wined3d: Implement WINED3DSIH_IADD in the GLSL shader backend.
[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 2009-2011 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 "wine/port.h"
34
35 #include <limits.h>
36 #include <stdio.h>
37
38 #include "wined3d_private.h"
39
40 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
41 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
42 WINE_DECLARE_DEBUG_CHANNEL(d3d);
43 WINE_DECLARE_DEBUG_CHANNEL(winediag);
44
45 #define WINED3D_GLSL_SAMPLE_PROJECTED   0x1
46 #define WINED3D_GLSL_SAMPLE_RECT        0x2
47 #define WINED3D_GLSL_SAMPLE_LOD         0x4
48 #define WINED3D_GLSL_SAMPLE_GRAD        0x8
49
50 struct glsl_dst_param
51 {
52     char reg_name[150];
53     char mask_str[6];
54 };
55
56 struct glsl_src_param
57 {
58     char reg_name[150];
59     char param_str[200];
60 };
61
62 struct glsl_sample_function
63 {
64     const char *name;
65     DWORD coord_mask;
66 };
67
68 enum heap_node_op
69 {
70     HEAP_NODE_TRAVERSE_LEFT,
71     HEAP_NODE_TRAVERSE_RIGHT,
72     HEAP_NODE_POP,
73 };
74
75 struct constant_entry
76 {
77     unsigned int idx;
78     unsigned int version;
79 };
80
81 struct constant_heap
82 {
83     struct constant_entry *entries;
84     unsigned int *positions;
85     unsigned int size;
86 };
87
88 /* GLSL shader private data */
89 struct shader_glsl_priv {
90     struct wined3d_shader_buffer shader_buffer;
91     struct wine_rb_tree program_lookup;
92     struct glsl_shader_prog_link *glsl_program;
93     struct constant_heap vconst_heap;
94     struct constant_heap pconst_heap;
95     unsigned char *stack;
96     GLhandleARB depth_blt_program_full[tex_type_count];
97     GLhandleARB depth_blt_program_masked[tex_type_count];
98     UINT next_constant_version;
99 };
100
101 /* Struct to maintain data about a linked GLSL program */
102 struct glsl_shader_prog_link {
103     struct wine_rb_entry        program_lookup_entry;
104     struct list                 vshader_entry;
105     struct list                 pshader_entry;
106     GLhandleARB                 programId;
107     GLint                       *vuniformF_locations;
108     GLint                       *puniformF_locations;
109     GLint                       vuniformI_locations[MAX_CONST_I];
110     GLint                       puniformI_locations[MAX_CONST_I];
111     GLint                       posFixup_location;
112     GLint                       np2Fixup_location;
113     GLint                       bumpenvmat_location[MAX_TEXTURES];
114     GLint                       luminancescale_location[MAX_TEXTURES];
115     GLint                       luminanceoffset_location[MAX_TEXTURES];
116     GLint                       ycorrection_location;
117     GLenum                      vertex_color_clamp;
118     const struct wined3d_shader *vshader;
119     const struct wined3d_shader *pshader;
120     struct vs_compile_args      vs_args;
121     struct ps_compile_args      ps_args;
122     UINT                        constant_version;
123     const struct ps_np2fixup_info *np2Fixup_info;
124 };
125
126 struct glsl_program_key
127 {
128     const struct wined3d_shader *vshader;
129     const struct wined3d_shader *pshader;
130     struct ps_compile_args      ps_args;
131     struct vs_compile_args      vs_args;
132 };
133
134 struct shader_glsl_ctx_priv {
135     const struct vs_compile_args    *cur_vs_args;
136     const struct ps_compile_args    *cur_ps_args;
137     struct ps_np2fixup_info         *cur_np2fixup_info;
138 };
139
140 struct glsl_ps_compiled_shader
141 {
142     struct ps_compile_args          args;
143     struct ps_np2fixup_info         np2fixup;
144     GLhandleARB                     prgId;
145 };
146
147 struct glsl_vs_compiled_shader
148 {
149     struct vs_compile_args          args;
150     GLhandleARB                     prgId;
151 };
152
153 struct glsl_shader_private
154 {
155     union
156     {
157         struct glsl_vs_compiled_shader *vs;
158         struct glsl_ps_compiled_shader *ps;
159     } gl_shaders;
160     UINT num_gl_shaders, shader_array_size;
161 };
162
163 static const char *debug_gl_shader_type(GLenum type)
164 {
165     switch (type)
166     {
167 #define WINED3D_TO_STR(u) case u: return #u
168         WINED3D_TO_STR(GL_VERTEX_SHADER_ARB);
169         WINED3D_TO_STR(GL_GEOMETRY_SHADER_ARB);
170         WINED3D_TO_STR(GL_FRAGMENT_SHADER_ARB);
171 #undef WINED3D_TO_STR
172         default:
173             return wine_dbg_sprintf("UNKNOWN(%#x)", type);
174     }
175 }
176
177 static const char *shader_glsl_get_prefix(enum wined3d_shader_type type)
178 {
179     switch (type)
180     {
181         case WINED3D_SHADER_TYPE_VERTEX:
182             return "vs";
183
184         case WINED3D_SHADER_TYPE_GEOMETRY:
185             return "gs";
186
187         case WINED3D_SHADER_TYPE_PIXEL:
188             return "ps";
189
190         default:
191             FIXME("Unhandled shader type %#x.\n", type);
192             return "unknown";
193     }
194 }
195
196 /* Extract a line from the info log.
197  * Note that this modifies the source string. */
198 static char *get_info_log_line(char **ptr)
199 {
200     char *p, *q;
201
202     p = *ptr;
203     if (!(q = strstr(p, "\n")))
204     {
205         if (!*p) return NULL;
206         *ptr += strlen(p);
207         return p;
208     }
209     *q = '\0';
210     *ptr = q + 1;
211
212     return p;
213 }
214
215 /** Prints the GLSL info log which will contain error messages if they exist */
216 /* GL locking is done by the caller */
217 static void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLhandleARB obj)
218 {
219     int infologLength = 0;
220     char *infoLog;
221
222     if (!WARN_ON(d3d_shader) && !FIXME_ON(d3d_shader))
223         return;
224
225     GL_EXTCALL(glGetObjectParameterivARB(obj,
226                GL_OBJECT_INFO_LOG_LENGTH_ARB,
227                &infologLength));
228
229     /* A size of 1 is just a null-terminated string, so the log should be bigger than
230      * that if there are errors. */
231     if (infologLength > 1)
232     {
233         char *ptr, *line;
234
235         infoLog = HeapAlloc(GetProcessHeap(), 0, infologLength);
236         /* The info log is supposed to be zero-terminated, but at least some
237          * versions of fglrx don't terminate the string properly. The reported
238          * length does include the terminator, so explicitly set it to zero
239          * here. */
240         infoLog[infologLength - 1] = 0;
241         GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
242
243         ptr = infoLog;
244         if (gl_info->quirks & WINED3D_QUIRK_INFO_LOG_SPAM)
245         {
246             WARN("Info log received from GLSL shader #%u:\n", obj);
247             while ((line = get_info_log_line(&ptr))) WARN("    %s\n", line);
248         }
249         else
250         {
251             FIXME("Info log received from GLSL shader #%u:\n", obj);
252             while ((line = get_info_log_line(&ptr))) FIXME("    %s\n", line);
253         }
254         HeapFree(GetProcessHeap(), 0, infoLog);
255     }
256 }
257
258 /* GL locking is done by the caller. */
259 static void shader_glsl_compile(const struct wined3d_gl_info *gl_info, GLhandleARB shader, const char *src)
260 {
261     TRACE("Compiling shader object %u.\n", shader);
262     GL_EXTCALL(glShaderSourceARB(shader, 1, &src, NULL));
263     checkGLcall("glShaderSourceARB");
264     GL_EXTCALL(glCompileShaderARB(shader));
265     checkGLcall("glCompileShaderARB");
266     print_glsl_info_log(gl_info, shader);
267 }
268
269 /* GL locking is done by the caller. */
270 static void shader_glsl_dump_program_source(const struct wined3d_gl_info *gl_info, GLhandleARB program)
271 {
272     GLint i, object_count, source_size = -1;
273     GLhandleARB *objects;
274     char *source = NULL;
275
276     GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_ATTACHED_OBJECTS_ARB, &object_count));
277     objects = HeapAlloc(GetProcessHeap(), 0, object_count * sizeof(*objects));
278     if (!objects)
279     {
280         ERR("Failed to allocate object array memory.\n");
281         return;
282     }
283
284     GL_EXTCALL(glGetAttachedObjectsARB(program, object_count, NULL, objects));
285     for (i = 0; i < object_count; ++i)
286     {
287         char *ptr, *line;
288         GLint tmp;
289
290         GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_SHADER_SOURCE_LENGTH_ARB, &tmp));
291
292         if (source_size < tmp)
293         {
294             HeapFree(GetProcessHeap(), 0, source);
295
296             source = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, tmp);
297             if (!source)
298             {
299                 ERR("Failed to allocate %d bytes for shader source.\n", tmp);
300                 HeapFree(GetProcessHeap(), 0, objects);
301                 return;
302             }
303             source_size = tmp;
304         }
305
306         FIXME("Object %u:\n", objects[i]);
307         GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_SUBTYPE_ARB, &tmp));
308         FIXME("    GL_OBJECT_SUBTYPE_ARB: %s.\n", debug_gl_shader_type(tmp));
309         GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_COMPILE_STATUS_ARB, &tmp));
310         FIXME("    GL_OBJECT_COMPILE_STATUS_ARB: %d.\n", tmp);
311         FIXME("\n");
312
313         ptr = source;
314         GL_EXTCALL(glGetShaderSourceARB(objects[i], source_size, NULL, source));
315         while ((line = get_info_log_line(&ptr))) FIXME("    %s\n", line);
316         FIXME("\n");
317     }
318
319     HeapFree(GetProcessHeap(), 0, source);
320     HeapFree(GetProcessHeap(), 0, objects);
321 }
322
323 /* GL locking is done by the caller. */
324 static void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLhandleARB program)
325 {
326     GLint tmp;
327
328     if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
329
330     GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_TYPE_ARB, &tmp));
331     if (tmp == GL_PROGRAM_OBJECT_ARB)
332     {
333         GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_LINK_STATUS_ARB, &tmp));
334         if (!tmp)
335         {
336             FIXME("Program %u link status invalid.\n", program);
337             shader_glsl_dump_program_source(gl_info, program);
338         }
339     }
340
341     print_glsl_info_log(gl_info, program);
342 }
343
344 /**
345  * Loads (pixel shader) samplers
346  */
347 /* GL locking is done by the caller */
348 static void shader_glsl_load_psamplers(const struct wined3d_gl_info *gl_info,
349         const DWORD *tex_unit_map, GLhandleARB programId)
350 {
351     GLint name_loc;
352     char sampler_name[20];
353     unsigned int i;
354
355     for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
356     {
357         snprintf(sampler_name, sizeof(sampler_name), "ps_sampler%u", i);
358         name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
359         if (name_loc != -1) {
360             DWORD mapped_unit = tex_unit_map[i];
361             if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->limits.fragment_samplers)
362             {
363                 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
364                 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
365                 checkGLcall("glUniform1iARB");
366             } else {
367                 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
368             }
369         }
370     }
371 }
372
373 /* GL locking is done by the caller */
374 static void shader_glsl_load_vsamplers(const struct wined3d_gl_info *gl_info,
375         const DWORD *tex_unit_map, GLhandleARB programId)
376 {
377     GLint name_loc;
378     char sampler_name[20];
379     unsigned int i;
380
381     for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
382     {
383         snprintf(sampler_name, sizeof(sampler_name), "vs_sampler%u", i);
384         name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
385         if (name_loc != -1) {
386             DWORD mapped_unit = tex_unit_map[MAX_FRAGMENT_SAMPLERS + i];
387             if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->limits.combined_samplers)
388             {
389                 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
390                 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
391                 checkGLcall("glUniform1iARB");
392             } else {
393                 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
394             }
395         }
396     }
397 }
398
399 /* GL locking is done by the caller */
400 static inline void walk_constant_heap(const struct wined3d_gl_info *gl_info, const float *constants,
401         const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
402 {
403     int stack_idx = 0;
404     unsigned int heap_idx = 1;
405     unsigned int idx;
406
407     if (heap->entries[heap_idx].version <= version) return;
408
409     idx = heap->entries[heap_idx].idx;
410     if (constant_locations[idx] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
411     stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
412
413     while (stack_idx >= 0)
414     {
415         /* Note that we fall through to the next case statement. */
416         switch(stack[stack_idx])
417         {
418             case HEAP_NODE_TRAVERSE_LEFT:
419             {
420                 unsigned int left_idx = heap_idx << 1;
421                 if (left_idx < heap->size && heap->entries[left_idx].version > version)
422                 {
423                     heap_idx = left_idx;
424                     idx = heap->entries[heap_idx].idx;
425                     if (constant_locations[idx] != -1)
426                         GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
427
428                     stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
429                     stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
430                     break;
431                 }
432             }
433
434             case HEAP_NODE_TRAVERSE_RIGHT:
435             {
436                 unsigned int right_idx = (heap_idx << 1) + 1;
437                 if (right_idx < heap->size && heap->entries[right_idx].version > version)
438                 {
439                     heap_idx = right_idx;
440                     idx = heap->entries[heap_idx].idx;
441                     if (constant_locations[idx] != -1)
442                         GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
443
444                     stack[stack_idx++] = HEAP_NODE_POP;
445                     stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
446                     break;
447                 }
448             }
449
450             case HEAP_NODE_POP:
451                 heap_idx >>= 1;
452                 --stack_idx;
453                 break;
454         }
455     }
456     checkGLcall("walk_constant_heap()");
457 }
458
459 /* GL locking is done by the caller */
460 static inline void apply_clamped_constant(const struct wined3d_gl_info *gl_info, GLint location, const GLfloat *data)
461 {
462     GLfloat clamped_constant[4];
463
464     if (location == -1) return;
465
466     clamped_constant[0] = data[0] < -1.0f ? -1.0f : data[0] > 1.0f ? 1.0f : data[0];
467     clamped_constant[1] = data[1] < -1.0f ? -1.0f : data[1] > 1.0f ? 1.0f : data[1];
468     clamped_constant[2] = data[2] < -1.0f ? -1.0f : data[2] > 1.0f ? 1.0f : data[2];
469     clamped_constant[3] = data[3] < -1.0f ? -1.0f : data[3] > 1.0f ? 1.0f : data[3];
470
471     GL_EXTCALL(glUniform4fvARB(location, 1, clamped_constant));
472 }
473
474 /* GL locking is done by the caller */
475 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info *gl_info, const float *constants,
476         const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
477 {
478     int stack_idx = 0;
479     unsigned int heap_idx = 1;
480     unsigned int idx;
481
482     if (heap->entries[heap_idx].version <= version) return;
483
484     idx = heap->entries[heap_idx].idx;
485     apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
486     stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
487
488     while (stack_idx >= 0)
489     {
490         /* Note that we fall through to the next case statement. */
491         switch(stack[stack_idx])
492         {
493             case HEAP_NODE_TRAVERSE_LEFT:
494             {
495                 unsigned int left_idx = heap_idx << 1;
496                 if (left_idx < heap->size && heap->entries[left_idx].version > version)
497                 {
498                     heap_idx = left_idx;
499                     idx = heap->entries[heap_idx].idx;
500                     apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
501
502                     stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
503                     stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
504                     break;
505                 }
506             }
507
508             case HEAP_NODE_TRAVERSE_RIGHT:
509             {
510                 unsigned int right_idx = (heap_idx << 1) + 1;
511                 if (right_idx < heap->size && heap->entries[right_idx].version > version)
512                 {
513                     heap_idx = right_idx;
514                     idx = heap->entries[heap_idx].idx;
515                     apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
516
517                     stack[stack_idx++] = HEAP_NODE_POP;
518                     stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
519                     break;
520                 }
521             }
522
523             case HEAP_NODE_POP:
524                 heap_idx >>= 1;
525                 --stack_idx;
526                 break;
527         }
528     }
529     checkGLcall("walk_constant_heap_clamped()");
530 }
531
532 /* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
533 /* GL locking is done by the caller */
534 static void shader_glsl_load_constantsF(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
535         const float *constants, const GLint *constant_locations, const struct constant_heap *heap,
536         unsigned char *stack, UINT version)
537 {
538     const struct wined3d_shader_lconst *lconst;
539
540     /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
541     if (shader->reg_maps.shader_version.major == 1
542             && shader_is_pshader_version(shader->reg_maps.shader_version.type))
543         walk_constant_heap_clamped(gl_info, constants, constant_locations, heap, stack, version);
544     else
545         walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version);
546
547     if (!shader->load_local_constsF)
548     {
549         TRACE("No need to load local float constants for this shader\n");
550         return;
551     }
552
553     /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
554     LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
555     {
556         GLint location = constant_locations[lconst->idx];
557         /* We found this uniform name in the program - go ahead and send the data */
558         if (location != -1) GL_EXTCALL(glUniform4fvARB(location, 1, (const GLfloat *)lconst->value));
559     }
560     checkGLcall("glUniform4fvARB()");
561 }
562
563 /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
564 /* GL locking is done by the caller */
565 static void shader_glsl_load_constantsI(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
566         const GLint locations[MAX_CONST_I], const int *constants, WORD constants_set)
567 {
568     unsigned int i;
569     struct list* ptr;
570
571     for (i = 0; constants_set; constants_set >>= 1, ++i)
572     {
573         if (!(constants_set & 1)) continue;
574
575         TRACE_(d3d_constants)("Loading constants %u: %i, %i, %i, %i\n",
576                 i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
577
578         /* We found this uniform name in the program - go ahead and send the data */
579         GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
580         checkGLcall("glUniform4ivARB");
581     }
582
583     /* Load immediate constants */
584     ptr = list_head(&shader->constantsI);
585     while (ptr)
586     {
587         const struct wined3d_shader_lconst *lconst = LIST_ENTRY(ptr, const struct wined3d_shader_lconst, entry);
588         unsigned int idx = lconst->idx;
589         const GLint *values = (const GLint *)lconst->value;
590
591         TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
592             values[0], values[1], values[2], values[3]);
593
594         /* We found this uniform name in the program - go ahead and send the data */
595         GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values));
596         checkGLcall("glUniform4ivARB");
597         ptr = list_next(&shader->constantsI, ptr);
598     }
599 }
600
601 /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
602 /* GL locking is done by the caller */
603 static void shader_glsl_load_constantsB(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
604         GLhandleARB programId, const BOOL *constants, WORD constants_set)
605 {
606     GLint tmp_loc;
607     unsigned int i;
608     char tmp_name[10];
609     const char *prefix;
610     struct list* ptr;
611
612     prefix = shader_glsl_get_prefix(shader->reg_maps.shader_version.type);
613
614     /* TODO: Benchmark and see if it would be beneficial to store the
615      * locations of the constants to avoid looking up each time */
616     for (i = 0; constants_set; constants_set >>= 1, ++i)
617     {
618         if (!(constants_set & 1)) continue;
619
620         TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
621
622         /* TODO: Benchmark and see if it would be beneficial to store the
623          * locations of the constants to avoid looking up each time */
624         snprintf(tmp_name, sizeof(tmp_name), "%s_b[%i]", prefix, i);
625         tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
626         if (tmp_loc != -1)
627         {
628             /* We found this uniform name in the program - go ahead and send the data */
629             GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
630             checkGLcall("glUniform1ivARB");
631         }
632     }
633
634     /* Load immediate constants */
635     ptr = list_head(&shader->constantsB);
636     while (ptr)
637     {
638         const struct wined3d_shader_lconst *lconst = LIST_ENTRY(ptr, const struct wined3d_shader_lconst, entry);
639         unsigned int idx = lconst->idx;
640         const GLint *values = (const GLint *)lconst->value;
641
642         TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
643
644         snprintf(tmp_name, sizeof(tmp_name), "%s_b[%i]", prefix, idx);
645         tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
646         if (tmp_loc != -1) {
647             /* We found this uniform name in the program - go ahead and send the data */
648             GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
649             checkGLcall("glUniform1ivARB");
650         }
651         ptr = list_next(&shader->constantsB, ptr);
652     }
653 }
654
655 static void reset_program_constant_version(struct wine_rb_entry *entry, void *context)
656 {
657     WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry)->constant_version = 0;
658 }
659
660 /**
661  * Loads the texture dimensions for NP2 fixup into the currently set GLSL program.
662  */
663 /* GL locking is done by the caller (state handler) */
664 static void shader_glsl_load_np2fixup_constants(void *shader_priv,
665         const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
666 {
667     struct shader_glsl_priv *glsl_priv = shader_priv;
668     const struct glsl_shader_prog_link *prog = glsl_priv->glsl_program;
669
670     /* No GLSL program set - nothing to do. */
671     if (!prog) return;
672
673     /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
674     if (!use_ps(state)) return;
675
676     if (prog->ps_args.np2_fixup && prog->np2Fixup_location != -1)
677     {
678         UINT i;
679         UINT fixup = prog->ps_args.np2_fixup;
680         GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
681
682         for (i = 0; fixup; fixup >>= 1, ++i)
683         {
684             const struct wined3d_texture *tex = state->textures[i];
685             const unsigned char idx = prog->np2Fixup_info->idx[i];
686             GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
687
688             if (!tex)
689             {
690                 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
691                 continue;
692             }
693
694             if (idx % 2)
695             {
696                 tex_dim[2] = tex->pow2_matrix[0];
697                 tex_dim[3] = tex->pow2_matrix[5];
698             }
699             else
700             {
701                 tex_dim[0] = tex->pow2_matrix[0];
702                 tex_dim[1] = tex->pow2_matrix[5];
703             }
704         }
705
706         GL_EXTCALL(glUniform4fvARB(prog->np2Fixup_location, prog->np2Fixup_info->num_consts, np2fixup_constants));
707     }
708 }
709
710 /**
711  * Loads the app-supplied constants into the currently set GLSL program.
