wined3d: Recognize the SM4 ieq opcode.
[wine] / dlls / wined3d / arb_program_shader.c
1 /*
2  * Pixel and vertex shaders implementation using ARB_vertex_program
3  * and ARB_fragment_program GL extensions.
4  *
5  * Copyright 2002-2003 Jason Edmeades
6  * Copyright 2002-2003 Raphael Junqueira
7  * Copyright 2004 Christian Costa
8  * Copyright 2005 Oliver Stieber
9  * Copyright 2006 Ivan Gyurdiev
10  * Copyright 2006 Jason Green
11  * Copyright 2006 Henri Verbeet
12  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
13  * Copyright 2009 Henri Verbeet for CodeWeavers
14  *
15  * This library is free software; you can redistribute it and/or
16  * modify it under the terms of the GNU Lesser General Public
17  * License as published by the Free Software Foundation; either
18  * version 2.1 of the License, or (at your option) any later version.
19  *
20  * This library is distributed in the hope that it will be useful,
21  * but WITHOUT ANY WARRANTY; without even the implied warranty of
22  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
23  * Lesser General Public License for more details.
24  *
25  * You should have received a copy of the GNU Lesser General Public
26  * License along with this library; if not, write to the Free Software
27  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28  */
29
30 #include "config.h"
31
32 #include <math.h>
33 #include <stdio.h>
34
35 #include "wined3d_private.h"
36
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
41
42 /* Extract a line. Note that this modifies the source string. */
43 static char *get_line(char **ptr)
44 {
45     char *p, *q;
46
47     p = *ptr;
48     if (!(q = strstr(p, "\n")))
49     {
50         if (!*p) return NULL;
51         *ptr += strlen(p);
52         return p;
53     }
54     *q = '\0';
55     *ptr = q + 1;
56
57     return p;
58 }
59
60 static void shader_arb_dump_program_source(const char *source)
61 {
62     ULONG source_size;
63     char *ptr, *line, *tmp;
64
65     source_size = strlen(source) + 1;
66     tmp = HeapAlloc(GetProcessHeap(), 0, source_size);
67     if (!tmp)
68     {
69         ERR("Failed to allocate %u bytes for shader source.\n", source_size);
70         return;
71     }
72     memcpy(tmp, source, source_size);
73
74     ptr = tmp;
75     while ((line = get_line(&ptr))) FIXME("    %s\n", line);
76     FIXME("\n");
77
78     HeapFree(GetProcessHeap(), 0, tmp);
79 }
80
81 /* GL locking for state handlers is done by the caller. */
82 static BOOL need_rel_addr_const(IWineD3DBaseShaderImpl *shader, const struct wined3d_gl_info *gl_info)
83 {
84     if (shader->baseShader.reg_maps.shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
85     {
86         if (((IWineD3DVertexShaderImpl *)shader)->rel_offset) return TRUE;
87     }
88     if (!shader->baseShader.reg_maps.usesmova) return FALSE;
89     return !gl_info->supported[NV_VERTEX_PROGRAM2_OPTION];
90 }
91
92 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
93 static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
94 {
95     return gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
96             && !(gl_info->quirks & WINED3D_QUIRK_NV_CLIP_BROKEN);
97 }
98
99 static BOOL need_helper_const(IWineD3DBaseShaderImpl *shader, const struct wined3d_gl_info *gl_info)
100 {
101     if (need_rel_addr_const(shader, gl_info)) return TRUE;
102     if (!gl_info->supported[NV_VERTEX_PROGRAM]) return TRUE; /* Need to init colors. */
103     if (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) return TRUE; /* Load the immval offset. */
104     if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) return TRUE; /* Have to init texcoords. */
105     if (!use_nv_clip(gl_info)) return TRUE; /* Init the clip texcoord */
106     if (shader->baseShader.reg_maps.usesnrm) return TRUE; /* 0.0 */
107     if (shader->baseShader.reg_maps.usesrcp) return TRUE; /* EPS */
108     return FALSE;
109 }
110
111 static unsigned int reserved_vs_const(IWineD3DBaseShaderImpl *shader, const struct wined3d_gl_info *gl_info)
112 {
113     unsigned int ret = 1;
114     /* We use one PARAM for the pos fixup, and in some cases one to load
115      * some immediate values into the shader
116      */
117     if(need_helper_const(shader, gl_info)) ret++;
118     if(need_rel_addr_const(shader, gl_info)) ret++;
119     return ret;
120 }
121
122 enum arb_helper_value
123 {
124     ARB_ZERO,
125     ARB_ONE,
126     ARB_TWO,
127     ARB_0001,
128     ARB_EPS,
129
130     ARB_VS_REL_OFFSET
131 };
132
133 static const char *arb_get_helper_value(enum wined3d_shader_type shader, enum arb_helper_value value)
134 {
135     if (shader == WINED3D_SHADER_TYPE_GEOMETRY)
136     {
137         ERR("Geometry shaders are unsupported\n");
138         return "bad";
139     }
140
141     if (shader == WINED3D_SHADER_TYPE_PIXEL)
142     {
143         switch (value)
144         {
145             case ARB_ZERO: return "ps_helper_const.x";
146             case ARB_ONE: return "ps_helper_const.y";
147             case ARB_TWO: return "coefmul.x";
148             case ARB_0001: return "helper_const.xxxy";
149             case ARB_EPS: return "ps_helper_const.z";
150             default: break;
151         }
152     }
153     else
154     {
155         switch (value)
156         {
157             case ARB_ZERO: return "helper_const.x";
158             case ARB_ONE: return "helper_const.y";
159             case ARB_TWO: return "helper_const.z";
160             case ARB_EPS: return "helper_const.w";
161             case ARB_0001: return "helper_const.xxxy";
162             case ARB_VS_REL_OFFSET: return "rel_addr_const.y";
163         }
164     }
165     FIXME("Unmanaged %s shader helper constant requested: %u\n",
166           shader == WINED3D_SHADER_TYPE_PIXEL ? "pixel" : "vertex", value);
167     switch (value)
168     {
169         case ARB_ZERO: return "0.0";
170         case ARB_ONE: return "1.0";
171         case ARB_TWO: return "2.0";
172         case ARB_0001: return "{0.0, 0.0, 0.0, 1.0}";
173         case ARB_EPS: return "1e-8";
174         default: return "bad";
175     }
176 }
177
178 static inline BOOL ffp_clip_emul(const struct wined3d_state *state)
179 {
180     return state->lowest_disabled_stage < 7;
181 }
182
183 /* ARB_program_shader private data */
184
185 struct control_frame
186 {
187     struct                          list entry;
188     enum
189     {
190         IF,
191         IFC,
192         LOOP,
193         REP
194     } type;
195     BOOL                            muting;
196     BOOL                            outer_loop;
197     union
198     {
199         unsigned int                loop;
200         unsigned int                ifc;
201     } no;
202     struct wined3d_shader_loop_control loop_control;
203     BOOL                            had_else;
204 };
205
206 struct arb_ps_np2fixup_info
207 {
208     struct ps_np2fixup_info         super;
209     /* For ARB we need a offset value:
210      * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
211      * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
212      * array we need an offset to the index inside the program local parameter array. */
213     UINT                            offset;
214 };
215
216 struct arb_ps_compile_args
217 {
218     struct ps_compile_args          super;
219     WORD                            bools;
220     WORD                            clip;  /* only a boolean, use a WORD for alignment */
221     unsigned char                   loop_ctrl[MAX_CONST_I][3];
222 };
223
224 struct stb_const_desc
225 {
226     unsigned char           texunit;
227     UINT                    const_num;
228 };
229
230 struct arb_ps_compiled_shader
231 {
232     struct arb_ps_compile_args      args;
233     struct arb_ps_np2fixup_info     np2fixup_info;
234     struct stb_const_desc           bumpenvmatconst[MAX_TEXTURES];
235     struct stb_const_desc           luminanceconst[MAX_TEXTURES];
236     UINT                            int_consts[MAX_CONST_I];
237     GLuint                          prgId;
238     UINT                            ycorrection;
239     unsigned char                   numbumpenvmatconsts;
240     char                            num_int_consts;
241 };
242
243 struct arb_vs_compile_args
244 {
245     struct vs_compile_args          super;
246     union
247     {
248         struct
249         {
250             WORD                    bools;
251             unsigned char           clip_texcoord;
252             unsigned char           clipplane_mask;
253         }                           boolclip;
254         DWORD                       boolclip_compare;
255     } clip;
256     DWORD                           ps_signature;
257     union
258     {
259         unsigned char               samplers[4];
260         DWORD                       samplers_compare;
261     } vertex;
262     unsigned char                   loop_ctrl[MAX_CONST_I][3];
263 };
264
265 struct arb_vs_compiled_shader
266 {
267     struct arb_vs_compile_args      args;
268     GLuint                          prgId;
269     UINT                            int_consts[MAX_CONST_I];
270     char                            num_int_consts;
271     char                            need_color_unclamp;
272     UINT                            pos_fixup;
273 };
274
275 struct recorded_instruction
276 {
277     struct wined3d_shader_instruction ins;
278     struct list entry;
279 };
280
281 struct shader_arb_ctx_priv
282 {
283     char addr_reg[20];
284     enum
285     {
286         /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
287         ARB,
288         /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
289         NV2,
290         /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
291         NV3
292     } target_version;
293
294     const struct arb_vs_compile_args    *cur_vs_args;
295     const struct arb_ps_compile_args    *cur_ps_args;
296     const struct arb_ps_compiled_shader *compiled_fprog;
297     const struct arb_vs_compiled_shader *compiled_vprog;
298     struct arb_ps_np2fixup_info         *cur_np2fixup_info;
299     struct list                         control_frames;
300     struct list                         record;
301     BOOL                                recording;
302     BOOL                                muted;
303     unsigned int                        num_loops, loop_depth, num_ifcs;
304     int                                 aL;
305
306     unsigned int                        vs_clipplanes;
307     BOOL                                footer_written;
308     BOOL                                in_main_func;
309
310     /* For 3.0 vertex shaders */
311     const char                          *vs_output[MAX_REG_OUTPUT];
312     /* For 2.x and earlier vertex shaders */
313     const char                          *texcrd_output[8], *color_output[2], *fog_output;
314
315     /* 3.0 pshader input for compatibility with fixed function */
316     const char                          *ps_input[MAX_REG_INPUT];
317 };
318
319 struct ps_signature
320 {
321     struct wined3d_shader_signature_element *sig;
322     DWORD                               idx;
323     struct wine_rb_entry                entry;
324 };
325
326 struct arb_pshader_private {
327     struct arb_ps_compiled_shader   *gl_shaders;
328     UINT                            num_gl_shaders, shader_array_size;
329     BOOL                            has_signature_idx;
330     DWORD                           input_signature_idx;
331     DWORD                           clipplane_emulation;
332     BOOL                            clamp_consts;
333 };
334
335 struct arb_vshader_private {
336     struct arb_vs_compiled_shader   *gl_shaders;
337     UINT                            num_gl_shaders, shader_array_size;
338 };
339
340 struct shader_arb_priv
341 {
342     GLuint                  current_vprogram_id;
343     GLuint                  current_fprogram_id;
344     const struct arb_ps_compiled_shader *compiled_fprog;
345     const struct arb_vs_compiled_shader *compiled_vprog;
346     GLuint                  depth_blt_vprogram_id;
347     GLuint                  depth_blt_fprogram_id_full[tex_type_count];
348     GLuint                  depth_blt_fprogram_id_masked[tex_type_count];
349     BOOL                    use_arbfp_fixed_func;
350     struct wine_rb_tree     fragment_shaders;
351     BOOL                    last_ps_const_clamped;
352     BOOL                    last_vs_color_unclamp;
353
354     struct wine_rb_tree     signature_tree;
355     DWORD ps_sig_number;
356 };
357
358 /********************************************************
359  * ARB_[vertex/fragment]_program helper functions follow
360  ********************************************************/
361
362 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
363  * When constant_list == NULL, it will load all the constants.
364  *
365  * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
366  *  or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
367  */
368 /* GL locking is done by the caller */
369 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
370         GLuint target_type, unsigned int max_constants, const float *constants, char *dirty_consts)
371 {
372     local_constant* lconst;
373     DWORD i, j;
374     unsigned int ret;
375
376     if (TRACE_ON(d3d_constants))
377     {
378         for(i = 0; i < max_constants; i++) {
379             if(!dirty_consts[i]) continue;
380             TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
381                         constants[i * 4 + 0], constants[i * 4 + 1],
382                         constants[i * 4 + 2], constants[i * 4 + 3]);
383         }
384     }
385
386     i = 0;
387
388     /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
389     if (target_type == GL_FRAGMENT_PROGRAM_ARB && This->baseShader.reg_maps.shader_version.major == 1)
390     {
391         float lcl_const[4];
392         /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
393          * shaders, the first 8 constants are marked dirty for reload
394          */
395         for(; i < min(8, max_constants); i++) {
396             if(!dirty_consts[i]) continue;
397             dirty_consts[i] = 0;
398
399             j = 4 * i;
400             if (constants[j + 0] > 1.0f) lcl_const[0] = 1.0f;
401             else if (constants[j + 0] < -1.0f) lcl_const[0] = -1.0f;
402             else lcl_const[0] = constants[j + 0];
403
404             if (constants[j + 1] > 1.0f) lcl_const[1] = 1.0f;
405             else if (constants[j + 1] < -1.0f) lcl_const[1] = -1.0f;
406             else lcl_const[1] = constants[j + 1];
407
408             if (constants[j + 2] > 1.0f) lcl_const[2] = 1.0f;
409             else if (constants[j + 2] < -1.0f) lcl_const[2] = -1.0f;
410             else lcl_const[2] = constants[j + 2];
411
412             if (constants[j + 3] > 1.0f) lcl_const[3] = 1.0f;
413             else if (constants[j + 3] < -1.0f) lcl_const[3] = -1.0f;
414             else lcl_const[3] = constants[j + 3];
415
416             GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
417         }
418
419         /* If further constants are dirty, reload them without clamping.
420          *
421          * The alternative is not to touch them, but then we cannot reset the dirty constant count
422          * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
423          * above would always re-check the first 8 constants since max_constant remains at the init
424          * value
425          */
426     }
427
428     if (gl_info->supported[EXT_GPU_PROGRAM_PARAMETERS])
429     {
430         /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
431          * or just reloading *all* constants at once
432          *
433         GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
434          */
435         for(; i < max_constants; i++) {
436             if(!dirty_consts[i]) continue;
437
438             /* Find the next block of dirty constants */
439             dirty_consts[i] = 0;
440             j = i;
441             for(i++; (i < max_constants) && dirty_consts[i]; i++) {
442                 dirty_consts[i] = 0;
443             }
444
445             GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
446         }
447     } else {
448         for(; i < max_constants; i++) {
449             if(dirty_consts[i]) {
450                 dirty_consts[i] = 0;
451                 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
452             }
453         }
454     }
455     checkGLcall("glProgramEnvParameter4fvARB()");
456
457     /* Load immediate constants */
458     if(This->baseShader.load_local_constsF) {
459         if (TRACE_ON(d3d_shader)) {
460             LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
461                 GLfloat* values = (GLfloat*)lconst->value;
462                 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
463                         values[0], values[1], values[2], values[3]);
464             }
465         }
466         /* Immediate constants are clamped for 1.X shaders at loading times */
467         ret = 0;
468         LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
469             dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
470             ret = max(ret, lconst->idx + 1);
471             GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
472         }
473         checkGLcall("glProgramEnvParameter4fvARB()");
474         return ret; /* The loaded immediate constants need reloading for the next shader */
475     } else {
476         return 0; /* No constants are dirty now */
477     }
478 }
479
480 /**
481  * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
482  */
483 static void shader_arb_load_np2fixup_constants(
484     IWineD3DDevice* device,
485     char usePixelShader,
486     char useVertexShader) {
487
488     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl *) device;
489     const struct shader_arb_priv* const priv = (const struct shader_arb_priv *) deviceImpl->shader_priv;
490     IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
491     const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
492
493     if (!usePixelShader) {
494         /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
495         return;
496     }
497
498     if (priv->compiled_fprog && priv->compiled_fprog->np2fixup_info.super.active) {
499         const struct arb_ps_np2fixup_info* const fixup = &priv->compiled_fprog->np2fixup_info;
500         UINT i;
501         WORD active = fixup->super.active;
502         GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
503
504         for (i = 0; active; active >>= 1, ++i) {
505             const unsigned char idx = fixup->super.idx[i];
506             const IWineD3DBaseTextureImpl *tex = stateBlock->state.textures[i];
507             GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
508
509             if (!(active & 1)) continue;
510
511             if (!tex) {
512                 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
513                 continue;
514             }
515
516             if (idx % 2) {
517                 tex_dim[2] = tex->baseTexture.pow2Matrix[0]; tex_dim[3] = tex->baseTexture.pow2Matrix[5];
518             } else {
519                 tex_dim[0] = tex->baseTexture.pow2Matrix[0]; tex_dim[1] = tex->baseTexture.pow2Matrix[5];
520             }
521         }
522
523         for (i = 0; i < fixup->super.num_consts; ++i) {
524             GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
525                                                    fixup->offset + i, &np2fixup_constants[i * 4]));
526         }
527     }
528 }
529
530 /* GL locking is done by the caller. */
531 static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl)
532 {
533     const struct wined3d_context *context = context_get_current();
534     IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
535     const struct wined3d_gl_info *gl_info = context->gl_info;
536     unsigned char i;
537     struct shader_arb_priv *priv = deviceImpl->shader_priv;
538     const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
539
540     for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
541     {
542         int texunit = gl_shader->bumpenvmatconst[i].texunit;
543
544         /* The state manager takes care that this function is always called if the bump env matrix changes */
545         const float *data = (const float *)&stateBlock->state.texture_states[texunit][WINED3DTSS_BUMPENVMAT00];
546         GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
547                 gl_shader->bumpenvmatconst[i].const_num, data));
548
549         if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
550         {
551             /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
552              * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
553              * don't care about them. The pointers are valid for sure because the stateblock is bigger.
554              * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
555             */
556             const float *scale = (const float *)&stateBlock->state.texture_states[texunit][WINED3DTSS_BUMPENVLSCALE];
557             GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
558                     gl_shader->luminanceconst[i].const_num, scale));
559         }
560     }
561     checkGLcall("Load bumpmap consts");
562
563     if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
564     {
565         /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
566         * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
567         * ycorrection.z: 1.0
568         * ycorrection.w: 0.0
569         */
570         float val[4];
571         val[0] = context->render_offscreen ? 0.0f
572                 : deviceImpl->render_targets[0]->currentDesc.Height;
573         val[1] = context->render_offscreen ? 1.0f : -1.0f;
574         val[2] = 1.0f;
575         val[3] = 0.0f;
576         GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
577         checkGLcall("y correction loading");
578     }
579
580     if (!gl_shader->num_int_consts) return;
581
582     for(i = 0; i < MAX_CONST_I; i++)
583     {
584         if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
585         {
586             float val[4];
587             val[0] = (float)stateBlock->state.ps_consts_i[4 * i];
588             val[1] = (float)stateBlock->state.ps_consts_i[4 * i + 1];
589             val[2] = (float)stateBlock->state.ps_consts_i[4 * i + 2];
590             val[3] = -1.0f;
591
592             GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
593         }
594     }
595     checkGLcall("Load ps int consts");
596 }
597
598 /* GL locking is done by the caller. */
599 static inline void shader_arb_vs_local_constants(IWineD3DDeviceImpl* deviceImpl)
600 {
601     IWineD3DStateBlockImpl* stateBlock;
602     const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
603     unsigned char i;
604     struct shader_arb_priv *priv = deviceImpl->shader_priv;
605     const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
606
607     /* Upload the position fixup */
608     GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, deviceImpl->posFixup));
609
610     if (!gl_shader->num_int_consts) return;
611
612     stateBlock = deviceImpl->stateBlock;
613
614     for(i = 0; i < MAX_CONST_I; i++)
615     {
616         if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
617         {
618             float val[4];
619             val[0] = (float)stateBlock->state.vs_consts_i[4 * i];
620             val[1] = (float)stateBlock->state.vs_consts_i[4 * i + 1];
621             val[2] = (float)stateBlock->state.vs_consts_i[4 * i + 2];
622             val[3] = -1.0f;
623
624             GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
625         }
626     }
627     checkGLcall("Load vs int consts");
628 }
629
630 /**
631  * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
632  *
633  * We only support float constants in ARB at the moment, so don't
634  * worry about the Integers or Booleans
635  */
636 /* GL locking is done by the caller (state handler) */
637 static void shader_arb_load_constants(const struct wined3d_context *context, char usePixelShader, char useVertexShader)
638 {
639     IWineD3DDeviceImpl *device = context->swapchain->device;
640     IWineD3DStateBlockImpl* stateBlock = device->stateBlock;
641     const struct wined3d_gl_info *gl_info = context->gl_info;
642
643     if (useVertexShader)
644     {
645         IWineD3DBaseShaderImpl *vshader = (IWineD3DBaseShaderImpl *)stateBlock->state.vertex_shader;
646
647         /* Load DirectX 9 float constants for vertex shader */
648         device->highest_dirty_vs_const = shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
649                 device->highest_dirty_vs_const, stateBlock->state.vs_consts_f, context->vshader_const_dirty);
650         shader_arb_vs_local_constants(device);
651     }
652
653     if (usePixelShader)
654     {
655         IWineD3DBaseShaderImpl *pshader = (IWineD3DBaseShaderImpl *)stateBlock->state.pixel_shader;
656
657         /* Load DirectX 9 float constants for pixel shader */
658         device->highest_dirty_ps_const = shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
659                 device->highest_dirty_ps_const, stateBlock->state.ps_consts_f, context->pshader_const_dirty);
660         shader_arb_ps_local_constants(device);
661     }
662 }
663
664 static void shader_arb_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
665 {
666     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
667     struct wined3d_context *context = context_get_current();
668
669     /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
670      * context. On a context switch the old context will be fully dirtified */
671     if (!context || context->swapchain->device != This) return;
672
673     memset(context->vshader_const_dirty + start, 1, sizeof(*context->vshader_const_dirty) * count);
674     This->highest_dirty_vs_const = max(This->highest_dirty_vs_const, start + count);
675 }
676
677 static void shader_arb_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
678 {
679     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
680     struct wined3d_context *context = context_get_current();
681
682     /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
683      * context. On a context switch the old context will be fully dirtified */
684     if (!context || context->swapchain->device != This) return;
685
686     memset(context->pshader_const_dirty + start, 1, sizeof(*context->pshader_const_dirty) * count);
687     This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, start + count);
688 }
689
690 static DWORD *local_const_mapping(IWineD3DBaseShaderImpl *This)
691 {
692     DWORD *ret;
693     DWORD idx = 0;
694     const local_constant *lconst;
695
696     if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) return NULL;
697
698     ret = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * This->baseShader.limits.constant_float);
699     if(!ret) {
700         ERR("Out of memory\n");
701         return NULL;
702     }
703
704     LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
705         ret[lconst->idx] = idx++;
706     }
707     return ret;
708 }
709
710 /* Generate the variable & register declarations for the ARB_vertex_program output target */
711 static DWORD shader_generate_arb_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
712         struct wined3d_shader_buffer *buffer, const struct wined3d_gl_info *gl_info, DWORD *lconst_map,
713         DWORD *num_clipplanes, struct shader_arb_ctx_priv *ctx)
714 {
715     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
716     DWORD i, next_local = 0;
717     char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
718     unsigned max_constantsF;
719     const local_constant *lconst;
720     DWORD map;
721
722     /* In pixel shaders, all private constants are program local, we don't need anything
723      * from program.env. Thus we can advertise the full set of constants in pixel shaders.
724      * If we need a private constant the GL implementation will squeeze it in somewhere
725      *
726      * With vertex shaders we need the posFixup and on some GL implementations 4 helper
727      * immediate values. The posFixup is loaded using program.env for now, so always
728      * subtract one from the number of constants. If the shader uses indirect addressing,
729      * account for the helper const too because we have to declare all availabke d3d constants
730      * and don't know which are actually used.
731      */
732     if (pshader)
733     {
734         max_constantsF = gl_info->limits.arb_ps_native_constants;
735         /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
736         if (max_constantsF < 24)
737             max_constantsF = gl_info->limits.arb_ps_float_constants;
738     }
739     else
740     {
741         max_constantsF = gl_info->limits.arb_vs_native_constants;
742         /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
743          * Also prevents max_constantsF from becoming less than 0 and
744          * wrapping . */
745         if (max_constantsF < 96)
746             max_constantsF = gl_info->limits.arb_vs_float_constants;
747
748         if(This->baseShader.reg_maps.usesrelconstF) {
749             DWORD highest_constf = 0, clip_limit;
750
751             max_constantsF -= reserved_vs_const(This, gl_info);
752             max_constantsF -= count_bits(This->baseShader.reg_maps.integer_constants);
753
754             for(i = 0; i < This->baseShader.limits.constant_float; i++)
755             {
756                 DWORD idx = i >> 5;
757                 DWORD shift = i & 0x1f;
758                 if(reg_maps->constf[idx] & (1 << shift)) highest_constf = i;
759             }
760
761             if(use_nv_clip(gl_info) && ctx->target_version >= NV2)
762             {
763                 if(ctx->cur_vs_args->super.clip_enabled)
764                     clip_limit = gl_info->limits.clipplanes;
765                 else
766                     clip_limit = 0;
767             }
768             else
769             {
770                 unsigned int mask = ctx->cur_vs_args->clip.boolclip.clipplane_mask;
771                 clip_limit = min(count_bits(mask), 4);
772             }
773             *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
774             max_constantsF -= *num_clipplanes;
775             if(*num_clipplanes < clip_limit)
776             {
777                 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes, gl_info->limits.clipplanes);
778             }
779         }
780         else
781         {
782             if (ctx->target_version >= NV2) *num_clipplanes = gl_info->limits.clipplanes;
783             else *num_clipplanes = min(gl_info->limits.clipplanes, 4);
784         }
785     }
786
787     for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
788     {
789         if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i);
790     }
791
792     for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
793     {
794         if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i);
795     }
796
797     if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
798     {
799         for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
800         {
801             if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i);
802         }
803     }
804
805     /* Load local constants using the program-local space,
806      * this avoids reloading them each time the shader is used
807      */
808     if(lconst_map) {
809         LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
810             shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
811                            lconst_map[lconst->idx]);
812             next_local = max(next_local, lconst_map[lconst->idx] + 1);
813         }
814     }
815
816     /* After subtracting privately used constants from the hardware limit(they are loaded as
817      * local constants), make sure the shader doesn't violate the env constant limit
818      */
819     if(pshader)
820     {
821         max_constantsF = min(max_constantsF, gl_info->limits.arb_ps_float_constants);
822     }
823     else
824     {
825         max_constantsF = min(max_constantsF, gl_info->limits.arb_vs_float_constants);
826     }
827
828     /* Avoid declaring more constants than needed */
829     max_constantsF = min(max_constantsF, This->baseShader.limits.constant_float);
830
831     /* we use the array-based constants array if the local constants are marked for loading,
832      * because then we use indirect addressing, or when the local constant list is empty,
833      * because then we don't know if we're using indirect addressing or not. If we're hardcoding
834      * local constants do not declare the loaded constants as an array because ARB compilers usually
835      * do not optimize unused constants away
836      */
837     if(This->baseShader.reg_maps.usesrelconstF) {
838         /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
839         shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
840                     max_constantsF, max_constantsF - 1);
841     } else {
842         for(i = 0; i < max_constantsF; i++) {
843             DWORD idx, mask;
844             idx = i >> 5;
845             mask = 1 << (i & 0x1f);
846             if(!shader_constant_is_local(This, i) && (This->baseShader.reg_maps.constf[idx] & mask)) {
847                 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
848             }
849         }
850     }
851
852     return next_local;
853 }
854
855 static const char * const shift_tab[] = {
856     "dummy",     /*  0 (none) */
857     "coefmul.x", /*  1 (x2)   */
858     "coefmul.y", /*  2 (x4)   */
859     "coefmul.z", /*  3 (x8)   */
860     "coefmul.w", /*  4 (x16)  */
861     "dummy",     /*  5 (x32)  */
862     "dummy",     /*  6 (x64)  */
863     "dummy",     /*  7 (x128) */
864     "dummy",     /*  8 (d256) */
865     "dummy",     /*  9 (d128) */
866     "dummy",     /* 10 (d64)  */
867     "dummy",     /* 11 (d32)  */
868     "coefdiv.w", /* 12 (d16)  */
869     "coefdiv.z", /* 13 (d8)   */
870     "coefdiv.y", /* 14 (d4)   */
871     "coefdiv.x"  /* 15 (d2)   */
872 };
873
874 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
875         const struct wined3d_shader_dst_param *dst, char *write_mask)
876 {
877     char *ptr = write_mask;
878
879     if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
880     {
881         *ptr++ = '.';
882         if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
883         if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
884         if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
885         if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
886     }
887
888     *ptr = '\0';
889 }
890
891 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
892 {
893     /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
894      * but addressed as "rgba". To fix this we need to swap the register's x
895      * and z components. */
896     const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
897     char *ptr = swizzle_str;
898
899     /* swizzle bits fields: wwzzyyxx */
900     DWORD swizzle = param->swizzle;
901     DWORD swizzle_x = swizzle & 0x03;
902     DWORD swizzle_y = (swizzle >> 2) & 0x03;
903     DWORD swizzle_z = (swizzle >> 4) & 0x03;
904     DWORD swizzle_w = (swizzle >> 6) & 0x03;
905
906     /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
907      * generate a swizzle string. Unless we need to our own swizzling. */
908     if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
909     {
910         *ptr++ = '.';
911         if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
912             *ptr++ = swizzle_chars[swizzle_x];
913         } else {
914             *ptr++ = swizzle_chars[swizzle_x];
915             *ptr++ = swizzle_chars[swizzle_y];
916             *ptr++ = swizzle_chars[swizzle_z];
917             *ptr++ = swizzle_chars[swizzle_w];
918         }
919     }
920
921     *ptr = '\0';
922 }
923
924 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
925 {
926     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
927     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
928
929     if (!strcmp(priv->addr_reg, src)) return;
930
931     strcpy(priv->addr_reg, src);
932     shader_addline(buffer, "ARL A0.x, %s;\n", src);
933 }
934
935 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
936         const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
937
938 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
939         const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
940 {
941     /* oPos, oFog and oPts in D3D */
942     static const char * const rastout_reg_names[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
943     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
944     BOOL pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
945     struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
946
947     *is_color = FALSE;
948
949     switch (reg->type)
950     {
951         case WINED3DSPR_TEMP:
952             sprintf(register_name, "R%u", reg->idx);
953             break;
954
955         case WINED3DSPR_INPUT:
956             if (pshader)
957             {
958                 if(This->baseShader.reg_maps.shader_version.major < 3)
959                 {
960                     if (!reg->idx) strcpy(register_name, "fragment.color.primary");
961                     else strcpy(register_name, "fragment.color.secondary");
962                 }
963                 else
964                 {
965                     if(reg->rel_addr)
966                     {
967                         char rel_reg[50];
968                         shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
969
970                         if (!strcmp(rel_reg, "**aL_emul**"))
971                         {
972                             DWORD idx = ctx->aL + reg->idx;
973                             if(idx < MAX_REG_INPUT)
974                             {
975                                 strcpy(register_name, ctx->ps_input[idx]);
976                             }
977                             else
978                             {
979                                 ERR("Pixel shader input register out of bounds: %u\n", idx);
980                                 sprintf(register_name, "out_of_bounds_%u", idx);
981                             }
982                         }
983                         else if(This->baseShader.reg_maps.input_registers & 0x0300)
984                         {
985                             /* There are two ways basically:
986                              *
987                              * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
988                              *    That means trouble if the loop also contains a breakc or if the control values
989                              *    aren't local constants.
