /* SGN is only valid in vertex shaders */
2683     if(ctx->target_version >= NV2) {
2684         shader_addline(buffer, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2685         return;
2686     }
2687
2688     /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2689      * if SRC < 0.0,  SRC < -SRC = TRUE. If neither is true, src = 0.0
2690      */
2691     if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2692         shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2693     } else {
2694         /* src contains TA? Write to the dest first. This won't overwrite our destination.
2695          * Then use TA, and calculate the final result
2696          *
2697          * Not reading from TA? Store the first result in TA to avoid overwriting the
2698          * destination if src reg = dst reg
2699          */
2700         if(strstr(src_name, "TA"))
2701         {
2702             shader_addline(buffer, "SLT %s,  %s, -%s;\n", dst_name, src_name, src_name);
2703             shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2704             shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
2705         }
2706         else
2707         {
2708             shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2709             shader_addline(buffer, "SLT %s,  %s, -%s;\n", dst_name, src_name, src_name);
2710             shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
2711         }
2712     }
2713 }
2714
2715 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2716 {
2717     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2718     char src[50];
2719     char dst[50];
2720     char dst_name[50];
2721     BOOL is_color;
2722
2723     shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2724     shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2725     shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2726
2727     shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2728     shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2729 }
2730
2731 static DWORD abs_modifier(DWORD mod, BOOL *need_abs)
2732 {
2733     *need_abs = FALSE;
2734
2735     switch(mod)
2736     {
2737         case WINED3DSPSM_NONE:      return WINED3DSPSM_ABS;
2738         case WINED3DSPSM_NEG:       return WINED3DSPSM_ABS;
2739         case WINED3DSPSM_BIAS:      *need_abs = TRUE; return WINED3DSPSM_BIAS;
2740         case WINED3DSPSM_BIASNEG:   *need_abs = TRUE; return WINED3DSPSM_BIASNEG;
2741         case WINED3DSPSM_SIGN:      *need_abs = TRUE; return WINED3DSPSM_SIGN;
2742         case WINED3DSPSM_SIGNNEG:   *need_abs = TRUE; return WINED3DSPSM_SIGNNEG;
2743         case WINED3DSPSM_COMP:      *need_abs = TRUE; return WINED3DSPSM_COMP;
2744         case WINED3DSPSM_X2:        *need_abs = TRUE; return WINED3DSPSM_X2;
2745         case WINED3DSPSM_X2NEG:     *need_abs = TRUE; return WINED3DSPSM_X2NEG;
2746         case WINED3DSPSM_DZ:        *need_abs = TRUE; return WINED3DSPSM_DZ;
2747         case WINED3DSPSM_DW:        *need_abs = TRUE; return WINED3DSPSM_DW;
2748         case WINED3DSPSM_ABS:       return WINED3DSPSM_ABS;
2749         case WINED3DSPSM_ABSNEG:    return WINED3DSPSM_ABS;
2750     }
2751     FIXME("Unknown modifier %u\n", mod);
2752     return mod;
2753 }
2754
2755 static void shader_hw_log_pow(const struct wined3d_shader_instruction *ins)
2756 {
2757     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2758     char src0[50], src1[50], dst[50];
2759     struct wined3d_shader_src_param src0_copy = ins->src[0];
2760     BOOL need_abs = FALSE;
2761     const char *instr;
2762     BOOL arg2 = FALSE;
2763
2764     switch(ins->handler_idx)
2765     {
2766         case WINED3DSIH_LOG:  instr = "LG2"; break;
2767         case WINED3DSIH_LOGP: instr = "LOG"; break;
2768         case WINED3DSIH_POW:  instr = "POW"; arg2 = TRUE; break;
2769         default:
2770             ERR("Unexpected instruction %d\n", ins->handler_idx);
2771             return;
2772     }
2773
2774     /* LOG, LOGP and POW operate on the absolute value of the input */
2775     src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2776
2777     shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2778     shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2779     if(arg2) shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
2780
2781     if(need_abs)
2782     {
2783         shader_addline(buffer, "ABS TA, %s;\n", src0);
2784         if(arg2)
2785         {
2786             shader_addline(buffer, "%s%s %s, TA, %s;\n", instr, shader_arb_get_modifier(ins), dst, src1);
2787         }
2788         else
2789         {
2790             shader_addline(buffer, "%s%s %s, TA;\n", instr, shader_arb_get_modifier(ins), dst);
2791         }
2792     }
2793     else if(arg2)
2794     {
2795         shader_addline(buffer, "%s%s %s, %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0, src1);
2796     }
2797     else
2798     {
2799         shader_addline(buffer, "%s%s %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0);
2800     }
2801 }
2802
2803 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2804 {
2805     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2806     char src_name[50];
2807     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2808
2809     /* src0 is aL */
2810     shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2811
2812     if(vshader)
2813     {
2814         struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2815         struct list *e = list_head(&priv->control_frames);
2816         struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2817
2818         if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2819         /* The constant loader makes sure to load -1 into iX.w */
2820         shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2821         shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2822         shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2823     }
2824     else
2825     {
2826         shader_addline(buffer, "LOOP %s;\n", src_name);
2827     }
2828 }
2829
2830 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2831 {
2832     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2833     char src_name[50];
2834     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2835
2836     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2837
2838     /* The constant loader makes sure to load -1 into iX.w */
2839     if(vshader)
2840     {
2841         struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2842         struct list *e = list_head(&priv->control_frames);
2843         struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2844
2845         if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2846
2847         shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2848         shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2849         shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2850     }
2851     else
2852     {
2853         shader_addline(buffer, "REP %s;\n", src_name);
2854     }
2855 }
2856
2857 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2858 {
2859     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2860     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2861
2862     if(vshader)
2863     {
2864         struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2865         struct list *e = list_head(&priv->control_frames);
2866         struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2867
2868         shader_addline(buffer, "ARAC aL.xy, aL;\n");
2869         shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2870         shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2871
2872         if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2873     }
2874     else
2875     {
2876         shader_addline(buffer, "ENDLOOP;\n");
2877     }
2878 }
2879
2880 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2881 {
2882     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2883     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2884
2885     if(vshader)
2886     {
2887         struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2888         struct list *e = list_head(&priv->control_frames);
2889         struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2890
2891         shader_addline(buffer, "ARAC aL.xy, aL;\n");
2892         shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2893         shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2894
2895         if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2896     }
2897     else
2898     {
2899         shader_addline(buffer, "ENDREP;\n");
2900     }
2901 }
2902
2903 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2904 {
2905     struct control_frame *control_frame;
2906
2907     LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2908     {
2909         if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2910     }
2911     ERR("Could not find loop for break\n");
2912     return NULL;
2913 }
2914
2915 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2916 {
2917     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2918     const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2919     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2920
2921     if(vshader)
2922     {
2923         shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->no.loop);
2924     }
2925     else
2926     {
2927         shader_addline(buffer, "BRK;\n");
2928     }
2929 }
2930
2931 static const char *get_compare(COMPARISON_TYPE flags)
2932 {
2933     switch (flags)
2934     {
2935         case COMPARISON_GT: return "GT";
2936         case COMPARISON_EQ: return "EQ";
2937         case COMPARISON_GE: return "GE";
2938         case COMPARISON_LT: return "LT";
2939         case COMPARISON_NE: return "NE";
2940         case COMPARISON_LE: return "LE";
2941         default:
2942             FIXME("Unrecognized comparison value: %u\n", flags);
2943             return "(\?\?)";
2944     }
2945 }
2946
2947 static COMPARISON_TYPE invert_compare(COMPARISON_TYPE flags)
2948 {
2949     switch (flags)
2950     {
2951         case COMPARISON_GT: return COMPARISON_LE;
2952         case COMPARISON_EQ: return COMPARISON_NE;
2953         case COMPARISON_GE: return COMPARISON_LT;
2954         case COMPARISON_LT: return COMPARISON_GE;
2955         case COMPARISON_NE: return COMPARISON_EQ;
2956         case COMPARISON_LE: return COMPARISON_GT;
2957         default:
2958             FIXME("Unrecognized comparison value: %u\n", flags);
2959             return -1;
2960     }
2961 }
2962
2963 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
2964 {
2965     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2966     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2967     const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2968     char src_name0[50];
2969     char src_name1[50];
2970     const char *comp = get_compare(ins->flags);
2971
2972     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2973     shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2974
2975     if(vshader)
2976     {
2977         /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
2978          * away the subtraction result
2979          */
2980         shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2981         shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->no.loop, comp);
2982     }
2983     else
2984     {
2985         shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2986         shader_addline(buffer, "BRK (%s.x);\n", comp);
2987     }
2988 }
2989
2990 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
2991 {
2992     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2993     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2994     struct list *e = list_head(&priv->control_frames);
2995     struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2996     const char *comp;
2997     char src_name0[50];
2998     char src_name1[50];
2999     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3000
3001     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3002     shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3003
3004     if(vshader)
3005     {
3006         /* Invert the flag. We jump to the else label if the condition is NOT true */
3007         comp = get_compare(invert_compare(ins->flags));
3008         shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3009         shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->no.ifc, comp);
3010     }
3011     else
3012     {
3013         comp = get_compare(ins->flags);
3014         shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3015         shader_addline(buffer, "IF %s.x;\n", comp);
3016     }
3017 }
3018
3019 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
3020 {
3021     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3022     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3023     struct list *e = list_head(&priv->control_frames);
3024     struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3025     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3026
3027     if(vshader)
3028     {
3029         shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->no.ifc);
3030         shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3031         control_frame->had_else = TRUE;
3032     }
3033     else
3034     {
3035         shader_addline(buffer, "ELSE;\n");
3036     }
3037 }
3038
3039 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
3040 {
3041     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3042     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3043     struct list *e = list_head(&priv->control_frames);
3044     struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3045     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3046
3047     if(vshader)
3048     {
3049         if(control_frame->had_else)
3050         {
3051             shader_addline(buffer, "ifc_%u_endif:\n", control_frame->no.ifc);
3052         }
3053         else
3054         {
3055             shader_addline(buffer, "#No else branch. else is endif\n");
3056             shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3057         }
3058     }
3059     else
3060     {
3061         shader_addline(buffer, "ENDIF;\n");
3062     }
3063 }
3064
3065 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
3066 {
3067     DWORD sampler_idx = ins->src[1].reg.idx;
3068     char reg_dest[40];
3069     char reg_src[3][40];
3070     WORD flags = TEX_DERIV;
3071
3072     shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3073     shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
3074     shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
3075     shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
3076
3077     if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3078     if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3079
3080     shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
3081 }
3082
3083 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
3084 {
3085     DWORD sampler_idx = ins->src[1].reg.idx;
3086     char reg_dest[40];
3087     char reg_coord[40];
3088     WORD flags = TEX_LOD;
3089
3090     shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3091     shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
3092
3093     if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3094     if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3095
3096     shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
3097 }
3098
3099 static void shader_hw_label(const struct wined3d_shader_instruction *ins)
3100 {
3101     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3102     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3103
3104     priv->in_main_func = FALSE;
3105     /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
3106      * subroutine, don't generate a label that will make GL complain
3107      */
3108     if(priv->target_version == ARB) return;
3109
3110     shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx);
3111 }
3112
3113 static void vshader_add_footer(struct shader_arb_ctx_priv *priv_ctx,
3114         const struct arb_vshader_private *shader_data, const struct arb_vs_compile_args *args,
3115         const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info,
3116         struct wined3d_shader_buffer *buffer)
3117 {
3118     unsigned int i;
3119
3120     /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3121      * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3122      * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3123      * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3124      */
3125     if (args->super.fog_src == VS_FOG_Z)
3126         shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
3127     else if (!reg_maps->fog)
3128         /* posFixup.x is always 1.0, so we can safely use it */
3129         shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3130
3131     /* Clipplanes are always stored without y inversion */
3132     if (use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
3133     {
3134         if (args->super.clip_enabled)
3135         {
3136             for (i = 0; i < priv_ctx->vs_clipplanes; i++)
3137             {
3138                 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
3139             }
3140         }
3141     }
3142     else if (args->clip.boolclip.clip_texcoord)
3143     {
3144         unsigned int cur_clip = 0;
3145         char component[4] = {'x', 'y', 'z', 'w'};
3146         const char *zero = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ZERO);
3147
3148         for (i = 0; i < gl_info->limits.clipplanes; ++i)
3149         {
3150             if (args->clip.boolclip.clipplane_mask & (1 << i))
3151             {
3152                 shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3153                                component[cur_clip++], i);
3154             }
3155         }
3156         switch (cur_clip)
3157         {
3158             case 0:
3159                 shader_addline(buffer, "MOV TA, %s;\n", zero);
3160                 break;
3161             case 1:
3162                 shader_addline(buffer, "MOV TA.yzw, %s;\n", zero);
3163                 break;
3164             case 2:
3165                 shader_addline(buffer, "MOV TA.zw, %s;\n", zero);
3166                 break;
3167             case 3:
3168                 shader_addline(buffer, "MOV TA.w, %s;\n", zero);
3169                 break;
3170         }
3171         shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
3172                        args->clip.boolclip.clip_texcoord - 1);
3173     }
3174
3175     /* Write the final position.
3176      *
3177      * OpenGL coordinates specify the center of the pixel while d3d coords specify
3178      * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3179      * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3180      * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3181      */
3182     shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
3183     shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3184     shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3185
3186     /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3187      * and the glsl equivalent
3188      */
3189     if (need_helper_const(shader_data, reg_maps, gl_info))
3190     {
3191         const char *two = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_TWO);
3192         shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two);
3193     }
3194     else
3195     {
3196         shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3197         shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3198     }
3199
3200     shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
3201
3202     priv_ctx->footer_written = TRUE;
3203 }
3204
3205 static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
3206 {
3207     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3208     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3209     struct wined3d_shader *shader = ins->ctx->shader;
3210     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3211
3212     if(priv->target_version == ARB) return;
3213
3214     if(vshader)
3215     {
3216         if (priv->in_main_func) vshader_add_footer(priv, shader->backend_data,
3217                 priv->cur_vs_args, ins->ctx->reg_maps, ins->ctx->gl_info, buffer);
3218     }
3219
3220     shader_addline(buffer, "RET;\n");
3221 }
3222
3223 static void shader_hw_call(const struct wined3d_shader_instruction *ins)
3224 {
3225     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3226     shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx);
3227 }
3228
3229 /* GL locking is done by the caller */
3230 static GLuint create_arb_blt_vertex_program(const struct wined3d_gl_info *gl_info)
3231 {
3232     GLuint program_id = 0;
3233     GLint pos;
3234
3235     const char *blt_vprogram =
3236         "!!ARBvp1.0\n"
3237         "PARAM c[1] = { { 1, 0.5 } };\n"
3238         "MOV result.position, vertex.position;\n"
3239         "MOV result.color, c[0].x;\n"
3240         "MOV result.texcoord[0], vertex.texcoord[0];\n"
3241         "END\n";
3242
3243     GL_EXTCALL(glGenProgramsARB(1, &program_id));
3244     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
3245     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3246             strlen(blt_vprogram), blt_vprogram));
3247     checkGLcall("glProgramStringARB()");
3248
3249     glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3250     if (pos != -1)
3251     {
3252         FIXME("Vertex program error at position %d: %s\n\n", pos,
3253             debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3254         shader_arb_dump_program_source(blt_vprogram);
3255     }
3256     else
3257     {
3258         GLint native;
3259
3260         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3261         checkGLcall("glGetProgramivARB()");
3262         if (!native) WARN("Program exceeds native resource limits.\n");
3263     }
3264
3265     return program_id;
3266 }
3267
3268 /* GL locking is done by the caller */
3269 static GLuint create_arb_blt_fragment_program(const struct wined3d_gl_info *gl_info,
3270         enum tex_types tex_type, BOOL masked)
3271 {
3272     GLuint program_id = 0;
3273     const char *fprogram;
3274     GLint pos;
3275
3276     static const char * const blt_fprograms_full[tex_type_count] =
3277     {
3278         /* tex_1d */
3279         NULL,
3280         /* tex_2d */
3281         "!!ARBfp1.0\n"
3282         "TEMP R0;\n"
3283         "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3284         "MOV result.depth.z, R0.x;\n"
3285         "END\n",
3286         /* tex_3d */
3287         NULL,
3288         /* tex_cube */
3289         "!!ARBfp1.0\n"
3290         "TEMP R0;\n"
3291         "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3292         "MOV result.depth.z, R0.x;\n"
3293         "END\n",
3294         /* tex_rect */
3295         "!!ARBfp1.0\n"
3296         "TEMP R0;\n"
3297         "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3298         "MOV result.depth.z, R0.x;\n"
3299         "END\n",
3300     };
3301
3302     static const char * const blt_fprograms_masked[tex_type_count] =
3303     {
3304         /* tex_1d */
3305         NULL,
3306         /* tex_2d */
3307         "!!ARBfp1.0\n"
3308         "PARAM mask = program.local[0];\n"
3309         "TEMP R0;\n"
3310         "SLT R0.xy, fragment.position, mask.zwzw;\n"
3311         "MUL R0.x, R0.x, R0.y;\n"
3312         "KIL -R0.x;\n"
3313         "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3314         "MOV result.depth.z, R0.x;\n"
3315         "END\n",
3316         /* tex_3d */
3317         NULL,
3318         /* tex_cube */
3319         "!!ARBfp1.0\n"
3320         "PARAM mask = program.local[0];\n"
3321         "TEMP R0;\n"
3322         "SLT R0.xy, fragment.position, mask.zwzw;\n"
3323         "MUL R0.x, R0.x, R0.y;\n"
3324         "KIL -R0.x;\n"
3325         "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3326         "MOV result.depth.z, R0.x;\n"
3327         "END\n",
3328         /* tex_rect */
3329         "!!ARBfp1.0\n"
3330         "PARAM mask = program.local[0];\n"
3331         "TEMP R0;\n"
3332         "SLT R0.xy, fragment.position, mask.zwzw;\n"
3333         "MUL R0.x, R0.x, R0.y;\n"
3334         "KIL -R0.x;\n"
3335         "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3336         "MOV result.depth.z, R0.x;\n"
3337         "END\n",
3338     };
3339
3340     fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3341     if (!fprogram)
3342     {
3343         FIXME("tex_type %#x not supported, falling back to tex_2d\n", tex_type);
3344         tex_type = tex_2d;
3345         fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3346     }
3347
3348     GL_EXTCALL(glGenProgramsARB(1, &program_id));
3349     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
3350     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fprogram), fprogram));
3351     checkGLcall("glProgramStringARB()");
3352
3353     glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3354     if (pos != -1)
3355     {
3356         FIXME("Fragment program error at position %d: %s\n\n", pos,
3357             debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3358         shader_arb_dump_program_source(fprogram);
3359     }
3360     else
3361     {
3362         GLint native;
3363
3364         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3365         checkGLcall("glGetProgramivARB()");
3366         if (!native) WARN("Program exceeds native resource limits.\n");
3367     }
3368
3369     return program_id;
3370 }
3371
3372 static void arbfp_add_sRGB_correction(struct wined3d_shader_buffer *buffer, const char *fragcolor,
3373         const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
3374 {
3375     /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3376
3377     if(condcode)
3378     {
3379         /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3380         shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.y;\n", tmp1, fragcolor);
3381         /* Calculate the > 0.0031308 case */
3382         shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts1.z;\n", fragcolor, fragcolor);
3383         shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts1.z;\n", fragcolor, fragcolor);
3384         shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts1.z;\n", fragcolor, fragcolor);
3385         shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts1.w;\n", fragcolor, fragcolor);
3386         shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts2.x;\n", fragcolor, fragcolor);
3387         /* Calculate the < case */
3388         shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts1.x, %s;\n", fragcolor, fragcolor);
3389     }
3390     else
3391     {
3392         /* Calculate the > 0.0031308 case */
3393         shader_addline(buffer, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1, fragcolor);
3394         shader_addline(buffer, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1, fragcolor);
3395         shader_addline(buffer, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1, fragcolor);
3396         shader_addline(buffer, "MUL %s, %s, srgb_consts1.w;\n", tmp1, tmp1);
3397         shader_addline(buffer, "SUB %s, %s, srgb_consts2.x;\n", tmp1, tmp1);
3398         /* Calculate the < case */
3399         shader_addline(buffer, "MUL %s, srgb_consts1.x, %s;\n", tmp2, fragcolor);
3400         /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3401         shader_addline(buffer, "SLT %s, srgb_consts1.y, %s;\n", tmp3, fragcolor);
3402         shader_addline(buffer, "SGE %s, srgb_consts1.y, %s;\n", tmp4, fragcolor);
3403         /* Store the components > 0.0031308 in the destination */
3404         shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
3405         /* Add the components that are < 0.0031308 */
3406         shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
3407         /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3408         * result.color writes(.rgb first, then .a), or handle overwriting already written
3409         * components. The assembler uses a temporary register in this case, which is usually
3410         * not allocated from one of our registers that were used earlier.
