wined3d: Create a struct wined3d_shader_version to store version information.
[wine] / dlls / wined3d / glsl_shader.c
1 /*
2  * GLSL pixel and vertex shader implementation
3  *
4  * Copyright 2006 Jason Green 
5  * Copyright 2006-2007 Henri Verbeet
6  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
7  * Copyright 2009 Henri Verbeet for CodeWeavers
8  *
9  * This library is free software; you can redistribute it and/or
10  * modify it under the terms of the GNU Lesser General Public
11  * License as published by the Free Software Foundation; either
12  * version 2.1 of the License, or (at your option) any later version.
13  *
14  * This library is distributed in the hope that it will be useful,
15  * but WITHOUT ANY WARRANTY; without even the implied warranty of
16  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
17  * Lesser General Public License for more details.
18  *
19  * You should have received a copy of the GNU Lesser General Public
20  * License along with this library; if not, write to the Free Software
21  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22  */
23
24 /*
25  * D3D shader asm has swizzles on source parameters, and write masks for
26  * destination parameters. GLSL uses swizzles for both. The result of this is
27  * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
28  * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
29  * mask for the destination parameter into account.
30  */
31
32 #include "config.h"
33 #include <limits.h>
34 #include <stdio.h>
35 #include "wined3d_private.h"
36
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
41
42 #define GLINFO_LOCATION      (*gl_info)
43
44 #define WINED3D_GLSL_SAMPLE_PROJECTED   0x1
45 #define WINED3D_GLSL_SAMPLE_RECT        0x2
46 #define WINED3D_GLSL_SAMPLE_LOD         0x4
47 #define WINED3D_GLSL_SAMPLE_GRAD        0x8
48
49 typedef struct {
50     char reg_name[150];
51     char mask_str[6];
52 } glsl_dst_param_t;
53
54 typedef struct {
55     char reg_name[150];
56     char param_str[100];
57 } glsl_src_param_t;
58
59 typedef struct {
60     const char *name;
61     DWORD coord_mask;
62 } glsl_sample_function_t;
63
64 enum heap_node_op
65 {
66     HEAP_NODE_TRAVERSE_LEFT,
67     HEAP_NODE_TRAVERSE_RIGHT,
68     HEAP_NODE_POP,
69 };
70
71 struct constant_entry
72 {
73     unsigned int idx;
74     unsigned int version;
75 };
76
77 struct constant_heap
78 {
79     struct constant_entry *entries;
80     unsigned int *positions;
81     unsigned int size;
82 };
83
84 /* GLSL shader private data */
85 struct shader_glsl_priv {
86     struct hash_table_t *glsl_program_lookup;
87     struct glsl_shader_prog_link *glsl_program;
88     struct constant_heap vconst_heap;
89     struct constant_heap pconst_heap;
90     unsigned char *stack;
91     GLhandleARB depth_blt_program[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 list                 vshader_entry;
98     struct list                 pshader_entry;
99     GLhandleARB                 programId;
100     GLint                       *vuniformF_locations;
101     GLint                       *puniformF_locations;
102     GLint                       vuniformI_locations[MAX_CONST_I];
103     GLint                       puniformI_locations[MAX_CONST_I];
104     GLint                       posFixup_location;
105     GLint                       np2Fixup_location[MAX_FRAGMENT_SAMPLERS];
106     GLint                       bumpenvmat_location[MAX_TEXTURES];
107     GLint                       luminancescale_location[MAX_TEXTURES];
108     GLint                       luminanceoffset_location[MAX_TEXTURES];
109     GLint                       ycorrection_location;
110     GLenum                      vertex_color_clamp;
111     IWineD3DVertexShader        *vshader;
112     IWineD3DPixelShader         *pshader;
113     struct vs_compile_args      vs_args;
114     struct ps_compile_args      ps_args;
115     UINT                        constant_version;
116 };
117
118 typedef struct {
119     IWineD3DVertexShader        *vshader;
120     IWineD3DPixelShader         *pshader;
121     struct ps_compile_args      ps_args;
122     struct vs_compile_args      vs_args;
123 } glsl_program_key_t;
124
125
126 /** Prints the GLSL info log which will contain error messages if they exist */
127 static void print_glsl_info_log(const WineD3D_GL_Info *gl_info, GLhandleARB obj)
128 {
129     int infologLength = 0;
130     char *infoLog;
131     unsigned int i;
132     BOOL is_spam;
133
134     static const char * const spam[] =
135     {
136         "Vertex shader was successfully compiled to run on hardware.\n",    /* fglrx          */
137         "Fragment shader was successfully compiled to run on hardware.\n",  /* fglrx          */
138         "Fragment shader(s) linked, vertex shader(s) linked. \n ",          /* fglrx, with \n */
139         "Fragment shader(s) linked, vertex shader(s) linked.",              /* fglrx, no \n   */
140         "Vertex shader(s) linked, no fragment shader(s) defined. \n ",      /* fglrx, with \n */
141         "Vertex shader(s) linked, no fragment shader(s) defined.",          /* fglrx, no \n   */
142         "Fragment shader was successfully compiled to run on hardware.\n"
143         "WARNING: 0:2: extension 'GL_ARB_draw_buffers' is not supported",
144         "Fragment shader(s) linked, no vertex shader(s) defined.",          /* fglrx, no \n   */
145         "Fragment shader(s) linked, no vertex shader(s) defined. \n ",      /* fglrx, with \n */
146         "WARNING: 0:2: extension 'GL_ARB_draw_buffers' is not supported\n"  /* MacOS ati      */
147     };
148
149     if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
150
151     GL_EXTCALL(glGetObjectParameterivARB(obj,
152                GL_OBJECT_INFO_LOG_LENGTH_ARB,
153                &infologLength));
154
155     /* A size of 1 is just a null-terminated string, so the log should be bigger than
156      * that if there are errors. */
157     if (infologLength > 1)
158     {
159         /* Fglrx doesn't terminate the string properly, but it tells us the proper length.
160          * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
161          */
162         infoLog = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, infologLength);
163         GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
164         is_spam = FALSE;
165
166         for(i = 0; i < sizeof(spam) / sizeof(spam[0]); i++) {
167             if(strcmp(infoLog, spam[i]) == 0) {
168                 is_spam = TRUE;
169                 break;
170             }
171         }
172         if(is_spam) {
173             TRACE("Spam received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
174         } else {
175             FIXME("Error received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
176         }
177         HeapFree(GetProcessHeap(), 0, infoLog);
178     }
179 }
180
181 /**
182  * Loads (pixel shader) samplers
183  */
184 static void shader_glsl_load_psamplers(const WineD3D_GL_Info *gl_info, DWORD *tex_unit_map, GLhandleARB programId)
185 {
186     GLint name_loc;
187     int i;
188     char sampler_name[20];
189
190     for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
191         snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
192         name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
193         if (name_loc != -1) {
194             DWORD mapped_unit = tex_unit_map[i];
195             if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < GL_LIMITS(fragment_samplers))
196             {
197                 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
198                 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
199                 checkGLcall("glUniform1iARB");
200             } else {
201                 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
202             }
203         }
204     }
205 }
206
207 static void shader_glsl_load_vsamplers(const WineD3D_GL_Info *gl_info, DWORD *tex_unit_map, GLhandleARB programId)
208 {
209     GLint name_loc;
210     char sampler_name[20];
211     int i;
212
213     for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
214         snprintf(sampler_name, sizeof(sampler_name), "Vsampler%d", i);
215         name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
216         if (name_loc != -1) {
217             DWORD mapped_unit = tex_unit_map[MAX_FRAGMENT_SAMPLERS + i];
218             if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < GL_LIMITS(combined_samplers))
219             {
220                 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
221                 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
222                 checkGLcall("glUniform1iARB");
223             } else {
224                 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
225             }
226         }
227     }
228 }
229
230 static inline void walk_constant_heap(const WineD3D_GL_Info *gl_info, const float *constants,
231         const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
232 {
233     int stack_idx = 0;
234     unsigned int heap_idx = 1;
235     unsigned int idx;
236
237     if (heap->entries[heap_idx].version <= version) return;
238
239     idx = heap->entries[heap_idx].idx;
240     if (constant_locations[idx] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
241     stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
242
243     while (stack_idx >= 0)
244     {
245         /* Note that we fall through to the next case statement. */
246         switch(stack[stack_idx])
247         {
248             case HEAP_NODE_TRAVERSE_LEFT:
249             {
250                 unsigned int left_idx = heap_idx << 1;
251                 if (left_idx < heap->size && heap->entries[left_idx].version > version)
252                 {
253                     heap_idx = left_idx;
254                     idx = heap->entries[heap_idx].idx;
255                     if (constant_locations[idx] != -1)
256                         GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
257
258                     stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
259                     stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
260                     break;
261                 }
262             }
263
264             case HEAP_NODE_TRAVERSE_RIGHT:
265             {
266                 unsigned int right_idx = (heap_idx << 1) + 1;
267                 if (right_idx < heap->size && heap->entries[right_idx].version > version)
268                 {
269                     heap_idx = right_idx;
270                     idx = heap->entries[heap_idx].idx;
271                     if (constant_locations[idx] != -1)
272                         GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
273
274                     stack[stack_idx++] = HEAP_NODE_POP;
275                     stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
276                     break;
277                 }
278             }
279
280             case HEAP_NODE_POP:
281             {
282                 heap_idx >>= 1;
283                 --stack_idx;
284                 break;
285             }
286         }
287     }
288     checkGLcall("walk_constant_heap()");
289 }
290
291 static inline void apply_clamped_constant(const WineD3D_GL_Info *gl_info, GLint location, const GLfloat *data)
292 {
293     GLfloat clamped_constant[4];
294
295     if (location == -1) return;
296
297     clamped_constant[0] = data[0] < -1.0f ? -1.0f : data[0] > 1.0 ? 1.0 : data[0];
298     clamped_constant[1] = data[1] < -1.0f ? -1.0f : data[1] > 1.0 ? 1.0 : data[1];
299     clamped_constant[2] = data[2] < -1.0f ? -1.0f : data[2] > 1.0 ? 1.0 : data[2];
300     clamped_constant[3] = data[3] < -1.0f ? -1.0f : data[3] > 1.0 ? 1.0 : data[3];
301
302     GL_EXTCALL(glUniform4fvARB(location, 1, clamped_constant));
303 }
304
305 static inline void walk_constant_heap_clamped(const WineD3D_GL_Info *gl_info, const float *constants,
306         const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
307 {
308     int stack_idx = 0;
309     unsigned int heap_idx = 1;
310     unsigned int idx;
311
312     if (heap->entries[heap_idx].version <= version) return;
313
314     idx = heap->entries[heap_idx].idx;
315     apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
316     stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
317
318     while (stack_idx >= 0)
319     {
320         /* Note that we fall through to the next case statement. */
321         switch(stack[stack_idx])
322         {
323             case HEAP_NODE_TRAVERSE_LEFT:
324             {
325                 unsigned int left_idx = heap_idx << 1;
326                 if (left_idx < heap->size && heap->entries[left_idx].version > version)
327                 {
328                     heap_idx = left_idx;
329                     idx = heap->entries[heap_idx].idx;
330                     apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
331
332                     stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
333                     stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
334                     break;
335                 }
336             }
337
338             case HEAP_NODE_TRAVERSE_RIGHT:
339             {
340                 unsigned int right_idx = (heap_idx << 1) + 1;
341                 if (right_idx < heap->size && heap->entries[right_idx].version > version)
342                 {
343                     heap_idx = right_idx;
344                     idx = heap->entries[heap_idx].idx;
345                     apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
346
347                     stack[stack_idx++] = HEAP_NODE_POP;
348                     stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
349                     break;
350                 }
351             }
352
353             case HEAP_NODE_POP:
354             {
355                 heap_idx >>= 1;
356                 --stack_idx;
357                 break;
358             }
359         }
360     }
361     checkGLcall("walk_constant_heap_clamped()");
362 }
363
364 /* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
365 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
366         const float *constants, const GLint *constant_locations, const struct constant_heap *heap,
367         unsigned char *stack, UINT version)
368 {
369     const local_constant *lconst;
370
371     /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
372     if (This->baseShader.reg_maps.shader_version.major == 1
373             && shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type))
374         walk_constant_heap_clamped(gl_info, constants, constant_locations, heap, stack, version);
375     else
376         walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version);
377
378     if (!This->baseShader.load_local_constsF)
379     {
380         TRACE("No need to load local float constants for this shader\n");
381         return;
382     }
383
384     /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
385     LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry)
386     {
387         GLint location = constant_locations[lconst->idx];
388         /* We found this uniform name in the program - go ahead and send the data */
389         if (location != -1) GL_EXTCALL(glUniform4fvARB(location, 1, (const GLfloat *)lconst->value));
390     }
391     checkGLcall("glUniform4fvARB()");
392 }
393
394 /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
395 static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
396         const GLint locations[MAX_CONST_I], const int *constants, WORD constants_set)
397 {
398     unsigned int i;
399     struct list* ptr;
400
401     for (i = 0; constants_set; constants_set >>= 1, ++i)
402     {
403         if (!(constants_set & 1)) continue;
404
405         TRACE_(d3d_constants)("Loading constants %u: %i, %i, %i, %i\n",
406                 i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
407
408         /* We found this uniform name in the program - go ahead and send the data */
409         GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
410         checkGLcall("glUniform4ivARB");
411     }
412
413     /* Load immediate constants */
414     ptr = list_head(&This->baseShader.constantsI);
415     while (ptr) {
416         const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
417         unsigned int idx = lconst->idx;
418         const GLint *values = (const GLint *)lconst->value;
419
420         TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
421             values[0], values[1], values[2], values[3]);
422
423         /* We found this uniform name in the program - go ahead and send the data */
424         GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values));
425         checkGLcall("glUniform4ivARB");
426         ptr = list_next(&This->baseShader.constantsI, ptr);
427     }
428 }
429
430 /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
431 static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
432         GLhandleARB programId, const BOOL *constants, WORD constants_set)
433 {
434     GLint tmp_loc;
435     unsigned int i;
436     char tmp_name[8];
437     char is_pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
438     const char* prefix = is_pshader? "PB":"VB";
439     struct list* ptr;
440
441     /* TODO: Benchmark and see if it would be beneficial to store the
442      * locations of the constants to avoid looking up each time */
443     for (i = 0; constants_set; constants_set >>= 1, ++i)
444     {
445         if (!(constants_set & 1)) continue;
446
447         TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
448
449         /* TODO: Benchmark and see if it would be beneficial to store the
450          * locations of the constants to avoid looking up each time */
451         snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
452         tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
453         if (tmp_loc != -1)
454         {
455             /* We found this uniform name in the program - go ahead and send the data */
456             GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
457             checkGLcall("glUniform1ivARB");
458         }
459     }
460
461     /* Load immediate constants */
462     ptr = list_head(&This->baseShader.constantsB);
463     while (ptr) {
464         const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
465         unsigned int idx = lconst->idx;
466         const GLint *values = (const GLint *)lconst->value;
467
468         TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
469
470         snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
471         tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
472         if (tmp_loc != -1) {
473             /* We found this uniform name in the program - go ahead and send the data */
474             GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
475             checkGLcall("glUniform1ivARB");
476         }
477         ptr = list_next(&This->baseShader.constantsB, ptr);
478     }
479 }
480
481 static void reset_program_constant_version(void *value, void *context)
482 {
483     struct glsl_shader_prog_link *entry = value;
484     entry->constant_version = 0;
485 }
486
487 /**
488  * Loads the texture dimensions for NP2 fixup into the currently set GLSL program.
489  */
490 static void shader_glsl_load_np2fixup_constants(
491     IWineD3DDevice* device,
492     char usePixelShader,
493     char useVertexShader) {
494
495     const IWineD3DDeviceImpl* deviceImpl = (const IWineD3DDeviceImpl*) device;
496     const struct glsl_shader_prog_link* prog = ((struct shader_glsl_priv *)(deviceImpl->shader_priv))->glsl_program;
497
498     if (!prog) {
499         /* No GLSL program set - nothing to do. */
500         return;
501     }
502
503     if (!usePixelShader) {
504         /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
505         return;
506     }
507
508     if (prog->ps_args.np2_fixup) {
509         UINT i;
510         UINT fixup = prog->ps_args.np2_fixup;
511         const WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info;
512         const IWineD3DStateBlockImpl* stateBlock = (const IWineD3DStateBlockImpl*) deviceImpl->stateBlock;
513
514         for (i = 0; fixup; fixup >>= 1, ++i) {
515             if (-1 != prog->np2Fixup_location[i]) {
516                 const IWineD3DBaseTextureImpl* const tex = (const IWineD3DBaseTextureImpl*) stateBlock->textures[i];
517                 if (!tex) {
518                     FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
519                     continue;
520                 } else {
521                     const float tex_dim[2] = {tex->baseTexture.pow2Matrix[0], tex->baseTexture.pow2Matrix[5]};
522                     GL_EXTCALL(glUniform2fvARB(prog->np2Fixup_location[i], 1, tex_dim));
523                 }
524             }
525         }
526     }
527 }
528
529 /**
530  * Loads the app-supplied constants into the currently set GLSL program.
531  */
532 static void shader_glsl_load_constants(
533     IWineD3DDevice* device,
534     char usePixelShader,
535     char useVertexShader) {
536    
537     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
538     struct shader_glsl_priv *priv = deviceImpl->shader_priv;
539     IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
540     const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
541
542     GLhandleARB programId;
543     struct glsl_shader_prog_link *prog = priv->glsl_program;
544     UINT constant_version;
545     int i;
546
547     if (!prog) {
548         /* No GLSL program set - nothing to do. */
549         return;
550     }
551     programId = prog->programId;
552     constant_version = prog->constant_version;
553
554     if (useVertexShader) {
555         IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
556
557         /* Load DirectX 9 float constants/uniforms for vertex shader */
558         shader_glsl_load_constantsF(vshader, gl_info, stateBlock->vertexShaderConstantF,
559                 prog->vuniformF_locations, &priv->vconst_heap, priv->stack, constant_version);
560
561         /* Load DirectX 9 integer constants/uniforms for vertex shader */
562         shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations, stateBlock->vertexShaderConstantI,
563                 stateBlock->changed.vertexShaderConstantsI & vshader->baseShader.reg_maps.integer_constants);
564
565         /* Load DirectX 9 boolean constants/uniforms for vertex shader */
566         shader_glsl_load_constantsB(vshader, gl_info, programId, stateBlock->vertexShaderConstantB,
567                 stateBlock->changed.vertexShaderConstantsB & vshader->baseShader.reg_maps.boolean_constants);
568
569         /* Upload the position fixup params */
570         GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, &deviceImpl->posFixup[0]));
571         checkGLcall("glUniform4fvARB");
572     }
573
574     if (usePixelShader) {
575
576         IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
577
578         /* Load DirectX 9 float constants/uniforms for pixel shader */
579         shader_glsl_load_constantsF(pshader, gl_info, stateBlock->pixelShaderConstantF,
580                 prog->puniformF_locations, &priv->pconst_heap, priv->stack, constant_version);
581
582         /* Load DirectX 9 integer constants/uniforms for pixel shader */
583         shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations, stateBlock->pixelShaderConstantI,
584                 stateBlock->changed.pixelShaderConstantsI & pshader->baseShader.reg_maps.integer_constants);
585
586         /* Load DirectX 9 boolean constants/uniforms for pixel shader */
587         shader_glsl_load_constantsB(pshader, gl_info, programId, stateBlock->pixelShaderConstantB,
588                 stateBlock->changed.pixelShaderConstantsB & pshader->baseShader.reg_maps.boolean_constants);
589
590         /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
591          * It can't be 0 for a valid texbem instruction.