712  */
713 /* GL locking is done by the caller (state handler) */
714 static void shader_glsl_load_constants(const struct wined3d_context *context,
715         BOOL usePixelShader, BOOL useVertexShader)
716 {
717     const struct wined3d_gl_info *gl_info = context->gl_info;
718     struct wined3d_device *device = context->swapchain->device;
719     struct wined3d_stateblock *stateBlock = device->stateBlock;
720     const struct wined3d_state *state = &stateBlock->state;
721     struct shader_glsl_priv *priv = device->shader_priv;
722     float position_fixup[4];
723
724     GLhandleARB programId;
725     struct glsl_shader_prog_link *prog = priv->glsl_program;
726     UINT constant_version;
727     int i;
728
729     if (!prog) {
730         /* No GLSL program set - nothing to do. */
731         return;
732     }
733     programId = prog->programId;
734     constant_version = prog->constant_version;
735
736     if (useVertexShader)
737     {
738         const struct wined3d_shader *vshader = state->vertex_shader;
739
740         /* Load DirectX 9 float constants/uniforms for vertex shader */
741         shader_glsl_load_constantsF(vshader, gl_info, state->vs_consts_f,
742                 prog->vuniformF_locations, &priv->vconst_heap, priv->stack, constant_version);
743
744         /* Load DirectX 9 integer constants/uniforms for vertex shader */
745         shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations, state->vs_consts_i,
746                 stateBlock->changed.vertexShaderConstantsI & vshader->reg_maps.integer_constants);
747
748         /* Load DirectX 9 boolean constants/uniforms for vertex shader */
749         shader_glsl_load_constantsB(vshader, gl_info, programId, state->vs_consts_b,
750                 stateBlock->changed.vertexShaderConstantsB & vshader->reg_maps.boolean_constants);
751
752         /* Upload the position fixup params */
753         shader_get_position_fixup(context, state, position_fixup);
754         GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, position_fixup));
755         checkGLcall("glUniform4fvARB");
756     }
757
758     if (usePixelShader)
759     {
760         const struct wined3d_shader *pshader = state->pixel_shader;
761
762         /* Load DirectX 9 float constants/uniforms for pixel shader */
763         shader_glsl_load_constantsF(pshader, gl_info, state->ps_consts_f,
764                 prog->puniformF_locations, &priv->pconst_heap, priv->stack, constant_version);
765
766         /* Load DirectX 9 integer constants/uniforms for pixel shader */
767         shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations, state->ps_consts_i,
768                 stateBlock->changed.pixelShaderConstantsI & pshader->reg_maps.integer_constants);
769
770         /* Load DirectX 9 boolean constants/uniforms for pixel shader */
771         shader_glsl_load_constantsB(pshader, gl_info, programId, state->ps_consts_b,
772                 stateBlock->changed.pixelShaderConstantsB & pshader->reg_maps.boolean_constants);
773
774         /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
775          * It can't be 0 for a valid texbem instruction.
776          */
777         for(i = 0; i < MAX_TEXTURES; i++) {
778             const float *data;
779
780             if(prog->bumpenvmat_location[i] == -1) continue;
781
782             data = (const float *)&state->texture_states[i][WINED3D_TSS_BUMPENV_MAT00];
783             GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data));
784             checkGLcall("glUniformMatrix2fvARB");
785
786             /* texbeml needs the luminance scale and offset too. If texbeml
787              * is used, needsbumpmat is set too, so we can check that in the
788              * needsbumpmat check. */
789             if (prog->luminancescale_location[i] != -1)
790             {
791                 const GLfloat *scale = (const GLfloat *)&state->texture_states[i][WINED3D_TSS_BUMPENV_LSCALE];
792                 const GLfloat *offset = (const GLfloat *)&state->texture_states[i][WINED3D_TSS_BUMPENV_LOFFSET];
793
794                 GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale));
795                 checkGLcall("glUniform1fvARB");
796                 GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location[i], 1, offset));
797                 checkGLcall("glUniform1fvARB");
798             }
799         }
800
801         if (prog->ycorrection_location != -1)
802         {
803             float correction_params[4];
804
805             if (context->render_offscreen)
806             {
807                 correction_params[0] = 0.0f;
808                 correction_params[1] = 1.0f;
809             } else {
810                 /* position is window relative, not viewport relative */
811                 correction_params[0] = (float) context->current_rt->resource.height;
812                 correction_params[1] = -1.0f;
813             }
814             GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
815         }
816     }
817
818     if (priv->next_constant_version == UINT_MAX)
819     {
820         TRACE("Max constant version reached, resetting to 0.\n");
821         wine_rb_for_each_entry(&priv->program_lookup, reset_program_constant_version, NULL);
822         priv->next_constant_version = 1;
823     }
824     else
825     {
826         prog->constant_version = priv->next_constant_version++;
827     }
828 }
829
830 static void update_heap_entry(const struct constant_heap *heap, unsigned int idx,
831         unsigned int heap_idx, DWORD new_version)
832 {
833     struct constant_entry *entries = heap->entries;
834     unsigned int *positions = heap->positions;
835     unsigned int parent_idx;
836
837     while (heap_idx > 1)
838     {
839         parent_idx = heap_idx >> 1;
840
841         if (new_version <= entries[parent_idx].version) break;
842
843         entries[heap_idx] = entries[parent_idx];
844         positions[entries[parent_idx].idx] = heap_idx;
845         heap_idx = parent_idx;
846     }
847
848     entries[heap_idx].version = new_version;
849     entries[heap_idx].idx = idx;
850     positions[idx] = heap_idx;
851 }
852
853 static void shader_glsl_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
854 {
855     struct shader_glsl_priv *priv = device->shader_priv;
856     struct constant_heap *heap = &priv->vconst_heap;
857     UINT i;
858
859     for (i = start; i < count + start; ++i)
860     {
861         if (!device->stateBlock->changed.vertexShaderConstantsF[i])
862             update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
863         else
864             update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
865     }
866 }
867
868 static void shader_glsl_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
869 {
870     struct shader_glsl_priv *priv = device->shader_priv;
871     struct constant_heap *heap = &priv->pconst_heap;
872     UINT i;
873
874     for (i = start; i < count + start; ++i)
875     {
876         if (!device->stateBlock->changed.pixelShaderConstantsF[i])
877             update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
878         else
879             update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
880     }
881 }
882
883 static unsigned int vec4_varyings(DWORD shader_major, const struct wined3d_gl_info *gl_info)
884 {
885     unsigned int ret = gl_info->limits.glsl_varyings / 4;
886     /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
887     if(shader_major > 3) return ret;
888
889     /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
890     if (gl_info->quirks & WINED3D_QUIRK_GLSL_CLIP_VARYING) ret -= 1;
891     return ret;
892 }
893
894 /** Generate the variable & register declarations for the GLSL output target */
895 static void shader_generate_glsl_declarations(const struct wined3d_context *context,
896         struct wined3d_shader_buffer *buffer, const struct wined3d_shader *shader,
897         const struct wined3d_shader_reg_maps *reg_maps, const struct shader_glsl_ctx_priv *ctx_priv)
898 {
899     const struct wined3d_state *state = &shader->device->stateBlock->state;
900     const struct ps_compile_args *ps_args = ctx_priv->cur_ps_args;
901     const struct wined3d_gl_info *gl_info = context->gl_info;
902     const struct wined3d_fb_state *fb = &shader->device->fb;
903     unsigned int i, extra_constants_needed = 0;
904     const struct wined3d_shader_lconst *lconst;
905     const char *prefix;
906     DWORD map;
907
908     /* There are some minor differences between pixel and vertex shaders */
909     char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
910     prefix = shader_glsl_get_prefix(reg_maps->shader_version.type);
911
912     /* Prototype the subroutines */
913     for (i = 0, map = reg_maps->labels; map; map >>= 1, ++i)
914     {
915         if (map & 1) shader_addline(buffer, "void subroutine%u();\n", i);
916     }
917
918     /* Declare the constants (aka uniforms) */
919     if (shader->limits.constant_float > 0)
920     {
921         unsigned max_constantsF;
922         /* Unless the shader uses indirect addressing, always declare the maximum array size and ignore that we need some
923          * uniforms privately. E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup and immediate values, still
924          * declare VC[256]. If the shader needs more uniforms than we have it won't work in any case. If it uses less, the
925          * compiler will figure out which uniforms are really used and strip them out. This allows a shader to use c255 on
926          * a dx9 card, as long as it doesn't also use all the other constants.
927          *
928          * If the shader uses indirect addressing the compiler must assume that all declared uniforms are used. In this case,
929          * declare only the amount that we're assured to have.
930          *
931          * Thus we run into problems in these two cases:
932          * 1) The shader really uses more uniforms than supported
933          * 2) The shader uses indirect addressing, less constants than supported, but uses a constant index > #supported consts
934          */
935         if (pshader)
936         {
937             /* No indirect addressing here. */
938             max_constantsF = gl_info->limits.glsl_ps_float_constants;
939         }
940         else
941         {
942             if (reg_maps->usesrelconstF)
943             {
944                 /* Subtract the other potential uniforms from the max
945                  * available (bools, ints, and 1 row of projection matrix).
946                  * Subtract another uniform for immediate values, which have
947                  * to be loaded via uniform by the driver as well. The shader
948                  * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
949                  * shader code, so one vec4 should be enough. (Unfortunately
950                  * the Nvidia driver doesn't store 128 and -128 in one float).
951                  *
952                  * Writing gl_ClipVertex requires one uniform for each
953                  * clipplane as well. */
954                 max_constantsF = gl_info->limits.glsl_vs_float_constants - 3;
955                 if(ctx_priv->cur_vs_args->clip_enabled)
956                 {
957                     max_constantsF -= gl_info->limits.clipplanes;
958                 }
959                 max_constantsF -= count_bits(reg_maps->integer_constants);
960                 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
961                  * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
962                  * for now take this into account when calculating the number of available constants
963                  */
964                 max_constantsF -= count_bits(reg_maps->boolean_constants);
965                 /* Set by driver quirks in directx.c */
966                 max_constantsF -= gl_info->reserved_glsl_constants;
967
968                 if (max_constantsF < shader->limits.constant_float)
969                 {
970                     static unsigned int once;
971
972                     if (!once++)
973                         ERR_(winediag)("The hardware does not support enough uniform components to run this shader,"
974                                 " it may not render correctly.\n");
975                     else
976                         WARN("The hardware does not support enough uniform components to run this shader.\n");
977                 }
978             }
979             else
980             {
981                 max_constantsF = gl_info->limits.glsl_vs_float_constants;
982             }
983         }
984         max_constantsF = min(shader->limits.constant_float, max_constantsF);
985         shader_addline(buffer, "uniform vec4 %s_c[%u];\n", prefix, max_constantsF);
986     }
987
988     /* Always declare the full set of constants, the compiler can remove the
989      * unused ones because d3d doesn't (yet) support indirect int and bool
990      * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
991     if (shader->limits.constant_int > 0 && reg_maps->integer_constants)
992         shader_addline(buffer, "uniform ivec4 %s_i[%u];\n", prefix, shader->limits.constant_int);
993
994     if (shader->limits.constant_bool > 0 && reg_maps->boolean_constants)
995         shader_addline(buffer, "uniform bool %s_b[%u];\n", prefix, shader->limits.constant_bool);
996
997     for (i = 0; i < WINED3D_MAX_CBS; ++i)
998     {
999         if (reg_maps->cb_sizes[i])
1000             shader_addline(buffer, "uniform vec4 %s_cb%u[%u];\n", prefix, i, reg_maps->cb_sizes[i]);
1001     }
1002
1003     if (!pshader)
1004     {
1005         shader_addline(buffer, "uniform vec4 posFixup;\n");
1006         shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", shader->limits.packed_output);
1007     }
1008     else
1009     {
1010         for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
1011         {
1012             if (!(map & 1)) continue;
1013
1014             shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
1015
1016             if (reg_maps->luminanceparams & (1 << i))
1017             {
1018                 shader_addline(buffer, "uniform float luminancescale%d;\n", i);
1019                 shader_addline(buffer, "uniform float luminanceoffset%d;\n", i);
1020                 extra_constants_needed++;
1021             }
1022
1023             extra_constants_needed++;
1024         }
1025
1026         if (ps_args->srgb_correction)
1027         {
1028             shader_addline(buffer, "const vec4 srgb_const0 = vec4(%.8e, %.8e, %.8e, %.8e);\n",
1029                     srgb_pow, srgb_mul_high, srgb_sub_high, srgb_mul_low);
1030             shader_addline(buffer, "const vec4 srgb_const1 = vec4(%.8e, 0.0, 0.0, 0.0);\n",
1031                     srgb_cmp);
1032         }
1033         if (reg_maps->vpos || reg_maps->usesdsy)
1034         {
1035             if (shader->limits.constant_float + extra_constants_needed
1036                     + 1 < gl_info->limits.glsl_ps_float_constants)
1037             {
1038                 shader_addline(buffer, "uniform vec4 ycorrection;\n");
1039                 extra_constants_needed++;
1040             }
1041             else
1042             {
1043                 /* This happens because we do not have proper tracking of the constant registers that are
1044                  * actually used, only the max limit of the shader version
1045                  */
1046                 FIXME("Cannot find a free uniform for vpos correction params\n");
1047                 shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
1048                         context->render_offscreen ? 0.0f : fb->render_targets[0]->resource.height,
1049                         context->render_offscreen ? 1.0f : -1.0f);
1050             }
1051             shader_addline(buffer, "vec4 vpos;\n");
1052         }
1053     }
1054
1055     /* Declare texture samplers */
1056     for (i = 0; i < shader->limits.sampler; ++i)
1057     {
1058         if (reg_maps->sampler_type[i])
1059         {
1060             const struct wined3d_texture *texture;
1061
1062             switch (reg_maps->sampler_type[i])
1063             {
1064                 case WINED3DSTT_1D:
1065                     if (pshader && ps_args->shadow & (1 << i))
1066                         shader_addline(buffer, "uniform sampler1DShadow %s_sampler%u;\n", prefix, i);
1067                     else
1068                         shader_addline(buffer, "uniform sampler1D %s_sampler%u;\n", prefix, i);
1069                     break;
1070                 case WINED3DSTT_2D:
1071                     texture = state->textures[i];
1072                     if (pshader && ps_args->shadow & (1 << i))
1073                     {
1074                         if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
1075                             shader_addline(buffer, "uniform sampler2DRectShadow %s_sampler%u;\n", prefix, i);
1076                         else
1077                             shader_addline(buffer, "uniform sampler2DShadow %s_sampler%u;\n", prefix, i);
1078                     }
1079                     else
1080                     {
1081                         if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
1082                             shader_addline(buffer, "uniform sampler2DRect %s_sampler%u;\n", prefix, i);
1083                         else
1084                             shader_addline(buffer, "uniform sampler2D %s_sampler%u;\n", prefix, i);
1085                     }
1086                     break;
1087                 case WINED3DSTT_CUBE:
1088                     if (pshader && ps_args->shadow & (1 << i)) FIXME("Unsupported Cube shadow sampler.\n");
1089                     shader_addline(buffer, "uniform samplerCube %s_sampler%u;\n", prefix, i);
1090                     break;
1091                 case WINED3DSTT_VOLUME:
1092                     if (pshader && ps_args->shadow & (1 << i)) FIXME("Unsupported 3D shadow sampler.\n");
1093                     shader_addline(buffer, "uniform sampler3D %s_sampler%u;\n", prefix, i);
1094                     break;
1095                 default:
1096                     shader_addline(buffer, "uniform unsupported_sampler %s_sampler%u;\n", prefix, i);
1097                     FIXME("Unrecognized sampler type: %#x\n", reg_maps->sampler_type[i]);
1098                     break;
1099             }
1100         }
1101     }
1102
1103     /* Declare uniforms for NP2 texcoord fixup:
1104      * This is NOT done inside the loop that declares the texture samplers since the NP2 fixup code
1105      * is currently only used for the GeforceFX series and when forcing the ARB_npot extension off.
1106      * Modern cards just skip the code anyway, so put it inside a separate loop. */
1107     if (pshader && ps_args->np2_fixup) {
1108
1109         struct ps_np2fixup_info* const fixup = ctx_priv->cur_np2fixup_info;
1110         UINT cur = 0;
1111
1112         /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
1113          * while D3D has them in the (normalized) [0,1]x[0,1] range.
1114          * samplerNP2Fixup stores texture dimensions and is updated through
1115          * shader_glsl_load_np2fixup_constants when the sampler changes. */
1116
1117         for (i = 0; i < shader->limits.sampler; ++i)
1118         {
1119             if (reg_maps->sampler_type[i])
1120             {
1121                 if (!(ps_args->np2_fixup & (1 << i))) continue;
1122
1123                 if (WINED3DSTT_2D != reg_maps->sampler_type[i]) {
1124                     FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
1125                     continue;
1126                 }
1127
1128                 fixup->idx[i] = cur++;
1129             }
1130         }
1131
1132         fixup->num_consts = (cur + 1) >> 1;
1133         shader_addline(buffer, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix, fixup->num_consts);
1134     }
1135
1136     /* Declare address variables */
1137     for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
1138     {
1139         if (map & 1) shader_addline(buffer, "ivec4 A%u;\n", i);
1140     }
1141
1142     /* Declare texture coordinate temporaries and initialize them */
1143     for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
1144     {
1145         if (map & 1) shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i);
1146     }
1147
1148     /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
1149      * helper function shader that is linked in at link time
1150      */
1151     if (pshader && reg_maps->shader_version.major >= 3)
1152     {
1153         UINT in_count = min(vec4_varyings(reg_maps->shader_version.major, gl_info), shader->limits.packed_input);
1154
1155         if (use_vs(state))
1156             shader_addline(buffer, "varying vec4 %s_in[%u];\n", prefix, in_count);
1157         else
1158             /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
1159              * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
1160              * pixel shader that reads the fixed function color into the packed input registers. */
1161             shader_addline(buffer, "vec4 %s_in[%u];\n", prefix, in_count);
1162     }
1163
1164     /* Declare output register temporaries */
1165     if (shader->limits.packed_output)
1166         shader_addline(buffer, "vec4 %s_out[%u];\n", prefix, shader->limits.packed_output);
1167
1168     /* Declare temporary variables */
1169     for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
1170     {
1171         if (map & 1) shader_addline(buffer, "vec4 R%u;\n", i);
1172     }
1173
1174     /* Declare attributes */
1175     if (reg_maps->shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
1176     {
1177         for (i = 0, map = reg_maps->input_registers; map; map >>= 1, ++i)
1178         {
1179             if (map & 1) shader_addline(buffer, "attribute vec4 %s_in%u;\n", prefix, i);
1180         }
1181     }
1182
1183     /* Declare loop registers aLx */
1184     for (i = 0; i < reg_maps->loop_depth; i++) {
1185         shader_addline(buffer, "int aL%u;\n", i);
1186         shader_addline(buffer, "int tmpInt%u;\n", i);
1187     }
1188
1189     /* Temporary variables for matrix operations */
1190     shader_addline(buffer, "vec4 tmp0;\n");
1191     shader_addline(buffer, "vec4 tmp1;\n");
1192
1193     /* Local constants use a different name so they can be loaded once at shader link time
1194      * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
1195      * float -> string conversion can cause precision loss.
1196      */
1197     if (!shader->load_local_constsF)
1198     {
1199         LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
1200         {
1201             shader_addline(buffer, "uniform vec4 %s_lc%u;\n", prefix, lconst->idx);
1202         }
1203     }
1204
1205     /* Start the main program */
1206     shader_addline(buffer, "void main() {\n");
1207     if(pshader && reg_maps->vpos) {
1208         /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
1209          * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
1210          * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
1211          * precision troubles when we just subtract 0.5.
1212          *
1213          * To deal with that just floor() the position. This will eliminate the fraction on all cards.
1214          *
1215          * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
1216          *
1217          * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
1218          * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
1219          * coordinates specify the pixel centers instead of the pixel corners. This code will behave
1220          * correctly on drivers that returns integer values.