3411         */
3412     }
3413     /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3414 }
3415
3416 static const DWORD *find_loop_control_values(const struct wined3d_shader *shader, DWORD idx)
3417 {
3418     const local_constant *constant;
3419
3420     LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, local_constant, entry)
3421     {
3422         if (constant->idx == idx)
3423         {
3424             return constant->value;
3425         }
3426     }
3427     return NULL;
3428 }
3429
3430 static void init_ps_input(const struct wined3d_shader *shader,
3431         const struct arb_ps_compile_args *args, struct shader_arb_ctx_priv *priv)
3432 {
3433     static const char * const texcoords[8] =
3434     {
3435         "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3436         "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3437     };
3438     unsigned int i;
3439     const struct wined3d_shader_signature_element *sig = shader->input_signature;
3440     const char *semantic_name;
3441     DWORD semantic_idx;
3442
3443     switch(args->super.vp_mode)
3444     {
3445         case pretransformed:
3446         case fixedfunction:
3447             /* The pixelshader has to collect the varyings on its own. In any case properly load
3448              * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3449              * other attribs to 0.0.
3450              *
3451              * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3452              * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3453              * load the texcoord attrib pointers to match the pixel shader signature
3454              */
3455             for(i = 0; i < MAX_REG_INPUT; i++)
3456             {
3457                 semantic_name = sig[i].semantic_name;
3458                 semantic_idx = sig[i].semantic_idx;
3459                 if (!semantic_name) continue;
3460
3461                 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3462                 {
3463                     if (!semantic_idx) priv->ps_input[i] = "fragment.color.primary";
3464                     else if(semantic_idx == 1) priv->ps_input[i] = "fragment.color.secondary";
3465                     else priv->ps_input[i] = "0.0";
3466                 }
3467                 else if(args->super.vp_mode == fixedfunction)
3468                 {
3469                     priv->ps_input[i] = "0.0";
3470                 }
3471                 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3472                 {
3473                     if(semantic_idx < 8) priv->ps_input[i] = texcoords[semantic_idx];
3474                     else priv->ps_input[i] = "0.0";
3475                 }
3476                 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3477                 {
3478                     if (!semantic_idx) priv->ps_input[i] = "fragment.fogcoord";
3479                     else priv->ps_input[i] = "0.0";
3480                 }
3481                 else
3482                 {
3483                     priv->ps_input[i] = "0.0";
3484                 }
3485
3486                 TRACE("v%u, semantic %s%u is %s\n", i, semantic_name, semantic_idx, priv->ps_input[i]);
3487             }
3488             break;
3489
3490         case vertexshader:
3491             /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3492              * fragment.color
3493              */
3494             for(i = 0; i < 8; i++)
3495             {
3496                 priv->ps_input[i] = texcoords[i];
3497             }
3498             priv->ps_input[8] = "fragment.color.primary";
3499             priv->ps_input[9] = "fragment.color.secondary";
3500             break;
3501     }
3502 }
3503
3504 /* GL locking is done by the caller */
3505 static GLuint shader_arb_generate_pshader(struct wined3d_shader *shader,
3506         const struct wined3d_gl_info *gl_info, struct wined3d_shader_buffer *buffer,
3507         const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
3508 {
3509     const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
3510     const DWORD *function = shader->function;
3511     const local_constant *lconst;
3512     GLuint retval;
3513     char fragcolor[16];
3514     DWORD *lconst_map = local_const_mapping(shader), next_local, cur;
3515     struct shader_arb_ctx_priv priv_ctx;
3516     BOOL dcl_td = FALSE;
3517     BOOL want_nv_prog = FALSE;
3518     struct arb_pshader_private *shader_priv = shader->backend_data;
3519     GLint errPos;
3520     DWORD map;
3521
3522     char srgbtmp[4][4];
3523     unsigned int i, found = 0;
3524
3525     for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
3526     {
3527         if (!(map & 1)
3528                 || (shader->u.ps.color0_mov && i == shader->u.ps.color0_reg)
3529                 || (reg_maps->shader_version.major < 2 && !i))
3530             continue;
3531
3532         sprintf(srgbtmp[found], "R%u", i);
3533         ++found;
3534         if (found == 4) break;
3535     }
3536
3537     switch(found) {
3538         case 0:
3539             sprintf(srgbtmp[0], "TA");
3540             sprintf(srgbtmp[1], "TB");
3541             sprintf(srgbtmp[2], "TC");
3542             sprintf(srgbtmp[3], "TD");
3543             dcl_td = TRUE;
3544             break;
3545         case 1:
3546             sprintf(srgbtmp[1], "TA");
3547             sprintf(srgbtmp[2], "TB");
3548             sprintf(srgbtmp[3], "TC");
3549             break;
3550         case 2:
3551             sprintf(srgbtmp[2], "TA");
3552             sprintf(srgbtmp[3], "TB");
3553             break;
3554         case 3:
3555             sprintf(srgbtmp[3], "TA");
3556             break;
3557         case 4:
3558             break;
3559     }
3560
3561     /*  Create the hw ARB shader */
3562     memset(&priv_ctx, 0, sizeof(priv_ctx));
3563     priv_ctx.cur_ps_args = args;
3564     priv_ctx.compiled_fprog = compiled;
3565     priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
3566     init_ps_input(shader, args, &priv_ctx);
3567     list_init(&priv_ctx.control_frames);
3568
3569     /* Avoid enabling NV_fragment_program* if we do not need it.
3570      *
3571      * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3572      * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3573      * is faster than what we gain from using higher native instructions. There are some things though
3574      * that cannot be emulated. In that case enable the extensions.
3575      * If the extension is enabled, instruction handlers that support both ways will use it.
3576      *
3577      * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3578      * So enable the best we can get.
3579      */
3580     if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
3581        reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall)
3582     {
3583         want_nv_prog = TRUE;
3584     }
3585
3586     shader_addline(buffer, "!!ARBfp1.0\n");
3587     if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM2])
3588     {
3589         shader_addline(buffer, "OPTION NV_fragment_program2;\n");
3590         priv_ctx.target_version = NV3;
3591     }
3592     else if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
3593     {
3594         shader_addline(buffer, "OPTION NV_fragment_program;\n");
3595         priv_ctx.target_version = NV2;
3596     } else {
3597         if(want_nv_prog)
3598         {
3599             /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3600              * limits properly
3601              */
3602             ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3603             ERR("Try GLSL\n");
3604         }
3605         priv_ctx.target_version = ARB;
3606     }
3607
3608     if (reg_maps->highest_render_target > 0)
3609     {
3610         shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
3611     }
3612
3613     if (reg_maps->shader_version.major < 3)
3614     {
3615         switch(args->super.fog) {
3616             case FOG_OFF:
3617                 break;
3618             case FOG_LINEAR:
3619                 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
3620                 break;
3621             case FOG_EXP:
3622                 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
3623                 break;
3624             case FOG_EXP2:
3625                 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
3626                 break;
3627         }
3628     }
3629
3630     /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3631      * unused temps away(but occupies them for the whole shader if they're used once). Always
3632      * declaring them avoids tricky bookkeeping work
3633      */
3634     shader_addline(buffer, "TEMP TA;\n");      /* Used for modifiers */
3635     shader_addline(buffer, "TEMP TB;\n");      /* Used for modifiers */
3636     shader_addline(buffer, "TEMP TC;\n");      /* Used for modifiers */
3637     if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
3638     shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3639     shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3640     shader_addline(buffer, "PARAM ps_helper_const = { 0.0, 1.0, %1.10f, 0.0 };\n", eps);
3641
3642     if (reg_maps->shader_version.major < 2)
3643     {
3644         strcpy(fragcolor, "R0");
3645     }
3646     else
3647     {
3648         if (args->super.srgb_correction)
3649         {
3650             if (shader->u.ps.color0_mov)
3651             {
3652                 sprintf(fragcolor, "R%u", shader->u.ps.color0_reg);
3653             }
3654             else
3655             {
3656                 shader_addline(buffer, "TEMP TMP_COLOR;\n");
3657                 strcpy(fragcolor, "TMP_COLOR");
3658             }
3659         } else {
3660             strcpy(fragcolor, "result.color");
3661         }
3662     }
3663
3664     if(args->super.srgb_correction) {
3665         shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
3666                        srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
3667         shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
3668                        srgb_sub_high, 0.0, 0.0, 0.0);
3669     }
3670
3671     /* Base Declarations */
3672     next_local = shader_generate_arb_declarations(shader, reg_maps,
3673             buffer, gl_info, lconst_map, NULL, &priv_ctx);
3674
3675     for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
3676     {
3677         if (!(map & 1)) continue;
3678
3679         cur = compiled->numbumpenvmatconsts;
3680         compiled->bumpenvmatconst[cur].const_num = WINED3D_CONST_NUM_UNUSED;
3681         compiled->bumpenvmatconst[cur].texunit = i;
3682         compiled->luminanceconst[cur].const_num = WINED3D_CONST_NUM_UNUSED;
3683         compiled->luminanceconst[cur].texunit = i;
3684
3685         /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3686          * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3687          * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3688          * textures due to conditional NP2 restrictions)
3689          *
3690          * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3691          * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3692          * their location is shader dependent anyway and they cannot be loaded globally.
3693          */
3694         compiled->bumpenvmatconst[cur].const_num = next_local++;
3695         shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
3696                        i, compiled->bumpenvmatconst[cur].const_num);
3697         compiled->numbumpenvmatconsts = cur + 1;
3698
3699         if (!(reg_maps->luminanceparams & (1 << i))) continue;
3700
3701         compiled->luminanceconst[cur].const_num = next_local++;
3702         shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
3703                        i, compiled->luminanceconst[cur].const_num);
3704     }
3705
3706     for(i = 0; i < MAX_CONST_I; i++)
3707     {
3708         compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3709         if (reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
3710         {
3711             const DWORD *control_values = find_loop_control_values(shader, i);
3712
3713             if(control_values)
3714             {
3715                 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3716                                 control_values[0], control_values[1], control_values[2]);
3717             }
3718             else
3719             {
3720                 compiled->int_consts[i] = next_local;
3721                 compiled->num_int_consts++;
3722                 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3723             }
3724         }
3725     }
3726
3727     if(reg_maps->vpos || reg_maps->usesdsy)
3728     {
3729         compiled->ycorrection = next_local;
3730         shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
3731
3732         if(reg_maps->vpos)
3733         {
3734             shader_addline(buffer, "TEMP vpos;\n");
3735             /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3736              * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3737              * ycorrection.z: 1.0
3738              * ycorrection.w: 0.0
3739              */
3740             shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3741             shader_addline(buffer, "FLR vpos.xy, vpos;\n");
3742         }
3743     }
3744     else
3745     {
3746         compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
3747     }
3748
3749     /* Load constants to fixup NP2 texcoords if there are still free constants left:
3750      * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3751      * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3752      * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3753      * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3754      * shader compilation errors and the subsequent errors when drawing with this shader. */
3755     if (priv_ctx.cur_ps_args->super.np2_fixup) {
3756
3757         struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
3758         const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
3759         const UINT max_lconsts = gl_info->limits.arb_ps_local_constants;
3760
3761         fixup->offset = next_local;
3762         fixup->super.active = 0;
3763
3764         cur = 0;
3765         for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
3766             if (!(map & (1 << i))) continue;
3767
3768             if (fixup->offset + (cur >> 1) < max_lconsts) {
3769                 fixup->super.active |= (1 << i);
3770                 fixup->super.idx[i] = cur++;
3771             } else {
3772                 FIXME("No free constant found to load NP2 fixup data into shader. "
3773                       "Sampling from this texture will probably look wrong.\n");
3774                 break;
3775             }
3776         }
3777
3778         fixup->super.num_consts = (cur + 1) >> 1;
3779         if (fixup->super.num_consts) {
3780             shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3781                            fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
3782         }
3783
3784         next_local += fixup->super.num_consts;
3785     }
3786
3787     if (shader_priv->clipplane_emulation != ~0U && args->clip)
3788     {
3789         shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
3790     }
3791
3792     /* Base Shader Body */
3793     shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
3794
3795     if(args->super.srgb_correction) {
3796         arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
3797                                   priv_ctx.target_version >= NV2);
3798     }
3799
3800     if(strcmp(fragcolor, "result.color")) {
3801         shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3802     }
3803     shader_addline(buffer, "END\n");
3804
3805     /* TODO: change to resource.glObjectHandle or something like that */
3806     GL_EXTCALL(glGenProgramsARB(1, &retval));
3807
3808     TRACE("Creating a hw pixel shader, prg=%d\n", retval);
3809     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
3810
3811     TRACE("Created hw pixel shader, prg=%d\n", retval);
3812     /* Create the program and check for errors */
3813     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3814                buffer->bsize, buffer->buffer));
3815     checkGLcall("glProgramStringARB()");
3816
3817     glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
3818     if (errPos != -1)
3819     {
3820         FIXME("HW PixelShader Error at position %d: %s\n\n",
3821               errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3822         shader_arb_dump_program_source(buffer->buffer);
3823         retval = 0;
3824     }
3825     else
3826     {
3827         GLint native;
3828
3829         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3830         checkGLcall("glGetProgramivARB()");
3831         if (!native) WARN("Program exceeds native resource limits.\n");
3832     }
3833
3834     /* Load immediate constants */
3835     if (lconst_map)
3836     {
3837         LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, local_constant, entry)
3838         {
3839             const float *value = (const float *)lconst->value;
3840             GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst_map[lconst->idx], value));
3841             checkGLcall("glProgramLocalParameter4fvARB");
3842         }
3843         HeapFree(GetProcessHeap(), 0, lconst_map);
3844     }
3845
3846     return retval;
3847 }
3848
3849 static int compare_sig(const struct wined3d_shader_signature_element *sig1, const struct wined3d_shader_signature_element *sig2)
3850 {
3851     unsigned int i;
3852     int ret;
3853
3854     for(i = 0; i < MAX_REG_INPUT; i++)
3855     {
3856         if (!sig1[i].semantic_name || !sig2[i].semantic_name)
3857         {
3858             /* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */
3859             if(sig1[i].semantic_name != sig2[i].semantic_name) return sig1[i].semantic_name < sig2[i].semantic_name ? -1 : 1;
3860             continue;
3861         }
3862
3863         if ((ret = strcmp(sig1[i].semantic_name, sig2[i].semantic_name))) return ret;
3864         if(sig1[i].semantic_idx    != sig2[i].semantic_idx)    return sig1[i].semantic_idx    < sig2[i].semantic_idx    ? -1 : 1;
3865         if(sig1[i].sysval_semantic != sig2[i].sysval_semantic) return sig1[i].sysval_semantic < sig2[i].sysval_semantic ? -1 : 1;
3866         if(sig1[i].component_type  != sig2[i].component_type)  return sig1[i].sysval_semantic < sig2[i].component_type  ? -1 : 1;
3867         if(sig1[i].register_idx    != sig2[i].register_idx)    return sig1[i].register_idx    < sig2[i].register_idx    ? -1 : 1;
3868         if(sig1[i].mask            != sig2->mask)              return sig1[i].mask            < sig2[i].mask            ? -1 : 1;
3869     }
3870     return 0;
3871 }
3872
3873 static struct wined3d_shader_signature_element *clone_sig(const struct wined3d_shader_signature_element *sig)
3874 {
3875     struct wined3d_shader_signature_element *new;
3876     int i;
3877     char *name;
3878
3879     new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*new) * MAX_REG_INPUT);
3880     for(i = 0; i < MAX_REG_INPUT; i++)
3881     {
3882         if (!sig[i].semantic_name) continue;
3883
3884         new[i] = sig[i];
3885         /* Clone the semantic string */
3886         name = HeapAlloc(GetProcessHeap(), 0, strlen(sig[i].semantic_name) + 1);
3887         strcpy(name, sig[i].semantic_name);
3888         new[i].semantic_name = name;
3889     }
3890     return new;
3891 }
3892
3893 static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature_element *sig)
3894 {
3895     struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
3896     struct ps_signature *found_sig;
3897
3898     if (entry)
3899     {
3900         found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
3901         TRACE("Found existing signature %u\n", found_sig->idx);
3902         return found_sig->idx;
3903     }
3904     found_sig = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*sig));
3905     found_sig->sig = clone_sig(sig);
3906     found_sig->idx = priv->ps_sig_number++;
3907     TRACE("New signature stored and assigned number %u\n", found_sig->idx);
3908     if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
3909     {
3910         ERR("Failed to insert program entry.\n");
3911     }
3912     return found_sig->idx;
3913 }
3914
3915 static void init_output_registers(struct wined3d_shader *shader, DWORD sig_num,
3916         struct shader_arb_ctx_priv *priv_ctx, struct arb_vs_compiled_shader *compiled)
3917 {
3918     unsigned int i, j;
3919     static const char * const texcoords[8] =
3920     {
3921         "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3922         "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3923     };
3924     IWineD3DDeviceImpl *device = shader->device;
3925     const struct wined3d_shader_signature_element *sig;
3926     const char *semantic_name;
3927     DWORD semantic_idx, reg_idx;
3928
3929     /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3930      * and varying 9 to result.color.secondary
3931      */
3932     static const char * const decl_idx_to_string[MAX_REG_INPUT] =
3933     {
3934         "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3935         "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
3936         "result.color.primary", "result.color.secondary"
3937     };
3938
3939     if(sig_num == ~0)
3940     {
3941         TRACE("Pixel shader uses builtin varyings\n");
3942         /* Map builtins to builtins */
3943         for(i = 0; i < 8; i++)
3944         {
3945             priv_ctx->texcrd_output[i] = texcoords[i];
3946         }
3947         priv_ctx->color_output[0] = "result.color.primary";
3948         priv_ctx->color_output[1] = "result.color.secondary";
3949         priv_ctx->fog_output = "result.fogcoord";
3950
3951         /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
3952         for (i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); ++i)
3953         {
3954             semantic_name = shader->output_signature[i].semantic_name;
3955             if (!semantic_name) continue;
3956
3957             if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3958             {
3959                 TRACE("o%u is TMP_OUT\n", i);
3960                 if (!shader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "TMP_OUT";
3961                 else priv_ctx->vs_output[i] = "TA";
3962             }
3963             else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3964             {
3965                 TRACE("o%u is result.pointsize\n", i);
3966                 if (!shader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "result.pointsize";
3967                 else priv_ctx->vs_output[i] = "TA";
3968             }
3969             else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3970             {
3971                 TRACE("o%u is result.color.?, idx %u\n", i, shader->output_signature[i].semantic_idx);
3972                 if (!shader->output_signature[i].semantic_idx)
3973                     priv_ctx->vs_output[i] = "result.color.primary";
3974                 else if (shader->output_signature[i].semantic_idx == 1)
3975                     priv_ctx->vs_output[i] = "result.color.secondary";
3976                 else priv_ctx->vs_output[i] = "TA";
3977             }
3978             else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3979             {
3980                 TRACE("o%u is %s\n", i, texcoords[shader->output_signature[i].semantic_idx]);
3981                 if (shader->output_signature[i].semantic_idx >= 8) priv_ctx->vs_output[i] = "TA";
3982                 else priv_ctx->vs_output[i] = texcoords[shader->output_signature[i].semantic_idx];
3983             }
3984             else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3985             {
3986                 TRACE("o%u is result.fogcoord\n", i);
3987                 if (shader->output_signature[i].semantic_idx > 0) priv_ctx->vs_output[i] = "TA";
3988                 else priv_ctx->vs_output[i] = "result.fogcoord";
3989             }
3990             else
3991             {
3992                 priv_ctx->vs_output[i] = "TA";
3993             }
3994         }
3995         return;
3996     }
3997
3998     /* Instead of searching for the signature in the signature list, read the one from the current pixel shader.