990                              * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
991                              *    source dynamically. The trouble is that we cannot simply read aL.y because it
992                              *    is an ADDRESS register. We could however push it, load .zw with a value and use
993                              *    ADAC to load the condition code register and pop it again afterwards
994                              */
995                             FIXME("Relative input register addressing with more than 8 registers\n");
996
997                             /* This is better than nothing for now */
998                             sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
999                         }
1000                         else if(ctx->cur_ps_args->super.vp_mode != vertexshader)
1001                         {
1002                             /* This is problematic because we'd have to consult the ctx->ps_input strings
1003                              * for where to find the varying. Some may be "0.0", others can be texcoords or
1004                              * colors. This needs either a pipeline replacement to make the vertex shader feed
1005                              * proper varyings, or loop unrolling
1006                              *
1007                              * For now use the texcoords and hope for the best
1008                              */
1009                             FIXME("Non-vertex shader varying input with indirect addressing\n");
1010                             sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
1011                         }
1012                         else
1013                         {
1014                             /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
1015                              * pulls GL_NV_fragment_program2 in
1016                              */
1017                             sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
1018                         }
1019                     }
1020                     else
1021                     {
1022                         if(reg->idx < MAX_REG_INPUT)
1023                         {
1024                             strcpy(register_name, ctx->ps_input[reg->idx]);
1025                         }
1026                         else
1027                         {
1028                             ERR("Pixel shader input register out of bounds: %u\n", reg->idx);
1029                             sprintf(register_name, "out_of_bounds_%u", reg->idx);
1030                         }
1031                     }
1032                 }
1033             }
1034             else
1035             {
1036                 if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx)) *is_color = TRUE;
1037                 sprintf(register_name, "vertex.attrib[%u]", reg->idx);
1038             }
1039             break;
1040
1041         case WINED3DSPR_CONST:
1042             if (!pshader && reg->rel_addr)
1043             {
1044                 BOOL aL = FALSE;
1045                 char rel_reg[50];
1046                 UINT rel_offset = ((IWineD3DVertexShaderImpl *)This)->rel_offset;
1047                 if(This->baseShader.reg_maps.shader_version.major < 2) {
1048                     sprintf(rel_reg, "A0.x");
1049                 } else {
1050                     shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
1051                     if(ctx->target_version == ARB) {
1052                         if (!strcmp(rel_reg, "**aL_emul**"))
1053                         {
1054                             aL = TRUE;
1055                         } else {
1056                             shader_arb_request_a0(ins, rel_reg);
1057                             sprintf(rel_reg, "A0.x");
1058                         }
1059                     }
1060                 }
1061                 if(aL)
1062                     sprintf(register_name, "C[%u]", ctx->aL + reg->idx);
1063                 else if (reg->idx >= rel_offset)
1064                     sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx - rel_offset);
1065                 else
1066                     sprintf(register_name, "C[%s - %u]", rel_reg, rel_offset - reg->idx);
1067             }
1068             else
1069             {
1070                 if (This->baseShader.reg_maps.usesrelconstF)
1071                     sprintf(register_name, "C[%u]", reg->idx);
1072                 else
1073                     sprintf(register_name, "C%u", reg->idx);
1074             }
1075             break;
1076
1077         case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1078             if (pshader) {
1079                 if(This->baseShader.reg_maps.shader_version.major == 1 &&
1080                    This->baseShader.reg_maps.shader_version.minor <= 3) {
1081                     /* In ps <= 1.3, Tx is a temporary register as destination to all instructions,
1082                      * and as source to most instructions. For some instructions it is the texcoord
1083                      * input. Those instructions know about the special use
1084                      */
1085                     sprintf(register_name, "T%u", reg->idx);
1086                 } else {
1087                     /* in ps 1.4 and 2.x Tx is always a (read-only) varying */
1088                     sprintf(register_name, "fragment.texcoord[%u]", reg->idx);
1089                 }
1090             }
1091             else
1092             {
1093                 if(This->baseShader.reg_maps.shader_version.major == 1 || ctx->target_version >= NV2)
1094                 {
1095                     sprintf(register_name, "A%u", reg->idx);
1096                 }
1097                 else
1098                 {
1099                     sprintf(register_name, "A%u_SHADOW", reg->idx);
1100                 }
1101             }
1102             break;
1103
1104         case WINED3DSPR_COLOROUT:
1105             if (ctx->cur_ps_args->super.srgb_correction && !reg->idx)
1106             {
1107                 strcpy(register_name, "TMP_COLOR");
1108             }
1109             else
1110             {
1111                 if(ctx->cur_ps_args->super.srgb_correction) FIXME("sRGB correction on higher render targets\n");
1112                 if(This->baseShader.reg_maps.highest_render_target > 0)
1113                 {
1114                     sprintf(register_name, "result.color[%u]", reg->idx);
1115                 }
1116                 else
1117                 {
1118                     strcpy(register_name, "result.color");
1119                 }
1120             }
1121             break;
1122
1123         case WINED3DSPR_RASTOUT:
1124             if(reg->idx == 1) sprintf(register_name, "%s", ctx->fog_output);
1125             else sprintf(register_name, "%s", rastout_reg_names[reg->idx]);
1126             break;
1127
1128         case WINED3DSPR_DEPTHOUT:
1129             strcpy(register_name, "result.depth");
1130             break;
1131
1132         case WINED3DSPR_ATTROUT:
1133         /* case WINED3DSPR_OUTPUT: */
1134             if (pshader) sprintf(register_name, "oD[%u]", reg->idx);
1135             else strcpy(register_name, ctx->color_output[reg->idx]);
1136             break;
1137
1138         case WINED3DSPR_TEXCRDOUT:
1139             if (pshader)
1140             {
1141                 sprintf(register_name, "oT[%u]", reg->idx);
1142             }
1143             else
1144             {
1145                 if(This->baseShader.reg_maps.shader_version.major < 3)
1146                 {
1147                     strcpy(register_name, ctx->texcrd_output[reg->idx]);
1148                 }
1149                 else
1150                 {
1151                     strcpy(register_name, ctx->vs_output[reg->idx]);
1152                 }
1153             }
1154             break;
1155
1156         case WINED3DSPR_LOOP:
1157             if(ctx->target_version >= NV2)
1158             {
1159                 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1160                 if(pshader) sprintf(register_name, "A0.x");
1161                 else sprintf(register_name, "aL.y");
1162             }
1163             else
1164             {
1165                 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1166                  * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1167                  * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1168                  * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1169                  * indexing
1170                  */
1171                 sprintf(register_name, "**aL_emul**");
1172             }
1173
1174             break;
1175
1176         case WINED3DSPR_CONSTINT:
1177             sprintf(register_name, "I%u", reg->idx);
1178             break;
1179
1180         case WINED3DSPR_MISCTYPE:
1181             if (!reg->idx)
1182             {
1183                 sprintf(register_name, "vpos");
1184             }
1185             else if(reg->idx == 1)
1186             {
1187                 sprintf(register_name, "fragment.facing.x");
1188             }
1189             else
1190             {
1191                 FIXME("Unknown MISCTYPE register index %u\n", reg->idx);
1192             }
1193             break;
1194
1195         default:
1196             FIXME("Unhandled register type %#x[%u]\n", reg->type, reg->idx);
1197             sprintf(register_name, "unrecognized_register[%u]", reg->idx);
1198             break;
1199     }
1200 }
1201
1202 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
1203         const struct wined3d_shader_dst_param *wined3d_dst, char *str)
1204 {
1205     char register_name[255];
1206     char write_mask[6];
1207     BOOL is_color;
1208
1209     shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
1210     strcpy(str, register_name);
1211
1212     shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
1213     strcat(str, write_mask);
1214 }
1215
1216 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
1217 {
1218     switch(channel_source)
1219     {
1220         case CHANNEL_SOURCE_ZERO: return "0";
1221         case CHANNEL_SOURCE_ONE: return "1";
1222         case CHANNEL_SOURCE_X: return "x";
1223         case CHANNEL_SOURCE_Y: return "y";
1224         case CHANNEL_SOURCE_Z: return "z";
1225         case CHANNEL_SOURCE_W: return "w";
1226         default:
1227             FIXME("Unhandled channel source %#x\n", channel_source);
1228             return "undefined";
1229     }
1230 }
1231
1232 static void gen_color_correction(struct wined3d_shader_buffer *buffer, const char *reg,
1233         DWORD dst_mask, const char *one, const char *two, struct color_fixup_desc fixup)
1234 {
1235     DWORD mask;
1236
1237     if (is_complex_fixup(fixup))
1238     {
1239         enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1240         FIXME("Complex fixup (%#x) not supported\n", complex_fixup);
1241         return;
1242     }
1243
1244     mask = 0;
1245     if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1246     if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1247     if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1248     if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1249     mask &= dst_mask;
1250
1251     if (mask)
1252     {
1253         shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
1254                 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
1255                 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
1256     }
1257
1258     mask = 0;
1259     if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
1260     if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
1261     if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
1262     if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
1263     mask &= dst_mask;
1264
1265     if (mask)
1266     {
1267         char reg_mask[6];
1268         char *ptr = reg_mask;
1269
1270         if (mask != WINED3DSP_WRITEMASK_ALL)
1271         {
1272             *ptr++ = '.';
1273             if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
1274             if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
1275             if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
1276             if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
1277         }
1278         *ptr = '\0';
1279
1280         shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
1281     }
1282 }
1283
1284 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1285 {
1286     DWORD mod;
1287     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1288     if (!ins->dst_count) return "";
1289
1290     mod = ins->dst[0].modifiers;
1291
1292     /* Silently ignore PARTIALPRECISION if its not supported */
1293     if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1294
1295     if(mod & WINED3DSPDM_MSAMPCENTROID)
1296     {
1297         FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1298         mod &= ~WINED3DSPDM_MSAMPCENTROID;
1299     }
1300
1301     switch(mod)
1302     {
1303         case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1304             return "H_SAT";
1305
1306         case WINED3DSPDM_SATURATE:
1307             return "_SAT";
1308
1309         case WINED3DSPDM_PARTIALPRECISION:
1310             return "H";
1311
1312         case 0:
1313             return "";
1314
1315         default:
1316             FIXME("Unknown modifiers 0x%08x\n", mod);
1317             return "";
1318     }
1319 }
1320
1321 #define TEX_PROJ        0x1
1322 #define TEX_BIAS        0x2
1323 #define TEX_LOD         0x4
1324 #define TEX_DERIV       0x10
1325
1326 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
1327         const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1328 {
1329     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1330     DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
1331     IWineD3DBaseTextureImpl *texture;
1332     const char *tex_type;
1333     BOOL np2_fixup = FALSE;
1334     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1335     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
1336     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1337     const char *mod;
1338     BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1339
1340     /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1341     if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
1342
1343     switch(sampler_type) {
1344         case WINED3DSTT_1D:
1345             tex_type = "1D";
1346             break;
1347
1348         case WINED3DSTT_2D:
1349             texture = device->stateBlock->state.textures[sampler_idx];
1350             if (texture && texture->baseTexture.target == GL_TEXTURE_RECTANGLE_ARB)
1351             {
1352                 tex_type = "RECT";
1353             } else {
1354                 tex_type = "2D";
1355             }
1356             if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1357             {
1358                 if (priv->cur_np2fixup_info->super.active & (1 << sampler_idx))
1359                 {
1360                     if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1361                     else np2_fixup = TRUE;
1362                 }
1363             }
1364             break;
1365
1366         case WINED3DSTT_VOLUME:
1367             tex_type = "3D";
1368             break;
1369
1370         case WINED3DSTT_CUBE:
1371             tex_type = "CUBE";
1372             break;
1373
1374         default:
1375             ERR("Unexpected texture type %d\n", sampler_type);
1376             tex_type = "";
1377     }
1378
1379     /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1380      * so don't use shader_arb_get_modifier
1381      */
1382     if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1383     else mod = "";
1384
1385     /* Fragment samplers always have indentity mapping */
1386     if(sampler_idx >= MAX_FRAGMENT_SAMPLERS)
1387     {
1388         sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
1389     }
1390
1391     if (flags & TEX_DERIV)
1392     {
1393         if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n");
1394         if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n");
1395         shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1396                        dsx, dsy,sampler_idx, tex_type);
1397     }
1398     else if(flags & TEX_LOD)
1399     {
1400         if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1401         if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1402         shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1403                        sampler_idx, tex_type);
1404     }
1405     else if (flags & TEX_BIAS)
1406     {
1407         /* Shouldn't be possible, but let's check for it */
1408         if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1409         /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1410         shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1411     }
1412     else if (flags & TEX_PROJ)
1413     {
1414         shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1415     }
1416     else
1417     {
1418         if (np2_fixup)
1419         {
1420             const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
1421             shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
1422                            (idx % 2) ? "zwxy" : "xyzw", coord_reg);
1423
1424             shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, dst_str, sampler_idx, tex_type);
1425         }
1426         else
1427             shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1428     }
1429
1430     if (pshader)
1431     {
1432         gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
1433                 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_ONE),
1434                 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_TWO),
1435                 priv->cur_ps_args->super.color_fixup[sampler_idx]);
1436     }
1437 }
1438
1439 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1440         const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1441 {
1442     /* Generate a line that does the input modifier computation and return the input register to use */
1443     BOOL is_color = FALSE;
1444     char regstr[256];
1445     char swzstr[20];
1446     int insert_line;
1447     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1448     struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1449     const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
1450     const char *two = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_TWO);
1451
1452     /* Assume a new line will be added */
1453     insert_line = 1;
1454
1455     /* Get register name */
1456     shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1457     shader_arb_get_swizzle(src, is_color, swzstr);
1458
1459     switch (src->modifiers)
1460     {
1461     case WINED3DSPSM_NONE:
1462         sprintf(outregstr, "%s%s", regstr, swzstr);
1463         insert_line = 0;
1464         break;
1465     case WINED3DSPSM_NEG:
1466         sprintf(outregstr, "-%s%s", regstr, swzstr);
1467         insert_line = 0;
1468         break;
1469     case WINED3DSPSM_BIAS:
1470         shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1471         break;
1472     case WINED3DSPSM_BIASNEG:
1473         shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1474         break;
1475     case WINED3DSPSM_SIGN:
1476         shader_addline(buffer, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg, regstr, two, one);
1477         break;
1478     case WINED3DSPSM_SIGNNEG:
1479         shader_addline(buffer, "MAD T%c, %s, %s, %s;\n", 'A' + tmpreg, regstr, two, one);
1480         break;
1481     case WINED3DSPSM_COMP:
1482         shader_addline(buffer, "SUB T%c, %s, %s;\n", 'A' + tmpreg, one, regstr);
1483         break;
1484     case WINED3DSPSM_X2:
1485         shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1486         break;
1487     case WINED3DSPSM_X2NEG:
1488         shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1489         break;
1490     case WINED3DSPSM_DZ:
1491         shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1492         shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1493         break;
1494     case WINED3DSPSM_DW:
1495         shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1496         shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1497         break;
1498     case WINED3DSPSM_ABS:
1499         if(ctx->target_version >= NV2) {
1500             sprintf(outregstr, "|%s%s|", regstr, swzstr);
1501             insert_line = 0;
1502         } else {
1503             shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1504         }
1505         break;
1506     case WINED3DSPSM_ABSNEG:
1507         if(ctx->target_version >= NV2) {
1508             sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1509         } else {
1510             shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1511             sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1512         }
1513         insert_line = 0;
1514         break;
1515     default:
1516         sprintf(outregstr, "%s%s", regstr, swzstr);
1517         insert_line = 0;
1518     }
1519
1520     /* Return modified or original register, with swizzle */
1521     if (insert_line)
1522         sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1523 }
1524
1525 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1526 {
1527     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1528     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1529     char dst_name[50];
1530     char src_name[2][50];
1531     DWORD sampler_code = dst->reg.idx;
1532
1533     shader_arb_get_dst_param(ins, dst, dst_name);
1534
1535     /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1536      *
1537      * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1538      * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1539      * temps is done.
1540      */
1541     shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1542     shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1543     shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1544     shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1545     shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1546
1547     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1548     shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1549 }
1550
1551 static DWORD negate_modifiers(DWORD mod, char *extra_char)
1552 {
1553     *extra_char = ' ';
1554     switch(mod)
1555     {
1556         case WINED3DSPSM_NONE:      return WINED3DSPSM_NEG;
1557         case WINED3DSPSM_NEG:       return WINED3DSPSM_NONE;
1558         case WINED3DSPSM_BIAS:      return WINED3DSPSM_BIASNEG;
1559         case WINED3DSPSM_BIASNEG:   return WINED3DSPSM_BIAS;
1560         case WINED3DSPSM_SIGN:      return WINED3DSPSM_SIGNNEG;
1561         case WINED3DSPSM_SIGNNEG:   return WINED3DSPSM_SIGN;
1562         case WINED3DSPSM_COMP:      *extra_char = '-'; return WINED3DSPSM_COMP;
1563         case WINED3DSPSM_X2:        return WINED3DSPSM_X2NEG;
1564         case WINED3DSPSM_X2NEG:     return WINED3DSPSM_X2;
1565         case WINED3DSPSM_DZ:        *extra_char = '-'; return WINED3DSPSM_DZ;
1566         case WINED3DSPSM_DW:        *extra_char = '-'; return WINED3DSPSM_DW;
1567         case WINED3DSPSM_ABS:       return WINED3DSPSM_ABSNEG;
1568         case WINED3DSPSM_ABSNEG:    return WINED3DSPSM_ABS;
1569     }
1570     FIXME("Unknown modifier %u\n", mod);
1571     return mod;
1572 }
1573
1574 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1575 {
1576     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1577     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1578     char dst_name[50];
1579     char src_name[3][50];
1580     DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1581             ins->ctx->reg_maps->shader_version.minor);
1582     BOOL is_color;
1583
1584     shader_arb_get_dst_param(ins, dst, dst_name);
1585     shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1586
1587     /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
1588     if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue)
1589     {
1590         shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1591     } else {
1592         struct wined3d_shader_src_param src0_copy = ins->src[0];
1593         char extra_neg;
1594
1595         /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1596         src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
1597
1598         shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
1599         shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1600         shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
1601         /* No modifiers supported on CMP */
1602         shader_addline(buffer, "CMP %s, TA, %s, %s;\n", dst_name, src_name[1], src_name[2]);
1603
1604         /* _SAT on CMP doesn't make much sense, but it is not a pure NOP */
1605         if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
1606         {
1607             shader_arb_get_register_name(ins, &dst->reg, src_name[0], &is_color);
1608             shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, dst_name);
1609         }
1610     }
1611 }
1612
1613 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1614 {
1615     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1616     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1617     char dst_name[50];
1618     char src_name[3][50];
1619     BOOL is_color;
1620
1621     shader_arb_get_dst_param(ins, dst, dst_name);
1622
1623     /* Generate input register names (with modifiers) */
1624     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1625     shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1626     shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1627
1628     /* No modifiers are supported on CMP */
1629     shader_addline(buffer, "CMP %s, %s, %s, %s;\n", dst_name,
1630                    src_name[0], src_name[2], src_name[1]);
1631
1632     if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
1633     {
1634         shader_arb_get_register_name(ins, &dst->reg, src_name[0], &is_color);
1635         shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name[0]);
1636     }
1637 }
1638
1639 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1640  * dst = dot2(src0, src1) + src2 */
1641 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1642 {
1643     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1644     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1645     char dst_name[50];
1646     char src_name[3][50];
1647     struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1648
1649     shader_arb_get_dst_param(ins, dst, dst_name);
1650     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1651     shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1652
1653     if(ctx->target_version >= NV3)
1654     {
1655         /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1656         shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1657         shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1658                        dst_name, src_name[0], src_name[1], src_name[2]);
1659     }
1660     else if(ctx->target_version >= NV2)
1661     {
1662         /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1663          * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1664          * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1665          * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1666          *
1667          * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1668          *
1669          * .xyxy and other swizzles that we could get with this are not valid in
1670          * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1671          */
1672         struct wined3d_shader_src_param tmp_param = ins->src[1];
1673         DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1674         tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1675
1676         shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1677
1678         shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1679                        dst_name, src_name[2], src_name[0], src_name[1]);
1680     }
1681     else
1682     {
1683         shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1684         /* Emulate a DP2 with a DP3 and 0.0. Don't use the dest as temp register, it could be src[1] or src[2]
1685         * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1686         */
1687         shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1688         shader_addline(buffer, "MOV TA.z, 0.0;\n");
1689         shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1690         shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1691     }
1692 }
1693
1694 /* Map the opcode 1-to-1 to the GL code */
1695 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1696 {
1697     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1698     const char *instruction;
1699     char arguments[256], dst_str[50];
1700     unsigned int i;
1701     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1702
1703     switch (ins->handler_idx)
1704     {
1705         case WINED3DSIH_ABS: instruction = "ABS"; break;
1706         case WINED3DSIH_ADD: instruction = "ADD"; break;
1707         case WINED3DSIH_CRS: instruction = "XPD"; break;
1708         case WINED3DSIH_DP3: instruction = "DP3"; break;
1709         case WINED3DSIH_DP4: instruction = "DP4"; break;
1710         case WINED3DSIH_DST: instruction = "DST"; break;
1711         case WINED3DSIH_FRC: instruction = "FRC"; break;
1712         case WINED3DSIH_LIT: instruction = "LIT"; break;
1713         case WINED3DSIH_LRP: instruction = "LRP"; break;
1714         case WINED3DSIH_MAD: instruction = "MAD"; break;
1715         case WINED3DSIH_MAX: instruction = "MAX"; break;
1716         case WINED3DSIH_MIN: instruction = "MIN"; break;
1717         case WINED3DSIH_MOV: instruction = "MOV"; break;
1718         case WINED3DSIH_MUL: instruction = "MUL"; break;
1719         case WINED3DSIH_SGE: instruction = "SGE"; break;
1720         case WINED3DSIH_SLT: instruction = "SLT"; break;
1721         case WINED3DSIH_SUB: instruction = "SUB"; break;
1722         case WINED3DSIH_MOVA:instruction = "ARR"; break;
1723         case WINED3DSIH_DSX: instruction = "DDX"; break;
1724         default: instruction = "";
1725             FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1726             break;
1727     }
1728
1729     /* Note that shader_arb_add_dst_param() adds spaces. */
1730     arguments[0] = '\0';
1731     shader_arb_get_dst_param(ins, dst, dst_str);
1732     for (i = 0; i < ins->src_count; ++i)
1733     {
1734         char operand[100];
1735         strcat(arguments, ", ");
1736         shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1737         strcat(arguments, operand);
1738     }
1739     shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1740 }
1741
1742 static void shader_hw_nop(const struct wined3d_shader_instruction *ins)
1743 {
1744     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1745     shader_addline(buffer, "NOP;\n");
1746 }
1747
1748 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1749 {
1750     IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1751     BOOL pshader = shader_is_pshader_version(shader->baseShader.reg_maps.shader_version.type);
1752     struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1753     const char *zero = arb_get_helper_value(shader->baseShader.reg_maps.shader_version.type, ARB_ZERO);
1754     const char *one = arb_get_helper_value(shader->baseShader.reg_maps.shader_version.type, ARB_ONE);
1755     const char *two = arb_get_helper_value(shader->baseShader.reg_maps.shader_version.type, ARB_TWO);
1756
1757     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1758     char src0_param[256];
1759
1760     if(ins->handler_idx == WINED3DSIH_MOVA) {
1761         char write_mask[6];
1762         const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1763
1764         if(ctx->target_version >= NV2) {
1765             shader_hw_map2gl(ins);
1766             return;
1767         }
1768         shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1769         shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1770
1771         /* This implements the mova formula used in GLSL. The first two instructions
1772          * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1773          * in this case:
1774          * mova A0.x, 0.0
1775          *
1776          * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1777          *
1778          * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1779          * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1780          */
1781         shader_addline(buffer, "SGE A0_SHADOW%s, %s, %s;\n", write_mask, src0_param, zero);
1782         shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask, two, one);
1783
1784         shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1785         shader_addline(buffer, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask);
1786         shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1787         if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
1788         {
1789             shader_addline(buffer, "ADD TA%s, TA, %s;\n", write_mask, offset);
1790         }
1791         shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1792
1793         ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1794     } else if (ins->ctx->reg_maps->shader_version.major == 1
1795           && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
1796           && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1797     {
1798         src0_param[0] = '\0';
1799         if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
1800         {
1801             const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1802             shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1803             shader_addline(buffer, "ADD TA.x, %s, %s;\n", src0_param, offset);
1804             shader_addline(buffer, "ARL A0.x, TA.x;\n");
1805         }
1806         else
1807         {
1808             /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1809              * with more than one component. Thus replicate the first source argument over all
1810              * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1811             struct wined3d_shader_src_param tmp_src = ins->src[0];
1812             tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1813             shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1814             shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1815         }
1816     }
1817     else if (ins->dst[0].reg.type == WINED3DSPR_COLOROUT && !ins->dst[0].reg.idx && pshader)
1818     {
1819         IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) shader;
1820         if(ctx->cur_ps_args->super.srgb_correction && ps->color0_mov)
1821         {
1822             shader_addline(buffer, "#mov handled in srgb write code\n");
1823             return;
1824         }
1825         shader_hw_map2gl(ins);
1826     }
1827     else
1828     {
1829         shader_hw_map2gl(ins);
1830     }
1831 }
1832
1833 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1834 {
1835     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1836     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1837     char reg_dest[40];
1838
1839     /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1840      * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1841      */
1842     shader_arb_get_dst_param(ins, dst, reg_dest);
1843
1844     if (ins->ctx->reg_maps->shader_version.major >= 2)
1845     {
1846         const char *kilsrc = "TA";
1847         BOOL is_color;
1848
1849         shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
1850         if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
1851         {
1852             kilsrc = reg_dest;
1853         }
1854         else
1855         {
1856             /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1857              * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1858              * masked out components to 0(won't kill)
1859              */
1860             char x = '0', y = '0', z = '0', w = '0';
1861             if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
1862             if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
1863             if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
1864             if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
1865             shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
1866         }
1867         shader_addline(buffer, "KIL %s;\n", kilsrc);
1868     } else {
1869         /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1870          * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1871          *
1872          * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1873          * or pass in any temporary register(in shader phase 2)
1874          */
1875         if(ins->ctx->reg_maps->shader_version.minor <= 3) {
1876             sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx);
1877         } else {
1878             shader_arb_get_dst_param(ins, dst, reg_dest);
1879         }
1880         shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1881         shader_addline(buffer, "KIL TA;\n");
1882     }
1883 }
1884
1885 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1886 {
1887     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1888     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1889     DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1890             ins->ctx->reg_maps->shader_version.minor);
1891     struct wined3d_shader_src_param src;
1892
1893     char reg_dest[40];
1894     char reg_coord[40];
1895     DWORD reg_sampler_code;
1896     WORD myflags = 0;
1897
1898     /* All versions have a destination register */
1899     shader_arb_get_dst_param(ins, dst, reg_dest);
1900
1901     /* 1.0-1.4: Use destination register number as texture code.