592          */
593         for(i = 0; i < ((IWineD3DPixelShaderImpl *) pshader)->numbumpenvmatconsts; i++) {
594             IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pshader;
595             int stage = ps->luminanceconst[i].texunit;
596
597             const float *data = (const float *)&stateBlock->textureState[(int)ps->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00];
598             GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data));
599             checkGLcall("glUniformMatrix2fvARB");
600
601             /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
602              * is set too, so we can check that in the needsbumpmat check
603              */
604             if(ps->baseShader.reg_maps.luminanceparams[stage]) {
605                 const GLfloat *scale = (const GLfloat *)&stateBlock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
606                 const GLfloat *offset = (const GLfloat *)&stateBlock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
607
608                 GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale));
609                 checkGLcall("glUniform1fvARB");
610                 GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location[i], 1, offset));
611                 checkGLcall("glUniform1fvARB");
612             }
613         }
614
615         if(((IWineD3DPixelShaderImpl *) pshader)->vpos_uniform) {
616             float correction_params[4];
617             if(deviceImpl->render_offscreen) {
618                 correction_params[0] = 0.0;
619                 correction_params[1] = 1.0;
620             } else {
621                 /* position is window relative, not viewport relative */
622                 correction_params[0] = ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height;
623                 correction_params[1] = -1.0;
624             }
625             GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
626         }
627     }
628
629     if (priv->next_constant_version == UINT_MAX)
630     {
631         TRACE("Max constant version reached, resetting to 0.\n");
632         hash_table_for_each_entry(priv->glsl_program_lookup, reset_program_constant_version, NULL);
633         priv->next_constant_version = 1;
634     }
635     else
636     {
637         prog->constant_version = priv->next_constant_version++;
638     }
639 }
640
641 static inline void update_heap_entry(struct constant_heap *heap, unsigned int idx,
642         unsigned int heap_idx, DWORD new_version)
643 {
644     struct constant_entry *entries = heap->entries;
645     unsigned int *positions = heap->positions;
646     unsigned int parent_idx;
647
648     while (heap_idx > 1)
649     {
650         parent_idx = heap_idx >> 1;
651
652         if (new_version <= entries[parent_idx].version) break;
653
654         entries[heap_idx] = entries[parent_idx];
655         positions[entries[parent_idx].idx] = heap_idx;
656         heap_idx = parent_idx;
657     }
658
659     entries[heap_idx].version = new_version;
660     entries[heap_idx].idx = idx;
661     positions[idx] = heap_idx;
662 }
663
664 static void shader_glsl_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
665 {
666     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
667     struct shader_glsl_priv *priv = This->shader_priv;
668     struct constant_heap *heap = &priv->vconst_heap;
669     UINT i;
670
671     for (i = start; i < count + start; ++i)
672     {
673         if (!This->stateBlock->changed.vertexShaderConstantsF[i])
674             update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
675         else
676             update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
677     }
678 }
679
680 static void shader_glsl_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
681 {
682     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
683     struct shader_glsl_priv *priv = This->shader_priv;
684     struct constant_heap *heap = &priv->pconst_heap;
685     UINT i;
686
687     for (i = start; i < count + start; ++i)
688     {
689         if (!This->stateBlock->changed.pixelShaderConstantsF[i])
690             update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
691         else
692             update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
693     }
694 }
695
696 /** Generate the variable & register declarations for the GLSL output target */
697 static void shader_generate_glsl_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
698         SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info,
699         const struct ps_compile_args *ps_args)
700 {
701     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
702     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
703     unsigned int i, extra_constants_needed = 0;
704     const local_constant *lconst;
705
706     /* There are some minor differences between pixel and vertex shaders */
707     char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
708     char prefix = pshader ? 'P' : 'V';
709
710     /* Prototype the subroutines */
711     for (i = 0; i < This->baseShader.limits.label; i++) {
712         if (reg_maps->labels[i])
713             shader_addline(buffer, "void subroutine%u();\n", i);
714     }
715
716     /* Declare the constants (aka uniforms) */
717     if (This->baseShader.limits.constant_float > 0) {
718         unsigned max_constantsF;
719         /* Unless the shader uses indirect addressing, always declare the maximum array size and ignore that we need some
720          * uniforms privately. E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup and immediate values, still
721          * declare VC[256]. If the shader needs more uniforms than we have it won't work in any case. If it uses less, the
722          * compiler will figure out which uniforms are really used and strip them out. This allows a shader to use c255 on
723          * a dx9 card, as long as it doesn't also use all the other constants.
724          *
725          * If the shader uses indirect addressing the compiler must assume that all declared uniforms are used. In this case,
726          * declare only the amount that we're assured to have.
727          *
728          * Thus we run into problems in these two cases:
729          * 1) The shader really uses more uniforms than supported
730          * 2) The shader uses indirect addressing, less constants than supported, but uses a constant index > #supported consts
731          */
732         if(pshader) {
733             /* No indirect addressing here */
734             max_constantsF = GL_LIMITS(pshader_constantsF);
735         } else {
736             if(This->baseShader.reg_maps.usesrelconstF) {
737                 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix).
738                  * Subtract another uniform for immediate values, which have to be loaded via uniform by the driver as well.
739                  * The shader code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex shader code, so one vec4 should be enough
740                  * (Unfortunately the Nvidia driver doesn't store 128 and -128 in one float
741                  */
742                 max_constantsF = GL_LIMITS(vshader_constantsF) - 3;
743                 max_constantsF -= count_bits(This->baseShader.reg_maps.integer_constants);
744                 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
745                  * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
746                  * for now take this into account when calculating the number of available constants
747                  */
748                 max_constantsF -= count_bits(This->baseShader.reg_maps.boolean_constants);
749                 /* Set by driver quirks in directx.c */
750                 max_constantsF -= GLINFO_LOCATION.reserved_glsl_constants;
751             } else {
752                 max_constantsF = GL_LIMITS(vshader_constantsF);
753             }
754         }
755         max_constantsF = min(This->baseShader.limits.constant_float, max_constantsF);
756         shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF);
757     }
758
759     /* Always declare the full set of constants, the compiler can remove the unused ones because d3d doesn't(yet)
760      * support indirect int and bool constant addressing. This avoids problems if the app uses e.g. i0 and i9.
761      */
762     if (This->baseShader.limits.constant_int > 0 && This->baseShader.reg_maps.integer_constants)
763         shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, This->baseShader.limits.constant_int);
764
765     if (This->baseShader.limits.constant_bool > 0 && This->baseShader.reg_maps.boolean_constants)
766         shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool);
767
768     if(!pshader) {
769         shader_addline(buffer, "uniform vec4 posFixup;\n");
770         /* Predeclaration; This function is added at link time based on the pixel shader.
771          * VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have
772          * that. We know the input to the reorder function at vertex shader compile time, so
773          * we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just
774          * read gl_FrontColor. The output depends on the pixel shader. The reorder function for a
775          * 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader
776          * it will write to the varying array. Here we depend on the shader optimizer on sorting that
777          * out. The nvidia driver only does that if the parameter is inout instead of out, hence the
778          * inout.
779          */
780         if (reg_maps->shader_version.major >= 3)
781         {
782             shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT);
783         } else {
784             shader_addline(buffer, "void order_ps_input();\n");
785         }
786     } else {
787         IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This;
788
789         ps_impl->numbumpenvmatconsts = 0;
790         for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
791             if(!reg_maps->bumpmat[i]) {
792                 continue;
793             }
794
795             ps_impl->bumpenvmatconst[(int) ps_impl->numbumpenvmatconsts].texunit = i;
796             shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
797
798             if(reg_maps->luminanceparams) {
799                 ps_impl->luminanceconst[(int) ps_impl->numbumpenvmatconsts].texunit = i;
800                 shader_addline(buffer, "uniform float luminancescale%d;\n", i);
801                 shader_addline(buffer, "uniform float luminanceoffset%d;\n", i);
802                 extra_constants_needed++;
803             } else {
804                 ps_impl->luminanceconst[(int) ps_impl->numbumpenvmatconsts].texunit = -1;
805             }
806
807             extra_constants_needed++;
808             ps_impl->numbumpenvmatconsts++;
809         }
810
811         if(ps_args->srgb_correction) {
812             shader_addline(buffer, "const vec4 srgb_mul_low = vec4(%f, %f, %f, %f);\n",
813                             srgb_mul_low, srgb_mul_low, srgb_mul_low, srgb_mul_low);
814             shader_addline(buffer, "const vec4 srgb_comparison = vec4(%f, %f, %f, %f);\n",
815                             srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
816         }
817         if(reg_maps->vpos || reg_maps->usesdsy) {
818             if(This->baseShader.limits.constant_float + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF)) {
819                 shader_addline(buffer, "uniform vec4 ycorrection;\n");
820                 ((IWineD3DPixelShaderImpl *) This)->vpos_uniform = 1;
821                 extra_constants_needed++;
822             } else {
823                 /* This happens because we do not have proper tracking of the constant registers that are
824                  * actually used, only the max limit of the shader version
825                  */
826                 FIXME("Cannot find a free uniform for vpos correction params\n");
827                 shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
828                                device->render_offscreen ? 0.0 : ((IWineD3DSurfaceImpl *) device->render_targets[0])->currentDesc.Height,
829                                device->render_offscreen ? 1.0 : -1.0);
830             }
831             shader_addline(buffer, "vec4 vpos;\n");
832         }
833     }
834
835     /* Declare texture samplers */ 
836     for (i = 0; i < This->baseShader.limits.sampler; i++) {
837         if (reg_maps->sampler_type[i])
838         {
839             switch (reg_maps->sampler_type[i])
840             {
841                 case WINED3DSTT_1D:
842                     shader_addline(buffer, "uniform sampler1D %csampler%u;\n", prefix, i);
843                     break;
844                 case WINED3DSTT_2D:
845                     if(device->stateBlock->textures[i] &&
846                        IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[i]) == GL_TEXTURE_RECTANGLE_ARB) {
847                         shader_addline(buffer, "uniform sampler2DRect %csampler%u;\n", prefix, i);
848                     } else {
849                         shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i);
850                     }
851
852                     if (pshader && ps_args->np2_fixup & (1 << i))
853                     {
854                         /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
855                          * while D3D has them in the (normalized) [0,1]x[0,1] range.
856                          * samplerNP2Fixup stores texture dimensions and is updated through
857                          * shader_glsl_load_np2fixup_constants when the sampler changes. */
858                         shader_addline(buffer, "uniform vec2 %csamplerNP2Fixup%u;\n", prefix, i);
859                     }
860                     break;
861                 case WINED3DSTT_CUBE:
862                     shader_addline(buffer, "uniform samplerCube %csampler%u;\n", prefix, i);
863                     break;
864                 case WINED3DSTT_VOLUME:
865                     shader_addline(buffer, "uniform sampler3D %csampler%u;\n", prefix, i);
866                     break;
867                 default:
868                     shader_addline(buffer, "uniform unsupported_sampler %csampler%u;\n", prefix, i);
869                     FIXME("Unrecognized sampler type: %#x\n", reg_maps->sampler_type[i]);
870                     break;
871             }
872         }
873     }
874     
875     /* Declare address variables */
876     for (i = 0; i < This->baseShader.limits.address; i++) {
877         if (reg_maps->address[i])
878             shader_addline(buffer, "ivec4 A%d;\n", i);
879     }
880
881     /* Declare texture coordinate temporaries and initialize them */
882     for (i = 0; i < This->baseShader.limits.texcoord; i++) {
883         if (reg_maps->texcoord[i]) 
884             shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i);
885     }
886
887     /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
888      * helper function shader that is linked in at link time
889      */
890     if (pshader && reg_maps->shader_version.major >= 3)
891     {
892         if (use_vs(device->stateBlock))
893         {
894             shader_addline(buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
895         } else {
896             /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
897              * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
898              * pixel shader that reads the fixed function color into the packed input registers.
899              */
900             shader_addline(buffer, "vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
901         }
902     }
903
904     /* Declare output register temporaries */
905     if(This->baseShader.limits.packed_output) {
906         shader_addline(buffer, "vec4 OUT[%u];\n", This->baseShader.limits.packed_output);
907     }
908
909     /* Declare temporary variables */
910     for(i = 0; i < This->baseShader.limits.temporary; i++) {
911         if (reg_maps->temporary[i])
912             shader_addline(buffer, "vec4 R%u;\n", i);
913     }
914
915     /* Declare attributes */
916     for (i = 0; i < This->baseShader.limits.attributes; i++) {
917         if (reg_maps->attributes[i])
918             shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
919     }
920
921     /* Declare loop registers aLx */
922     for (i = 0; i < reg_maps->loop_depth; i++) {
923         shader_addline(buffer, "int aL%u;\n", i);
924         shader_addline(buffer, "int tmpInt%u;\n", i);
925     }
926
927     /* Temporary variables for matrix operations */
928     shader_addline(buffer, "vec4 tmp0;\n");
929     shader_addline(buffer, "vec4 tmp1;\n");
930
931     /* Local constants use a different name so they can be loaded once at shader link time
932      * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
933      * float -> string conversion can cause precision loss.
934      */
935     if(!This->baseShader.load_local_constsF) {
936         LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
937             shader_addline(buffer, "uniform vec4 %cLC%u;\n", prefix, lconst->idx);
938         }
939     }
940
941     /* Start the main program */
942     shader_addline(buffer, "void main() {\n");
943     if(pshader && reg_maps->vpos) {
944         /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
945          * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
946          * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
947          * precision troubles when we just substract 0.5.
948          *
949          * To deal with that just floor() the position. This will eliminate the fraction on all cards.
950          *
951          * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
952          *
953          * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
954          * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
955          * coordinates specify the pixel centers instead of the pixel corners. This code will behave
956          * correctly on drivers that returns integer values.
957          */
958         shader_addline(buffer, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
959     }
960 }
961
962 /*****************************************************************************
963  * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
964  *
965  * For more information, see http://wiki.winehq.org/DirectX-Shaders
966  ****************************************************************************/
967
968 /* Prototypes */
969 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
970         const struct wined3d_shader_src_param *wined3d_src, DWORD mask, glsl_src_param_t *glsl_src);
971
972 /** Used for opcode modifiers - They multiply the result by the specified amount */
973 static const char * const shift_glsl_tab[] = {
974     "",           /*  0 (none) */ 
975     "2.0 * ",     /*  1 (x2)   */ 
976     "4.0 * ",     /*  2 (x4)   */ 
977     "8.0 * ",     /*  3 (x8)   */ 
978     "16.0 * ",    /*  4 (x16)  */ 
979     "32.0 * ",    /*  5 (x32)  */ 
980     "",           /*  6 (x64)  */ 
981     "",           /*  7 (x128) */ 
982     "",           /*  8 (d256) */ 
983     "",           /*  9 (d128) */ 
984     "",           /* 10 (d64)  */ 
985     "",           /* 11 (d32)  */ 
986     "0.0625 * ",  /* 12 (d16)  */ 
987     "0.125 * ",   /* 13 (d8)   */ 
988     "0.25 * ",    /* 14 (d4)   */ 
989     "0.5 * "      /* 15 (d2)   */ 
990 };
991
992 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
993 static void shader_glsl_gen_modifier(DWORD src_modifier, const char *in_reg, const char *in_regswizzle, char *out_str)
994 {
995     out_str[0] = 0;
996
997     switch (src_modifier)
998     {
999     case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
1000     case WINED3DSPSM_DW:
1001     case WINED3DSPSM_NONE:
1002         sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1003         break;
1004     case WINED3DSPSM_NEG:
1005         sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
1006         break;
1007     case WINED3DSPSM_NOT:
1008         sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
1009         break;
1010     case WINED3DSPSM_BIAS:
1011         sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1012         break;
1013     case WINED3DSPSM_BIASNEG:
1014         sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1015         break;
1016     case WINED3DSPSM_SIGN:
1017         sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1018         break;
1019     case WINED3DSPSM_SIGNNEG:
1020         sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1021         break;
1022     case WINED3DSPSM_COMP:
1023         sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
1024         break;
1025     case WINED3DSPSM_X2:
1026         sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
1027         break;
1028     case WINED3DSPSM_X2NEG:
1029         sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
1030         break;
1031     case WINED3DSPSM_ABS:
1032         sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
1033         break;
1034     case WINED3DSPSM_ABSNEG:
1035         sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
1036         break;
1037     default:
1038         FIXME("Unhandled modifier %u\n", src_modifier);
1039         sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1040     }
1041 }
1042
1043 /** Writes the GLSL variable name that corresponds to the register that the
1044  * DX opcode parameter is trying to access */
1045 static void shader_glsl_get_register_name(WINED3DSHADER_PARAM_REGISTER_TYPE register_type, UINT register_idx,
1046         const struct wined3d_shader_src_param *rel_addr, char *register_name, BOOL *is_color,