3999      * Its maybe not the shader where the signature came from, but it is the same signature and faster to find
4000      */
4001     sig = device->stateBlock->state.pixel_shader->input_signature;
4002     TRACE("Pixel shader uses declared varyings\n");
4003
4004     /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
4005     for(i = 0; i < 8; i++)
4006     {
4007         priv_ctx->texcrd_output[i] = "TA";
4008     }
4009     priv_ctx->color_output[0] = "TA";
4010     priv_ctx->color_output[1] = "TA";
4011     priv_ctx->fog_output = "TA";
4012
4013     for(i = 0; i < MAX_REG_INPUT; i++)
4014     {
4015         semantic_name = sig[i].semantic_name;
4016         semantic_idx = sig[i].semantic_idx;
4017         reg_idx = sig[i].register_idx;
4018         if (!semantic_name) continue;
4019
4020         /* If a declared input register is not written by builtin arguments, don't write to it.
4021          * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
4022          *
4023          * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
4024          * to TMP_OUT in any case
4025          */
4026         if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
4027         {
4028             if(semantic_idx < 8) priv_ctx->texcrd_output[semantic_idx] = decl_idx_to_string[reg_idx];
4029         }
4030         else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
4031         {
4032             if(semantic_idx < 2) priv_ctx->color_output[semantic_idx] = decl_idx_to_string[reg_idx];
4033         }
4034         else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
4035         {
4036             if (!semantic_idx) priv_ctx->fog_output = decl_idx_to_string[reg_idx];
4037         }
4038         else
4039         {
4040             continue;
4041         }
4042
4043         if (!strcmp(decl_idx_to_string[reg_idx], "result.color.primary")
4044                 || !strcmp(decl_idx_to_string[reg_idx], "result.color.secondary"))
4045         {
4046             compiled->need_color_unclamp = TRUE;
4047         }
4048     }
4049
4050     /* Map declared to declared */
4051     for (i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); ++i)
4052     {
4053         /* Write unread output to TA to throw them away */
4054         priv_ctx->vs_output[i] = "TA";
4055         semantic_name = shader->output_signature[i].semantic_name;
4056         if (!semantic_name) continue;
4057
4058         if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION)
4059                 && !shader->output_signature[i].semantic_idx)
4060         {
4061             priv_ctx->vs_output[i] = "TMP_OUT";
4062             continue;
4063         }
4064         else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE)
4065                 && !shader->output_signature[i].semantic_idx)
4066         {
4067             priv_ctx->vs_output[i] = "result.pointsize";
4068             continue;
4069         }
4070
4071         for(j = 0; j < MAX_REG_INPUT; j++)
4072         {
4073             if (!sig[j].semantic_name) continue;
4074
4075             if (!strcmp(sig[j].semantic_name, semantic_name)
4076                     && sig[j].semantic_idx == shader->output_signature[i].semantic_idx)
4077             {
4078                 priv_ctx->vs_output[i] = decl_idx_to_string[sig[j].register_idx];
4079
4080                 if (!strcmp(priv_ctx->vs_output[i], "result.color.primary")
4081                         || !strcmp(priv_ctx->vs_output[i], "result.color.secondary"))
4082                 {
4083                     compiled->need_color_unclamp = TRUE;
4084                 }
4085             }
4086         }
4087     }
4088 }
4089
4090 /* GL locking is done by the caller */
4091 static GLuint shader_arb_generate_vshader(struct wined3d_shader *shader,
4092         const struct wined3d_gl_info *gl_info, struct wined3d_shader_buffer *buffer,
4093         const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled)
4094 {
4095     const struct arb_vshader_private *shader_data = shader->backend_data;
4096     const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4097     const DWORD *function = shader->function;
4098     const local_constant *lconst;
4099     GLuint ret;
4100     DWORD next_local, *lconst_map = local_const_mapping(shader);
4101     struct shader_arb_ctx_priv priv_ctx;
4102     unsigned int i;
4103     GLint errPos;
4104
4105     memset(&priv_ctx, 0, sizeof(priv_ctx));
4106     priv_ctx.cur_vs_args = args;
4107     list_init(&priv_ctx.control_frames);
4108     init_output_registers(shader, args->ps_signature, &priv_ctx, compiled);
4109
4110     /*  Create the hw ARB shader */
4111     shader_addline(buffer, "!!ARBvp1.0\n");
4112
4113     /* Always enable the NV extension if available. Unlike fragment shaders, there is no
4114      * mesurable performance penalty, and we can always make use of it for clipplanes.
4115      */
4116     if (gl_info->supported[NV_VERTEX_PROGRAM3])
4117     {
4118         shader_addline(buffer, "OPTION NV_vertex_program3;\n");
4119         priv_ctx.target_version = NV3;
4120         shader_addline(buffer, "ADDRESS aL;\n");
4121     }
4122     else if (gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4123     {
4124         shader_addline(buffer, "OPTION NV_vertex_program2;\n");
4125         priv_ctx.target_version = NV2;
4126         shader_addline(buffer, "ADDRESS aL;\n");
4127     } else {
4128         priv_ctx.target_version = ARB;
4129     }
4130
4131     shader_addline(buffer, "TEMP TMP_OUT;\n");
4132     if (need_helper_const(shader_data, reg_maps, gl_info))
4133     {
4134         shader_addline(buffer, "PARAM helper_const = { 0.0, 1.0, 2.0, %1.10f};\n", eps);
4135     }
4136     if (need_rel_addr_const(shader_data, reg_maps, gl_info))
4137     {
4138         shader_addline(buffer, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", shader_data->rel_offset);
4139         shader_addline(buffer, "TEMP A0_SHADOW;\n");
4140     }
4141
4142     shader_addline(buffer, "TEMP TA;\n");
4143
4144     /* Base Declarations */
4145     next_local = shader_generate_arb_declarations(shader, reg_maps, buffer,
4146             gl_info, lconst_map, &priv_ctx.vs_clipplanes, &priv_ctx);
4147
4148     for(i = 0; i < MAX_CONST_I; i++)
4149     {
4150         compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
4151         if(reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
4152         {
4153             const DWORD *control_values = find_loop_control_values(shader, i);
4154
4155             if(control_values)
4156             {
4157                 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
4158                                 control_values[0], control_values[1], control_values[2]);
4159             }
4160             else
4161             {
4162                 compiled->int_consts[i] = next_local;
4163                 compiled->num_int_consts++;
4164                 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
4165             }
4166         }
4167     }
4168
4169     /* We need a constant to fixup the final position */
4170     shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
4171     compiled->pos_fixup = next_local++;
4172
4173     /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
4174      * for output parameters. D3D in theory does not do that either, but some applications depend on a
4175      * proper initialization of the secondary color, and programs using the fixed function pipeline without
4176      * a replacement shader depend on the texcoord.w being set properly.
4177      *
4178      * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
4179      * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
4180      * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
4181      * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4182      * this can eat a number of instructions, so skip it unless this cap is set as well
4183      */
4184     if (!gl_info->supported[NV_VERTEX_PROGRAM])
4185     {
4186         IWineD3DDeviceImpl *device = shader->device;
4187         const char *color_init = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_0001);
4188         shader_addline(buffer, "MOV result.color.secondary, %s;\n", color_init);
4189
4190         if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W && !device->frag_pipe->ffp_proj_control)
4191         {
4192             int i;
4193             const char *one = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ONE);
4194             for(i = 0; i < min(8, MAX_REG_TEXCRD); i++)
4195             {
4196                 if (reg_maps->texcoord_mask[i] && reg_maps->texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL)
4197                     shader_addline(buffer, "MOV result.texcoord[%u].w, %s\n", i, one);
4198             }
4199         }
4200     }
4201
4202     /* The shader starts with the main function */
4203     priv_ctx.in_main_func = TRUE;
4204     /* Base Shader Body */
4205     shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
4206
4207     if (!priv_ctx.footer_written) vshader_add_footer(&priv_ctx,
4208             shader_data, args, reg_maps, gl_info, buffer);
4209
4210     shader_addline(buffer, "END\n");
4211
4212     /* TODO: change to resource.glObjectHandle or something like that */
4213     GL_EXTCALL(glGenProgramsARB(1, &ret));
4214
4215     TRACE("Creating a hw vertex shader, prg=%d\n", ret);
4216     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
4217
4218     TRACE("Created hw vertex shader, prg=%d\n", ret);
4219     /* Create the program and check for errors */
4220     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
4221                buffer->bsize, buffer->buffer));
4222     checkGLcall("glProgramStringARB()");
4223
4224     glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
4225     if (errPos != -1)
4226     {
4227         FIXME("HW VertexShader Error at position %d: %s\n\n",
4228               errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
4229         shader_arb_dump_program_source(buffer->buffer);
4230         ret = -1;
4231     }
4232     else
4233     {
4234         GLint native;
4235
4236         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
4237         checkGLcall("glGetProgramivARB()");
4238         if (!native) WARN("Program exceeds native resource limits.\n");
4239
4240         /* Load immediate constants */
4241         if (lconst_map)
4242         {
4243             LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, local_constant, entry)
4244             {
4245                 const float *value = (const float *)lconst->value;
4246                 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst_map[lconst->idx], value));
4247             }
4248         }
4249     }
4250     HeapFree(GetProcessHeap(), 0, lconst_map);
4251
4252     return ret;
4253 }
4254
4255 /* GL locking is done by the caller */
4256 static struct arb_ps_compiled_shader *find_arb_pshader(struct wined3d_shader *shader,
4257         const struct arb_ps_compile_args *args)
4258 {
4259     IWineD3DDeviceImpl *device = shader->device;
4260     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4261     UINT i;
4262     DWORD new_size;
4263     struct arb_ps_compiled_shader *new_array;
4264     struct wined3d_shader_buffer buffer;
4265     struct arb_pshader_private *shader_data;
4266     GLuint ret;
4267
4268     if (!shader->backend_data)
4269     {
4270         struct shader_arb_priv *priv = device->shader_priv;
4271
4272         shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4273         shader_data = shader->backend_data;
4274         shader_data->clamp_consts = shader->reg_maps.shader_version.major == 1;
4275
4276         if (shader->reg_maps.shader_version.major < 3)
4277             shader_data->input_signature_idx = ~0;
4278         else
4279             shader_data->input_signature_idx = find_input_signature(priv, shader->input_signature);
4280
4281         shader_data->has_signature_idx = TRUE;
4282         TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
4283
4284         if (!device->vs_clipping)
4285             shader_data->clipplane_emulation = shader_find_free_input_register(&shader->reg_maps,
4286                     gl_info->limits.texture_stages - 1);
4287         else
4288             shader_data->clipplane_emulation = ~0U;
4289     }
4290     shader_data = shader->backend_data;
4291
4292     /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4293      * so a linear search is more performant than a hashmap or a binary search
4294      * (cache coherency etc)
4295      */
4296     for (i = 0; i < shader_data->num_gl_shaders; ++i)
4297     {
4298         if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)))
4299             return &shader_data->gl_shaders[i];
4300     }
4301
4302     TRACE("No matching GL shader found, compiling a new shader\n");
4303     if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4304         if (shader_data->num_gl_shaders)
4305         {
4306             new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4307             new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4308                                     new_size * sizeof(*shader_data->gl_shaders));
4309         } else {
4310             new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4311             new_size = 1;
4312         }
4313
4314         if(!new_array) {
4315             ERR("Out of memory\n");
4316             return 0;
4317         }
4318         shader_data->gl_shaders = new_array;
4319         shader_data->shader_array_size = new_size;
4320     }
4321
4322     shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4323
4324     pixelshader_update_samplers(&shader->reg_maps, device->stateBlock->state.textures);
4325
4326     if (!shader_buffer_init(&buffer))
4327     {
4328         ERR("Failed to initialize shader buffer.\n");
4329         return 0;
4330     }
4331
4332     ret = shader_arb_generate_pshader(shader, gl_info, &buffer, args,
4333             &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4334     shader_buffer_free(&buffer);
4335     shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4336
4337     return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4338 }
4339
4340 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
4341                                  const DWORD use_map, BOOL skip_int) {
4342     if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
4343     if(stored->super.clip_enabled != new->super.clip_enabled) return FALSE;
4344     if(stored->super.fog_src != new->super.fog_src) return FALSE;
4345     if(stored->clip.boolclip_compare != new->clip.boolclip_compare) return FALSE;
4346     if(stored->ps_signature != new->ps_signature) return FALSE;
4347     if(stored->vertex.samplers_compare != new->vertex.samplers_compare) return FALSE;
4348     if(skip_int) return TRUE;
4349
4350     return !memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl));
4351 }
4352
4353 static struct arb_vs_compiled_shader *find_arb_vshader(struct wined3d_shader *shader,
4354         const struct arb_vs_compile_args *args)
4355 {
4356     IWineD3DDeviceImpl *device = shader->device;
4357     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4358     DWORD use_map = device->strided_streams.use_map;
4359     UINT i;
4360     DWORD new_size;
4361     struct arb_vs_compiled_shader *new_array;
4362     struct wined3d_shader_buffer buffer;
4363     struct arb_vshader_private *shader_data;
4364     GLuint ret;
4365
4366     if (!shader->backend_data)
4367     {
4368         const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4369
4370         shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4371         shader_data = shader->backend_data;
4372
4373         if ((gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
4374                 && reg_maps->min_rel_offset <= reg_maps->max_rel_offset)
4375         {
4376             if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 127)
4377             {
4378                 FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
4379                 FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
4380                 FIXME("Min: %u, Max: %u.\n", reg_maps->min_rel_offset, reg_maps->max_rel_offset);
4381             }
4382             else if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 63)
4383                 shader_data->rel_offset = reg_maps->min_rel_offset + 63;
4384             else if (reg_maps->max_rel_offset > 63)
4385                 shader_data->rel_offset = reg_maps->min_rel_offset;
4386         }
4387     }
4388     shader_data = shader->backend_data;
4389
4390     /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4391      * so a linear search is more performant than a hashmap or a binary search
4392      * (cache coherency etc)
4393      */
4394     for(i = 0; i < shader_data->num_gl_shaders; i++) {
4395         if (vs_args_equal(&shader_data->gl_shaders[i].args, args,
4396                 use_map, gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]))
4397         {
4398             return &shader_data->gl_shaders[i];
4399         }
4400     }
4401
4402     TRACE("No matching GL shader found, compiling a new shader\n");
4403
4404     if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4405         if (shader_data->num_gl_shaders)
4406         {
4407             new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4408             new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4409                                     new_size * sizeof(*shader_data->gl_shaders));
4410         } else {
4411             new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4412             new_size = 1;
4413         }
4414
4415         if(!new_array) {
4416             ERR("Out of memory\n");
4417             return 0;
4418         }
4419         shader_data->gl_shaders = new_array;
4420         shader_data->shader_array_size = new_size;
4421     }
4422
4423     shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4424
4425     if (!shader_buffer_init(&buffer))
4426     {
4427         ERR("Failed to initialize shader buffer.\n");
4428         return 0;
4429     }
4430
4431     ret = shader_arb_generate_vshader(shader, gl_info, &buffer, args,
4432             &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4433     shader_buffer_free(&buffer);
4434     shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4435
4436     return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4437 }
4438
4439 static void find_arb_ps_compile_args(const struct wined3d_state *state,
4440         const struct wined3d_shader *shader, struct arb_ps_compile_args *args)
4441 {
4442     IWineD3DDeviceImpl *device = shader->device;
4443     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4444     int i;
4445     WORD int_skip;
4446
4447     find_ps_compile_args(state, shader, &args->super);
4448
4449     /* This forces all local boolean constants to 1 to make them stateblock independent */
4450     args->bools = shader->reg_maps.local_bool_consts;
4451
4452     for(i = 0; i < MAX_CONST_B; i++)
4453     {
4454         if (state->ps_consts_b[i])
4455             args->bools |= ( 1 << i);
4456     }
4457
4458     /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4459      * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4460      * duplicate the shader than have a no-op KIL instruction in every shader
4461      */
4462     if (!device->vs_clipping && use_vs(state)
4463             && state->render_states[WINED3DRS_CLIPPING]
4464             && state->render_states[WINED3DRS_CLIPPLANEENABLE])
4465         args->clip = 1;
4466     else
4467         args->clip = 0;
4468
4469     /* Skip if unused or local, or supported natively */
4470     int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4471     if (int_skip == 0xffff || gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
4472     {
4473         memset(&args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4474         return;
4475     }
4476
4477     for(i = 0; i < MAX_CONST_I; i++)
4478     {
4479         if(int_skip & (1 << i))
4480         {
4481             args->loop_ctrl[i][0] = 0;
4482             args->loop_ctrl[i][1] = 0;
4483             args->loop_ctrl[i][2] = 0;
4484         }
4485         else
4486         {
4487             args->loop_ctrl[i][0] = state->ps_consts_i[i * 4];
4488             args->loop_ctrl[i][1] = state->ps_consts_i[i * 4 + 1];
4489             args->loop_ctrl[i][2] = state->ps_consts_i[i * 4 + 2];
4490         }
4491     }
4492 }
4493
4494 static void find_arb_vs_compile_args(const struct wined3d_state *state,
4495         const struct wined3d_shader *shader, struct arb_vs_compile_args *args)
4496 {
4497     IWineD3DDeviceImpl *device = shader->device;
4498     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4499     int i;
4500     WORD int_skip;
4501
4502     find_vs_compile_args(state, shader, &args->super);
4503
4504     args->clip.boolclip_compare = 0;
4505     if (use_ps(state))
4506     {
4507         const struct wined3d_shader *ps = state->pixel_shader;
4508         const struct arb_pshader_private *shader_priv = ps->backend_data;
4509         args->ps_signature = shader_priv->input_signature_idx;
4510
4511         args->clip.boolclip.clip_texcoord = shader_priv->clipplane_emulation + 1;
4512     }
4513     else
4514     {
4515         args->ps_signature = ~0;
4516         if (!device->vs_clipping)
4517         {
4518             args->clip.boolclip.clip_texcoord = ffp_clip_emul(state) ? gl_info->limits.texture_stages : 0;
4519         }
4520         /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4521     }
4522
4523     if (args->clip.boolclip.clip_texcoord)
4524     {
4525         if (state->render_states[WINED3DRS_CLIPPING])
4526             args->clip.boolclip.clipplane_mask = (unsigned char)state->render_states[WINED3DRS_CLIPPLANEENABLE];
4527         /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4528     }
4529
4530     /* This forces all local boolean constants to 1 to make them stateblock independent */
4531     args->clip.boolclip.bools = shader->reg_maps.local_bool_consts;
4532     /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4533     for(i = 0; i < MAX_CONST_B; i++)
4534     {
4535         if (state->vs_consts_b[i])
4536             args->clip.boolclip.bools |= ( 1 << i);
4537     }
4538
4539     args->vertex.samplers[0] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 0];
4540     args->vertex.samplers[1] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 1];
4541     args->vertex.samplers[2] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 2];
4542     args->vertex.samplers[3] = 0;
4543
4544     /* Skip if unused or local */
4545     int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4546     /* This is about flow control, not clipping. */
4547     if (int_skip == 0xffff || gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4548     {
4549         memset(&args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4550         return;
4551     }
4552
4553     for(i = 0; i < MAX_CONST_I; i++)
4554     {