1221          */
1222         shader_addline(buffer, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
1223     }
1224 }
1225
1226 /*****************************************************************************
1227  * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
1228  *
1229  * For more information, see http://wiki.winehq.org/DirectX-Shaders
1230  ****************************************************************************/
1231
1232 /* Prototypes */
1233 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1234         const struct wined3d_shader_src_param *wined3d_src, DWORD mask, struct glsl_src_param *glsl_src);
1235
1236 /** Used for opcode modifiers - They multiply the result by the specified amount */
1237 static const char * const shift_glsl_tab[] = {
1238     "",           /*  0 (none) */
1239     "2.0 * ",     /*  1 (x2)   */
1240     "4.0 * ",     /*  2 (x4)   */
1241     "8.0 * ",     /*  3 (x8)   */
1242     "16.0 * ",    /*  4 (x16)  */
1243     "32.0 * ",    /*  5 (x32)  */
1244     "",           /*  6 (x64)  */
1245     "",           /*  7 (x128) */
1246     "",           /*  8 (d256) */
1247     "",           /*  9 (d128) */
1248     "",           /* 10 (d64)  */
1249     "",           /* 11 (d32)  */
1250     "0.0625 * ",  /* 12 (d16)  */
1251     "0.125 * ",   /* 13 (d8)   */
1252     "0.25 * ",    /* 14 (d4)   */
1253     "0.5 * "      /* 15 (d2)   */
1254 };
1255
1256 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
1257 static void shader_glsl_gen_modifier(enum wined3d_shader_src_modifier src_modifier,
1258         const char *in_reg, const char *in_regswizzle, char *out_str)
1259 {
1260     out_str[0] = 0;
1261
1262     switch (src_modifier)
1263     {
1264     case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
1265     case WINED3DSPSM_DW:
1266     case WINED3DSPSM_NONE:
1267         sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1268         break;
1269     case WINED3DSPSM_NEG:
1270         sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
1271         break;
1272     case WINED3DSPSM_NOT:
1273         sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
1274         break;
1275     case WINED3DSPSM_BIAS:
1276         sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1277         break;
1278     case WINED3DSPSM_BIASNEG:
1279         sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1280         break;
1281     case WINED3DSPSM_SIGN:
1282         sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1283         break;
1284     case WINED3DSPSM_SIGNNEG:
1285         sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1286         break;
1287     case WINED3DSPSM_COMP:
1288         sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
1289         break;
1290     case WINED3DSPSM_X2:
1291         sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
1292         break;
1293     case WINED3DSPSM_X2NEG:
1294         sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
1295         break;
1296     case WINED3DSPSM_ABS:
1297         sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
1298         break;
1299     case WINED3DSPSM_ABSNEG:
1300         sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
1301         break;
1302     default:
1303         FIXME("Unhandled modifier %u\n", src_modifier);
1304         sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1305     }
1306 }
1307
1308 /** Writes the GLSL variable name that corresponds to the register that the
1309  * DX opcode parameter is trying to access */
1310 static void shader_glsl_get_register_name(const struct wined3d_shader_register *reg,
1311         char *register_name, BOOL *is_color, const struct wined3d_shader_instruction *ins)
1312 {
1313     /* oPos, oFog and oPts in D3D */
1314     static const char * const hwrastout_reg_names[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
1315
1316     const struct wined3d_shader *shader = ins->ctx->shader;
1317     const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1318     const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
1319     char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1320     const char *prefix = shader_glsl_get_prefix(reg_maps->shader_version.type);
1321
1322     *is_color = FALSE;
1323
1324     switch (reg->type)
1325     {
1326         case WINED3DSPR_TEMP:
1327             sprintf(register_name, "R%u", reg->idx);
1328             break;
1329
1330         case WINED3DSPR_INPUT:
1331             /* vertex shaders */
1332             if (!pshader)
1333             {
1334                 struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
1335                 if (priv->cur_vs_args->swizzle_map & (1 << reg->idx)) *is_color = TRUE;
1336                 sprintf(register_name, "%s_in%u", prefix, reg->idx);
1337                 break;
1338             }
1339
1340             /* pixel shaders >= 3.0 */
1341             if (reg_maps->shader_version.major >= 3)
1342             {
1343                 DWORD idx = shader->u.ps.input_reg_map[reg->idx];
1344                 unsigned int in_count = vec4_varyings(reg_maps->shader_version.major, gl_info);
1345
1346                 if (reg->rel_addr)
1347                 {
1348                     struct glsl_src_param rel_param;
1349
1350                     shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1351
1352                     /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
1353                      * operation there */
1354                     if (idx)
1355                     {
1356                         if (shader->u.ps.declared_in_count > in_count)
1357                         {
1358                             sprintf(register_name,
1359                                     "((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])",
1360                                     rel_param.param_str, idx, in_count - 1, rel_param.param_str, idx, in_count,
1361                                     prefix, rel_param.param_str, idx);
1362                         }
1363                         else
1364                         {
1365                             sprintf(register_name, "%s_in[%s + %u]", prefix, rel_param.param_str, idx);
1366                         }
1367                     }
1368                     else
1369                     {
1370                         if (shader->u.ps.declared_in_count > in_count)
1371                         {
1372                             sprintf(register_name, "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])",
1373                                     rel_param.param_str, in_count - 1, rel_param.param_str, in_count,
1374                                     prefix, rel_param.param_str);
1375                         }
1376                         else
1377                         {
1378                             sprintf(register_name, "%s_in[%s]", prefix, rel_param.param_str);
1379                         }
1380                     }
1381                 }
1382                 else
1383                 {
1384                     if (idx == in_count) sprintf(register_name, "gl_Color");
1385                     else if (idx == in_count + 1) sprintf(register_name, "gl_SecondaryColor");
1386                     else sprintf(register_name, "%s_in[%u]", prefix, idx);
1387                 }
1388             }
1389             else
1390             {
1391                 if (!reg->idx) strcpy(register_name, "gl_Color");
1392                 else strcpy(register_name, "gl_SecondaryColor");
1393                 break;
1394             }
1395             break;
1396
1397         case WINED3DSPR_CONST:
1398             {
1399                 /* Relative addressing */
1400                 if (reg->rel_addr)
1401                 {
1402                     struct glsl_src_param rel_param;
1403                     shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1404                     if (reg->idx)
1405                         sprintf(register_name, "%s_c[%s + %u]", prefix, rel_param.param_str, reg->idx);
1406                     else
1407                         sprintf(register_name, "%s_c[%s]", prefix, rel_param.param_str);
1408                 }
1409                 else
1410                 {
1411                     if (shader_constant_is_local(shader, reg->idx))
1412                         sprintf(register_name, "%s_lc%u", prefix, reg->idx);
1413                     else
1414                         sprintf(register_name, "%s_c[%u]", prefix, reg->idx);
1415                 }
1416             }
1417             break;
1418
1419         case WINED3DSPR_CONSTINT:
1420             sprintf(register_name, "%s_i[%u]", prefix, reg->idx);
1421             break;
1422
1423         case WINED3DSPR_CONSTBOOL:
1424             sprintf(register_name, "%s_b[%u]", prefix, reg->idx);
1425             break;
1426
1427         case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1428             if (pshader) sprintf(register_name, "T%u", reg->idx);
1429             else sprintf(register_name, "A%u", reg->idx);
1430             break;
1431
1432         case WINED3DSPR_LOOP:
1433             sprintf(register_name, "aL%u", ins->ctx->loop_state->current_reg - 1);
1434             break;
1435
1436         case WINED3DSPR_SAMPLER:
1437             sprintf(register_name, "%s_sampler%u", prefix, reg->idx);
1438             break;
1439
1440         case WINED3DSPR_COLOROUT:
1441             if (reg->idx >= gl_info->limits.buffers)
1442                 WARN("Write to render target %u, only %d supported.\n", reg->idx, gl_info->limits.buffers);
1443
1444             sprintf(register_name, "gl_FragData[%u]", reg->idx);
1445             break;
1446
1447         case WINED3DSPR_RASTOUT:
1448             sprintf(register_name, "%s", hwrastout_reg_names[reg->idx]);
1449             break;
1450
1451         case WINED3DSPR_DEPTHOUT:
1452             sprintf(register_name, "gl_FragDepth");
1453             break;
1454
1455         case WINED3DSPR_ATTROUT:
1456             if (!reg->idx) sprintf(register_name, "%s_out[8]", prefix);
1457             else sprintf(register_name, "%s_out[9]", prefix);
1458             break;
1459
1460         case WINED3DSPR_TEXCRDOUT:
1461             /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1462             sprintf(register_name, "%s_out[%u]", prefix, reg->idx);
1463             break;
1464
1465         case WINED3DSPR_MISCTYPE:
1466             if (!reg->idx)
1467             {
1468                 /* vPos */
1469                 sprintf(register_name, "vpos");
1470             }
1471             else if (reg->idx == 1)
1472             {
1473                 /* Note that gl_FrontFacing is a bool, while vFace is
1474                  * a float for which the sign determines front/back */
1475                 sprintf(register_name, "(gl_FrontFacing ? 1.0 : -1.0)");
1476             }
1477             else
1478             {
1479                 FIXME("Unhandled misctype register %d\n", reg->idx);
1480                 sprintf(register_name, "unrecognized_register");
1481             }
1482             break;
1483
1484         case WINED3DSPR_IMMCONST:
1485             switch (reg->immconst_type)
1486             {
1487                 case WINED3D_IMMCONST_SCALAR:
1488                     switch (reg->data_type)
1489                     {
1490                         case WINED3D_DATA_FLOAT:
1491                             sprintf(register_name, "%.8e", *(const float *)reg->immconst_data);
1492                             break;
1493                         case WINED3D_DATA_INT:
1494                             sprintf(register_name, "%#x", reg->immconst_data[0]);
1495                             break;
1496                         case WINED3D_DATA_RESOURCE:
1497                         case WINED3D_DATA_SAMPLER:
1498                         case WINED3D_DATA_UINT:
1499                             sprintf(register_name, "%#xu", reg->immconst_data[0]);
1500                             break;
1501                         default:
1502                             sprintf(register_name, "<unhandled data type %#x>", reg->data_type);
1503                             break;
1504                     }
1505                     break;
1506
1507                 case WINED3D_IMMCONST_VEC4:
1508                     switch (reg->data_type)
1509                     {
1510                         case WINED3D_DATA_FLOAT:
1511                             sprintf(register_name, "vec4(%.8e, %.8e, %.8e, %.8e)",
1512                                     *(const float *)&reg->immconst_data[0], *(const float *)&reg->immconst_data[1],
1513                                     *(const float *)&reg->immconst_data[2], *(const float *)&reg->immconst_data[3]);
1514                             break;
1515                         case WINED3D_DATA_INT:
1516                             sprintf(register_name, "ivec4(%#x, %#x, %#x, %#x)",
1517                                     reg->immconst_data[0], reg->immconst_data[1],
1518                                     reg->immconst_data[2], reg->immconst_data[3]);
1519                             break;
1520                         case WINED3D_DATA_RESOURCE:
1521                         case WINED3D_DATA_SAMPLER:
1522                         case WINED3D_DATA_UINT:
1523                             sprintf(register_name, "uvec4(%#xu, %#xu, %#xu, %#xu)",
1524                                     reg->immconst_data[0], reg->immconst_data[1],
1525                                     reg->immconst_data[2], reg->immconst_data[3]);
1526                             break;
1527                         default:
1528                             sprintf(register_name, "<unhandled data type %#x>", reg->data_type);
1529                             break;
1530                     }
1531                     break;
1532
1533                 default:
1534                     FIXME("Unhandled immconst type %#x\n", reg->immconst_type);
1535                     sprintf(register_name, "<unhandled_immconst_type %#x>", reg->immconst_type);
1536             }
1537             break;
1538
1539         case WINED3DSPR_CONSTBUFFER:
1540             if (reg->rel_addr)
1541             {
1542                 struct glsl_src_param rel_param;
1543                 shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1544                 sprintf(register_name, "%s_cb%u[%s + %u]", prefix, reg->idx, rel_param.param_str, reg->array_idx);
1545             }
1546             else
1547             {
1548                 sprintf(register_name, "%s_cb%u[%u]", prefix, reg->idx, reg->array_idx);
1549             }
1550             break;
1551
1552         default:
1553             FIXME("Unhandled register type %#x.\n", reg->type);
1554             sprintf(register_name, "unrecognized_register");
1555             break;
1556     }
1557 }
1558
1559 static void shader_glsl_write_mask_to_str(DWORD write_mask, char *str)
1560 {
1561     *str++ = '.';
1562     if (write_mask & WINED3DSP_WRITEMASK_0) *str++ = 'x';
1563     if (write_mask & WINED3DSP_WRITEMASK_1) *str++ = 'y';
1564     if (write_mask & WINED3DSP_WRITEMASK_2) *str++ = 'z';
1565     if (write_mask & WINED3DSP_WRITEMASK_3) *str++ = 'w';
1566     *str = '\0';
1567 }
1568
1569 /* Get the GLSL write mask for the destination register */
1570 static DWORD shader_glsl_get_write_mask(const struct wined3d_shader_dst_param *param, char *write_mask)
1571 {
1572     DWORD mask = param->write_mask;
1573
1574     if (shader_is_scalar(&param->reg))
1575     {
1576         mask = WINED3DSP_WRITEMASK_0;
1577         *write_mask = '\0';
1578     }
1579     else
1580     {
1581         shader_glsl_write_mask_to_str(mask, write_mask);
1582     }
1583
1584     return mask;
1585 }
1586
1587 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
1588     unsigned int size = 0;
1589
1590     if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
1591     if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
1592     if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
1593     if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
1594
1595     return size;
1596 }
1597
1598 static void shader_glsl_swizzle_to_str(const DWORD swizzle, BOOL fixup, DWORD mask, char *str)
1599 {
1600     /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1601      * but addressed as "rgba". To fix this we need to swap the register's x
1602      * and z components. */
1603     const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
1604
1605     *str++ = '.';
1606     /* swizzle bits fields: wwzzyyxx */
1607     if (mask & WINED3DSP_WRITEMASK_0) *str++ = swizzle_chars[swizzle & 0x03];
1608     if (mask & WINED3DSP_WRITEMASK_1) *str++ = swizzle_chars[(swizzle >> 2) & 0x03];
1609     if (mask & WINED3DSP_WRITEMASK_2) *str++ = swizzle_chars[(swizzle >> 4) & 0x03];
1610     if (mask & WINED3DSP_WRITEMASK_3) *str++ = swizzle_chars[(swizzle >> 6) & 0x03];
1611     *str = '\0';
1612 }
1613
1614 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param *param,
1615         BOOL fixup, DWORD mask, char *swizzle_str)
1616 {
1617     if (shader_is_scalar(&param->reg))
1618         *swizzle_str = '\0';
1619     else
1620         shader_glsl_swizzle_to_str(param->swizzle, fixup, mask, swizzle_str);
1621 }
1622
1623 /* From a given parameter token, generate the corresponding GLSL string.
1624  * Also, return the actual register name and swizzle in case the
1625  * caller needs this information as well. */
1626 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1627         const struct wined3d_shader_src_param *wined3d_src, DWORD mask, struct glsl_src_param *glsl_src)
1628 {
1629     BOOL is_color = FALSE;
1630     char swizzle_str[6];
1631
1632     glsl_src->reg_name[0] = '\0';
1633     glsl_src->param_str[0] = '\0';
1634     swizzle_str[0] = '\0';
1635
1636     shader_glsl_get_register_name(&wined3d_src->reg, glsl_src->reg_name, &is_color, ins);
1637     shader_glsl_get_swizzle(wined3d_src, is_color, mask, swizzle_str);
1638
1639     if (wined3d_src->reg.type == WINED3DSPR_IMMCONST)
1640     {
1641         shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, glsl_src->param_str);
1642     }
1643     else
1644     {
1645         char param_str[200];
1646
1647         shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, param_str);
1648
1649         switch (wined3d_src->reg.data_type)
1650         {
1651             case WINED3D_DATA_FLOAT:
1652                 sprintf(glsl_src->param_str, "%s", param_str);
1653                 break;
1654             case WINED3D_DATA_INT:
1655                 sprintf(glsl_src->param_str, "floatBitsToInt(%s)", param_str);
1656                 break;
1657             case WINED3D_DATA_RESOURCE:
1658             case WINED3D_DATA_SAMPLER:
1659             case WINED3D_DATA_UINT:
1660                 sprintf(glsl_src->param_str, "floatBitsToUint(%s)", param_str);
1661                 break;
1662             default:
1663                 FIXME("Unhandled data type %#x.\n", wined3d_src->reg.data_type);
1664                 sprintf(glsl_src->param_str, "%s", param_str);
1665                 break;
1666         }
1667     }
1668 }
1669
1670 /* From a given parameter token, generate the corresponding GLSL string.
1671  * Also, return the actual register name and swizzle in case the
1672  * caller needs this information as well. */
1673 static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction *ins,
1674         const struct wined3d_shader_dst_param *wined3d_dst, struct glsl_dst_param *glsl_dst)
1675 {
1676     BOOL is_color = FALSE;
1677
1678     glsl_dst->mask_str[0] = '\0';
1679     glsl_dst->reg_name[0] = '\0';
1680
1681     shader_glsl_get_register_name(&wined3d_dst->reg, glsl_dst->reg_name, &is_color, ins);
1682     return shader_glsl_get_write_mask(wined3d_dst, glsl_dst->mask_str);
1683 }
1684
1685 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1686 static DWORD shader_glsl_append_dst_ext(struct wined3d_shader_buffer *buffer,
1687         const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *dst)
1688 {
1689     struct glsl_dst_param glsl_dst;
1690     DWORD mask;
1691
1692     if ((mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst)))
1693     {
1694         switch (dst->reg.data_type)
1695         {
1696             case WINED3D_DATA_FLOAT:
1697                 shader_addline(buffer, "%s%s = %s(",
1698                         glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
1699                 break;
1700             case WINED3D_DATA_INT:
1701                 shader_addline(buffer, "%s%s = %sintBitsToFloat(",
1702                         glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
1703                 break;
1704             case WINED3D_DATA_RESOURCE:
1705             case WINED3D_DATA_SAMPLER:
1706             case WINED3D_DATA_UINT:
1707                 shader_addline(buffer, "%s%s = %suintBitsToFloat(",
1708                         glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
1709                 break;
1710             default:
1711                 FIXME("Unhandled data type %#x.\n", dst->reg.data_type);
1712                 shader_addline(buffer, "%s%s = %s(",
1713                         glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
1714                 break;
1715         }
1716     }
1717
1718     return mask;
1719 }
1720
1721 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1722 static DWORD shader_glsl_append_dst(struct wined3d_shader_buffer *buffer, const struct wined3d_shader_instruction *ins)
1723 {
1724     return shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
1725 }
1726
1727 /** Process GLSL instruction modifiers */
1728 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins)
1729 {
1730     struct glsl_dst_param dst_param;
1731     DWORD modifiers;
1732
1733     if (!ins->dst_count) return;
1734
1735     modifiers = ins->dst[0].modifiers;
1736     if (!modifiers) return;
1737
1738     shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
1739
1740     if (modifiers & WINED3DSPDM_SATURATE)
1741     {
1742         /* _SAT means to clamp the value of the register to between 0 and 1 */
1743         shader_addline(ins->ctx->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
1744                 dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
1745     }
1746
1747     if (modifiers & WINED3DSPDM_MSAMPCENTROID)
1748     {
1749         FIXME("_centroid modifier not handled\n");
1750     }
1751
1752     if (modifiers & WINED3DSPDM_PARTIALPRECISION)
1753     {
1754         /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1755     }
1756 }
1757
1758 static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op)
1759 {
1760     switch (op)
1761     {
1762         case WINED3D_SHADER_REL_OP_GT: return ">";
1763         case WINED3D_SHADER_REL_OP_EQ: return "==";
1764         case WINED3D_SHADER_REL_OP_GE: return ">=";
1765         case WINED3D_SHADER_REL_OP_LT: return "<";
1766         case WINED3D_SHADER_REL_OP_NE: return "!=";
1767         case WINED3D_SHADER_REL_OP_LE: return "<=";
1768         default:
1769             FIXME("Unrecognized operator %#x.\n", op);
1770             return "(\?\?)";
1771     }
1772 }
1773
1774 static void shader_glsl_get_sample_function(const struct wined3d_shader_context *ctx,
1775         DWORD sampler_idx, DWORD flags, struct glsl_sample_function *sample_function)
1776 {
1777     enum wined3d_sampler_texture_type sampler_type = ctx->reg_maps->sampler_type[sampler_idx];
1778     const struct wined3d_gl_info *gl_info = ctx->gl_info;
1779     BOOL shadow = shader_is_pshader_version(ctx->reg_maps->shader_version.type)
1780             && (((const struct shader_glsl_ctx_priv *)ctx->backend_data)->cur_ps_args->shadow & (1 << sampler_idx));
1781     BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
1782     BOOL texrect = flags & WINED3D_GLSL_SAMPLE_RECT;
1783     BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD;
1784     BOOL grad = flags & WINED3D_GLSL_SAMPLE_GRAD;
1785
1786     /* Note that there's no such thing as a projected cube texture. */
1787     switch(sampler_type) {
1788         case WINED3DSTT_1D:
1789             if (shadow)
1790             {
1791                 if (lod)
1792                 {
1793                     sample_function->name = projected ? "shadow1DProjLod" : "shadow1DLod";
1794                 }
1795                 else if (grad)
1796                 {
1797                     if (gl_info->supported[EXT_GPU_SHADER4])
1798                         sample_function->name = projected ? "shadow1DProjGrad" : "shadow1DGrad";
1799                     else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1800                         sample_function->name = projected ? "shadow1DProjGradARB" : "shadow1DGradARB";
1801                     else
1802                     {
1803                         FIXME("Unsupported 1D shadow grad function.\n");
1804                         sample_function->name = "unsupported1DGrad";
1805                     }
1806                 }
1807                 else
1808                 {
1809                     sample_function->name = projected ? "shadow1DProj" : "shadow1D";
1810                 }
1811                 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1812             }
1813             else
1814             {
1815                 if (lod)
1816                 {
1817                     sample_function->name = projected ? "texture1DProjLod" : "texture1DLod";
1818                 }
1819                 else if (grad)
1820                 {
1821                     if (gl_info->supported[EXT_GPU_SHADER4])
1822                         sample_function->name = projected ? "texture1DProjGrad" : "texture1DGrad";
1823                     else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1824                         sample_function->name = projected ? "texture1DProjGradARB" : "texture1DGradARB";
1825                     else
1826                     {
1827                         FIXME("Unsupported 1D grad function.\n");
1828                         sample_function->name = "unsupported1DGrad";
1829                     }
1830                 }
1831                 else
1832                 {
1833                     sample_function->name = projected ? "texture1DProj" : "texture1D";
1834                 }
1835                 sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
1836             }
1837             break;
1838
1839         case WINED3DSTT_2D:
1840             if (shadow)
1841             {
1842                 if (texrect)
1843                 {
1844                     if (lod)
1845                     {
1846                         sample_function->name = projected ? "shadow2DRectProjLod" : "shadow2DRectLod";
1847                     }
1848                     else if (grad)
1849                     {
1850                         if (gl_info->supported[EXT_GPU_SHADER4])
1851                             sample_function->name = projected ? "shadow2DRectProjGrad" : "shadow2DRectGrad";
1852                         else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1853                             sample_function->name = projected ? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
1854                         else
1855                         {
1856                             FIXME("Unsupported RECT shadow grad function.\n");
1857                             sample_function->name = "unsupported2DRectGrad";
1858                         }
1859                     }
1860                     else
1861                     {
1862                         sample_function->name = projected ? "shadow2DRectProj" : "shadow2DRect";
1863                     }
1864                 }
1865                 else
1866                 {
1867                     if (lod)
1868                     {
1869                         sample_function->name = projected ? "shadow2DProjLod" : "shadow2DLod";
1870                     }
1871                     else if (grad)
1872                     {
1873                         if (gl_info->supported[EXT_GPU_SHADER4])
1874                             sample_function->name = projected ? "shadow2DProjGrad" : "shadow2DGrad";
1875                         else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1876                             sample_function->name = projected ? "shadow2DProjGradARB" : "shadow2DGradARB";
1877                         else
1878                         {
1879                             FIXME("Unsupported 2D shadow grad function.\n");
1880                             sample_function->name = "unsupported2DGrad";
1881                         }
1882                     }
1883                     else
1884                     {
1885                         sample_function->name = projected ? "shadow2DProj" : "shadow2D";
1886                     }
1887                 }
1888                 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1889             }
1890             else
1891             {
1892                 if (texrect)
1893                 {
1894                     if (lod)
1895                     {
1896                         sample_function->name = projected ? "texture2DRectProjLod" : "texture2DRectLod";
1897                     }
1898                     else if (grad)
1899                     {
1900                         if (gl_info->supported[EXT_GPU_SHADER4])
1901                             sample_function->name = projected ? "texture2DRectProjGrad" : "texture2DRectGrad";
1902                         else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1903                             sample_function->name = projected ? "texture2DRectProjGradARB" : "texture2DRectGradARB";
1904                         else
1905                         {
1906                             FIXME("Unsupported RECT grad function.\n");
1907                             sample_function->name = "unsupported2DRectGrad";
1908                         }
1909                     }
1910                     else
1911                     {
1912                         sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
1913                     }
1914                 }
1915                 else
1916                 {
1917                     if (lod)
1918                     {
1919                         sample_function->name = projected ? "texture2DProjLod" : "texture2DLod";
1920                     }
1921                     else if (grad)
1922                     {
1923                         if (gl_info->supported[EXT_GPU_SHADER4])
1924                             sample_function->name = projected ? "texture2DProjGrad" : "texture2DGrad";
1925                         else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1926                             sample_function->name = projected ? "texture2DProjGradARB" : "texture2DGradARB";
1927                         else
1928                         {
1929                             FIXME("Unsupported 2D grad function.\n");
1930                             sample_function->name = "unsupported2DGrad";
1931                         }
1932                     }
1933                     else
1934                     {
1935                         sample_function->name = projected ? "texture2DProj" : "texture2D";
1936                     }
1937                 }
1938                 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1939             }
1940             break;
1941
1942         case WINED3DSTT_CUBE:
1943             if (shadow)
1944             {
1945                 FIXME("Unsupported Cube shadow function.\n");
1946                 sample_function->name = "unsupportedCubeShadow";
1947                 sample_function->coord_mask = 0;
1948             }
1949             else
1950             {
1951                 if (lod)
1952                 {
1953                     sample_function->name = "textureCubeLod";
1954                 }
1955                 else if (grad)
1956                 {
1957                     if (gl_info->supported[EXT_GPU_SHADER4])
1958                         sample_function->name = "textureCubeGrad";
1959                     else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1960                         sample_function->name = "textureCubeGradARB";
1961                     else
1962                     {
1963                         FIXME("Unsupported Cube grad function.\n");
1964                         sample_function->name = "unsupportedCubeGrad";
1965                     }
1966                 }
1967                 else
1968                 {
1969                     sample_function->name = "textureCube";
1970                 }
1971                 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1972             }
1973             break;
1974
1975         case WINED3DSTT_VOLUME:
1976             if (shadow)
1977             {
1978                 FIXME("Unsupported 3D shadow function.\n");
1979                 sample_function->name = "unsupported3DShadow";
1980                 sample_function->coord_mask = 0;
1981             }
1982             else
1983             {
1984                 if (lod)
1985                 {
1986                     sample_function->name = projected ? "texture3DProjLod" : "texture3DLod";
1987                 }
1988                 else  if (grad)
1989                 {
1990                     if (gl_info->supported[EXT_GPU_SHADER4])
1991                         sample_function->name = projected ? "texture3DProjGrad" : "texture3DGrad";
1992                     else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1993                         sample_function->name = projected ? "texture3DProjGradARB" : "texture3DGradARB";
1994                     else
1995                     {
1996                         FIXME("Unsupported 3D grad function.\n");
1997                         sample_function->name = "unsupported3DGrad";
1998                     }
1999                 }
2000                 else
2001                 {
2002                     sample_function->name = projected ? "texture3DProj" : "texture3D";
2003                 }
2004                 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2005             }
2006             break;
2007
2008         default:
2009             sample_function->name = "";
2010             sample_function->coord_mask = 0;
2011             FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
2012             break;
2013     }
2014 }
2015
2016 static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
2017         BOOL sign_fixup, enum fixup_channel_source channel_source)
2018 {
2019     switch(channel_source)
2020     {
2021         case CHANNEL_SOURCE_ZERO:
2022             strcat(arguments, "0.0");
2023             break;
2024
2025         case CHANNEL_SOURCE_ONE:
2026             strcat(arguments, "1.0");
2027             break;
2028
2029         case CHANNEL_SOURCE_X:
2030             strcat(arguments, reg_name);
2031             strcat(arguments, ".x");
2032             break;
2033
2034         case CHANNEL_SOURCE_Y:
2035             strcat(arguments, reg_name);
2036             strcat(arguments, ".y");
2037             break;
2038
2039         case CHANNEL_SOURCE_Z:
2040             strcat(arguments, reg_name);
2041             strcat(arguments, ".z");
2042             break;
2043
2044         case CHANNEL_SOURCE_W:
2045             strcat(arguments, reg_name);
2046             strcat(arguments, ".w");
2047             break;
2048
2049         default:
2050             FIXME("Unhandled channel source %#x\n", channel_source);
2051             strcat(arguments, "undefined");
2052             break;
2053     }
2054
2055     if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
2056 }
2057
2058 static void shader_glsl_color_correction(const struct wined3d_shader_instruction *ins, struct color_fixup_desc fixup)
2059 {
2060     struct wined3d_shader_dst_param dst;
2061     unsigned int mask_size, remaining;
2062     struct glsl_dst_param dst_param;
2063     char arguments[256];
2064     DWORD mask;
2065
2066     mask = 0;
2067     if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
2068     if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
2069     if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
2070     if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
2071     mask &= ins->dst[0].write_mask;
2072
2073     if (!mask) return; /* Nothing to do */
2074
2075     if (is_complex_fixup(fixup))
2076     {
2077         enum complex_fixup complex_fixup = get_complex_fixup(fixup);
2078         FIXME("Complex fixup (%#x) not supported\n",complex_fixup);
2079         return;
2080     }
2081
2082     mask_size = shader_glsl_get_write_mask_size(mask);
2083
2084     dst = ins->dst[0];
2085     dst.write_mask = mask;
2086     shader_glsl_add_dst_param(ins, &dst, &dst_param);
2087
2088     arguments[0] = '\0';
2089     remaining = mask_size;
2090     if (mask & WINED3DSP_WRITEMASK_0)
2091     {
2092         shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.x_sign_fixup, fixup.x_source);
2093         if (--remaining) strcat(arguments, ", ");
2094     }
2095     if (mask & WINED3DSP_WRITEMASK_1)
2096     {
2097         shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.y_sign_fixup, fixup.y_source);
2098         if (--remaining) strcat(arguments, ", ");
2099     }
2100     if (mask & WINED3DSP_WRITEMASK_2)
2101     {
2102         shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.z_sign_fixup, fixup.z_source);
2103         if (--remaining) strcat(arguments, ", ");
2104     }
2105     if (mask & WINED3DSP_WRITEMASK_3)
2106     {
2107         shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.w_sign_fixup, fixup.w_source);
2108         if (--remaining) strcat(arguments, ", ");
2109     }
2110
2111     if (mask_size > 1)
2112     {
2113         shader_addline(ins->ctx->buffer, "%s%s = vec%u(%s);\n",
2114                 dst_param.reg_name, dst_param.mask_str, mask_size, arguments);
2115     }
2116     else
2117     {
2118         shader_addline(ins->ctx->buffer, "%s%s = %s;\n", dst_param.reg_name, dst_param.mask_str, arguments);
2119     }
2120 }
2121
2122 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins,
2123         DWORD sampler, const struct glsl_sample_function *sample_function, DWORD swizzle,
2124         const char *dx, const char *dy, const char *bias, const char *coord_reg_fmt, ...)
