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