4555         if(int_skip & (1 << i))
4556         {
4557             args->loop_ctrl[i][0] = 0;
4558             args->loop_ctrl[i][1] = 0;
4559             args->loop_ctrl[i][2] = 0;
4560         }
4561         else
4562         {
4563             args->loop_ctrl[i][0] = state->vs_consts_i[i * 4];
4564             args->loop_ctrl[i][1] = state->vs_consts_i[i * 4 + 1];
4565             args->loop_ctrl[i][2] = state->vs_consts_i[i * 4 + 2];
4566         }
4567     }
4568 }
4569
4570 /* GL locking is done by the caller */
4571 static void shader_arb_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
4572 {
4573     IWineD3DDeviceImpl *This = context->swapchain->device;
4574     struct shader_arb_priv *priv = This->shader_priv;
4575     const struct wined3d_gl_info *gl_info = context->gl_info;
4576     const struct wined3d_state *state = &This->stateBlock->state;
4577     int i;
4578
4579     /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4580     if (usePS)
4581     {
4582         struct wined3d_shader *ps = state->pixel_shader;
4583         struct arb_ps_compile_args compile_args;
4584         struct arb_ps_compiled_shader *compiled;
4585
4586         TRACE("Using pixel shader %p.\n", ps);
4587         find_arb_ps_compile_args(state, ps, &compile_args);
4588         compiled = find_arb_pshader(ps, &compile_args);
4589         priv->current_fprogram_id = compiled->prgId;
4590         priv->compiled_fprog = compiled;
4591
4592         /* Bind the fragment program */
4593         GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4594         checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4595
4596         if(!priv->use_arbfp_fixed_func) {
4597             /* Enable OpenGL fragment programs */
4598             glEnable(GL_FRAGMENT_PROGRAM_ARB);
4599             checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4600         }
4601         TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
4602
4603         /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4604          * a 1.x and newer shader, reload the first 8 constants
4605          */
4606         if (priv->last_ps_const_clamped != ((struct arb_pshader_private *)ps->backend_data)->clamp_consts)
4607         {
4608             priv->last_ps_const_clamped = ((struct arb_pshader_private *)ps->backend_data)->clamp_consts;
4609             This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, 8);
4610             for(i = 0; i < 8; i++)
4611             {
4612                 context->pshader_const_dirty[i] = 1;
4613             }
4614             /* Also takes care of loading local constants */
4615             shader_arb_load_constants(context, TRUE, FALSE);
4616         }
4617         else
4618         {
4619             float rt_height = This->render_targets[0]->resource.height;
4620             shader_arb_ps_local_constants(compiled, context, state, rt_height);
4621         }
4622
4623         /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4624         if (compiled->np2fixup_info.super.active)
4625             shader_arb_load_np2fixup_constants(priv, gl_info, state);
4626     }
4627     else if (gl_info->supported[ARB_FRAGMENT_PROGRAM] && !priv->use_arbfp_fixed_func)
4628     {
4629         /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
4630         * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
4631         * replacement shader
4632         */
4633         glDisable(GL_FRAGMENT_PROGRAM_ARB);
4634         checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4635         priv->current_fprogram_id = 0;
4636     }
4637
4638     if (useVS)
4639     {
4640         struct wined3d_shader *vs = state->vertex_shader;
4641         struct arb_vs_compile_args compile_args;
4642         struct arb_vs_compiled_shader *compiled;
4643
4644         TRACE("Using vertex shader %p\n", vs);
4645         find_arb_vs_compile_args(state, vs, &compile_args);
4646         compiled = find_arb_vshader(vs, &compile_args);
4647         priv->current_vprogram_id = compiled->prgId;
4648         priv->compiled_vprog = compiled;
4649
4650         /* Bind the vertex program */
4651         GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4652         checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4653
4654         /* Enable OpenGL vertex programs */
4655         glEnable(GL_VERTEX_PROGRAM_ARB);
4656         checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4657         TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
4658         shader_arb_vs_local_constants(compiled, context, state);
4659
4660         if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
4661             priv->last_vs_color_unclamp = compiled->need_color_unclamp;
4662
4663             if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4664             {
4665                 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp));
4666                 checkGLcall("glClampColorARB");
4667             } else {
4668                 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4669             }
4670         }
4671     }
4672     else if (gl_info->supported[ARB_VERTEX_PROGRAM])
4673     {
4674         priv->current_vprogram_id = 0;
4675         glDisable(GL_VERTEX_PROGRAM_ARB);
4676         checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4677     }
4678 }
4679
4680 /* GL locking is done by the caller */
4681 static void shader_arb_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
4682         enum tex_types tex_type, const SIZE *ds_mask_size)
4683 {
4684     const float mask[] = {0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy};
4685     BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
4686     struct shader_arb_priv *priv = shader_priv;
4687     GLuint *blt_fprogram;
4688
4689     if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
4690     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
4691     glEnable(GL_VERTEX_PROGRAM_ARB);
4692
4693     blt_fprogram = masked ? &priv->depth_blt_fprogram_id_masked[tex_type] : &priv->depth_blt_fprogram_id_full[tex_type];
4694     if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type, masked);
4695     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
4696     if (masked) GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, mask));
4697     glEnable(GL_FRAGMENT_PROGRAM_ARB);
4698 }
4699
4700 /* GL locking is done by the caller */
4701 static void shader_arb_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info)
4702 {
4703     struct shader_arb_priv *priv = shader_priv;
4704
4705     if (priv->current_vprogram_id) {
4706         GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4707         checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
4708
4709         TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB.\n", priv->current_vprogram_id);
4710     }
4711     else
4712     {
4713         glDisable(GL_VERTEX_PROGRAM_ARB);
4714         checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4715     }
4716
4717     if (priv->current_fprogram_id) {
4718         GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4719         checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
4720
4721         TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB.\n", priv->current_fprogram_id);
4722     }
4723     else if(!priv->use_arbfp_fixed_func)
4724     {
4725         glDisable(GL_FRAGMENT_PROGRAM_ARB);
4726         checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4727     }
4728 }
4729
4730 static void shader_arb_destroy(struct wined3d_shader *shader)
4731 {
4732     IWineD3DDeviceImpl *device = shader->device;
4733     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4734
4735     if (shader_is_pshader_version(shader->reg_maps.shader_version.type))
4736     {
4737         struct arb_pshader_private *shader_data = shader->backend_data;
4738         UINT i;
4739
4740         if(!shader_data) return; /* This can happen if a shader was never compiled */
4741
4742         if (shader_data->num_gl_shaders)
4743         {
4744             struct wined3d_context *context = context_acquire(device, NULL);
4745
4746             ENTER_GL();
4747             for (i = 0; i < shader_data->num_gl_shaders; ++i)
4748             {
4749                 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4750                 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4751             }
4752             LEAVE_GL();
4753
4754             context_release(context);
4755         }
4756
4757         HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4758         HeapFree(GetProcessHeap(), 0, shader_data);
4759         shader->backend_data = NULL;
4760     }
4761     else
4762     {
4763         struct arb_vshader_private *shader_data = shader->backend_data;
4764         UINT i;
4765
4766         if(!shader_data) return; /* This can happen if a shader was never compiled */
4767
4768         if (shader_data->num_gl_shaders)
4769         {
4770             struct wined3d_context *context = context_acquire(device, NULL);
4771
4772             ENTER_GL();
4773             for (i = 0; i < shader_data->num_gl_shaders; ++i)
4774             {
4775                 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4776                 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4777             }
4778             LEAVE_GL();
4779
4780             context_release(context);
4781         }
4782
4783         HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4784         HeapFree(GetProcessHeap(), 0, shader_data);
4785         shader->backend_data = NULL;
4786     }
4787 }
4788
4789 static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
4790 {
4791     struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4792     return compare_sig(key, e->sig);
4793 }
4794
4795 static const struct wine_rb_functions sig_tree_functions =
4796 {
4797     wined3d_rb_alloc,
4798     wined3d_rb_realloc,
4799     wined3d_rb_free,
4800     sig_tree_compare
4801 };
4802
4803 static HRESULT shader_arb_alloc(IWineD3DDeviceImpl *device)
4804 {
4805     struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
4806     if(wine_rb_init(&priv->signature_tree, &sig_tree_functions) == -1)
4807     {
4808         ERR("RB tree init failed\n");
4809         HeapFree(GetProcessHeap(), 0, priv);
4810         return E_OUTOFMEMORY;
4811     }
4812     device->shader_priv = priv;
4813     return WINED3D_OK;
4814 }
4815
4816 static void release_signature(struct wine_rb_entry *entry, void *context)
4817 {
4818     struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4819     int i;
4820     for(i = 0; i < MAX_REG_INPUT; i++)
4821     {
4822         HeapFree(GetProcessHeap(), 0, (char *) sig->sig[i].semantic_name);
4823     }
4824     HeapFree(GetProcessHeap(), 0, sig->sig);
4825     HeapFree(GetProcessHeap(), 0, sig);
4826 }
4827
4828 /* Context activation is done by the caller. */
4829 static void shader_arb_free(IWineD3DDeviceImpl *device)
4830 {
4831     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4832     struct shader_arb_priv *priv = device->shader_priv;
4833     int i;
4834
4835     ENTER_GL();
4836     if(priv->depth_blt_vprogram_id) {
4837         GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
4838     }
4839     for (i = 0; i < tex_type_count; ++i)
4840     {
4841         if (priv->depth_blt_fprogram_id_full[i])
4842         {
4843             GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_full[i]));
4844         }
4845         if (priv->depth_blt_fprogram_id_masked[i])
4846         {
4847             GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_masked[i]));
4848         }
4849     }
4850     LEAVE_GL();
4851
4852     wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
4853     HeapFree(GetProcessHeap(), 0, device->shader_priv);
4854 }
4855
4856 static BOOL shader_arb_dirty_const(void)
4857 {
4858     return TRUE;
4859 }
4860
4861 static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *pCaps)
4862 {
4863     if (gl_info->supported[ARB_VERTEX_PROGRAM])
4864     {
4865         DWORD vs_consts;
4866
4867         /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
4868          * for vertex programs. If the native limit is less than that it's
4869          * not very useful, and e.g. Mesa swrast returns 0, probably to
4870          * indicate it's a software implementation. */
4871         if (gl_info->limits.arb_vs_native_constants < 96)
4872             vs_consts = gl_info->limits.arb_vs_float_constants;
4873         else
4874             vs_consts = min(gl_info->limits.arb_vs_float_constants, gl_info->limits.arb_vs_native_constants);
4875
4876         if (gl_info->supported[NV_VERTEX_PROGRAM3])
4877         {
4878             pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
4879             TRACE_(d3d_caps)("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
4880         }
4881         else if (vs_consts >= 256)
4882         {
4883             /* Shader Model 2.0 requires at least 256 vertex shader constants */
4884             pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
4885             TRACE_(d3d_caps)("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
4886         }
4887         else
4888         {
4889             pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
4890             TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
4891         }
4892         pCaps->MaxVertexShaderConst = vs_consts;
4893     }
4894     else
4895     {
4896         pCaps->VertexShaderVersion = 0;
4897         pCaps->MaxVertexShaderConst = 0;
4898     }
4899
4900     if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
4901     {
4902         DWORD ps_consts;
4903
4904         /* Similar as above for vertex programs, but the minimum for fragment
4905          * programs is 24. */
4906         if (gl_info->limits.arb_ps_native_constants < 24)
4907             ps_consts = gl_info->limits.arb_ps_float_constants;
4908         else
4909             ps_consts = min(gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_native_constants);
4910
4911         if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
4912         {
4913             pCaps->PixelShaderVersion    = WINED3DPS_VERSION(3,0);
4914             TRACE_(d3d_caps)("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
4915         }
4916         else if (ps_consts >= 32)
4917         {
4918             /* Shader Model 2.0 requires at least 32 pixel shader constants */
4919             pCaps->PixelShaderVersion    = WINED3DPS_VERSION(2,0);
4920             TRACE_(d3d_caps)("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
4921         }
4922         else
4923         {
4924             pCaps->PixelShaderVersion    = WINED3DPS_VERSION(1,4);
4925             TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
4926         }
4927         pCaps->PixelShader1xMaxValue = 8.0f;
4928         pCaps->MaxPixelShaderConst = ps_consts;
4929     }
4930     else
4931     {
4932         pCaps->PixelShaderVersion = 0;
4933         pCaps->PixelShader1xMaxValue = 0.0f;
4934         pCaps->MaxPixelShaderConst = 0;
4935     }
4936
4937     pCaps->VSClipping = use_nv_clip(gl_info);
4938 }
4939
4940 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
4941 {
4942     if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
4943     {
4944         TRACE("Checking support for color_fixup:\n");
4945         dump_color_fixup_desc(fixup);
4946     }
4947
4948     /* We support everything except complex conversions. */
4949     if (!is_complex_fixup(fixup))
4950     {
4951         TRACE("[OK]\n");
4952         return TRUE;
4953     }
4954
4955     TRACE("[FAILED]\n");
4956     return FALSE;
4957 }
4958
4959 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
4960     DWORD shift;
4961     char write_mask[20], regstr[50];
4962     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
4963     BOOL is_color = FALSE;
4964     const struct wined3d_shader_dst_param *dst;
4965
4966     if (!ins->dst_count) return;
4967
4968     dst = &ins->dst[0];
4969     shift = dst->shift;
4970     if (!shift) return; /* Saturate alone is handled by the instructions */
4971
4972     shader_arb_get_write_mask(ins, dst, write_mask);
4973     shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
4974
4975     /* Generate a line that does the output modifier computation
4976      * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
4977      * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
4978      */
4979     shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
4980                    regstr, write_mask, regstr, shift_tab[shift]);
4981 }
4982
4983 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4984 {
4985     /* WINED3DSIH_ABS           */ shader_hw_map2gl,
4986     /* WINED3DSIH_ADD           */ shader_hw_map2gl,
4987     /* WINED3DSIH_AND           */ NULL,
4988     /* WINED3DSIH_BEM           */ pshader_hw_bem,
4989     /* WINED3DSIH_BREAK         */ shader_hw_break,
4990     /* WINED3DSIH_BREAKC        */ shader_hw_breakc,
4991     /* WINED3DSIH_BREAKP        */ NULL,
4992     /* WINED3DSIH_CALL          */ shader_hw_call,
4993     /* WINED3DSIH_CALLNZ        */ NULL,
4994     /* WINED3DSIH_CMP           */ pshader_hw_cmp,
4995     /* WINED3DSIH_CND           */ pshader_hw_cnd,
4996     /* WINED3DSIH_CRS           */ shader_hw_map2gl,
4997     /* WINED3DSIH_CUT           */ NULL,
4998     /* WINED3DSIH_DCL           */ NULL,
4999     /* WINED3DSIH_DEF           */ NULL,
5000     /* WINED3DSIH_DEFB          */ NULL,
5001     /* WINED3DSIH_DEFI          */ NULL,
5002     /* WINED3DSIH_DIV           */ NULL,
5003     /* WINED3DSIH_DP2ADD        */ pshader_hw_dp2add,
5004     /* WINED3DSIH_DP3           */ shader_hw_map2gl,
5005     /* WINED3DSIH_DP4           */ shader_hw_map2gl,
5006     /* WINED3DSIH_DST           */ shader_hw_map2gl,
5007     /* WINED3DSIH_DSX           */ shader_hw_map2gl,
5008     /* WINED3DSIH_DSY           */ shader_hw_dsy,
5009     /* WINED3DSIH_ELSE          */ shader_hw_else,
5010     /* WINED3DSIH_EMIT          */ NULL,
5011     /* WINED3DSIH_ENDIF         */ shader_hw_endif,
5012     /* WINED3DSIH_ENDLOOP       */ shader_hw_endloop,
5013     /* WINED3DSIH_ENDREP        */ shader_hw_endrep,
5014     /* WINED3DSIH_EXP           */ shader_hw_scalar_op,
5015     /* WINED3DSIH_EXPP          */ shader_hw_scalar_op,
5016     /* WINED3DSIH_FRC           */ shader_hw_map2gl,
5017     /* WINED3DSIH_FTOI          */ NULL,
5018     /* WINED3DSIH_IADD          */ NULL,
5019     /* WINED3DSIH_IEQ           */ NULL,
5020     /* WINED3DSIH_IF            */ NULL /* Hardcoded into the shader */,
5021     /* WINED3DSIH_IFC           */ shader_hw_ifc,
5022     /* WINED3DSIH_IGE           */ NULL,
5023     /* WINED3DSIH_IMUL          */ NULL,
5024     /* WINED3DSIH_ITOF          */ NULL,
5025     /* WINED3DSIH_LABEL         */ shader_hw_label,
5026     /* WINED3DSIH_LD            */ NULL,
5027     /* WINED3DSIH_LIT           */ shader_hw_map2gl,
5028     /* WINED3DSIH_LOG           */ shader_hw_log_pow,
5029     /* WINED3DSIH_LOGP          */ shader_hw_log_pow,
5030     /* WINED3DSIH_LOOP          */ shader_hw_loop,
5031     /* WINED3DSIH_LRP           */ shader_hw_lrp,
5032     /* WINED3DSIH_LT            */ NULL,
5033     /* WINED3DSIH_M3x2          */ shader_hw_mnxn,
5034     /* WINED3DSIH_M3x3          */ shader_hw_mnxn,
5035     /* WINED3DSIH_M3x4          */ shader_hw_mnxn,
5036     /* WINED3DSIH_M4x3          */ shader_hw_mnxn,
5037     /* WINED3DSIH_M4x4          */ shader_hw_mnxn,
5038     /* WINED3DSIH_MAD           */ shader_hw_map2gl,
5039     /* WINED3DSIH_MAX           */ shader_hw_map2gl,
5040     /* WINED3DSIH_MIN           */ shader_hw_map2gl,
5041     /* WINED3DSIH_MOV           */ shader_hw_mov,
5042     /* WINED3DSIH_MOVA          */ shader_hw_mov,
5043     /* WINED3DSIH_MOVC          */ NULL,
5044     /* WINED3DSIH_MUL           */ shader_hw_map2gl,
5045     /* WINED3DSIH_NOP           */ shader_hw_nop,
5046     /* WINED3DSIH_NRM           */ shader_hw_nrm,
5047     /* WINED3DSIH_PHASE         */ NULL,
5048     /* WINED3DSIH_POW           */ shader_hw_log_pow,
5049     /* WINED3DSIH_RCP           */ shader_hw_rcp,
5050     /* WINED3DSIH_REP           */ shader_hw_rep,
5051     /* WINED3DSIH_RET           */ shader_hw_ret,
5052     /* WINED3DSIH_RSQ           */ shader_hw_scalar_op,
5053     /* WINED3DSIH_SAMPLE        */ NULL,
5054     /* WINED3DSIH_SAMPLE_GRAD   */ NULL,
5055     /* WINED3DSIH_SAMPLE_LOD    */ NULL,
5056     /* WINED3DSIH_SETP          */ NULL,
5057     /* WINED3DSIH_SGE           */ shader_hw_map2gl,
5058     /* WINED3DSIH_SGN           */ shader_hw_sgn,
5059     /* WINED3DSIH_SINCOS        */ shader_hw_sincos,
5060     /* WINED3DSIH_SLT           */ shader_hw_map2gl,
5061     /* WINED3DSIH_SQRT          */ NULL,
5062     /* WINED3DSIH_SUB           */ shader_hw_map2gl,
5063     /* WINED3DSIH_TEX           */ pshader_hw_tex,
5064     /* WINED3DSIH_TEXBEM        */ pshader_hw_texbem,
5065     /* WINED3DSIH_TEXBEML       */ pshader_hw_texbem,
5066     /* WINED3DSIH_TEXCOORD      */ pshader_hw_texcoord,
5067     /* WINED3DSIH_TEXDEPTH      */ pshader_hw_texdepth,
5068     /* WINED3DSIH_TEXDP3        */ pshader_hw_texdp3,
5069     /* WINED3DSIH_TEXDP3TEX     */ pshader_hw_texdp3tex,
5070     /* WINED3DSIH_TEXKILL       */ pshader_hw_texkill,
5071     /* WINED3DSIH_TEXLDD        */ shader_hw_texldd,
5072     /* WINED3DSIH_TEXLDL        */ shader_hw_texldl,
5073     /* WINED3DSIH_TEXM3x2DEPTH  */ pshader_hw_texm3x2depth,
5074     /* WINED3DSIH_TEXM3x2PAD    */ pshader_hw_texm3x2pad,
5075     /* WINED3DSIH_TEXM3x2TEX    */ pshader_hw_texm3x2tex,
5076     /* WINED3DSIH_TEXM3x3       */ pshader_hw_texm3x3,
5077     /* WINED3DSIH_TEXM3x3DIFF   */ NULL,
5078     /* WINED3DSIH_TEXM3x3PAD    */ pshader_hw_texm3x3pad,
5079     /* WINED3DSIH_TEXM3x3SPEC   */ pshader_hw_texm3x3spec,
5080     /* WINED3DSIH_TEXM3x3TEX    */ pshader_hw_texm3x3tex,
5081     /* WINED3DSIH_TEXM3x3VSPEC  */ pshader_hw_texm3x3vspec,
5082     /* WINED3DSIH_TEXREG2AR     */ pshader_hw_texreg2ar,
5083     /* WINED3DSIH_TEXREG2GB     */ pshader_hw_texreg2gb,
5084     /* WINED3DSIH_TEXREG2RGB    */ pshader_hw_texreg2rgb,
5085     /* WINED3DSIH_UTOF          */ NULL,
5086 };
5087
5088 static BOOL get_bool_const(const struct wined3d_shader_instruction *ins,
5089         const struct wined3d_shader *shader, DWORD idx)
5090 {
5091     const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5092     BOOL vshader = shader_is_vshader_version(reg_maps->shader_version.type);
5093     WORD bools = 0;
5094     WORD flag = (1 << idx);
5095     const local_constant *constant;
5096     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5097
5098     if (reg_maps->local_bool_consts & flag)
5099     {
5100         /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
5101         LIST_FOR_EACH_ENTRY(constant, &shader->constantsB, local_constant, entry)
5102         {
5103             if (constant->idx == idx)
5104             {
5105                 return constant->value[0];
5106             }
5107         }
5108         ERR("Local constant not found\n");
5109         return FALSE;