1902        2.0+: Use provided sampler number as texure code. */
1903     if (shader_version < WINED3D_SHADER_VERSION(2,0))
1904         reg_sampler_code = dst->reg.idx;
1905     else
1906         reg_sampler_code = ins->src[1].reg.idx;
1907
1908     /* 1.0-1.3: Use the texcoord varying.
1909        1.4+: Use provided coordinate source register. */
1910     if (shader_version < WINED3D_SHADER_VERSION(1,4))
1911         sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
1912     else {
1913         /* TEX is the only instruction that can handle DW and DZ natively */
1914         src = ins->src[0];
1915         if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
1916         if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
1917         shader_arb_get_src_param(ins, &src, 0, reg_coord);
1918     }
1919
1920     /* projection flag:
1921      * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1922      * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1923      * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1924      */
1925     if (shader_version < WINED3D_SHADER_VERSION(1,4))
1926     {
1927         DWORD flags = 0;
1928         if (reg_sampler_code < MAX_TEXTURES)
1929             flags = priv->cur_ps_args->super.tex_transform >> reg_sampler_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
1930         if (flags & WINED3D_PSARGS_PROJECTED)
1931             myflags |= TEX_PROJ;
1932     }
1933     else if (shader_version < WINED3D_SHADER_VERSION(2,0))
1934     {
1935         DWORD src_mod = ins->src[0].modifiers;
1936         if (src_mod == WINED3DSPSM_DZ) {
1937             /* TXP cannot handle DZ natively, so move the z coordinate to .w. reg_coord is a read-only
1938              * varying register, so we need a temp reg
1939              */
1940             shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
1941             strcpy(reg_coord, "TA");
1942             myflags |= TEX_PROJ;
1943         } else if(src_mod == WINED3DSPSM_DW) {
1944             myflags |= TEX_PROJ;
1945         }
1946     } else {
1947         if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
1948         if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
1949     }
1950     shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
1951 }
1952
1953 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
1954 {
1955     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1956     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1957     DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1958             ins->ctx->reg_maps->shader_version.minor);
1959     char dst_str[50];
1960
1961     if (shader_version < WINED3D_SHADER_VERSION(1,4))
1962     {
1963         DWORD reg = dst->reg.idx;
1964
1965         shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1966         shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
1967     } else {
1968         char reg_src[40];
1969
1970         shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
1971         shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1972         shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
1973    }
1974 }
1975
1976 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
1977 {
1978      struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1979      DWORD flags = 0;
1980
1981      DWORD reg1 = ins->dst[0].reg.idx;
1982      char dst_str[50];
1983      char src_str[50];
1984
1985      /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
1986      shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1987      shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1988      /* Move .x first in case src_str is "TA" */
1989      shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
1990      shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
1991      if (reg1 < MAX_TEXTURES)
1992      {
1993          struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1994          flags = priv->cur_ps_args->super.tex_transform >> reg1 * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
1995      }
1996      shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
1997 }
1998
1999 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
2000 {
2001      struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2002
2003      DWORD reg1 = ins->dst[0].reg.idx;
2004      char dst_str[50];
2005      char src_str[50];
2006
2007      /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
2008      shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2009      shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2010      shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
2011      shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
2012      shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
2013 }
2014
2015 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
2016 {
2017     DWORD reg1 = ins->dst[0].reg.idx;
2018     char dst_str[50];
2019     char src_str[50];
2020
2021     /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
2022     shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2023     shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2024     shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
2025 }
2026
2027 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
2028 {
2029     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2030     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2031     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2032     char reg_coord[40], dst_reg[50], src_reg[50];
2033     DWORD reg_dest_code;
2034
2035     /* All versions have a destination register. The Tx where the texture coordinates come
2036      * from is the varying incarnation of the texture register
2037      */
2038     reg_dest_code = dst->reg.idx;
2039     shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
2040     shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
2041     sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
2042
2043     /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
2044      * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
2045      *
2046      * GL_NV_fragment_program_option could handle this in one instruction via X2D:
2047      * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
2048      *
2049      * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
2050      * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
2051      * extension.
2052      */
2053     shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
2054     shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
2055     shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
2056     shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
2057
2058     /* with projective textures, texbem only divides the static texture coord, not the displacement,
2059      * so we can't let the GL handle this.
2060      */
2061     if ((priv->cur_ps_args->super.tex_transform >> reg_dest_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
2062             & WINED3D_PSARGS_PROJECTED)
2063     {
2064         shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
2065         shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
2066         shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
2067     } else {
2068         shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
2069     }
2070
2071     shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
2072
2073     if (ins->handler_idx == WINED3DSIH_TEXBEML)
2074     {
2075         /* No src swizzles are allowed, so this is ok */
2076         shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
2077                        src_reg, reg_dest_code, reg_dest_code);
2078         shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
2079     }
2080 }
2081
2082 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
2083 {
2084     DWORD reg = ins->dst[0].reg.idx;
2085     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2086     char src0_name[50], dst_name[50];
2087     BOOL is_color;
2088     struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2089
2090     shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2091     /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2092      * T<reg+1> register. Use this register to store the calculated vector
2093      */
2094     tmp_reg.idx = reg + 1;
2095     shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2096     shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2097 }
2098
2099 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
2100 {
2101     IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2102     IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
2103     DWORD flags;
2104     DWORD reg = ins->dst[0].reg.idx;
2105     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2106     char dst_str[50];
2107     char src0_name[50];
2108     char dst_reg[50];
2109     BOOL is_color;
2110
2111     /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2112     shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2113
2114     shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2115     shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2116     shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2117     flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->state.texture_states[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
2118     shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2119 }
2120
2121 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
2122 {
2123     IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2124     SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
2125     DWORD reg = ins->dst[0].reg.idx;
2126     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2127     char src0_name[50], dst_name[50];
2128     struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2129     BOOL is_color;
2130
2131     /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2132      * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2133      * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2134      */
2135     tmp_reg.idx = reg + 2 - current_state->current_row;
2136     shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2137
2138     shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2139     shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2140                    dst_name, 'x' + current_state->current_row, reg, src0_name);
2141     current_state->texcoord_w[current_state->current_row++] = reg;
2142 }
2143
2144 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
2145 {
2146     IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2147     IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
2148     SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
2149     DWORD flags;
2150     DWORD reg = ins->dst[0].reg.idx;
2151     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2152     char dst_str[50];
2153     char src0_name[50], dst_name[50];
2154     BOOL is_color;
2155
2156     shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2157     shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2158     shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2159
2160     /* Sample the texture using the calculated coordinates */
2161     shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2162     flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->state.texture_states[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
2163     shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2164     current_state->current_row = 0;
2165 }
2166
2167 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2168 {
2169     IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2170     IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
2171     SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
2172     DWORD flags;
2173     DWORD reg = ins->dst[0].reg.idx;
2174     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2175     char dst_str[50];
2176     char src0_name[50];
2177     char dst_reg[50];
2178     BOOL is_color;
2179
2180     /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2181      * components for temporary data storage
2182      */
2183     shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2184     shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2185     shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2186
2187     /* Construct the eye-ray vector from w coordinates */
2188     shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", current_state->texcoord_w[0]);
2189     shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", current_state->texcoord_w[1]);
2190     shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
2191
2192     /* Calculate reflection vector
2193      */
2194     shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
2195     /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2196     shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
2197     shader_addline(buffer, "RCP TB.w, TB.w;\n");
2198     shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
2199     shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2200     shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
2201
2202     /* Sample the texture using the calculated coordinates */
2203     shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2204     flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->state.texture_states[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
2205     shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2206     current_state->current_row = 0;
2207 }
2208
2209 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
2210 {
2211     IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2212     IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
2213     SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
2214     DWORD flags;
2215     DWORD reg = ins->dst[0].reg.idx;
2216     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2217     char dst_str[50];
2218     char src0_name[50];
2219     char src1_name[50];
2220     char dst_reg[50];
2221     BOOL is_color;
2222
2223     shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2224     shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
2225     shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2226     /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2227     shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2228
2229     /* Calculate reflection vector.
2230      *
2231      *                   dot(N, E)
2232      * dst_reg.xyz = 2 * --------- * N - E
2233      *                   dot(N, N)
2234      *
2235      * Which normalizes the normal vector
2236      */
2237     shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
2238     shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
2239     shader_addline(buffer, "RCP TC.w, TC.w;\n");
2240     shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
2241     shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2242     shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
2243
2244     /* Sample the texture using the calculated coordinates */
2245     shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2246     flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->state.texture_states[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
2247     shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2248     current_state->current_row = 0;
2249 }
2250
2251 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
2252 {
2253     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2254     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2255     char dst_name[50];
2256     const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2257     const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2258
2259     /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2260      * which is essentially an input, is the destination register because it is the first
2261      * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2262      * here(writemasks/swizzles are not valid on texdepth)
2263      */
2264     shader_arb_get_dst_param(ins, dst, dst_name);
2265
2266     /* According to the msdn, the source register(must be r5) is unusable after
2267      * the texdepth instruction, so we're free to modify it
2268      */
2269     shader_addline(buffer, "MIN %s.y, %s.y, %s;\n", dst_name, dst_name, one);
2270
2271     /* How to deal with the special case dst_name.g == 0? if r != 0, then
2272      * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2273      * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2274      */
2275     shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2276     shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
2277     shader_addline(buffer, "MIN TA.x, TA.x, %s;\n", one);
2278     shader_addline(buffer, "MAX result.depth, TA.x, %s;\n", zero);
2279 }
2280
2281 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2282  * Take a 3-component dot product of the TexCoord[dstreg] and src,
2283  * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2284 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
2285 {
2286     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2287     DWORD sampler_idx = ins->dst[0].reg.idx;
2288     char src0[50];
2289     char dst_str[50];
2290
2291     shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2292     shader_addline(buffer, "MOV TB, 0.0;\n");
2293     shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2294
2295     shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2296     shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
2297 }
2298
2299 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2300  * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2301 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
2302 {
2303     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2304     char src0[50];
2305     char dst_str[50];
2306     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2307
2308     /* Handle output register */
2309     shader_arb_get_dst_param(ins, dst, dst_str);
2310     shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2311     shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx, src0);
2312 }
2313
2314 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2315  * Perform the 3rd row of a 3x3 matrix multiply */
2316 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
2317 {
2318     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2319     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2320     char dst_str[50], dst_name[50];
2321     char src0[50];
2322     BOOL is_color;
2323
2324     shader_arb_get_dst_param(ins, dst, dst_str);
2325     shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2326     shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2327     shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
2328     shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2329 }
2330
2331 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2332  * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2333  * Calculate tmp0.y = TexCoord[dstreg] . src.xyz;  (tmp0.x has already been calculated)
2334  * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2335  */
2336 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
2337 {
2338     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2339     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2340     char src0[50], dst_name[50];
2341     BOOL is_color;
2342     const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2343     const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2344
2345     shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2346     shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2347     shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
2348
2349     /* How to deal with the special case dst_name.g == 0? if r != 0, then
2350      * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2351      * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2352      */
2353     shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2354     shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2355     shader_addline(buffer, "MIN %s.x, %s.x, %s;\n", dst_name, dst_name, one);
2356     shader_addline(buffer, "MAX result.depth, %s.x, %s;\n", dst_name, zero);
2357 }
2358
2359 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2360     Vertex/Pixel shaders to ARB_vertex_program codes */
2361 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2362 {
2363     int i;
2364     int nComponents = 0;
2365     struct wined3d_shader_dst_param tmp_dst = {{0}};
2366     struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2367     struct wined3d_shader_instruction tmp_ins;
2368
2369     memset(&tmp_ins, 0, sizeof(tmp_ins));
2370
2371     /* Set constants for the temporary argument */
2372     tmp_ins.ctx = ins->ctx;
2373     tmp_ins.dst_count = 1;
2374     tmp_ins.dst = &tmp_dst;
2375     tmp_ins.src_count = 2;
2376     tmp_ins.src = tmp_src;
2377
2378     switch(ins->handler_idx)
2379     {
2380         case WINED3DSIH_M4x4:
2381             nComponents = 4;
2382             tmp_ins.handler_idx = WINED3DSIH_DP4;
2383             break;
2384         case WINED3DSIH_M4x3:
2385             nComponents = 3;
2386             tmp_ins.handler_idx = WINED3DSIH_DP4;
2387             break;
2388         case WINED3DSIH_M3x4:
2389             nComponents = 4;
2390             tmp_ins.handler_idx = WINED3DSIH_DP3;
2391             break;
2392         case WINED3DSIH_M3x3:
2393             nComponents = 3;
2394             tmp_ins.handler_idx = WINED3DSIH_DP3;
2395             break;
2396         case WINED3DSIH_M3x2:
2397             nComponents = 2;
2398             tmp_ins.handler_idx = WINED3DSIH_DP3;
2399             break;
2400         default:
2401             FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2402             break;
2403     }
2404
2405     tmp_dst = ins->dst[0];
2406     tmp_src[0] = ins->src[0];
2407     tmp_src[1] = ins->src[1];
2408     for (i = 0; i < nComponents; i++) {
2409         tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2410         shader_hw_map2gl(&tmp_ins);
2411         ++tmp_src[1].reg.idx;
2412     }
2413 }
2414
2415 static void shader_hw_rcp(const struct wined3d_shader_instruction *ins)
2416 {
2417     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2418     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2419     const char *flt_eps = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_EPS);
2420
2421     char dst[50];
2422     char src[50];
2423
2424     shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2425     shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2426     if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2427     {
2428         /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2429          * .w is used
2430          */
2431         strcat(src, ".w");
2432     }
2433
2434     /* TODO: If the destination is readable, and not the same as the source, the destination
2435      * can be used instead of TA
2436      */
2437     if (priv->target_version >= NV2)
2438     {
2439         shader_addline(buffer, "MOVC TA.x, %s;\n", src);
2440         shader_addline(buffer, "MOV TA.x (EQ.x), %s;\n", flt_eps);
2441         shader_addline(buffer, "RCP%s %s, TA.x;\n", shader_arb_get_modifier(ins), dst);
2442     }
2443     else
2444     {
2445         const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2446         shader_addline(buffer, "ABS TA.x, %s;\n", src);
2447         shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero);
2448         shader_addline(buffer, "MAD TA.x, TA.y, %s, %s;\n", flt_eps, src);
2449         shader_addline(buffer, "RCP%s %s, TA.x;\n", shader_arb_get_modifier(ins), dst);
2450     }
2451 }
2452
2453 static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
2454 {
2455     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2456     const char *instruction;
2457
2458     char dst[50];
2459     char src[50];
2460
2461     switch(ins->handler_idx)
2462     {
2463         case WINED3DSIH_RSQ:  instruction = "RSQ"; break;
2464         case WINED3DSIH_RCP:  instruction = "RCP"; break;
2465         case WINED3DSIH_EXP:  instruction = "EX2"; break;
2466         case WINED3DSIH_EXPP: instruction = "EXP"; break;
2467         default: instruction = "";
2468             FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2469             break;
2470     }
2471
2472     shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2473     shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2474     if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2475     {
2476         /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2477          * .w is used
2478          */
2479         strcat(src, ".w");
2480     }
2481
2482     shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
2483 }
2484
2485 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
2486 {
2487     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2488     char dst_name[50];
2489     char src_name[50];
2490     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2491     BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2492     const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2493
2494     shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2495     shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2496
2497     /* In D3D, NRM of a vector with length zero returns zero. Catch this situation, as
2498      * otherwise NRM or RSQ would return NaN */
2499     if(pshader && priv->target_version >= NV3)
2500     {
2501         /* GL_NV_fragment_program2's NRM needs protection against length zero vectors too
2502          *
2503          * TODO: Find out if DP3+NRM+MOV is really faster than DP3+RSQ+MUL
2504          */
2505         shader_addline(buffer, "DP3C TA, %s, %s;\n", src_name, src_name);
2506         shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2507         shader_addline(buffer, "MOV %s (EQ), %s;\n", dst_name, zero);
2508     }
2509     else if(priv->target_version >= NV2)
2510     {
2511         shader_addline(buffer, "DP3C TA.x, %s, %s;\n", src_name, src_name);
2512         shader_addline(buffer, "RSQ TA.x (NE), TA.x;\n");
2513         shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2514                        src_name);
2515     }
2516     else
2517     {
2518         const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2519
2520         shader_addline(buffer, "DP3 TA.x, %s, %s;\n", src_name, src_name);
2521         /* Pass any non-zero value to RSQ if the input vector has a length of zero. The
2522          * RSQ result doesn't matter, as long as multiplying it by 0 returns 0.
2523          */
2524         shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero);
2525         shader_addline(buffer, "MAD TA.x, %s, TA.y, TA.x;\n", one);
2526
2527         shader_addline(buffer, "RSQ TA.x, TA.x;\n");
2528         /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2529         shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2530                     src_name);
2531     }
2532 }
2533
2534 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2535 {
2536     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2537     char dst_name[50];
2538     char src_name[3][50];
2539
2540     /* ARB_fragment_program has a convenient LRP instruction */
2541     if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2542         shader_hw_map2gl(ins);
2543         return;
2544     }
2545
2546     shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2547     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2548     shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2549     shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2550
2551     shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2552     shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2553                    dst_name, src_name[0], src_name[2]);
2554 }
2555
2556 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2557 {
2558     /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2559      * must contain fixed constants. So we need a separate function to filter those constants and
2560      * can't use map2gl
2561      */
2562     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2563     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2564     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2565     char dst_name[50];
2566     char src_name0[50], src_name1[50], src_name2[50];
2567     BOOL is_color;
2568
2569     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2570     if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2571         shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2572         /* No modifiers are supported on SCS */
2573         shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2574
2575         if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2576         {
2577             shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2578             shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2579         }
2580     } else if(priv->target_version >= NV2) {
2581         shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2582
2583         /* Sincos writemask must be .x, .y or .xy */
2584         if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2585             shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2586         if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2587             shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2588     } else {
2589         /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2590          * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2591          *
2592          * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2593          * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2594          *
2595          * The constants we get are:
2596          *
2597          *  +1   +1,     -1     -1     +1      +1      -1       -1
2598          *      ---- ,  ---- , ---- , ----- , ----- , ----- , ------
2599          *      1!*2    2!*4   3!*8   4!*16   5!*32   6!*64   7!*128
2600          *
2601          * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2602          *
2603          * (x/2)^2 = x^2 / 4
2604          * (x/2)^3 = x^3 / 8
2605          * (x/2)^4 = x^4 / 16
2606          * (x/2)^5 = x^5 / 32
2607          * etc
2608          *
2609          * To get the final result:
2610          * sin(x) = 2 * sin(x/2) * cos(x/2)
2611          * cos(x) = cos(x/2)^2 - sin(x/2)^2
2612          * (from sin(x+y) and cos(x+y) rules)
2613          *
2614          * As per MSDN, dst.z is undefined after the operation, and so is
2615          * dst.x and dst.y if they're masked out by the writemask. Ie
2616          * sincos dst.y, src1, c0, c1
2617          * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2618          * vsa.exe also stops with an error if the dest register is the same register as the source
2619          * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2620          * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2621          */
2622         shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2623         shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2624         shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2625
2626         shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0);  /* x ^ 2 */
2627         shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0);           /* x ^ 3 */
2628         shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0);           /* x ^ 4 */
2629         shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0);           /* x ^ 5 */
2630         shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0);           /* x ^ 6 */
2631         shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0);           /* x ^ 7 */
2632
2633         /* sin(x/2)
2634          *
2635          * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2636          * properly merge that with MULs in the code above?
2637          * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2638          * we can merge the sine and cosine MAD rows to calculate them together.
2639          */
2640         shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2641         shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2642         shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2643         shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2644
2645         /* cos(x/2) */
2646         shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2647         shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2648         shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2649
2650         if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2651             /* cos x */
2652             shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2653             shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2654         }
2655         if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2656             /* sin x */
2657             shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2658             shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2659         }
2660     }
2661 }
2662
2663 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2664 {
2665     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2666     char dst_name[50];
2667     char src_name[50];
2668     struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2669
2670     shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2671     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2672
2673     /* SGN is only valid in vertex shaders */
2674     if(ctx->target_version >= NV2) {
2675         shader_addline(buffer, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2676         return;
2677     }
2678
2679     /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2680      * if SRC < 0.0,  SRC < -SRC = TRUE. If neither is true, src = 0.0
2681      */
2682     if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2683         shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2684     } else {
2685         /* src contains TA? Write to the dest first. This won't overwrite our destination.
2686          * Then use TA, and calculate the final result
2687          *
2688          * Not reading from TA? Store the first result in TA to avoid overwriting the
2689          * destination if src reg = dst reg
2690          */
2691         if(strstr(src_name, "TA"))
2692         {
2693             shader_addline(buffer, "SLT %s,  %s, -%s;\n", dst_name, src_name, src_name);
2694             shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2695             shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
2696         }
2697         else
2698         {
2699             shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2700             shader_addline(buffer, "SLT %s,  %s, -%s;\n", dst_name, src_name, src_name);
2701             shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
2702         }
2703     }
2704 }
2705
2706 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2707 {
2708     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2709     char src[50];
2710     char dst[50];
2711     char dst_name[50];
2712     BOOL is_color;
2713
2714     shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2715     shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2716     shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2717
2718     shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2719     shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2720 }
2721
2722 static DWORD abs_modifier(DWORD mod, BOOL *need_abs)
2723 {
2724     *need_abs = FALSE;
2725
2726     switch(mod)
2727     {
2728         case WINED3DSPSM_NONE:      return WINED3DSPSM_ABS;
2729         case WINED3DSPSM_NEG:       return WINED3DSPSM_ABS;
2730         case WINED3DSPSM_BIAS:      *need_abs = TRUE; return WINED3DSPSM_BIAS;
2731         case WINED3DSPSM_BIASNEG:   *need_abs = TRUE; return WINED3DSPSM_BIASNEG;
2732         case WINED3DSPSM_SIGN:      *need_abs = TRUE; return WINED3DSPSM_SIGN;
2733         case WINED3DSPSM_SIGNNEG:   *need_abs = TRUE; return WINED3DSPSM_SIGNNEG;
2734         case WINED3DSPSM_COMP:      *need_abs = TRUE; return WINED3DSPSM_COMP;
2735         case WINED3DSPSM_X2:        *need_abs = TRUE; return WINED3DSPSM_X2;
2736         case WINED3DSPSM_X2NEG:     *need_abs = TRUE; return WINED3DSPSM_X2NEG;
2737         case WINED3DSPSM_DZ:        *need_abs = TRUE; return WINED3DSPSM_DZ;
2738         case WINED3DSPSM_DW:        *need_abs = TRUE; return WINED3DSPSM_DW;
2739         case WINED3DSPSM_ABS:       return WINED3DSPSM_ABS;
2740         case WINED3DSPSM_ABSNEG:    return WINED3DSPSM_ABS;
2741     }
2742     FIXME("Unknown modifier %u\n", mod);
2743     return mod;
2744 }
2745
2746 static void shader_hw_log_pow(const struct wined3d_shader_instruction *ins)
2747 {
2748     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2749     char src0[50], src1[50], dst[50];
2750     struct wined3d_shader_src_param src0_copy = ins->src[0];
2751     BOOL need_abs = FALSE;
2752     const char *instr;
2753     BOOL arg2 = FALSE;
2754
2755     switch(ins->handler_idx)
2756     {
2757         case WINED3DSIH_LOG:  instr = "LG2"; break;
2758         case WINED3DSIH_LOGP: instr = "LOG"; break;
2759         case WINED3DSIH_POW:  instr = "POW"; arg2 = TRUE; break;
2760         default:
2761             ERR("Unexpected instruction %d\n", ins->handler_idx);
2762             return;
2763     }
2764
2765     /* LOG, LOGP and POW operate on the absolute value of the input */
2766     src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2767
2768     shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2769     shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2770     if(arg2) shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
2771
2772     if(need_abs)
2773     {
2774         shader_addline(buffer, "ABS TA, %s;\n", src0);
2775         if(arg2)
2776         {
2777             shader_addline(buffer, "%s%s %s, TA, %s;\n", instr, shader_arb_get_modifier(ins), dst, src1);
2778         }
2779         else
2780         {
2781             shader_addline(buffer, "%s%s %s, TA;\n", instr, shader_arb_get_modifier(ins), dst);
2782         }
2783     }
2784     else if(arg2)
2785     {
2786         shader_addline(buffer, "%s%s %s, %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0, src1);
2787     }
2788     else
2789     {
2790         shader_addline(buffer, "%s%s %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0);
2791     }
2792 }
2793
2794 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2795 {
2796     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2797     char src_name[50];
2798     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2799
2800     /* src0 is aL */
2801     shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2802
2803     if(vshader)
2804     {
2805         struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2806         struct list *e = list_head(&priv->control_frames);
2807         struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2808
2809         if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2810         /* The constant loader makes sure to load -1 into iX.w */
2811         shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2812         shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2813         shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2814     }
2815     else
2816     {
2817         shader_addline(buffer, "LOOP %s;\n", src_name);
2818     }
2819 }
2820
2821 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2822 {
2823     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2824     char src_name[50];
2825     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2826
2827     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2828
2829     /* The constant loader makes sure to load -1 into iX.w */
2830     if(vshader)
2831     {
2832         struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2833         struct list *e = list_head(&priv->control_frames);
2834         struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2835
2836         if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2837
2838         shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2839         shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2840         shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2841     }
2842     else
2843     {
2844         shader_addline(buffer, "REP %s;\n", src_name);
2845     }
2846 }
2847
2848 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2849 {
2850     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2851     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2852
2853     if(vshader)
2854     {
2855         struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2856         struct list *e = list_head(&priv->control_frames);
2857         struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2858
2859         shader_addline(buffer, "ARAC aL.xy, aL;\n");
2860         shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2861         shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2862
2863         if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2864     }
2865     else
2866     {
2867         shader_addline(buffer, "ENDLOOP;\n");
2868     }
2869 }
2870
2871 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2872 {
2873     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2874     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2875
2876     if(vshader)
2877     {
2878         struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2879         struct list *e = list_head(&priv->control_frames);
2880         struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2881
2882         shader_addline(buffer, "ARAC aL.xy, aL;\n");
2883         shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2884         shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2885
2886         if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2887     }
2888     else
2889     {
2890         shader_addline(buffer, "ENDREP;\n");
2891     }
2892 }
2893
2894 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2895 {
2896     struct control_frame *control_frame;
2897
2898     LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2899     {
2900         if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2901     }
2902     ERR("Could not find loop for break\n");
2903     return NULL;
2904 }
2905
2906 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2907 {
2908     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2909     const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2910     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2911
2912     if(vshader)
2913     {
2914         shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->no.loop);
2915     }
2916     else
2917     {
2918         shader_addline(buffer, "BRK;\n");
2919     }
2920 }
2921
2922 static const char *get_compare(COMPARISON_TYPE flags)
2923 {
2924     switch (flags)
2925     {
2926         case COMPARISON_GT: return "GT";
2927         case COMPARISON_EQ: return "EQ";
2928         case COMPARISON_GE: return "GE";
2929         case COMPARISON_LT: return "LT";
2930         case COMPARISON_NE: return "NE";
2931         case COMPARISON_LE: return "LE";
2932         default:
2933             FIXME("Unrecognized comparison value: %u\n", flags);
2934             return "(\?\?)";
2935     }
2936 }
2937
2938 static COMPARISON_TYPE invert_compare(COMPARISON_TYPE flags)
2939 {
2940     switch (flags)
2941     {
2942         case COMPARISON_GT: return COMPARISON_LE;
2943         case COMPARISON_EQ: return COMPARISON_NE;
2944         case COMPARISON_GE: return COMPARISON_LT;
2945         case COMPARISON_LT: return COMPARISON_GE;
2946         case COMPARISON_NE: return COMPARISON_EQ;
2947         case COMPARISON_LE: return COMPARISON_GT;
2948         default:
2949             FIXME("Unrecognized comparison value: %u\n", flags);
2950             return -1;
2951     }
2952 }
2953
2954 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
2955 {
2956     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2957     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2958     const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2959     char src_name0[50];
2960     char src_name1[50];
2961     const char *comp = get_compare(ins->flags);
2962
2963     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2964     shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2965
2966     if(vshader)
2967     {
2968         /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
2969          * away the subtraction result
2970          */
2971         shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2972         shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->no.loop, comp);
2973     }
2974     else
2975     {
2976         shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2977         shader_addline(buffer, "BRK (%s.x);\n", comp);
2978     }
2979 }
2980
2981 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
2982 {
2983     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2984     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2985     struct list *e = list_head(&priv->control_frames);
2986     struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2987     const char *comp;
2988     char src_name0[50];
2989     char src_name1[50];
2990     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2991
2992     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2993     shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2994
2995     if(vshader)
2996     {
2997         /* Invert the flag. We jump to the else label if the condition is NOT true */
2998         comp = get_compare(invert_compare(ins->flags));
2999         shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3000         shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->no.ifc, comp);
3001     }
3002     else
3003     {
3004         comp = get_compare(ins->flags);
3005         shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3006         shader_addline(buffer, "IF %s.x;\n", comp);
3007     }
3008 }
3009
3010 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
3011 {
3012     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3013     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3014     struct list *e = list_head(&priv->control_frames);
3015     struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3016     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3017
3018     if(vshader)
3019     {
3020         shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->no.ifc);
3021         shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3022         control_frame->had_else = TRUE;
3023     }
3024     else
3025     {
3026         shader_addline(buffer, "ELSE;\n");
3027     }
3028 }
3029
3030 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
3031 {
3032     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3033     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3034     struct list *e = list_head(&priv->control_frames);
3035     struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3036     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3037
3038     if(vshader)
3039     {
3040         if(control_frame->had_else)
3041         {
3042             shader_addline(buffer, "ifc_%u_endif:\n", control_frame->no.ifc);
3043         }
3044         else
3045         {
3046             shader_addline(buffer, "#No else branch. else is endif\n");
3047             shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3048         }
3049     }
3050     else
3051     {
3052         shader_addline(buffer, "ENDIF;\n");
3053     }
3054 }
3055
3056 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
3057 {
3058     DWORD sampler_idx = ins->src[1].reg.idx;
3059     char reg_dest[40];
3060     char reg_src[3][40];
3061     WORD flags = TEX_DERIV;
3062
3063     shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3064     shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
3065     shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
3066     shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
3067
3068     if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3069     if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3070
3071     shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
3072 }
3073
3074 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
3075 {
3076     DWORD sampler_idx = ins->src[1].reg.idx;
3077     char reg_dest[40];
3078     char reg_coord[40];
3079     WORD flags = TEX_LOD;
3080
3081     shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3082     shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
3083
3084     if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3085     if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3086
3087     shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
3088 }
3089
3090 static void shader_hw_label(const struct wined3d_shader_instruction *ins)
3091 {
3092     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3093     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3094
3095     priv->in_main_func = FALSE;
3096     /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
3097      * subroutine, don't generate a label that will make GL complain
3098      */
3099     if(priv->target_version == ARB) return;
3100
3101     shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx);
3102 }
3103
3104 static void vshader_add_footer(IWineD3DVertexShaderImpl *This, struct wined3d_shader_buffer *buffer,
3105         const struct arb_vs_compile_args *args, struct shader_arb_ctx_priv *priv_ctx)
3106 {
3107     const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3108     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
3109     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3110     unsigned int i;
3111
3112     /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3113      * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3114      * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3115      * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3116      */
3117     if(args->super.fog_src == VS_FOG_Z) {
3118         shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
3119     } else if (!reg_maps->fog) {
3120         /* posFixup.x is always 1.0, so we can savely use it */
3121         shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3122     }
3123
3124     /* Write the final position.