2125 {
2126     const char *sampler_base;
2127     char dst_swizzle[6];
2128     struct color_fixup_desc fixup;
2129     BOOL np2_fixup = FALSE;
2130     va_list args;
2131
2132     shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
2133
2134     if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
2135     {
2136         const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
2137         fixup = priv->cur_ps_args->color_fixup[sampler];
2138         sampler_base = "ps_sampler";
2139
2140         if(priv->cur_ps_args->np2_fixup & (1 << sampler)) {
2141             if(bias) {
2142                 FIXME("Biased sampling from NP2 textures is unsupported\n");
2143             } else {
2144                 np2_fixup = TRUE;
2145             }
2146         }
2147     }
2148     else
2149     {
2150         sampler_base = "vs_sampler";
2151         fixup = COLOR_FIXUP_IDENTITY; /* FIXME: Vshader color fixup */
2152     }
2153
2154     shader_glsl_append_dst(ins->ctx->buffer, ins);
2155
2156     shader_addline(ins->ctx->buffer, "%s(%s%u, ", sample_function->name, sampler_base, sampler);
2157
2158     va_start(args, coord_reg_fmt);
2159     shader_vaddline(ins->ctx->buffer, coord_reg_fmt, args);
2160     va_end(args);
2161
2162     if(bias) {
2163         shader_addline(ins->ctx->buffer, ", %s)%s);\n", bias, dst_swizzle);
2164     } else {
2165         if (np2_fixup) {
2166             const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
2167             const unsigned char idx = priv->cur_np2fixup_info->idx[sampler];
2168
2169             shader_addline(ins->ctx->buffer, " * ps_samplerNP2Fixup[%u].%s)%s);\n", idx >> 1,
2170                            (idx % 2) ? "zw" : "xy", dst_swizzle);
2171         } else if(dx && dy) {
2172             shader_addline(ins->ctx->buffer, ", %s, %s)%s);\n", dx, dy, dst_swizzle);
2173         } else {
2174             shader_addline(ins->ctx->buffer, ")%s);\n", dst_swizzle);
2175         }
2176     }
2177
2178     if(!is_identity_fixup(fixup)) {
2179         shader_glsl_color_correction(ins, fixup);
2180     }
2181 }
2182
2183 /*****************************************************************************
2184  * Begin processing individual instruction opcodes
2185  ****************************************************************************/
2186
2187 static void shader_glsl_binop(const struct wined3d_shader_instruction *ins)
2188 {
2189     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2190     struct glsl_src_param src0_param;
2191     struct glsl_src_param src1_param;
2192     DWORD write_mask;
2193     char op;
2194
2195     /* Determine the GLSL operator to use based on the opcode */
2196     switch (ins->handler_idx)
2197     {
2198         case WINED3DSIH_ADD: op = '+'; break;
2199         case WINED3DSIH_AND: op = '&'; break;
2200         case WINED3DSIH_DIV: op = '/'; break;
2201         case WINED3DSIH_IADD: op = '+'; break;
2202         case WINED3DSIH_MUL: op = '*'; break;
2203         case WINED3DSIH_SUB: op = '-'; break;
2204         default:
2205             op = ' ';
2206             FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
2207             break;
2208     }
2209
2210     write_mask = shader_glsl_append_dst(buffer, ins);
2211     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2212     shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2213     shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
2214 }
2215
2216 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
2217 static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
2218 {
2219     const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
2220     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2221     struct glsl_src_param src0_param;
2222     DWORD write_mask;
2223
2224     write_mask = shader_glsl_append_dst(buffer, ins);
2225     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2226
2227     /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
2228      * shader versions WINED3DSIO_MOVA is used for this. */
2229     if (ins->ctx->reg_maps->shader_version.major == 1
2230             && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
2231             && ins->dst[0].reg.type == WINED3DSPR_ADDR)
2232     {
2233         /* This is a simple floor() */
2234         unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2235         if (mask_size > 1) {
2236             shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
2237         } else {
2238             shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
2239         }
2240     }
2241     else if(ins->handler_idx == WINED3DSIH_MOVA)
2242     {
2243         /* We need to *round* to the nearest int here. */
2244         unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2245
2246         if (gl_info->supported[EXT_GPU_SHADER4])
2247         {
2248             if (mask_size > 1)
2249                 shader_addline(buffer, "ivec%d(round(%s)));\n", mask_size, src0_param.param_str);
2250             else
2251                 shader_addline(buffer, "int(round(%s)));\n", src0_param.param_str);
2252         }
2253         else
2254         {
2255             if (mask_size > 1)
2256                 shader_addline(buffer, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
2257                         mask_size, src0_param.param_str, mask_size, src0_param.param_str);
2258             else
2259                 shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
2260                         src0_param.param_str, src0_param.param_str);
2261         }
2262     }
2263     else
2264     {
2265         shader_addline(buffer, "%s);\n", src0_param.param_str);
2266     }
2267 }
2268
2269 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
2270 static void shader_glsl_dot(const struct wined3d_shader_instruction *ins)
2271 {
2272     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2273     struct glsl_src_param src0_param;
2274     struct glsl_src_param src1_param;
2275     DWORD dst_write_mask, src_write_mask;
2276     unsigned int dst_size = 0;
2277
2278     dst_write_mask = shader_glsl_append_dst(buffer, ins);
2279     dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
2280
2281     /* dp3 works on vec3, dp4 on vec4 */
2282     if (ins->handler_idx == WINED3DSIH_DP4)
2283     {
2284         src_write_mask = WINED3DSP_WRITEMASK_ALL;
2285     } else {
2286         src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2287     }
2288
2289     shader_glsl_add_src_param(ins, &ins->src[0], src_write_mask, &src0_param);
2290     shader_glsl_add_src_param(ins, &ins->src[1], src_write_mask, &src1_param);
2291
2292     if (dst_size > 1) {
2293         shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
2294     } else {
2295         shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
2296     }
2297 }
2298
2299 /* Note that this instruction has some restrictions. The destination write mask
2300  * can't contain the w component, and the source swizzles have to be .xyzw */
2301 static void shader_glsl_cross(const struct wined3d_shader_instruction *ins)
2302 {
2303     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2304     struct glsl_src_param src0_param;
2305     struct glsl_src_param src1_param;
2306     char dst_mask[6];
2307
2308     shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2309     shader_glsl_append_dst(ins->ctx->buffer, ins);
2310     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2311     shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
2312     shader_addline(ins->ctx->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
2313 }
2314
2315 static void shader_glsl_cut(const struct wined3d_shader_instruction *ins)
2316 {
2317     shader_addline(ins->ctx->buffer, "EndPrimitive();\n");
2318 }
2319
2320 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
2321  * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
2322  * GLSL uses the value as-is. */
2323 static void shader_glsl_pow(const struct wined3d_shader_instruction *ins)
2324 {
2325     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2326     struct glsl_src_param src0_param;
2327     struct glsl_src_param src1_param;
2328     DWORD dst_write_mask;
2329     unsigned int dst_size;
2330
2331     dst_write_mask = shader_glsl_append_dst(buffer, ins);
2332     dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
2333
2334     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2335     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2336
2337     if (dst_size > 1)
2338     {
2339         shader_addline(buffer, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
2340                 dst_size, src1_param.param_str, src0_param.param_str, src1_param.param_str);
2341     }
2342     else
2343     {
2344         shader_addline(buffer, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
2345                 src1_param.param_str, src0_param.param_str, src1_param.param_str);
2346     }
2347 }
2348
2349 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
2350  * Src0 is a scalar. Note that D3D uses the absolute of src0, while
2351  * GLSL uses the value as-is. */
2352 static void shader_glsl_log(const struct wined3d_shader_instruction *ins)
2353 {
2354     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2355     struct glsl_src_param src0_param;
2356     DWORD dst_write_mask;
2357     unsigned int dst_size;
2358
2359     dst_write_mask = shader_glsl_append_dst(buffer, ins);
2360     dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
2361
2362     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2363
2364     if (dst_size > 1)
2365     {
2366         shader_addline(buffer, "vec%u(log2(abs(%s))));\n",
2367                 dst_size, src0_param.param_str);
2368     }
2369     else
2370     {
2371         shader_addline(buffer, "log2(abs(%s)));\n",
2372                 src0_param.param_str);
2373     }
2374 }
2375
2376 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
2377 static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
2378 {
2379     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2380     struct glsl_src_param src_param;
2381     const char *instruction;
2382     DWORD write_mask;
2383     unsigned i;
2384
2385     /* Determine the GLSL function to use based on the opcode */
2386     /* TODO: Possibly make this a table for faster lookups */
2387     switch (ins->handler_idx)
2388     {
2389         case WINED3DSIH_MIN: instruction = "min"; break;
2390         case WINED3DSIH_MAX: instruction = "max"; break;
2391         case WINED3DSIH_ABS: instruction = "abs"; break;
2392         case WINED3DSIH_FRC: instruction = "fract"; break;
2393         case WINED3DSIH_EXP: instruction = "exp2"; break;
2394         case WINED3DSIH_DSX: instruction = "dFdx"; break;
2395         case WINED3DSIH_DSY: instruction = "ycorrection.y * dFdy"; break;
2396         default: instruction = "";
2397             FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
2398             break;
2399     }
2400
2401     write_mask = shader_glsl_append_dst(buffer, ins);
2402
2403     shader_addline(buffer, "%s(", instruction);
2404
2405     if (ins->src_count)
2406     {
2407         shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
2408         shader_addline(buffer, "%s", src_param.param_str);
2409         for (i = 1; i < ins->src_count; ++i)
2410         {
2411             shader_glsl_add_src_param(ins, &ins->src[i], write_mask, &src_param);
2412             shader_addline(buffer, ", %s", src_param.param_str);
2413         }
2414     }
2415
2416     shader_addline(buffer, "));\n");
2417 }
2418
2419 static void shader_glsl_nop(const struct wined3d_shader_instruction *ins) {}
2420
2421 static void shader_glsl_nrm(const struct wined3d_shader_instruction *ins)
2422 {
2423     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2424     struct glsl_src_param src_param;
2425     unsigned int mask_size;
2426     DWORD write_mask;
2427     char dst_mask[6];
2428
2429     write_mask = shader_glsl_get_write_mask(ins->dst, dst_mask);
2430     mask_size = shader_glsl_get_write_mask_size(write_mask);
2431     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
2432
2433     shader_addline(buffer, "tmp0.x = dot(%s, %s);\n",
2434             src_param.param_str, src_param.param_str);
2435     shader_glsl_append_dst(buffer, ins);
2436
2437     if (mask_size > 1)
2438     {
2439         shader_addline(buffer, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
2440                 mask_size, src_param.param_str);
2441     }
2442     else
2443     {
2444         shader_addline(buffer, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n",
2445                 src_param.param_str);
2446     }
2447 }
2448
2449 /** Process the WINED3DSIO_EXPP instruction in GLSL:
2450  * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
2451  *   dst.x = 2^(floor(src))
2452  *   dst.y = src - floor(src)
2453  *   dst.z = 2^src   (partial precision is allowed, but optional)
2454  *   dst.w = 1.0;
2455  * For 2.0 shaders, just do this (honoring writemask and swizzle):
2456  *   dst = 2^src;    (partial precision is allowed, but optional)
2457  */
2458 static void shader_glsl_expp(const struct wined3d_shader_instruction *ins)
2459 {
2460     struct glsl_src_param src_param;
2461
2462     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
2463
2464     if (ins->ctx->reg_maps->shader_version.major < 2)
2465     {
2466         char dst_mask[6];
2467
2468         shader_addline(ins->ctx->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
2469         shader_addline(ins->ctx->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
2470         shader_addline(ins->ctx->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
2471         shader_addline(ins->ctx->buffer, "tmp0.w = 1.0;\n");
2472
2473         shader_glsl_append_dst(ins->ctx->buffer, ins);
2474         shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2475         shader_addline(ins->ctx->buffer, "tmp0%s);\n", dst_mask);
2476     } else {
2477         DWORD write_mask;
2478         unsigned int mask_size;
2479
2480         write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2481         mask_size = shader_glsl_get_write_mask_size(write_mask);
2482
2483         if (mask_size > 1) {
2484             shader_addline(ins->ctx->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
2485         } else {
2486             shader_addline(ins->ctx->buffer, "exp2(%s));\n", src_param.param_str);
2487         }
2488     }
2489 }
2490
2491 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
2492 static void shader_glsl_rcp(const struct wined3d_shader_instruction *ins)
2493 {
2494     struct glsl_src_param src_param;
2495     DWORD write_mask;
2496     unsigned int mask_size;
2497
2498     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2499     mask_size = shader_glsl_get_write_mask_size(write_mask);
2500     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
2501
2502     if (mask_size > 1)
2503     {
2504         shader_addline(ins->ctx->buffer, "vec%u(1.0 / %s));\n",
2505                 mask_size, src_param.param_str);
2506     }
2507     else
2508     {
2509         shader_addline(ins->ctx->buffer, "1.0 / %s);\n",
2510                 src_param.param_str);
2511     }
2512 }
2513
2514 static void shader_glsl_rsq(const struct wined3d_shader_instruction *ins)
2515 {
2516     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2517     struct glsl_src_param src_param;
2518     DWORD write_mask;
2519     unsigned int mask_size;
2520
2521     write_mask = shader_glsl_append_dst(buffer, ins);
2522     mask_size = shader_glsl_get_write_mask_size(write_mask);
2523
2524     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
2525
2526     if (mask_size > 1)
2527     {
2528         shader_addline(buffer, "vec%u(inversesqrt(abs(%s))));\n",
2529                 mask_size, src_param.param_str);
2530     }
2531     else
2532     {
2533         shader_addline(buffer, "inversesqrt(abs(%s)));\n",
2534                 src_param.param_str);
2535     }
2536 }
2537
2538 /** Process signed comparison opcodes in GLSL. */
2539 static void shader_glsl_compare(const struct wined3d_shader_instruction *ins)
2540 {
2541     struct glsl_src_param src0_param;
2542     struct glsl_src_param src1_param;
2543     DWORD write_mask;
2544     unsigned int mask_size;
2545
2546     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2547     mask_size = shader_glsl_get_write_mask_size(write_mask);
2548     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2549     shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2550
2551     if (mask_size > 1) {
2552         const char *compare;
2553
2554         switch(ins->handler_idx)
2555         {
2556             case WINED3DSIH_SLT: compare = "lessThan"; break;
2557             case WINED3DSIH_SGE: compare = "greaterThanEqual"; break;
2558             default: compare = "";
2559                 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
2560         }
2561
2562         shader_addline(ins->ctx->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
2563                 src0_param.param_str, src1_param.param_str);
2564     } else {
2565         switch(ins->handler_idx)
2566         {
2567             case WINED3DSIH_SLT:
2568                 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
2569                  * to return 0.0 but step returns 1.0 because step is not < x
2570                  * An alternative is a bvec compare padded with an unused second component.
2571                  * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
2572                  * issue. Playing with not() is not possible either because not() does not accept
2573                  * a scalar.
2574                  */
2575                 shader_addline(ins->ctx->buffer, "(%s < %s) ? 1.0 : 0.0);\n",
2576                         src0_param.param_str, src1_param.param_str);
2577                 break;
2578             case WINED3DSIH_SGE:
2579                 /* Here we can use the step() function and safe a conditional */
2580                 shader_addline(ins->ctx->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
2581                 break;
2582             default:
2583                 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
2584         }
2585
2586     }
2587 }
2588
2589 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
2590 static void shader_glsl_cmp(const struct wined3d_shader_instruction *ins)
2591 {
2592     struct glsl_src_param src0_param;
2593     struct glsl_src_param src1_param;
2594     struct glsl_src_param src2_param;
2595     DWORD write_mask, cmp_channel = 0;
2596     unsigned int i, j;
2597     char mask_char[6];
2598     BOOL temp_destination = FALSE;
2599
2600     if (shader_is_scalar(&ins->src[0].reg))
2601     {
2602         write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2603
2604         shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2605         shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2606         shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2607
2608         shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
2609                        src0_param.param_str, src1_param.param_str, src2_param.param_str);
2610     } else {
2611         DWORD dst_mask = ins->dst[0].write_mask;
2612         struct wined3d_shader_dst_param dst = ins->dst[0];
2613
2614         /* Cycle through all source0 channels */
2615         for (i=0; i<4; i++) {
2616             write_mask = 0;
2617             /* Find the destination channels which use the current source0 channel */
2618             for (j=0; j<4; j++) {
2619                 if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2620                 {
2621                     write_mask |= WINED3DSP_WRITEMASK_0 << j;
2622                     cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2623                 }
2624             }
2625             dst.write_mask = dst_mask & write_mask;
2626
2627             /* Splitting the cmp instruction up in multiple lines imposes a problem:
2628             * The first lines may overwrite source parameters of the following lines.