1047         const struct wined3d_shader_instruction *ins)
1048 {
1049     /* oPos, oFog and oPts in D3D */
1050     static const char * const hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
1051
1052     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1053     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1054     const WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info;
1055     char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
1056
1057     *is_color = FALSE;
1058
1059     switch (register_type)
1060     {
1061     case WINED3DSPR_TEMP:
1062         sprintf(register_name, "R%u", register_idx);
1063     break;
1064     case WINED3DSPR_INPUT:
1065         if (pshader) {
1066             /* Pixel shaders >= 3.0 */
1067             if (This->baseShader.reg_maps.shader_version.major >= 3)
1068             {
1069                 DWORD in_count = GL_LIMITS(glsl_varyings) / 4;
1070
1071                 if (rel_addr)
1072                 {
1073                     glsl_src_param_t rel_param;
1074                     shader_glsl_add_src_param(ins, rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1075
1076                     /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
1077                      * operation there
1078                      */
1079                     if (((IWineD3DPixelShaderImpl *)This)->input_reg_map[register_idx])
1080                     {
1081                         if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count) {
1082                             sprintf(register_name, "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
1083                                     rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[register_idx], in_count - 1,
1084                                     rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[register_idx], in_count,
1085                                     rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[register_idx]);
1086                         } else {
1087                             sprintf(register_name, "IN[%s + %u]", rel_param.param_str,
1088                                     ((IWineD3DPixelShaderImpl *)This)->input_reg_map[register_idx]);
1089                         }
1090                     } else {
1091                         if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count) {
1092                             sprintf(register_name, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
1093                                     rel_param.param_str, in_count - 1,
1094                                     rel_param.param_str, in_count,
1095                                     rel_param.param_str);
1096                         } else {
1097                             sprintf(register_name, "IN[%s]", rel_param.param_str);
1098                         }
1099                     }
1100                 } else {
1101                     DWORD idx = ((IWineD3DPixelShaderImpl *) This)->input_reg_map[register_idx];
1102                     if (idx == in_count) {
1103                         sprintf(register_name, "gl_Color");
1104                     } else if (idx == in_count + 1) {
1105                         sprintf(register_name, "gl_SecondaryColor");
1106                     } else {
1107                         sprintf(register_name, "IN[%u]", idx);
1108                     }
1109                 }
1110             } else {
1111                 if (register_idx == 0)
1112                     strcpy(register_name, "gl_Color");
1113                 else
1114                     strcpy(register_name, "gl_SecondaryColor");
1115             }
1116         } else {
1117             if (((IWineD3DVertexShaderImpl *)This)->cur_args->swizzle_map & (1 << register_idx)) *is_color = TRUE;
1118             sprintf(register_name, "attrib%u", register_idx);
1119         }
1120         break;
1121     case WINED3DSPR_CONST:
1122     {
1123         const char prefix = pshader? 'P':'V';
1124
1125         /* Relative addressing */
1126         if (rel_addr)
1127         {
1128            glsl_src_param_t rel_param;
1129            shader_glsl_add_src_param(ins, rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1130            if (register_idx)
1131                sprintf(register_name, "%cC[%s + %u]", prefix, rel_param.param_str, register_idx);
1132            else
1133                sprintf(register_name, "%cC[%s]", prefix, rel_param.param_str);
1134         } else {
1135             if (shader_constant_is_local(This, register_idx))
1136             {
1137                 sprintf(register_name, "%cLC%u", prefix, register_idx);
1138             } else {
1139                 sprintf(register_name, "%cC[%u]", prefix, register_idx);
1140             }
1141         }
1142
1143         break;
1144     }
1145     case WINED3DSPR_CONSTINT:
1146         if (pshader)
1147             sprintf(register_name, "PI[%u]", register_idx);
1148         else
1149             sprintf(register_name, "VI[%u]", register_idx);
1150         break;
1151     case WINED3DSPR_CONSTBOOL:
1152         if (pshader)
1153             sprintf(register_name, "PB[%u]", register_idx);
1154         else
1155             sprintf(register_name, "VB[%u]", register_idx);
1156         break;
1157     case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1158         if (pshader) {
1159             sprintf(register_name, "T%u", register_idx);
1160         } else {
1161             sprintf(register_name, "A%u", register_idx);
1162         }
1163     break;
1164     case WINED3DSPR_LOOP:
1165         sprintf(register_name, "aL%u", This->baseShader.cur_loop_regno - 1);
1166     break;
1167     case WINED3DSPR_SAMPLER:
1168         if (pshader)
1169             sprintf(register_name, "Psampler%u", register_idx);
1170         else
1171             sprintf(register_name, "Vsampler%u", register_idx);
1172     break;
1173     case WINED3DSPR_COLOROUT:
1174         if (register_idx >= GL_LIMITS(buffers))
1175             WARN("Write to render target %u, only %d supported\n", register_idx, 4);
1176
1177         if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
1178             sprintf(register_name, "gl_FragData[%u]", register_idx);
1179         } else { /* On older cards with GLSL support like the GeforceFX there's only one buffer. */
1180             sprintf(register_name, "gl_FragColor");
1181         }
1182     break;
1183     case WINED3DSPR_RASTOUT:
1184         sprintf(register_name, "%s", hwrastout_reg_names[register_idx]);
1185     break;
1186     case WINED3DSPR_DEPTHOUT:
1187         sprintf(register_name, "gl_FragDepth");
1188     break;
1189     case WINED3DSPR_ATTROUT:
1190         if (register_idx == 0)
1191         {
1192             sprintf(register_name, "gl_FrontColor");
1193         } else {
1194             sprintf(register_name, "gl_FrontSecondaryColor");
1195         }
1196     break;
1197     case WINED3DSPR_TEXCRDOUT:
1198         /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1199         if (This->baseShader.reg_maps.shader_version.major >= 3) sprintf(register_name, "OUT[%u]", register_idx);
1200         else sprintf(register_name, "gl_TexCoord[%u]", register_idx);
1201     break;
1202     case WINED3DSPR_MISCTYPE:
1203         if (register_idx == 0)
1204         {
1205             /* vPos */
1206             sprintf(register_name, "vpos");
1207         }
1208         else if (register_idx == 1)
1209         {
1210             /* Note that gl_FrontFacing is a bool, while vFace is
1211              * a float for which the sign determines front/back
1212              */
1213             sprintf(register_name, "(gl_FrontFacing ? 1.0 : -1.0)");
1214         } else {
1215             FIXME("Unhandled misctype register %d\n", register_idx);
1216             sprintf(register_name, "unrecognized_register");
1217         }
1218         break;
1219     default:
1220         FIXME("Unhandled register name Type(%d)\n", register_type);
1221         sprintf(register_name, "unrecognized_register");
1222     break;
1223     }
1224 }
1225
1226 static void shader_glsl_write_mask_to_str(DWORD write_mask, char *str)
1227 {
1228     *str++ = '.';
1229     if (write_mask & WINED3DSP_WRITEMASK_0) *str++ = 'x';
1230     if (write_mask & WINED3DSP_WRITEMASK_1) *str++ = 'y';
1231     if (write_mask & WINED3DSP_WRITEMASK_2) *str++ = 'z';
1232     if (write_mask & WINED3DSP_WRITEMASK_3) *str++ = 'w';
1233     *str = '\0';
1234 }
1235
1236 /* Get the GLSL write mask for the destination register */
1237 static DWORD shader_glsl_get_write_mask(const struct wined3d_shader_dst_param *param, char *write_mask)
1238 {
1239     DWORD mask = param->write_mask;
1240
1241     if (shader_is_scalar(param->register_type, param->register_idx))
1242     {
1243         mask = WINED3DSP_WRITEMASK_0;
1244         *write_mask = '\0';
1245     }
1246     else
1247     {
1248         shader_glsl_write_mask_to_str(mask, write_mask);
1249     }
1250
1251     return mask;
1252 }
1253
1254 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
1255     unsigned int size = 0;
1256
1257     if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
1258     if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
1259     if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
1260     if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
1261
1262     return size;
1263 }
1264
1265 static void shader_glsl_swizzle_to_str(const DWORD swizzle, BOOL fixup, DWORD mask, char *str)
1266 {
1267     /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1268      * but addressed as "rgba". To fix this we need to swap the register's x
1269      * and z components. */
1270     const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
1271
1272     *str++ = '.';
1273     /* swizzle bits fields: wwzzyyxx */
1274     if (mask & WINED3DSP_WRITEMASK_0) *str++ = swizzle_chars[swizzle & 0x03];
1275     if (mask & WINED3DSP_WRITEMASK_1) *str++ = swizzle_chars[(swizzle >> 2) & 0x03];
1276     if (mask & WINED3DSP_WRITEMASK_2) *str++ = swizzle_chars[(swizzle >> 4) & 0x03];
1277     if (mask & WINED3DSP_WRITEMASK_3) *str++ = swizzle_chars[(swizzle >> 6) & 0x03];
1278     *str = '\0';
1279 }
1280
1281 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param *param,
1282         BOOL fixup, DWORD mask, char *swizzle_str)
1283 {
1284     if (shader_is_scalar(param->register_type, param->register_idx))
1285         *swizzle_str = '\0';
1286     else
1287         shader_glsl_swizzle_to_str(param->swizzle, fixup, mask, swizzle_str);
1288 }
1289
1290 /* From a given parameter token, generate the corresponding GLSL string.
1291  * Also, return the actual register name and swizzle in case the
1292  * caller needs this information as well. */
1293 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1294         const struct wined3d_shader_src_param *wined3d_src, DWORD mask, glsl_src_param_t *glsl_src)
1295 {
1296     BOOL is_color = FALSE;
1297     char swizzle_str[6];
1298
1299     glsl_src->reg_name[0] = '\0';
1300     glsl_src->param_str[0] = '\0';
1301     swizzle_str[0] = '\0';
1302
1303     shader_glsl_get_register_name(wined3d_src->register_type, wined3d_src->register_idx,
1304             wined3d_src->rel_addr, glsl_src->reg_name, &is_color, ins);
1305
1306     shader_glsl_get_swizzle(wined3d_src, is_color, mask, swizzle_str);
1307     shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, glsl_src->param_str);
1308 }
1309
1310 /* From a given parameter token, generate the corresponding GLSL string.
1311  * Also, return the actual register name and swizzle in case the
1312  * caller needs this information as well. */
1313 static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction *ins,
1314         const struct wined3d_shader_dst_param *wined3d_dst, glsl_dst_param_t *glsl_dst)
1315 {
1316     BOOL is_color = FALSE;
1317
1318     glsl_dst->mask_str[0] = '\0';
1319     glsl_dst->reg_name[0] = '\0';
1320
1321     shader_glsl_get_register_name(wined3d_dst->register_type, wined3d_dst->register_idx,
1322             wined3d_dst->rel_addr, glsl_dst->reg_name, &is_color, ins);
1323     return shader_glsl_get_write_mask(wined3d_dst, glsl_dst->mask_str);
1324 }
1325
1326 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1327 static DWORD shader_glsl_append_dst_ext(SHADER_BUFFER *buffer,
1328         const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *dst)
1329 {
1330     glsl_dst_param_t glsl_dst;
1331     DWORD mask;
1332
1333     mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst);
1334     if (mask) shader_addline(buffer, "%s%s = %s(", glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
1335
1336     return mask;
1337 }
1338
1339 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1340 static DWORD shader_glsl_append_dst(SHADER_BUFFER *buffer, const struct wined3d_shader_instruction *ins)
1341 {
1342     return shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
1343 }
1344
1345 /** Process GLSL instruction modifiers */
1346 void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins)
1347 {
1348     glsl_dst_param_t dst_param;
1349     DWORD modifiers;
1350
1351     if (!ins->dst_count) return;
1352
1353     modifiers = ins->dst[0].modifiers;
1354     if (!modifiers) return;
1355
1356     shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
1357
1358     if (modifiers & WINED3DSPDM_SATURATE)
1359     {
1360         /* _SAT means to clamp the value of the register to between 0 and 1 */
1361         shader_addline(ins->ctx->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
1362                 dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
1363     }
1364
1365     if (modifiers & WINED3DSPDM_MSAMPCENTROID)
1366     {
1367         FIXME("_centroid modifier not handled\n");
1368     }
1369
1370     if (modifiers & WINED3DSPDM_PARTIALPRECISION)
1371     {
1372         /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1373     }
1374 }
1375
1376 static inline const char *shader_get_comp_op(DWORD op)
1377 {
1378     switch (op) {
1379         case COMPARISON_GT: return ">";
1380         case COMPARISON_EQ: return "==";
1381         case COMPARISON_GE: return ">=";
1382         case COMPARISON_LT: return "<";
1383         case COMPARISON_NE: return "!=";
1384         case COMPARISON_LE: return "<=";
1385         default:
1386             FIXME("Unrecognized comparison value: %u\n", op);
1387             return "(\?\?)";
1388     }
1389 }
1390
1391 static void shader_glsl_get_sample_function(DWORD sampler_type, DWORD flags, glsl_sample_function_t *sample_function)
1392 {
1393     BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
1394     BOOL texrect = flags & WINED3D_GLSL_SAMPLE_RECT;
1395     BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD;
1396     BOOL grad = flags & WINED3D_GLSL_SAMPLE_GRAD;
1397
1398     /* Note that there's no such thing as a projected cube texture. */
1399     switch(sampler_type) {
1400         case WINED3DSTT_1D:
1401             if(lod) {
1402                 sample_function->name = projected ? "texture1DProjLod" : "texture1DLod";
1403             } else  if(grad) {
1404                 sample_function->name = projected ? "texture1DProjGradARB" : "texture1DGradARB";
1405             } else {
1406                 sample_function->name = projected ? "texture1DProj" : "texture1D";
1407             }
1408             sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
1409             break;
1410         case WINED3DSTT_2D:
1411             if(texrect) {
1412                 if(lod) {
1413                     sample_function->name = projected ? "texture2DRectProjLod" : "texture2DRectLod";
1414                 } else  if(grad) {
1415                     /* What good are texrect grad functions? I don't know, but GL_EXT_gpu_shader4 defines them.
1416                     * There is no GL_ARB_shader_texture_lod spec yet, so I don't know if they're defined there
1417                      */
1418                     sample_function->name = projected ? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
1419                 } else {
1420                     sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
1421                 }
1422             } else {
1423                 if(lod) {
1424                     sample_function->name = projected ? "texture2DProjLod" : "texture2DLod";
1425                 } else  if(grad) {
1426                     sample_function->name = projected ? "texture2DProjGradARB" : "texture2DGradARB";
1427                 } else {
1428                     sample_function->name = projected ? "texture2DProj" : "texture2D";
1429                 }
1430             }
1431             sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1432             break;
1433         case WINED3DSTT_CUBE:
1434             if(lod) {
1435                 sample_function->name = "textureCubeLod";
1436             } else if(grad) {
1437                 sample_function->name = "textureCubeGradARB";
1438             } else {
1439                 sample_function->name = "textureCube";
1440             }
1441             sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1442             break;
1443         case WINED3DSTT_VOLUME:
1444             if(lod) {
1445                 sample_function->name = projected ? "texture3DProjLod" : "texture3DLod";
1446             } else  if(grad) {
1447                 sample_function->name = projected ? "texture3DProjGradARB" : "texture3DGradARB";
1448             } else {
1449                 sample_function->name = projected ? "texture3DProj" : "texture3D";
1450             }
1451             sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1452             break;
1453         default:
1454             sample_function->name = "";
1455             sample_function->coord_mask = 0;
1456             FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
1457             break;
1458     }
1459 }
1460
1461 static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
1462         BOOL sign_fixup, enum fixup_channel_source channel_source)
1463 {
1464     switch(channel_source)
1465     {
1466         case CHANNEL_SOURCE_ZERO:
1467             strcat(arguments, "0.0");
1468             break;
1469
1470         case CHANNEL_SOURCE_ONE:
1471             strcat(arguments, "1.0");
1472             break;
1473
1474         case CHANNEL_SOURCE_X:
1475             strcat(arguments, reg_name);
1476             strcat(arguments, ".x");
1477             break;
1478
1479         case CHANNEL_SOURCE_Y:
1480             strcat(arguments, reg_name);
1481             strcat(arguments, ".y");
1482             break;
1483
1484         case CHANNEL_SOURCE_Z:
1485             strcat(arguments, reg_name);
1486             strcat(arguments, ".z");
1487             break;
1488
1489         case CHANNEL_SOURCE_W:
1490             strcat(arguments, reg_name);
1491             strcat(arguments, ".w");
1492             break;
1493
1494         default:
1495             FIXME("Unhandled channel source %#x\n", channel_source);
1496             strcat(arguments, "undefined");
1497             break;
1498     }
1499
1500     if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
1501 }
1502
1503 static void shader_glsl_color_correction(const struct wined3d_shader_instruction *ins, struct color_fixup_desc fixup)
1504 {
1505     struct wined3d_shader_dst_param dst;
1506     unsigned int mask_size, remaining;
1507     glsl_dst_param_t dst_param;
1508     char arguments[256];
1509     DWORD mask;
1510
1511     mask = 0;
1512     if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1513     if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1514     if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1515     if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1516     mask &= ins->dst[0].write_mask;
1517
1518     if (!mask) return; /* Nothing to do */
1519
1520     if (is_yuv_fixup(fixup))
1521     {
1522         enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
1523         FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
1524         return;
1525     }
1526
1527     mask_size = shader_glsl_get_write_mask_size(mask);
1528
1529     dst = ins->dst[0];
1530     dst.write_mask = mask;
1531     shader_glsl_add_dst_param(ins, &dst, &dst_param);
1532
1533     arguments[0] = '\0';
1534     remaining = mask_size;
1535     if (mask & WINED3DSP_WRITEMASK_0)
1536     {
1537         shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.x_sign_fixup, fixup.x_source);
1538         if (--remaining) strcat(arguments, ", ");
1539     }
1540     if (mask & WINED3DSP_WRITEMASK_1)
1541     {
1542         shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.y_sign_fixup, fixup.y_source);
1543         if (--remaining) strcat(arguments, ", ");
1544     }
1545     if (mask & WINED3DSP_WRITEMASK_2)
1546     {
1547         shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.z_sign_fixup, fixup.z_source);
1548         if (--remaining) strcat(arguments, ", ");
1549     }
1550     if (mask & WINED3DSP_WRITEMASK_3)
1551     {
1552         shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.w_sign_fixup, fixup.w_source);
1553         if (--remaining) strcat(arguments, ", ");
1554     }
1555
1556     if (mask_size > 1)
1557     {
1558         shader_addline(ins->ctx->buffer, "%s%s = vec%u(%s);\n",
1559                 dst_param.reg_name, dst_param.mask_str, mask_size, arguments);
1560     }
1561     else
1562     {
1563         shader_addline(ins->ctx->buffer, "%s%s = %s;\n", dst_param.reg_name, dst_param.mask_str, arguments);
1564     }
1565 }
1566
1567 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins,
1568         DWORD sampler, const glsl_sample_function_t *sample_function, DWORD swizzle,
1569         const char *dx, const char *dy,
1570         const char *bias, const char *coord_reg_fmt, ...)