3125      *
3126      * OpenGL coordinates specify the center of the pixel while d3d coords specify
3127      * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3128      * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3129      * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3130      */
3131     shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
3132     shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3133     shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3134
3135     if(use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
3136     {
3137         if(args->super.clip_enabled)
3138         {
3139             for(i = 0; i < priv_ctx->vs_clipplanes; i++)
3140             {
3141                 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
3142             }
3143         }
3144     }
3145     else if(args->clip.boolclip.clip_texcoord)
3146     {
3147         unsigned int cur_clip = 0;
3148         char component[4] = {'x', 'y', 'z', 'w'};
3149         const char *zero = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ZERO);
3150
3151         for (i = 0; i < gl_info->limits.clipplanes; ++i)
3152         {
3153             if(args->clip.boolclip.clipplane_mask & (1 << i))
3154             {
3155                 shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3156                                component[cur_clip++], i);
3157             }
3158         }
3159         switch(cur_clip)
3160         {
3161             case 0:
3162                 shader_addline(buffer, "MOV TA, %s;\n", zero);
3163                 break;
3164             case 1:
3165                 shader_addline(buffer, "MOV TA.yzw, %s;\n", zero);
3166                 break;
3167             case 2:
3168                 shader_addline(buffer, "MOV TA.zw, %s;\n", zero);
3169                 break;
3170             case 3:
3171                 shader_addline(buffer, "MOV TA.w, %s;\n", zero);
3172                 break;
3173         }
3174         shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
3175                        args->clip.boolclip.clip_texcoord - 1);
3176     }
3177
3178     /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3179      * and the glsl equivalent
3180      */
3181     if(need_helper_const((IWineD3DBaseShaderImpl *) This, gl_info)) {
3182         const char *two = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_TWO);
3183         shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two);
3184     } else {
3185         shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3186         shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3187     }
3188
3189     shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
3190
3191     priv_ctx->footer_written = TRUE;
3192 }
3193
3194 static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
3195 {
3196     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3197     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3198     IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *) ins->ctx->shader;
3199     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3200
3201     if(priv->target_version == ARB) return;
3202
3203     if(vshader)
3204     {
3205         if(priv->in_main_func) vshader_add_footer((IWineD3DVertexShaderImpl *) shader, buffer, priv->cur_vs_args, priv);
3206     }
3207
3208     shader_addline(buffer, "RET;\n");
3209 }
3210
3211 static void shader_hw_call(const struct wined3d_shader_instruction *ins)
3212 {
3213     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3214     shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx);
3215 }
3216
3217 /* GL locking is done by the caller */
3218 static GLuint create_arb_blt_vertex_program(const struct wined3d_gl_info *gl_info)
3219 {
3220     GLuint program_id = 0;
3221     GLint pos;
3222
3223     const char *blt_vprogram =
3224         "!!ARBvp1.0\n"
3225         "PARAM c[1] = { { 1, 0.5 } };\n"
3226         "MOV result.position, vertex.position;\n"
3227         "MOV result.color, c[0].x;\n"
3228         "MOV result.texcoord[0], vertex.texcoord[0];\n"
3229         "END\n";
3230
3231     GL_EXTCALL(glGenProgramsARB(1, &program_id));
3232     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
3233     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3234             strlen(blt_vprogram), blt_vprogram));
3235     checkGLcall("glProgramStringARB()");
3236
3237     glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3238     if (pos != -1)
3239     {
3240         FIXME("Vertex program error at position %d: %s\n\n", pos,
3241             debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3242         shader_arb_dump_program_source(blt_vprogram);
3243     }
3244     else
3245     {
3246         GLint native;
3247
3248         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3249         checkGLcall("glGetProgramivARB()");
3250         if (!native) WARN("Program exceeds native resource limits.\n");
3251     }
3252
3253     return program_id;
3254 }
3255
3256 /* GL locking is done by the caller */
3257 static GLuint create_arb_blt_fragment_program(const struct wined3d_gl_info *gl_info,
3258         enum tex_types tex_type, BOOL masked)
3259 {
3260     GLuint program_id = 0;
3261     const char *fprogram;
3262     GLint pos;
3263
3264     static const char * const blt_fprograms_full[tex_type_count] =
3265     {
3266         /* tex_1d */
3267         NULL,
3268         /* tex_2d */
3269         "!!ARBfp1.0\n"
3270         "TEMP R0;\n"
3271         "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3272         "MOV result.depth.z, R0.x;\n"
3273         "END\n",
3274         /* tex_3d */
3275         NULL,
3276         /* tex_cube */
3277         "!!ARBfp1.0\n"
3278         "TEMP R0;\n"
3279         "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3280         "MOV result.depth.z, R0.x;\n"
3281         "END\n",
3282         /* tex_rect */
3283         "!!ARBfp1.0\n"
3284         "TEMP R0;\n"
3285         "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3286         "MOV result.depth.z, R0.x;\n"
3287         "END\n",
3288     };
3289
3290     static const char * const blt_fprograms_masked[tex_type_count] =
3291     {
3292         /* tex_1d */
3293         NULL,
3294         /* tex_2d */
3295         "!!ARBfp1.0\n"
3296         "PARAM mask = program.local[0];\n"
3297         "TEMP R0;\n"
3298         "SLT R0.xy, fragment.position, mask.zwzw;\n"
3299         "MUL R0.x, R0.x, R0.y;\n"
3300         "KIL -R0.x;\n"
3301         "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3302         "MOV result.depth.z, R0.x;\n"
3303         "END\n",
3304         /* tex_3d */
3305         NULL,
3306         /* tex_cube */
3307         "!!ARBfp1.0\n"
3308         "PARAM mask = program.local[0];\n"
3309         "TEMP R0;\n"
3310         "SLT R0.xy, fragment.position, mask.zwzw;\n"
3311         "MUL R0.x, R0.x, R0.y;\n"
3312         "KIL -R0.x;\n"
3313         "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3314         "MOV result.depth.z, R0.x;\n"
3315         "END\n",
3316         /* tex_rect */
3317         "!!ARBfp1.0\n"
3318         "PARAM mask = program.local[0];\n"
3319         "TEMP R0;\n"
3320         "SLT R0.xy, fragment.position, mask.zwzw;\n"
3321         "MUL R0.x, R0.x, R0.y;\n"
3322         "KIL -R0.x;\n"
3323         "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3324         "MOV result.depth.z, R0.x;\n"
3325         "END\n",
3326     };
3327
3328     fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3329     if (!fprogram)
3330     {
3331         FIXME("tex_type %#x not supported, falling back to tex_2d\n", tex_type);
3332         tex_type = tex_2d;
3333         fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3334     }
3335
3336     GL_EXTCALL(glGenProgramsARB(1, &program_id));
3337     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
3338     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fprogram), fprogram));
3339     checkGLcall("glProgramStringARB()");
3340
3341     glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3342     if (pos != -1)
3343     {
3344         FIXME("Fragment program error at position %d: %s\n\n", pos,
3345             debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3346         shader_arb_dump_program_source(fprogram);
3347     }
3348     else
3349     {
3350         GLint native;
3351
3352         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3353         checkGLcall("glGetProgramivARB()");
3354         if (!native) WARN("Program exceeds native resource limits.\n");
3355     }
3356
3357     return program_id;
3358 }
3359
3360 static void arbfp_add_sRGB_correction(struct wined3d_shader_buffer *buffer, const char *fragcolor,
3361         const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
3362 {
3363     /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3364
3365     if(condcode)
3366     {
3367         /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3368         shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.y;\n", tmp1, fragcolor);
3369         /* Calculate the > 0.0031308 case */
3370         shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts1.z;\n", fragcolor, fragcolor);
3371         shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts1.z;\n", fragcolor, fragcolor);
3372         shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts1.z;\n", fragcolor, fragcolor);
3373         shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts1.w;\n", fragcolor, fragcolor);
3374         shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts2.x;\n", fragcolor, fragcolor);
3375         /* Calculate the < case */
3376         shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts1.x, %s;\n", fragcolor, fragcolor);
3377     }
3378     else
3379     {
3380         /* Calculate the > 0.0031308 case */
3381         shader_addline(buffer, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1, fragcolor);
3382         shader_addline(buffer, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1, fragcolor);
3383         shader_addline(buffer, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1, fragcolor);
3384         shader_addline(buffer, "MUL %s, %s, srgb_consts1.w;\n", tmp1, tmp1);
3385         shader_addline(buffer, "SUB %s, %s, srgb_consts2.x;\n", tmp1, tmp1);
3386         /* Calculate the < case */
3387         shader_addline(buffer, "MUL %s, srgb_consts1.x, %s;\n", tmp2, fragcolor);
3388         /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3389         shader_addline(buffer, "SLT %s, srgb_consts1.y, %s;\n", tmp3, fragcolor);
3390         shader_addline(buffer, "SGE %s, srgb_consts1.y, %s;\n", tmp4, fragcolor);
3391         /* Store the components > 0.0031308 in the destination */
3392         shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
3393         /* Add the components that are < 0.0031308 */
3394         shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
3395         /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3396         * result.color writes(.rgb first, then .a), or handle overwriting already written
3397         * components. The assembler uses a temporary register in this case, which is usually
3398         * not allocated from one of our registers that were used earlier.
3399         */
3400     }
3401     /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3402 }
3403
3404 static const DWORD *find_loop_control_values(IWineD3DBaseShaderImpl *This, DWORD idx)
3405 {
3406     const local_constant *constant;
3407
3408     LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsI, local_constant, entry)
3409     {
3410         if (constant->idx == idx)
3411         {
3412             return constant->value;
3413         }
3414     }
3415     return NULL;
3416 }
3417
3418 static void init_ps_input(const IWineD3DPixelShaderImpl *This, const struct arb_ps_compile_args *args,
3419                           struct shader_arb_ctx_priv *priv)
3420 {
3421     static const char * const texcoords[8] =
3422     {
3423         "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3424         "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3425     };
3426     unsigned int i;
3427     const struct wined3d_shader_signature_element *sig = This->baseShader.input_signature;
3428     const char *semantic_name;
3429     DWORD semantic_idx;
3430
3431     switch(args->super.vp_mode)
3432     {
3433         case pretransformed:
3434         case fixedfunction:
3435             /* The pixelshader has to collect the varyings on its own. In any case properly load
3436              * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3437              * other attribs to 0.0.
3438              *
3439              * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3440              * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3441              * load the texcoord attrib pointers to match the pixel shader signature
3442              */
3443             for(i = 0; i < MAX_REG_INPUT; i++)
3444             {
3445                 semantic_name = sig[i].semantic_name;
3446                 semantic_idx = sig[i].semantic_idx;
3447                 if (!semantic_name) continue;
3448
3449                 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3450                 {
3451                     if (!semantic_idx) priv->ps_input[i] = "fragment.color.primary";
3452                     else if(semantic_idx == 1) priv->ps_input[i] = "fragment.color.secondary";
3453                     else priv->ps_input[i] = "0.0";
3454                 }
3455                 else if(args->super.vp_mode == fixedfunction)
3456                 {
3457                     priv->ps_input[i] = "0.0";
3458                 }
3459                 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3460                 {
3461                     if(semantic_idx < 8) priv->ps_input[i] = texcoords[semantic_idx];
3462                     else priv->ps_input[i] = "0.0";
3463                 }
3464                 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3465                 {
3466                     if (!semantic_idx) priv->ps_input[i] = "fragment.fogcoord";
3467                     else priv->ps_input[i] = "0.0";
3468                 }
3469                 else
3470                 {
3471                     priv->ps_input[i] = "0.0";
3472                 }
3473
3474                 TRACE("v%u, semantic %s%u is %s\n", i, semantic_name, semantic_idx, priv->ps_input[i]);
3475             }
3476             break;
3477
3478         case vertexshader:
3479             /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3480              * fragment.color
3481              */
3482             for(i = 0; i < 8; i++)
3483             {
3484                 priv->ps_input[i] = texcoords[i];
3485             }
3486             priv->ps_input[8] = "fragment.color.primary";
3487             priv->ps_input[9] = "fragment.color.secondary";
3488             break;
3489     }
3490 }
3491
3492 /* GL locking is done by the caller */
3493 static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This, struct wined3d_shader_buffer *buffer,
3494         const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
3495 {
3496     const shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
3497     CONST DWORD *function = This->baseShader.function;
3498     const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
3499     const local_constant *lconst;
3500     GLuint retval;
3501     char fragcolor[16];
3502     DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This), next_local, cur;
3503     struct shader_arb_ctx_priv priv_ctx;
3504     BOOL dcl_td = FALSE;
3505     BOOL want_nv_prog = FALSE;
3506     struct arb_pshader_private *shader_priv = This->baseShader.backend_data;
3507     GLint errPos;
3508     DWORD map;
3509
3510     char srgbtmp[4][4];
3511     unsigned int i, found = 0;
3512
3513     for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
3514     {
3515         if (!(map & 1)
3516                 || (This->color0_mov && i == This->color0_reg)
3517                 || (reg_maps->shader_version.major < 2 && !i))
3518             continue;
3519
3520         sprintf(srgbtmp[found], "R%u", i);
3521         ++found;
3522         if (found == 4) break;
3523     }
3524
3525     switch(found) {
3526         case 0:
3527             sprintf(srgbtmp[0], "TA");
3528             sprintf(srgbtmp[1], "TB");
3529             sprintf(srgbtmp[2], "TC");
3530             sprintf(srgbtmp[3], "TD");
3531             dcl_td = TRUE;
3532             break;
3533         case 1:
3534             sprintf(srgbtmp[1], "TA");
3535             sprintf(srgbtmp[2], "TB");
3536             sprintf(srgbtmp[3], "TC");
3537             break;
3538         case 2:
3539             sprintf(srgbtmp[2], "TA");
3540             sprintf(srgbtmp[3], "TB");
3541             break;
3542         case 3:
3543             sprintf(srgbtmp[3], "TA");
3544             break;
3545         case 4:
3546             break;
3547     }
3548
3549     /*  Create the hw ARB shader */
3550     memset(&priv_ctx, 0, sizeof(priv_ctx));
3551     priv_ctx.cur_ps_args = args;
3552     priv_ctx.compiled_fprog = compiled;
3553     priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
3554     init_ps_input(This, args, &priv_ctx);
3555     list_init(&priv_ctx.control_frames);
3556
3557     /* Avoid enabling NV_fragment_program* if we do not need it.
3558      *
3559      * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3560      * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3561      * is faster than what we gain from using higher native instructions. There are some things though
3562      * that cannot be emulated. In that case enable the extensions.
3563      * If the extension is enabled, instruction handlers that support both ways will use it.
3564      *
3565      * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3566      * So enable the best we can get.
3567      */
3568     if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
3569        reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall)
3570     {
3571         want_nv_prog = TRUE;
3572     }
3573
3574     shader_addline(buffer, "!!ARBfp1.0\n");
3575     if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM2])
3576     {
3577         shader_addline(buffer, "OPTION NV_fragment_program2;\n");
3578         priv_ctx.target_version = NV3;
3579     }
3580     else if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
3581     {
3582         shader_addline(buffer, "OPTION NV_fragment_program;\n");
3583         priv_ctx.target_version = NV2;
3584     } else {
3585         if(want_nv_prog)
3586         {
3587             /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3588              * limits properly
3589              */
3590             ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3591             ERR("Try GLSL\n");
3592         }
3593         priv_ctx.target_version = ARB;
3594     }
3595
3596     if(This->baseShader.reg_maps.highest_render_target > 0)
3597     {
3598         shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
3599     }
3600
3601     if (reg_maps->shader_version.major < 3)
3602     {
3603         switch(args->super.fog) {
3604             case FOG_OFF:
3605                 break;
3606             case FOG_LINEAR:
3607                 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
3608                 break;
3609             case FOG_EXP:
3610                 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
3611                 break;
3612             case FOG_EXP2:
3613                 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
3614                 break;
3615         }
3616     }
3617
3618     /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3619      * unused temps away(but occupies them for the whole shader if they're used once). Always
3620      * declaring them avoids tricky bookkeeping work
3621      */
3622     shader_addline(buffer, "TEMP TA;\n");      /* Used for modifiers */
3623     shader_addline(buffer, "TEMP TB;\n");      /* Used for modifiers */
3624     shader_addline(buffer, "TEMP TC;\n");      /* Used for modifiers */
3625     if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
3626     shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3627     shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3628     shader_addline(buffer, "PARAM ps_helper_const = { 0.0, 1.0, %1.10f, 0.0 };\n", eps);
3629
3630     if (reg_maps->shader_version.major < 2)
3631     {
3632         strcpy(fragcolor, "R0");
3633     } else {
3634         if(args->super.srgb_correction) {
3635             if(This->color0_mov) {
3636                 sprintf(fragcolor, "R%u", This->color0_reg);
3637             } else {
3638                 shader_addline(buffer, "TEMP TMP_COLOR;\n");
3639                 strcpy(fragcolor, "TMP_COLOR");
3640             }
3641         } else {
3642             strcpy(fragcolor, "result.color");
3643         }
3644     }
3645
3646     if(args->super.srgb_correction) {
3647         shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
3648                        srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
3649         shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
3650                        srgb_sub_high, 0.0, 0.0, 0.0);
3651     }
3652
3653     /* Base Declarations */
3654     next_local = shader_generate_arb_declarations((IWineD3DBaseShader *)This,
3655             reg_maps, buffer, gl_info, lconst_map, NULL, &priv_ctx);
3656
3657     for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
3658     {
3659         if (!(map & 1)) continue;
3660
3661         cur = compiled->numbumpenvmatconsts;
3662         compiled->bumpenvmatconst[cur].const_num = WINED3D_CONST_NUM_UNUSED;
3663         compiled->bumpenvmatconst[cur].texunit = i;
3664         compiled->luminanceconst[cur].const_num = WINED3D_CONST_NUM_UNUSED;
3665         compiled->luminanceconst[cur].texunit = i;
3666
3667         /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3668          * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3669          * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3670          * textures due to conditional NP2 restrictions)
3671          *
3672          * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3673          * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3674          * their location is shader dependent anyway and they cannot be loaded globally.
3675          */
3676         compiled->bumpenvmatconst[cur].const_num = next_local++;
3677         shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
3678                        i, compiled->bumpenvmatconst[cur].const_num);
3679         compiled->numbumpenvmatconsts = cur + 1;
3680
3681         if (!(reg_maps->luminanceparams & (1 << i))) continue;
3682
3683         compiled->luminanceconst[cur].const_num = next_local++;
3684         shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
3685                        i, compiled->luminanceconst[cur].const_num);
3686     }
3687
3688     for(i = 0; i < MAX_CONST_I; i++)
3689     {
3690         compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3691         if (reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
3692         {
3693             const DWORD *control_values = find_loop_control_values((IWineD3DBaseShaderImpl *) This, i);
3694
3695             if(control_values)
3696             {
3697                 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3698                                 control_values[0], control_values[1], control_values[2]);
3699             }
3700             else
3701             {
3702                 compiled->int_consts[i] = next_local;
3703                 compiled->num_int_consts++;
3704                 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3705             }
3706         }
3707     }
3708
3709     if(reg_maps->vpos || reg_maps->usesdsy)
3710     {
3711         compiled->ycorrection = next_local;
3712         shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
3713
3714         if(reg_maps->vpos)
3715         {
3716             shader_addline(buffer, "TEMP vpos;\n");
3717             /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3718              * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3719              * ycorrection.z: 1.0
3720              * ycorrection.w: 0.0
3721              */
3722             shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3723             shader_addline(buffer, "FLR vpos.xy, vpos;\n");
3724         }
3725     }
3726     else
3727     {
3728         compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
3729     }
3730
3731     /* Load constants to fixup NP2 texcoords if there are still free constants left:
3732      * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3733      * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3734      * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3735      * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3736      * shader compilation errors and the subsequent errors when drawing with this shader. */
3737     if (priv_ctx.cur_ps_args->super.np2_fixup) {
3738
3739         struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
3740         const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
3741         const UINT max_lconsts = gl_info->limits.arb_ps_local_constants;
3742
3743         fixup->offset = next_local;
3744         fixup->super.active = 0;
3745
3746         cur = 0;
3747         for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
3748             if (!(map & (1 << i))) continue;
3749
3750             if (fixup->offset + (cur >> 1) < max_lconsts) {
3751                 fixup->super.active |= (1 << i);
3752                 fixup->super.idx[i] = cur++;
3753             } else {
3754                 FIXME("No free constant found to load NP2 fixup data into shader. "
3755                       "Sampling from this texture will probably look wrong.\n");
3756                 break;
3757             }
3758         }
3759
3760         fixup->super.num_consts = (cur + 1) >> 1;
3761         if (fixup->super.num_consts) {
3762             shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3763                            fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
3764         }
3765
3766         next_local += fixup->super.num_consts;
3767     }
3768
3769     if (shader_priv->clipplane_emulation != ~0U && args->clip)
3770     {
3771         shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
3772     }
3773
3774     /* Base Shader Body */
3775     shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
3776
3777     if(args->super.srgb_correction) {
3778         arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
3779                                   priv_ctx.target_version >= NV2);
3780     }
3781
3782     if(strcmp(fragcolor, "result.color")) {
3783         shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3784     }
3785     shader_addline(buffer, "END\n");
3786
3787     /* TODO: change to resource.glObjectHandle or something like that */
3788     GL_EXTCALL(glGenProgramsARB(1, &retval));
3789
3790     TRACE("Creating a hw pixel shader, prg=%d\n", retval);
3791     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
3792
3793     TRACE("Created hw pixel shader, prg=%d\n", retval);
3794     /* Create the program and check for errors */
3795     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3796                buffer->bsize, buffer->buffer));
3797     checkGLcall("glProgramStringARB()");
3798
3799     glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
3800     if (errPos != -1)
3801     {
3802         FIXME("HW PixelShader Error at position %d: %s\n\n",
3803               errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3804         shader_arb_dump_program_source(buffer->buffer);
3805         retval = 0;
3806     }
3807     else
3808     {
3809         GLint native;
3810
3811         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3812         checkGLcall("glGetProgramivARB()");
3813         if (!native) WARN("Program exceeds native resource limits.\n");
3814     }
3815
3816     /* Load immediate constants */
3817     if(lconst_map) {
3818         LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
3819             const float *value = (const float *)lconst->value;
3820             GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst_map[lconst->idx], value));
3821             checkGLcall("glProgramLocalParameter4fvARB");
3822         }
3823         HeapFree(GetProcessHeap(), 0, lconst_map);
3824     }
3825
3826     return retval;
3827 }
3828
3829 static int compare_sig(const struct wined3d_shader_signature_element *sig1, const struct wined3d_shader_signature_element *sig2)
3830 {
3831     unsigned int i;
3832     int ret;
3833
3834     for(i = 0; i < MAX_REG_INPUT; i++)
3835     {
3836         if (!sig1[i].semantic_name || !sig2[i].semantic_name)
3837         {
3838             /* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */
3839             if(sig1[i].semantic_name != sig2[i].semantic_name) return sig1[i].semantic_name < sig2[i].semantic_name ? -1 : 1;
3840             continue;
3841         }
3842
3843         if ((ret = strcmp(sig1[i].semantic_name, sig2[i].semantic_name))) return ret;
3844         if(sig1[i].semantic_idx    != sig2[i].semantic_idx)    return sig1[i].semantic_idx    < sig2[i].semantic_idx    ? -1 : 1;
3845         if(sig1[i].sysval_semantic != sig2[i].sysval_semantic) return sig1[i].sysval_semantic < sig2[i].sysval_semantic ? -1 : 1;
3846         if(sig1[i].component_type  != sig2[i].component_type)  return sig1[i].sysval_semantic < sig2[i].component_type  ? -1 : 1;
3847         if(sig1[i].register_idx    != sig2[i].register_idx)    return sig1[i].register_idx    < sig2[i].register_idx    ? -1 : 1;
3848         if(sig1[i].mask            != sig2->mask)              return sig1[i].mask            < sig2[i].mask            ? -1 : 1;
3849     }
3850     return 0;
3851 }
3852
3853 static struct wined3d_shader_signature_element *clone_sig(const struct wined3d_shader_signature_element *sig)
3854 {
3855     struct wined3d_shader_signature_element *new;
3856     int i;
3857     char *name;
3858
3859     new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*new) * MAX_REG_INPUT);
3860     for(i = 0; i < MAX_REG_INPUT; i++)
3861     {
3862         if (!sig[i].semantic_name) continue;
3863
3864         new[i] = sig[i];
3865         /* Clone the semantic string */
3866         name = HeapAlloc(GetProcessHeap(), 0, strlen(sig[i].semantic_name) + 1);
3867         strcpy(name, sig[i].semantic_name);
3868         new[i].semantic_name = name;
3869     }
3870     return new;
3871 }
3872
3873 static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature_element *sig)
3874 {
3875     struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
3876     struct ps_signature *found_sig;
3877
3878     if (entry)
3879     {
3880         found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
3881         TRACE("Found existing signature %u\n", found_sig->idx);
3882         return found_sig->idx;
3883     }
3884     found_sig = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*sig));
3885     found_sig->sig = clone_sig(sig);
3886     found_sig->idx = priv->ps_sig_number++;
3887     TRACE("New signature stored and assigned number %u\n", found_sig->idx);
3888     if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
3889     {
3890         ERR("Failed to insert program entry.\n");
3891     }
3892     return found_sig->idx;
3893 }
3894
3895 static void init_output_registers(IWineD3DVertexShaderImpl *shader, DWORD sig_num, struct shader_arb_ctx_priv *priv_ctx,
3896                                   struct arb_vs_compiled_shader *compiled)
3897 {
3898     unsigned int i, j;
3899     static const char * const texcoords[8] =
3900     {
3901         "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3902         "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3903     };
3904     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) shader->baseShader.device;
3905     IWineD3DBaseShaderClass *baseshader = &shader->baseShader;
3906     const struct wined3d_shader_signature_element *sig;
3907     const char *semantic_name;
3908     DWORD semantic_idx, reg_idx;
3909
3910     /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3911      * and varying 9 to result.color.secondary
3912      */
3913     static const char * const decl_idx_to_string[MAX_REG_INPUT] =
3914     {
3915         "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3916         "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
3917         "result.color.primary", "result.color.secondary"
3918     };
3919
3920     if(sig_num == ~0)
3921     {
3922         TRACE("Pixel shader uses builtin varyings\n");
3923         /* Map builtins to builtins */
3924         for(i = 0; i < 8; i++)
3925         {
3926             priv_ctx->texcrd_output[i] = texcoords[i];
3927         }
3928         priv_ctx->color_output[0] = "result.color.primary";
3929         priv_ctx->color_output[1] = "result.color.secondary";
3930         priv_ctx->fog_output = "result.fogcoord";
3931
3932         /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
3933         for (i = 0; i < (sizeof(baseshader->output_signature) / sizeof(*baseshader->output_signature)); ++i)
3934         {
3935             semantic_name = baseshader->output_signature[i].semantic_name;
3936             if (!semantic_name) continue;
3937
3938             if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3939             {
3940                 TRACE("o%u is TMP_OUT\n", i);
3941                 if (!baseshader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "TMP_OUT";
3942                 else priv_ctx->vs_output[i] = "TA";
3943             }
3944             else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3945             {
3946                 TRACE("o%u is result.pointsize\n", i);
3947                 if (!baseshader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "result.pointsize";
3948                 else priv_ctx->vs_output[i] = "TA";
3949             }
3950             else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3951             {
3952                 TRACE("o%u is result.color.?, idx %u\n", i, baseshader->output_signature[i].semantic_idx);
3953                 if (!baseshader->output_signature[i].semantic_idx)
3954                     priv_ctx->vs_output[i] = "result.color.primary";
3955                 else if (baseshader->output_signature[i].semantic_idx == 1)
3956                     priv_ctx->vs_output[i] = "result.color.secondary";
3957                 else priv_ctx->vs_output[i] = "TA";
3958             }
3959             else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3960             {
3961                 TRACE("o%u is %s\n", i, texcoords[baseshader->output_signature[i].semantic_idx]);
3962                 if (baseshader->output_signature[i].semantic_idx >= 8) priv_ctx->vs_output[i] = "TA";
3963                 else priv_ctx->vs_output[i] = texcoords[baseshader->output_signature[i].semantic_idx];
3964             }
3965             else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3966             {
3967                 TRACE("o%u is result.fogcoord\n", i);
3968                 if (baseshader->output_signature[i].semantic_idx > 0) priv_ctx->vs_output[i] = "TA";
3969                 else priv_ctx->vs_output[i] = "result.fogcoord";
3970             }
3971             else
3972             {
3973                 priv_ctx->vs_output[i] = "TA";
3974             }
3975         }
3976         return;
3977     }
3978
3979     /* Instead of searching for the signature in the signature list, read the one from the current pixel shader.