2629             * Deal with that by using a temporary destination register if needed
2630             */
2631             if ((ins->src[0].reg.idx == ins->dst[0].reg.idx
2632                     && ins->src[0].reg.type == ins->dst[0].reg.type)
2633                     || (ins->src[1].reg.idx == ins->dst[0].reg.idx
2634                     && ins->src[1].reg.type == ins->dst[0].reg.type)
2635                     || (ins->src[2].reg.idx == ins->dst[0].reg.idx
2636                     && ins->src[2].reg.type == ins->dst[0].reg.type))
2637             {
2638                 write_mask = shader_glsl_get_write_mask(&dst, mask_char);
2639                 if (!write_mask) continue;
2640                 shader_addline(ins->ctx->buffer, "tmp0%s = (", mask_char);
2641                 temp_destination = TRUE;
2642             } else {
2643                 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2644                 if (!write_mask) continue;
2645             }
2646
2647             shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2648             shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2649             shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2650
2651             shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
2652                         src0_param.param_str, src1_param.param_str, src2_param.param_str);
2653         }
2654
2655         if(temp_destination) {
2656             shader_glsl_get_write_mask(&ins->dst[0], mask_char);
2657             shader_glsl_append_dst(ins->ctx->buffer, ins);
2658             shader_addline(ins->ctx->buffer, "tmp0%s);\n", mask_char);
2659         }
2660     }
2661
2662 }
2663
2664 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
2665 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
2666  * the compare is done per component of src0. */
2667 static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins)
2668 {
2669     struct wined3d_shader_dst_param dst;
2670     struct glsl_src_param src0_param;
2671     struct glsl_src_param src1_param;
2672     struct glsl_src_param src2_param;
2673     DWORD write_mask, cmp_channel = 0;
2674     unsigned int i, j;
2675     DWORD dst_mask;
2676     DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2677             ins->ctx->reg_maps->shader_version.minor);
2678
2679     if (shader_version < WINED3D_SHADER_VERSION(1, 4))
2680     {
2681         write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2682         shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2683         shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2684         shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2685
2686         /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
2687         if (ins->coissue)
2688         {
2689             shader_addline(ins->ctx->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
2690         } else {
2691             shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2692                     src0_param.param_str, src1_param.param_str, src2_param.param_str);
2693         }
2694         return;
2695     }
2696     /* Cycle through all source0 channels */
2697     dst_mask = ins->dst[0].write_mask;
2698     dst = ins->dst[0];
2699     for (i=0; i<4; i++) {
2700         write_mask = 0;
2701         /* Find the destination channels which use the current source0 channel */
2702         for (j=0; j<4; j++) {
2703             if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2704             {
2705                 write_mask |= WINED3DSP_WRITEMASK_0 << j;
2706                 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2707             }
2708         }
2709
2710         dst.write_mask = dst_mask & write_mask;
2711         write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2712         if (!write_mask) continue;
2713
2714         shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2715         shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2716         shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2717
2718         shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2719                 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2720     }
2721 }
2722
2723 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
2724 static void shader_glsl_mad(const struct wined3d_shader_instruction *ins)
2725 {
2726     struct glsl_src_param src0_param;
2727     struct glsl_src_param src1_param;
2728     struct glsl_src_param src2_param;
2729     DWORD write_mask;
2730
2731     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2732     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2733     shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2734     shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2735     shader_addline(ins->ctx->buffer, "(%s * %s) + %s);\n",
2736             src0_param.param_str, src1_param.param_str, src2_param.param_str);
2737 }
2738
2739 /* Handles transforming all WINED3DSIO_M?x? opcodes for
2740    Vertex shaders to GLSL codes */
2741 static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
2742 {
2743     int i;
2744     int nComponents = 0;
2745     struct wined3d_shader_dst_param tmp_dst = {{0}};
2746     struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2747     struct wined3d_shader_instruction tmp_ins;
2748
2749     memset(&tmp_ins, 0, sizeof(tmp_ins));
2750
2751     /* Set constants for the temporary argument */
2752     tmp_ins.ctx = ins->ctx;
2753     tmp_ins.dst_count = 1;
2754     tmp_ins.dst = &tmp_dst;
2755     tmp_ins.src_count = 2;
2756     tmp_ins.src = tmp_src;
2757
2758     switch(ins->handler_idx)
2759     {
2760         case WINED3DSIH_M4x4:
2761             nComponents = 4;
2762             tmp_ins.handler_idx = WINED3DSIH_DP4;
2763             break;
2764         case WINED3DSIH_M4x3:
2765             nComponents = 3;
2766             tmp_ins.handler_idx = WINED3DSIH_DP4;
2767             break;
2768         case WINED3DSIH_M3x4:
2769             nComponents = 4;
2770             tmp_ins.handler_idx = WINED3DSIH_DP3;
2771             break;
2772         case WINED3DSIH_M3x3:
2773             nComponents = 3;
2774             tmp_ins.handler_idx = WINED3DSIH_DP3;
2775             break;
2776         case WINED3DSIH_M3x2:
2777             nComponents = 2;
2778             tmp_ins.handler_idx = WINED3DSIH_DP3;
2779             break;
2780         default:
2781             break;
2782     }
2783
2784     tmp_dst = ins->dst[0];
2785     tmp_src[0] = ins->src[0];
2786     tmp_src[1] = ins->src[1];
2787     for (i = 0; i < nComponents; ++i)
2788     {
2789         tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2790         shader_glsl_dot(&tmp_ins);
2791         ++tmp_src[1].reg.idx;
2792     }
2793 }
2794
2795 /**
2796     The LRP instruction performs a component-wise linear interpolation
2797     between the second and third operands using the first operand as the
2798     blend factor.  Equation:  (dst = src2 + src0 * (src1 - src2))
2799     This is equivalent to mix(src2, src1, src0);
2800 */
2801 static void shader_glsl_lrp(const struct wined3d_shader_instruction *ins)
2802 {
2803     struct glsl_src_param src0_param;
2804     struct glsl_src_param src1_param;
2805     struct glsl_src_param src2_param;
2806     DWORD write_mask;
2807
2808     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2809
2810     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2811     shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2812     shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2813
2814     shader_addline(ins->ctx->buffer, "mix(%s, %s, %s));\n",
2815             src2_param.param_str, src1_param.param_str, src0_param.param_str);
2816 }
2817
2818 /** Process the WINED3DSIO_LIT instruction in GLSL:
2819  * dst.x = dst.w = 1.0
2820  * dst.y = (src0.x > 0) ? src0.x
2821  * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
2822  *                                        where src.w is clamped at +- 128
2823  */
2824 static void shader_glsl_lit(const struct wined3d_shader_instruction *ins)
2825 {
2826     struct glsl_src_param src0_param;
2827     struct glsl_src_param src1_param;
2828     struct glsl_src_param src3_param;
2829     char dst_mask[6];
2830
2831     shader_glsl_append_dst(ins->ctx->buffer, ins);
2832     shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2833
2834     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2835     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src1_param);
2836     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src3_param);
2837
2838     /* The sdk specifies the instruction like this
2839      * dst.x = 1.0;
2840      * if(src.x > 0.0) dst.y = src.x
2841      * else dst.y = 0.0.
2842      * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
2843      * else dst.z = 0.0;
2844      * dst.w = 1.0;
2845      * (where power = src.w clamped between -128 and 128)
2846      *
2847      * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
2848      * dst.x = 1.0                                  ... No further explanation needed
2849      * dst.y = max(src.y, 0.0);                     ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
2850      * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0;   ... 0 ^ power is 0, and otherwise we use y anyway
2851      * dst.w = 1.0.                                 ... Nothing fancy.
2852      *
2853      * So we still have one conditional in there. So do this:
2854      * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
2855      *
2856      * 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),
2857      * 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.
2858      * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to.
2859      *
2860      * Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns
2861      * a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is
2862      * what all Windows HW drivers and GL_ARB_vertex_program's LIT do.
2863      */
2864     shader_addline(ins->ctx->buffer,
2865             "vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : "
2866             "pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
2867             src0_param.param_str, src3_param.param_str, src1_param.param_str,
2868             src0_param.param_str, src3_param.param_str, dst_mask);
2869 }
2870
2871 /** Process the WINED3DSIO_DST instruction in GLSL:
2872  * dst.x = 1.0
2873  * dst.y = src0.x * src0.y
2874  * dst.z = src0.z
2875  * dst.w = src1.w
2876  */
2877 static void shader_glsl_dst(const struct wined3d_shader_instruction *ins)
2878 {
2879     struct glsl_src_param src0y_param;
2880     struct glsl_src_param src0z_param;
2881     struct glsl_src_param src1y_param;
2882     struct glsl_src_param src1w_param;
2883     char dst_mask[6];
2884
2885     shader_glsl_append_dst(ins->ctx->buffer, ins);
2886     shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2887
2888     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src0y_param);
2889     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &src0z_param);
2890     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_1, &src1y_param);
2891     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_3, &src1w_param);
2892
2893     shader_addline(ins->ctx->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
2894             src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
2895 }
2896
2897 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
2898  * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
2899  * can handle it.  But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
2900  *
2901  * dst.x = cos(src0.?)
2902  * dst.y = sin(src0.?)
2903  * dst.z = dst.z
2904  * dst.w = dst.w
2905  */
2906 static void shader_glsl_sincos(const struct wined3d_shader_instruction *ins)
2907 {
2908     struct glsl_src_param src0_param;
2909     DWORD write_mask;
2910
2911     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2912     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2913
2914     switch (write_mask) {
2915         case WINED3DSP_WRITEMASK_0:
2916             shader_addline(ins->ctx->buffer, "cos(%s));\n", src0_param.param_str);
2917             break;
2918
2919         case WINED3DSP_WRITEMASK_1:
2920             shader_addline(ins->ctx->buffer, "sin(%s));\n", src0_param.param_str);
2921             break;
2922
2923         case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
2924             shader_addline(ins->ctx->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str);
2925             break;
2926
2927         default:
2928             ERR("Write mask should be .x, .y or .xy\n");
2929             break;
2930     }
2931 }
2932
2933 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
2934  * here. But those extra parameters require a dedicated function for sgn, since map2gl would
2935  * generate invalid code
2936  */
2937 static void shader_glsl_sgn(const struct wined3d_shader_instruction *ins)
2938 {
2939     struct glsl_src_param src0_param;
2940     DWORD write_mask;
2941
2942     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2943     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2944
2945     shader_addline(ins->ctx->buffer, "sign(%s));\n", src0_param.param_str);
2946 }
2947
2948 /** Process the WINED3DSIO_LOOP instruction in GLSL:
2949  * Start a for() loop where src1.y is the initial value of aL,
2950  *  increment aL by src1.z for a total of src1.x iterations.
2951  *  Need to use a temporary variable for this operation.
2952  */
2953 /* FIXME: I don't think nested loops will work correctly this way. */
2954 static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
2955 {
2956     struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
2957     const struct wined3d_shader *shader = ins->ctx->shader;
2958     const struct wined3d_shader_lconst *constant;
2959     struct glsl_src_param src1_param;
2960     const DWORD *control_values = NULL;
2961
2962     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
2963
2964     /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
2965      * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
2966      * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
2967      * addressing.
2968      */
2969     if (ins->src[1].reg.type == WINED3DSPR_CONSTINT)
2970     {
2971         LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
2972         {
2973             if (constant->idx == ins->src[1].reg.idx)
2974             {
2975                 control_values = constant->value;
2976                 break;
2977             }
2978         }
2979     }
2980
2981     if (control_values)
2982     {
2983         struct wined3d_shader_loop_control loop_control;
2984         loop_control.count = control_values[0];
2985         loop_control.start = control_values[1];
2986         loop_control.step = (int)control_values[2];
2987
2988         if (loop_control.step > 0)
2989         {
2990             shader_addline(ins->ctx->buffer, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d) {\n",
2991                     loop_state->current_depth, loop_control.start,
2992                     loop_state->current_depth, loop_control.count, loop_control.step, loop_control.start,
2993                     loop_state->current_depth, loop_control.step);
2994         }
2995         else if (loop_control.step < 0)
2996         {
2997             shader_addline(ins->ctx->buffer, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d) {\n",
2998                     loop_state->current_depth, loop_control.start,
2999                     loop_state->current_depth, loop_control.count, loop_control.step, loop_control.start,
3000                     loop_state->current_depth, loop_control.step);
3001         }
3002         else
3003         {
3004             shader_addline(ins->ctx->buffer, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++) {\n",
3005                     loop_state->current_depth, loop_control.start, loop_state->current_depth,
3006                     loop_state->current_depth, loop_control.count,
3007                     loop_state->current_depth);
3008         }
3009     } else {
3010         shader_addline(ins->ctx->buffer,
3011                 "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
3012                 loop_state->current_depth, loop_state->current_reg,
3013                 src1_param.reg_name, loop_state->current_depth, src1_param.reg_name,
3014                 loop_state->current_depth, loop_state->current_reg, src1_param.reg_name);
3015     }
3016
3017     ++loop_state->current_depth;
3018     ++loop_state->current_reg;
3019 }
3020
3021 static void shader_glsl_end(const struct wined3d_shader_instruction *ins)
3022 {
3023     struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
3024
3025     shader_addline(ins->ctx->buffer, "}\n");
3026
3027     if (ins->handler_idx == WINED3DSIH_ENDLOOP)
3028     {
3029         --loop_state->current_depth;
3030         --loop_state->current_reg;
3031     }
3032
3033     if (ins->handler_idx == WINED3DSIH_ENDREP)
3034     {
3035         --loop_state->current_depth;
3036     }
3037 }
3038
3039 static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
3040 {
3041     const struct wined3d_shader *shader = ins->ctx->shader;
3042     struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
3043     const struct wined3d_shader_lconst *constant;
3044     struct glsl_src_param src0_param;
3045     const DWORD *control_values = NULL;
3046
3047     /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
3048     if (ins->src[0].reg.type == WINED3DSPR_CONSTINT)
3049     {
3050         LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
3051         {
3052             if (constant->idx == ins->src[0].reg.idx)
3053             {
3054                 control_values = constant->value;
3055                 break;
3056             }
3057         }
3058     }
3059
3060     if (control_values)
3061     {
3062         shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
3063                 loop_state->current_depth, loop_state->current_depth,
3064                 control_values[0], loop_state->current_depth);
3065     }
3066     else
3067     {
3068         shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
3069         shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
3070                 loop_state->current_depth, loop_state->current_depth,
3071                 src0_param.param_str, loop_state->current_depth);
3072     }
3073
3074     ++loop_state->current_depth;
3075 }
3076
3077 static void shader_glsl_if(const struct wined3d_shader_instruction *ins)
3078 {
3079     struct glsl_src_param src0_param;
3080
3081     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
3082     shader_addline(ins->ctx->buffer, "if (%s) {\n", src0_param.param_str);
3083 }
3084
3085 static void shader_glsl_ifc(const struct wined3d_shader_instruction *ins)
3086 {
3087     struct glsl_src_param src0_param;
3088     struct glsl_src_param src1_param;
3089
3090     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
3091     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
3092
3093     shader_addline(ins->ctx->buffer, "if (%s %s %s) {\n",
3094             src0_param.param_str, shader_glsl_get_rel_op(ins->flags), src1_param.param_str);
3095 }
3096
3097 static void shader_glsl_else(const struct wined3d_shader_instruction *ins)
3098 {
3099     shader_addline(ins->ctx->buffer, "} else {\n");
3100 }
3101
3102 static void shader_glsl_emit(const struct wined3d_shader_instruction *ins)
3103 {
3104     shader_addline(ins->ctx->buffer, "EmitVertex();\n");
3105 }
3106
3107 static void shader_glsl_break(const struct wined3d_shader_instruction *ins)
3108 {
3109     shader_addline(ins->ctx->buffer, "break;\n");
3110 }
3111
3112 /* FIXME: According to MSDN the compare is done per component. */
3113 static void shader_glsl_breakc(const struct wined3d_shader_instruction *ins)
3114 {
3115     struct glsl_src_param src0_param;
3116     struct glsl_src_param src1_param;
3117
3118     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
3119     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
3120
3121     shader_addline(ins->ctx->buffer, "if (%s %s %s) break;\n",
3122             src0_param.param_str, shader_glsl_get_rel_op(ins->flags), src1_param.param_str);
3123 }
3124
3125 static void shader_glsl_breakp(const struct wined3d_shader_instruction *ins)
3126 {
3127     struct glsl_src_param src_param;
3128
3129     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
3130     shader_addline(ins->ctx->buffer, "if (bool(%s)) break;\n", src_param.param_str);
3131 }
3132
3133 static void shader_glsl_label(const struct wined3d_shader_instruction *ins)
3134 {
3135     shader_addline(ins->ctx->buffer, "}\n");
3136     shader_addline(ins->ctx->buffer, "void subroutine%u () {\n",  ins->src[0].reg.idx);
3137 }
3138
3139 static void shader_glsl_call(const struct wined3d_shader_instruction *ins)
3140 {
3141     shader_addline(ins->ctx->buffer, "subroutine%u();\n", ins->src[0].reg.idx);
3142 }
3143
3144 static void shader_glsl_callnz(const struct wined3d_shader_instruction *ins)
3145 {
3146     struct glsl_src_param src1_param;
3147
3148     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
3149     shader_addline(ins->ctx->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, ins->src[0].reg.idx);
3150 }
3151
3152 static void shader_glsl_ret(const struct wined3d_shader_instruction *ins)
3153 {
3154     /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
3155      * function only suppresses the unhandled instruction warning
3156      */
3157 }
3158
3159 /*********************************************
3160  * Pixel Shader Specific Code begins here
3161  ********************************************/
3162 static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
3163 {
3164     const struct wined3d_shader *shader = ins->ctx->shader;
3165     struct wined3d_device *device = shader->device;
3166     DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
3167             ins->ctx->reg_maps->shader_version.minor);
3168     struct glsl_sample_function sample_function;
3169     const struct wined3d_texture *texture;
3170     DWORD sample_flags = 0;
3171     DWORD sampler_idx;
3172     DWORD mask = 0, swizzle;
3173
3174     /* 1.0-1.4: Use destination register as sampler source.
3175      * 2.0+: Use provided sampler source. */
3176     if (shader_version < WINED3D_SHADER_VERSION(2,0)) sampler_idx = ins->dst[0].reg.idx;
3177     else sampler_idx = ins->src[1].reg.idx;
3178     texture = device->stateBlock->state.textures[sampler_idx];
3179
3180     if (shader_version < WINED3D_SHADER_VERSION(1,4))
3181     {
3182         const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
3183         DWORD flags = (priv->cur_ps_args->tex_transform >> sampler_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
3184                 & WINED3D_PSARGS_TEXTRANSFORM_MASK;
3185         enum wined3d_sampler_texture_type sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3186
3187         /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
3188         if (flags & WINED3D_PSARGS_PROJECTED && sampler_type != WINED3DSTT_CUBE)
3189         {
3190             sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3191             switch (flags & ~WINED3D_PSARGS_PROJECTED)
3192             {
3193                 case WINED3D_TTFF_COUNT1:
3194                     FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
3195                     break;
3196                 case WINED3D_TTFF_COUNT2:
3197                     mask = WINED3DSP_WRITEMASK_1;
3198                     break;
3199                 case WINED3D_TTFF_COUNT3:
3200                     mask = WINED3DSP_WRITEMASK_2;
3201                     break;
3202                 case WINED3D_TTFF_COUNT4:
3203                 case WINED3D_TTFF_DISABLE:
3204                     mask = WINED3DSP_WRITEMASK_3;
3205                     break;
3206             }
3207         }
3208     }
3209     else if (shader_version < WINED3D_SHADER_VERSION(2,0))
3210     {
3211         enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
3212
3213         if (src_mod == WINED3DSPSM_DZ) {
3214             sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3215             mask = WINED3DSP_WRITEMASK_2;
3216         } else if (src_mod == WINED3DSPSM_DW) {
3217             sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3218             mask = WINED3DSP_WRITEMASK_3;
3219         }
3220     } else {
3221         if (ins->flags & WINED3DSI_TEXLD_PROJECT)
3222         {
3223             /* ps 2.0 texldp instruction always divides by the fourth component. */
3224             sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3225             mask = WINED3DSP_WRITEMASK_3;
3226         }
3227     }
3228
3229     if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
3230         sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
3231
3232     shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
3233     mask |= sample_function.coord_mask;
3234
3235     if (shader_version < WINED3D_SHADER_VERSION(2,0)) swizzle = WINED3DSP_NOSWIZZLE;
3236     else swizzle = ins->src[1].swizzle;
3237
3238     /* 1.0-1.3: Use destination register as coordinate source.
3239        1.4+: Use provided coordinate source register. */
3240     if (shader_version < WINED3D_SHADER_VERSION(1,4))
3241     {
3242         char coord_mask[6];
3243         shader_glsl_write_mask_to_str(mask, coord_mask);
3244         shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
3245                 "T%u%s", sampler_idx, coord_mask);
3246     }
3247     else
3248     {
3249         struct glsl_src_param coord_param;
3250         shader_glsl_add_src_param(ins, &ins->src[0], mask, &coord_param);
3251         if (ins->flags & WINED3DSI_TEXLD_BIAS)
3252         {
3253             struct glsl_src_param bias;
3254             shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &bias);
3255             shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, bias.param_str,
3256                     "%s", coord_param.param_str);
3257         } else {
3258             shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
3259                     "%s", coord_param.param_str);
3260         }
3261     }
3262 }
3263
3264 static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
3265 {
3266     const struct wined3d_shader *shader = ins->ctx->shader;
3267     struct wined3d_device *device = shader->device;
3268     const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3269     struct glsl_src_param coord_param, dx_param, dy_param;
3270     DWORD sample_flags = WINED3D_GLSL_SAMPLE_GRAD;
3271     struct glsl_sample_function sample_function;
3272     DWORD sampler_idx;
3273     DWORD swizzle = ins->src[1].swizzle;
3274     const struct wined3d_texture *texture;
3275
3276     if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4])
3277     {
3278         FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
3279         shader_glsl_tex(ins);
3280         return;
3281     }
3282
3283     sampler_idx = ins->src[1].reg.idx;
3284     texture = device->stateBlock->state.textures[sampler_idx];
3285     if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
3286         sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
3287
3288     shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
3289     shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
3290     shader_glsl_add_src_param(ins, &ins->src[2], sample_function.coord_mask, &dx_param);
3291     shader_glsl_add_src_param(ins, &ins->src[3], sample_function.coord_mask, &dy_param);
3292
3293     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, dx_param.param_str, dy_param.param_str, NULL,
3294                                 "%s", coord_param.param_str);
3295 }
3296
3297 static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
3298 {
3299     const struct wined3d_shader *shader = ins->ctx->shader;
3300     struct wined3d_device *device = shader->device;
3301     const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3302     struct glsl_src_param coord_param, lod_param;
3303     DWORD sample_flags = WINED3D_GLSL_SAMPLE_LOD;
3304     struct glsl_sample_function sample_function;
3305     DWORD sampler_idx;
3306     DWORD swizzle = ins->src[1].swizzle;
3307     const struct wined3d_texture *texture;
3308
3309     sampler_idx = ins->src[1].reg.idx;
3310     texture = device->stateBlock->state.textures[sampler_idx];
3311     if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
3312         sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
3313
3314     shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
3315     shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
3316
3317     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
3318
3319     if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4]
3320             && shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
3321     {
3322         /* Plain GLSL only supports Lod sampling functions in vertex shaders.
3323          * However, the NVIDIA drivers allow them in fragment shaders as well,
3324          * even without the appropriate extension. */
3325         WARN("Using %s in fragment shader.\n", sample_function.name);
3326     }
3327     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, lod_param.param_str,
3328             "%s", coord_param.param_str);
3329 }
3330
3331 static void shader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
3332 {
3333     /* FIXME: Make this work for more than just 2D textures */
3334     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3335     DWORD write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3336
3337     if (!(ins->ctx->reg_maps->shader_version.major == 1 && ins->ctx->reg_maps->shader_version.minor == 4))
3338     {
3339         char dst_mask[6];
3340
3341         shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3342         shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
3343                 ins->dst[0].reg.idx, dst_mask);
3344     }
3345     else
3346     {
3347         enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
3348         DWORD reg = ins->src[0].reg.idx;
3349         char dst_swizzle[6];
3350
3351         shader_glsl_get_swizzle(&ins->src[0], FALSE, write_mask, dst_swizzle);
3352
3353         if (src_mod == WINED3DSPSM_DZ)
3354         {
3355             unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
3356             struct glsl_src_param div_param;
3357
3358             shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &div_param);
3359
3360             if (mask_size > 1) {
3361                 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
3362             } else {
3363                 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
3364             }
3365         }
3366         else if (src_mod == WINED3DSPSM_DW)
3367         {
3368             unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
3369             struct glsl_src_param div_param;
3370
3371             shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &div_param);
3372
3373             if (mask_size > 1) {
3374                 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
3375             } else {
3376                 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
3377             }
3378         } else {
3379             shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
3380         }
3381     }
3382 }
3383
3384 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
3385  * Take a 3-component dot product of the TexCoord[dstreg] and src,
3386  * then perform a 1D texture lookup from stage dstregnum, place into dst. */
3387 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
3388 {
3389     DWORD sampler_idx = ins->dst[0].reg.idx;
3390     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3391     struct glsl_sample_function sample_function;
3392     struct glsl_src_param src0_param;
3393     UINT mask_size;
3394
3395     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3396
3397     /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
3398      * scalar, and projected sampling would require 4.