1571 {
1572     const char *sampler_base;
1573     char dst_swizzle[6];
1574     struct color_fixup_desc fixup;
1575     BOOL np2_fixup = FALSE;
1576     va_list args;
1577
1578     shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
1579
1580     if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1581     {
1582         IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1583         fixup = This->cur_args->color_fixup[sampler];
1584         sampler_base = "Psampler";
1585
1586         if(This->cur_args->np2_fixup & (1 << sampler)) {
1587             if(bias) {
1588                 FIXME("Biased sampling from NP2 textures is unsupported\n");
1589             } else {
1590                 np2_fixup = TRUE;
1591             }
1592         }
1593     } else {
1594         sampler_base = "Vsampler";
1595         fixup = COLOR_FIXUP_IDENTITY; /* FIXME: Vshader color fixup */
1596     }
1597
1598     shader_glsl_append_dst(ins->ctx->buffer, ins);
1599
1600     shader_addline(ins->ctx->buffer, "%s(%s%u, ", sample_function->name, sampler_base, sampler);
1601
1602     va_start(args, coord_reg_fmt);
1603     shader_vaddline(ins->ctx->buffer, coord_reg_fmt, args);
1604     va_end(args);
1605
1606     if(bias) {
1607         shader_addline(ins->ctx->buffer, ", %s)%s);\n", bias, dst_swizzle);
1608     } else {
1609         if (np2_fixup) {
1610             shader_addline(ins->ctx->buffer, " * PsamplerNP2Fixup%u)%s);\n", sampler, dst_swizzle);
1611         } else if(dx && dy) {
1612             shader_addline(ins->ctx->buffer, ", %s, %s)%s);\n", dx, dy, dst_swizzle);
1613         } else {
1614             shader_addline(ins->ctx->buffer, ")%s);\n", dst_swizzle);
1615         }
1616     }
1617
1618     if(!is_identity_fixup(fixup)) {
1619         shader_glsl_color_correction(ins, fixup);
1620     }
1621 }
1622
1623 /*****************************************************************************
1624  * 
1625  * Begin processing individual instruction opcodes
1626  * 
1627  ****************************************************************************/
1628
1629 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
1630 static void shader_glsl_arith(const struct wined3d_shader_instruction *ins)
1631 {
1632     SHADER_BUFFER *buffer = ins->ctx->buffer;
1633     glsl_src_param_t src0_param;
1634     glsl_src_param_t src1_param;
1635     DWORD write_mask;
1636     char op;
1637
1638     /* Determine the GLSL operator to use based on the opcode */
1639     switch (ins->handler_idx)
1640     {
1641         case WINED3DSIH_MUL: op = '*'; break;
1642         case WINED3DSIH_ADD: op = '+'; break;
1643         case WINED3DSIH_SUB: op = '-'; break;
1644         default:
1645             op = ' ';
1646             FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
1647             break;
1648     }
1649
1650     write_mask = shader_glsl_append_dst(buffer, ins);
1651     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
1652     shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
1653     shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
1654 }
1655
1656 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
1657 static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
1658 {
1659     SHADER_BUFFER *buffer = ins->ctx->buffer;
1660     glsl_src_param_t src0_param;
1661     DWORD write_mask;
1662
1663     write_mask = shader_glsl_append_dst(buffer, ins);
1664     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
1665
1666     /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
1667      * shader versions WINED3DSIO_MOVA is used for this. */
1668     if (ins->ctx->reg_maps->shader_version.major == 1
1669             && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
1670             && ins->dst[0].register_type == WINED3DSPR_ADDR)
1671     {
1672         /* This is a simple floor() */
1673         unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
1674         if (mask_size > 1) {
1675             shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
1676         } else {
1677             shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
1678         }
1679     }
1680     else if(ins->handler_idx == WINED3DSIH_MOVA)
1681     {
1682         /* We need to *round* to the nearest int here. */
1683         unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
1684         if (mask_size > 1) {
1685             shader_addline(buffer, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n", mask_size, src0_param.param_str, mask_size, src0_param.param_str);
1686         } else {
1687             shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param.param_str, src0_param.param_str);
1688         }
1689     } else {
1690         shader_addline(buffer, "%s);\n", src0_param.param_str);
1691     }
1692 }
1693
1694 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
1695 static void shader_glsl_dot(const struct wined3d_shader_instruction *ins)
1696 {
1697     SHADER_BUFFER *buffer = ins->ctx->buffer;
1698     glsl_src_param_t src0_param;
1699     glsl_src_param_t src1_param;
1700     DWORD dst_write_mask, src_write_mask;
1701     unsigned int dst_size = 0;
1702
1703     dst_write_mask = shader_glsl_append_dst(buffer, ins);
1704     dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1705
1706     /* dp3 works on vec3, dp4 on vec4 */
1707     if (ins->handler_idx == WINED3DSIH_DP4)
1708     {
1709         src_write_mask = WINED3DSP_WRITEMASK_ALL;
1710     } else {
1711         src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1712     }
1713
1714     shader_glsl_add_src_param(ins, &ins->src[0], src_write_mask, &src0_param);
1715     shader_glsl_add_src_param(ins, &ins->src[1], src_write_mask, &src1_param);
1716
1717     if (dst_size > 1) {
1718         shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1719     } else {
1720         shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
1721     }
1722 }
1723
1724 /* Note that this instruction has some restrictions. The destination write mask
1725  * can't contain the w component, and the source swizzles have to be .xyzw */
1726 static void shader_glsl_cross(const struct wined3d_shader_instruction *ins)
1727 {
1728     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1729     glsl_src_param_t src0_param;
1730     glsl_src_param_t src1_param;
1731     char dst_mask[6];
1732
1733     shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
1734     shader_glsl_append_dst(ins->ctx->buffer, ins);
1735     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
1736     shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
1737     shader_addline(ins->ctx->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
1738 }
1739
1740 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
1741  * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
1742  * GLSL uses the value as-is. */
1743 static void shader_glsl_pow(const struct wined3d_shader_instruction *ins)
1744 {
1745     SHADER_BUFFER *buffer = ins->ctx->buffer;
1746     glsl_src_param_t src0_param;
1747     glsl_src_param_t src1_param;
1748     DWORD dst_write_mask;
1749     unsigned int dst_size;
1750
1751     dst_write_mask = shader_glsl_append_dst(buffer, ins);
1752     dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1753
1754     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
1755     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
1756
1757     if (dst_size > 1) {
1758         shader_addline(buffer, "vec%d(pow(abs(%s), %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1759     } else {
1760         shader_addline(buffer, "pow(abs(%s), %s));\n", src0_param.param_str, src1_param.param_str);
1761     }
1762 }
1763
1764 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
1765  * Src0 is a scalar. Note that D3D uses the absolute of src0, while
1766  * GLSL uses the value as-is. */
1767 static void shader_glsl_log(const struct wined3d_shader_instruction *ins)
1768 {
1769     SHADER_BUFFER *buffer = ins->ctx->buffer;
1770     glsl_src_param_t src0_param;
1771     DWORD dst_write_mask;
1772     unsigned int dst_size;
1773
1774     dst_write_mask = shader_glsl_append_dst(buffer, ins);
1775     dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1776
1777     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
1778
1779     if (dst_size > 1) {
1780         shader_addline(buffer, "vec%d(log2(abs(%s))));\n", dst_size, src0_param.param_str);
1781     } else {
1782         shader_addline(buffer, "log2(abs(%s)));\n", src0_param.param_str);
1783     }
1784 }
1785
1786 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
1787 static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
1788 {
1789     SHADER_BUFFER *buffer = ins->ctx->buffer;
1790     glsl_src_param_t src_param;
1791     const char *instruction;
1792     DWORD write_mask;
1793     unsigned i;
1794
1795     /* Determine the GLSL function to use based on the opcode */
1796     /* TODO: Possibly make this a table for faster lookups */
1797     switch (ins->handler_idx)
1798     {
1799         case WINED3DSIH_MIN: instruction = "min"; break;
1800         case WINED3DSIH_MAX: instruction = "max"; break;
1801         case WINED3DSIH_ABS: instruction = "abs"; break;
1802         case WINED3DSIH_FRC: instruction = "fract"; break;
1803         case WINED3DSIH_NRM: instruction = "normalize"; break;
1804         case WINED3DSIH_EXP: instruction = "exp2"; break;
1805         case WINED3DSIH_SGN: instruction = "sign"; break;
1806         case WINED3DSIH_DSX: instruction = "dFdx"; break;
1807         case WINED3DSIH_DSY: instruction = "ycorrection.y * dFdy"; break;
1808         default: instruction = "";
1809             FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
1810             break;
1811     }
1812
1813     write_mask = shader_glsl_append_dst(buffer, ins);
1814
1815     shader_addline(buffer, "%s(", instruction);
1816
1817     if (ins->src_count)
1818     {
1819         shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
1820         shader_addline(buffer, "%s", src_param.param_str);
1821         for (i = 1; i < ins->src_count; ++i)
1822         {
1823             shader_glsl_add_src_param(ins, &ins->src[i], write_mask, &src_param);
1824             shader_addline(buffer, ", %s", src_param.param_str);
1825         }
1826     }
1827
1828     shader_addline(buffer, "));\n");
1829 }
1830
1831 /** Process the WINED3DSIO_EXPP instruction in GLSL:
1832  * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
1833  *   dst.x = 2^(floor(src))
1834  *   dst.y = src - floor(src)
1835  *   dst.z = 2^src   (partial precision is allowed, but optional)
1836  *   dst.w = 1.0;
1837  * For 2.0 shaders, just do this (honoring writemask and swizzle):
1838  *   dst = 2^src;    (partial precision is allowed, but optional)
1839  */
1840 static void shader_glsl_expp(const struct wined3d_shader_instruction *ins)
1841 {
1842     glsl_src_param_t src_param;
1843
1844     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
1845
1846     if (ins->ctx->reg_maps->shader_version.major < 2)
1847     {
1848         char dst_mask[6];
1849
1850         shader_addline(ins->ctx->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
1851         shader_addline(ins->ctx->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
1852         shader_addline(ins->ctx->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
1853         shader_addline(ins->ctx->buffer, "tmp0.w = 1.0;\n");
1854
1855         shader_glsl_append_dst(ins->ctx->buffer, ins);
1856         shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
1857         shader_addline(ins->ctx->buffer, "tmp0%s);\n", dst_mask);
1858     } else {
1859         DWORD write_mask;
1860         unsigned int mask_size;
1861
1862         write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
1863         mask_size = shader_glsl_get_write_mask_size(write_mask);
1864
1865         if (mask_size > 1) {
1866             shader_addline(ins->ctx->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
1867         } else {
1868             shader_addline(ins->ctx->buffer, "exp2(%s));\n", src_param.param_str);
1869         }
1870     }
1871 }
1872
1873 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
1874 static void shader_glsl_rcp(const struct wined3d_shader_instruction *ins)
1875 {
1876     glsl_src_param_t src_param;
1877     DWORD write_mask;
1878     unsigned int mask_size;
1879
1880     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
1881     mask_size = shader_glsl_get_write_mask_size(write_mask);
1882     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
1883
1884     if (mask_size > 1) {
1885         shader_addline(ins->ctx->buffer, "vec%d(1.0 / %s));\n", mask_size, src_param.param_str);
1886     } else {
1887         shader_addline(ins->ctx->buffer, "1.0 / %s);\n", src_param.param_str);
1888     }
1889 }
1890
1891 static void shader_glsl_rsq(const struct wined3d_shader_instruction *ins)
1892 {
1893     SHADER_BUFFER *buffer = ins->ctx->buffer;
1894     glsl_src_param_t src_param;
1895     DWORD write_mask;
1896     unsigned int mask_size;
1897
1898     write_mask = shader_glsl_append_dst(buffer, ins);
1899     mask_size = shader_glsl_get_write_mask_size(write_mask);
1900
1901     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
1902
1903     if (mask_size > 1) {
1904         shader_addline(buffer, "vec%d(inversesqrt(%s)));\n", mask_size, src_param.param_str);
1905     } else {
1906         shader_addline(buffer, "inversesqrt(%s));\n", src_param.param_str);
1907     }
1908 }
1909
1910 /** Process signed comparison opcodes in GLSL. */
1911 static void shader_glsl_compare(const struct wined3d_shader_instruction *ins)
1912 {
1913     glsl_src_param_t src0_param;
1914     glsl_src_param_t src1_param;
1915     DWORD write_mask;
1916     unsigned int mask_size;
1917
1918     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
1919     mask_size = shader_glsl_get_write_mask_size(write_mask);
1920     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
1921     shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
1922
1923     if (mask_size > 1) {
1924         const char *compare;
1925
1926         switch(ins->handler_idx)
1927         {
1928             case WINED3DSIH_SLT: compare = "lessThan"; break;
1929             case WINED3DSIH_SGE: compare = "greaterThanEqual"; break;
1930             default: compare = "";
1931                 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
1932         }
1933
1934         shader_addline(ins->ctx->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
1935                 src0_param.param_str, src1_param.param_str);
1936     } else {
1937         switch(ins->handler_idx)
1938         {
1939             case WINED3DSIH_SLT:
1940                 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
1941                  * to return 0.0 but step returns 1.0 because step is not < x
1942                  * An alternative is a bvec compare padded with an unused second component.
1943                  * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
1944                  * issue. Playing with not() is not possible either because not() does not accept
1945                  * a scalar.
1946                  */
1947                 shader_addline(ins->ctx->buffer, "(%s < %s) ? 1.0 : 0.0);\n",
1948                         src0_param.param_str, src1_param.param_str);
1949                 break;
1950             case WINED3DSIH_SGE:
1951                 /* Here we can use the step() function and safe a conditional */
1952                 shader_addline(ins->ctx->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
1953                 break;
1954             default:
1955                 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
1956         }
1957
1958     }
1959 }
1960
1961 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
1962 static void shader_glsl_cmp(const struct wined3d_shader_instruction *ins)
1963 {
1964     glsl_src_param_t src0_param;
1965     glsl_src_param_t src1_param;
1966     glsl_src_param_t src2_param;
1967     DWORD write_mask, cmp_channel = 0;
1968     unsigned int i, j;
1969     char mask_char[6];
1970     BOOL temp_destination = FALSE;
1971
1972     if (shader_is_scalar(ins->src[0].register_type, ins->src[0].register_idx))
1973     {
1974         write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
1975
1976         shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
1977         shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
1978         shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
1979
1980         shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
1981                        src0_param.param_str, src1_param.param_str, src2_param.param_str);
1982     } else {
1983         DWORD dst_mask = ins->dst[0].write_mask;
1984         struct wined3d_shader_dst_param dst = ins->dst[0];
1985
1986         /* Cycle through all source0 channels */
1987         for (i=0; i<4; i++) {
1988             write_mask = 0;
1989             /* Find the destination channels which use the current source0 channel */
1990             for (j=0; j<4; j++) {
1991                 if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
1992                 {
1993                     write_mask |= WINED3DSP_WRITEMASK_0 << j;
1994                     cmp_channel = WINED3DSP_WRITEMASK_0 << j;
1995                 }
1996             }
1997             dst.write_mask = dst_mask & write_mask;
1998
1999             /* Splitting the cmp instruction up in multiple lines imposes a problem:
2000             * The first lines may overwrite source parameters of the following lines.
2001             * Deal with that by using a temporary destination register if needed
2002             */
2003             if ((ins->src[0].register_idx == ins->dst[0].register_idx
2004                     && ins->src[0].register_type == ins->dst[0].register_type)
2005                     || (ins->src[1].register_idx == ins->dst[0].register_idx
2006                     && ins->src[1].register_type == ins->dst[0].register_type)
2007                     || (ins->src[2].register_idx == ins->dst[0].register_idx
2008                     && ins->src[2].register_type == ins->dst[0].register_type))
2009             {
2010                 write_mask = shader_glsl_get_write_mask(&dst, mask_char);
2011                 if (!write_mask) continue;
2012                 shader_addline(ins->ctx->buffer, "tmp0%s = (", mask_char);
2013                 temp_destination = TRUE;
2014             } else {
2015                 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2016                 if (!write_mask) continue;
2017             }
2018
2019             shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2020             shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2021             shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2022
2023             shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
2024                         src0_param.param_str, src1_param.param_str, src2_param.param_str);
2025         }
2026
2027         if(temp_destination) {
2028             shader_glsl_get_write_mask(&ins->dst[0], mask_char);
2029             shader_glsl_append_dst(ins->ctx->buffer, ins);
2030             shader_addline(ins->ctx->buffer, "tmp0%s);\n", mask_char);
2031         }
2032     }
2033
2034 }
2035
2036 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
2037 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
2038  * the compare is done per component of src0. */
2039 static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins)
2040 {
2041     struct wined3d_shader_dst_param dst;
2042     glsl_src_param_t src0_param;
2043     glsl_src_param_t src1_param;
2044     glsl_src_param_t src2_param;
2045     DWORD write_mask, cmp_channel = 0;
2046     unsigned int i, j;
2047     DWORD dst_mask;
2048     DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2049             ins->ctx->reg_maps->shader_version.minor);
2050
2051     if (shader_version < WINED3D_SHADER_VERSION(1, 4))
2052     {
2053         write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2054         shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2055         shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2056         shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2057
2058         /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
2059         if (ins->coissue)
2060         {
2061             shader_addline(ins->ctx->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
2062         } else {
2063             shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2064                     src0_param.param_str, src1_param.param_str, src2_param.param_str);
2065         }
2066         return;
2067     }
2068     /* Cycle through all source0 channels */
2069     dst_mask = ins->dst[0].write_mask;
2070     dst = ins->dst[0];
2071     for (i=0; i<4; i++) {
2072         write_mask = 0;
2073         /* Find the destination channels which use the current source0 channel */
2074         for (j=0; j<4; j++) {
2075             if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2076             {
2077                 write_mask |= WINED3DSP_WRITEMASK_0 << j;
2078                 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2079             }
2080         }
2081
2082         dst.write_mask = dst_mask & write_mask;
2083         write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2084         if (!write_mask) continue;
2085
2086         shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2087         shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2088         shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2089
2090         shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2091                 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2092     }
2093 }
2094
2095 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
2096 static void shader_glsl_mad(const struct wined3d_shader_instruction *ins)
2097 {
2098     glsl_src_param_t src0_param;
2099     glsl_src_param_t src1_param;
2100     glsl_src_param_t src2_param;
2101     DWORD write_mask;
2102
2103     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2104     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2105     shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2106     shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2107     shader_addline(ins->ctx->buffer, "(%s * %s) + %s);\n",
2108             src0_param.param_str, src1_param.param_str, src2_param.param_str);
2109 }
2110
2111 /** Handles transforming all WINED3DSIO_M?x? opcodes for 
2112     Vertex shaders to GLSL codes */
2113 static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
2114 {
2115     int i;
2116     int nComponents = 0;
2117     struct wined3d_shader_dst_param tmp_dst = {0};
2118     struct wined3d_shader_src_param tmp_src[2] = {{0}};
2119     struct wined3d_shader_instruction tmp_ins;
2120
2121     memset(&tmp_ins, 0, sizeof(tmp_ins));
2122
2123     /* Set constants for the temporary argument */
2124     tmp_ins.ctx = ins->ctx;
2125     tmp_ins.dst_count = 1;
2126     tmp_ins.dst = &tmp_dst;
2127     tmp_ins.src_count = 2;
2128     tmp_ins.src = tmp_src;
2129
2130     switch(ins->handler_idx)
2131     {
2132         case WINED3DSIH_M4x4:
2133             nComponents = 4;
2134             tmp_ins.handler_idx = WINED3DSIH_DP4;
2135             break;
2136         case WINED3DSIH_M4x3:
2137             nComponents = 3;
2138             tmp_ins.handler_idx = WINED3DSIH_DP4;
2139             break;
2140         case WINED3DSIH_M3x4:
2141             nComponents = 4;
2142             tmp_ins.handler_idx = WINED3DSIH_DP3;
2143             break;
2144         case WINED3DSIH_M3x3:
2145             nComponents = 3;
2146             tmp_ins.handler_idx = WINED3DSIH_DP3;
2147             break;
2148         case WINED3DSIH_M3x2:
2149             nComponents = 2;
2150             tmp_ins.handler_idx = WINED3DSIH_DP3;
2151             break;
2152         default:
2153             break;
2154     }
2155
2156     tmp_dst = ins->dst[0];
2157     tmp_src[0] = ins->src[0];
2158     tmp_src[1] = ins->src[1];
2159     for (i = 0; i < nComponents; ++i)
2160     {
2161         tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2162         shader_glsl_dot(&tmp_ins);
2163         ++tmp_src[1].register_idx;
2164     }
2165 }
2166
2167 /**
2168     The LRP instruction performs a component-wise linear interpolation 
2169     between the second and third operands using the first operand as the
2170     blend factor.  Equation:  (dst = src2 + src0 * (src1 - src2))
2171     This is equivalent to mix(src2, src1, src0);
2172 */
2173 static void shader_glsl_lrp(const struct wined3d_shader_instruction *ins)
2174 {
2175     glsl_src_param_t src0_param;
2176     glsl_src_param_t src1_param;
2177     glsl_src_param_t src2_param;
2178     DWORD write_mask;
2179
2180     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2181
2182     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2183     shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2184     shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2185
2186     shader_addline(ins->ctx->buffer, "mix(%s, %s, %s));\n",
2187             src2_param.param_str, src1_param.param_str, src0_param.param_str);
2188 }
2189
2190 /** Process the WINED3DSIO_LIT instruction in GLSL:
2191  * dst.x = dst.w = 1.0
2192  * dst.y = (src0.x > 0) ? src0.x
2193  * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
2194  *                                        where src.w is clamped at +- 128
2195  */
2196 static void shader_glsl_lit(const struct wined3d_shader_instruction *ins)
2197 {
2198     glsl_src_param_t src0_param;
2199     glsl_src_param_t src1_param;
2200     glsl_src_param_t src3_param;
2201     char dst_mask[6];
2202
2203     shader_glsl_append_dst(ins->ctx->buffer, ins);
2204     shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2205
2206     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2207     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src1_param);
2208     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src3_param);
2209
2210     /* The sdk specifies the instruction like this
2211      * dst.x = 1.0;
2212      * if(src.x > 0.0) dst.y = src.x
2213      * else dst.y = 0.0.
2214      * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
2215      * else dst.z = 0.0;
2216      * dst.w = 1.0;
2217      *
2218      * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
2219      * dst.x = 1.0                                  ... No further explanation needed
2220      * dst.y = max(src.y, 0.0);                     ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
2221      * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0;   ... 0 ^ power is 0, and otherwise we use y anyway
2222      * dst.w = 1.0.                                 ... Nothing fancy.
2223      *
2224      * So we still have one conditional in there. So do this:
2225      * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
2226      *
2227      * 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),
2228      * 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.
2229      * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
2230      */
2231     shader_addline(ins->ctx->buffer,
2232             "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",
2233             src0_param.param_str, src1_param.param_str, src0_param.param_str, src3_param.param_str, dst_mask);
2234 }
2235
2236 /** Process the WINED3DSIO_DST instruction in GLSL:
2237  * dst.x = 1.0
2238  * dst.y = src0.x * src0.y
2239  * dst.z = src0.z
2240  * dst.w = src1.w
2241  */
2242 static void shader_glsl_dst(const struct wined3d_shader_instruction *ins)
2243 {
2244     glsl_src_param_t src0y_param;
2245     glsl_src_param_t src0z_param;
2246     glsl_src_param_t src1y_param;
2247     glsl_src_param_t src1w_param;
2248     char dst_mask[6];
2249
2250     shader_glsl_append_dst(ins->ctx->buffer, ins);
2251     shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2252
2253     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src0y_param);
2254     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &src0z_param);
2255     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_1, &src1y_param);
2256     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_3, &src1w_param);
2257
2258     shader_addline(ins->ctx->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
2259             src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
2260 }
2261
2262 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
2263  * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
2264  * can handle it.  But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
2265  * 
2266  * dst.x = cos(src0.?)