3980      * Its maybe not the shader where the signature came from, but it is the same signature and faster to find
3981      */
3982     sig = device->stateBlock->state.pixel_shader->baseShader.input_signature;
3983     TRACE("Pixel shader uses declared varyings\n");
3984
3985     /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
3986     for(i = 0; i < 8; i++)
3987     {
3988         priv_ctx->texcrd_output[i] = "TA";
3989     }
3990     priv_ctx->color_output[0] = "TA";
3991     priv_ctx->color_output[1] = "TA";
3992     priv_ctx->fog_output = "TA";
3993
3994     for(i = 0; i < MAX_REG_INPUT; i++)
3995     {
3996         semantic_name = sig[i].semantic_name;
3997         semantic_idx = sig[i].semantic_idx;
3998         reg_idx = sig[i].register_idx;
3999         if (!semantic_name) continue;
4000
4001         /* If a declared input register is not written by builtin arguments, don't write to it.
4002          * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
4003          *
4004          * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
4005          * to TMP_OUT in any case
4006          */
4007         if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
4008         {
4009             if(semantic_idx < 8) priv_ctx->texcrd_output[semantic_idx] = decl_idx_to_string[reg_idx];
4010         }
4011         else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
4012         {
4013             if(semantic_idx < 2) priv_ctx->color_output[semantic_idx] = decl_idx_to_string[reg_idx];
4014         }
4015         else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
4016         {
4017             if (!semantic_idx) priv_ctx->fog_output = decl_idx_to_string[reg_idx];
4018         }
4019         else
4020         {
4021             continue;
4022         }
4023
4024         if (!strcmp(decl_idx_to_string[reg_idx], "result.color.primary")
4025                 || !strcmp(decl_idx_to_string[reg_idx], "result.color.secondary"))
4026         {
4027             compiled->need_color_unclamp = TRUE;
4028         }
4029     }
4030
4031     /* Map declared to declared */
4032     for (i = 0; i < (sizeof(baseshader->output_signature) / sizeof(*baseshader->output_signature)); ++i)
4033     {
4034         /* Write unread output to TA to throw them away */
4035         priv_ctx->vs_output[i] = "TA";
4036         semantic_name = baseshader->output_signature[i].semantic_name;
4037         if (!semantic_name) continue;
4038
4039         if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION)
4040                 && !baseshader->output_signature[i].semantic_idx)
4041         {
4042             priv_ctx->vs_output[i] = "TMP_OUT";
4043             continue;
4044         }
4045         else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE)
4046                 && !baseshader->output_signature[i].semantic_idx)
4047         {
4048             priv_ctx->vs_output[i] = "result.pointsize";
4049             continue;
4050         }
4051
4052         for(j = 0; j < MAX_REG_INPUT; j++)
4053         {
4054             if (!sig[j].semantic_name) continue;
4055
4056             if (!strcmp(sig[j].semantic_name, semantic_name)
4057                     && sig[j].semantic_idx == baseshader->output_signature[i].semantic_idx)
4058             {
4059                 priv_ctx->vs_output[i] = decl_idx_to_string[sig[j].register_idx];
4060
4061                 if (!strcmp(priv_ctx->vs_output[i], "result.color.primary")
4062                         || !strcmp(priv_ctx->vs_output[i], "result.color.secondary"))
4063                 {
4064                     compiled->need_color_unclamp = TRUE;
4065                 }
4066             }
4067         }
4068     }
4069 }
4070
4071 /* GL locking is done by the caller */
4072 static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This, struct wined3d_shader_buffer *buffer,
4073         const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled)
4074 {
4075     const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
4076     CONST DWORD *function = This->baseShader.function;
4077     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
4078     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4079     const local_constant *lconst;
4080     GLuint ret;
4081     DWORD next_local, *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This);
4082     struct shader_arb_ctx_priv priv_ctx;
4083     unsigned int i;
4084     GLint errPos;
4085
4086     memset(&priv_ctx, 0, sizeof(priv_ctx));
4087     priv_ctx.cur_vs_args = args;
4088     list_init(&priv_ctx.control_frames);
4089     init_output_registers(This, args->ps_signature, &priv_ctx, compiled);
4090
4091     /*  Create the hw ARB shader */
4092     shader_addline(buffer, "!!ARBvp1.0\n");
4093
4094     /* Always enable the NV extension if available. Unlike fragment shaders, there is no
4095      * mesurable performance penalty, and we can always make use of it for clipplanes.
4096      */
4097     if (gl_info->supported[NV_VERTEX_PROGRAM3])
4098     {
4099         shader_addline(buffer, "OPTION NV_vertex_program3;\n");
4100         priv_ctx.target_version = NV3;
4101         shader_addline(buffer, "ADDRESS aL;\n");
4102     }
4103     else if (gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4104     {
4105         shader_addline(buffer, "OPTION NV_vertex_program2;\n");
4106         priv_ctx.target_version = NV2;
4107         shader_addline(buffer, "ADDRESS aL;\n");
4108     } else {
4109         priv_ctx.target_version = ARB;
4110     }
4111
4112     shader_addline(buffer, "TEMP TMP_OUT;\n");
4113     if(need_helper_const((IWineD3DBaseShaderImpl *) This, gl_info)) {
4114         shader_addline(buffer, "PARAM helper_const = { 0.0, 1.0, 2.0, %1.10f};\n", eps);
4115     }
4116     if(need_rel_addr_const((IWineD3DBaseShaderImpl *) This, gl_info)) {
4117         shader_addline(buffer, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", This->rel_offset);
4118         shader_addline(buffer, "TEMP A0_SHADOW;\n");
4119     }
4120
4121     shader_addline(buffer, "TEMP TA;\n");
4122
4123     /* Base Declarations */
4124     next_local = shader_generate_arb_declarations((IWineD3DBaseShader *)This,
4125             reg_maps, buffer, gl_info, lconst_map, &priv_ctx.vs_clipplanes, &priv_ctx);
4126
4127     for(i = 0; i < MAX_CONST_I; i++)
4128     {
4129         compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
4130         if(reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
4131         {
4132             const DWORD *control_values = find_loop_control_values((IWineD3DBaseShaderImpl *) This, i);
4133
4134             if(control_values)
4135             {
4136                 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
4137                                 control_values[0], control_values[1], control_values[2]);
4138             }
4139             else
4140             {
4141                 compiled->int_consts[i] = next_local;
4142                 compiled->num_int_consts++;
4143                 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
4144             }
4145         }
4146     }
4147
4148     /* We need a constant to fixup the final position */
4149     shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
4150     compiled->pos_fixup = next_local++;
4151
4152     /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
4153      * for output parameters. D3D in theory does not do that either, but some applications depend on a
4154      * proper initialization of the secondary color, and programs using the fixed function pipeline without
4155      * a replacement shader depend on the texcoord.w being set properly.
4156      *
4157      * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
4158      * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
4159      * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
4160      * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4161      * this can eat a number of instructions, so skip it unless this cap is set as well
4162      */
4163     if (!gl_info->supported[NV_VERTEX_PROGRAM])
4164     {
4165         const char *color_init = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_0001);
4166         shader_addline(buffer, "MOV result.color.secondary, %s;\n", color_init);
4167
4168         if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W && !device->frag_pipe->ffp_proj_control)
4169         {
4170             int i;
4171             const char *one = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ONE);
4172             for(i = 0; i < min(8, MAX_REG_TEXCRD); i++)
4173             {
4174                 if (This->baseShader.reg_maps.texcoord_mask[i]
4175                         && This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL)
4176                     shader_addline(buffer, "MOV result.texcoord[%u].w, %s\n", i, one);
4177             }
4178         }
4179     }
4180
4181     /* The shader starts with the main function */
4182     priv_ctx.in_main_func = TRUE;
4183     /* Base Shader Body */
4184     shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
4185
4186     if(!priv_ctx.footer_written) vshader_add_footer(This, buffer, args, &priv_ctx);
4187
4188     shader_addline(buffer, "END\n");
4189
4190     /* TODO: change to resource.glObjectHandle or something like that */
4191     GL_EXTCALL(glGenProgramsARB(1, &ret));
4192
4193     TRACE("Creating a hw vertex shader, prg=%d\n", ret);
4194     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
4195
4196     TRACE("Created hw vertex shader, prg=%d\n", ret);
4197     /* Create the program and check for errors */
4198     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
4199                buffer->bsize, buffer->buffer));
4200     checkGLcall("glProgramStringARB()");
4201
4202     glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
4203     if (errPos != -1)
4204     {
4205         FIXME("HW VertexShader Error at position %d: %s\n\n",
4206               errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
4207         shader_arb_dump_program_source(buffer->buffer);
4208         ret = -1;
4209     }
4210     else
4211     {
4212         GLint native;
4213
4214         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
4215         checkGLcall("glGetProgramivARB()");
4216         if (!native) WARN("Program exceeds native resource limits.\n");
4217
4218         /* Load immediate constants */
4219         if(lconst_map) {
4220             LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
4221                 const float *value = (const float *)lconst->value;
4222                 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst_map[lconst->idx], value));
4223             }
4224         }
4225     }
4226     HeapFree(GetProcessHeap(), 0, lconst_map);
4227
4228     return ret;
4229 }
4230
4231 /* GL locking is done by the caller */
4232 static struct arb_ps_compiled_shader *find_arb_pshader(IWineD3DPixelShaderImpl *shader, const struct arb_ps_compile_args *args)
4233 {
4234     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
4235     UINT i;
4236     DWORD new_size;
4237     struct arb_ps_compiled_shader *new_array;
4238     struct wined3d_shader_buffer buffer;
4239     struct arb_pshader_private *shader_data;
4240     GLuint ret;
4241
4242     if (!shader->baseShader.backend_data)
4243     {
4244         const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4245         struct shader_arb_priv *priv = device->shader_priv;
4246
4247         shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4248         shader_data = shader->baseShader.backend_data;
4249         shader_data->clamp_consts = shader->baseShader.reg_maps.shader_version.major == 1;
4250
4251         if(shader->baseShader.reg_maps.shader_version.major < 3) shader_data->input_signature_idx = ~0;
4252         else shader_data->input_signature_idx = find_input_signature(priv, shader->baseShader.input_signature);
4253
4254         shader_data->has_signature_idx = TRUE;
4255         TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
4256
4257         if (!device->vs_clipping)
4258             shader_data->clipplane_emulation = shader_find_free_input_register(&shader->baseShader.reg_maps,
4259                     gl_info->limits.texture_stages - 1);
4260         else
4261             shader_data->clipplane_emulation = ~0U;
4262     }
4263     shader_data = shader->baseShader.backend_data;
4264
4265     /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4266      * so a linear search is more performant than a hashmap or a binary search
4267      * (cache coherency etc)
4268      */
4269     for (i = 0; i < shader_data->num_gl_shaders; ++i)
4270     {
4271         if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)))
4272             return &shader_data->gl_shaders[i];
4273     }
4274
4275     TRACE("No matching GL shader found, compiling a new shader\n");
4276     if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4277         if (shader_data->num_gl_shaders)
4278         {
4279             new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4280             new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4281                                     new_size * sizeof(*shader_data->gl_shaders));
4282         } else {
4283             new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4284             new_size = 1;
4285         }
4286
4287         if(!new_array) {
4288             ERR("Out of memory\n");
4289             return 0;
4290         }
4291         shader_data->gl_shaders = new_array;
4292         shader_data->shader_array_size = new_size;
4293     }
4294
4295     shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4296
4297     pixelshader_update_samplers(&shader->baseShader.reg_maps,
4298             (IWineD3DBaseTexture **)device->stateBlock->state.textures);
4299
4300     if (!shader_buffer_init(&buffer))
4301     {
4302         ERR("Failed to initialize shader buffer.\n");
4303         return 0;
4304     }
4305
4306     ret = shader_arb_generate_pshader(shader, &buffer, args,
4307                                       &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4308     shader_buffer_free(&buffer);
4309     shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4310
4311     return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4312 }
4313
4314 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
4315                                  const DWORD use_map, BOOL skip_int) {
4316     if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
4317     if(stored->super.clip_enabled != new->super.clip_enabled) return FALSE;
4318     if(stored->super.fog_src != new->super.fog_src) return FALSE;
4319     if(stored->clip.boolclip_compare != new->clip.boolclip_compare) return FALSE;
4320     if(stored->ps_signature != new->ps_signature) return FALSE;
4321     if(stored->vertex.samplers_compare != new->vertex.samplers_compare) return FALSE;
4322     if(skip_int) return TRUE;
4323
4324     return !memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl));
4325 }
4326
4327 static struct arb_vs_compiled_shader *find_arb_vshader(IWineD3DVertexShaderImpl *shader, const struct arb_vs_compile_args *args)
4328 {
4329     UINT i;
4330     DWORD new_size;
4331     struct arb_vs_compiled_shader *new_array;
4332     DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
4333     struct wined3d_shader_buffer buffer;
4334     struct arb_vshader_private *shader_data;
4335     GLuint ret;
4336     const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)shader->baseShader.device)->adapter->gl_info;
4337
4338     if (!shader->baseShader.backend_data)
4339     {
4340         shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4341     }
4342     shader_data = shader->baseShader.backend_data;
4343
4344     /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4345      * so a linear search is more performant than a hashmap or a binary search
4346      * (cache coherency etc)
4347      */
4348     for(i = 0; i < shader_data->num_gl_shaders; i++) {
4349         if (vs_args_equal(&shader_data->gl_shaders[i].args, args,
4350                 use_map, gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]))
4351         {
4352             return &shader_data->gl_shaders[i];
4353         }
4354     }
4355
4356     TRACE("No matching GL shader found, compiling a new shader\n");
4357
4358     if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4359         if (shader_data->num_gl_shaders)
4360         {
4361             new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4362             new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4363                                     new_size * sizeof(*shader_data->gl_shaders));
4364         } else {
4365             new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4366             new_size = 1;
4367         }
4368
4369         if(!new_array) {
4370             ERR("Out of memory\n");
4371             return 0;
4372         }
4373         shader_data->gl_shaders = new_array;
4374         shader_data->shader_array_size = new_size;
4375     }
4376
4377     shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4378
4379     if (!shader_buffer_init(&buffer))
4380     {
4381         ERR("Failed to initialize shader buffer.\n");
4382         return 0;
4383     }
4384
4385     ret = shader_arb_generate_vshader(shader, &buffer, args,
4386             &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4387     shader_buffer_free(&buffer);
4388     shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4389
4390     return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4391 }
4392
4393 static void find_arb_ps_compile_args(const struct wined3d_state *state,
4394         IWineD3DPixelShaderImpl *shader, struct arb_ps_compile_args *args)
4395 {
4396     int i;
4397     WORD int_skip;
4398     const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)shader->baseShader.device)->adapter->gl_info;
4399
4400     find_ps_compile_args(state, shader, &args->super);
4401
4402     /* This forces all local boolean constants to 1 to make them stateblock independent */
4403     args->bools = shader->baseShader.reg_maps.local_bool_consts;
4404
4405     for(i = 0; i < MAX_CONST_B; i++)
4406     {
4407         if (state->ps_consts_b[i])
4408             args->bools |= ( 1 << i);
4409     }
4410
4411     /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4412      * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4413      * duplicate the shader than have a no-op KIL instruction in every shader
4414      */
4415     if ((!((IWineD3DDeviceImpl *)shader->baseShader.device)->vs_clipping) && use_vs(state)
4416             && state->render_states[WINED3DRS_CLIPPING]
4417             && state->render_states[WINED3DRS_CLIPPLANEENABLE])
4418         args->clip = 1;
4419     else
4420         args->clip = 0;
4421
4422     /* Skip if unused or local, or supported natively */
4423     int_skip = ~shader->baseShader.reg_maps.integer_constants | shader->baseShader.reg_maps.local_int_consts;
4424     if (int_skip == 0xffff || gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
4425     {
4426         memset(&args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4427         return;
4428     }
4429
4430     for(i = 0; i < MAX_CONST_I; i++)
4431     {
4432         if(int_skip & (1 << i))
4433         {
4434             args->loop_ctrl[i][0] = 0;
4435             args->loop_ctrl[i][1] = 0;
4436             args->loop_ctrl[i][2] = 0;
4437         }
4438         else
4439         {
4440             args->loop_ctrl[i][0] = state->ps_consts_i[i * 4];
4441             args->loop_ctrl[i][1] = state->ps_consts_i[i * 4 + 1];
4442             args->loop_ctrl[i][2] = state->ps_consts_i[i * 4 + 2];
4443         }
4444     }
4445 }
4446
4447 static void find_arb_vs_compile_args(const struct wined3d_state *state,
4448         IWineD3DVertexShaderImpl *shader, struct arb_vs_compile_args *args)
4449 {
4450     int i;
4451     WORD int_skip;
4452     IWineD3DDeviceImpl *dev = (IWineD3DDeviceImpl *)shader->baseShader.device;
4453     const struct wined3d_gl_info *gl_info = &dev->adapter->gl_info;
4454
4455     find_vs_compile_args(state, shader, &args->super);
4456
4457     args->clip.boolclip_compare = 0;
4458     if (use_ps(state))
4459     {
4460         IWineD3DPixelShaderImpl *ps = state->pixel_shader;
4461         struct arb_pshader_private *shader_priv = ps->baseShader.backend_data;
4462         args->ps_signature = shader_priv->input_signature_idx;
4463
4464         args->clip.boolclip.clip_texcoord = shader_priv->clipplane_emulation + 1;
4465     }
4466     else
4467     {
4468         args->ps_signature = ~0;
4469         if(!dev->vs_clipping)
4470         {
4471             args->clip.boolclip.clip_texcoord = ffp_clip_emul(state) ? gl_info->limits.texture_stages : 0;
4472         }
4473         /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4474     }
4475
4476     if (args->clip.boolclip.clip_texcoord)
4477     {
4478         if (state->render_states[WINED3DRS_CLIPPING])
4479             args->clip.boolclip.clipplane_mask = (unsigned char)state->render_states[WINED3DRS_CLIPPLANEENABLE];
4480         /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4481     }
4482
4483     /* This forces all local boolean constants to 1 to make them stateblock independent */
4484     args->clip.boolclip.bools = shader->baseShader.reg_maps.local_bool_consts;
4485     /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4486     for(i = 0; i < MAX_CONST_B; i++)
4487     {
4488         if (state->vs_consts_b[i])
4489             args->clip.boolclip.bools |= ( 1 << i);
4490     }
4491
4492     args->vertex.samplers[0] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 0];
4493     args->vertex.samplers[1] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 1];
4494     args->vertex.samplers[2] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 2];
4495     args->vertex.samplers[3] = 0;
4496
4497     /* Skip if unused or local */
4498     int_skip = ~shader->baseShader.reg_maps.integer_constants | shader->baseShader.reg_maps.local_int_consts;
4499     /* This is about flow control, not clipping. */
4500     if (int_skip == 0xffff || gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4501     {
4502         memset(&args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4503         return;
4504     }
4505
4506     for(i = 0; i < MAX_CONST_I; i++)
4507     {
4508         if(int_skip & (1 << i))
4509         {
4510             args->loop_ctrl[i][0] = 0;
4511             args->loop_ctrl[i][1] = 0;
4512             args->loop_ctrl[i][2] = 0;
4513         }
4514         else
4515         {
4516             args->loop_ctrl[i][0] = state->vs_consts_i[i * 4];
4517             args->loop_ctrl[i][1] = state->vs_consts_i[i * 4 + 1];
4518             args->loop_ctrl[i][2] = state->vs_consts_i[i * 4 + 2];
4519         }
4520     }
4521 }
4522
4523 /* GL locking is done by the caller */
4524 static void shader_arb_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
4525 {
4526     IWineD3DDeviceImpl *This = context->swapchain->device;
4527     struct shader_arb_priv *priv = This->shader_priv;
4528     const struct wined3d_gl_info *gl_info = context->gl_info;
4529     const struct wined3d_state *state = &This->stateBlock->state;
4530     int i;
4531
4532     /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4533     if (usePS)
4534     {
4535         IWineD3DPixelShaderImpl *ps = state->pixel_shader;
4536         struct arb_ps_compile_args compile_args;
4537         struct arb_ps_compiled_shader *compiled;
4538
4539         TRACE("Using pixel shader %p.\n", ps);
4540         find_arb_ps_compile_args(state, ps, &compile_args);
4541         compiled = find_arb_pshader(ps, &compile_args);
4542         priv->current_fprogram_id = compiled->prgId;
4543         priv->compiled_fprog = compiled;
4544
4545         /* Bind the fragment program */
4546         GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4547         checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4548
4549         if(!priv->use_arbfp_fixed_func) {
4550             /* Enable OpenGL fragment programs */
4551             glEnable(GL_FRAGMENT_PROGRAM_ARB);
4552             checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4553         }
4554         TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
4555
4556         /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4557          * a 1.x and newer shader, reload the first 8 constants
4558          */
4559         if(priv->last_ps_const_clamped != ((struct arb_pshader_private *)ps->baseShader.backend_data)->clamp_consts)
4560         {
4561             priv->last_ps_const_clamped = ((struct arb_pshader_private *)ps->baseShader.backend_data)->clamp_consts;
4562             This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, 8);
4563             for(i = 0; i < 8; i++)
4564             {
4565                 context->pshader_const_dirty[i] = 1;
4566             }
4567             /* Also takes care of loading local constants */
4568             shader_arb_load_constants(context, TRUE, FALSE);
4569         }
4570         else
4571         {
4572             shader_arb_ps_local_constants(This);
4573         }
4574
4575         /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4576         if (compiled->np2fixup_info.super.active)
4577             shader_arb_load_np2fixup_constants((IWineD3DDevice *)This, usePS, useVS);
4578     }
4579     else if (gl_info->supported[ARB_FRAGMENT_PROGRAM] && !priv->use_arbfp_fixed_func)
4580     {
4581         /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
4582         * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
4583         * replacement shader
4584         */
4585         glDisable(GL_FRAGMENT_PROGRAM_ARB);
4586         checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4587         priv->current_fprogram_id = 0;
4588     }
4589
4590     if (useVS)
4591     {
4592         IWineD3DVertexShaderImpl *vs = state->vertex_shader;
4593         struct arb_vs_compile_args compile_args;
4594         struct arb_vs_compiled_shader *compiled;
4595
4596         TRACE("Using vertex shader %p\n", vs);
4597         find_arb_vs_compile_args(state, vs, &compile_args);
4598         compiled = find_arb_vshader(vs, &compile_args);
4599         priv->current_vprogram_id = compiled->prgId;
4600         priv->compiled_vprog = compiled;
4601
4602         /* Bind the vertex program */
4603         GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4604         checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4605
4606         /* Enable OpenGL vertex programs */
4607         glEnable(GL_VERTEX_PROGRAM_ARB);
4608         checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4609         TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
4610         shader_arb_vs_local_constants(This);
4611
4612         if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
4613             priv->last_vs_color_unclamp = compiled->need_color_unclamp;
4614
4615             if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4616             {
4617                 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp));
4618                 checkGLcall("glClampColorARB");
4619             } else {
4620                 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4621             }
4622         }
4623     }
4624     else if (gl_info->supported[ARB_VERTEX_PROGRAM])
4625     {
4626         priv->current_vprogram_id = 0;
4627         glDisable(GL_VERTEX_PROGRAM_ARB);
4628         checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4629     }
4630 }
4631
4632 /* GL locking is done by the caller */
4633 static void shader_arb_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type, const SIZE *ds_mask_size)
4634 {
4635     const float mask[] = {0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy};
4636     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4637     BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
4638     struct shader_arb_priv *priv = This->shader_priv;
4639     const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4640     GLuint *blt_fprogram;
4641
4642     if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
4643     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
4644     glEnable(GL_VERTEX_PROGRAM_ARB);
4645
4646     blt_fprogram = masked ? &priv->depth_blt_fprogram_id_masked[tex_type] : &priv->depth_blt_fprogram_id_full[tex_type];
4647     if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type, masked);
4648     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
4649     if (masked) GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, mask));
4650     glEnable(GL_FRAGMENT_PROGRAM_ARB);
4651 }
4652
4653 /* GL locking is done by the caller */
4654 static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) {
4655     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4656     struct shader_arb_priv *priv = This->shader_priv;
4657     const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4658
4659     if (priv->current_vprogram_id) {
4660         GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4661         checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
4662
4663         TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
4664     } else {
4665         glDisable(GL_VERTEX_PROGRAM_ARB);
4666         checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4667     }
4668
4669     if (priv->current_fprogram_id) {
4670         GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4671         checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
4672
4673         TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
4674     } else if(!priv->use_arbfp_fixed_func) {
4675         glDisable(GL_FRAGMENT_PROGRAM_ARB);
4676         checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4677     }
4678 }
4679
4680 static void shader_arb_destroy(IWineD3DBaseShader *iface) {
4681     IWineD3DBaseShaderImpl *baseShader = (IWineD3DBaseShaderImpl *) iface;
4682     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)baseShader->baseShader.device;
4683     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4684
4685     if (shader_is_pshader_version(baseShader->baseShader.reg_maps.shader_version.type))
4686     {
4687         struct arb_pshader_private *shader_data = baseShader->baseShader.backend_data;
4688         UINT i;
4689
4690         if(!shader_data) return; /* This can happen if a shader was never compiled */
4691
4692         if (shader_data->num_gl_shaders)
4693         {
4694             struct wined3d_context *context = context_acquire(device, NULL);
4695
4696             ENTER_GL();
4697             for (i = 0; i < shader_data->num_gl_shaders; ++i)
4698             {
4699                 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4700                 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4701             }
4702             LEAVE_GL();
4703
4704             context_release(context);
4705         }
4706
4707         HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4708         HeapFree(GetProcessHeap(), 0, shader_data);
4709         baseShader->baseShader.backend_data = NULL;
4710     }
4711     else
4712     {
4713         struct arb_vshader_private *shader_data = baseShader->baseShader.backend_data;
4714         UINT i;
4715
4716         if(!shader_data) return; /* This can happen if a shader was never compiled */
4717
4718         if (shader_data->num_gl_shaders)
4719         {
4720             struct wined3d_context *context = context_acquire(device, NULL);
4721
4722             ENTER_GL();
4723             for (i = 0; i < shader_data->num_gl_shaders; ++i)
4724             {
4725                 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4726                 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4727             }
4728             LEAVE_GL();
4729
4730             context_release(context);