3399      *
3400      * It is a dependent read - not valid with conditional NP2 textures
3401      */
3402     shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3403     mask_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
3404
3405     switch(mask_size)
3406     {
3407         case 1:
3408             shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3409                     "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx, src0_param.param_str);
3410             break;
3411
3412         case 2:
3413             shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3414                     "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str);
3415             break;
3416
3417         case 3:
3418             shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3419                     "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str);
3420             break;
3421
3422         default:
3423             FIXME("Unexpected mask size %u\n", mask_size);
3424             break;
3425     }
3426 }
3427
3428 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
3429  * Take a 3-component dot product of the TexCoord[dstreg] and src. */
3430 static void shader_glsl_texdp3(const struct wined3d_shader_instruction *ins)
3431 {
3432     DWORD dstreg = ins->dst[0].reg.idx;
3433     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3434     struct glsl_src_param src0_param;
3435     DWORD dst_mask;
3436     unsigned int mask_size;
3437
3438     dst_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3439     mask_size = shader_glsl_get_write_mask_size(dst_mask);
3440     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3441
3442     if (mask_size > 1) {
3443         shader_addline(ins->ctx->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
3444     } else {
3445         shader_addline(ins->ctx->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
3446     }
3447 }
3448
3449 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
3450  * Calculate the depth as dst.x / dst.y   */
3451 static void shader_glsl_texdepth(const struct wined3d_shader_instruction *ins)
3452 {
3453     struct glsl_dst_param dst_param;
3454
3455     shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3456
3457     /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
3458      * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
3459      * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
3460      * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
3461      * >= 1.0 or < 0.0
3462      */
3463     shader_addline(ins->ctx->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
3464             dst_param.reg_name, dst_param.reg_name);
3465 }
3466
3467 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
3468  * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
3469  * Calculate tmp0.y = TexCoord[dstreg] . src.xyz;  (tmp0.x has already been calculated)
3470  * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
3471  */
3472 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction *ins)
3473 {
3474     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3475     DWORD dstreg = ins->dst[0].reg.idx;
3476     struct glsl_src_param src0_param;
3477
3478     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3479
3480     shader_addline(ins->ctx->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
3481     shader_addline(ins->ctx->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
3482 }
3483
3484 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
3485  * Calculate the 1st of a 2-row matrix multiplication. */
3486 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins)
3487 {
3488     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3489     DWORD reg = ins->dst[0].reg.idx;
3490     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3491     struct glsl_src_param src0_param;
3492
3493     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3494     shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3495 }
3496
3497 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
3498  * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
3499 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins)
3500 {
3501     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3502     DWORD reg = ins->dst[0].reg.idx;
3503     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3504     struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
3505     struct glsl_src_param src0_param;
3506
3507     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3508     shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx->current_row, reg, src0_param.param_str);
3509     tex_mx->texcoord_w[tex_mx->current_row++] = reg;
3510 }
3511
3512 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins)
3513 {
3514     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3515     DWORD reg = ins->dst[0].reg.idx;
3516     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3517     struct glsl_sample_function sample_function;
3518     struct glsl_src_param src0_param;
3519
3520     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3521     shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3522
3523     shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3524
3525     /* Sample the texture using the calculated coordinates */
3526     shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xy");
3527 }
3528
3529 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
3530  * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
3531 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins)
3532 {
3533     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3534     struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
3535     struct glsl_sample_function sample_function;
3536     struct glsl_src_param src0_param;
3537     DWORD reg = ins->dst[0].reg.idx;
3538
3539     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3540     shader_addline(ins->ctx->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3541
3542     /* Dependent read, not valid with conditional NP2 */
3543     shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3544
3545     /* Sample the texture using the calculated coordinates */
3546     shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3547
3548     tex_mx->current_row = 0;
3549 }
3550
3551 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
3552  * Perform the 3rd row of a 3x3 matrix multiply */
3553 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
3554 {
3555     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3556     struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
3557     struct glsl_src_param src0_param;
3558     char dst_mask[6];
3559     DWORD reg = ins->dst[0].reg.idx;
3560
3561     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3562
3563     shader_glsl_append_dst(ins->ctx->buffer, ins);
3564     shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3565     shader_addline(ins->ctx->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
3566
3567     tex_mx->current_row = 0;
3568 }
3569
3570 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
3571  * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3572 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins)
3573 {
3574     struct glsl_src_param src0_param;
3575     struct glsl_src_param src1_param;
3576     DWORD reg = ins->dst[0].reg.idx;
3577     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3578     struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
3579     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3580     struct glsl_sample_function sample_function;
3581     char coord_mask[6];
3582
3583     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3584     shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
3585
3586     /* Perform the last matrix multiply operation */
3587     shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3588     /* Reflection calculation */
3589     shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
3590
3591     /* Dependent read, not valid with conditional NP2 */
3592     shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3593     shader_glsl_write_mask_to_str(sample_function.coord_mask, coord_mask);
3594
3595     /* Sample the texture */
3596     shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE,
3597             NULL, NULL, NULL, "tmp0%s", coord_mask);
3598
3599     tex_mx->current_row = 0;
3600 }
3601
3602 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
3603  * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3604 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins)
3605 {
3606     DWORD reg = ins->dst[0].reg.idx;
3607     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3608     struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
3609     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3610     struct glsl_sample_function sample_function;
3611     struct glsl_src_param src0_param;
3612     char coord_mask[6];
3613
3614     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3615
3616     /* Perform the last matrix multiply operation */
3617     shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
3618
3619     /* Construct the eye-ray vector from w coordinates */
3620     shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
3621             tex_mx->texcoord_w[0], tex_mx->texcoord_w[1], reg);
3622     shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
3623
3624     /* Dependent read, not valid with conditional NP2 */
3625     shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3626     shader_glsl_write_mask_to_str(sample_function.coord_mask, coord_mask);
3627
3628     /* Sample the texture using the calculated coordinates */
3629     shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE,
3630             NULL, NULL, NULL, "tmp0%s", coord_mask);
3631
3632     tex_mx->current_row = 0;
3633 }
3634
3635 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
3636  * Apply a fake bump map transform.
3637  * texbem is pshader <= 1.3 only, this saves a few version checks
3638  */
3639 static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins)
3640 {
3641     const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
3642     struct glsl_sample_function sample_function;
3643     struct glsl_src_param coord_param;
3644     DWORD sampler_idx;
3645     DWORD mask;
3646     DWORD flags;
3647     char coord_mask[6];
3648
3649     sampler_idx = ins->dst[0].reg.idx;
3650     flags = (priv->cur_ps_args->tex_transform >> sampler_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
3651             & WINED3D_PSARGS_TEXTRANSFORM_MASK;
3652
3653     /* Dependent read, not valid with conditional NP2 */
3654     shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3655     mask = sample_function.coord_mask;
3656
3657     shader_glsl_write_mask_to_str(mask, coord_mask);
3658
3659     /* With projected textures, texbem only divides the static texture coord,
3660      * not the displacement, so we can't let GL handle this. */
3661     if (flags & WINED3D_PSARGS_PROJECTED)
3662     {
3663         DWORD div_mask=0;
3664         char coord_div_mask[3];
3665         switch (flags & ~WINED3D_PSARGS_PROJECTED)
3666         {
3667             case WINED3D_TTFF_COUNT1:
3668                 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
3669                 break;
3670             case WINED3D_TTFF_COUNT2:
3671                 div_mask = WINED3DSP_WRITEMASK_1;
3672                 break;
3673             case WINED3D_TTFF_COUNT3:
3674                 div_mask = WINED3DSP_WRITEMASK_2;
3675                 break;
3676             case WINED3D_TTFF_COUNT4:
3677             case WINED3D_TTFF_DISABLE:
3678                 div_mask = WINED3DSP_WRITEMASK_3;
3679                 break;
3680         }
3681         shader_glsl_write_mask_to_str(div_mask, coord_div_mask);
3682         shader_addline(ins->ctx->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
3683     }
3684
3685     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &coord_param);
3686
3687     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3688             "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
3689             coord_param.param_str, coord_mask);
3690
3691     if (ins->handler_idx == WINED3DSIH_TEXBEML)
3692     {
3693         struct glsl_src_param luminance_param;
3694         struct glsl_dst_param dst_param;
3695
3696         shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &luminance_param);
3697         shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3698
3699         shader_addline(ins->ctx->buffer, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
3700                 dst_param.reg_name, dst_param.mask_str,
3701                 luminance_param.param_str, sampler_idx, sampler_idx);
3702     }
3703 }
3704
3705 static void shader_glsl_bem(const struct wined3d_shader_instruction *ins)
3706 {
3707     struct glsl_src_param src0_param, src1_param;
3708     DWORD sampler_idx = ins->dst[0].reg.idx;
3709
3710     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
3711     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
3712
3713     shader_glsl_append_dst(ins->ctx->buffer, ins);
3714     shader_addline(ins->ctx->buffer, "%s + bumpenvmat%d * %s);\n",
3715             src0_param.param_str, sampler_idx, src1_param.param_str);
3716 }
3717
3718 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
3719  * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
3720 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
3721 {
3722     struct glsl_sample_function sample_function;
3723     struct glsl_src_param src0_param;
3724     DWORD sampler_idx = ins->dst[0].reg.idx;
3725
3726     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
3727
3728     shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3729     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3730             "%s.wx", src0_param.reg_name);
3731 }
3732
3733 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
3734  * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
3735 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
3736 {
3737     struct glsl_sample_function sample_function;
3738     struct glsl_src_param src0_param;
3739     DWORD sampler_idx = ins->dst[0].reg.idx;
3740
3741     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
3742
3743     shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3744     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3745             "%s.yz", src0_param.reg_name);
3746 }
3747
3748 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
3749  * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
3750 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins)
3751 {
3752     struct glsl_sample_function sample_function;
3753     struct glsl_src_param src0_param;
3754     DWORD sampler_idx = ins->dst[0].reg.idx;
3755
3756     /* Dependent read, not valid with conditional NP2 */
3757     shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3758     shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &src0_param);
3759
3760     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3761             "%s", src0_param.param_str);
3762 }
3763
3764 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
3765  * If any of the first 3 components are < 0, discard this pixel */
3766 static void shader_glsl_texkill(const struct wined3d_shader_instruction *ins)
3767 {
3768     struct glsl_dst_param dst_param;
3769
3770     /* The argument is a destination parameter, and no writemasks are allowed */
3771     shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3772     if (ins->ctx->reg_maps->shader_version.major >= 2)
3773     {
3774         /* 2.0 shaders compare all 4 components in texkill */
3775         shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
3776     } else {
3777         /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
3778          * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
3779          * 4 components are defined, only the first 3 are used
3780          */
3781         shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
3782     }
3783 }
3784
3785 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
3786  * dst = dot2(src0, src1) + src2 */
3787 static void shader_glsl_dp2add(const struct wined3d_shader_instruction *ins)
3788 {
3789     struct glsl_src_param src0_param;
3790     struct glsl_src_param src1_param;
3791     struct glsl_src_param src2_param;
3792     DWORD write_mask;
3793     unsigned int mask_size;
3794
3795     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3796     mask_size = shader_glsl_get_write_mask_size(write_mask);
3797
3798     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
3799     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
3800     shader_glsl_add_src_param(ins, &ins->src[2], WINED3DSP_WRITEMASK_0, &src2_param);
3801
3802     if (mask_size > 1) {
3803         shader_addline(ins->ctx->buffer, "vec%d(dot(%s, %s) + %s));\n",
3804                 mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str);
3805     } else {
3806         shader_addline(ins->ctx->buffer, "dot(%s, %s) + %s);\n",
3807                 src0_param.param_str, src1_param.param_str, src2_param.param_str);
3808     }
3809 }
3810
3811 static void shader_glsl_input_pack(const struct wined3d_shader *shader, struct wined3d_shader_buffer *buffer,
3812         const struct wined3d_shader_signature_element *input_signature,
3813         const struct wined3d_shader_reg_maps *reg_maps,
3814         enum vertexprocessing_mode vertexprocessing)
3815 {
3816     WORD map = reg_maps->input_registers;
3817     unsigned int i;
3818
3819     for (i = 0; map; map >>= 1, ++i)
3820     {
3821         const char *semantic_name;
3822         UINT semantic_idx;
3823         char reg_mask[6];
3824
3825         /* Unused */
3826         if (!(map & 1)) continue;
3827
3828         semantic_name = input_signature[i].semantic_name;
3829         semantic_idx = input_signature[i].semantic_idx;
3830         shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
3831
3832         if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
3833         {
3834             if (semantic_idx < 8 && vertexprocessing == pretransformed)
3835                 shader_addline(buffer, "ps_in[%u]%s = gl_TexCoord[%u]%s;\n",
3836                         shader->u.ps.input_reg_map[i], reg_mask, semantic_idx, reg_mask);
3837             else
3838                 shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3839                         shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
3840         }
3841         else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
3842         {
3843             if (!semantic_idx)
3844                 shader_addline(buffer, "ps_in[%u]%s = vec4(gl_Color)%s;\n",
3845                         shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
3846             else if (semantic_idx == 1)
3847                 shader_addline(buffer, "ps_in[%u]%s = vec4(gl_SecondaryColor)%s;\n",
3848                         shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
3849             else
3850                 shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3851                         shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
3852         }
3853         else
3854         {
3855             shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3856                     shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
3857         }
3858     }
3859 }
3860
3861 /*********************************************
3862  * Vertex Shader Specific Code begins here
3863  ********************************************/
3864
3865 static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry)
3866 {
3867     struct glsl_program_key key;
3868
3869     key.vshader = entry->vshader;
3870     key.pshader = entry->pshader;
3871     key.vs_args = entry->vs_args;
3872     key.ps_args = entry->ps_args;
3873
3874     if (wine_rb_put(&priv->program_lookup, &key, &entry->program_lookup_entry) == -1)
3875     {
3876         ERR("Failed to insert program entry.\n");
3877     }
3878 }
3879
3880 static struct glsl_shader_prog_link *get_glsl_program_entry(const struct shader_glsl_priv *priv,
3881         const struct wined3d_shader *vshader, const struct wined3d_shader *pshader,
3882         const struct vs_compile_args *vs_args, const struct ps_compile_args *ps_args)
3883 {
3884     struct wine_rb_entry *entry;
3885     struct glsl_program_key key;
3886
3887     key.vshader = vshader;
3888     key.pshader = pshader;
3889     key.vs_args = *vs_args;
3890     key.ps_args = *ps_args;
3891
3892     entry = wine_rb_get(&priv->program_lookup, &key);
3893     return entry ? WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry) : NULL;
3894 }
3895
3896 /* GL locking is done by the caller */
3897 static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const struct wined3d_gl_info *gl_info,
3898         struct glsl_shader_prog_link *entry)
3899 {
3900     struct glsl_program_key key;
3901
3902     key.vshader = entry->vshader;
3903     key.pshader = entry->pshader;
3904     key.vs_args = entry->vs_args;
3905     key.ps_args = entry->ps_args;
3906     wine_rb_remove(&priv->program_lookup, &key);
3907
3908     GL_EXTCALL(glDeleteObjectARB(entry->programId));
3909     if (entry->vshader) list_remove(&entry->vshader_entry);
3910     if (entry->pshader) list_remove(&entry->pshader_entry);
3911     HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations);
3912     HeapFree(GetProcessHeap(), 0, entry->puniformF_locations);
3913     HeapFree(GetProcessHeap(), 0, entry);
3914 }
3915
3916 static void handle_ps3_input(struct wined3d_shader_buffer *buffer,
3917         const struct wined3d_gl_info *gl_info, const DWORD *map,
3918         const struct wined3d_shader_signature_element *input_signature,
3919         const struct wined3d_shader_reg_maps *reg_maps_in,
3920         const struct wined3d_shader_signature_element *output_signature,
3921         const struct wined3d_shader_reg_maps *reg_maps_out)
3922 {
3923     unsigned int i, j;
3924     const char *semantic_name_in;
3925     UINT semantic_idx_in;
3926     DWORD *set;
3927     DWORD in_idx;
3928     unsigned int in_count = vec4_varyings(3, gl_info);
3929     char reg_mask[6];
3930     char destination[50];
3931     WORD input_map, output_map;
3932
3933     set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (in_count + 2));
3934
3935     input_map = reg_maps_in->input_registers;
3936     for (i = 0; input_map; input_map >>= 1, ++i)
3937     {
3938         if (!(input_map & 1)) continue;
3939
3940         in_idx = map[i];
3941         /* Declared, but not read register */
3942         if (in_idx == ~0U) continue;
3943         if (in_idx >= (in_count + 2))
3944         {
3945             FIXME("More input varyings declared than supported, expect issues.\n");
3946             continue;
3947         }
3948
3949         if (in_idx == in_count)
3950             sprintf(destination, "gl_FrontColor");
3951         else if (in_idx == in_count + 1)
3952             sprintf(destination, "gl_FrontSecondaryColor");
3953         else
3954             sprintf(destination, "ps_in[%u]", in_idx);
3955
3956         semantic_name_in = input_signature[i].semantic_name;
3957         semantic_idx_in = input_signature[i].semantic_idx;
3958         set[in_idx] = ~0U;
3959
3960         output_map = reg_maps_out->output_registers;
3961         for (j = 0; output_map; output_map >>= 1, ++j)
3962         {
3963             DWORD mask;
3964
3965             if (!(output_map & 1)
3966                     || semantic_idx_in != output_signature[j].semantic_idx
3967                     || strcmp(semantic_name_in, output_signature[j].semantic_name)
3968                     || !(mask = input_signature[i].mask & output_signature[j].mask))
3969                 continue;
3970
3971             set[in_idx] = mask;
3972             shader_glsl_write_mask_to_str(mask, reg_mask);
3973
3974             shader_addline(buffer, "%s%s = vs_out[%u]%s;\n",
3975                     destination, reg_mask, j, reg_mask);
3976         }
3977     }
3978
3979     for (i = 0; i < in_count + 2; ++i)
3980     {
3981         unsigned int size;
3982
3983         if (!set[i] || set[i] == WINED3DSP_WRITEMASK_ALL)
3984             continue;
3985
3986         if (set[i] == ~0U) set[i] = 0;
3987
3988         size = 0;
3989         if (!(set[i] & WINED3DSP_WRITEMASK_0)) reg_mask[size++] = 'x';
3990         if (!(set[i] & WINED3DSP_WRITEMASK_1)) reg_mask[size++] = 'y';
3991         if (!(set[i] & WINED3DSP_WRITEMASK_2)) reg_mask[size++] = 'z';
3992         if (!(set[i] & WINED3DSP_WRITEMASK_3)) reg_mask[size++] = 'w';
3993         reg_mask[size] = '\0';
3994
3995         if (i == in_count)
3996             sprintf(destination, "gl_FrontColor");
3997         else if (i == in_count + 1)
3998             sprintf(destination, "gl_FrontSecondaryColor");
3999         else
4000             sprintf(destination, "ps_in[%u]", i);
4001
4002         if (size == 1) shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
4003         else shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
4004     }
4005
4006     HeapFree(GetProcessHeap(), 0, set);
4007 }
4008
4009 /* GL locking is done by the caller */
4010 static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer *buffer,
4011         const struct wined3d_shader *vs, const struct wined3d_shader *ps,
4012         const struct wined3d_gl_info *gl_info)
4013 {
4014     GLhandleARB ret = 0;
4015     DWORD ps_major = ps ? ps->reg_maps.shader_version.major : 0;
4016     unsigned int i;
4017     const char *semantic_name;
4018     UINT semantic_idx;
4019     char reg_mask[6];
4020     const struct wined3d_shader_signature_element *output_signature = vs->output_signature;
4021     WORD map = vs->reg_maps.output_registers;
4022
4023     shader_buffer_clear(buffer);
4024
4025     shader_addline(buffer, "#version 120\n");
4026
4027     if (ps_major < 3)
4028     {
4029         shader_addline(buffer, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs->limits.packed_output);
4030
4031         for (i = 0; map; map >>= 1, ++i)
4032         {
4033             DWORD write_mask;
4034
4035             if (!(map & 1)) continue;
4036
4037             semantic_name = output_signature[i].semantic_name;
4038             semantic_idx = output_signature[i].semantic_idx;
4039             write_mask = output_signature[i].mask;
4040             shader_glsl_write_mask_to_str(write_mask, reg_mask);
4041
4042             if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
4043             {
4044                 if (!semantic_idx)
4045                     shader_addline(buffer, "gl_FrontColor%s = vs_out[%u]%s;\n",
4046                             reg_mask, i, reg_mask);
4047                 else if (semantic_idx == 1)
4048                     shader_addline(buffer, "gl_FrontSecondaryColor%s = vs_out[%u]%s;\n",
4049                             reg_mask, i, reg_mask);
4050             }
4051             else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION))
4052             {
4053                 shader_addline(buffer, "gl_Position%s = vs_out[%u]%s;\n",
4054                         reg_mask, i, reg_mask);
4055             }
4056             else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4057             {
4058                 if (semantic_idx < 8)
4059                 {
4060                     if (!(gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) || ps_major > 0)
4061                         write_mask |= WINED3DSP_WRITEMASK_3;
4062
4063                     shader_addline(buffer, "gl_TexCoord[%u]%s = vs_out[%u]%s;\n",
4064                             semantic_idx, reg_mask, i, reg_mask);
4065                     if (!(write_mask & WINED3DSP_WRITEMASK_3))
4066                         shader_addline(buffer, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx);
4067                 }
4068             }
4069             else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE))
4070             {
4071                 shader_addline(buffer, "gl_PointSize = vs_out[%u].%c;\n", i, reg_mask[1]);
4072             }
4073             else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
4074             {
4075                 shader_addline(buffer, "gl_FogFragCoord = clamp(vs_out[%u].%c, 0.0, 1.0);\n", i, reg_mask[1]);
4076             }
4077         }
4078         shader_addline(buffer, "}\n");
4079     }
4080     else
4081     {
4082         UINT in_count = min(vec4_varyings(ps_major, gl_info), ps->limits.packed_input);
4083         /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
4084         shader_addline(buffer, "varying vec4 ps_in[%u];\n", in_count);
4085         shader_addline(buffer, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs->limits.packed_output);
4086
4087         /* First, sort out position and point size. Those are not passed to the pixel shader */
4088         for (i = 0; map; map >>= 1, ++i)
4089         {
4090             if (!(map & 1)) continue;
4091
4092             semantic_name = output_signature[i].semantic_name;
4093             shader_glsl_write_mask_to_str(output_signature[i].mask, reg_mask);
4094
4095             if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION))
4096             {
4097                 shader_addline(buffer, "gl_Position%s = vs_out[%u]%s;\n",
4098                         reg_mask, i, reg_mask);
4099             }
4100             else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE))
4101             {
4102                 shader_addline(buffer, "gl_PointSize = vs_out[%u].%c;\n", i, reg_mask[1]);
4103             }
4104         }
4105
4106         /* Then, fix the pixel shader input */
4107         handle_ps3_input(buffer, gl_info, ps->u.ps.input_reg_map, ps->input_signature,
4108                 &ps->reg_maps, output_signature, &vs->reg_maps);
4109
4110         shader_addline(buffer, "}\n");
4111     }
4112
4113     ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
4114     checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
4115     shader_glsl_compile(gl_info, ret, buffer->buffer);
4116
4117     return ret;
4118 }
4119
4120 /* GL locking is done by the caller */
4121 static void hardcode_local_constants(const struct wined3d_shader *shader,
4122         const struct wined3d_gl_info *gl_info, GLhandleARB programId, const char *prefix)
4123 {
4124     const struct wined3d_shader_lconst *lconst;
4125     GLint tmp_loc;
4126     const float *value;
4127     char glsl_name[10];
4128
4129     LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
4130     {
4131         value = (const float *)lconst->value;
4132         snprintf(glsl_name, sizeof(glsl_name), "%s_lc%u", prefix, lconst->idx);
4133         tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4134         GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
4135     }
4136     checkGLcall("Hardcoding local constants");
4137 }
4138
4139 /* GL locking is done by the caller */
4140 static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context,
4141         struct wined3d_shader_buffer *buffer, const struct wined3d_shader *shader,
4142         const struct ps_compile_args *args, struct ps_np2fixup_info *np2fixup_info)
4143 {
4144     const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4145     const struct wined3d_gl_info *gl_info = context->gl_info;
4146     const DWORD *function = shader->function;
4147     struct shader_glsl_ctx_priv priv_ctx;
4148
4149     /* Create the hw GLSL shader object and assign it as the shader->prgId */
4150     GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
4151
4152     memset(&priv_ctx, 0, sizeof(priv_ctx));
4153     priv_ctx.cur_ps_args = args;
4154     priv_ctx.cur_np2fixup_info = np2fixup_info;
4155
4156     shader_addline(buffer, "#version 120\n");
4157
4158     if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
4159         shader_addline(buffer, "#extension GL_ARB_shader_bit_encoding : enable\n");
4160     if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
4161         shader_addline(buffer, "#extension GL_ARB_shader_texture_lod : enable\n");
4162     /* The spec says that it doesn't have to be explicitly enabled, but the
4163      * nvidia drivers write a warning if we don't do so. */
4164     if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
4165         shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
4166     if (gl_info->supported[EXT_GPU_SHADER4])
4167         shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
4168
4169     /* Base Declarations */
4170     shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
4171
4172     /* Pack 3.0 inputs */
4173     if (reg_maps->shader_version.major >= 3 && args->vp_mode != vertexshader)
4174         shader_glsl_input_pack(shader, buffer, shader->input_signature, reg_maps, args->vp_mode);
4175
4176     /* Base Shader Body */
4177     shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
4178
4179     /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
4180     if (reg_maps->shader_version.major < 2)
4181     {
4182         /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
4183         shader_addline(buffer, "gl_FragData[0] = R0;\n");
4184     }
4185
4186     if (args->srgb_correction)
4187     {
4188         shader_addline(buffer, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
4189         shader_addline(buffer, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
4190         shader_addline(buffer, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
4191         shader_addline(buffer, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
4192         shader_addline(buffer, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
4193         shader_addline(buffer, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
4194     }
4195     /* Pixel shader < 3.0 do not replace the fog stage.