5110     }
5111     else
5112     {
5113         if(vshader) bools = priv->cur_vs_args->clip.boolclip.bools;
5114         else bools = priv->cur_ps_args->bools;
5115         return bools & flag;
5116     }
5117 }
5118
5119 static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
5120         const struct wined3d_shader *shader, UINT idx, struct wined3d_shader_loop_control *loop_control)
5121 {
5122     const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5123     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5124
5125     /* Integer constants can either be a local constant, or they can be stored in the shader
5126      * type specific compile args. */
5127     if (reg_maps->local_int_consts & (1 << idx))
5128     {
5129         const local_constant *constant;
5130
5131         LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, local_constant, entry)
5132         {
5133             if (constant->idx == idx)
5134             {
5135                 loop_control->count = constant->value[0];
5136                 loop_control->start = constant->value[1];
5137                 /* Step is signed. */
5138                 loop_control->step = (int)constant->value[2];
5139                 return;
5140             }
5141         }
5142         /* If this happens the flag was set incorrectly */
5143         ERR("Local constant not found\n");
5144         loop_control->count = 0;
5145         loop_control->start = 0;
5146         loop_control->step = 0;
5147         return;
5148     }
5149
5150     switch (reg_maps->shader_version.type)
5151     {
5152         case WINED3D_SHADER_TYPE_VERTEX:
5153             /* Count and aL start value are unsigned */
5154             loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
5155             loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
5156             /* Step is signed. */
5157             loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
5158             break;
5159
5160         case WINED3D_SHADER_TYPE_PIXEL:
5161             loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
5162             loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
5163             loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
5164             break;
5165
5166         default:
5167             FIXME("Unhandled shader type %#x.\n", reg_maps->shader_version.type);
5168             break;
5169     }
5170 }
5171
5172 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
5173 {
5174     unsigned int i;
5175     struct wined3d_shader_dst_param *dst_param = NULL;
5176     struct wined3d_shader_src_param *src_param = NULL, *rel_addr = NULL;
5177     struct recorded_instruction *rec = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*rec));
5178     if(!rec)
5179     {
5180         ERR("Out of memory\n");
5181         return;
5182     }
5183
5184     rec->ins = *ins;
5185     dst_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param));
5186     if(!dst_param) goto free;
5187     *dst_param = *ins->dst;
5188     if(ins->dst->reg.rel_addr)
5189     {
5190         rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param->reg.rel_addr));
5191         if(!rel_addr) goto free;
5192         *rel_addr = *ins->dst->reg.rel_addr;
5193         dst_param->reg.rel_addr = rel_addr;
5194     }
5195     rec->ins.dst = dst_param;
5196
5197     src_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param) * ins->src_count);
5198     if(!src_param) goto free;
5199     for(i = 0; i < ins->src_count; i++)
5200     {
5201         src_param[i] = ins->src[i];
5202         if(ins->src[i].reg.rel_addr)
5203         {
5204             rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
5205             if(!rel_addr) goto free;
5206             *rel_addr = *ins->src[i].reg.rel_addr;
5207             src_param[i].reg.rel_addr = rel_addr;
5208         }
5209     }
5210     rec->ins.src = src_param;
5211     list_add_tail(list, &rec->entry);
5212     return;
5213
5214 free:
5215     ERR("Out of memory\n");
5216     if(dst_param)
5217     {
5218         HeapFree(GetProcessHeap(), 0, (void *) dst_param->reg.rel_addr);
5219         HeapFree(GetProcessHeap(), 0, dst_param);
5220     }
5221     if(src_param)
5222     {
5223         for(i = 0; i < ins->src_count; i++)
5224         {
5225             HeapFree(GetProcessHeap(), 0, (void *) src_param[i].reg.rel_addr);
5226         }
5227         HeapFree(GetProcessHeap(), 0, src_param);
5228     }
5229     HeapFree(GetProcessHeap(), 0, rec);
5230 }
5231
5232 static void free_recorded_instruction(struct list *list)
5233 {
5234     struct recorded_instruction *rec_ins, *entry2;
5235     unsigned int i;
5236
5237     LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
5238     {
5239         list_remove(&rec_ins->entry);
5240         if(rec_ins->ins.dst)
5241         {
5242             HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst->reg.rel_addr);
5243             HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst);
5244         }
5245         if(rec_ins->ins.src)
5246         {
5247             for(i = 0; i < rec_ins->ins.src_count; i++)
5248             {
5249                 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src[i].reg.rel_addr);
5250             }
5251             HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src);
5252         }
5253         HeapFree(GetProcessHeap(), 0, rec_ins);
5254     }
5255 }
5256
5257 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
5258     SHADER_HANDLER hw_fct;
5259     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5260     struct wined3d_shader *shader = ins->ctx->shader;
5261     struct control_frame *control_frame;
5262     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
5263     BOOL bool_const;
5264
5265     if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
5266     {
5267         control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5268         list_add_head(&priv->control_frames, &control_frame->entry);
5269
5270         if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
5271         if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
5272
5273         if(priv->target_version >= NV2)
5274         {
5275             control_frame->no.loop = priv->num_loops++;
5276             priv->loop_depth++;
5277         }
5278         else
5279         {
5280             /* Don't bother recording when we're in a not used if branch */
5281             if(priv->muted)
5282             {
5283                 return;
5284             }
5285
5286             if(!priv->recording)
5287             {
5288                 list_init(&priv->record);
5289                 priv->recording = TRUE;
5290                 control_frame->outer_loop = TRUE;
5291                 get_loop_control_const(ins, shader, ins->src[0].reg.idx, &control_frame->loop_control);
5292                 return; /* Instruction is handled */
5293             }
5294             /* Record this loop in the outer loop's recording */
5295         }
5296     }
5297     else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5298     {
5299         if(priv->target_version >= NV2)
5300         {
5301             /* Nothing to do. The control frame is popped after the HW instr handler */
5302         }
5303         else
5304         {
5305             struct list *e = list_head(&priv->control_frames);
5306             control_frame = LIST_ENTRY(e, struct control_frame, entry);
5307             list_remove(&control_frame->entry);
5308
5309             if(control_frame->outer_loop)
5310             {
5311                 unsigned int iteration;
5312                 int aL = 0;
5313                 struct list copy;
5314
5315                 /* Turn off recording before playback */
5316                 priv->recording = FALSE;
5317
5318                 /* Move the recorded instructions to a separate list and get them out of the private data
5319                  * structure. If there are nested loops, the shader_arb_handle_instruction below will
5320                  * be recorded again, thus priv->record might be overwritten
5321                  */
5322                 list_init(&copy);
5323                 list_move_tail(&copy, &priv->record);
5324                 list_init(&priv->record);
5325
5326                 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5327                 {
5328                     shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5329                                    control_frame->loop_control.count, control_frame->loop_control.start,
5330                                    control_frame->loop_control.step);
5331                     aL = control_frame->loop_control.start;
5332                 }
5333                 else
5334                 {
5335                     shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
5336                 }
5337
5338                 for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
5339                 {
5340                     struct recorded_instruction *rec_ins;
5341                     if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5342                     {
5343                         priv->aL = aL;
5344                         shader_addline(buffer, "#Iteration %u, aL=%d\n", iteration, aL);
5345                     }
5346                     else
5347                     {
5348                         shader_addline(buffer, "#Iteration %u\n", iteration);
5349                     }
5350
5351                     LIST_FOR_EACH_ENTRY(rec_ins, &copy, struct recorded_instruction, entry)
5352                     {
5353                         shader_arb_handle_instruction(&rec_ins->ins);
5354                     }
5355
5356                     if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5357                     {
5358                         aL += control_frame->loop_control.step;
5359                     }
5360                 }
5361                 shader_addline(buffer, "#end loop/rep\n");
5362
5363                 free_recorded_instruction(&copy);
5364                 HeapFree(GetProcessHeap(), 0, control_frame);
5365                 return; /* Instruction is handled */
5366             }
5367             else
5368             {
5369                 /* This is a nested loop. Proceed to the normal recording function */
5370                 HeapFree(GetProcessHeap(), 0, control_frame);
5371             }
5372         }
5373     }
5374
5375     if(priv->recording)
5376     {
5377         record_instruction(&priv->record, ins);
5378         return;
5379     }
5380
5381     /* boolean if */
5382     if(ins->handler_idx == WINED3DSIH_IF)
5383     {
5384         control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5385         list_add_head(&priv->control_frames, &control_frame->entry);
5386         control_frame->type = IF;
5387
5388         bool_const = get_bool_const(ins, shader, ins->src[0].reg.idx);
5389         if(ins->src[0].modifiers == WINED3DSPSM_NOT) bool_const = !bool_const;
5390         if (!priv->muted && !bool_const)
5391         {
5392             shader_addline(buffer, "#if(FALSE){\n");
5393             priv->muted = TRUE;
5394             control_frame->muting = TRUE;
5395         }
5396         else shader_addline(buffer, "#if(TRUE) {\n");
5397
5398         return; /* Instruction is handled */
5399     }
5400     else if(ins->handler_idx == WINED3DSIH_IFC)
5401     {
5402         /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5403         control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5404         control_frame->type = IFC;
5405         control_frame->no.ifc = priv->num_ifcs++;
5406         list_add_head(&priv->control_frames, &control_frame->entry);
5407     }
5408     else if(ins->handler_idx == WINED3DSIH_ELSE)
5409     {
5410         struct list *e = list_head(&priv->control_frames);
5411         control_frame = LIST_ENTRY(e, struct control_frame, entry);
5412
5413         if(control_frame->type == IF)
5414         {
5415             shader_addline(buffer, "#} else {\n");
5416             if(!priv->muted && !control_frame->muting)
5417             {
5418                 priv->muted = TRUE;
5419                 control_frame->muting = TRUE;
5420             }
5421             else if(control_frame->muting) priv->muted = FALSE;
5422             return; /* Instruction is handled. */
5423         }
5424         /* In case of an ifc, generate a HW shader instruction */
5425     }
5426     else if(ins->handler_idx == WINED3DSIH_ENDIF)
5427     {
5428         struct list *e = list_head(&priv->control_frames);
5429         control_frame = LIST_ENTRY(e, struct control_frame, entry);
5430
5431         if(control_frame->type == IF)
5432         {
5433             shader_addline(buffer, "#} endif\n");
5434             if(control_frame->muting) priv->muted = FALSE;
5435             list_remove(&control_frame->entry);
5436             HeapFree(GetProcessHeap(), 0, control_frame);
5437             return; /* Instruction is handled */
5438         }
5439     }
5440
5441     if(priv->muted) return;
5442
5443     /* Select handler */
5444     hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
5445
5446     /* Unhandled opcode */
5447     if (!hw_fct)
5448     {
5449         FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
5450         return;
5451     }
5452     hw_fct(ins);
5453
5454     if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5455     {
5456         struct list *e = list_head(&priv->control_frames);
5457         control_frame = LIST_ENTRY(e, struct control_frame, entry);
5458         list_remove(&control_frame->entry);
5459         HeapFree(GetProcessHeap(), 0, control_frame);
5460         priv->loop_depth--;
5461     }
5462     else if(ins->handler_idx == WINED3DSIH_ENDIF)
5463     {
5464         /* Non-ifc ENDIFs don't reach that place because of the return in the if block above */
5465         struct list *e = list_head(&priv->control_frames);
5466         control_frame = LIST_ENTRY(e, struct control_frame, entry);
5467         list_remove(&control_frame->entry);
5468         HeapFree(GetProcessHeap(), 0, control_frame);
5469     }
5470
5471
5472     shader_arb_add_instruction_modifiers(ins);
5473 }
5474
5475 const shader_backend_t arb_program_shader_backend = {
5476     shader_arb_handle_instruction,
5477     shader_arb_select,
5478     shader_arb_select_depth_blt,
5479     shader_arb_deselect_depth_blt,
5480     shader_arb_update_float_vertex_constants,
5481     shader_arb_update_float_pixel_constants,
5482     shader_arb_load_constants,
5483     shader_arb_load_np2fixup_constants,
5484     shader_arb_destroy,
5485     shader_arb_alloc,
5486     shader_arb_free,
5487     shader_arb_dirty_const,
5488     shader_arb_get_caps,
5489     shader_arb_color_fixup_supported,
5490 };
5491
5492 /* ARB_fragment_program fixed function pipeline replacement definitions */
5493 #define ARB_FFP_CONST_TFACTOR           0
5494 #define ARB_FFP_CONST_SPECULAR_ENABLE   ((ARB_FFP_CONST_TFACTOR) + 1)
5495 #define ARB_FFP_CONST_CONSTANT(i)       ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5496 #define ARB_FFP_CONST_BUMPMAT(i)        ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5497 #define ARB_FFP_CONST_LUMINANCE(i)      ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5498
5499 struct arbfp_ffp_desc
5500 {
5501     struct ffp_frag_desc parent;
5502     GLuint shader;
5503     unsigned int num_textures_used;
5504 };
5505
5506 /* Context activation is done by the caller. */
5507 static void arbfp_enable(BOOL enable)
5508 {
5509     ENTER_GL();
5510     if(enable) {
5511         glEnable(GL_FRAGMENT_PROGRAM_ARB);
5512         checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5513     } else {
5514         glDisable(GL_FRAGMENT_PROGRAM_ARB);
5515         checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5516     }
5517     LEAVE_GL();
5518 }
5519
5520 static HRESULT arbfp_alloc(IWineD3DDeviceImpl *device)
5521 {
5522     struct shader_arb_priv *priv;
5523     /* Share private data between the shader backend and the pipeline replacement, if both
5524      * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
5525      * if no pixel shader is bound or not
5526      */
5527     if (device->shader_backend == &arb_program_shader_backend)
5528     {
5529         device->fragment_priv = device->shader_priv;
5530     }
5531     else
5532     {
5533         device->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
5534         if (!device->fragment_priv) return E_OUTOFMEMORY;
5535     }
5536     priv = device->fragment_priv;
5537     if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
5538     {
5539         ERR("Failed to initialize rbtree.\n");
5540         HeapFree(GetProcessHeap(), 0, device->fragment_priv);
5541         return E_OUTOFMEMORY;
5542     }
5543     priv->use_arbfp_fixed_func = TRUE;
5544     return WINED3D_OK;
5545 }
5546
5547 /* Context activation is done by the caller. */
5548 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
5549 {
5550     const struct wined3d_gl_info *gl_info = context;
5551     struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
5552
5553     ENTER_GL();
5554     GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
5555     checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5556     HeapFree(GetProcessHeap(), 0, entry_arb);
5557     LEAVE_GL();
5558 }
5559
5560 /* Context activation is done by the caller. */
5561 static void arbfp_free(IWineD3DDeviceImpl *device)
5562 {
5563     struct shader_arb_priv *priv = device->fragment_priv;
5564
5565     wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &device->adapter->gl_info);
5566     priv->use_arbfp_fixed_func = FALSE;
5567
5568     if (device->shader_backend != &arb_program_shader_backend)
5569     {
5570         HeapFree(GetProcessHeap(), 0, device->fragment_priv);
5571     }
5572 }
5573
5574 static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5575 {
5576     caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
5577     caps->TextureOpCaps =  WINED3DTEXOPCAPS_DISABLE                     |
5578                            WINED3DTEXOPCAPS_SELECTARG1                  |
5579                            WINED3DTEXOPCAPS_SELECTARG2                  |
5580                            WINED3DTEXOPCAPS_MODULATE4X                  |
5581                            WINED3DTEXOPCAPS_MODULATE2X                  |
5582                            WINED3DTEXOPCAPS_MODULATE                    |
5583                            WINED3DTEXOPCAPS_ADDSIGNED2X                 |
5584                            WINED3DTEXOPCAPS_ADDSIGNED                   |
5585                            WINED3DTEXOPCAPS_ADD                         |
5586                            WINED3DTEXOPCAPS_SUBTRACT                    |
5587                            WINED3DTEXOPCAPS_ADDSMOOTH                   |
5588                            WINED3DTEXOPCAPS_BLENDCURRENTALPHA           |
5589                            WINED3DTEXOPCAPS_BLENDFACTORALPHA            |
5590                            WINED3DTEXOPCAPS_BLENDTEXTUREALPHA           |
5591                            WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA           |
5592                            WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM         |
5593                            WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR      |
5594                            WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA      |
5595                            WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA   |
5596                            WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR   |
5597                            WINED3DTEXOPCAPS_DOTPRODUCT3                 |
5598                            WINED3DTEXOPCAPS_MULTIPLYADD                 |
5599                            WINED3DTEXOPCAPS_LERP                        |
5600                            WINED3DTEXOPCAPS_BUMPENVMAP                  |
5601                            WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
5602
5603     /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5604
5605     caps->MaxTextureBlendStages   = 8;
5606     caps->MaxSimultaneousTextures = min(gl_info->limits.fragment_samplers, 8);
5607 }
5608
5609 static void state_texfactor_arbfp(DWORD state_id,
5610         struct wined3d_stateblock *stateblock, struct wined3d_context *context)
5611 {
5612     const struct wined3d_gl_info *gl_info = context->gl_info;
5613     const struct wined3d_state *state = &stateblock->state;
5614     IWineD3DDeviceImpl *device = stateblock->device;
5615     float col[4];
5616
5617     /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5618      * application provided constants
5619      */
5620     if (device->shader_backend == &arb_program_shader_backend)
5621     {
5622         if (use_ps(state)) return;
5623
5624         context->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
5625         device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
5626     }
5627
5628     D3DCOLORTOGLFLOAT4(state->render_states[WINED3DRS_TEXTUREFACTOR], col);
5629     GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
5630     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
5631
5632 }
5633
5634 static void state_arb_specularenable(DWORD state_id,
5635         struct wined3d_stateblock *stateblock, struct wined3d_context *context)
5636 {
5637     const struct wined3d_gl_info *gl_info = context->gl_info;
5638     const struct wined3d_state *state = &stateblock->state;
5639     IWineD3DDeviceImpl *device = stateblock->device;
5640     float col[4];
5641
5642     /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5643      * application provided constants
5644      */
5645     if (device->shader_backend == &arb_program_shader_backend)
5646     {
5647         if (use_ps(state)) return;
5648
5649         context->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
5650         device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
5651     }
5652
5653     if (state->render_states[WINED3DRS_SPECULARENABLE])
5654     {
5655         /* The specular color has no alpha */
5656         col[0] = 1.0f; col[1] = 1.0f;
5657         col[2] = 1.0f; col[3] = 0.0f;
5658     } else {
5659         col[0] = 0.0f; col[1] = 0.0f;
5660         col[2] = 0.0f; col[3] = 0.0f;
5661     }
5662     GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
5663     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5664 }
5665
5666 static void set_bumpmat_arbfp(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
5667 {
5668     DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5669     const struct wined3d_gl_info *gl_info = context->gl_info;
5670     const struct wined3d_state *state = &stateblock->state;
5671     IWineD3DDeviceImpl *device = stateblock->device;
5672     float mat[2][2];
5673
5674     if (use_ps(state))
5675     {
5676         if (stage && (state->pixel_shader->reg_maps.bumpmat & (1 << stage)))
5677         {
5678             /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
5679              * anyway
5680              */