4731         }
4732
4733         HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4734         HeapFree(GetProcessHeap(), 0, shader_data);
4735         baseShader->baseShader.backend_data = NULL;
4736     }
4737 }
4738
4739 static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
4740 {
4741     struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4742     return compare_sig(key, e->sig);
4743 }
4744
4745 static const struct wine_rb_functions sig_tree_functions =
4746 {
4747     wined3d_rb_alloc,
4748     wined3d_rb_realloc,
4749     wined3d_rb_free,
4750     sig_tree_compare
4751 };
4752
4753 static HRESULT shader_arb_alloc(IWineD3DDevice *iface) {
4754     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4755     struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
4756     if(wine_rb_init(&priv->signature_tree, &sig_tree_functions) == -1)
4757     {
4758         ERR("RB tree init failed\n");
4759         HeapFree(GetProcessHeap(), 0, priv);
4760         return E_OUTOFMEMORY;
4761     }
4762     This->shader_priv = priv;
4763     return WINED3D_OK;
4764 }
4765
4766 static void release_signature(struct wine_rb_entry *entry, void *context)
4767 {
4768     struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4769     int i;
4770     for(i = 0; i < MAX_REG_INPUT; i++)
4771     {
4772         HeapFree(GetProcessHeap(), 0, (char *) sig->sig[i].semantic_name);
4773     }
4774     HeapFree(GetProcessHeap(), 0, sig->sig);
4775     HeapFree(GetProcessHeap(), 0, sig);
4776 }
4777
4778 /* Context activation is done by the caller. */
4779 static void shader_arb_free(IWineD3DDevice *iface) {
4780     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4781     const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4782     struct shader_arb_priv *priv = This->shader_priv;
4783     int i;
4784
4785     ENTER_GL();
4786     if(priv->depth_blt_vprogram_id) {
4787         GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
4788     }
4789     for (i = 0; i < tex_type_count; ++i)
4790     {
4791         if (priv->depth_blt_fprogram_id_full[i])
4792         {
4793             GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_full[i]));
4794         }
4795         if (priv->depth_blt_fprogram_id_masked[i])
4796         {
4797             GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_masked[i]));
4798         }
4799     }
4800     LEAVE_GL();
4801
4802     wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
4803     HeapFree(GetProcessHeap(), 0, This->shader_priv);
4804 }
4805
4806 static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) {
4807     return TRUE;
4808 }
4809
4810 static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *pCaps)
4811 {
4812     if (gl_info->supported[ARB_VERTEX_PROGRAM])
4813     {
4814         DWORD vs_consts;
4815
4816         /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
4817          * for vertex programs. If the native limit is less than that it's
4818          * not very useful, and e.g. Mesa swrast returns 0, probably to
4819          * indicate it's a software implementation. */
4820         if (gl_info->limits.arb_vs_native_constants < 96)
4821             vs_consts = gl_info->limits.arb_vs_float_constants;
4822         else
4823             vs_consts = min(gl_info->limits.arb_vs_float_constants, gl_info->limits.arb_vs_native_constants);
4824
4825         if (gl_info->supported[NV_VERTEX_PROGRAM3])
4826         {
4827             pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
4828             TRACE_(d3d_caps)("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
4829         }
4830         else if (vs_consts >= 256)
4831         {
4832             /* Shader Model 2.0 requires at least 256 vertex shader constants */
4833             pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
4834             TRACE_(d3d_caps)("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
4835         }
4836         else
4837         {
4838             pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
4839             TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
4840         }
4841         pCaps->MaxVertexShaderConst = vs_consts;
4842     }
4843     else
4844     {
4845         pCaps->VertexShaderVersion = 0;
4846         pCaps->MaxVertexShaderConst = 0;
4847     }
4848
4849     if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
4850     {
4851         DWORD ps_consts;
4852
4853         /* Similar as above for vertex programs, but the minimum for fragment
4854          * programs is 24. */
4855         if (gl_info->limits.arb_ps_native_constants < 24)
4856             ps_consts = gl_info->limits.arb_ps_float_constants;
4857         else
4858             ps_consts = min(gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_native_constants);
4859
4860         if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
4861         {
4862             pCaps->PixelShaderVersion    = WINED3DPS_VERSION(3,0);
4863             TRACE_(d3d_caps)("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
4864         }
4865         else if (ps_consts >= 32)
4866         {
4867             /* Shader Model 2.0 requires at least 32 pixel shader constants */
4868             pCaps->PixelShaderVersion    = WINED3DPS_VERSION(2,0);
4869             TRACE_(d3d_caps)("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
4870         }
4871         else
4872         {
4873             pCaps->PixelShaderVersion    = WINED3DPS_VERSION(1,4);
4874             TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
4875         }
4876         pCaps->PixelShader1xMaxValue = 8.0f;
4877         pCaps->MaxPixelShaderConst = ps_consts;
4878     }
4879     else
4880     {
4881         pCaps->PixelShaderVersion = 0;
4882         pCaps->PixelShader1xMaxValue = 0.0f;
4883         pCaps->MaxPixelShaderConst = 0;
4884     }
4885
4886     pCaps->VSClipping = use_nv_clip(gl_info);
4887 }
4888
4889 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
4890 {
4891     if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
4892     {
4893         TRACE("Checking support for color_fixup:\n");
4894         dump_color_fixup_desc(fixup);
4895     }
4896
4897     /* We support everything except complex conversions. */
4898     if (!is_complex_fixup(fixup))
4899     {
4900         TRACE("[OK]\n");
4901         return TRUE;
4902     }
4903
4904     TRACE("[FAILED]\n");
4905     return FALSE;
4906 }
4907
4908 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
4909     DWORD shift;
4910     char write_mask[20], regstr[50];
4911     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
4912     BOOL is_color = FALSE;
4913     const struct wined3d_shader_dst_param *dst;
4914
4915     if (!ins->dst_count) return;
4916
4917     dst = &ins->dst[0];
4918     shift = dst->shift;
4919     if (!shift) return; /* Saturate alone is handled by the instructions */
4920
4921     shader_arb_get_write_mask(ins, dst, write_mask);
4922     shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
4923
4924     /* Generate a line that does the output modifier computation
4925      * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
4926      * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
4927      */
4928     shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
4929                    regstr, write_mask, regstr, shift_tab[shift]);
4930 }
4931
4932 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4933 {
4934     /* WINED3DSIH_ABS           */ shader_hw_map2gl,
4935     /* WINED3DSIH_ADD           */ shader_hw_map2gl,
4936     /* WINED3DSIH_AND           */ NULL,
4937     /* WINED3DSIH_BEM           */ pshader_hw_bem,
4938     /* WINED3DSIH_BREAK         */ shader_hw_break,
4939     /* WINED3DSIH_BREAKC        */ shader_hw_breakc,
4940     /* WINED3DSIH_BREAKP        */ NULL,
4941     /* WINED3DSIH_CALL          */ shader_hw_call,
4942     /* WINED3DSIH_CALLNZ        */ NULL,
4943     /* WINED3DSIH_CMP           */ pshader_hw_cmp,
4944     /* WINED3DSIH_CND           */ pshader_hw_cnd,
4945     /* WINED3DSIH_CRS           */ shader_hw_map2gl,
4946     /* WINED3DSIH_CUT           */ NULL,
4947     /* WINED3DSIH_DCL           */ NULL,
4948     /* WINED3DSIH_DEF           */ NULL,
4949     /* WINED3DSIH_DEFB          */ NULL,
4950     /* WINED3DSIH_DEFI          */ NULL,
4951     /* WINED3DSIH_DIV           */ NULL,
4952     /* WINED3DSIH_DP2ADD        */ pshader_hw_dp2add,
4953     /* WINED3DSIH_DP3           */ shader_hw_map2gl,
4954     /* WINED3DSIH_DP4           */ shader_hw_map2gl,
4955     /* WINED3DSIH_DST           */ shader_hw_map2gl,
4956     /* WINED3DSIH_DSX           */ shader_hw_map2gl,
4957     /* WINED3DSIH_DSY           */ shader_hw_dsy,
4958     /* WINED3DSIH_ELSE          */ shader_hw_else,
4959     /* WINED3DSIH_EMIT          */ NULL,
4960     /* WINED3DSIH_ENDIF         */ shader_hw_endif,
4961     /* WINED3DSIH_ENDLOOP       */ shader_hw_endloop,
4962     /* WINED3DSIH_ENDREP        */ shader_hw_endrep,
4963     /* WINED3DSIH_EXP           */ shader_hw_scalar_op,
4964     /* WINED3DSIH_EXPP          */ shader_hw_scalar_op,
4965     /* WINED3DSIH_FRC           */ shader_hw_map2gl,
4966     /* WINED3DSIH_FTOI          */ NULL,
4967     /* WINED3DSIH_IADD          */ NULL,
4968     /* WINED3DSIH_IEQ           */ NULL,
4969     /* WINED3DSIH_IF            */ NULL /* Hardcoded into the shader */,
4970     /* WINED3DSIH_IFC           */ shader_hw_ifc,
4971     /* WINED3DSIH_IGE           */ NULL,
4972     /* WINED3DSIH_IMUL          */ NULL,
4973     /* WINED3DSIH_ITOF          */ NULL,
4974     /* WINED3DSIH_LABEL         */ shader_hw_label,
4975     /* WINED3DSIH_LIT           */ shader_hw_map2gl,
4976     /* WINED3DSIH_LOG           */ shader_hw_log_pow,
4977     /* WINED3DSIH_LOGP          */ shader_hw_log_pow,
4978     /* WINED3DSIH_LOOP          */ shader_hw_loop,
4979     /* WINED3DSIH_LRP           */ shader_hw_lrp,
4980     /* WINED3DSIH_LT            */ NULL,
4981     /* WINED3DSIH_M3x2          */ shader_hw_mnxn,
4982     /* WINED3DSIH_M3x3          */ shader_hw_mnxn,
4983     /* WINED3DSIH_M3x4          */ shader_hw_mnxn,
4984     /* WINED3DSIH_M4x3          */ shader_hw_mnxn,
4985     /* WINED3DSIH_M4x4          */ shader_hw_mnxn,
4986     /* WINED3DSIH_MAD           */ shader_hw_map2gl,
4987     /* WINED3DSIH_MAX           */ shader_hw_map2gl,
4988     /* WINED3DSIH_MIN           */ shader_hw_map2gl,
4989     /* WINED3DSIH_MOV           */ shader_hw_mov,
4990     /* WINED3DSIH_MOVA          */ shader_hw_mov,
4991     /* WINED3DSIH_MOVC          */ NULL,
4992     /* WINED3DSIH_MUL           */ shader_hw_map2gl,
4993     /* WINED3DSIH_NOP           */ shader_hw_nop,
4994     /* WINED3DSIH_NRM           */ shader_hw_nrm,
4995     /* WINED3DSIH_PHASE         */ NULL,
4996     /* WINED3DSIH_POW           */ shader_hw_log_pow,
4997     /* WINED3DSIH_RCP           */ shader_hw_rcp,
4998     /* WINED3DSIH_REP           */ shader_hw_rep,
4999     /* WINED3DSIH_RET           */ shader_hw_ret,
5000     /* WINED3DSIH_RSQ           */ shader_hw_scalar_op,
5001     /* WINED3DSIH_SAMPLE        */ NULL,
5002     /* WINED3DSIH_SAMPLE_LOD    */ NULL,
5003     /* WINED3DSIH_SETP          */ NULL,
5004     /* WINED3DSIH_SGE           */ shader_hw_map2gl,
5005     /* WINED3DSIH_SGN           */ shader_hw_sgn,
5006     /* WINED3DSIH_SINCOS        */ shader_hw_sincos,
5007     /* WINED3DSIH_SLT           */ shader_hw_map2gl,
5008     /* WINED3DSIH_SUB           */ shader_hw_map2gl,
5009     /* WINED3DSIH_TEX           */ pshader_hw_tex,
5010     /* WINED3DSIH_TEXBEM        */ pshader_hw_texbem,
5011     /* WINED3DSIH_TEXBEML       */ pshader_hw_texbem,
5012     /* WINED3DSIH_TEXCOORD      */ pshader_hw_texcoord,
5013     /* WINED3DSIH_TEXDEPTH      */ pshader_hw_texdepth,
5014     /* WINED3DSIH_TEXDP3        */ pshader_hw_texdp3,
5015     /* WINED3DSIH_TEXDP3TEX     */ pshader_hw_texdp3tex,
5016     /* WINED3DSIH_TEXKILL       */ pshader_hw_texkill,
5017     /* WINED3DSIH_TEXLDD        */ shader_hw_texldd,
5018     /* WINED3DSIH_TEXLDL        */ shader_hw_texldl,
5019     /* WINED3DSIH_TEXM3x2DEPTH  */ pshader_hw_texm3x2depth,
5020     /* WINED3DSIH_TEXM3x2PAD    */ pshader_hw_texm3x2pad,
5021     /* WINED3DSIH_TEXM3x2TEX    */ pshader_hw_texm3x2tex,
5022     /* WINED3DSIH_TEXM3x3       */ pshader_hw_texm3x3,
5023     /* WINED3DSIH_TEXM3x3DIFF   */ NULL,
5024     /* WINED3DSIH_TEXM3x3PAD    */ pshader_hw_texm3x3pad,
5025     /* WINED3DSIH_TEXM3x3SPEC   */ pshader_hw_texm3x3spec,
5026     /* WINED3DSIH_TEXM3x3TEX    */ pshader_hw_texm3x3tex,
5027     /* WINED3DSIH_TEXM3x3VSPEC  */ pshader_hw_texm3x3vspec,
5028     /* WINED3DSIH_TEXREG2AR     */ pshader_hw_texreg2ar,
5029     /* WINED3DSIH_TEXREG2GB     */ pshader_hw_texreg2gb,
5030     /* WINED3DSIH_TEXREG2RGB    */ pshader_hw_texreg2rgb,
5031     /* WINED3DSIH_UTOF          */ NULL,
5032 };
5033
5034 static inline BOOL get_bool_const(const struct wined3d_shader_instruction *ins, IWineD3DBaseShaderImpl *This, DWORD idx)
5035 {
5036     BOOL vshader = shader_is_vshader_version(This->baseShader.reg_maps.shader_version.type);
5037     WORD bools = 0;
5038     WORD flag = (1 << idx);
5039     const local_constant *constant;
5040     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5041
5042     if(This->baseShader.reg_maps.local_bool_consts & flag)
5043     {
5044         /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
5045         LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsB, local_constant, entry)
5046         {
5047             if (constant->idx == idx)
5048             {
5049                 return constant->value[0];
5050             }
5051         }
5052         ERR("Local constant not found\n");
5053         return FALSE;
5054     }
5055     else
5056     {
5057         if(vshader) bools = priv->cur_vs_args->clip.boolclip.bools;
5058         else bools = priv->cur_ps_args->bools;
5059         return bools & flag;
5060     }
5061 }
5062
5063 static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
5064         IWineD3DBaseShaderImpl *This, UINT idx, struct wined3d_shader_loop_control *loop_control)
5065 {
5066     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5067
5068     /* Integer constants can either be a local constant, or they can be stored in the shader
5069      * type specific compile args. */
5070     if (This->baseShader.reg_maps.local_int_consts & (1 << idx))
5071     {
5072         const local_constant *constant;
5073
5074         LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsI, local_constant, entry)
5075         {
5076             if (constant->idx == idx)
5077             {
5078                 loop_control->count = constant->value[0];
5079                 loop_control->start = constant->value[1];
5080                 /* Step is signed. */
5081                 loop_control->step = (int)constant->value[2];
5082                 return;
5083             }
5084         }
5085         /* If this happens the flag was set incorrectly */
5086         ERR("Local constant not found\n");
5087         loop_control->count = 0;
5088         loop_control->start = 0;
5089         loop_control->step = 0;
5090         return;
5091     }
5092
5093     switch (This->baseShader.reg_maps.shader_version.type)
5094     {
5095         case WINED3D_SHADER_TYPE_VERTEX:
5096             /* Count and aL start value are unsigned */
5097             loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
5098             loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
5099             /* Step is signed. */
5100             loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
5101             break;
5102
5103         case WINED3D_SHADER_TYPE_PIXEL:
5104             loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
5105             loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
5106             loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
5107             break;
5108
5109         default:
5110             FIXME("Unhandled shader type %#x.\n", This->baseShader.reg_maps.shader_version.type);
5111             break;
5112     }
5113 }
5114
5115 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
5116 {
5117     unsigned int i;
5118     struct wined3d_shader_dst_param *dst_param = NULL;
5119     struct wined3d_shader_src_param *src_param = NULL, *rel_addr = NULL;
5120     struct recorded_instruction *rec = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*rec));
5121     if(!rec)
5122     {
5123         ERR("Out of memory\n");
5124         return;
5125     }
5126
5127     rec->ins = *ins;
5128     dst_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param));
5129     if(!dst_param) goto free;
5130     *dst_param = *ins->dst;
5131     if(ins->dst->reg.rel_addr)
5132     {
5133         rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param->reg.rel_addr));
5134         if(!rel_addr) goto free;
5135         *rel_addr = *ins->dst->reg.rel_addr;
5136         dst_param->reg.rel_addr = rel_addr;
5137     }
5138     rec->ins.dst = dst_param;
5139
5140     src_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param) * ins->src_count);
5141     if(!src_param) goto free;
5142     for(i = 0; i < ins->src_count; i++)
5143     {
5144         src_param[i] = ins->src[i];
5145         if(ins->src[i].reg.rel_addr)
5146         {
5147             rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
5148             if(!rel_addr) goto free;
5149             *rel_addr = *ins->src[i].reg.rel_addr;
5150             src_param[i].reg.rel_addr = rel_addr;
5151         }
5152     }
5153     rec->ins.src = src_param;
5154     list_add_tail(list, &rec->entry);
5155     return;
5156
5157 free:
5158     ERR("Out of memory\n");
5159     if(dst_param)
5160     {
5161         HeapFree(GetProcessHeap(), 0, (void *) dst_param->reg.rel_addr);
5162         HeapFree(GetProcessHeap(), 0, dst_param);
5163     }
5164     if(src_param)
5165     {
5166         for(i = 0; i < ins->src_count; i++)
5167         {
5168             HeapFree(GetProcessHeap(), 0, (void *) src_param[i].reg.rel_addr);
5169         }
5170         HeapFree(GetProcessHeap(), 0, src_param);
5171     }
5172     HeapFree(GetProcessHeap(), 0, rec);
5173 }
5174
5175 static void free_recorded_instruction(struct list *list)
5176 {
5177     struct recorded_instruction *rec_ins, *entry2;
5178     unsigned int i;
5179
5180     LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
5181     {
5182         list_remove(&rec_ins->entry);
5183         if(rec_ins->ins.dst)
5184         {
5185             HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst->reg.rel_addr);
5186             HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst);
5187         }
5188         if(rec_ins->ins.src)
5189         {
5190             for(i = 0; i < rec_ins->ins.src_count; i++)
5191             {
5192                 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src[i].reg.rel_addr);
5193             }
5194             HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src);
5195         }
5196         HeapFree(GetProcessHeap(), 0, rec_ins);
5197     }
5198 }
5199
5200 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
5201     SHADER_HANDLER hw_fct;
5202     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5203     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
5204     struct control_frame *control_frame;
5205     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
5206     BOOL bool_const;
5207
5208     if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
5209     {
5210         control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5211         list_add_head(&priv->control_frames, &control_frame->entry);
5212
5213         if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
5214         if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
5215
5216         if(priv->target_version >= NV2)
5217         {
5218             control_frame->no.loop = priv->num_loops++;
5219             priv->loop_depth++;
5220         }
5221         else
5222         {
5223             /* Don't bother recording when we're in a not used if branch */
5224             if(priv->muted)
5225             {
5226                 return;
5227             }
5228
5229             if(!priv->recording)
5230             {
5231                 list_init(&priv->record);
5232                 priv->recording = TRUE;
5233                 control_frame->outer_loop = TRUE;
5234                 get_loop_control_const(ins, This, ins->src[0].reg.idx, &control_frame->loop_control);
5235                 return; /* Instruction is handled */
5236             }
5237             /* Record this loop in the outer loop's recording */
5238         }
5239     }
5240     else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5241     {
5242         if(priv->target_version >= NV2)
5243         {
5244             /* Nothing to do. The control frame is popped after the HW instr handler */
5245         }
5246         else
5247         {
5248             struct list *e = list_head(&priv->control_frames);
5249             control_frame = LIST_ENTRY(e, struct control_frame, entry);
5250             list_remove(&control_frame->entry);
5251
5252             if(control_frame->outer_loop)
5253             {
5254                 unsigned int iteration;
5255                 int aL = 0;
5256                 struct list copy;
5257
5258                 /* Turn off recording before playback */
5259                 priv->recording = FALSE;
5260
5261                 /* Move the recorded instructions to a separate list and get them out of the private data
5262                  * structure. If there are nested loops, the shader_arb_handle_instruction below will
5263                  * be recorded again, thus priv->record might be overwritten
5264                  */
5265                 list_init(&copy);
5266                 list_move_tail(&copy, &priv->record);
5267                 list_init(&priv->record);
5268
5269                 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5270                 {
5271                     shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5272                                    control_frame->loop_control.count, control_frame->loop_control.start,
5273                                    control_frame->loop_control.step);
5274                     aL = control_frame->loop_control.start;
5275                 }
5276                 else
5277                 {
5278                     shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
5279                 }
5280
5281                 for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
5282                 {
5283                     struct recorded_instruction *rec_ins;
5284                     if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5285                     {
5286                         priv->aL = aL;
5287                         shader_addline(buffer, "#Iteration %u, aL=%d\n", iteration, aL);
5288                     }
5289                     else
5290                     {
5291                         shader_addline(buffer, "#Iteration %u\n", iteration);
5292                     }
5293
5294                     LIST_FOR_EACH_ENTRY(rec_ins, &copy, struct recorded_instruction, entry)
5295                     {
5296                         shader_arb_handle_instruction(&rec_ins->ins);
5297                     }
5298
5299                     if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5300                     {
5301                         aL += control_frame->loop_control.step;
5302                     }
5303                 }
5304                 shader_addline(buffer, "#end loop/rep\n");
5305
5306                 free_recorded_instruction(&copy);
5307                 HeapFree(GetProcessHeap(), 0, control_frame);
5308                 return; /* Instruction is handled */
5309             }
5310             else
5311             {
5312                 /* This is a nested loop. Proceed to the normal recording function */
5313                 HeapFree(GetProcessHeap(), 0, control_frame);
5314             }
5315         }
5316     }
5317
5318     if(priv->recording)
5319     {
5320         record_instruction(&priv->record, ins);
5321         return;
5322     }
5323
5324     /* boolean if */
5325     if(ins->handler_idx == WINED3DSIH_IF)
5326     {
5327         control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5328         list_add_head(&priv->control_frames, &control_frame->entry);
5329         control_frame->type = IF;
5330
5331         bool_const = get_bool_const(ins, This, ins->src[0].reg.idx);
5332         if(ins->src[0].modifiers == WINED3DSPSM_NOT) bool_const = !bool_const;
5333         if (!priv->muted && !bool_const)
5334         {
5335             shader_addline(buffer, "#if(FALSE){\n");
5336             priv->muted = TRUE;
5337             control_frame->muting = TRUE;
5338         }
5339         else shader_addline(buffer, "#if(TRUE) {\n");
5340
5341         return; /* Instruction is handled */
5342     }
5343     else if(ins->handler_idx == WINED3DSIH_IFC)
5344     {
5345         /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5346         control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5347         control_frame->type = IFC;
5348         control_frame->no.ifc = priv->num_ifcs++;
5349         list_add_head(&priv->control_frames, &control_frame->entry);
5350     }
5351     else if(ins->handler_idx == WINED3DSIH_ELSE)
5352     {
5353         struct list *e = list_head(&priv->control_frames);
5354         control_frame = LIST_ENTRY(e, struct control_frame, entry);
5355
5356         if(control_frame->type == IF)
5357         {
5358             shader_addline(buffer, "#} else {\n");
5359             if(!priv->muted && !control_frame->muting)
5360             {
5361                 priv->muted = TRUE;
5362                 control_frame->muting = TRUE;
5363             }
5364             else if(control_frame->muting) priv->muted = FALSE;
5365             return; /* Instruction is handled. */
5366         }
5367         /* In case of an ifc, generate a HW shader instruction */
5368     }
5369     else if(ins->handler_idx == WINED3DSIH_ENDIF)
5370     {
5371         struct list *e = list_head(&priv->control_frames);
5372         control_frame = LIST_ENTRY(e, struct control_frame, entry);
5373
5374         if(control_frame->type == IF)
5375         {
5376             shader_addline(buffer, "#} endif\n");
5377             if(control_frame->muting) priv->muted = FALSE;
5378             list_remove(&control_frame->entry);
5379             HeapFree(GetProcessHeap(), 0, control_frame);
5380             return; /* Instruction is handled */
5381         }
5382     }
5383
5384     if(priv->muted) return;
5385
5386     /* Select handler */
5387     hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
5388
5389     /* Unhandled opcode */
5390     if (!hw_fct)
5391     {
5392         FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
5393         return;
5394     }
5395     hw_fct(ins);
5396
5397     if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5398     {
5399         struct list *e = list_head(&priv->control_frames);
5400         control_frame = LIST_ENTRY(e, struct control_frame, entry);
5401         list_remove(&control_frame->entry);
5402         HeapFree(GetProcessHeap(), 0, control_frame);
5403         priv->loop_depth--;
5404     }
5405     else if(ins->handler_idx == WINED3DSIH_ENDIF)
5406     {
5407         /* Non-ifc ENDIFs don't reach that place because of the return in the if block above */
5408         struct list *e = list_head(&priv->control_frames);
5409         control_frame = LIST_ENTRY(e, struct control_frame, entry);
5410         list_remove(&control_frame->entry);
5411         HeapFree(GetProcessHeap(), 0, control_frame);
5412     }
5413
5414
5415     shader_arb_add_instruction_modifiers(ins);
5416 }
5417
5418 const shader_backend_t arb_program_shader_backend = {
5419     shader_arb_handle_instruction,
5420     shader_arb_select,
5421     shader_arb_select_depth_blt,
5422     shader_arb_deselect_depth_blt,
5423     shader_arb_update_float_vertex_constants,
5424     shader_arb_update_float_pixel_constants,
5425     shader_arb_load_constants,
5426     shader_arb_load_np2fixup_constants,
5427     shader_arb_destroy,
5428     shader_arb_alloc,
5429     shader_arb_free,
5430     shader_arb_dirty_const,
5431     shader_arb_get_caps,
5432     shader_arb_color_fixup_supported,
5433 };
5434
5435 /* ARB_fragment_program fixed function pipeline replacement definitions */
5436 #define ARB_FFP_CONST_TFACTOR           0
5437 #define ARB_FFP_CONST_SPECULAR_ENABLE   ((ARB_FFP_CONST_TFACTOR) + 1)
5438 #define ARB_FFP_CONST_CONSTANT(i)       ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5439 #define ARB_FFP_CONST_BUMPMAT(i)        ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5440 #define ARB_FFP_CONST_LUMINANCE(i)      ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5441
5442 struct arbfp_ffp_desc
5443 {
5444     struct ffp_frag_desc parent;
5445     GLuint shader;
5446     unsigned int num_textures_used;
5447 };
5448
5449 /* Context activation is done by the caller. */
5450 static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) {
5451     ENTER_GL();
5452     if(enable) {
5453         glEnable(GL_FRAGMENT_PROGRAM_ARB);
5454         checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5455     } else {
5456         glDisable(GL_FRAGMENT_PROGRAM_ARB);
5457         checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5458     }
5459     LEAVE_GL();
5460 }
5461
5462 static HRESULT arbfp_alloc(IWineD3DDevice *iface) {
5463     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5464     struct shader_arb_priv *priv;
5465     /* Share private data between the shader backend and the pipeline replacement, if both
5466      * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
5467      * if no pixel shader is bound or not
5468      */
5469     if(This->shader_backend == &arb_program_shader_backend) {
5470         This->fragment_priv = This->shader_priv;
5471     } else {
5472         This->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
5473         if(!This->fragment_priv) return E_OUTOFMEMORY;
5474     }
5475     priv = This->fragment_priv;
5476     if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
5477     {
5478         ERR("Failed to initialize rbtree.\n");
5479         HeapFree(GetProcessHeap(), 0, This->fragment_priv);
5480         return E_OUTOFMEMORY;
5481     }
5482     priv->use_arbfp_fixed_func = TRUE;
5483     return WINED3D_OK;
5484 }
5485
5486 /* Context activation is done by the caller. */
5487 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
5488 {
5489     const struct wined3d_gl_info *gl_info = context;
5490     struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
5491
5492     ENTER_GL();
5493     GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
5494     checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5495     HeapFree(GetProcessHeap(), 0, entry_arb);
5496     LEAVE_GL();
5497 }
5498
5499 /* Context activation is done by the caller. */
5500 static void arbfp_free(IWineD3DDevice *iface) {
5501     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5502     struct shader_arb_priv *priv = This->fragment_priv;
5503
5504     wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &This->adapter->gl_info);
5505     priv->use_arbfp_fixed_func = FALSE;
5506
5507     if(This->shader_backend != &arb_program_shader_backend) {
5508         HeapFree(GetProcessHeap(), 0, This->fragment_priv);
5509     }
5510 }
5511
5512 static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5513 {
5514     caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
5515     caps->TextureOpCaps =  WINED3DTEXOPCAPS_DISABLE                     |
5516                            WINED3DTEXOPCAPS_SELECTARG1                  |
5517                            WINED3DTEXOPCAPS_SELECTARG2                  |