4196      * This implements linear fog computation and blending.
4197      * TODO: non linear fog
4198      * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
4199      * -1/(e-s) and e/(e-s) respectively.
4200      */
4201     if (reg_maps->shader_version.major < 3)
4202     {
4203         switch(args->fog) {
4204             case FOG_OFF: break;
4205             case FOG_LINEAR:
4206                 shader_addline(buffer, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
4207                 shader_addline(buffer, "float fogend = gl_Fog.end * -fogstart;\n");
4208                 shader_addline(buffer, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
4209                 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4210                 break;
4211             case FOG_EXP:
4212                 /* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
4213                 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
4214                 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
4215                 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4216                 break;
4217             case FOG_EXP2:
4218                 /* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
4219                 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
4220                 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
4221                 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4222                 break;
4223         }
4224     }
4225
4226     shader_addline(buffer, "}\n");
4227
4228     TRACE("Compiling shader object %u\n", shader_obj);
4229     shader_glsl_compile(gl_info, shader_obj, buffer->buffer);
4230
4231     /* Store the shader object */
4232     return shader_obj;
4233 }
4234
4235 /* GL locking is done by the caller */
4236 static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context,
4237         struct wined3d_shader_buffer *buffer, const struct wined3d_shader *shader,
4238         const struct vs_compile_args *args)
4239 {
4240     const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4241     const struct wined3d_gl_info *gl_info = context->gl_info;
4242     const DWORD *function = shader->function;
4243     struct shader_glsl_ctx_priv priv_ctx;
4244
4245     /* Create the hw GLSL shader program and assign it as the shader->prgId */
4246     GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
4247
4248     shader_addline(buffer, "#version 120\n");
4249
4250     if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
4251         shader_addline(buffer, "#extension GL_ARB_shader_bit_encoding : enable\n");
4252     if (gl_info->supported[EXT_GPU_SHADER4])
4253         shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
4254
4255     memset(&priv_ctx, 0, sizeof(priv_ctx));
4256     priv_ctx.cur_vs_args = args;
4257
4258     /* Base Declarations */
4259     shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
4260
4261     /* Base Shader Body */
4262     shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
4263
4264     /* Unpack outputs */
4265     shader_addline(buffer, "order_ps_input(vs_out);\n");
4266
4267     /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
4268      * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
4269      * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
4270      * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
4271      */
4272     if (args->fog_src == VS_FOG_Z)
4273         shader_addline(buffer, "gl_FogFragCoord = gl_Position.z;\n");
4274     else if (!reg_maps->fog)
4275         shader_addline(buffer, "gl_FogFragCoord = 0.0;\n");
4276
4277     /* We always store the clipplanes without y inversion */
4278     if (args->clip_enabled)
4279         shader_addline(buffer, "gl_ClipVertex = gl_Position;\n");
4280
4281     /* Write the final position.
4282      *
4283      * OpenGL coordinates specify the center of the pixel while d3d coords specify
4284      * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
4285      * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
4286      * contains 1.0 to allow a mad.
4287      */
4288     shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
4289     shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
4290
4291     /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
4292      *
4293      * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
4294      * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
4295      * which is the same as z = z * 2 - w.
4296      */
4297     shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
4298
4299     shader_addline(buffer, "}\n");
4300
4301     TRACE("Compiling shader object %u\n", shader_obj);
4302     shader_glsl_compile(gl_info, shader_obj, buffer->buffer);
4303
4304     return shader_obj;
4305 }
4306
4307 static GLhandleARB find_glsl_pshader(const struct wined3d_context *context,
4308         struct wined3d_shader_buffer *buffer, struct wined3d_shader *shader,
4309         const struct ps_compile_args *args, const struct ps_np2fixup_info **np2fixup_info)
4310 {
4311     struct wined3d_state *state = &shader->device->stateBlock->state;
4312     struct glsl_ps_compiled_shader *gl_shaders, *new_array;
4313     struct glsl_shader_private *shader_data;
4314     struct ps_np2fixup_info *np2fixup;
4315     UINT i;
4316     DWORD new_size;
4317     GLhandleARB ret;
4318
4319     if (!shader->backend_data)
4320     {
4321         shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4322         if (!shader->backend_data)
4323         {
4324             ERR("Failed to allocate backend data.\n");
4325             return 0;
4326         }
4327     }
4328     shader_data = shader->backend_data;
4329     gl_shaders = shader_data->gl_shaders.ps;
4330
4331     /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4332      * so a linear search is more performant than a hashmap or a binary search
4333      * (cache coherency etc)
4334      */
4335     for (i = 0; i < shader_data->num_gl_shaders; ++i)
4336     {
4337         if (!memcmp(&gl_shaders[i].args, args, sizeof(*args)))
4338         {
4339             if (args->np2_fixup)
4340                 *np2fixup_info = &gl_shaders[i].np2fixup;
4341             return gl_shaders[i].prgId;
4342         }
4343     }
4344
4345     TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
4346     if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4347         if (shader_data->num_gl_shaders)
4348         {
4349             new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4350             new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders.ps,
4351                     new_size * sizeof(*gl_shaders));
4352         }
4353         else
4354         {
4355             new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders));
4356             new_size = 1;
4357         }
4358
4359         if(!new_array) {
4360             ERR("Out of memory\n");
4361             return 0;
4362         }
4363         shader_data->gl_shaders.ps = new_array;
4364         shader_data->shader_array_size = new_size;
4365         gl_shaders = new_array;
4366     }
4367
4368     gl_shaders[shader_data->num_gl_shaders].args = *args;
4369
4370     np2fixup = &gl_shaders[shader_data->num_gl_shaders].np2fixup;
4371     memset(np2fixup, 0, sizeof(*np2fixup));
4372     *np2fixup_info = args->np2_fixup ? np2fixup : NULL;
4373
4374     pixelshader_update_samplers(&shader->reg_maps, state->textures);
4375
4376     shader_buffer_clear(buffer);
4377     ret = shader_glsl_generate_pshader(context, buffer, shader, args, np2fixup);
4378     gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
4379
4380     return ret;
4381 }
4382
4383 static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const struct vs_compile_args *new,
4384                                  const DWORD use_map) {
4385     if((stored->swizzle_map & use_map) != new->swizzle_map) return FALSE;
4386     if((stored->clip_enabled) != new->clip_enabled) return FALSE;
4387     return stored->fog_src == new->fog_src;
4388 }
4389
4390 static GLhandleARB find_glsl_vshader(const struct wined3d_context *context,
4391         struct wined3d_shader_buffer *buffer, struct wined3d_shader *shader,
4392         const struct vs_compile_args *args)
4393 {
4394     UINT i;
4395     DWORD new_size;
4396     DWORD use_map = shader->device->strided_streams.use_map;
4397     struct glsl_vs_compiled_shader *gl_shaders, *new_array;
4398     struct glsl_shader_private *shader_data;
4399     GLhandleARB ret;
4400
4401     if (!shader->backend_data)
4402     {
4403         shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4404         if (!shader->backend_data)
4405         {
4406             ERR("Failed to allocate backend data.\n");
4407             return 0;
4408         }
4409     }
4410     shader_data = shader->backend_data;
4411     gl_shaders = shader_data->gl_shaders.vs;
4412
4413     /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4414      * so a linear search is more performant than a hashmap or a binary search
4415      * (cache coherency etc)
4416      */
4417     for (i = 0; i < shader_data->num_gl_shaders; ++i)
4418     {
4419         if (vs_args_equal(&gl_shaders[i].args, args, use_map))
4420             return gl_shaders[i].prgId;
4421     }
4422
4423     TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
4424
4425     if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4426         if (shader_data->num_gl_shaders)
4427         {
4428             new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4429             new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders.vs,
4430                     new_size * sizeof(*gl_shaders));
4431         }
4432         else
4433         {
4434             new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders));
4435             new_size = 1;
4436         }
4437
4438         if(!new_array) {
4439             ERR("Out of memory\n");
4440             return 0;
4441         }
4442         shader_data->gl_shaders.vs = new_array;
4443         shader_data->shader_array_size = new_size;
4444         gl_shaders = new_array;
4445     }
4446
4447     gl_shaders[shader_data->num_gl_shaders].args = *args;
4448
4449     shader_buffer_clear(buffer);
4450     ret = shader_glsl_generate_vshader(context, buffer, shader, args);
4451     gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
4452
4453     return ret;
4454 }
4455
4456 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
4457  * It sets the programId on the current StateBlock (because it should be called
4458  * inside of the DrawPrimitive() part of the render loop).
4459  *
4460  * If a program for the given combination does not exist, create one, and store
4461  * the program in the hash table.  If it creates a program, it will link the
4462  * given objects, too.
4463  */
4464
4465 /* GL locking is done by the caller */
4466 static void set_glsl_shader_program(const struct wined3d_context *context,
4467         struct wined3d_device *device, BOOL use_ps, BOOL use_vs)
4468 {
4469     const struct wined3d_state *state = &device->stateBlock->state;
4470     struct wined3d_shader *vshader = use_vs ? state->vertex_shader : NULL;
4471     struct wined3d_shader *pshader = use_ps ? state->pixel_shader : NULL;
4472     const struct wined3d_gl_info *gl_info = context->gl_info;
4473     struct shader_glsl_priv *priv = device->shader_priv;
4474     struct glsl_shader_prog_link *entry    = NULL;
4475     GLhandleARB programId                  = 0;
4476     GLhandleARB reorder_shader_id          = 0;
4477     unsigned int i;
4478     char glsl_name[10];
4479     struct ps_compile_args ps_compile_args;
4480     struct vs_compile_args vs_compile_args;
4481
4482     if (vshader) find_vs_compile_args(state, vshader, &vs_compile_args);
4483     if (pshader) find_ps_compile_args(state, pshader, &ps_compile_args);
4484
4485     entry = get_glsl_program_entry(priv, vshader, pshader, &vs_compile_args, &ps_compile_args);
4486     if (entry)
4487     {
4488         priv->glsl_program = entry;
4489         return;
4490     }
4491
4492     /* If we get to this point, then no matching program exists, so we create one */
4493     programId = GL_EXTCALL(glCreateProgramObjectARB());
4494     TRACE("Created new GLSL shader program %u\n", programId);
4495
4496     /* Create the entry */
4497     entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
4498     entry->programId = programId;
4499     entry->vshader = vshader;
4500     entry->pshader = pshader;
4501     entry->vs_args = vs_compile_args;
4502     entry->ps_args = ps_compile_args;
4503     entry->constant_version = 0;
4504     entry->np2Fixup_info = NULL;
4505     /* Add the hash table entry */
4506     add_glsl_program_entry(priv, entry);
4507
4508     /* Set the current program */
4509     priv->glsl_program = entry;
4510
4511     /* Attach GLSL vshader */
4512     if (vshader)
4513     {
4514         GLhandleARB vshader_id = find_glsl_vshader(context, &priv->shader_buffer, vshader, &vs_compile_args);
4515         WORD map = vshader->reg_maps.input_registers;
4516         char tmp_name[10];
4517
4518         reorder_shader_id = generate_param_reorder_function(&priv->shader_buffer, vshader, pshader, gl_info);
4519         TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
4520         GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
4521         checkGLcall("glAttachObjectARB");
4522         /* Flag the reorder function for deletion, then it will be freed automatically when the program
4523          * is destroyed
4524          */
4525         GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
4526
4527         TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
4528         GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
4529         checkGLcall("glAttachObjectARB");
4530
4531         /* Bind vertex attributes to a corresponding index number to match
4532          * the same index numbers as ARB_vertex_programs (makes loading
4533          * vertex attributes simpler).  With this method, we can use the
4534          * exact same code to load the attributes later for both ARB and
4535          * GLSL shaders.
4536          *
4537          * We have to do this here because we need to know the Program ID
4538          * in order to make the bindings work, and it has to be done prior
4539          * to linking the GLSL program. */
4540         for (i = 0; map; map >>= 1, ++i)
4541         {
4542             if (!(map & 1)) continue;
4543
4544             snprintf(tmp_name, sizeof(tmp_name), "vs_in%u", i);
4545             GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
4546         }
4547         checkGLcall("glBindAttribLocationARB");
4548
4549         list_add_head(&vshader->linked_programs, &entry->vshader_entry);
4550     }
4551
4552     /* Attach GLSL pshader */
4553     if (pshader)
4554     {
4555         GLhandleARB pshader_id = find_glsl_pshader(context, &priv->shader_buffer,
4556                 pshader, &ps_compile_args, &entry->np2Fixup_info);
4557         TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
4558         GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
4559         checkGLcall("glAttachObjectARB");
4560
4561         list_add_head(&pshader->linked_programs, &entry->pshader_entry);
4562     }
4563
4564     /* Link the program */
4565     TRACE("Linking GLSL shader program %u\n", programId);
4566     GL_EXTCALL(glLinkProgramARB(programId));
4567     shader_glsl_validate_link(gl_info, programId);
4568
4569     entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0,
4570             sizeof(GLhandleARB) * gl_info->limits.glsl_vs_float_constants);
4571     for (i = 0; i < gl_info->limits.glsl_vs_float_constants; ++i)
4572     {
4573         snprintf(glsl_name, sizeof(glsl_name), "vs_c[%u]", i);
4574         entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4575     }
4576     for (i = 0; i < MAX_CONST_I; ++i)
4577     {
4578         snprintf(glsl_name, sizeof(glsl_name), "vs_i[%u]", i);
4579         entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4580     }
4581     entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0,
4582             sizeof(GLhandleARB) * gl_info->limits.glsl_ps_float_constants);
4583     for (i = 0; i < gl_info->limits.glsl_ps_float_constants; ++i)
4584     {
4585         snprintf(glsl_name, sizeof(glsl_name), "ps_c[%u]", i);
4586         entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4587     }
4588     for (i = 0; i < MAX_CONST_I; ++i)
4589     {
4590         snprintf(glsl_name, sizeof(glsl_name), "ps_i[%u]", i);
4591         entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4592     }
4593
4594     if(pshader) {
4595         char name[32];
4596
4597         for(i = 0; i < MAX_TEXTURES; i++) {
4598             sprintf(name, "bumpenvmat%u", i);
4599             entry->bumpenvmat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4600             sprintf(name, "luminancescale%u", i);
4601             entry->luminancescale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4602             sprintf(name, "luminanceoffset%u", i);
4603             entry->luminanceoffset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4604         }
4605
4606         if (ps_compile_args.np2_fixup)
4607         {
4608             if (entry->np2Fixup_info)
4609                 entry->np2Fixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ps_samplerNP2Fixup"));
4610             else
4611                 FIXME("NP2 texcoord fixup needed for this pixelshader, but no fixup uniform found.\n");
4612         }
4613     }
4614
4615     entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
4616     entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
4617     checkGLcall("Find glsl program uniform locations");
4618
4619     if (pshader && pshader->reg_maps.shader_version.major >= 3
4620             && pshader->u.ps.declared_in_count > vec4_varyings(3, gl_info))
4621     {
4622         TRACE("Shader %d needs vertex color clamping disabled\n", programId);
4623         entry->vertex_color_clamp = GL_FALSE;
4624     } else {
4625         entry->vertex_color_clamp = GL_FIXED_ONLY_ARB;
4626     }
4627
4628     /* Set the shader to allow uniform loading on it */
4629     GL_EXTCALL(glUseProgramObjectARB(programId));
4630     checkGLcall("glUseProgramObjectARB(programId)");
4631
4632     /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
4633      * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
4634      * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
4635      * vertex shader with fixed function pixel processing is used we make sure that the card
4636      * supports enough samplers to allow the max number of vertex samplers with all possible
4637      * fixed function fragment processing setups. So once the program is linked these samplers
4638      * won't change.