5681             if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT))
5682                 stateblock_apply_state(STATE_PIXELSHADERCONSTANT, stateblock, context);
5683         }
5684
5685         if(device->shader_backend == &arb_program_shader_backend) {
5686             /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5687             return;
5688         }
5689     } else if(device->shader_backend == &arb_program_shader_backend) {
5690         context->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
5691         device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
5692     }
5693
5694     mat[0][0] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVMAT00]);
5695     mat[0][1] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVMAT01]);
5696     mat[1][0] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVMAT10]);
5697     mat[1][1] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVMAT11]);
5698
5699     GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
5700     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5701 }
5702
5703 static void tex_bumpenvlum_arbfp(DWORD state_id,
5704         struct wined3d_stateblock *stateblock, struct wined3d_context *context)
5705 {
5706     DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5707     const struct wined3d_gl_info *gl_info = context->gl_info;
5708     const struct wined3d_state *state = &stateblock->state;
5709     IWineD3DDeviceImpl *device = stateblock->device;
5710     float param[4];
5711
5712     if (use_ps(state))
5713     {
5714         if (stage && (state->pixel_shader->reg_maps.luminanceparams & (1 << stage)))
5715         {
5716             /* The pixel shader has to know the luminance offset. Do a constants update if it
5717              * isn't scheduled anyway
5718              */
5719             if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT))
5720                 stateblock_apply_state(STATE_PIXELSHADERCONSTANT, stateblock, context);
5721         }
5722
5723         if(device->shader_backend == &arb_program_shader_backend) {
5724             /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5725             return;
5726         }
5727     } else if(device->shader_backend == &arb_program_shader_backend) {
5728         context->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
5729         device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
5730     }
5731
5732     param[0] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVLSCALE]);
5733     param[1] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVLOFFSET]);
5734     param[2] = 0.0f;
5735     param[3] = 0.0f;
5736
5737     GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
5738     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5739 }
5740
5741 static const char *get_argreg(struct wined3d_shader_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
5742 {
5743     const char *ret;
5744
5745     if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
5746
5747     switch(arg & WINED3DTA_SELECTMASK) {
5748         case WINED3DTA_DIFFUSE:
5749             ret = "fragment.color.primary"; break;
5750
5751         case WINED3DTA_CURRENT:
5752             if (!stage) ret = "fragment.color.primary";
5753             else ret = "ret";
5754             break;
5755
5756         case WINED3DTA_TEXTURE:
5757             switch(stage) {
5758                 case 0: ret = "tex0"; break;
5759                 case 1: ret = "tex1"; break;
5760                 case 2: ret = "tex2"; break;
5761                 case 3: ret = "tex3"; break;
5762                 case 4: ret = "tex4"; break;
5763                 case 5: ret = "tex5"; break;
5764                 case 6: ret = "tex6"; break;
5765                 case 7: ret = "tex7"; break;
5766                 default: ret = "unknown texture";
5767             }
5768             break;
5769
5770         case WINED3DTA_TFACTOR:
5771             ret = "tfactor"; break;
5772
5773         case WINED3DTA_SPECULAR:
5774             ret = "fragment.color.secondary"; break;
5775
5776         case WINED3DTA_TEMP:
5777             ret = "tempreg"; break;
5778
5779         case WINED3DTA_CONSTANT:
5780             FIXME("Implement perstage constants\n");
5781             switch(stage) {
5782                 case 0: ret = "const0"; break;
5783                 case 1: ret = "const1"; break;
5784                 case 2: ret = "const2"; break;
5785                 case 3: ret = "const3"; break;
5786                 case 4: ret = "const4"; break;
5787                 case 5: ret = "const5"; break;
5788                 case 6: ret = "const6"; break;
5789                 case 7: ret = "const7"; break;
5790                 default: ret = "unknown constant";
5791             }
5792             break;
5793
5794         default:
5795             return "unknown";
5796     }
5797
5798     if(arg & WINED3DTA_COMPLEMENT) {
5799         shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
5800         if(argnum == 0) ret = "arg0";
5801         if(argnum == 1) ret = "arg1";
5802         if(argnum == 2) ret = "arg2";
5803     }
5804     if(arg & WINED3DTA_ALPHAREPLICATE) {
5805         shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
5806         if(argnum == 0) ret = "arg0";
5807         if(argnum == 1) ret = "arg1";
5808         if(argnum == 2) ret = "arg2";
5809     }
5810     return ret;
5811 }
5812
5813 static void gen_ffp_instr(struct wined3d_shader_buffer *buffer, unsigned int stage, BOOL color,
5814         BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
5815 {
5816     const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
5817     unsigned int mul = 1;
5818     BOOL mul_final_dest = FALSE;
5819
5820     if(color && alpha) dstmask = "";
5821     else if(color) dstmask = ".xyz";
5822     else dstmask = ".w";
5823
5824     if(dst == tempreg) dstreg = "tempreg";
5825     else dstreg = "ret";
5826
5827     arg0 = get_argreg(buffer, 0, stage, dw_arg0);
5828     arg1 = get_argreg(buffer, 1, stage, dw_arg1);
5829     arg2 = get_argreg(buffer, 2, stage, dw_arg2);
5830
5831     switch(op) {
5832         case WINED3DTOP_DISABLE:
5833             if (!stage) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
5834             break;
5835
5836         case WINED3DTOP_SELECTARG2:
5837             arg1 = arg2;
5838             /* FALLTHROUGH */
5839         case WINED3DTOP_SELECTARG1:
5840             shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
5841             break;
5842
5843         case WINED3DTOP_MODULATE4X:
5844             mul = 2;
5845             /* FALLTHROUGH */
5846         case WINED3DTOP_MODULATE2X:
5847             mul *= 2;
5848             if (!strcmp(dstreg, "result.color"))
5849             {
5850                 dstreg = "ret";
5851                 mul_final_dest = TRUE;
5852             }
5853             /* FALLTHROUGH */
5854         case WINED3DTOP_MODULATE:
5855             shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5856             break;
5857
5858         case WINED3DTOP_ADDSIGNED2X:
5859             mul = 2;
5860             if (!strcmp(dstreg, "result.color"))
5861             {
5862                 dstreg = "ret";
5863                 mul_final_dest = TRUE;
5864             }
5865             /* FALLTHROUGH */
5866         case WINED3DTOP_ADDSIGNED:
5867             shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
5868             arg2 = "arg2";
5869             /* FALLTHROUGH */
5870         case WINED3DTOP_ADD:
5871             shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5872             break;
5873
5874         case WINED3DTOP_SUBTRACT:
5875             shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5876             break;
5877
5878         case WINED3DTOP_ADDSMOOTH:
5879             shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
5880             shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
5881             break;
5882
5883         case WINED3DTOP_BLENDCURRENTALPHA:
5884             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
5885             shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5886             break;
5887         case WINED3DTOP_BLENDFACTORALPHA:
5888             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
5889             shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5890             break;
5891         case WINED3DTOP_BLENDTEXTUREALPHA:
5892             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
5893             shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5894             break;
5895         case WINED3DTOP_BLENDDIFFUSEALPHA:
5896             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
5897             shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5898             break;
5899
5900         case WINED3DTOP_BLENDTEXTUREALPHAPM:
5901             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
5902             shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
5903             shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
5904             break;
5905
5906         /* D3DTOP_PREMODULATE ???? */
5907
5908         case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
5909             shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
5910             shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
5911             break;
5912         case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
5913             shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
5914             break;
5915         case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
5916             shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
5917             shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
5918             break;
5919         case WINED3DTOP_MODULATECOLOR_ADDALPHA:
5920             shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
5921             break;
5922
5923         case WINED3DTOP_DOTPRODUCT3:
5924             mul = 4;
5925             if (!strcmp(dstreg, "result.color"))
5926             {
5927                 dstreg = "ret";
5928                 mul_final_dest = TRUE;
5929             }
5930             shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
5931             shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
5932             shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
5933             break;
5934
5935         case WINED3DTOP_MULTIPLYADD:
5936             shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
5937             break;
5938
5939         case WINED3DTOP_LERP:
5940             /* The msdn is not quite right here */
5941             shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5942             break;
5943
5944         case WINED3DTOP_BUMPENVMAP:
5945         case WINED3DTOP_BUMPENVMAPLUMINANCE:
5946             /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
5947             break;
5948
5949         default:
5950             FIXME("Unhandled texture op %08x\n", op);
5951     }
5952
5953     if(mul == 2) {
5954         shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
5955     } else if(mul == 4) {
5956         shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
5957     }
5958 }
5959
5960 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, struct wined3d_stateblock *stateblock)
5961 {
5962     const struct wined3d_gl_info *gl_info = &stateblock->device->adapter->gl_info;
5963     unsigned int stage;
5964     struct wined3d_shader_buffer buffer;
5965     BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5966     BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5967     BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5968     const char *textype;
5969     const char *instr, *sat;
5970     char colorcor_dst[8];
5971     GLuint ret;
5972     DWORD arg0, arg1, arg2;
5973     BOOL tempreg_used = FALSE, tfactor_used = FALSE;
5974     BOOL op_equal;
5975     const char *final_combiner_src = "ret";
5976     GLint pos;
5977
5978     /* Find out which textures are read */
5979     for(stage = 0; stage < MAX_TEXTURES; stage++) {
5980         if(settings->op[stage].cop == WINED3DTOP_DISABLE) break;
5981         arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
5982         arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
5983         arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
5984         if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5985         if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5986         if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5987
5988         if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) tex_read[stage] = TRUE;
5989         if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHAPM) tex_read[stage] = TRUE;
5990         if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP) {
5991             bump_used[stage] = TRUE;
5992             tex_read[stage] = TRUE;
5993         }
5994         if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
5995             bump_used[stage] = TRUE;
5996             tex_read[stage] = TRUE;
5997             luminance_used[stage] = TRUE;
5998         } else if(settings->op[stage].cop == WINED3DTOP_BLENDFACTORALPHA) {
5999             tfactor_used = TRUE;
6000         }
6001
6002         if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
6003             tfactor_used = TRUE;
6004         }
6005
6006         if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
6007         if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
6008             tempreg_used = TRUE;
6009         }
6010
6011         if(settings->op[stage].aop == WINED3DTOP_DISABLE) continue;
6012         arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
6013         arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
6014         arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
6015         if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6016         if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6017         if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6018
6019         if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
6020             tempreg_used = TRUE;
6021         }
6022         if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
6023             tfactor_used = TRUE;
6024         }
6025     }
6026
6027     /* Shader header */
6028     if (!shader_buffer_init(&buffer))
6029     {
6030         ERR("Failed to initialize shader buffer.\n");
6031         return 0;
6032     }
6033
6034     shader_addline(&buffer, "!!ARBfp1.0\n");
6035
6036     switch(settings->fog) {
6037         case FOG_OFF:                                                         break;
6038         case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
6039         case FOG_EXP:    shader_addline(&buffer, "OPTION ARB_fog_exp;\n");    break;
6040         case FOG_EXP2:   shader_addline(&buffer, "OPTION ARB_fog_exp2;\n");   break;
6041         default: FIXME("Unexpected fog setting %d\n", settings->fog);
6042     }
6043
6044     shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
6045     shader_addline(&buffer, "TEMP TMP;\n");
6046     shader_addline(&buffer, "TEMP ret;\n");
6047     if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
6048     shader_addline(&buffer, "TEMP arg0;\n");
6049     shader_addline(&buffer, "TEMP arg1;\n");
6050     shader_addline(&buffer, "TEMP arg2;\n");
6051     for(stage = 0; stage < MAX_TEXTURES; stage++) {
6052         if(!tex_read[stage]) continue;
6053         shader_addline(&buffer, "TEMP tex%u;\n", stage);
6054         if(!bump_used[stage]) continue;
6055         shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
6056         if(!luminance_used[stage]) continue;
6057         shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
6058     }
6059     if(tfactor_used) {
6060         shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
6061     }
6062         shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
6063
6064     if(settings->sRGB_write) {
6065         shader_addline(&buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
6066                        srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
6067         shader_addline(&buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
6068                        srgb_sub_high, 0.0, 0.0, 0.0);
6069     }
6070
6071     if (ffp_clip_emul(&stateblock->state) && settings->emul_clipplanes)
6072         shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
6073
6074     /* Generate texture sampling instructions) */
6075     for(stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3DTOP_DISABLE; stage++) {
6076         if(!tex_read[stage]) continue;
6077
6078         switch(settings->op[stage].tex_type) {
6079             case tex_1d:                    textype = "1D";     break;
6080             case tex_2d:                    textype = "2D";     break;
6081             case tex_3d:                    textype = "3D";     break;
6082             case tex_cube:                  textype = "CUBE";   break;
6083             case tex_rect:                  textype = "RECT";   break;
6084             default: textype = "unexpected_textype";   break;
6085         }
6086
6087         if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP ||
6088            settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
6089             sat = "";
6090         } else {
6091             sat = "_SAT";
6092         }
6093
6094         if(settings->op[stage].projected == proj_none) {
6095             instr = "TEX";
6096         } else if(settings->op[stage].projected == proj_count4 ||
6097                   settings->op[stage].projected == proj_count3) {
6098             instr = "TXP";
6099         } else {
6100             FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
6101             instr = "TXP";
6102         }
6103
6104         if(stage > 0 &&
6105            (settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
6106             settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
6107             shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
6108             shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
6109             shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
6110             shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
6111
6112             /* with projective textures, texbem only divides the static texture coord, not the displacement,
6113              * so multiply the displacement with the dividing parameter before passing it to TXP
6114              */
6115             if (settings->op[stage].projected != proj_none) {
6116                 if(settings->op[stage].projected == proj_count4) {
6117                     shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
6118                     shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
6119                 } else {
6120                     shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
6121                     shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
6122                 }
6123             } else {
6124                 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
6125             }
6126
6127             shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
6128                            instr, sat, stage, stage, textype);
6129             if(settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
6130                 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
6131                                stage - 1, stage - 1, stage - 1);
6132                 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
6133             }
6134         } else if(settings->op[stage].projected == proj_count3) {
6135             shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
6136             shader_addline(&buffer, "MOV ret.w, ret.z;\n");
6137             shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
6138                             instr, sat, stage, stage, textype);
6139         } else {
6140             shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
6141                             instr, sat, stage, stage, stage, textype);
6142         }
6143
6144         sprintf(colorcor_dst, "tex%u", stage);
6145         gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
6146                 settings->op[stage].color_fixup);
6147     }
6148
6149     /* Generate the main shader */
6150     for (stage = 0; stage < MAX_TEXTURES; ++stage)
6151     {
6152         if (settings->op[stage].cop == WINED3DTOP_DISABLE)
6153         {
6154             if (!stage) final_combiner_src = "fragment.color.primary";
6155             break;
6156         }
6157
6158         if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
6159            settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
6160             op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
6161         } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
6162                   settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
6163             op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
6164         } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
6165                   settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
6166             op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
6167         } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
6168                   settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
6169             op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
6170         } else {
6171             op_equal = settings->op[stage].aop   == settings->op[stage].cop &&
6172                        settings->op[stage].carg0 == settings->op[stage].aarg0 &&
6173                        settings->op[stage].carg1 == settings->op[stage].aarg1 &&
6174                        settings->op[stage].carg2 == settings->op[stage].aarg2;
6175         }
6176
6177         if(settings->op[stage].aop == WINED3DTOP_DISABLE) {
6178             gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6179                           settings->op[stage].cop, settings->op[stage].carg0,
6180                           settings->op[stage].carg1, settings->op[stage].carg2);
6181             if (!stage)
6182                 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
6183         }
6184         else if (op_equal)
6185         {
6186             gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
6187                           settings->op[stage].cop, settings->op[stage].carg0,
6188                           settings->op[stage].carg1, settings->op[stage].carg2);
6189         } else {
6190             gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6191                           settings->op[stage].cop, settings->op[stage].carg0,
6192                           settings->op[stage].carg1, settings->op[stage].carg2);
6193             gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
6194                           settings->op[stage].aop, settings->op[stage].aarg0,