5518                            WINED3DTEXOPCAPS_MODULATE4X                  |
5519                            WINED3DTEXOPCAPS_MODULATE2X                  |
5520                            WINED3DTEXOPCAPS_MODULATE                    |
5521                            WINED3DTEXOPCAPS_ADDSIGNED2X                 |
5522                            WINED3DTEXOPCAPS_ADDSIGNED                   |
5523                            WINED3DTEXOPCAPS_ADD                         |
5524                            WINED3DTEXOPCAPS_SUBTRACT                    |
5525                            WINED3DTEXOPCAPS_ADDSMOOTH                   |
5526                            WINED3DTEXOPCAPS_BLENDCURRENTALPHA           |
5527                            WINED3DTEXOPCAPS_BLENDFACTORALPHA            |
5528                            WINED3DTEXOPCAPS_BLENDTEXTUREALPHA           |
5529                            WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA           |
5530                            WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM         |
5531                            WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR      |
5532                            WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA      |
5533                            WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA   |
5534                            WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR   |
5535                            WINED3DTEXOPCAPS_DOTPRODUCT3                 |
5536                            WINED3DTEXOPCAPS_MULTIPLYADD                 |
5537                            WINED3DTEXOPCAPS_LERP                        |
5538                            WINED3DTEXOPCAPS_BUMPENVMAP                  |
5539                            WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
5540
5541     /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5542
5543     caps->MaxTextureBlendStages   = 8;
5544     caps->MaxSimultaneousTextures = min(gl_info->limits.fragment_samplers, 8);
5545 }
5546
5547 static void state_texfactor_arbfp(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5548 {
5549     const struct wined3d_gl_info *gl_info = context->gl_info;
5550     const struct wined3d_state *state = &stateblock->state;
5551     IWineD3DDeviceImpl *device = stateblock->device;
5552     float col[4];
5553
5554     /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5555      * application provided constants
5556      */
5557     if (device->shader_backend == &arb_program_shader_backend)
5558     {
5559         if (use_ps(state)) return;
5560
5561         context->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
5562         device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
5563     }
5564
5565     D3DCOLORTOGLFLOAT4(state->render_states[WINED3DRS_TEXTUREFACTOR], col);
5566     GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
5567     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
5568
5569 }
5570
5571 static void state_arb_specularenable(DWORD state_id,
5572         IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5573 {
5574     const struct wined3d_gl_info *gl_info = context->gl_info;
5575     const struct wined3d_state *state = &stateblock->state;
5576     IWineD3DDeviceImpl *device = stateblock->device;
5577     float col[4];
5578
5579     /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5580      * application provided constants
5581      */
5582     if (device->shader_backend == &arb_program_shader_backend)
5583     {
5584         if (use_ps(state)) return;
5585
5586         context->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
5587         device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
5588     }
5589
5590     if (state->render_states[WINED3DRS_SPECULARENABLE])
5591     {
5592         /* The specular color has no alpha */
5593         col[0] = 1.0f; col[1] = 1.0f;
5594         col[2] = 1.0f; col[3] = 0.0f;
5595     } else {
5596         col[0] = 0.0f; col[1] = 0.0f;
5597         col[2] = 0.0f; col[3] = 0.0f;
5598     }
5599     GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
5600     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5601 }
5602
5603 static void set_bumpmat_arbfp(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5604 {
5605     DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5606     const struct wined3d_gl_info *gl_info = context->gl_info;
5607     const struct wined3d_state *state = &stateblock->state;
5608     IWineD3DDeviceImpl *device = stateblock->device;
5609     float mat[2][2];
5610
5611     if (use_ps(state))
5612     {
5613         IWineD3DPixelShaderImpl *ps = state->pixel_shader;
5614         if (stage && (ps->baseShader.reg_maps.bumpmat & (1 << stage)))
5615         {
5616             /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
5617              * anyway
5618              */
5619             if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT))
5620                 stateblock_apply_state(STATE_PIXELSHADERCONSTANT, stateblock, context);
5621         }
5622
5623         if(device->shader_backend == &arb_program_shader_backend) {
5624             /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5625             return;
5626         }
5627     } else if(device->shader_backend == &arb_program_shader_backend) {
5628         context->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
5629         device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
5630     }
5631
5632     mat[0][0] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVMAT00]);
5633     mat[0][1] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVMAT01]);
5634     mat[1][0] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVMAT10]);
5635     mat[1][1] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVMAT11]);
5636
5637     GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
5638     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5639 }
5640
5641 static void tex_bumpenvlum_arbfp(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5642 {
5643     DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5644     const struct wined3d_gl_info *gl_info = context->gl_info;
5645     const struct wined3d_state *state = &stateblock->state;
5646     IWineD3DDeviceImpl *device = stateblock->device;
5647     float param[4];
5648
5649     if (use_ps(state))
5650     {
5651         IWineD3DPixelShaderImpl *ps = state->pixel_shader;
5652         if (stage && (ps->baseShader.reg_maps.luminanceparams & (1 << stage)))
5653         {
5654             /* The pixel shader has to know the luminance offset. Do a constants update if it
5655              * isn't scheduled anyway
5656              */
5657             if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT))
5658                 stateblock_apply_state(STATE_PIXELSHADERCONSTANT, stateblock, context);
5659         }
5660
5661         if(device->shader_backend == &arb_program_shader_backend) {
5662             /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5663             return;
5664         }
5665     } else if(device->shader_backend == &arb_program_shader_backend) {
5666         context->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
5667         device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
5668     }
5669
5670     param[0] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVLSCALE]);
5671     param[1] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVLOFFSET]);
5672     param[2] = 0.0f;
5673     param[3] = 0.0f;
5674
5675     GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
5676     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5677 }
5678
5679 static const char *get_argreg(struct wined3d_shader_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
5680 {
5681     const char *ret;
5682
5683     if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
5684
5685     switch(arg & WINED3DTA_SELECTMASK) {
5686         case WINED3DTA_DIFFUSE:
5687             ret = "fragment.color.primary"; break;
5688
5689         case WINED3DTA_CURRENT:
5690             if (!stage) ret = "fragment.color.primary";
5691             else ret = "ret";
5692             break;
5693
5694         case WINED3DTA_TEXTURE:
5695             switch(stage) {
5696                 case 0: ret = "tex0"; break;
5697                 case 1: ret = "tex1"; break;
5698                 case 2: ret = "tex2"; break;
5699                 case 3: ret = "tex3"; break;
5700                 case 4: ret = "tex4"; break;
5701                 case 5: ret = "tex5"; break;
5702                 case 6: ret = "tex6"; break;
5703                 case 7: ret = "tex7"; break;
5704                 default: ret = "unknown texture";
5705             }
5706             break;
5707
5708         case WINED3DTA_TFACTOR:
5709             ret = "tfactor"; break;
5710
5711         case WINED3DTA_SPECULAR:
5712             ret = "fragment.color.secondary"; break;
5713
5714         case WINED3DTA_TEMP:
5715             ret = "tempreg"; break;
5716
5717         case WINED3DTA_CONSTANT:
5718             FIXME("Implement perstage constants\n");
5719             switch(stage) {
5720                 case 0: ret = "const0"; break;
5721                 case 1: ret = "const1"; break;
5722                 case 2: ret = "const2"; break;
5723                 case 3: ret = "const3"; break;
5724                 case 4: ret = "const4"; break;
5725                 case 5: ret = "const5"; break;
5726                 case 6: ret = "const6"; break;
5727                 case 7: ret = "const7"; break;
5728                 default: ret = "unknown constant";
5729             }
5730             break;
5731
5732         default:
5733             return "unknown";
5734     }
5735
5736     if(arg & WINED3DTA_COMPLEMENT) {
5737         shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
5738         if(argnum == 0) ret = "arg0";
5739         if(argnum == 1) ret = "arg1";
5740         if(argnum == 2) ret = "arg2";
5741     }
5742     if(arg & WINED3DTA_ALPHAREPLICATE) {
5743         shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
5744         if(argnum == 0) ret = "arg0";
5745         if(argnum == 1) ret = "arg1";
5746         if(argnum == 2) ret = "arg2";
5747     }
5748     return ret;
5749 }
5750
5751 static void gen_ffp_instr(struct wined3d_shader_buffer *buffer, unsigned int stage, BOOL color,
5752         BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
5753 {
5754     const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
5755     unsigned int mul = 1;
5756     BOOL mul_final_dest = FALSE;
5757
5758     if(color && alpha) dstmask = "";
5759     else if(color) dstmask = ".xyz";
5760     else dstmask = ".w";
5761
5762     if(dst == tempreg) dstreg = "tempreg";
5763     else dstreg = "ret";
5764
5765     arg0 = get_argreg(buffer, 0, stage, dw_arg0);
5766     arg1 = get_argreg(buffer, 1, stage, dw_arg1);
5767     arg2 = get_argreg(buffer, 2, stage, dw_arg2);
5768
5769     switch(op) {
5770         case WINED3DTOP_DISABLE:
5771             if (!stage) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
5772             break;
5773
5774         case WINED3DTOP_SELECTARG2:
5775             arg1 = arg2;
5776         case WINED3DTOP_SELECTARG1:
5777             shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
5778             break;
5779
5780         case WINED3DTOP_MODULATE4X:
5781             mul = 2;
5782         case WINED3DTOP_MODULATE2X:
5783             mul *= 2;
5784             if (!strcmp(dstreg, "result.color"))
5785             {
5786                 dstreg = "ret";
5787                 mul_final_dest = TRUE;
5788             }
5789         case WINED3DTOP_MODULATE:
5790             shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5791             break;
5792
5793         case WINED3DTOP_ADDSIGNED2X:
5794             mul = 2;
5795             if (!strcmp(dstreg, "result.color"))
5796             {
5797                 dstreg = "ret";
5798                 mul_final_dest = TRUE;
5799             }
5800         case WINED3DTOP_ADDSIGNED:
5801             shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
5802             arg2 = "arg2";
5803         case WINED3DTOP_ADD:
5804             shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5805             break;
5806
5807         case WINED3DTOP_SUBTRACT:
5808             shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5809             break;
5810
5811         case WINED3DTOP_ADDSMOOTH:
5812             shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
5813             shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
5814             break;
5815
5816         case WINED3DTOP_BLENDCURRENTALPHA:
5817             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
5818             shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5819             break;
5820         case WINED3DTOP_BLENDFACTORALPHA:
5821             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
5822             shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5823             break;
5824         case WINED3DTOP_BLENDTEXTUREALPHA:
5825             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
5826             shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5827             break;
5828         case WINED3DTOP_BLENDDIFFUSEALPHA:
5829             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
5830             shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5831             break;
5832
5833         case WINED3DTOP_BLENDTEXTUREALPHAPM:
5834             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
5835             shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
5836             shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
5837             break;
5838
5839         /* D3DTOP_PREMODULATE ???? */
5840
5841         case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
5842             shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
5843             shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
5844             break;
5845         case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
5846             shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
5847             break;
5848         case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
5849             shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
5850             shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
5851             break;
5852         case WINED3DTOP_MODULATECOLOR_ADDALPHA:
5853             shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
5854             break;
5855
5856         case WINED3DTOP_DOTPRODUCT3:
5857             mul = 4;
5858             if (!strcmp(dstreg, "result.color"))
5859             {
5860                 dstreg = "ret";
5861                 mul_final_dest = TRUE;
5862             }
5863             shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
5864             shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
5865             shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
5866             break;
5867
5868         case WINED3DTOP_MULTIPLYADD:
5869             shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
5870             break;
5871
5872         case WINED3DTOP_LERP:
5873             /* The msdn is not quite right here */
5874             shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5875             break;
5876
5877         case WINED3DTOP_BUMPENVMAP:
5878         case WINED3DTOP_BUMPENVMAPLUMINANCE:
5879             /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
5880             break;
5881
5882         default:
5883             FIXME("Unhandled texture op %08x\n", op);
5884     }
5885
5886     if(mul == 2) {
5887         shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
5888     } else if(mul == 4) {
5889         shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
5890     }
5891 }
5892
5893 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWineD3DStateBlockImpl *stateblock)
5894 {
5895     const struct wined3d_gl_info *gl_info = &stateblock->device->adapter->gl_info;
5896     unsigned int stage;
5897     struct wined3d_shader_buffer buffer;
5898     BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5899     BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5900     BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5901     const char *textype;
5902     const char *instr, *sat;
5903     char colorcor_dst[8];
5904     GLuint ret;
5905     DWORD arg0, arg1, arg2;
5906     BOOL tempreg_used = FALSE, tfactor_used = FALSE;
5907     BOOL op_equal;
5908     const char *final_combiner_src = "ret";
5909     GLint pos;
5910
5911     /* Find out which textures are read */
5912     for(stage = 0; stage < MAX_TEXTURES; stage++) {
5913         if(settings->op[stage].cop == WINED3DTOP_DISABLE) break;
5914         arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
5915         arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
5916         arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
5917         if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5918         if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5919         if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5920
5921         if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) tex_read[stage] = TRUE;
5922         if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHAPM) tex_read[stage] = TRUE;
5923         if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP) {
5924             bump_used[stage] = TRUE;
5925             tex_read[stage] = TRUE;
5926         }
5927         if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
5928             bump_used[stage] = TRUE;
5929             tex_read[stage] = TRUE;
5930             luminance_used[stage] = TRUE;
5931         } else if(settings->op[stage].cop == WINED3DTOP_BLENDFACTORALPHA) {
5932             tfactor_used = TRUE;
5933         }
5934
5935         if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
5936             tfactor_used = TRUE;
5937         }
5938
5939         if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
5940         if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
5941             tempreg_used = TRUE;
5942         }
5943
5944         if(settings->op[stage].aop == WINED3DTOP_DISABLE) continue;
5945         arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
5946         arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
5947         arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
5948         if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5949         if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5950         if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5951
5952         if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
5953             tempreg_used = TRUE;
5954         }
5955         if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
5956             tfactor_used = TRUE;
5957         }
5958     }
5959
5960     /* Shader header */
5961     if (!shader_buffer_init(&buffer))
5962     {
5963         ERR("Failed to initialize shader buffer.\n");
5964         return 0;
5965     }
5966
5967     shader_addline(&buffer, "!!ARBfp1.0\n");
5968
5969     switch(settings->fog) {
5970         case FOG_OFF:                                                         break;
5971         case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
5972         case FOG_EXP:    shader_addline(&buffer, "OPTION ARB_fog_exp;\n");    break;
5973         case FOG_EXP2:   shader_addline(&buffer, "OPTION ARB_fog_exp2;\n");   break;
5974         default: FIXME("Unexpected fog setting %d\n", settings->fog);
5975     }
5976
5977     shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
5978     shader_addline(&buffer, "TEMP TMP;\n");
5979     shader_addline(&buffer, "TEMP ret;\n");
5980     if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
5981     shader_addline(&buffer, "TEMP arg0;\n");
5982     shader_addline(&buffer, "TEMP arg1;\n");
5983     shader_addline(&buffer, "TEMP arg2;\n");
5984     for(stage = 0; stage < MAX_TEXTURES; stage++) {
5985         if(!tex_read[stage]) continue;
5986         shader_addline(&buffer, "TEMP tex%u;\n", stage);
5987         if(!bump_used[stage]) continue;
5988         shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
5989         if(!luminance_used[stage]) continue;
5990         shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
5991     }
5992     if(tfactor_used) {
5993         shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
5994     }
5995         shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
5996
5997     if(settings->sRGB_write) {
5998         shader_addline(&buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
5999                        srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
6000         shader_addline(&buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
6001                        srgb_sub_high, 0.0, 0.0, 0.0);
6002     }
6003
6004     if (ffp_clip_emul(&stateblock->state) && settings->emul_clipplanes)
6005         shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
6006
6007     /* Generate texture sampling instructions) */
6008     for(stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3DTOP_DISABLE; stage++) {
6009         if(!tex_read[stage]) continue;
6010
6011         switch(settings->op[stage].tex_type) {
6012             case tex_1d:                    textype = "1D";     break;
6013             case tex_2d:                    textype = "2D";     break;
6014             case tex_3d:                    textype = "3D";     break;
6015             case tex_cube:                  textype = "CUBE";   break;
6016             case tex_rect:                  textype = "RECT";   break;
6017             default: textype = "unexpected_textype";   break;
6018         }
6019
6020         if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP ||
6021            settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
6022             sat = "";
6023         } else {
6024             sat = "_SAT";
6025         }
6026
6027         if(settings->op[stage].projected == proj_none) {
6028             instr = "TEX";
6029         } else if(settings->op[stage].projected == proj_count4 ||
6030                   settings->op[stage].projected == proj_count3) {
6031             instr = "TXP";
6032         } else {
6033             FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
6034             instr = "TXP";
6035         }
6036
6037         if(stage > 0 &&
6038            (settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
6039             settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
6040             shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
6041             shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
6042             shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
6043             shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
6044
6045             /* with projective textures, texbem only divides the static texture coord, not the displacement,
6046              * so multiply the displacement with the dividing parameter before passing it to TXP
6047              */
6048             if (settings->op[stage].projected != proj_none) {
6049                 if(settings->op[stage].projected == proj_count4) {
6050                     shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
6051                     shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
6052                 } else {
6053                     shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
6054                     shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
6055                 }
6056             } else {
6057                 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
6058             }
6059
6060             shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
6061                            instr, sat, stage, stage, textype);
6062             if(settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
6063                 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
6064                                stage - 1, stage - 1, stage - 1);
6065                 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
6066             }
6067         } else if(settings->op[stage].projected == proj_count3) {
6068             shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
6069             shader_addline(&buffer, "MOV ret.w, ret.z;\n");
6070             shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
6071                             instr, sat, stage, stage, textype);
6072         } else {
6073             shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
6074                             instr, sat, stage, stage, stage, textype);
6075         }
6076
6077         sprintf(colorcor_dst, "tex%u", stage);
6078         gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
6079                 settings->op[stage].color_fixup);
6080     }
6081
6082     /* Generate the main shader */
6083     for (stage = 0; stage < MAX_TEXTURES; ++stage)
6084     {
6085         if (settings->op[stage].cop == WINED3DTOP_DISABLE)
6086         {
6087             if (!stage) final_combiner_src = "fragment.color.primary";
6088             break;
6089         }
6090
6091         if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
6092            settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
6093             op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
6094         } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
6095                   settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
6096             op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
6097         } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
6098                   settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
6099             op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
6100         } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
6101                   settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
6102             op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
6103         } else {
6104             op_equal = settings->op[stage].aop   == settings->op[stage].cop &&
6105                        settings->op[stage].carg0 == settings->op[stage].aarg0 &&
6106                        settings->op[stage].carg1 == settings->op[stage].aarg1 &&
6107                        settings->op[stage].carg2 == settings->op[stage].aarg2;
6108         }
6109
6110         if(settings->op[stage].aop == WINED3DTOP_DISABLE) {
6111             gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6112                           settings->op[stage].cop, settings->op[stage].carg0,
6113                           settings->op[stage].carg1, settings->op[stage].carg2);
6114             if (!stage)
6115                 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
6116         }
6117         else if (op_equal)
6118         {
6119             gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
6120                           settings->op[stage].cop, settings->op[stage].carg0,
6121                           settings->op[stage].carg1, settings->op[stage].carg2);
6122         } else {
6123             gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6124                           settings->op[stage].cop, settings->op[stage].carg0,
6125                           settings->op[stage].carg1, settings->op[stage].carg2);
6126             gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
6127                           settings->op[stage].aop, settings->op[stage].aarg0,
6128                           settings->op[stage].aarg1, settings->op[stage].aarg2);
6129         }
6130     }
6131
6132     if(settings->sRGB_write) {
6133         shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
6134         arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
6135         shader_addline(&buffer, "MOV result.color, ret;\n");
6136     } else {
6137         shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
6138     }
6139
6140     /* Footer */
6141     shader_addline(&buffer, "END\n");
6142
6143     /* Generate the shader */
6144     GL_EXTCALL(glGenProgramsARB(1, &ret));
6145     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
6146     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6147             strlen(buffer.buffer), buffer.buffer));
6148     checkGLcall("glProgramStringARB()");
6149
6150     glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6151     if (pos != -1)
6152     {
6153         FIXME("Fragment program error at position %d: %s\n\n", pos,
6154               debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6155         shader_arb_dump_program_source(buffer.buffer);
6156     }
6157     else
6158     {
6159         GLint native;
6160
6161         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
6162         checkGLcall("glGetProgramivARB()");
6163         if (!native) WARN("Program exceeds native resource limits.\n");
6164     }
6165
6166     shader_buffer_free(&buffer);
6167     return ret;
6168 }
6169
6170 static void fragment_prog_arbfp(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
6171 {
6172     const struct wined3d_gl_info *gl_info = context->gl_info;
6173     const struct wined3d_state *state = &stateblock->state;
6174     IWineD3DDeviceImpl *device = stateblock->device;
6175     struct shader_arb_priv *priv = device->fragment_priv;
6176     BOOL use_vshader = use_vs(state);
6177     BOOL use_pshader = use_ps(state);
6178     struct ffp_frag_settings settings;
6179     const struct arbfp_ffp_desc *desc;
6180     unsigned int i;
6181
6182     TRACE("state_id %#x, stateblock %p, context %p\n", state_id, stateblock, context);
6183
6184     if(isStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE))) {
6185         if(!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
6186             /* Reload fixed function constants since they collide with the pixel shader constants */
6187             for(i = 0; i < MAX_TEXTURES; i++) {
6188                 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
6189             }
6190             state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
6191             state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
6192         } else if(use_pshader && !isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
6193             device->shader_backend->shader_select(context, use_pshader, use_vshader);
6194         }
6195         return;
6196     }
6197
6198     if(!use_pshader) {
6199         /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
6200         gen_ffp_frag_op(stateblock, &settings, FALSE);
6201         desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
6202         if(!desc) {
6203             struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
6204             if (!new_desc)
6205             {
6206                 ERR("Out of memory\n");
6207                 return;
6208             }
6209             new_desc->num_textures_used = 0;
6210             for (i = 0; i < gl_info->limits.texture_stages; ++i)
6211             {
6212                 if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
6213                 new_desc->num_textures_used = i;
6214             }
6215
6216             memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
6217             new_desc->shader = gen_arbfp_ffp_shader(&settings, stateblock);
6218             add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
6219             TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
6220             desc = new_desc;
6221         }
6222
6223         /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
6224          * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6225          * deactivate it.