2267  * dst.y = sin(src0.?)
2268  * dst.z = dst.z
2269  * dst.w = dst.w
2270  */
2271 static void shader_glsl_sincos(const struct wined3d_shader_instruction *ins)
2272 {
2273     glsl_src_param_t src0_param;
2274     DWORD write_mask;
2275
2276     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2277     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2278
2279     switch (write_mask) {
2280         case WINED3DSP_WRITEMASK_0:
2281             shader_addline(ins->ctx->buffer, "cos(%s));\n", src0_param.param_str);
2282             break;
2283
2284         case WINED3DSP_WRITEMASK_1:
2285             shader_addline(ins->ctx->buffer, "sin(%s));\n", src0_param.param_str);
2286             break;
2287
2288         case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
2289             shader_addline(ins->ctx->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str);
2290             break;
2291
2292         default:
2293             ERR("Write mask should be .x, .y or .xy\n");
2294             break;
2295     }
2296 }
2297
2298 /** Process the WINED3DSIO_LOOP instruction in GLSL:
2299  * Start a for() loop where src1.y is the initial value of aL,
2300  *  increment aL by src1.z for a total of src1.x iterations.
2301  *  Need to use a temporary variable for this operation.
2302  */
2303 /* FIXME: I don't think nested loops will work correctly this way. */
2304 static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
2305 {
2306     glsl_src_param_t src1_param;
2307     IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2308     const DWORD *control_values = NULL;
2309     const local_constant *constant;
2310
2311     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
2312
2313     /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
2314      * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
2315      * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
2316      * addressing.
2317      */
2318     if (ins->src[1].register_type == WINED3DSPR_CONSTINT)
2319     {
2320         LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry) {
2321             if (constant->idx == ins->src[1].register_idx)
2322             {
2323                 control_values = constant->value;
2324                 break;
2325             }
2326         }
2327     }
2328
2329     if(control_values) {
2330         if(control_values[2] > 0) {
2331             shader_addline(ins->ctx->buffer, "for (aL%u = %d; aL%u < (%d * %d + %d); aL%u += %d) {\n",
2332                     shader->baseShader.cur_loop_depth, control_values[1],
2333                     shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
2334                     shader->baseShader.cur_loop_depth, control_values[2]);
2335         } else if(control_values[2] == 0) {
2336             shader_addline(ins->ctx->buffer, "for (aL%u = %d, tmpInt%u = 0; tmpInt%u < %d; tmpInt%u++) {\n",
2337                     shader->baseShader.cur_loop_depth, control_values[1], shader->baseShader.cur_loop_depth,
2338                     shader->baseShader.cur_loop_depth, control_values[0],
2339                     shader->baseShader.cur_loop_depth);
2340         } else {
2341             shader_addline(ins->ctx->buffer, "for (aL%u = %d; aL%u > (%d * %d + %d); aL%u += %d) {\n",
2342                     shader->baseShader.cur_loop_depth, control_values[1],
2343                     shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
2344                     shader->baseShader.cur_loop_depth, control_values[2]);
2345         }
2346     } else {
2347         shader_addline(ins->ctx->buffer,
2348                 "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
2349                 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno,
2350                 src1_param.reg_name, shader->baseShader.cur_loop_depth, src1_param.reg_name,
2351                 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno, src1_param.reg_name);
2352     }
2353
2354     shader->baseShader.cur_loop_depth++;
2355     shader->baseShader.cur_loop_regno++;
2356 }
2357
2358 static void shader_glsl_end(const struct wined3d_shader_instruction *ins)
2359 {
2360     IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2361
2362     shader_addline(ins->ctx->buffer, "}\n");
2363
2364     if (ins->handler_idx == WINED3DSIH_ENDLOOP)
2365     {
2366         shader->baseShader.cur_loop_depth--;
2367         shader->baseShader.cur_loop_regno--;
2368     }
2369
2370     if (ins->handler_idx == WINED3DSIH_ENDREP)
2371     {
2372         shader->baseShader.cur_loop_depth--;
2373     }
2374 }
2375
2376 static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
2377 {
2378     IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2379     glsl_src_param_t src0_param;
2380     const DWORD *control_values = NULL;
2381     const local_constant *constant;
2382
2383     /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
2384     if(ins->src[0].register_type == WINED3DSPR_CONSTINT) {
2385         LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry) {
2386             if(constant->idx == ins->src[0].register_idx) {
2387                 control_values = constant->value;
2388                 break;
2389             }
2390         }
2391     }
2392
2393     if(control_values) {
2394         shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
2395                        shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
2396                        control_values[0], shader->baseShader.cur_loop_depth);
2397     } else {
2398         shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2399         shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2400                 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
2401                 src0_param.param_str, shader->baseShader.cur_loop_depth);
2402     }
2403     shader->baseShader.cur_loop_depth++;
2404 }
2405
2406 static void shader_glsl_if(const struct wined3d_shader_instruction *ins)
2407 {
2408     glsl_src_param_t src0_param;
2409
2410     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2411     shader_addline(ins->ctx->buffer, "if (%s) {\n", src0_param.param_str);
2412 }
2413
2414 static void shader_glsl_ifc(const struct wined3d_shader_instruction *ins)
2415 {
2416     glsl_src_param_t src0_param;
2417     glsl_src_param_t src1_param;
2418
2419     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2420     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2421
2422     shader_addline(ins->ctx->buffer, "if (%s %s %s) {\n",
2423             src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
2424 }
2425
2426 static void shader_glsl_else(const struct wined3d_shader_instruction *ins)
2427 {
2428     shader_addline(ins->ctx->buffer, "} else {\n");
2429 }
2430
2431 static void shader_glsl_break(const struct wined3d_shader_instruction *ins)
2432 {
2433     shader_addline(ins->ctx->buffer, "break;\n");
2434 }
2435
2436 /* FIXME: According to MSDN the compare is done per component. */
2437 static void shader_glsl_breakc(const struct wined3d_shader_instruction *ins)
2438 {
2439     glsl_src_param_t src0_param;
2440     glsl_src_param_t src1_param;
2441
2442     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2443     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2444
2445     shader_addline(ins->ctx->buffer, "if (%s %s %s) break;\n",
2446             src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
2447 }
2448
2449 static void shader_glsl_label(const struct wined3d_shader_instruction *ins)
2450 {
2451     shader_addline(ins->ctx->buffer, "}\n");
2452     shader_addline(ins->ctx->buffer, "void subroutine%u () {\n",  ins->src[0].register_idx);
2453 }
2454
2455 static void shader_glsl_call(const struct wined3d_shader_instruction *ins)
2456 {
2457     shader_addline(ins->ctx->buffer, "subroutine%u();\n", ins->src[0].register_idx);
2458 }
2459
2460 static void shader_glsl_callnz(const struct wined3d_shader_instruction *ins)
2461 {
2462     glsl_src_param_t src1_param;
2463
2464     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2465     shader_addline(ins->ctx->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, ins->src[0].register_idx);
2466 }
2467
2468 /*********************************************
2469  * Pixel Shader Specific Code begins here
2470  ********************************************/
2471 static void pshader_glsl_tex(const struct wined3d_shader_instruction *ins)
2472 {
2473     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2474     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2475     DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2476             ins->ctx->reg_maps->shader_version.minor);
2477     glsl_sample_function_t sample_function;
2478     DWORD sample_flags = 0;
2479     WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
2480     DWORD sampler_idx;
2481     DWORD mask = 0, swizzle;
2482
2483     /* 1.0-1.4: Use destination register as sampler source.
2484      * 2.0+: Use provided sampler source. */
2485     if (shader_version < WINED3D_SHADER_VERSION(2,0)) sampler_idx = ins->dst[0].register_idx;
2486     else sampler_idx = ins->src[1].register_idx;
2487     sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
2488
2489     if (shader_version < WINED3D_SHADER_VERSION(1,4))
2490     {
2491         DWORD flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2492
2493         /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
2494         if (flags & WINED3DTTFF_PROJECTED && sampler_type != WINED3DSTT_CUBE) {
2495             sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2496             switch (flags & ~WINED3DTTFF_PROJECTED) {
2497                 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2498                 case WINED3DTTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break;
2499                 case WINED3DTTFF_COUNT3: mask = WINED3DSP_WRITEMASK_2; break;
2500                 case WINED3DTTFF_COUNT4:
2501                 case WINED3DTTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break;
2502             }
2503         }
2504     }
2505     else if (shader_version < WINED3D_SHADER_VERSION(2,0))
2506     {
2507         DWORD src_mod = ins->src[0].modifiers;
2508
2509         if (src_mod == WINED3DSPSM_DZ) {
2510             sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2511             mask = WINED3DSP_WRITEMASK_2;
2512         } else if (src_mod == WINED3DSPSM_DW) {
2513             sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2514             mask = WINED3DSP_WRITEMASK_3;
2515         }
2516     } else {
2517         if (ins->flags & WINED3DSI_TEXLD_PROJECT)
2518         {
2519             /* ps 2.0 texldp instruction always divides by the fourth component. */
2520             sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2521             mask = WINED3DSP_WRITEMASK_3;
2522         }
2523     }
2524
2525     if(deviceImpl->stateBlock->textures[sampler_idx] &&
2526        IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2527         sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
2528     }
2529
2530     shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
2531     mask |= sample_function.coord_mask;
2532
2533     if (shader_version < WINED3D_SHADER_VERSION(2,0)) swizzle = WINED3DSP_NOSWIZZLE;
2534     else swizzle = ins->src[1].swizzle;
2535
2536     /* 1.0-1.3: Use destination register as coordinate source.
2537        1.4+: Use provided coordinate source register. */
2538     if (shader_version < WINED3D_SHADER_VERSION(1,4))
2539     {
2540         char coord_mask[6];
2541         shader_glsl_write_mask_to_str(mask, coord_mask);
2542         shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
2543                 "T%u%s", sampler_idx, coord_mask);
2544     } else {
2545         glsl_src_param_t coord_param;
2546         shader_glsl_add_src_param(ins, &ins->src[0], mask, &coord_param);
2547         if (ins->flags & WINED3DSI_TEXLD_BIAS)
2548         {
2549             glsl_src_param_t bias;
2550             shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &bias);
2551             shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, bias.param_str,
2552                     "%s", coord_param.param_str);
2553         } else {
2554             shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
2555                     "%s", coord_param.param_str);
2556         }
2557     }
2558 }
2559
2560 static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
2561 {
2562     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2563     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2564     const WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info;
2565     glsl_sample_function_t sample_function;
2566     glsl_src_param_t coord_param, dx_param, dy_param;
2567     DWORD sample_flags = WINED3D_GLSL_SAMPLE_GRAD;
2568     DWORD sampler_type;
2569     DWORD sampler_idx;
2570     DWORD swizzle = ins->src[1].swizzle;
2571
2572     if(!GL_SUPPORT(ARB_SHADER_TEXTURE_LOD)) {
2573         FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
2574         return pshader_glsl_tex(ins);
2575     }
2576
2577     sampler_idx = ins->src[1].register_idx;
2578     sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
2579     if(deviceImpl->stateBlock->textures[sampler_idx] &&
2580        IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2581         sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
2582     }
2583
2584     shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
2585     shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
2586     shader_glsl_add_src_param(ins, &ins->src[2], sample_function.coord_mask, &dx_param);
2587     shader_glsl_add_src_param(ins, &ins->src[3], sample_function.coord_mask, &dy_param);
2588
2589     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, dx_param.param_str, dy_param.param_str, NULL,
2590                                 "%s", coord_param.param_str);
2591 }
2592
2593 static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
2594 {
2595     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2596     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2597     glsl_sample_function_t sample_function;
2598     glsl_src_param_t coord_param, lod_param;
2599     DWORD sample_flags = WINED3D_GLSL_SAMPLE_LOD;
2600     DWORD sampler_type;
2601     DWORD sampler_idx;
2602     DWORD swizzle = ins->src[1].swizzle;
2603
2604     sampler_idx = ins->src[1].register_idx;
2605     sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
2606     if(deviceImpl->stateBlock->textures[sampler_idx] &&
2607        IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2608         sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
2609     }
2610     shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
2611     shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
2612
2613     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
2614
2615     if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
2616     {
2617         /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
2618          * However, they seem to work just fine in fragment shaders as well. */
2619         WARN("Using %s in fragment shader.\n", sample_function.name);
2620     }
2621     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, lod_param.param_str,
2622             "%s", coord_param.param_str);
2623 }
2624
2625 static void pshader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
2626 {
2627     /* FIXME: Make this work for more than just 2D textures */
2628     SHADER_BUFFER *buffer = ins->ctx->buffer;
2629     DWORD write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2630
2631     if (!(ins->ctx->reg_maps->shader_version.major == 1 && ins->ctx->reg_maps->shader_version.minor == 4))
2632     {
2633         char dst_mask[6];
2634
2635         shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2636         shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
2637                 ins->dst[0].register_idx, dst_mask);
2638     } else {
2639         DWORD reg = ins->src[0].register_idx;
2640         DWORD src_mod = ins->src[0].modifiers;
2641         char dst_swizzle[6];
2642
2643         shader_glsl_get_swizzle(&ins->src[0], FALSE, write_mask, dst_swizzle);
2644
2645         if (src_mod == WINED3DSPSM_DZ) {
2646             glsl_src_param_t div_param;
2647             unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2648             shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &div_param);
2649
2650             if (mask_size > 1) {
2651                 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2652             } else {
2653                 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2654             }
2655         } else if (src_mod == WINED3DSPSM_DW) {
2656             glsl_src_param_t div_param;
2657             unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2658             shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &div_param);
2659
2660             if (mask_size > 1) {
2661                 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2662             } else {
2663                 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2664             }
2665         } else {
2666             shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
2667         }
2668     }
2669 }
2670
2671 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
2672  * Take a 3-component dot product of the TexCoord[dstreg] and src,
2673  * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2674 static void pshader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
2675 {
2676     glsl_src_param_t src0_param;
2677     glsl_sample_function_t sample_function;
2678     DWORD sampler_idx = ins->dst[0].register_idx;
2679     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2680     WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
2681     UINT mask_size;
2682
2683     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2684
2685     /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
2686      * scalar, and projected sampling would require 4.
2687      *
2688      * It is a dependent read - not valid with conditional NP2 textures
2689      */
2690     shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2691     mask_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
2692
2693     switch(mask_size)
2694     {
2695         case 1:
2696             shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
2697                     "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx, src0_param.param_str);
2698             break;
2699
2700         case 2:
2701             shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
2702                     "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str);
2703             break;
2704
2705         case 3:
2706             shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
2707                     "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str);
2708             break;
2709
2710         default:
2711             FIXME("Unexpected mask size %u\n", mask_size);
2712             break;
2713     }
2714 }
2715
2716 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
2717  * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2718 static void pshader_glsl_texdp3(const struct wined3d_shader_instruction *ins)
2719 {
2720     glsl_src_param_t src0_param;
2721     DWORD dstreg = ins->dst[0].register_idx;
2722     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2723     DWORD dst_mask;
2724     unsigned int mask_size;
2725
2726     dst_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2727     mask_size = shader_glsl_get_write_mask_size(dst_mask);
2728     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2729
2730     if (mask_size > 1) {
2731         shader_addline(ins->ctx->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
2732     } else {
2733         shader_addline(ins->ctx->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
2734     }
2735 }
2736
2737 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
2738  * Calculate the depth as dst.x / dst.y   */
2739 static void pshader_glsl_texdepth(const struct wined3d_shader_instruction *ins)
2740 {
2741     glsl_dst_param_t dst_param;
2742
2743     shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
2744
2745     /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
2746      * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
2747      * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
2748      * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
2749      * >= 1.0 or < 0.0
2750      */
2751     shader_addline(ins->ctx->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
2752             dst_param.reg_name, dst_param.reg_name);
2753 }
2754
2755 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
2756  * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2757  * Calculate tmp0.y = TexCoord[dstreg] . src.xyz;  (tmp0.x has already been calculated)
2758  * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2759  */
2760 static void pshader_glsl_texm3x2depth(const struct wined3d_shader_instruction *ins)
2761 {
2762     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2763     DWORD dstreg = ins->dst[0].register_idx;
2764     glsl_src_param_t src0_param;
2765
2766     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2767
2768     shader_addline(ins->ctx->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
2769     shader_addline(ins->ctx->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
2770 }
2771
2772 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
2773  * Calculate the 1st of a 2-row matrix multiplication. */
2774 static void pshader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins)
2775 {
2776     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2777     DWORD reg = ins->dst[0].register_idx;
2778     SHADER_BUFFER *buffer = ins->ctx->buffer;
2779     glsl_src_param_t src0_param;
2780
2781     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2782     shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2783 }
2784
2785 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
2786  * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
2787 static void pshader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins)
2788 {
2789     IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2790     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2791     DWORD reg = ins->dst[0].register_idx;
2792     SHADER_BUFFER *buffer = ins->ctx->buffer;
2793     SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2794     glsl_src_param_t src0_param;
2795
2796     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2797     shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state->current_row, reg, src0_param.param_str);
2798     current_state->texcoord_w[current_state->current_row++] = reg;
2799 }
2800
2801 static void pshader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins)
2802 {
2803     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2804     DWORD reg = ins->dst[0].register_idx;
2805     SHADER_BUFFER *buffer = ins->ctx->buffer;
2806     glsl_src_param_t src0_param;
2807     WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
2808     glsl_sample_function_t sample_function;
2809
2810     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2811     shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2812
2813     shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2814
2815     /* Sample the texture using the calculated coordinates */
2816     shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xy");
2817 }
2818
2819 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
2820  * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
2821 static void pshader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins)
2822 {
2823     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2824     glsl_src_param_t src0_param;
2825     DWORD reg = ins->dst[0].register_idx;
2826     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2827     SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2828     WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
2829     glsl_sample_function_t sample_function;
2830
2831     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2832     shader_addline(ins->ctx->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2833
2834     /* Dependent read, not valid with conditional NP2 */
2835     shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2836
2837     /* Sample the texture using the calculated coordinates */
2838     shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
2839
2840     current_state->current_row = 0;
2841 }
2842
2843 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
2844  * Perform the 3rd row of a 3x3 matrix multiply */
2845 static void pshader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
2846 {
2847     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2848     glsl_src_param_t src0_param;
2849     char dst_mask[6];
2850     DWORD reg = ins->dst[0].register_idx;
2851     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2852     SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2853
2854     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2855
2856     shader_glsl_append_dst(ins->ctx->buffer, ins);
2857     shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2858     shader_addline(ins->ctx->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
2859
2860     current_state->current_row = 0;
2861 }
2862
2863 /** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL 
2864  * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2865 static void pshader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins)
2866 {
2867     IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2868     DWORD reg = ins->dst[0].register_idx;
2869     glsl_src_param_t src0_param;
2870     glsl_src_param_t src1_param;
2871     SHADER_BUFFER *buffer = ins->ctx->buffer;
2872     SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2873     WINED3DSAMPLER_TEXTURE_TYPE stype = ins->ctx->reg_maps->sampler_type[reg];
2874     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2875     glsl_sample_function_t sample_function;
2876
2877     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2878     shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
2879
2880     /* Perform the last matrix multiply operation */
2881     shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2882     /* Reflection calculation */
2883     shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
2884
2885     /* Dependent read, not valid with conditional NP2 */
2886     shader_glsl_get_sample_function(stype, 0, &sample_function);
2887
2888     /* Sample the texture */
2889     shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
2890
2891     current_state->current_row = 0;
2892 }
2893
2894 /** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL 
2895  * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2896 static void pshader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2897 {
2898     IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2899     DWORD reg = ins->dst[0].register_idx;
2900     SHADER_BUFFER *buffer = ins->ctx->buffer;
2901     SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2902     glsl_src_param_t src0_param;
2903     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2904     WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
2905     glsl_sample_function_t sample_function;
2906
2907     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2908
2909     /* Perform the last matrix multiply operation */
2910     shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
2911
2912     /* Construct the eye-ray vector from w coordinates */
2913     shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
2914             current_state->texcoord_w[0], current_state->texcoord_w[1], reg);
2915     shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
2916
2917     /* Dependent read, not valid with conditional NP2 */
2918     shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2919
2920     /* Sample the texture using the calculated coordinates */
2921     shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
2922
2923     current_state->current_row = 0;
2924 }
2925
2926 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
2927  * Apply a fake bump map transform.