6195                           settings->op[stage].aarg1, settings->op[stage].aarg2);
6196         }
6197     }
6198
6199     if(settings->sRGB_write) {
6200         shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
6201         arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
6202         shader_addline(&buffer, "MOV result.color, ret;\n");
6203     } else {
6204         shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
6205     }
6206
6207     /* Footer */
6208     shader_addline(&buffer, "END\n");
6209
6210     /* Generate the shader */
6211     GL_EXTCALL(glGenProgramsARB(1, &ret));
6212     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
6213     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6214             strlen(buffer.buffer), buffer.buffer));
6215     checkGLcall("glProgramStringARB()");
6216
6217     glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6218     if (pos != -1)
6219     {
6220         FIXME("Fragment program error at position %d: %s\n\n", pos,
6221               debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6222         shader_arb_dump_program_source(buffer.buffer);
6223     }
6224     else
6225     {
6226         GLint native;
6227
6228         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
6229         checkGLcall("glGetProgramivARB()");
6230         if (!native) WARN("Program exceeds native resource limits.\n");
6231     }
6232
6233     shader_buffer_free(&buffer);
6234     return ret;
6235 }
6236
6237 static void fragment_prog_arbfp(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
6238 {
6239     const struct wined3d_gl_info *gl_info = context->gl_info;
6240     const struct wined3d_state *state = &stateblock->state;
6241     IWineD3DDeviceImpl *device = stateblock->device;
6242     struct shader_arb_priv *priv = device->fragment_priv;
6243     BOOL use_vshader = use_vs(state);
6244     BOOL use_pshader = use_ps(state);
6245     struct ffp_frag_settings settings;
6246     const struct arbfp_ffp_desc *desc;
6247     unsigned int i;
6248
6249     TRACE("state_id %#x, stateblock %p, context %p\n", state_id, stateblock, context);
6250
6251     if(isStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE))) {
6252         if(!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
6253             /* Reload fixed function constants since they collide with the pixel shader constants */
6254             for(i = 0; i < MAX_TEXTURES; i++) {
6255                 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
6256             }
6257             state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
6258             state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
6259         } else if(use_pshader && !isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
6260             device->shader_backend->shader_select(context, use_pshader, use_vshader);
6261         }
6262         return;
6263     }
6264
6265     if(!use_pshader) {
6266         /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
6267         gen_ffp_frag_op(stateblock, &settings, FALSE);
6268         desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
6269         if(!desc) {
6270             struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
6271             if (!new_desc)
6272             {
6273                 ERR("Out of memory\n");
6274                 return;
6275             }
6276             new_desc->num_textures_used = 0;
6277             for (i = 0; i < gl_info->limits.texture_stages; ++i)
6278             {
6279                 if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
6280                 new_desc->num_textures_used = i;
6281             }
6282
6283             memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
6284             new_desc->shader = gen_arbfp_ffp_shader(&settings, stateblock);
6285             add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
6286             TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
6287             desc = new_desc;
6288         }
6289
6290         /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
6291          * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6292          * deactivate it.
6293          */
6294         GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
6295         checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
6296         priv->current_fprogram_id = desc->shader;
6297
6298         if(device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
6299             /* Reload fixed function constants since they collide with the pixel shader constants */
6300             for(i = 0; i < MAX_TEXTURES; i++) {
6301                 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
6302             }
6303             state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
6304             state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
6305         }
6306         context->last_was_pshader = FALSE;
6307     } else {
6308         context->last_was_pshader = TRUE;
6309     }
6310
6311     /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
6312      * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
6313      * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
6314      * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
6315      * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
6316      *
6317      * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
6318      * shader handler
6319      */
6320     if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
6321         device->shader_backend->shader_select(context, use_pshader, use_vshader);
6322
6323         if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader))
6324             stateblock_apply_state(STATE_VERTEXSHADERCONSTANT, stateblock, context);
6325     }
6326     if (use_pshader) stateblock_apply_state(STATE_PIXELSHADERCONSTANT, stateblock, context);
6327 }
6328
6329 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
6330  * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
6331  * state table, so we need to handle that with a forwarding function. The other invisible side effect
6332  * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
6333  * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
6334  */
6335 static void state_arbfp_fog(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
6336 {
6337     const struct wined3d_state *state = &stateblock->state;
6338     enum fogsource new_source;
6339
6340     TRACE("state_id %#x, stateblock %p, context %p\n", state_id, stateblock, context);
6341
6342     if(!isStateDirty(context, STATE_PIXELSHADER)) {
6343         fragment_prog_arbfp(state_id, stateblock, context);
6344     }
6345
6346     if (!state->render_states[WINED3DRS_FOGENABLE]) return;
6347
6348     if (state->render_states[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
6349     {
6350         if (use_vs(state))
6351         {
6352             new_source = FOGSOURCE_VS;
6353         }
6354         else
6355         {
6356             if (state->render_states[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw)
6357                 new_source = FOGSOURCE_COORD;
6358             else
6359                 new_source = FOGSOURCE_FFP;
6360         }
6361     } else {
6362         new_source = FOGSOURCE_FFP;
6363     }
6364     if(new_source != context->fog_source) {
6365         context->fog_source = new_source;
6366         state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
6367     }
6368 }
6369
6370 static void textransform(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
6371 {
6372     if (!isStateDirty(context, STATE_PIXELSHADER))
6373         fragment_prog_arbfp(state, stateblock, context);
6374 }
6375
6376 static const struct StateEntryTemplate arbfp_fragmentstate_template[] = {
6377     {STATE_RENDER(WINED3DRS_TEXTUREFACTOR),               { STATE_RENDER(WINED3DRS_TEXTUREFACTOR),              state_texfactor_arbfp   }, WINED3D_GL_EXT_NONE             },
6378     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6379     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6380     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6381     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6382     {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6383     {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6384     {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6385     {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6386     {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6387     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
6388     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6389     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6390     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6391     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
6392     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    NULL                    }, WINED3D_GL_EXT_NONE             },
6393     {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6394     {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6395     {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6396     {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6397     {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6398     {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6399     {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6400     {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6401     {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6402     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
6403     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6404     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6405     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6406     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
6407     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    NULL                    }, WINED3D_GL_EXT_NONE             },
6408     {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6409     {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6410     {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6411     {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6412     {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6413     {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6414     {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6415     {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6416     {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6417     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
6418     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6419     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6420     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6421     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
6422     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    NULL                    }, WINED3D_GL_EXT_NONE             },
6423     {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6424     {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6425     {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6426     {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6427     {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6428     {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6429     {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6430     {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6431     {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6432     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
6433     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6434     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6435     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6436     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
6437     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    NULL                    }, WINED3D_GL_EXT_NONE             },
6438     {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6439     {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6440     {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6441     {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6442     {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6443     {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6444     {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6445     {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6446     {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6447     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
6448     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6449     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6450     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6451     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
6452     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    NULL                    }, WINED3D_GL_EXT_NONE             },
6453     {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6454     {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6455     {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6456     {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6457     {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6458     {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6459     {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6460     {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6461     {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6462     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
6463     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6464     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6465     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6466     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
6467     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    NULL                    }, WINED3D_GL_EXT_NONE             },
6468     {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6469     {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6470     {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6471     {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6472     {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6473     {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6474     {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6475     {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6476     {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6477     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
6478     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6479     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6480     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6481     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
6482     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    NULL                    }, WINED3D_GL_EXT_NONE             },
6483     {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6484     {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6485     {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6486     {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6487     {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6488     {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6489     {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6490     {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6491     {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6492     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
6493     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6494     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6495     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6496     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
6497     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    NULL                    }, WINED3D_GL_EXT_NONE             },
6498     {STATE_PIXELSHADER,                                   { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
6499     {STATE_RENDER(WINED3DRS_FOGENABLE),                   { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_arbfp_fog         }, WINED3D_GL_EXT_NONE             },
6500     {STATE_RENDER(WINED3DRS_FOGTABLEMODE),                { STATE_RENDER(WINED3DRS_FOGENABLE),                  NULL                    }, WINED3D_GL_EXT_NONE             },
6501     {STATE_RENDER(WINED3DRS_FOGVERTEXMODE),               { STATE_RENDER(WINED3DRS_FOGENABLE),                  NULL                    }, WINED3D_GL_EXT_NONE             },
6502     {STATE_RENDER(WINED3DRS_FOGSTART),                    { STATE_RENDER(WINED3DRS_FOGSTART),                   state_fogstartend       }, WINED3D_GL_EXT_NONE             },
6503     {STATE_RENDER(WINED3DRS_FOGEND),                      { STATE_RENDER(WINED3DRS_FOGSTART),                   NULL                    }, WINED3D_GL_EXT_NONE             },
6504     {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE),             { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6505     {STATE_RENDER(WINED3DRS_FOGCOLOR),                    { STATE_RENDER(WINED3DRS_FOGCOLOR),                   state_fogcolor          }, WINED3D_GL_EXT_NONE             },
6506     {STATE_RENDER(WINED3DRS_FOGDENSITY),                  { STATE_RENDER(WINED3DRS_FOGDENSITY),                 state_fogdensity        }, WINED3D_GL_EXT_NONE             },
6507     {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
6508     {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
6509     {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
6510     {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
6511     {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
6512     {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
6513     {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
6514     {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
6515     {STATE_RENDER(WINED3DRS_SPECULARENABLE),              { STATE_RENDER(WINED3DRS_SPECULARENABLE),             state_arb_specularenable}, WINED3D_GL_EXT_NONE             },
6516     {0 /* Terminate */,                                   { 0,                                                  0                       }, WINED3D_GL_EXT_NONE             },
6517 };
6518
6519 const struct fragment_pipeline arbfp_fragment_pipeline = {
6520     arbfp_enable,
6521     arbfp_get_caps,
6522     arbfp_alloc,
6523     arbfp_free,
6524     shader_arb_color_fixup_supported,
6525     arbfp_fragmentstate_template,
6526     TRUE /* We can disable projected textures */
6527 };
6528
6529 struct arbfp_blit_priv {
6530     GLenum yuy2_rect_shader, yuy2_2d_shader;
6531     GLenum uyvy_rect_shader, uyvy_2d_shader;
6532     GLenum yv12_rect_shader, yv12_2d_shader;
6533     GLenum p8_rect_shader, p8_2d_shader;
6534     GLuint palette_texture;
6535 };
6536
6537 static HRESULT arbfp_blit_alloc(IWineD3DDeviceImpl *device)
6538 {
6539     device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
6540     if(!device->blit_priv) {
6541         ERR("Out of memory\n");
6542         return E_OUTOFMEMORY;
6543     }
6544     return WINED3D_OK;
6545 }
6546
6547 /* Context activation is done by the caller. */
6548 static void arbfp_blit_free(IWineD3DDeviceImpl *device)
6549 {
6550     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6551     struct arbfp_blit_priv *priv = device->blit_priv;
6552
6553     ENTER_GL();
6554     GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
6555     GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
6556     GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
6557     GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
6558     GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
6559     GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
6560     GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_rect_shader));
6561     GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_2d_shader));
6562     checkGLcall("Delete yuv and p8 programs");
6563
6564     if(priv->palette_texture) glDeleteTextures(1, &priv->palette_texture);
6565     LEAVE_GL();
6566
6567     HeapFree(GetProcessHeap(), 0, device->blit_priv);
6568     device->blit_priv = NULL;
6569 }
6570
6571 static BOOL gen_planar_yuv_read(struct wined3d_shader_buffer *buffer, enum complex_fixup fixup,
6572         GLenum textype, char *luminance)
6573 {
6574     char chroma;
6575     const char *tex, *texinstr;
6576
6577     if (fixup == COMPLEX_FIXUP_UYVY) {
6578         chroma = 'x';
6579         *luminance = 'w';
6580     } else {
6581         chroma = 'w';
6582         *luminance = 'x';
6583     }
6584     switch(textype) {
6585         case GL_TEXTURE_2D:             tex = "2D";     texinstr = "TXP"; break;
6586         case GL_TEXTURE_RECTANGLE_ARB:  tex = "RECT";   texinstr = "TEX"; break;
6587         default:
6588             /* This is more tricky than just replacing the texture type - we have to navigate
6589              * properly in the texture to find the correct chroma values
6590              */
6591             FIXME("Implement yuv correction for non-2d, non-rect textures\n");
6592             return FALSE;
6593     }
6594
6595     /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6596      * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6597      * filtering when we sample the texture.
6598      *
6599      * These are the rules for reading the chroma:
6600      *
6601      * Even pixel: Cr
6602      * Even pixel: U
6603      * Odd pixel: V
6604      *
6605      * So we have to get the sampling x position in non-normalized coordinates in integers
6606      */
6607     if(textype != GL_TEXTURE_RECTANGLE_ARB) {
6608         shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6609         shader_addline(buffer, "MOV texcrd.w, size.x;\n");
6610     } else {
6611         shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6612     }
6613     /* We must not allow filtering between pixel x and x+1, this would mix U and V
6614      * Vertical filtering is ok. However, bear in mind that the pixel center is at
6615      * 0.5, so add 0.5.
6616      */
6617     shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
6618     shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
6619
6620     /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
6621      * even and odd pixels respectively
6622      */
6623     shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
6624     shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
6625
6626     /* Sample Pixel 1 */
6627     shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6628
6629     /* Put the value into either of the chroma values */
6630     shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6631     shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
6632     shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6633     shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
6634
6635     /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
6636      * the pixel right to the current one. Otherwise, sample the left pixel.