6226          */
6227         GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
6228         checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
6229         priv->current_fprogram_id = desc->shader;
6230
6231         if(device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
6232             /* Reload fixed function constants since they collide with the pixel shader constants */
6233             for(i = 0; i < MAX_TEXTURES; i++) {
6234                 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
6235             }
6236             state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
6237             state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
6238         }
6239         context->last_was_pshader = FALSE;
6240     } else {
6241         context->last_was_pshader = TRUE;
6242     }
6243
6244     /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
6245      * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
6246      * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
6247      * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
6248      * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
6249      *
6250      * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
6251      * shader handler
6252      */
6253     if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
6254         device->shader_backend->shader_select(context, use_pshader, use_vshader);
6255
6256         if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader))
6257             stateblock_apply_state(STATE_VERTEXSHADERCONSTANT, stateblock, context);
6258     }
6259     if (use_pshader) stateblock_apply_state(STATE_PIXELSHADERCONSTANT, stateblock, context);
6260 }
6261
6262 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
6263  * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
6264  * state table, so we need to handle that with a forwarding function. The other invisible side effect
6265  * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
6266  * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
6267  */
6268 static void state_arbfp_fog(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
6269 {
6270     const struct wined3d_state *state = &stateblock->state;
6271     enum fogsource new_source;
6272
6273     TRACE("state_id %#x, stateblock %p, context %p\n", state_id, stateblock, context);
6274
6275     if(!isStateDirty(context, STATE_PIXELSHADER)) {
6276         fragment_prog_arbfp(state_id, stateblock, context);
6277     }
6278
6279     if (!state->render_states[WINED3DRS_FOGENABLE]) return;
6280
6281     if (state->render_states[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
6282     {
6283         if (use_vs(state))
6284         {
6285             new_source = FOGSOURCE_VS;
6286         }
6287         else
6288         {
6289             if (state->render_states[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw)
6290                 new_source = FOGSOURCE_COORD;
6291             else
6292                 new_source = FOGSOURCE_FFP;
6293         }
6294     } else {
6295         new_source = FOGSOURCE_FFP;
6296     }
6297     if(new_source != context->fog_source) {
6298         context->fog_source = new_source;
6299         state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
6300     }
6301 }
6302
6303 static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
6304 {
6305     if(!isStateDirty(context, STATE_PIXELSHADER)) {
6306         fragment_prog_arbfp(state, stateblock, context);
6307     }
6308 }
6309
6310 static const struct StateEntryTemplate arbfp_fragmentstate_template[] = {
6311     {STATE_RENDER(WINED3DRS_TEXTUREFACTOR),               { STATE_RENDER(WINED3DRS_TEXTUREFACTOR),              state_texfactor_arbfp   }, WINED3D_GL_EXT_NONE             },
6312     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6313     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6314     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6315     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6316     {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6317     {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6318     {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6319     {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6320     {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6321     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
6322     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6323     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6324     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6325     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
6326     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    NULL                    }, WINED3D_GL_EXT_NONE             },
6327     {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6328     {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6329     {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6330     {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6331     {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6332     {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6333     {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6334     {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6335     {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6336     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
6337     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6338     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6339     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6340     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
6341     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    NULL                    }, WINED3D_GL_EXT_NONE             },
6342     {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6343     {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6344     {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6345     {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6346     {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6347     {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6348     {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6349     {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6350     {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6351     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
6352     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6353     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6354     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6355     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
6356     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    NULL                    }, WINED3D_GL_EXT_NONE             },
6357     {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6358     {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6359     {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6360     {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6361     {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6362     {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6363     {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6364     {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6365     {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6366     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
6367     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6368     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6369     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6370     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
6371     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    NULL                    }, WINED3D_GL_EXT_NONE             },
6372     {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6373     {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6374     {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6375     {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6376     {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6377     {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6378     {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6379     {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6380     {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6381     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
6382     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6383     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6384     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6385     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
6386     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    NULL                    }, WINED3D_GL_EXT_NONE             },
6387     {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6388     {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6389     {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6390     {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6391     {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6392     {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6393     {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6394     {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6395     {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6396     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
6397     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6398     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6399     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6400     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
6401     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    NULL                    }, WINED3D_GL_EXT_NONE             },
6402     {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6403     {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6404     {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6405     {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6406     {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6407     {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6408     {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6409     {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6410     {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6411     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
6412     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6413     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6414     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6415     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
6416     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    NULL                    }, WINED3D_GL_EXT_NONE             },
6417     {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6418     {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6419     {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6420     {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6421     {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6422     {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6423     {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6424     {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6425     {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6426     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
6427     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6428     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6429     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6430     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
6431     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    NULL                    }, WINED3D_GL_EXT_NONE             },
6432     {STATE_SAMPLER(0),                                    { STATE_SAMPLER(0),                                   sampler_texdim          }, WINED3D_GL_EXT_NONE             },
6433     {STATE_SAMPLER(1),                                    { STATE_SAMPLER(1),                                   sampler_texdim          }, WINED3D_GL_EXT_NONE             },
6434     {STATE_SAMPLER(2),                                    { STATE_SAMPLER(2),                                   sampler_texdim          }, WINED3D_GL_EXT_NONE             },
6435     {STATE_SAMPLER(3),                                    { STATE_SAMPLER(3),                                   sampler_texdim          }, WINED3D_GL_EXT_NONE             },
6436     {STATE_SAMPLER(4),                                    { STATE_SAMPLER(4),                                   sampler_texdim          }, WINED3D_GL_EXT_NONE             },
6437     {STATE_SAMPLER(5),                                    { STATE_SAMPLER(5),                                   sampler_texdim          }, WINED3D_GL_EXT_NONE             },
6438     {STATE_SAMPLER(6),                                    { STATE_SAMPLER(6),                                   sampler_texdim          }, WINED3D_GL_EXT_NONE             },
6439     {STATE_SAMPLER(7),                                    { STATE_SAMPLER(7),                                   sampler_texdim          }, WINED3D_GL_EXT_NONE             },
6440     {STATE_PIXELSHADER,                                   { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
6441     {STATE_RENDER(WINED3DRS_FOGENABLE),                   { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_arbfp_fog         }, WINED3D_GL_EXT_NONE             },
6442     {STATE_RENDER(WINED3DRS_FOGTABLEMODE),                { STATE_RENDER(WINED3DRS_FOGENABLE),                  NULL                    }, WINED3D_GL_EXT_NONE             },
6443     {STATE_RENDER(WINED3DRS_FOGVERTEXMODE),               { STATE_RENDER(WINED3DRS_FOGENABLE),                  NULL                    }, WINED3D_GL_EXT_NONE             },
6444     {STATE_RENDER(WINED3DRS_FOGSTART),                    { STATE_RENDER(WINED3DRS_FOGSTART),                   state_fogstartend       }, WINED3D_GL_EXT_NONE             },
6445     {STATE_RENDER(WINED3DRS_FOGEND),                      { STATE_RENDER(WINED3DRS_FOGSTART),                   NULL                    }, WINED3D_GL_EXT_NONE             },
6446     {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE),             { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6447     {STATE_RENDER(WINED3DRS_FOGCOLOR),                    { STATE_RENDER(WINED3DRS_FOGCOLOR),                   state_fogcolor          }, WINED3D_GL_EXT_NONE             },
6448     {STATE_RENDER(WINED3DRS_FOGDENSITY),                  { STATE_RENDER(WINED3DRS_FOGDENSITY),                 state_fogdensity        }, WINED3D_GL_EXT_NONE             },
6449     {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
6450     {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
6451     {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
6452     {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
6453     {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
6454     {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
6455     {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
6456     {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
6457     {STATE_RENDER(WINED3DRS_SPECULARENABLE),              { STATE_RENDER(WINED3DRS_SPECULARENABLE),             state_arb_specularenable}, WINED3D_GL_EXT_NONE             },
6458     {0 /* Terminate */,                                   { 0,                                                  0                       }, WINED3D_GL_EXT_NONE             },
6459 };
6460
6461 const struct fragment_pipeline arbfp_fragment_pipeline = {
6462     arbfp_enable,
6463     arbfp_get_caps,
6464     arbfp_alloc,
6465     arbfp_free,
6466     shader_arb_color_fixup_supported,
6467     arbfp_fragmentstate_template,
6468     TRUE /* We can disable projected textures */
6469 };
6470
6471 struct arbfp_blit_priv {
6472     GLenum yuy2_rect_shader, yuy2_2d_shader;
6473     GLenum uyvy_rect_shader, uyvy_2d_shader;
6474     GLenum yv12_rect_shader, yv12_2d_shader;
6475     GLenum p8_rect_shader, p8_2d_shader;
6476     GLuint palette_texture;
6477 };
6478
6479 static HRESULT arbfp_blit_alloc(IWineD3DDevice *iface) {
6480     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
6481     device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
6482     if(!device->blit_priv) {
6483         ERR("Out of memory\n");
6484         return E_OUTOFMEMORY;
6485     }
6486     return WINED3D_OK;
6487 }
6488
6489 /* Context activation is done by the caller. */
6490 static void arbfp_blit_free(IWineD3DDevice *iface) {
6491     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
6492     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6493     struct arbfp_blit_priv *priv = device->blit_priv;
6494
6495     ENTER_GL();
6496     GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
6497     GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
6498     GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
6499     GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
6500     GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
6501     GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
6502     GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_rect_shader));
6503     GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_2d_shader));
6504     checkGLcall("Delete yuv and p8 programs");
6505
6506     if(priv->palette_texture) glDeleteTextures(1, &priv->palette_texture);
6507     LEAVE_GL();
6508
6509     HeapFree(GetProcessHeap(), 0, device->blit_priv);
6510     device->blit_priv = NULL;
6511 }
6512
6513 static BOOL gen_planar_yuv_read(struct wined3d_shader_buffer *buffer, enum complex_fixup fixup,
6514         GLenum textype, char *luminance)
6515 {
6516     char chroma;
6517     const char *tex, *texinstr;
6518
6519     if (fixup == COMPLEX_FIXUP_UYVY) {
6520         chroma = 'x';
6521         *luminance = 'w';
6522     } else {
6523         chroma = 'w';
6524         *luminance = 'x';
6525     }
6526     switch(textype) {
6527         case GL_TEXTURE_2D:             tex = "2D";     texinstr = "TXP"; break;
6528         case GL_TEXTURE_RECTANGLE_ARB:  tex = "RECT";   texinstr = "TEX"; break;
6529         default:
6530             /* This is more tricky than just replacing the texture type - we have to navigate
6531              * properly in the texture to find the correct chroma values
6532              */
6533             FIXME("Implement yuv correction for non-2d, non-rect textures\n");
6534             return FALSE;
6535     }
6536
6537     /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6538      * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6539      * filtering when we sample the texture.
6540      *
6541      * These are the rules for reading the chroma:
6542      *
6543      * Even pixel: Cr
6544      * Even pixel: U
6545      * Odd pixel: V
6546      *
6547      * So we have to get the sampling x position in non-normalized coordinates in integers
6548      */
6549     if(textype != GL_TEXTURE_RECTANGLE_ARB) {
6550         shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6551         shader_addline(buffer, "MOV texcrd.w, size.x;\n");
6552     } else {
6553         shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6554     }
6555     /* We must not allow filtering between pixel x and x+1, this would mix U and V
6556      * Vertical filtering is ok. However, bear in mind that the pixel center is at
6557      * 0.5, so add 0.5.
6558      */
6559     shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
6560     shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
6561
6562     /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
6563      * even and odd pixels respectively
6564      */
6565     shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
6566     shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
6567
6568     /* Sample Pixel 1 */
6569     shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6570
6571     /* Put the value into either of the chroma values */
6572     shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6573     shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
6574     shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6575     shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
6576
6577     /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
6578      * the pixel right to the current one. Otherwise, sample the left pixel.
6579      * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
6580      */
6581     shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
6582     shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
6583     shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6584
6585     /* Put the value into the other chroma */
6586     shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6587     shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
6588     shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6589     shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
6590
6591     /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
6592      * the current one and lerp the two U and V values
6593      */
6594
6595     /* This gives the correctly filtered luminance value */
6596     shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
6597
6598     return TRUE;
6599 }
6600
6601 static BOOL gen_yv12_read(struct wined3d_shader_buffer *buffer, GLenum textype, char *luminance)
6602 {
6603     const char *tex;
6604
6605     switch(textype) {
6606         case GL_TEXTURE_2D:             tex = "2D";     break;
6607         case GL_TEXTURE_RECTANGLE_ARB:  tex = "RECT";   break;
6608         default:
6609             FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
6610             return FALSE;
6611     }
6612
6613     /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
6614      * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
6615      * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
6616      * pitch of the luminance plane, the packing into the gl texture is a bit
6617      * unfortunate. If the whole texture is interpreted as luminance data it looks
6618      * approximately like this:
6619      *
6620      *        +----------------------------------+----
6621      *        |                                  |
6622      *        |                                  |
6623      *        |                                  |
6624      *        |                                  |
6625      *        |                                  |   2
6626      *        |            LUMINANCE             |   -
6627      *        |                                  |   3
6628      *        |                                  |
6629      *        |                                  |
6630      *        |                                  |
6631      *        |                                  |
6632      *        +----------------+-----------------+----
6633      *        |                |                 |
6634      *        |  U even rows   |  U odd rows     |
6635      *        |                |                 |   1
6636      *        +----------------+------------------   -
6637      *        |                |                 |   3
6638      *        |  V even rows   |  V odd rows     |
6639      *        |                |                 |
6640      *        +----------------+-----------------+----
6641      *        |                |                 |
6642      *        |     0.5        |       0.5       |
6643      *
6644      * So it appears as if there are 4 chroma images, but in fact the odd rows
6645      * in the chroma images are in the same row as the even ones. So its is
6646      * kinda tricky to read
6647      *
6648      * When reading from rectangle textures, keep in mind that the input y coordinates
6649      * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
6650      */
6651     shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
6652             2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f);
6653
6654     shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6655     /* the chroma planes have only half the width */
6656     shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
6657
6658     /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
6659      * the coordinate. Also read the right side of the image when reading odd lines
6660      *
6661      * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
6662      * bleeding
6663      */
6664     if(textype == GL_TEXTURE_2D) {
6665
6666         shader_addline(buffer, "RCP chroma.w, size.y;\n");
6667
6668         shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
6669
6670         shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
6671         shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
6672
6673         /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6674         shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6675         shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6676         shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6677         shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6678
6679         /* clamp, keep the half pixel origin in mind */
6680         shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
6681         shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6682         shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
6683         shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6684     } else {
6685         /* Read from [size - size+size/4] */
6686         shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6687         shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
6688
6689         /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6690         shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6691         shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6692         shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6693         shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
6694         shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6695
6696         /* Make sure to read exactly from the pixel center */
6697         shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6698         shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
6699
6700         /* Clamp */
6701         shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
6702         shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
6703         shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6704         shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
6705         shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6706     }
6707     /* Read the texture, put the result into the output register */
6708     shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6709     shader_addline(buffer, "MOV chroma.x, temp.w;\n");
6710
6711     /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
6712      * No need to clamp because we're just reusing the already clamped value from above
6713      */
6714     if(textype == GL_TEXTURE_2D) {
6715         shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
6716     } else {
6717         shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
6718     }
6719     shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6720     shader_addline(buffer, "MOV chroma.y, temp.w;\n");
6721
6722     /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
6723      * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
6724      * values due to filtering
6725      */
6726     shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6727     if(textype == GL_TEXTURE_2D) {
6728         /* Multiply the y coordinate by 2/3 and clamp it */
6729         shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
6730         shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
6731         shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6732         shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6733     } else {
6734         /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
6735          * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
6736          * is bigger
6737          */
6738         shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
6739         shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
6740         shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6741     }
6742     *luminance = 'a';
6743
6744     return TRUE;
6745 }
6746
6747 static GLuint gen_p8_shader(IWineD3DDeviceImpl *device, GLenum textype)
6748 {
6749     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6750     GLenum shader;
6751     struct wined3d_shader_buffer buffer;
6752     struct arbfp_blit_priv *priv = device->blit_priv;
6753     GLint pos;
6754
6755     /* Shader header */
6756     if (!shader_buffer_init(&buffer))
6757     {
6758         ERR("Failed to initialize shader buffer.\n");
6759         return 0;
6760     }
6761
6762     ENTER_GL();
6763     GL_EXTCALL(glGenProgramsARB(1, &shader));
6764     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
6765     LEAVE_GL();
6766     if(!shader) {
6767         shader_buffer_free(&buffer);
6768         return 0;
6769     }
6770
6771     shader_addline(&buffer, "!!ARBfp1.0\n");
6772     shader_addline(&buffer, "TEMP index;\n");
6773
6774     /* { 255/256, 0.5/255*255/256, 0, 0 } */
6775     shader_addline(&buffer, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
6776
6777     /* The alpha-component contains the palette index */
6778     if(textype == GL_TEXTURE_RECTANGLE_ARB)
6779         shader_addline(&buffer, "TXP index, fragment.texcoord[0], texture[0], RECT;\n");
6780     else
6781         shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], 2D;\n");
6782
6783     /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
6784     shader_addline(&buffer, "MAD index.a, index.a, constants.x, constants.y;\n");
6785
6786     /* Use the alpha-component as an index in the palette to get the final color */
6787     shader_addline(&buffer, "TEX result.color, index.a, texture[1], 1D;\n");
6788     shader_addline(&buffer, "END\n");
6789
6790     ENTER_GL();
6791     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6792             strlen(buffer.buffer), buffer.buffer));
6793     checkGLcall("glProgramStringARB()");
6794
6795     glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6796     if (pos != -1)
6797     {
6798         FIXME("Fragment program error at position %d: %s\n\n", pos,
6799               debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6800         shader_arb_dump_program_source(buffer.buffer);
6801     }
6802
6803     if (textype == GL_TEXTURE_RECTANGLE_ARB)
6804         priv->p8_rect_shader = shader;
6805     else
6806         priv->p8_2d_shader = shader;
6807
6808     shader_buffer_free(&buffer);
6809     LEAVE_GL();
6810
6811     return shader;
6812 }
6813
6814 /* Context activation is done by the caller. */
6815 static void upload_palette(IWineD3DSurfaceImpl *surface)
6816 {
6817     BYTE table[256][4];
6818     IWineD3DDeviceImpl *device = surface->resource.device;
6819     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6820     struct arbfp_blit_priv *priv = device->blit_priv;
6821     BOOL colorkey = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) ? TRUE : FALSE;
6822
6823     d3dfmt_p8_init_palette(surface, table, colorkey);
6824
6825     ENTER_GL();
6826     if (!priv->palette_texture)
6827         glGenTextures(1, &priv->palette_texture);
6828
6829     GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
6830     glBindTexture(GL_TEXTURE_1D, priv->palette_texture);
6831
6832     glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
6833
6834     glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
6835     /* Make sure we have discrete color levels. */
6836     glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
6837     glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
6838     /* Upload the palette */
6839     /* TODO: avoid unneeed uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
6840     glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table);
6841
6842     /* Switch back to unit 0 in which the 2D texture will be stored. */
6843     GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0));
6844     LEAVE_GL();
6845 }
6846
6847 /* Context activation is done by the caller. */
6848 static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, enum complex_fixup yuv_fixup, GLenum textype)
6849 {
6850     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6851     GLenum shader;
6852     struct wined3d_shader_buffer buffer;
6853     char luminance_component;
6854     struct arbfp_blit_priv *priv = device->blit_priv;
6855     GLint pos;
6856
6857     /* Shader header */
6858     if (!shader_buffer_init(&buffer))
6859     {
6860         ERR("Failed to initialize shader buffer.\n");
6861         return 0;
6862     }
6863
6864     ENTER_GL();
6865     GL_EXTCALL(glGenProgramsARB(1, &shader));
6866     checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
6867     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
6868     checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
6869     LEAVE_GL();
6870     if(!shader) {
6871         shader_buffer_free(&buffer);
6872         return 0;
6873     }
6874
6875     /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
6876      * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
6877      * two chroma(U and V) values. Each macropixel has two luminance values, one for
6878      * each single pixel it contains, and one U and one V value shared between both
6879      * pixels.
6880      *
6881      * The data is loaded into an A8L8 texture. With YUY2, the luminance component
6882      * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
6883      * take the format into account when generating the read swizzles
6884      *
6885      * Reading the Y value is straightforward - just sample the texture. The hardware
6886      * takes care of filtering in the horizontal and vertical direction.
6887      *
6888      * Reading the U and V values is harder. We have to avoid filtering horizontally,
6889      * because that would mix the U and V values of one pixel or two adjacent pixels.
6890      * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
6891      * regardless of the filtering setting. Vertical filtering works automatically
6892      * though - the U and V values of two rows are mixed nicely.
6893      *
6894      * Appart of avoiding filtering issues, the code has to know which value it just
6895      * read, and where it can find the other one. To determine this, it checks if
6896      * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
6897      *
6898      * Handling horizontal filtering of U and V values requires reading a 2nd pair
6899      * of pixels, extracting U and V and mixing them. This is not implemented yet.
6900      *
6901      * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
6902      * with width / 2. This way one read gives all 3 values, finding U and V is easy
6903      * in an unfiltered situation. Finding the luminance on the other hand requires
6904      * finding out if it is an odd or even pixel. The real drawback of this approach
6905      * is filtering. This would have to be emulated completely in the shader, reading
6906      * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
6907      * vertically. Beyond that it would require adjustments to the texture handling
6908      * code to deal with the width scaling
6909      */
6910     shader_addline(&buffer, "!!ARBfp1.0\n");
6911     shader_addline(&buffer, "TEMP luminance;\n");
6912     shader_addline(&buffer, "TEMP temp;\n");
6913     shader_addline(&buffer, "TEMP chroma;\n");
6914     shader_addline(&buffer, "TEMP texcrd;\n");
6915     shader_addline(&buffer, "TEMP texcrd2;\n");
6916     shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
6917     shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
6918     shader_addline(&buffer, "PARAM size = program.local[0];\n");
6919
6920     switch (yuv_fixup)
6921     {
6922         case COMPLEX_FIXUP_UYVY:
6923         case COMPLEX_FIXUP_YUY2:
6924             if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
6925             {
6926                 shader_buffer_free(&buffer);
6927                 return 0;
6928             }
6929             break;
6930
6931         case COMPLEX_FIXUP_YV12:
6932             if (!gen_yv12_read(&buffer, textype, &luminance_component))
6933             {
6934                 shader_buffer_free(&buffer);
6935                 return 0;
6936             }
6937             break;
6938
6939         default:
6940             FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
6941             shader_buffer_free(&buffer);
6942             return 0;
6943     }
6944
6945     /* Calculate the final result. Formula is taken from
6946      * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
6947      * ranges from -0.5 to 0.5
6948      */
6949     shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
6950
6951     shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
6952     shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
6953     shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
6954     shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
6955     shader_addline(&buffer, "END\n");
6956
6957     ENTER_GL();
6958     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6959             strlen(buffer.buffer), buffer.buffer));
6960     checkGLcall("glProgramStringARB()");
6961
6962     glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6963     if (pos != -1)
6964     {
6965         FIXME("Fragment program error at position %d: %s\n\n", pos,
6966               debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6967         shader_arb_dump_program_source(buffer.buffer);
6968     }
6969     else
6970     {
6971         GLint native;
6972
6973         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
6974         checkGLcall("glGetProgramivARB()");
6975         if (!native) WARN("Program exceeds native resource limits.\n");
6976     }
6977
6978     shader_buffer_free(&buffer);
6979     LEAVE_GL();
6980
6981     switch (yuv_fixup)
6982     {
6983         case COMPLEX_FIXUP_YUY2:
6984             if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
6985             else priv->yuy2_2d_shader = shader;
6986             break;
6987
6988         case COMPLEX_FIXUP_UYVY:
6989             if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
6990             else priv->uyvy_2d_shader = shader;
6991             break;
6992
6993         case COMPLEX_FIXUP_YV12:
6994             if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
6995             else priv->yv12_2d_shader = shader;
6996             break;
6997         default:
6998             ERR("Unsupported complex fixup: %d\n", yuv_fixup);
6999     }
7000
7001     return shader;
7002 }
7003
7004 /* Context activation is done by the caller. */
7005 static HRESULT arbfp_blit_set(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface)
7006 {
7007     GLenum shader;
7008     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
7009     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
7010     float size[4] = {(float) surface->pow2Width, (float) surface->pow2Height, 1.0f, 1.0f};
7011     struct arbfp_blit_priv *priv = device->blit_priv;
7012     enum complex_fixup fixup;
7013     GLenum textype = surface->texture_target;
7014
7015     if (!is_complex_fixup(surface->resource.format->color_fixup))
7016     {
7017         TRACE("Fixup:\n");
7018         dump_color_fixup_desc(surface->resource.format->color_fixup);
7019         /* Don't bother setting up a shader for unconverted formats */
7020         ENTER_GL();
7021         glEnable(textype);
7022         checkGLcall("glEnable(textype)");
7023         LEAVE_GL();
7024         return WINED3D_OK;
7025     }
7026
7027     fixup = get_complex_fixup(surface->resource.format->color_fixup);
7028
7029     switch(fixup)
7030     {
7031         case COMPLEX_FIXUP_YUY2:
7032             shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
7033             break;
7034
7035         case COMPLEX_FIXUP_UYVY:
7036             shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
7037             break;
7038
7039         case COMPLEX_FIXUP_YV12:
7040             shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
7041             break;
7042
7043         case COMPLEX_FIXUP_P8:
7044             shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->p8_rect_shader : priv->p8_2d_shader;
7045             if (!shader) shader = gen_p8_shader(device, textype);
7046
7047             upload_palette(surface);
7048             break;
7049
7050         default:
7051             FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup);
7052             ENTER_GL();
7053             glEnable(textype);
7054             checkGLcall("glEnable(textype)");
7055             LEAVE_GL();
7056             return E_NOTIMPL;
7057     }
7058
7059     if (!shader) shader = gen_yuv_shader(device, fixup, textype);
7060
7061     ENTER_GL();
7062     glEnable(GL_FRAGMENT_PROGRAM_ARB);
7063     checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
7064     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7065     checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7066     GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
7067     checkGLcall("glProgramLocalParameter4fvARB");
7068     LEAVE_GL();
7069
7070     return WINED3D_OK;
7071 }
7072
7073 /* Context activation is done by the caller. */
7074 static void arbfp_blit_unset(IWineD3DDevice *iface) {
7075     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
7076     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
7077
7078     ENTER_GL();
7079     glDisable(GL_FRAGMENT_PROGRAM_ARB);
7080     checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
7081     glDisable(GL_TEXTURE_2D);
7082     checkGLcall("glDisable(GL_TEXTURE_2D)");
7083     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
7084     {
7085         glDisable(GL_TEXTURE_CUBE_MAP_ARB);
7086         checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
7087     }
7088     if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
7089     {
7090         glDisable(GL_TEXTURE_RECTANGLE_ARB);
7091         checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
7092     }
7093     LEAVE_GL();
7094 }
7095
7096 static BOOL arbfp_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
7097         const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
7098         const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
7099 {
7100     enum complex_fixup src_fixup;
7101
7102     if (blit_op != BLIT_OP_BLIT)
7103     {
7104         TRACE("Unsupported blit_op=%d\n", blit_op);
7105         return FALSE;
7106     }
7107
7108     src_fixup = get_complex_fixup(src_format->color_fixup);
7109     if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
7110     {
7111         TRACE("Checking support for fixup:\n");
7112         dump_color_fixup_desc(src_format->color_fixup);
7113     }
7114
7115     if (!is_identity_fixup(dst_format->color_fixup))
7116     {
7117         TRACE("Destination fixups are not supported\n");
7118         return FALSE;
7119     }
7120
7121     if (is_identity_fixup(src_format->color_fixup))
7122     {
7123         TRACE("[OK]\n");
7124         return TRUE;
7125     }
7126
7127      /* We only support YUV conversions. */
7128     if (!is_complex_fixup(src_format->color_fixup))
7129     {
7130         TRACE("[FAILED]\n");
7131         return FALSE;
7132     }
7133
7134     switch(src_fixup)
7135     {
7136         case COMPLEX_FIXUP_YUY2:
7137         case COMPLEX_FIXUP_UYVY:
7138         case COMPLEX_FIXUP_YV12:
7139         case COMPLEX_FIXUP_P8:
7140             TRACE("[OK]\n");
7141             return TRUE;
7142
7143         default:
7144             FIXME("Unsupported YUV fixup %#x\n", src_fixup);
7145             TRACE("[FAILED]\n");
7146             return FALSE;
7147     }
7148 }
7149
7150 HRESULT arbfp_blit_surface(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *src_surface, const RECT *src_rect,
7151                            IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect_in, enum blit_operation blit_op,
7152                            DWORD Filter)
7153 {
7154     IWineD3DSwapChainImpl *dst_swapchain;
7155     struct wined3d_context *context;
7156     RECT dst_rect = *dst_rect_in;
7157
7158     /* Now load the surface */
7159     surface_internal_preload(src_surface, SRGB_RGB);
7160
7161     /* Activate the destination context, set it up for blitting */
7162     context = context_acquire(device, dst_surface);
7163     context_apply_blit_state(context, device);
7164
7165     /* The coordinates of the ddraw front buffer are always fullscreen ('screen coordinates',
7166      * while OpenGL coordinates are window relative.
7167      * Also beware of the origin difference(top left vs bottom left).
7168      * Also beware that the front buffer's surface size is screen width x screen height,
7169      * whereas the real gl drawable size is the size of the window. */
7170     dst_swapchain = dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
7171             ? dst_surface->container.u.swapchain : NULL;
7172     if (dst_swapchain && dst_surface == dst_swapchain->front_buffer)
7173         surface_translate_frontbuffer_coords(dst_surface, context->win_handle, &dst_rect);
7174
7175     arbfp_blit_set((IWineD3DDevice *)device, src_surface);
7176
7177     ENTER_GL();
7178
7179     /* Draw a textured quad */
7180     draw_textured_quad(src_surface, src_rect, &dst_rect, Filter);
7181
7182     LEAVE_GL();
7183
7184     /* Leave the opengl state valid for blitting */
7185     arbfp_blit_unset((IWineD3DDevice *)device);
7186
7187     if (wined3d_settings.strict_draw_ordering || (dst_swapchain
7188             && (dst_surface == dst_swapchain->front_buffer
7189             || dst_swapchain->num_contexts > 1)))
7190         wglFlush(); /* Flush to ensure ordering across contexts. */
7191
7192     context_release(context);
7193
7194     surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
7195     return WINED3D_OK;
7196 }
7197
7198 /* Do not call while under the GL lock. */
7199 static HRESULT arbfp_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface,
7200         const RECT *dst_rect, const WINED3DCOLORVALUE *color)
7201 {
7202     FIXME("Color filling not implemented by arbfp_blit\n");
7203     return WINED3DERR_INVALIDCALL;
7204 }
7205
7206 const struct blit_shader arbfp_blit = {
7207     arbfp_blit_alloc,
7208     arbfp_blit_free,
7209     arbfp_blit_set,
7210     arbfp_blit_unset,
7211     arbfp_blit_supported,
7212     arbfp_blit_color_fill
7213 };