2928  * texbem is pshader <= 1.3 only, this saves a few version checks
2929  */
2930 static void pshader_glsl_texbem(const struct wined3d_shader_instruction *ins)
2931 {
2932     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2933     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2934     glsl_sample_function_t sample_function;
2935     glsl_src_param_t coord_param;
2936     WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
2937     DWORD sampler_idx;
2938     DWORD mask;
2939     DWORD flags;
2940     char coord_mask[6];
2941
2942     sampler_idx = ins->dst[0].register_idx;
2943     flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2944
2945     sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
2946     /* Dependent read, not valid with conditional NP2 */
2947     shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2948     mask = sample_function.coord_mask;
2949
2950     shader_glsl_write_mask_to_str(mask, coord_mask);
2951
2952     /* with projective textures, texbem only divides the static texture coord, not the displacement,
2953          * so we can't let the GL handle this.
2954          */
2955     if (flags & WINED3DTTFF_PROJECTED) {
2956         DWORD div_mask=0;
2957         char coord_div_mask[3];
2958         switch (flags & ~WINED3DTTFF_PROJECTED) {
2959             case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2960             case WINED3DTTFF_COUNT2: div_mask = WINED3DSP_WRITEMASK_1; break;
2961             case WINED3DTTFF_COUNT3: div_mask = WINED3DSP_WRITEMASK_2; break;
2962             case WINED3DTTFF_COUNT4:
2963             case WINED3DTTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break;
2964         }
2965         shader_glsl_write_mask_to_str(div_mask, coord_div_mask);
2966         shader_addline(ins->ctx->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
2967     }
2968
2969     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &coord_param);
2970
2971     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
2972             "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
2973             coord_param.param_str, coord_mask);
2974
2975     if (ins->handler_idx == WINED3DSIH_TEXBEML)
2976     {
2977         glsl_src_param_t luminance_param;
2978         glsl_dst_param_t dst_param;
2979
2980         shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &luminance_param);
2981         shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
2982
2983         shader_addline(ins->ctx->buffer, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
2984                 dst_param.reg_name, dst_param.mask_str,
2985                 luminance_param.param_str, sampler_idx, sampler_idx);
2986     }
2987 }
2988
2989 static void pshader_glsl_bem(const struct wined3d_shader_instruction *ins)
2990 {
2991     glsl_src_param_t src0_param, src1_param;
2992     DWORD sampler_idx = ins->dst[0].register_idx;
2993
2994     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
2995     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
2996
2997     shader_glsl_append_dst(ins->ctx->buffer, ins);
2998     shader_addline(ins->ctx->buffer, "%s + bumpenvmat%d * %s);\n",
2999             src0_param.param_str, sampler_idx, src1_param.param_str);
3000 }
3001
3002 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
3003  * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
3004 static void pshader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
3005 {
3006     glsl_src_param_t src0_param;
3007     DWORD sampler_idx = ins->dst[0].register_idx;
3008     WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3009     glsl_sample_function_t sample_function;
3010
3011     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
3012
3013     shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3014     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3015             "%s.wx", src0_param.reg_name);
3016 }
3017
3018 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
3019  * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
3020 static void pshader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
3021 {
3022     glsl_src_param_t src0_param;
3023     DWORD sampler_idx = ins->dst[0].register_idx;
3024     WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3025     glsl_sample_function_t sample_function;
3026
3027     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
3028
3029     shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3030     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3031             "%s.yz", src0_param.reg_name);
3032 }
3033
3034 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
3035  * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
3036 static void pshader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins)
3037 {
3038     glsl_src_param_t src0_param;
3039     DWORD sampler_idx = ins->dst[0].register_idx;
3040     WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3041     glsl_sample_function_t sample_function;
3042
3043     /* Dependent read, not valid with conditional NP2 */
3044     shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3045     shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &src0_param);
3046
3047     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3048             "%s", src0_param.param_str);
3049 }
3050
3051 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
3052  * If any of the first 3 components are < 0, discard this pixel */
3053 static void pshader_glsl_texkill(const struct wined3d_shader_instruction *ins)
3054 {
3055     glsl_dst_param_t dst_param;
3056
3057     /* The argument is a destination parameter, and no writemasks are allowed */
3058     shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3059     if (ins->ctx->reg_maps->shader_version.major >= 2)
3060     {
3061         /* 2.0 shaders compare all 4 components in texkill */
3062         shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
3063     } else {
3064         /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
3065          * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
3066          * 4 components are defined, only the first 3 are used
3067          */
3068         shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
3069     }
3070 }
3071
3072 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
3073  * dst = dot2(src0, src1) + src2 */
3074 static void pshader_glsl_dp2add(const struct wined3d_shader_instruction *ins)
3075 {
3076     glsl_src_param_t src0_param;
3077     glsl_src_param_t src1_param;
3078     glsl_src_param_t src2_param;
3079     DWORD write_mask;
3080     unsigned int mask_size;
3081
3082     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3083     mask_size = shader_glsl_get_write_mask_size(write_mask);
3084
3085     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
3086     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
3087     shader_glsl_add_src_param(ins, &ins->src[2], WINED3DSP_WRITEMASK_0, &src2_param);
3088
3089     if (mask_size > 1) {
3090         shader_addline(ins->ctx->buffer, "vec%d(dot(%s, %s) + %s));\n",
3091                 mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str);
3092     } else {
3093         shader_addline(ins->ctx->buffer, "dot(%s, %s) + %s);\n",
3094                 src0_param.param_str, src1_param.param_str, src2_param.param_str);
3095     }
3096 }
3097
3098 static void pshader_glsl_input_pack(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer,
3099         const struct wined3d_shader_semantic *semantics_in, const struct shader_reg_maps *reg_maps,
3100         enum vertexprocessing_mode vertexprocessing)
3101 {
3102     unsigned int i;
3103     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
3104
3105     for (i = 0; i < MAX_REG_INPUT; ++i)
3106     {
3107         DWORD usage, usage_idx;
3108         char reg_mask[6];
3109
3110         /* Unused */
3111         if (!reg_maps->packed_input[i]) continue;
3112
3113         usage = semantics_in[i].usage;
3114         usage_idx = semantics_in[i].usage_idx;
3115         shader_glsl_get_write_mask(&semantics_in[i].reg, reg_mask);
3116
3117         switch (usage)
3118         {
3119             case WINED3DDECLUSAGE_TEXCOORD:
3120                 if (usage_idx < 8 && vertexprocessing == pretransformed)
3121                     shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
3122                             This->input_reg_map[i], reg_mask, usage_idx, reg_mask);
3123                 else
3124                     shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3125                             This->input_reg_map[i], reg_mask, reg_mask);
3126                 break;
3127
3128             case WINED3DDECLUSAGE_COLOR:
3129                 if (usage_idx == 0)
3130                     shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
3131                             This->input_reg_map[i], reg_mask, reg_mask);
3132                 else if (usage_idx == 1)
3133                     shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
3134                             This->input_reg_map[i], reg_mask, reg_mask);
3135                 else
3136                     shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3137                             This->input_reg_map[i], reg_mask, reg_mask);
3138                 break;
3139
3140             default:
3141                 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3142                         This->input_reg_map[i], reg_mask, reg_mask);
3143                 break;
3144         }
3145     }
3146 }
3147
3148 /*********************************************
3149  * Vertex Shader Specific Code begins here
3150  ********************************************/
3151
3152 static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry) {
3153     glsl_program_key_t *key;
3154
3155     key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
3156     key->vshader = entry->vshader;
3157     key->pshader = entry->pshader;
3158     key->vs_args = entry->vs_args;
3159     key->ps_args = entry->ps_args;
3160
3161     hash_table_put(priv->glsl_program_lookup, key, entry);
3162 }
3163
3164 static struct glsl_shader_prog_link *get_glsl_program_entry(struct shader_glsl_priv *priv,
3165         IWineD3DVertexShader *vshader, IWineD3DPixelShader *pshader, struct vs_compile_args *vs_args,
3166         struct ps_compile_args *ps_args) {
3167     glsl_program_key_t key;
3168
3169     key.vshader = vshader;
3170     key.pshader = pshader;
3171     key.vs_args = *vs_args;
3172     key.ps_args = *ps_args;
3173
3174     return hash_table_get(priv->glsl_program_lookup, &key);
3175 }
3176
3177 static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const WineD3D_GL_Info *gl_info,
3178         struct glsl_shader_prog_link *entry)
3179 {
3180     glsl_program_key_t *key;
3181
3182     key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
3183     key->vshader = entry->vshader;
3184     key->pshader = entry->pshader;
3185     key->vs_args = entry->vs_args;
3186     key->ps_args = entry->ps_args;
3187     hash_table_remove(priv->glsl_program_lookup, key);
3188
3189     GL_EXTCALL(glDeleteObjectARB(entry->programId));
3190     if (entry->vshader) list_remove(&entry->vshader_entry);
3191     if (entry->pshader) list_remove(&entry->pshader_entry);
3192     HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations);
3193     HeapFree(GetProcessHeap(), 0, entry->puniformF_locations);
3194     HeapFree(GetProcessHeap(), 0, entry);
3195 }
3196
3197 static void handle_ps3_input(SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info, const DWORD *map,
3198         const struct wined3d_shader_semantic *semantics_in, const struct shader_reg_maps *reg_maps_in,
3199         const struct wined3d_shader_semantic *semantics_out, const struct shader_reg_maps *reg_maps_out)
3200 {
3201     unsigned int i, j;
3202     DWORD usage, usage_idx, usage_out, usage_idx_out;
3203     DWORD *set;
3204     DWORD in_idx;
3205     DWORD in_count = GL_LIMITS(glsl_varyings) / 4;
3206     char reg_mask[6], reg_mask_out[6];
3207     char destination[50];
3208
3209     set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (in_count + 2));
3210
3211     if (!semantics_out) {
3212         /* Save gl_FrontColor & gl_FrontSecondaryColor before overwriting them. */
3213         shader_addline(buffer, "vec4 front_color = gl_FrontColor;\n");
3214         shader_addline(buffer, "vec4 front_secondary_color = gl_FrontSecondaryColor;\n");
3215     }
3216
3217     for(i = 0; i < MAX_REG_INPUT; i++) {
3218         if (!reg_maps_in->packed_input[i]) continue;
3219
3220         in_idx = map[i];
3221         if (in_idx >= (in_count + 2)) {
3222             FIXME("More input varyings declared than supported, expect issues\n");
3223             continue;
3224         }
3225         else if (map[i] == ~0U)
3226         {
3227             /* Declared, but not read register */
3228             continue;
3229         }
3230
3231         if (in_idx == in_count) {
3232             sprintf(destination, "gl_FrontColor");
3233         } else if (in_idx == in_count + 1) {
3234             sprintf(destination, "gl_FrontSecondaryColor");
3235         } else {
3236             sprintf(destination, "IN[%u]", in_idx);
3237         }
3238
3239         usage = semantics_in[i].usage;
3240         usage_idx = semantics_in[i].usage_idx;
3241         set[map[i]] = shader_glsl_get_write_mask(&semantics_in[i].reg, reg_mask);
3242
3243         if(!semantics_out) {
3244             switch(usage) {
3245                 case WINED3DDECLUSAGE_COLOR:
3246                     if (usage_idx == 0)
3247                         shader_addline(buffer, "%s%s = front_color%s;\n",
3248                                        destination, reg_mask, reg_mask);
3249                     else if (usage_idx == 1)
3250                         shader_addline(buffer, "%s%s = front_secondary_color%s;\n",
3251                                        destination, reg_mask, reg_mask);
3252                     else
3253                         shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3254                                        destination, reg_mask, reg_mask);
3255                     break;
3256
3257                 case WINED3DDECLUSAGE_TEXCOORD:
3258                     if (usage_idx < 8) {
3259                         shader_addline(buffer, "%s%s = gl_TexCoord[%u]%s;\n",
3260                                        destination, reg_mask, usage_idx, reg_mask);
3261                     } else {
3262                         shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3263                                        destination, reg_mask, reg_mask);
3264                     }
3265                     break;
3266
3267                 case WINED3DDECLUSAGE_FOG:
3268                     shader_addline(buffer, "%s%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
3269                                    destination, reg_mask, reg_mask);
3270                     break;
3271
3272                 default:
3273                     shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3274                                    destination, reg_mask, reg_mask);
3275             }
3276         } else {
3277             BOOL found = FALSE;
3278             for(j = 0; j < MAX_REG_OUTPUT; j++) {
3279                 if (!reg_maps_out->packed_output[j]) continue;
3280
3281                 usage_out = semantics_out[j].usage;
3282                 usage_idx_out = semantics_out[j].usage_idx;
3283                 shader_glsl_get_write_mask(&semantics_out[j].reg, reg_mask_out);
3284
3285                 if(usage == usage_out &&
3286                    usage_idx == usage_idx_out) {
3287                     shader_addline(buffer, "%s%s = OUT[%u]%s;\n",
3288                                    destination, reg_mask, j, reg_mask);
3289                     found = TRUE;
3290                 }
3291             }
3292             if(!found) {
3293                 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3294                                destination, reg_mask, reg_mask);
3295             }
3296         }
3297     }
3298
3299     /* This is solely to make the compiler / linker happy and avoid warning about undefined
3300      * varyings. It shouldn't result in any real code executed on the GPU, since all read
3301      * input varyings are assigned above, if the optimizer works properly.
3302      */
3303     for(i = 0; i < in_count + 2; i++) {
3304         if(set[i] != WINED3DSP_WRITEMASK_ALL) {
3305             unsigned int size = 0;
3306             memset(reg_mask, 0, sizeof(reg_mask));
3307             if(!(set[i] & WINED3DSP_WRITEMASK_0)) {
3308                 reg_mask[size] = 'x';
3309                 size++;
3310             }
3311             if(!(set[i] & WINED3DSP_WRITEMASK_1)) {
3312                 reg_mask[size] = 'y';
3313                 size++;
3314             }
3315             if(!(set[i] & WINED3DSP_WRITEMASK_2)) {
3316                 reg_mask[size] = 'z';
3317                 size++;
3318             }
3319             if(!(set[i] & WINED3DSP_WRITEMASK_3)) {
3320                 reg_mask[size] = 'w';
3321                 size++;
3322             }
3323
3324             if (i == in_count) {
3325                 sprintf(destination, "gl_FrontColor");
3326             } else if (i == in_count + 1) {
3327                 sprintf(destination, "gl_FrontSecondaryColor");
3328             } else {
3329                 sprintf(destination, "IN[%u]", i);
3330             }
3331
3332             if (size == 1) {
3333                 shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
3334             } else {
3335                 shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
3336             }
3337         }
3338     }
3339
3340     HeapFree(GetProcessHeap(), 0, set);
3341 }
3342
3343 static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexshader,
3344         IWineD3DPixelShader *pixelshader, const WineD3D_GL_Info *gl_info)
3345 {
3346     GLhandleARB ret = 0;
3347     IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) vertexshader;
3348     IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pixelshader;
3349     IWineD3DDeviceImpl *device;
3350     DWORD vs_major = vs->baseShader.reg_maps.shader_version.major;
3351     DWORD ps_major = ps ? ps->baseShader.reg_maps.shader_version.major : 0;
3352     unsigned int i;
3353     SHADER_BUFFER buffer;
3354     DWORD usage, usage_idx, writemask;
3355     char reg_mask[6];
3356     const struct wined3d_shader_semantic *semantics_out;
3357
3358     shader_buffer_init(&buffer);
3359
3360     shader_addline(&buffer, "#version 120\n");
3361
3362     if(vs_major < 3 && ps_major < 3) {
3363         /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them.
3364          * Take care about the texcoord .w fixup though if we're using the fixed function fragment pipeline
3365          */
3366         device = (IWineD3DDeviceImpl *) vs->baseShader.device;
3367         if((GLINFO_LOCATION).set_texcoord_w && ps_major == 0 && vs_major > 0 &&
3368             !device->frag_pipe->ffp_proj_control) {
3369             shader_addline(&buffer, "void order_ps_input() {\n");
3370             for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
3371                 if(vs->baseShader.reg_maps.texcoord_mask[i] != 0 &&
3372                    vs->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
3373                     shader_addline(&buffer, "gl_TexCoord[%u].w = 1.0;\n", i);
3374                 }
3375             }
3376             shader_addline(&buffer, "}\n");
3377         } else {
3378             shader_addline(&buffer, "void order_ps_input() { /* do nothing */ }\n");
3379         }
3380     } else if(ps_major < 3 && vs_major >= 3) {
3381         /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
3382         semantics_out = vs->semantics_out;
3383
3384         shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3385         for(i = 0; i < MAX_REG_OUTPUT; i++) {
3386             if (!vs->baseShader.reg_maps.packed_output[i]) continue;
3387
3388             usage = semantics_out[i].usage;
3389             usage_idx = semantics_out[i].usage_idx;
3390             writemask = shader_glsl_get_write_mask(&semantics_out[i].reg, reg_mask);
3391
3392             switch(usage) {
3393                 case WINED3DDECLUSAGE_COLOR:
3394                     if (usage_idx == 0)
3395                         shader_addline(&buffer, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3396                     else if (usage_idx == 1)
3397                         shader_addline(&buffer, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3398                     break;
3399
3400                 case WINED3DDECLUSAGE_POSITION:
3401                     shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3402                     break;
3403
3404                 case WINED3DDECLUSAGE_TEXCOORD:
3405                     if (usage_idx < 8) {
3406                         if(!(GLINFO_LOCATION).set_texcoord_w || ps_major > 0) writemask |= WINED3DSP_WRITEMASK_3;
3407
3408                         shader_addline(&buffer, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
3409                                         usage_idx, reg_mask, i, reg_mask);
3410                         if(!(writemask & WINED3DSP_WRITEMASK_3)) {
3411                             shader_addline(&buffer, "gl_TexCoord[%u].w = 1.0;\n", usage_idx);
3412                         }
3413                     }
3414                     break;
3415
3416                 case WINED3DDECLUSAGE_PSIZE:
3417                     shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i);
3418                     break;
3419
3420                 case WINED3DDECLUSAGE_FOG:
3421                     shader_addline(&buffer, "gl_FogFragCoord = OUT[%u].%c;\n", i, reg_mask[1]);
3422                     break;
3423
3424                 default:
3425                     break;
3426             }
3427         }
3428         shader_addline(&buffer, "}\n");
3429
3430     } else if(ps_major >= 3 && vs_major >= 3) {
3431         semantics_out = vs->semantics_out;
3432
3433         /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3434         shader_addline(&buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
3435         shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3436
3437         /* First, sort out position and point size. Those are not passed to the pixel shader */
3438         for(i = 0; i < MAX_REG_OUTPUT; i++) {
3439             if (!vs->baseShader.reg_maps.packed_output[i]) continue;
3440
3441             usage = semantics_out[i].usage;
3442             usage_idx = semantics_out[i].usage_idx;
3443             shader_glsl_get_write_mask(&semantics_out[i].reg, reg_mask);
3444
3445             switch(usage) {
3446                 case WINED3DDECLUSAGE_POSITION:
3447                     shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3448                     break;
3449
3450                 case WINED3DDECLUSAGE_PSIZE:
3451                     shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i);
3452                     break;
3453
3454                 default:
3455                     break;
3456             }
3457         }
3458
3459         /* Then, fix the pixel shader input */
3460         handle_ps3_input(&buffer, gl_info, ps->input_reg_map,
3461                 ps->semantics_in, &ps->baseShader.reg_maps, semantics_out, &vs->baseShader.reg_maps);
3462
3463         shader_addline(&buffer, "}\n");
3464     } else if(ps_major >= 3 && vs_major < 3) {
3465         shader_addline(&buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
3466         shader_addline(&buffer, "void order_ps_input() {\n");
3467         /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
3468          * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
3469          * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
3470          */
3471         handle_ps3_input(&buffer, gl_info, ps->input_reg_map, ps->semantics_in, &ps->baseShader.reg_maps, NULL, NULL);
3472         shader_addline(&buffer, "}\n");
3473     } else {
3474         ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major, ps_major);
3475     }
3476
3477     ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3478     checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
3479     GL_EXTCALL(glShaderSourceARB(ret, 1, (const char**)&buffer.buffer, NULL));
3480     checkGLcall("glShaderSourceARB(ret, 1, &buffer.buffer, NULL)");
3481     GL_EXTCALL(glCompileShaderARB(ret));
3482     checkGLcall("glCompileShaderARB(ret)");
3483
3484     shader_buffer_free(&buffer);
3485     return ret;
3486 }
3487
3488 static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const WineD3D_GL_Info *gl_info,
3489         GLhandleARB programId, char prefix)
3490 {
3491     const local_constant *lconst;
3492     GLint tmp_loc;
3493     const float *value;
3494     char glsl_name[8];
3495
3496     LIST_FOR_EACH_ENTRY(lconst, &shader->baseShader.constantsF, local_constant, entry) {
3497         value = (const float *)lconst->value;
3498         snprintf(glsl_name, sizeof(glsl_name), "%cLC%u", prefix, lconst->idx);
3499         tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3500         GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
3501     }
3502     checkGLcall("Hardcoding local constants\n");
3503 }
3504
3505 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
3506  * It sets the programId on the current StateBlock (because it should be called
3507  * inside of the DrawPrimitive() part of the render loop).