4639      */
4640     if (vshader) shader_glsl_load_vsamplers(gl_info, device->texUnitMap, programId);
4641     if (pshader) shader_glsl_load_psamplers(gl_info, device->texUnitMap, programId);
4642
4643     /* If the local constants do not have to be loaded with the environment constants,
4644      * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
4645      * later
4646      */
4647     if (pshader && !pshader->load_local_constsF)
4648         hardcode_local_constants(pshader, gl_info, programId, "ps");
4649     if (vshader && !vshader->load_local_constsF)
4650         hardcode_local_constants(vshader, gl_info, programId, "vs");
4651 }
4652
4653 /* GL locking is done by the caller */
4654 static GLhandleARB create_glsl_blt_shader(const struct wined3d_gl_info *gl_info, enum tex_types tex_type, BOOL masked)
4655 {
4656     GLhandleARB program_id;
4657     GLhandleARB vshader_id, pshader_id;
4658     const char *blt_pshader;
4659
4660     static const char *blt_vshader =
4661         "#version 120\n"
4662         "void main(void)\n"
4663         "{\n"
4664         "    gl_Position = gl_Vertex;\n"
4665         "    gl_FrontColor = vec4(1.0);\n"
4666         "    gl_TexCoord[0] = gl_MultiTexCoord0;\n"
4667         "}\n";
4668
4669     static const char * const blt_pshaders_full[tex_type_count] =
4670     {
4671         /* tex_1d */
4672         NULL,
4673         /* tex_2d */
4674         "#version 120\n"
4675         "uniform sampler2D sampler;\n"
4676         "void main(void)\n"
4677         "{\n"
4678         "    gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4679         "}\n",
4680         /* tex_3d */
4681         NULL,
4682         /* tex_cube */
4683         "#version 120\n"
4684         "uniform samplerCube sampler;\n"
4685         "void main(void)\n"
4686         "{\n"
4687         "    gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4688         "}\n",
4689         /* tex_rect */
4690         "#version 120\n"
4691         "#extension GL_ARB_texture_rectangle : enable\n"
4692         "uniform sampler2DRect sampler;\n"
4693         "void main(void)\n"
4694         "{\n"
4695         "    gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4696         "}\n",
4697     };
4698
4699     static const char * const blt_pshaders_masked[tex_type_count] =
4700     {
4701         /* tex_1d */
4702         NULL,
4703         /* tex_2d */
4704         "#version 120\n"
4705         "uniform sampler2D sampler;\n"
4706         "uniform vec4 mask;\n"
4707         "void main(void)\n"
4708         "{\n"
4709         "    if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4710         "    gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4711         "}\n",
4712         /* tex_3d */
4713         NULL,
4714         /* tex_cube */
4715         "#version 120\n"
4716         "uniform samplerCube sampler;\n"
4717         "uniform vec4 mask;\n"
4718         "void main(void)\n"
4719         "{\n"
4720         "    if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4721         "    gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4722         "}\n",
4723         /* tex_rect */
4724         "#version 120\n"
4725         "#extension GL_ARB_texture_rectangle : enable\n"
4726         "uniform sampler2DRect sampler;\n"
4727         "uniform vec4 mask;\n"
4728         "void main(void)\n"
4729         "{\n"
4730         "    if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4731         "    gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4732         "}\n",
4733     };
4734
4735     blt_pshader = masked ? blt_pshaders_masked[tex_type] : blt_pshaders_full[tex_type];
4736     if (!blt_pshader)
4737     {
4738         FIXME("tex_type %#x not supported\n", tex_type);
4739         return 0;
4740     }
4741
4742     vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
4743     shader_glsl_compile(gl_info, vshader_id, blt_vshader);
4744
4745     pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
4746     shader_glsl_compile(gl_info, pshader_id, blt_pshader);
4747
4748     program_id = GL_EXTCALL(glCreateProgramObjectARB());
4749     GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
4750     GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
4751     GL_EXTCALL(glLinkProgramARB(program_id));
4752
4753     shader_glsl_validate_link(gl_info, program_id);
4754
4755     /* Once linked we can mark the shaders for deletion. They will be deleted once the program
4756      * is destroyed
4757      */
4758     GL_EXTCALL(glDeleteObjectARB(vshader_id));
4759     GL_EXTCALL(glDeleteObjectARB(pshader_id));
4760     return program_id;
4761 }
4762
4763 /* GL locking is done by the caller */
4764 static void shader_glsl_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
4765 {
4766     const struct wined3d_gl_info *gl_info = context->gl_info;
4767     struct wined3d_device *device = context->swapchain->device;
4768     struct shader_glsl_priv *priv = device->shader_priv;
4769     GLhandleARB program_id = 0;
4770     GLenum old_vertex_color_clamp, current_vertex_color_clamp;
4771
4772     old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
4773
4774     if (useVS || usePS) set_glsl_shader_program(context, device, usePS, useVS);
4775     else priv->glsl_program = NULL;
4776
4777     current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
4778
4779     if (old_vertex_color_clamp != current_vertex_color_clamp)
4780     {
4781         if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4782         {
4783             GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp));
4784             checkGLcall("glClampColorARB");
4785         }
4786         else
4787         {
4788             FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4789         }
4790     }
4791
4792     program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
4793     if (program_id) TRACE("Using GLSL program %u\n", program_id);
4794     GL_EXTCALL(glUseProgramObjectARB(program_id));
4795     checkGLcall("glUseProgramObjectARB");
4796
4797     /* In case that NP2 texcoord fixup data is found for the selected program, trigger a reload of the
4798      * constants. This has to be done because it can't be guaranteed that sampler() (from state.c) is
4799      * called between selecting the shader and using it, which results in wrong fixup for some frames. */
4800     if (priv->glsl_program && priv->glsl_program->np2Fixup_info)
4801     {
4802         shader_glsl_load_np2fixup_constants(priv, gl_info, &device->stateBlock->state);
4803     }
4804 }
4805
4806 /* GL locking is done by the caller */
4807 static void shader_glsl_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
4808         enum tex_types tex_type, const SIZE *ds_mask_size)
4809 {
4810     BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
4811     struct shader_glsl_priv *priv = shader_priv;
4812     GLhandleARB *blt_program;
4813     GLint loc;
4814
4815     blt_program = masked ? &priv->depth_blt_program_masked[tex_type] : &priv->depth_blt_program_full[tex_type];
4816     if (!*blt_program)
4817     {
4818         *blt_program = create_glsl_blt_shader(gl_info, tex_type, masked);
4819         loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "sampler"));
4820         GL_EXTCALL(glUseProgramObjectARB(*blt_program));
4821         GL_EXTCALL(glUniform1iARB(loc, 0));
4822     }
4823     else
4824     {
4825         GL_EXTCALL(glUseProgramObjectARB(*blt_program));
4826     }
4827
4828     if (masked)
4829     {
4830         loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "mask"));
4831         GL_EXTCALL(glUniform4fARB(loc, 0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy));
4832     }
4833 }
4834
4835 /* GL locking is done by the caller */
4836 static void shader_glsl_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info)
4837 {
4838     struct shader_glsl_priv *priv = shader_priv;
4839     GLhandleARB program_id;
4840
4841     program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
4842     if (program_id) TRACE("Using GLSL program %u\n", program_id);
4843
4844     GL_EXTCALL(glUseProgramObjectARB(program_id));
4845     checkGLcall("glUseProgramObjectARB");
4846 }
4847
4848 static void shader_glsl_destroy(struct wined3d_shader *shader)
4849 {
4850     struct glsl_shader_private *shader_data = shader->backend_data;
4851     struct wined3d_device *device = shader->device;
4852     struct shader_glsl_priv *priv = device->shader_priv;
4853     const struct wined3d_gl_info *gl_info;
4854     const struct list *linked_programs;
4855     struct wined3d_context *context;
4856
4857     if (!shader_data || !shader_data->num_gl_shaders)
4858     {
4859         HeapFree(GetProcessHeap(), 0, shader_data);
4860         shader->backend_data = NULL;
4861         return;
4862     }
4863
4864     context = context_acquire(device, NULL);
4865     gl_info = context->gl_info;
4866
4867     if (priv->glsl_program && (priv->glsl_program->vshader == shader
4868             || priv->glsl_program->pshader == shader))
4869     {
4870         ENTER_GL();
4871         shader_glsl_select(context, FALSE, FALSE);
4872         LEAVE_GL();
4873     }
4874
4875     TRACE("Deleting linked programs.\n");
4876     linked_programs = &shader->linked_programs;
4877     if (linked_programs->next)
4878     {
4879         struct glsl_shader_prog_link *entry, *entry2;
4880         UINT i;
4881
4882         ENTER_GL();
4883
4884         switch (shader->reg_maps.shader_version.type)
4885         {
4886             case WINED3D_SHADER_TYPE_PIXEL:
4887             {
4888                 struct glsl_ps_compiled_shader *gl_shaders = shader_data->gl_shaders.ps;
4889
4890                 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
4891                         struct glsl_shader_prog_link, pshader_entry)
4892                 {
4893                     delete_glsl_program_entry(priv, gl_info, entry);
4894                 }
4895
4896                 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4897                 {
4898                     TRACE("Deleting pixel shader %u.\n", gl_shaders[i].prgId);
4899                     GL_EXTCALL(glDeleteObjectARB(gl_shaders[i].prgId));
4900                     checkGLcall("glDeleteObjectARB");
4901                 }
4902                 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders.ps);
4903
4904                 break;
4905             }
4906
4907             case WINED3D_SHADER_TYPE_VERTEX:
4908             {
4909                 struct glsl_vs_compiled_shader *gl_shaders = shader_data->gl_shaders.vs;
4910
4911                 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
4912                         struct glsl_shader_prog_link, vshader_entry)
4913                 {
4914                     delete_glsl_program_entry(priv, gl_info, entry);
4915                 }
4916
4917                 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4918                 {
4919                     TRACE("Deleting vertex shader %u.\n", gl_shaders[i].prgId);
4920                     GL_EXTCALL(glDeleteObjectARB(gl_shaders[i].prgId));
4921                     checkGLcall("glDeleteObjectARB");
4922                 }
4923                 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders.vs);
4924
4925                 break;
4926             }
4927
4928             default:
4929                 ERR("Unhandled shader type %#x.\n", shader->reg_maps.shader_version.type);
4930                 break;
4931         }
4932
4933         LEAVE_GL();
4934     }
4935
4936     HeapFree(GetProcessHeap(), 0, shader->backend_data);
4937     shader->backend_data = NULL;
4938
4939     context_release(context);
4940 }
4941
4942 static int glsl_program_key_compare(const void *key, const struct wine_rb_entry *entry)
4943 {
4944     const struct glsl_program_key *k = key;
4945     const struct glsl_shader_prog_link *prog = WINE_RB_ENTRY_VALUE(entry,
4946             const struct glsl_shader_prog_link, program_lookup_entry);
4947     int cmp;
4948
4949     if (k->vshader > prog->vshader) return 1;
4950     else if (k->vshader < prog->vshader) return -1;
4951
4952     if (k->pshader > prog->pshader) return 1;
4953     else if (k->pshader < prog->pshader) return -1;
4954
4955     if (k->vshader && (cmp = memcmp(&k->vs_args, &prog->vs_args, sizeof(prog->vs_args)))) return cmp;
4956     if (k->pshader && (cmp = memcmp(&k->ps_args, &prog->ps_args, sizeof(prog->ps_args)))) return cmp;
4957
4958     return 0;
4959 }
4960
4961 static BOOL constant_heap_init(struct constant_heap *heap, unsigned int constant_count)
4962 {
4963     SIZE_T size = (constant_count + 1) * sizeof(*heap->entries) + constant_count * sizeof(*heap->positions);
4964     void *mem = HeapAlloc(GetProcessHeap(), 0, size);
4965
4966     if (!mem)
4967     {
4968         ERR("Failed to allocate memory\n");
4969         return FALSE;
4970     }
4971
4972     heap->entries = mem;
4973     heap->entries[1].version = 0;
4974     heap->positions = (unsigned int *)(heap->entries + constant_count + 1);
4975     heap->size = 1;
4976
4977     return TRUE;
4978 }
4979
4980 static void constant_heap_free(struct constant_heap *heap)
4981 {
4982     HeapFree(GetProcessHeap(), 0, heap->entries);
4983 }
4984
4985 static const struct wine_rb_functions wined3d_glsl_program_rb_functions =
4986 {
4987     wined3d_rb_alloc,
4988     wined3d_rb_realloc,
4989     wined3d_rb_free,
4990     glsl_program_key_compare,
4991 };
4992
4993 static HRESULT shader_glsl_alloc(struct wined3d_device *device)
4994 {
4995     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4996     struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
4997     SIZE_T stack_size = wined3d_log2i(max(gl_info->limits.glsl_vs_float_constants,
4998             gl_info->limits.glsl_ps_float_constants)) + 1;
4999
5000     if (!shader_buffer_init(&priv->shader_buffer))
5001     {
5002         ERR("Failed to initialize shader buffer.\n");
5003         goto fail;
5004     }
5005
5006     priv->stack = HeapAlloc(GetProcessHeap(), 0, stack_size * sizeof(*priv->stack));
5007     if (!priv->stack)
5008     {
5009         ERR("Failed to allocate memory.\n");
5010         goto fail;
5011     }
5012
5013     if (!constant_heap_init(&priv->vconst_heap, gl_info->limits.glsl_vs_float_constants))
5014     {
5015         ERR("Failed to initialize vertex shader constant heap\n");
5016         goto fail;
5017     }
5018
5019     if (!constant_heap_init(&priv->pconst_heap, gl_info->limits.glsl_ps_float_constants))
5020     {
5021         ERR("Failed to initialize pixel shader constant heap\n");
5022         goto fail;
5023     }
5024
5025     if (wine_rb_init(&priv->program_lookup, &wined3d_glsl_program_rb_functions) == -1)
5026     {
5027         ERR("Failed to initialize rbtree.\n");
5028         goto fail;
5029     }
5030
5031     priv->next_constant_version = 1;
5032
5033     device->shader_priv = priv;
5034     return WINED3D_OK;
5035
5036 fail:
5037     constant_heap_free(&priv->pconst_heap);
5038     constant_heap_free(&priv->vconst_heap);
5039     HeapFree(GetProcessHeap(), 0, priv->stack);
5040     shader_buffer_free(&priv->shader_buffer);
5041     HeapFree(GetProcessHeap(), 0, priv);
5042     return E_OUTOFMEMORY;
5043 }
5044
5045 /* Context activation is done by the caller. */
5046 static void shader_glsl_free(struct wined3d_device *device)
5047 {
5048     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
5049     struct shader_glsl_priv *priv = device->shader_priv;
5050     int i;
5051
5052     ENTER_GL();
5053     for (i = 0; i < tex_type_count; ++i)
5054     {
5055         if (priv->depth_blt_program_full[i])
5056         {
5057             GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program_full[i]));
5058         }
5059         if (priv->depth_blt_program_masked[i])
5060         {
5061             GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program_masked[i]));
5062         }
5063     }
5064     LEAVE_GL();
5065
5066     wine_rb_destroy(&priv->program_lookup, NULL, NULL);
5067     constant_heap_free(&priv->pconst_heap);
5068     constant_heap_free(&priv->vconst_heap);
5069     HeapFree(GetProcessHeap(), 0, priv->stack);
5070     shader_buffer_free(&priv->shader_buffer);
5071
5072     HeapFree(GetProcessHeap(), 0, device->shader_priv);
5073     device->shader_priv = NULL;
5074 }
5075
5076 static void shader_glsl_context_destroyed(void *shader_priv, const struct wined3d_context *context) {}
5077
5078 static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
5079 {
5080     UINT shader_model;
5081
5082     if (gl_info->supported[EXT_GPU_SHADER4] && gl_info->supported[ARB_SHADER_BIT_ENCODING]
5083             && gl_info->supported[ARB_GEOMETRY_SHADER4] && gl_info->glsl_version >= MAKEDWORD_VERSION(1, 50))
5084         shader_model = 4;
5085     /* ARB_shader_texture_lod or EXT_gpu_shader4 is required for the SM3
5086      * texldd and texldl instructions. */
5087     else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD] || gl_info->supported[EXT_GPU_SHADER4])
5088         shader_model = 3;
5089     else
5090         shader_model = 2;
5091     TRACE("Shader model %u.\n", shader_model);
5092
5093     caps->vs_version = shader_model;
5094     caps->gs_version = shader_model;
5095     caps->ps_version = shader_model;
5096
5097     caps->vs_uniform_count = gl_info->limits.glsl_vs_float_constants;
5098     caps->ps_uniform_count = gl_info->limits.glsl_ps_float_constants;
5099
5100     /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
5101      * Direct3D minimum requirement.
5102      *
5103      * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
5104      * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
5105      *
5106      * The problem is that the refrast clamps temporary results in the shader to
5107      * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
5108      * then applications may miss the clamping behavior. On the other hand, if it is smaller,
5109      * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
5110      * offer a way to query this.
5111      */
5112     caps->ps_1x_max_value = 8.0;
5113
5114     caps->vs_clipping = TRUE;
5115 }
5116
5117 static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
5118 {
5119     if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
5120     {
5121         TRACE("Checking support for fixup:\n");
5122         dump_color_fixup_desc(fixup);
5123     }
5124
5125     /* We support everything except YUV conversions. */
5126     if (!is_complex_fixup(fixup))
5127     {
5128         TRACE("[OK]\n");
5129         return TRUE;
5130     }
5131
5132     TRACE("[FAILED]\n");
5133     return FALSE;
5134 }
5135
5136 static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
5137 {
5138     /* WINED3DSIH_ABS                   */ shader_glsl_map2gl,
5139     /* WINED3DSIH_ADD                   */ shader_glsl_binop,
5140     /* WINED3DSIH_AND                   */ shader_glsl_binop,
5141     /* WINED3DSIH_BEM                   */ shader_glsl_bem,
5142     /* WINED3DSIH_BREAK                 */ shader_glsl_break,
5143     /* WINED3DSIH_BREAKC                */ shader_glsl_breakc,
5144     /* WINED3DSIH_BREAKP                */ shader_glsl_breakp,
5145     /* WINED3DSIH_CALL                  */ shader_glsl_call,
5146     /* WINED3DSIH_CALLNZ                */ shader_glsl_callnz,
5147     /* WINED3DSIH_CMP                   */ shader_glsl_cmp,
5148     /* WINED3DSIH_CND                   */ shader_glsl_cnd,
5149     /* WINED3DSIH_CRS                   */ shader_glsl_cross,
5150     /* WINED3DSIH_CUT                   */ shader_glsl_cut,
5151     /* WINED3DSIH_DCL                   */ shader_glsl_nop,
5152     /* WINED3DSIH_DCL_CONSTANT_BUFFER   */ shader_glsl_nop,
5153     /* WINED3DSIH_DCL_INPUT_PRIMITIVE   */ shader_glsl_nop,
5154     /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY   */ shader_glsl_nop,
5155     /* WINED3DSIH_DCL_VERTICES_OUT      */ shader_glsl_nop,
5156     /* WINED3DSIH_DEF                   */ shader_glsl_nop,
5157     /* WINED3DSIH_DEFB                  */ shader_glsl_nop,
5158     /* WINED3DSIH_DEFI                  */ shader_glsl_nop,
5159     /* WINED3DSIH_DIV                   */ shader_glsl_binop,
5160     /* WINED3DSIH_DP2ADD                */ shader_glsl_dp2add,
5161     /* WINED3DSIH_DP3                   */ shader_glsl_dot,
5162     /* WINED3DSIH_DP4                   */ shader_glsl_dot,
5163     /* WINED3DSIH_DST                   */ shader_glsl_dst,
5164     /* WINED3DSIH_DSX                   */ shader_glsl_map2gl,
5165     /* WINED3DSIH_DSY                   */ shader_glsl_map2gl,
5166     /* WINED3DSIH_ELSE                  */ shader_glsl_else,
5167     /* WINED3DSIH_EMIT                  */ shader_glsl_emit,
5168     /* WINED3DSIH_ENDIF                 */ shader_glsl_end,
5169     /* WINED3DSIH_ENDLOOP               */ shader_glsl_end,
5170     /* WINED3DSIH_ENDREP                */ shader_glsl_end,
5171     /* WINED3DSIH_EQ                    */ NULL,
5172     /* WINED3DSIH_EXP                   */ shader_glsl_map2gl,
5173     /* WINED3DSIH_EXPP                  */ shader_glsl_expp,
5174     /* WINED3DSIH_FRC                   */ shader_glsl_map2gl,
5175     /* WINED3DSIH_FTOI                  */ NULL,
5176     /* WINED3DSIH_GE                    */ NULL,
5177     /* WINED3DSIH_IADD                  */ shader_glsl_binop,
5178     /* WINED3DSIH_IEQ                   */ NULL,
5179     /* WINED3DSIH_IF                    */ shader_glsl_if,
5180     /* WINED3DSIH_IFC                   */ shader_glsl_ifc,
5181     /* WINED3DSIH_IGE                   */ NULL,
5182     /* WINED3DSIH_IMUL                  */ NULL,
5183     /* WINED3DSIH_ITOF                  */ NULL,
5184     /* WINED3DSIH_LABEL                 */ shader_glsl_label,
5185     /* WINED3DSIH_LD                    */ NULL,
5186     /* WINED3DSIH_LIT                   */ shader_glsl_lit,
5187     /* WINED3DSIH_LOG                   */ shader_glsl_log,
5188     /* WINED3DSIH_LOGP                  */ shader_glsl_log,
5189     /* WINED3DSIH_LOOP                  */ shader_glsl_loop,
5190     /* WINED3DSIH_LRP                   */ shader_glsl_lrp,
5191     /* WINED3DSIH_LT                    */ NULL,
5192     /* WINED3DSIH_M3x2                  */ shader_glsl_mnxn,
5193     /* WINED3DSIH_M3x3                  */ shader_glsl_mnxn,
5194     /* WINED3DSIH_M3x4                  */ shader_glsl_mnxn,
5195     /* WINED3DSIH_M4x3                  */ shader_glsl_mnxn,
5196     /* WINED3DSIH_M4x4                  */ shader_glsl_mnxn,
5197     /* WINED3DSIH_MAD                   */ shader_glsl_mad,
5198     /* WINED3DSIH_MAX                   */ shader_glsl_map2gl,
5199     /* WINED3DSIH_MIN                   */ shader_glsl_map2gl,
5200     /* WINED3DSIH_MOV                   */ shader_glsl_mov,
5201     /* WINED3DSIH_MOVA                  */ shader_glsl_mov,
5202     /* WINED3DSIH_MOVC                  */ NULL,
5203     /* WINED3DSIH_MUL                   */ shader_glsl_binop,
5204     /* WINED3DSIH_NOP                   */ shader_glsl_nop,
5205     /* WINED3DSIH_NRM                   */ shader_glsl_nrm,
5206     /* WINED3DSIH_PHASE                 */ shader_glsl_nop,
5207     /* WINED3DSIH_POW                   */ shader_glsl_pow,
5208     /* WINED3DSIH_RCP                   */ shader_glsl_rcp,
5209     /* WINED3DSIH_REP                   */ shader_glsl_rep,
5210     /* WINED3DSIH_RET                   */ shader_glsl_ret,
5211     /* WINED3DSIH_ROUND_NI              */ NULL,
5212     /* WINED3DSIH_RSQ                   */ shader_glsl_rsq,
5213     /* WINED3DSIH_SAMPLE                */ NULL,
5214     /* WINED3DSIH_SAMPLE_GRAD           */ NULL,
5215     /* WINED3DSIH_SAMPLE_LOD            */ NULL,
5216     /* WINED3DSIH_SETP                  */ NULL,
5217     /* WINED3DSIH_SGE                   */ shader_glsl_compare,
5218     /* WINED3DSIH_SGN                   */ shader_glsl_sgn,
5219     /* WINED3DSIH_SINCOS                */ shader_glsl_sincos,
5220     /* WINED3DSIH_SLT                   */ shader_glsl_compare,
5221     /* WINED3DSIH_SQRT                  */ NULL,
5222     /* WINED3DSIH_SUB                   */ shader_glsl_binop,
5223     /* WINED3DSIH_TEX                   */ shader_glsl_tex,
5224     /* WINED3DSIH_TEXBEM                */ shader_glsl_texbem,
5225     /* WINED3DSIH_TEXBEML               */ shader_glsl_texbem,
5226     /* WINED3DSIH_TEXCOORD              */ shader_glsl_texcoord,
5227     /* WINED3DSIH_TEXDEPTH              */ shader_glsl_texdepth,
5228     /* WINED3DSIH_TEXDP3                */ shader_glsl_texdp3,
5229     /* WINED3DSIH_TEXDP3TEX             */ shader_glsl_texdp3tex,
5230     /* WINED3DSIH_TEXKILL               */ shader_glsl_texkill,
5231     /* WINED3DSIH_TEXLDD                */ shader_glsl_texldd,
5232     /* WINED3DSIH_TEXLDL                */ shader_glsl_texldl,
5233     /* WINED3DSIH_TEXM3x2DEPTH          */ shader_glsl_texm3x2depth,
5234     /* WINED3DSIH_TEXM3x2PAD            */ shader_glsl_texm3x2pad,
5235     /* WINED3DSIH_TEXM3x2TEX            */ shader_glsl_texm3x2tex,
5236     /* WINED3DSIH_TEXM3x3               */ shader_glsl_texm3x3,
5237     /* WINED3DSIH_TEXM3x3DIFF           */ NULL,
5238     /* WINED3DSIH_TEXM3x3PAD            */ shader_glsl_texm3x3pad,
5239     /* WINED3DSIH_TEXM3x3SPEC           */ shader_glsl_texm3x3spec,
5240     /* WINED3DSIH_TEXM3x3TEX            */ shader_glsl_texm3x3tex,
5241     /* WINED3DSIH_TEXM3x3VSPEC          */ shader_glsl_texm3x3vspec,
5242     /* WINED3DSIH_TEXREG2AR             */ shader_glsl_texreg2ar,
5243     /* WINED3DSIH_TEXREG2GB             */ shader_glsl_texreg2gb,
5244     /* WINED3DSIH_TEXREG2RGB            */ shader_glsl_texreg2rgb,
5245     /* WINED3DSIH_UDIV                  */ NULL,
5246     /* WINED3DSIH_USHR                  */ NULL,
5247     /* WINED3DSIH_UTOF                  */ NULL,
5248     /* WINED3DSIH_XOR                   */ NULL,
5249 };
5250
5251 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction *ins) {
5252     SHADER_HANDLER hw_fct;
5253
5254     /* Select handler */
5255     hw_fct = shader_glsl_instruction_handler_table[ins->handler_idx];
5256
5257     /* Unhandled opcode */
5258     if (!hw_fct)
5259     {
5260         FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
5261         return;
5262     }
5263     hw_fct(ins);
5264
5265     shader_glsl_add_instruction_modifiers(ins);
5266 }
5267
5268 const struct wined3d_shader_backend_ops glsl_shader_backend =
5269 {
5270     shader_glsl_handle_instruction,
5271     shader_glsl_select,
5272     shader_glsl_select_depth_blt,
5273     shader_glsl_deselect_depth_blt,
5274     shader_glsl_update_float_vertex_constants,
5275     shader_glsl_update_float_pixel_constants,
5276     shader_glsl_load_constants,
5277     shader_glsl_load_np2fixup_constants,
5278     shader_glsl_destroy,
5279     shader_glsl_alloc,
5280     shader_glsl_free,
5281     shader_glsl_context_destroyed,
5282     shader_glsl_get_caps,
5283     shader_glsl_color_fixup_supported,
5284 };