6637      * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
6638      */
6639     shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
6640     shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
6641     shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6642
6643     /* Put the value into the other chroma */
6644     shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6645     shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
6646     shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6647     shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
6648
6649     /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
6650      * the current one and lerp the two U and V values
6651      */
6652
6653     /* This gives the correctly filtered luminance value */
6654     shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
6655
6656     return TRUE;
6657 }
6658
6659 static BOOL gen_yv12_read(struct wined3d_shader_buffer *buffer, GLenum textype, char *luminance)
6660 {
6661     const char *tex;
6662
6663     switch(textype) {
6664         case GL_TEXTURE_2D:             tex = "2D";     break;
6665         case GL_TEXTURE_RECTANGLE_ARB:  tex = "RECT";   break;
6666         default:
6667             FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
6668             return FALSE;
6669     }
6670
6671     /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
6672      * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
6673      * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
6674      * pitch of the luminance plane, the packing into the gl texture is a bit
6675      * unfortunate. If the whole texture is interpreted as luminance data it looks
6676      * approximately like this:
6677      *
6678      *        +----------------------------------+----
6679      *        |                                  |
6680      *        |                                  |
6681      *        |                                  |
6682      *        |                                  |
6683      *        |                                  |   2
6684      *        |            LUMINANCE             |   -
6685      *        |                                  |   3
6686      *        |                                  |
6687      *        |                                  |
6688      *        |                                  |
6689      *        |                                  |
6690      *        +----------------+-----------------+----
6691      *        |                |                 |
6692      *        |  U even rows   |  U odd rows     |
6693      *        |                |                 |   1
6694      *        +----------------+------------------   -
6695      *        |                |                 |   3
6696      *        |  V even rows   |  V odd rows     |
6697      *        |                |                 |
6698      *        +----------------+-----------------+----
6699      *        |                |                 |
6700      *        |     0.5        |       0.5       |
6701      *
6702      * So it appears as if there are 4 chroma images, but in fact the odd rows
6703      * in the chroma images are in the same row as the even ones. So its is
6704      * kinda tricky to read
6705      *
6706      * When reading from rectangle textures, keep in mind that the input y coordinates
6707      * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
6708      */
6709     shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
6710             2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f);
6711
6712     shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6713     /* the chroma planes have only half the width */
6714     shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
6715
6716     /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
6717      * the coordinate. Also read the right side of the image when reading odd lines
6718      *
6719      * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
6720      * bleeding
6721      */
6722     if(textype == GL_TEXTURE_2D) {
6723
6724         shader_addline(buffer, "RCP chroma.w, size.y;\n");
6725
6726         shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
6727
6728         shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
6729         shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
6730
6731         /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6732         shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6733         shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6734         shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6735         shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6736
6737         /* clamp, keep the half pixel origin in mind */
6738         shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
6739         shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6740         shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
6741         shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6742     } else {
6743         /* Read from [size - size+size/4] */
6744         shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6745         shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
6746
6747         /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6748         shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6749         shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6750         shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6751         shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
6752         shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6753
6754         /* Make sure to read exactly from the pixel center */
6755         shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6756         shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
6757
6758         /* Clamp */
6759         shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
6760         shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
6761         shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6762         shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
6763         shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6764     }
6765     /* Read the texture, put the result into the output register */
6766     shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6767     shader_addline(buffer, "MOV chroma.x, temp.w;\n");
6768
6769     /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
6770      * No need to clamp because we're just reusing the already clamped value from above
6771      */
6772     if(textype == GL_TEXTURE_2D) {
6773         shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
6774     } else {
6775         shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
6776     }
6777     shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6778     shader_addline(buffer, "MOV chroma.y, temp.w;\n");
6779
6780     /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
6781      * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
6782      * values due to filtering
6783      */
6784     shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6785     if(textype == GL_TEXTURE_2D) {
6786         /* Multiply the y coordinate by 2/3 and clamp it */
6787         shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
6788         shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
6789         shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6790         shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6791     } else {
6792         /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
6793          * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
6794          * is bigger
6795          */
6796         shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
6797         shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
6798         shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6799     }
6800     *luminance = 'a';
6801
6802     return TRUE;
6803 }
6804
6805 static GLuint gen_p8_shader(struct arbfp_blit_priv *priv,
6806         const struct wined3d_gl_info *gl_info, GLenum textype)
6807 {
6808     GLenum shader;
6809     struct wined3d_shader_buffer buffer;
6810     GLint pos;
6811
6812     /* Shader header */
6813     if (!shader_buffer_init(&buffer))
6814     {
6815         ERR("Failed to initialize shader buffer.\n");
6816         return 0;
6817     }
6818
6819     ENTER_GL();
6820     GL_EXTCALL(glGenProgramsARB(1, &shader));
6821     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
6822     LEAVE_GL();
6823     if(!shader) {
6824         shader_buffer_free(&buffer);
6825         return 0;
6826     }
6827
6828     shader_addline(&buffer, "!!ARBfp1.0\n");
6829     shader_addline(&buffer, "TEMP index;\n");
6830
6831     /* { 255/256, 0.5/255*255/256, 0, 0 } */
6832     shader_addline(&buffer, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
6833
6834     /* The alpha-component contains the palette index */
6835     if(textype == GL_TEXTURE_RECTANGLE_ARB)
6836         shader_addline(&buffer, "TXP index, fragment.texcoord[0], texture[0], RECT;\n");
6837     else
6838         shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], 2D;\n");
6839
6840     /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
6841     shader_addline(&buffer, "MAD index.a, index.a, constants.x, constants.y;\n");
6842
6843     /* Use the alpha-component as an index in the palette to get the final color */
6844     shader_addline(&buffer, "TEX result.color, index.a, texture[1], 1D;\n");
6845     shader_addline(&buffer, "END\n");
6846
6847     ENTER_GL();
6848     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6849             strlen(buffer.buffer), buffer.buffer));
6850     checkGLcall("glProgramStringARB()");
6851
6852     glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6853     if (pos != -1)
6854     {
6855         FIXME("Fragment program error at position %d: %s\n\n", pos,
6856               debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6857         shader_arb_dump_program_source(buffer.buffer);
6858     }
6859
6860     if (textype == GL_TEXTURE_RECTANGLE_ARB)
6861         priv->p8_rect_shader = shader;
6862     else
6863         priv->p8_2d_shader = shader;
6864
6865     shader_buffer_free(&buffer);
6866     LEAVE_GL();
6867
6868     return shader;
6869 }
6870
6871 /* Context activation is done by the caller. */
6872 static void upload_palette(IWineD3DSurfaceImpl *surface)
6873 {
6874     BYTE table[256][4];
6875     IWineD3DDeviceImpl *device = surface->resource.device;
6876     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6877     struct arbfp_blit_priv *priv = device->blit_priv;
6878     BOOL colorkey = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) ? TRUE : FALSE;
6879
6880     d3dfmt_p8_init_palette(surface, table, colorkey);
6881
6882     ENTER_GL();
6883     if (!priv->palette_texture)
6884         glGenTextures(1, &priv->palette_texture);
6885
6886     GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
6887     glBindTexture(GL_TEXTURE_1D, priv->palette_texture);
6888
6889     glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
6890
6891     glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
6892     /* Make sure we have discrete color levels. */
6893     glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
6894     glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
6895     /* Upload the palette */
6896     /* TODO: avoid unneeed uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
6897     glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table);
6898
6899     /* Switch back to unit 0 in which the 2D texture will be stored. */
6900     GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0));
6901     LEAVE_GL();
6902 }
6903
6904 /* Context activation is done by the caller. */
6905 static GLuint gen_yuv_shader(struct arbfp_blit_priv *priv, const struct wined3d_gl_info *gl_info,
6906         enum complex_fixup yuv_fixup, GLenum textype)
6907 {
6908     GLenum shader;
6909     struct wined3d_shader_buffer buffer;
6910     char luminance_component;
6911     GLint pos;
6912
6913     /* Shader header */
6914     if (!shader_buffer_init(&buffer))
6915     {
6916         ERR("Failed to initialize shader buffer.\n");
6917         return 0;
6918     }
6919
6920     ENTER_GL();
6921     GL_EXTCALL(glGenProgramsARB(1, &shader));
6922     checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
6923     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
6924     checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
6925     LEAVE_GL();
6926     if(!shader) {
6927         shader_buffer_free(&buffer);
6928         return 0;
6929     }
6930
6931     /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
6932      * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
6933      * two chroma(U and V) values. Each macropixel has two luminance values, one for
6934      * each single pixel it contains, and one U and one V value shared between both
6935      * pixels.
6936      *
6937      * The data is loaded into an A8L8 texture. With YUY2, the luminance component
6938      * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
6939      * take the format into account when generating the read swizzles
6940      *
6941      * Reading the Y value is straightforward - just sample the texture. The hardware
6942      * takes care of filtering in the horizontal and vertical direction.
6943      *
6944      * Reading the U and V values is harder. We have to avoid filtering horizontally,
6945      * because that would mix the U and V values of one pixel or two adjacent pixels.
6946      * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
6947      * regardless of the filtering setting. Vertical filtering works automatically
6948      * though - the U and V values of two rows are mixed nicely.
6949      *
6950      * Appart of avoiding filtering issues, the code has to know which value it just
6951      * read, and where it can find the other one. To determine this, it checks if
6952      * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
6953      *
6954      * Handling horizontal filtering of U and V values requires reading a 2nd pair
6955      * of pixels, extracting U and V and mixing them. This is not implemented yet.
6956      *
6957      * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
6958      * with width / 2. This way one read gives all 3 values, finding U and V is easy
6959      * in an unfiltered situation. Finding the luminance on the other hand requires
6960      * finding out if it is an odd or even pixel. The real drawback of this approach
6961      * is filtering. This would have to be emulated completely in the shader, reading
6962      * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
6963      * vertically. Beyond that it would require adjustments to the texture handling
6964      * code to deal with the width scaling
6965      */
6966     shader_addline(&buffer, "!!ARBfp1.0\n");
6967     shader_addline(&buffer, "TEMP luminance;\n");
6968     shader_addline(&buffer, "TEMP temp;\n");
6969     shader_addline(&buffer, "TEMP chroma;\n");
6970     shader_addline(&buffer, "TEMP texcrd;\n");
6971     shader_addline(&buffer, "TEMP texcrd2;\n");
6972     shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
6973     shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
6974     shader_addline(&buffer, "PARAM size = program.local[0];\n");
6975
6976     switch (yuv_fixup)
6977     {
6978         case COMPLEX_FIXUP_UYVY:
6979         case COMPLEX_FIXUP_YUY2:
6980             if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
6981             {
6982                 shader_buffer_free(&buffer);
6983                 return 0;
6984             }
6985             break;
6986
6987         case COMPLEX_FIXUP_YV12:
6988             if (!gen_yv12_read(&buffer, textype, &luminance_component))
6989             {
6990                 shader_buffer_free(&buffer);
6991                 return 0;
6992             }
6993             break;
6994
6995         default:
6996             FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
6997             shader_buffer_free(&buffer);
6998             return 0;
6999     }
7000
7001     /* Calculate the final result. Formula is taken from
7002      * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
7003      * ranges from -0.5 to 0.5
7004      */
7005     shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
7006
7007     shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
7008     shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
7009     shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
7010     shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
7011     shader_addline(&buffer, "END\n");
7012
7013     ENTER_GL();
7014     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
7015             strlen(buffer.buffer), buffer.buffer));
7016     checkGLcall("glProgramStringARB()");
7017
7018     glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
7019     if (pos != -1)
7020     {
7021         FIXME("Fragment program error at position %d: %s\n\n", pos,
7022               debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
7023         shader_arb_dump_program_source(buffer.buffer);
7024     }
7025     else
7026     {
7027         GLint native;
7028
7029         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
7030         checkGLcall("glGetProgramivARB()");
7031         if (!native) WARN("Program exceeds native resource limits.\n");
7032     }
7033
7034     shader_buffer_free(&buffer);
7035     LEAVE_GL();
7036
7037     switch (yuv_fixup)
7038     {
7039         case COMPLEX_FIXUP_YUY2:
7040             if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
7041             else priv->yuy2_2d_shader = shader;
7042             break;
7043
7044         case COMPLEX_FIXUP_UYVY:
7045             if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
7046             else priv->uyvy_2d_shader = shader;
7047             break;
7048
7049         case COMPLEX_FIXUP_YV12:
7050             if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
7051             else priv->yv12_2d_shader = shader;
7052             break;
7053         default:
7054             ERR("Unsupported complex fixup: %d\n", yuv_fixup);
7055     }
7056
7057     return shader;
7058 }
7059
7060 /* Context activation is done by the caller. */
7061 static HRESULT arbfp_blit_set(void *blit_priv, const struct wined3d_gl_info *gl_info, IWineD3DSurfaceImpl *surface)
7062 {
7063     GLenum shader;
7064     float size[4] = {(float) surface->pow2Width, (float) surface->pow2Height, 1.0f, 1.0f};
7065     struct arbfp_blit_priv *priv = blit_priv;
7066     enum complex_fixup fixup;
7067     GLenum textype = surface->texture_target;
7068
7069     if (!is_complex_fixup(surface->resource.format->color_fixup))
7070     {
7071         TRACE("Fixup:\n");
7072         dump_color_fixup_desc(surface->resource.format->color_fixup);
7073         /* Don't bother setting up a shader for unconverted formats */
7074         ENTER_GL();
7075         glEnable(textype);
7076         checkGLcall("glEnable(textype)");
7077         LEAVE_GL();
7078         return WINED3D_OK;
7079     }
7080
7081     fixup = get_complex_fixup(surface->resource.format->color_fixup);
7082
7083     switch(fixup)
7084     {
7085         case COMPLEX_FIXUP_YUY2:
7086             shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
7087             break;
7088
7089         case COMPLEX_FIXUP_UYVY:
7090             shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
7091             break;
7092
7093         case COMPLEX_FIXUP_YV12:
7094             shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
7095             break;
7096
7097         case COMPLEX_FIXUP_P8:
7098             shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->p8_rect_shader : priv->p8_2d_shader;
7099             if (!shader) shader = gen_p8_shader(priv, gl_info, textype);
7100
7101             upload_palette(surface);
7102             break;
7103
7104         default:
7105             FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup);
7106             ENTER_GL();
7107             glEnable(textype);
7108             checkGLcall("glEnable(textype)");
7109             LEAVE_GL();
7110             return E_NOTIMPL;
7111     }
7112
7113     if (!shader) shader = gen_yuv_shader(priv, gl_info, fixup, textype);
7114
7115     ENTER_GL();
7116     glEnable(GL_FRAGMENT_PROGRAM_ARB);
7117     checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
7118     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7119     checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7120     GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
7121     checkGLcall("glProgramLocalParameter4fvARB");
7122     LEAVE_GL();
7123
7124     return WINED3D_OK;
7125 }
7126
7127 /* Context activation is done by the caller. */
7128 static void arbfp_blit_unset(const struct wined3d_gl_info *gl_info)
7129 {
7130     ENTER_GL();
7131     glDisable(GL_FRAGMENT_PROGRAM_ARB);
7132     checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
7133     glDisable(GL_TEXTURE_2D);
7134     checkGLcall("glDisable(GL_TEXTURE_2D)");
7135     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
7136     {
7137         glDisable(GL_TEXTURE_CUBE_MAP_ARB);
7138         checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
7139     }
7140     if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
7141     {
7142         glDisable(GL_TEXTURE_RECTANGLE_ARB);
7143         checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
7144     }
7145     LEAVE_GL();
7146 }
7147
7148 static BOOL arbfp_blit_supported(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
7149         const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
7150         const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
7151 {
7152     enum complex_fixup src_fixup;
7153
7154     if (!gl_info->supported[ARB_FRAGMENT_PROGRAM])
7155         return FALSE;
7156
7157     if (blit_op != WINED3D_BLIT_OP_COLOR_BLIT)
7158     {
7159         TRACE("Unsupported blit_op=%d\n", blit_op);
7160         return FALSE;
7161     }
7162
7163     src_fixup = get_complex_fixup(src_format->color_fixup);
7164     if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
7165     {
7166         TRACE("Checking support for fixup:\n");
7167         dump_color_fixup_desc(src_format->color_fixup);
7168     }
7169
7170     if (!is_identity_fixup(dst_format->color_fixup))
7171     {
7172         TRACE("Destination fixups are not supported\n");
7173         return FALSE;
7174     }
7175
7176     if (is_identity_fixup(src_format->color_fixup))
7177     {
7178         TRACE("[OK]\n");
7179         return TRUE;
7180     }
7181
7182      /* We only support YUV conversions. */
7183     if (!is_complex_fixup(src_format->color_fixup))
7184     {
7185         TRACE("[FAILED]\n");
7186         return FALSE;
7187     }
7188
7189     switch(src_fixup)
7190     {
7191         case COMPLEX_FIXUP_YUY2:
7192         case COMPLEX_FIXUP_UYVY:
7193         case COMPLEX_FIXUP_YV12:
7194         case COMPLEX_FIXUP_P8:
7195             TRACE("[OK]\n");
7196             return TRUE;
7197
7198         default:
7199             FIXME("Unsupported YUV fixup %#x\n", src_fixup);
7200             TRACE("[FAILED]\n");
7201             return FALSE;
7202     }
7203 }
7204
7205 HRESULT arbfp_blit_surface(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *src_surface, const RECT *src_rect,
7206                            IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect_in, enum wined3d_blit_op blit_op,
7207                            DWORD Filter)
7208 {
7209     IWineD3DSwapChainImpl *dst_swapchain;
7210     struct wined3d_context *context;
7211     RECT dst_rect = *dst_rect_in;
7212
7213     /* Now load the surface */
7214     surface_internal_preload(src_surface, SRGB_RGB);
7215
7216     /* Activate the destination context, set it up for blitting */
7217     context = context_acquire(device, dst_surface);
7218     context_apply_blit_state(context, device);
7219
7220     if (!surface_is_offscreen(dst_surface))
7221         surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
7222
7223     arbfp_blit_set(device->blit_priv, context->gl_info, src_surface);
7224
7225     ENTER_GL();
7226
7227     /* Draw a textured quad */
7228     draw_textured_quad(src_surface, src_rect, &dst_rect, Filter);
7229
7230     LEAVE_GL();
7231
7232     /* Leave the opengl state valid for blitting */
7233     arbfp_blit_unset(context->gl_info);
7234
7235     dst_swapchain = dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
7236             ? dst_surface->container.u.swapchain : NULL;
7237     if (wined3d_settings.strict_draw_ordering || (dst_swapchain
7238             && (dst_surface == dst_swapchain->front_buffer
7239             || dst_swapchain->num_contexts > 1)))
7240         wglFlush(); /* Flush to ensure ordering across contexts. */
7241
7242     context_release(context);
7243
7244     surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
7245     return WINED3D_OK;
7246 }
7247
7248 /* Do not call while under the GL lock. */
7249 static HRESULT arbfp_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface,
7250         const RECT *dst_rect, const WINED3DCOLORVALUE *color)
7251 {
7252     FIXME("Color filling not implemented by arbfp_blit\n");
7253     return WINED3DERR_INVALIDCALL;
7254 }
7255
7256 /* Do not call while under the GL lock. */
7257 static HRESULT arbfp_blit_depth_fill(IWineD3DDeviceImpl *device,
7258         IWineD3DSurfaceImpl *surface, const RECT *rect, float depth)
7259 {
7260     FIXME("Depth filling not implemented by arbfp_blit.\n");
7261     return WINED3DERR_INVALIDCALL;
7262 }
7263
7264 const struct blit_shader arbfp_blit = {
7265     arbfp_blit_alloc,
7266     arbfp_blit_free,
7267     arbfp_blit_set,
7268     arbfp_blit_unset,
7269     arbfp_blit_supported,
7270     arbfp_blit_color_fill,
7271     arbfp_blit_depth_fill,
7272 };