3508  *
3509  * If a program for the given combination does not exist, create one, and store
3510  * the program in the hash table.  If it creates a program, it will link the
3511  * given objects, too.
3512  */
3513 static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use_vs) {
3514     IWineD3DDeviceImpl *This               = (IWineD3DDeviceImpl *)iface;
3515     struct shader_glsl_priv *priv          = This->shader_priv;
3516     const WineD3D_GL_Info *gl_info         = &This->adapter->gl_info;
3517     IWineD3DPixelShader  *pshader          = This->stateBlock->pixelShader;
3518     IWineD3DVertexShader *vshader          = This->stateBlock->vertexShader;
3519     struct glsl_shader_prog_link *entry    = NULL;
3520     GLhandleARB programId                  = 0;
3521     GLhandleARB reorder_shader_id          = 0;
3522     unsigned int i;
3523     char glsl_name[8];
3524     GLhandleARB vshader_id, pshader_id;
3525     struct ps_compile_args ps_compile_args;
3526     struct vs_compile_args vs_compile_args;
3527
3528     if(use_vs) {
3529         find_vs_compile_args((IWineD3DVertexShaderImpl*)This->stateBlock->vertexShader, This->stateBlock, &vs_compile_args);
3530     } else {
3531         /* FIXME: Do we really have to spend CPU cycles to generate a few zeroed bytes? */
3532         memset(&vs_compile_args, 0, sizeof(vs_compile_args));
3533     }
3534     if(use_ps) {
3535         find_ps_compile_args((IWineD3DPixelShaderImpl*)This->stateBlock->pixelShader, This->stateBlock, &ps_compile_args);
3536     } else {
3537         /* FIXME: Do we really have to spend CPU cycles to generate a few zeroed bytes? */
3538         memset(&ps_compile_args, 0, sizeof(ps_compile_args));
3539     }
3540     entry = get_glsl_program_entry(priv, vshader, pshader, &vs_compile_args, &ps_compile_args);
3541     if (entry) {
3542         priv->glsl_program = entry;
3543         return;
3544     }
3545
3546     /* If we get to this point, then no matching program exists, so we create one */
3547     programId = GL_EXTCALL(glCreateProgramObjectARB());
3548     TRACE("Created new GLSL shader program %u\n", programId);
3549
3550     /* Create the entry */
3551     entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
3552     entry->programId = programId;
3553     entry->vshader = vshader;
3554     entry->pshader = pshader;
3555     entry->vs_args = vs_compile_args;
3556     entry->ps_args = ps_compile_args;
3557     entry->constant_version = 0;
3558     /* Add the hash table entry */
3559     add_glsl_program_entry(priv, entry);
3560
3561     /* Set the current program */
3562     priv->glsl_program = entry;
3563
3564     if(use_vs) {
3565         vshader_id = find_gl_vshader((IWineD3DVertexShaderImpl *) vshader, &vs_compile_args);
3566     } else {
3567         vshader_id = 0;
3568     }
3569
3570     /* Attach GLSL vshader */
3571     if (vshader_id) {
3572         const unsigned int max_attribs = 16;   /* TODO: Will this always be the case? It is at the moment... */
3573         char tmp_name[10];
3574
3575         reorder_shader_id = generate_param_reorder_function(vshader, pshader, gl_info);
3576         TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
3577         GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
3578         checkGLcall("glAttachObjectARB");
3579         /* Flag the reorder function for deletion, then it will be freed automatically when the program
3580          * is destroyed
3581          */
3582         GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
3583
3584         TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
3585         GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
3586         checkGLcall("glAttachObjectARB");
3587
3588         /* Bind vertex attributes to a corresponding index number to match
3589          * the same index numbers as ARB_vertex_programs (makes loading
3590          * vertex attributes simpler).  With this method, we can use the
3591          * exact same code to load the attributes later for both ARB and
3592          * GLSL shaders.
3593          *
3594          * We have to do this here because we need to know the Program ID
3595          * in order to make the bindings work, and it has to be done prior
3596          * to linking the GLSL program. */
3597         for (i = 0; i < max_attribs; ++i) {
3598             if (((IWineD3DBaseShaderImpl*)vshader)->baseShader.reg_maps.attributes[i]) {
3599                 snprintf(tmp_name, sizeof(tmp_name), "attrib%i", i);
3600                 GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
3601             }
3602         }
3603         checkGLcall("glBindAttribLocationARB");
3604
3605         list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry);
3606     }
3607
3608     if(use_ps) {
3609         pshader_id = find_gl_pshader((IWineD3DPixelShaderImpl *) pshader, &ps_compile_args);
3610     } else {
3611         pshader_id = 0;
3612     }
3613
3614     /* Attach GLSL pshader */
3615     if (pshader_id) {
3616         TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
3617         GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
3618         checkGLcall("glAttachObjectARB");
3619
3620         list_add_head(&((IWineD3DBaseShaderImpl *)pshader)->baseShader.linked_programs, &entry->pshader_entry);
3621     }
3622
3623     /* Link the program */
3624     TRACE("Linking GLSL shader program %u\n", programId);
3625     GL_EXTCALL(glLinkProgramARB(programId));
3626     print_glsl_info_log(&GLINFO_LOCATION, programId);
3627
3628     entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(vshader_constantsF));
3629     for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
3630         snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
3631         entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3632     }
3633     for (i = 0; i < MAX_CONST_I; ++i) {
3634         snprintf(glsl_name, sizeof(glsl_name), "VI[%i]", i);
3635         entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3636     }
3637     entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(pshader_constantsF));
3638     for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
3639         snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
3640         entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3641     }
3642     for (i = 0; i < MAX_CONST_I; ++i) {
3643         snprintf(glsl_name, sizeof(glsl_name), "PI[%i]", i);
3644         entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3645     }
3646
3647     if(pshader) {
3648         for(i = 0; i < ((IWineD3DPixelShaderImpl*)pshader)->numbumpenvmatconsts; i++) {
3649             char name[32];
3650             sprintf(name, "bumpenvmat%d", ((IWineD3DPixelShaderImpl*)pshader)->bumpenvmatconst[i].texunit);
3651             entry->bumpenvmat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
3652             sprintf(name, "luminancescale%d", ((IWineD3DPixelShaderImpl*)pshader)->luminanceconst[i].texunit);
3653             entry->luminancescale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
3654             sprintf(name, "luminanceoffset%d", ((IWineD3DPixelShaderImpl*)pshader)->luminanceconst[i].texunit);
3655             entry->luminanceoffset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
3656         }
3657     }
3658
3659     if (use_ps && ps_compile_args.np2_fixup) {
3660         char name[32];
3661         for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
3662             if (ps_compile_args.np2_fixup & (1 << i)) {
3663                 sprintf(name, "PsamplerNP2Fixup%u", i);
3664                 entry->np2Fixup_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
3665             } else {
3666                 entry->np2Fixup_location[i] = -1;
3667             }
3668         }
3669     }
3670
3671     entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
3672     entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
3673     checkGLcall("Find glsl program uniform locations");
3674
3675     if (pshader
3676             && ((IWineD3DPixelShaderImpl *)pshader)->baseShader.reg_maps.shader_version.major >= 3
3677             && ((IWineD3DPixelShaderImpl *)pshader)->declared_in_count > GL_LIMITS(glsl_varyings) / 4)
3678     {
3679         TRACE("Shader %d needs vertex color clamping disabled\n", programId);
3680         entry->vertex_color_clamp = GL_FALSE;
3681     } else {
3682         entry->vertex_color_clamp = GL_FIXED_ONLY_ARB;
3683     }
3684
3685     /* Set the shader to allow uniform loading on it */
3686     GL_EXTCALL(glUseProgramObjectARB(programId));
3687     checkGLcall("glUseProgramObjectARB(programId)");
3688
3689     /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
3690      * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
3691      * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
3692      * vertex shader with fixed function pixel processing is used we make sure that the card
3693      * supports enough samplers to allow the max number of vertex samplers with all possible
3694      * fixed function fragment processing setups. So once the program is linked these samplers
3695      * won't change.
3696      */
3697     if(vshader_id) {
3698         /* Load vertex shader samplers */
3699         shader_glsl_load_vsamplers(gl_info, This->texUnitMap, programId);
3700     }
3701     if(pshader_id) {
3702         /* Load pixel shader samplers */
3703         shader_glsl_load_psamplers(gl_info, This->texUnitMap, programId);
3704     }
3705
3706     /* If the local constants do not have to be loaded with the environment constants,
3707      * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
3708      * later
3709      */
3710     if(pshader && !((IWineD3DPixelShaderImpl*)pshader)->baseShader.load_local_constsF) {
3711         hardcode_local_constants((IWineD3DBaseShaderImpl *) pshader, gl_info, programId, 'P');
3712     }
3713     if(vshader && !((IWineD3DVertexShaderImpl*)vshader)->baseShader.load_local_constsF) {
3714         hardcode_local_constants((IWineD3DBaseShaderImpl *) vshader, gl_info, programId, 'V');
3715     }
3716 }
3717
3718 static GLhandleARB create_glsl_blt_shader(const WineD3D_GL_Info *gl_info, enum tex_types tex_type)
3719 {
3720     GLhandleARB program_id;
3721     GLhandleARB vshader_id, pshader_id;
3722     static const char *blt_vshader[] =
3723     {
3724         "#version 120\n"
3725         "void main(void)\n"
3726         "{\n"
3727         "    gl_Position = gl_Vertex;\n"
3728         "    gl_FrontColor = vec4(1.0);\n"
3729         "    gl_TexCoord[0] = gl_MultiTexCoord0;\n"
3730         "}\n"
3731     };
3732
3733     static const char *blt_pshaders[tex_type_count] =
3734     {
3735         /* tex_1d */
3736         NULL,
3737         /* tex_2d */
3738         "#version 120\n"
3739         "uniform sampler2D sampler;\n"
3740         "void main(void)\n"
3741         "{\n"
3742         "    gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
3743         "}\n",
3744         /* tex_3d */
3745         NULL,
3746         /* tex_cube */
3747         "#version 120\n"
3748         "uniform samplerCube sampler;\n"
3749         "void main(void)\n"
3750         "{\n"
3751         "    gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
3752         "}\n",
3753         /* tex_rect */
3754         "#version 120\n"
3755         "#extension GL_ARB_texture_rectangle : enable\n"
3756         "uniform sampler2DRect sampler;\n"
3757         "void main(void)\n"
3758         "{\n"
3759         "    gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
3760         "}\n",
3761     };
3762
3763     if (!blt_pshaders[tex_type])
3764     {
3765         FIXME("tex_type %#x not supported\n", tex_type);
3766         tex_type = tex_2d;
3767     }
3768
3769     vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3770     GL_EXTCALL(glShaderSourceARB(vshader_id, 1, blt_vshader, NULL));
3771     GL_EXTCALL(glCompileShaderARB(vshader_id));
3772
3773     pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
3774     GL_EXTCALL(glShaderSourceARB(pshader_id, 1, &blt_pshaders[tex_type], NULL));
3775     GL_EXTCALL(glCompileShaderARB(pshader_id));
3776
3777     program_id = GL_EXTCALL(glCreateProgramObjectARB());
3778     GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
3779     GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
3780     GL_EXTCALL(glLinkProgramARB(program_id));
3781
3782     print_glsl_info_log(&GLINFO_LOCATION, program_id);
3783
3784     /* Once linked we can mark the shaders for deletion. They will be deleted once the program
3785      * is destroyed
3786      */
3787     GL_EXTCALL(glDeleteObjectARB(vshader_id));
3788     GL_EXTCALL(glDeleteObjectARB(pshader_id));
3789     return program_id;
3790 }
3791
3792 static void shader_glsl_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
3793     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3794     struct shader_glsl_priv *priv = This->shader_priv;
3795     const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3796     GLhandleARB program_id = 0;
3797     GLenum old_vertex_color_clamp, current_vertex_color_clamp;
3798
3799     old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
3800
3801     if (useVS || usePS) set_glsl_shader_program(iface, usePS, useVS);
3802     else priv->glsl_program = NULL;
3803
3804     current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
3805
3806     if (old_vertex_color_clamp != current_vertex_color_clamp) {
3807         if (GL_SUPPORT(ARB_COLOR_BUFFER_FLOAT)) {
3808             GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp));
3809             checkGLcall("glClampColorARB");
3810         } else {
3811             FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
3812         }
3813     }
3814
3815     program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
3816     if (program_id) TRACE("Using GLSL program %u\n", program_id);
3817     GL_EXTCALL(glUseProgramObjectARB(program_id));
3818     checkGLcall("glUseProgramObjectARB");
3819 }
3820
3821 static void shader_glsl_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
3822     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3823     const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3824     struct shader_glsl_priv *priv = This->shader_priv;
3825     GLhandleARB *blt_program = &priv->depth_blt_program[tex_type];
3826
3827     if (!*blt_program) {
3828         GLint loc;
3829         *blt_program = create_glsl_blt_shader(gl_info, tex_type);
3830         loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "sampler"));
3831         GL_EXTCALL(glUseProgramObjectARB(*blt_program));
3832         GL_EXTCALL(glUniform1iARB(loc, 0));
3833     } else {
3834         GL_EXTCALL(glUseProgramObjectARB(*blt_program));
3835     }
3836 }
3837
3838 static void shader_glsl_deselect_depth_blt(IWineD3DDevice *iface) {
3839     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3840     const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3841     struct shader_glsl_priv *priv = This->shader_priv;
3842     GLhandleARB program_id;
3843
3844     program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
3845     if (program_id) TRACE("Using GLSL program %u\n", program_id);
3846
3847     GL_EXTCALL(glUseProgramObjectARB(program_id));
3848     checkGLcall("glUseProgramObjectARB");
3849 }
3850
3851 static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
3852     const struct list *linked_programs;
3853     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
3854     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
3855     struct shader_glsl_priv *priv = device->shader_priv;
3856     const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
3857     IWineD3DPixelShaderImpl *ps = NULL;
3858     IWineD3DVertexShaderImpl *vs = NULL;
3859
3860     /* Note: Do not use QueryInterface here to find out which shader type this is because this code
3861      * can be called from IWineD3DBaseShader::Release
3862      */
3863     char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
3864
3865     if(pshader) {
3866         ps = (IWineD3DPixelShaderImpl *) This;
3867         if(ps->num_gl_shaders == 0) return;
3868         if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->pshader == iface)
3869             shader_glsl_select(This->baseShader.device, FALSE, FALSE);
3870     } else {
3871         vs = (IWineD3DVertexShaderImpl *) This;
3872         if(vs->num_gl_shaders == 0) return;
3873         if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->vshader == iface)
3874             shader_glsl_select(This->baseShader.device, FALSE, FALSE);
3875     }
3876
3877     linked_programs = &This->baseShader.linked_programs;
3878
3879     TRACE("Deleting linked programs\n");
3880     if (linked_programs->next) {
3881         struct glsl_shader_prog_link *entry, *entry2;
3882
3883         if(pshader) {
3884             LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) {
3885                 delete_glsl_program_entry(priv, gl_info, entry);
3886             }
3887         } else {
3888             LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) {
3889                 delete_glsl_program_entry(priv, gl_info, entry);
3890             }
3891         }
3892     }
3893
3894     if(pshader) {
3895         UINT i;
3896
3897         ENTER_GL();
3898         for(i = 0; i < ps->num_gl_shaders; i++) {
3899             TRACE("deleting pshader %u\n", ps->gl_shaders[i].prgId);
3900             GL_EXTCALL(glDeleteObjectARB(ps->gl_shaders[i].prgId));
3901             checkGLcall("glDeleteObjectARB");
3902         }
3903         LEAVE_GL();
3904         HeapFree(GetProcessHeap(), 0, ps->gl_shaders);
3905         ps->gl_shaders = NULL;
3906         ps->num_gl_shaders = 0;
3907         ps->shader_array_size = 0;
3908     } else {
3909         UINT i;
3910
3911         ENTER_GL();
3912         for(i = 0; i < vs->num_gl_shaders; i++) {
3913             TRACE("deleting vshader %u\n", vs->gl_shaders[i].prgId);
3914             GL_EXTCALL(glDeleteObjectARB(vs->gl_shaders[i].prgId));
3915             checkGLcall("glDeleteObjectARB");
3916         }
3917         LEAVE_GL();
3918         HeapFree(GetProcessHeap(), 0, vs->gl_shaders);
3919         vs->gl_shaders = NULL;
3920         vs->num_gl_shaders = 0;
3921         vs->shader_array_size = 0;
3922     }
3923 }
3924
3925 static unsigned int glsl_program_key_hash(const void *key)
3926 {
3927     const glsl_program_key_t *k = key;
3928
3929     unsigned int hash = ((DWORD_PTR) k->vshader) | ((DWORD_PTR) k->pshader) << 16;
3930     hash += ~(hash << 15);
3931     hash ^=  (hash >> 10);
3932     hash +=  (hash << 3);
3933     hash ^=  (hash >> 6);
3934     hash += ~(hash << 11);
3935     hash ^=  (hash >> 16);
3936
3937     return hash;
3938 }
3939
3940 static BOOL glsl_program_key_compare(const void *keya, const void *keyb)
3941 {
3942     const glsl_program_key_t *ka = keya;
3943     const glsl_program_key_t *kb = keyb;
3944
3945     return ka->vshader == kb->vshader && ka->pshader == kb->pshader &&
3946            (memcmp(&ka->ps_args, &kb->ps_args, sizeof(kb->ps_args)) == 0) &&
3947            (memcmp(&ka->vs_args, &kb->vs_args, sizeof(kb->vs_args)) == 0);
3948 }
3949
3950 static BOOL constant_heap_init(struct constant_heap *heap, unsigned int constant_count)
3951 {
3952     SIZE_T size = (constant_count + 1) * sizeof(*heap->entries) + constant_count * sizeof(*heap->positions);
3953     void *mem = HeapAlloc(GetProcessHeap(), 0, size);
3954
3955     if (!mem)
3956     {
3957         ERR("Failed to allocate memory\n");
3958         return FALSE;
3959     }
3960
3961     heap->entries = mem;
3962     heap->entries[1].version = 0;
3963     heap->positions = (unsigned int *)(heap->entries + constant_count + 1);
3964     heap->size = 1;
3965
3966     return TRUE;
3967 }
3968
3969 static void constant_heap_free(struct constant_heap *heap)
3970 {
3971     HeapFree(GetProcessHeap(), 0, heap->entries);
3972 }
3973
3974 static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {
3975     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3976     const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3977     struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
3978     SIZE_T stack_size = wined3d_log2i(max(GL_LIMITS(vshader_constantsF), GL_LIMITS(pshader_constantsF))) + 1;
3979
3980     priv->stack = HeapAlloc(GetProcessHeap(), 0, stack_size * sizeof(*priv->stack));
3981     if (!priv->stack)
3982     {
3983         ERR("Failed to allocate memory.\n");
3984         HeapFree(GetProcessHeap(), 0, priv);
3985         return E_OUTOFMEMORY;
3986     }
3987
3988     if (!constant_heap_init(&priv->vconst_heap, GL_LIMITS(vshader_constantsF)))
3989     {
3990         ERR("Failed to initialize vertex shader constant heap\n");
3991         HeapFree(GetProcessHeap(), 0, priv->stack);
3992         HeapFree(GetProcessHeap(), 0, priv);
3993         return E_OUTOFMEMORY;
3994     }
3995
3996     if (!constant_heap_init(&priv->pconst_heap, GL_LIMITS(pshader_constantsF)))
3997     {
3998         ERR("Failed to initialize pixel shader constant heap\n");
3999         constant_heap_free(&priv->vconst_heap);
4000         HeapFree(GetProcessHeap(), 0, priv->stack);
4001         HeapFree(GetProcessHeap(), 0, priv);
4002         return E_OUTOFMEMORY;
4003     }
4004
4005     priv->glsl_program_lookup = hash_table_create(glsl_program_key_hash, glsl_program_key_compare);
4006     priv->next_constant_version = 1;
4007
4008     This->shader_priv = priv;
4009     return WINED3D_OK;
4010 }
4011
4012 static void shader_glsl_free(IWineD3DDevice *iface) {
4013     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4014     const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
4015     struct shader_glsl_priv *priv = This->shader_priv;
4016     int i;
4017
4018     for (i = 0; i < tex_type_count; ++i)
4019     {
4020         if (priv->depth_blt_program[i])
4021         {
4022             GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program[i]));
4023         }
4024     }
4025
4026     hash_table_destroy(priv->glsl_program_lookup, NULL, NULL);
4027     constant_heap_free(&priv->pconst_heap);
4028     constant_heap_free(&priv->vconst_heap);
4029
4030     HeapFree(GetProcessHeap(), 0, This->shader_priv);
4031     This->shader_priv = NULL;
4032 }
4033
4034 static BOOL shader_glsl_dirty_const(IWineD3DDevice *iface) {
4035     /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
4036     return FALSE;
4037 }
4038
4039 static GLuint shader_glsl_generate_pshader(IWineD3DPixelShader *iface,
4040         SHADER_BUFFER *buffer, const struct ps_compile_args *args)
4041 {
4042     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
4043     const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
4044     CONST DWORD *function = This->baseShader.function;
4045     const char *fragcolor;
4046     const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
4047
4048     /* Create the hw GLSL shader object and assign it as the shader->prgId */
4049     GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
4050
4051     shader_addline(buffer, "#version 120\n");
4052
4053     if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
4054         shader_addline(buffer, "#extension GL_ARB_draw_buffers : enable\n");
4055     }
4056     if(GL_SUPPORT(ARB_SHADER_TEXTURE_LOD) && reg_maps->usestexldd) {
4057         shader_addline(buffer, "#extension GL_ARB_shader_texture_lod : enable\n");
4058     }
4059     if (GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
4060         /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
4061          * drivers write a warning if we don't do so
4062          */
4063         shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
4064     }
4065
4066     /* Base Declarations */
4067     shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, args);
4068
4069     /* Pack 3.0 inputs */
4070     if (reg_maps->shader_version.major >= 3 && args->vp_mode != vertexshader)
4071     {
4072         pshader_glsl_input_pack(iface, buffer, This->semantics_in, reg_maps, args->vp_mode);
4073     }
4074
4075     /* Base Shader Body */
4076     shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function);
4077
4078     /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
4079     if (reg_maps->shader_version.major < 2)
4080     {
4081         /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
4082         if(GL_SUPPORT(ARB_DRAW_BUFFERS))
4083             shader_addline(buffer, "gl_FragData[0] = R0;\n");
4084         else
4085             shader_addline(buffer, "gl_FragColor = R0;\n");
4086     }
4087
4088     if(GL_SUPPORT(ARB_DRAW_BUFFERS)) {
4089         fragcolor = "gl_FragData[0]";
4090     } else {
4091         fragcolor = "gl_FragColor";
4092     }
4093     if(args->srgb_correction) {
4094         shader_addline(buffer, "tmp0.xyz = pow(%s.xyz, vec3(%f, %f, %f)) * vec3(%f, %f, %f) - vec3(%f, %f, %f);\n",
4095                         fragcolor, srgb_pow, srgb_pow, srgb_pow, srgb_mul_high, srgb_mul_high, srgb_mul_high,
4096                         srgb_sub_high, srgb_sub_high, srgb_sub_high);
4097         shader_addline(buffer, "tmp1.xyz = %s.xyz * srgb_mul_low.xyz;\n", fragcolor);
4098         shader_addline(buffer, "%s.x = %s.x < srgb_comparison.x ? tmp1.x : tmp0.x;\n", fragcolor, fragcolor);
4099         shader_addline(buffer, "%s.y = %s.y < srgb_comparison.y ? tmp1.y : tmp0.y;\n", fragcolor, fragcolor);
4100         shader_addline(buffer, "%s.z = %s.z < srgb_comparison.z ? tmp1.z : tmp0.z;\n", fragcolor, fragcolor);
4101         shader_addline(buffer, "%s = clamp(%s, 0.0, 1.0);\n", fragcolor, fragcolor);
4102     }
4103     /* Pixel shader < 3.0 do not replace the fog stage.
4104      * This implements linear fog computation and blending.
4105      * TODO: non linear fog
4106      * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
4107      * -1/(e-s) and e/(e-s) respectively.
4108      */
4109     if (reg_maps->shader_version.major < 3)
4110     {
4111         switch(args->fog) {
4112             case FOG_OFF: break;
4113             case FOG_LINEAR:
4114                 shader_addline(buffer, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
4115                 shader_addline(buffer, "float fogend = gl_Fog.end * -fogstart;\n");
4116                 shader_addline(buffer, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
4117                 shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor);
4118                 break;
4119             case FOG_EXP:
4120                 /* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
4121                 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
4122                 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
4123                 shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor);
4124                 break;
4125             case FOG_EXP2:
4126                 /* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
4127                 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
4128                 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
4129                 shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor);
4130                 break;
4131         }
4132     }
4133
4134     shader_addline(buffer, "}\n");
4135
4136     TRACE("Compiling shader object %u\n", shader_obj);
4137     GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
4138     GL_EXTCALL(glCompileShaderARB(shader_obj));
4139     print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
4140
4141     /* Store the shader object */
4142     return shader_obj;
4143 }
4144
4145 static GLuint shader_glsl_generate_vshader(IWineD3DVertexShader *iface,
4146         SHADER_BUFFER *buffer, const struct vs_compile_args *args)
4147 {
4148     IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
4149     const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
4150     CONST DWORD *function = This->baseShader.function;
4151     const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
4152
4153     /* Create the hw GLSL shader program and assign it as the shader->prgId */
4154     GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
4155
4156     shader_addline(buffer, "#version 120\n");
4157
4158     /* Base Declarations */
4159     shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, NULL);
4160
4161     /* Base Shader Body */
4162     shader_generate_main((IWineD3DBaseShader*)This, buffer, reg_maps, function);
4163
4164     /* Unpack 3.0 outputs */
4165     if (reg_maps->shader_version.major >= 3) shader_addline(buffer, "order_ps_input(OUT);\n");
4166     else shader_addline(buffer, "order_ps_input();\n");
4167
4168     /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
4169      * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
4170      * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
4171      * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
4172      */
4173     if(args->fog_src == VS_FOG_Z) {
4174         shader_addline(buffer, "gl_FogFragCoord = gl_Position.z;\n");
4175     } else if (!reg_maps->fog) {
4176         shader_addline(buffer, "gl_FogFragCoord = 0.0;\n");
4177     }
4178
4179     /* Write the final position.
4180      *
4181      * OpenGL coordinates specify the center of the pixel while d3d coords specify
4182      * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
4183      * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
4184      * contains 1.0 to allow a mad.
4185      */
4186     shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
4187     shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
4188
4189     /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
4190      *
4191      * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
4192      * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
4193      * which is the same as z = z * 2 - w.
4194      */
4195     shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
4196
4197     shader_addline(buffer, "}\n");
4198
4199     TRACE("Compiling shader object %u\n", shader_obj);
4200     GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
4201     GL_EXTCALL(glCompileShaderARB(shader_obj));
4202     print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
4203
4204     return shader_obj;
4205 }
4206
4207 static void shader_glsl_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
4208 {
4209     /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
4210      * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using
4211      * vs_nv_version which is based on NV_vertex_program.
4212      * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
4213      * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
4214      * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
4215      * of native instructions, so use that here. For more info see the pixel shader versioning code below.
4216      */
4217     if((GLINFO_LOCATION.vs_nv_version == VS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
4218         pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
4219     else
4220         pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
4221     TRACE_(d3d_caps)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps->VertexShaderVersion >> 8) & 0xff, pCaps->VertexShaderVersion & 0xff);
4222     pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
4223
4224     /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
4225      * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
4226      * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
4227      * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
4228      * in max native instructions. Intel and others also offer the info in this extension but they
4229      * don't support GLSL (at least on Windows).
4230      *
4231      * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
4232      * of instructions is 512 or less we have to do with ps2.0 hardware.
4233      * 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.
4234      */
4235     if((GLINFO_LOCATION.ps_nv_version == PS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
4236         pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
4237     else
4238         pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
4239
4240     pCaps->MaxPixelShaderConst = GL_LIMITS(pshader_constantsF);
4241
4242     /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
4243      * Direct3D minimum requirement.
4244      *
4245      * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
4246      * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
4247      *
4248      * The problem is that the refrast clamps temporary results in the shader to
4249      * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
4250      * then applications may miss the clamping behavior. On the other hand, if it is smaller,
4251      * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
4252      * offer a way to query this.
4253      */
4254     pCaps->PixelShader1xMaxValue = 8.0;
4255     TRACE_(d3d_caps)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps->PixelShaderVersion >> 8) & 0xff, pCaps->PixelShaderVersion & 0xff);
4256 }
4257
4258 static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
4259 {
4260     if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
4261     {
4262         TRACE("Checking support for fixup:\n");
4263         dump_color_fixup_desc(fixup);
4264     }
4265
4266     /* We support everything except YUV conversions. */
4267     if (!is_yuv_fixup(fixup))
4268     {
4269         TRACE("[OK]\n");
4270         return TRUE;
4271     }
4272
4273     TRACE("[FAILED]\n");
4274     return FALSE;
4275 }
4276
4277 static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4278 {
4279     /* WINED3DSIH_ABS           */ shader_glsl_map2gl,
4280     /* WINED3DSIH_ADD           */ shader_glsl_arith,
4281     /* WINED3DSIH_BEM           */ pshader_glsl_bem,
4282     /* WINED3DSIH_BREAK         */ shader_glsl_break,
4283     /* WINED3DSIH_BREAKC        */ shader_glsl_breakc,
4284     /* WINED3DSIH_BREAKP        */ NULL,
4285     /* WINED3DSIH_CALL          */ shader_glsl_call,
4286     /* WINED3DSIH_CALLNZ        */ shader_glsl_callnz,
4287     /* WINED3DSIH_CMP           */ shader_glsl_cmp,
4288     /* WINED3DSIH_CND           */ shader_glsl_cnd,
4289     /* WINED3DSIH_CRS           */ shader_glsl_cross,
4290     /* WINED3DSIH_DCL           */ NULL,
4291     /* WINED3DSIH_DEF           */ NULL,
4292     /* WINED3DSIH_DEFB          */ NULL,
4293     /* WINED3DSIH_DEFI          */ NULL,
4294     /* WINED3DSIH_DP2ADD        */ pshader_glsl_dp2add,
4295     /* WINED3DSIH_DP3           */ shader_glsl_dot,
4296     /* WINED3DSIH_DP4           */ shader_glsl_dot,
4297     /* WINED3DSIH_DST           */ shader_glsl_dst,
4298     /* WINED3DSIH_DSX           */ shader_glsl_map2gl,
4299     /* WINED3DSIH_DSY           */ shader_glsl_map2gl,
4300     /* WINED3DSIH_ELSE          */ shader_glsl_else,
4301     /* WINED3DSIH_ENDIF         */ shader_glsl_end,
4302     /* WINED3DSIH_ENDLOOP       */ shader_glsl_end,
4303     /* WINED3DSIH_ENDREP        */ shader_glsl_end,
4304     /* WINED3DSIH_EXP           */ shader_glsl_map2gl,
4305     /* WINED3DSIH_EXPP          */ shader_glsl_expp,
4306     /* WINED3DSIH_FRC           */ shader_glsl_map2gl,
4307     /* WINED3DSIH_IF            */ shader_glsl_if,
4308     /* WINED3DSIH_IFC           */ shader_glsl_ifc,
4309     /* WINED3DSIH_LABEL         */ shader_glsl_label,
4310     /* WINED3DSIH_LIT           */ shader_glsl_lit,
4311     /* WINED3DSIH_LOG           */ shader_glsl_log,
4312     /* WINED3DSIH_LOGP          */ shader_glsl_log,
4313     /* WINED3DSIH_LOOP          */ shader_glsl_loop,
4314     /* WINED3DSIH_LRP           */ shader_glsl_lrp,
4315     /* WINED3DSIH_M3x2          */ shader_glsl_mnxn,
4316     /* WINED3DSIH_M3x3          */ shader_glsl_mnxn,
4317     /* WINED3DSIH_M3x4          */ shader_glsl_mnxn,
4318     /* WINED3DSIH_M4x3          */ shader_glsl_mnxn,
4319     /* WINED3DSIH_M4x4          */ shader_glsl_mnxn,
4320     /* WINED3DSIH_MAD           */ shader_glsl_mad,
4321     /* WINED3DSIH_MAX           */ shader_glsl_map2gl,
4322     /* WINED3DSIH_MIN           */ shader_glsl_map2gl,
4323     /* WINED3DSIH_MOV           */ shader_glsl_mov,
4324     /* WINED3DSIH_MOVA          */ shader_glsl_mov,
4325     /* WINED3DSIH_MUL           */ shader_glsl_arith,
4326     /* WINED3DSIH_NOP           */ NULL,
4327     /* WINED3DSIH_NRM           */ shader_glsl_map2gl,
4328     /* WINED3DSIH_PHASE         */ NULL,
4329     /* WINED3DSIH_POW           */ shader_glsl_pow,
4330     /* WINED3DSIH_RCP           */ shader_glsl_rcp,
4331     /* WINED3DSIH_REP           */ shader_glsl_rep,
4332     /* WINED3DSIH_RET           */ NULL,
4333     /* WINED3DSIH_RSQ           */ shader_glsl_rsq,
4334     /* WINED3DSIH_SETP          */ NULL,
4335     /* WINED3DSIH_SGE           */ shader_glsl_compare,
4336     /* WINED3DSIH_SGN           */ shader_glsl_map2gl,
4337     /* WINED3DSIH_SINCOS        */ shader_glsl_sincos,
4338     /* WINED3DSIH_SLT           */ shader_glsl_compare,
4339     /* WINED3DSIH_SUB           */ shader_glsl_arith,
4340     /* WINED3DSIH_TEX           */ pshader_glsl_tex,
4341     /* WINED3DSIH_TEXBEM        */ pshader_glsl_texbem,
4342     /* WINED3DSIH_TEXBEML       */ pshader_glsl_texbem,
4343     /* WINED3DSIH_TEXCOORD      */ pshader_glsl_texcoord,
4344     /* WINED3DSIH_TEXDEPTH      */ pshader_glsl_texdepth,
4345     /* WINED3DSIH_TEXDP3        */ pshader_glsl_texdp3,
4346     /* WINED3DSIH_TEXDP3TEX     */ pshader_glsl_texdp3tex,
4347     /* WINED3DSIH_TEXKILL       */ pshader_glsl_texkill,
4348     /* WINED3DSIH_TEXLDD        */ shader_glsl_texldd,
4349     /* WINED3DSIH_TEXLDL        */ shader_glsl_texldl,
4350     /* WINED3DSIH_TEXM3x2DEPTH  */ pshader_glsl_texm3x2depth,
4351     /* WINED3DSIH_TEXM3x2PAD    */ pshader_glsl_texm3x2pad,
4352     /* WINED3DSIH_TEXM3x2TEX    */ pshader_glsl_texm3x2tex,
4353     /* WINED3DSIH_TEXM3x3       */ pshader_glsl_texm3x3,
4354     /* WINED3DSIH_TEXM3x3DIFF   */ NULL,
4355     /* WINED3DSIH_TEXM3x3PAD    */ pshader_glsl_texm3x3pad,
4356     /* WINED3DSIH_TEXM3x3SPEC   */ pshader_glsl_texm3x3spec,
4357     /* WINED3DSIH_TEXM3x3TEX    */ pshader_glsl_texm3x3tex,
4358     /* WINED3DSIH_TEXM3x3VSPEC  */ pshader_glsl_texm3x3vspec,
4359     /* WINED3DSIH_TEXREG2AR     */ pshader_glsl_texreg2ar,
4360     /* WINED3DSIH_TEXREG2GB     */ pshader_glsl_texreg2gb,
4361     /* WINED3DSIH_TEXREG2RGB    */ pshader_glsl_texreg2rgb,
4362 };
4363
4364 const shader_backend_t glsl_shader_backend = {
4365     shader_glsl_instruction_handler_table,
4366     shader_glsl_select,
4367     shader_glsl_select_depth_blt,
4368     shader_glsl_deselect_depth_blt,
4369     shader_glsl_update_float_vertex_constants,
4370     shader_glsl_update_float_pixel_constants,
4371     shader_glsl_load_constants,
4372     shader_glsl_load_np2fixup_constants,
4373     shader_glsl_destroy,
4374     shader_glsl_alloc,
4375     shader_glsl_free,
4376     shader_glsl_dirty_const,
4377     shader_glsl_generate_pshader,
4378     shader_glsl_generate_vshader,
4379     shader_glsl_get_caps,
4380     shader_glsl_color_fixup_supported,
4381 };