wined3d: Skip copying the depth stencil if it's discarded.
[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  *
14  * This library is free software; you can redistribute it and/or
15  * modify it under the terms of the GNU Lesser General Public
16  * License as published by the Free Software Foundation; either
17  * version 2.1 of the License, or (at your option) any later version.
18  *
19  * This library is distributed in the hope that it will be useful,
20  * but WITHOUT ANY WARRANTY; without even the implied warranty of
21  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
22  * Lesser General Public License for more details.
23  *
24  * You should have received a copy of the GNU Lesser General Public
25  * License along with this library; if not, write to the Free Software
26  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27  */
28
29 #include "config.h"
30
31 #include <math.h>
32 #include <stdio.h>
33
34 #include "wined3d_private.h"
35
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
39
40 #define GLINFO_LOCATION      (*gl_info)
41
42 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
43  * so upload them above that
44  */
45 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
46 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
47
48 /* ARB_program_shader private data */
49 struct shader_arb_priv {
50     GLuint                  current_vprogram_id;
51     GLuint                  current_fprogram_id;
52     GLuint                  depth_blt_vprogram_id;
53     GLuint                  depth_blt_fprogram_id;
54     BOOL                    use_arbfp_fixed_func;
55     struct hash_table_t     *fragment_shaders;
56 };
57
58 /********************************************************
59  * ARB_[vertex/fragment]_program helper functions follow
60  ********************************************************/
61
62 /** 
63  * Loads floating point constants into the currently set ARB_vertex/fragment_program.
64  * When constant_list == NULL, it will load all the constants.
65  *  
66  * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
67  *  or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
68  */
69 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, WineD3D_GL_Info *gl_info, GLuint target_type,
70         unsigned int max_constants, float* constants, char *dirty_consts) {
71     local_constant* lconst;
72     DWORD i, j;
73     unsigned int ret;
74
75     if (TRACE_ON(d3d_shader)) {
76         for(i = 0; i < max_constants; i++) {
77             if(!dirty_consts[i]) continue;
78             TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
79                         constants[i * 4 + 0], constants[i * 4 + 1],
80                         constants[i * 4 + 2], constants[i * 4 + 3]);
81         }
82     }
83     /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
84     if(target_type == GL_FRAGMENT_PROGRAM_ARB &&
85        WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1) {
86         float lcl_const[4];
87         for(i = 0; i < max_constants; i++) {
88             if(!dirty_consts[i]) continue;
89             dirty_consts[i] = 0;
90
91             j = 4 * i;
92             if(constants[j + 0] > 1.0) lcl_const[0] = 1.0;
93             else if(constants[j + 0] < -1.0) lcl_const[0] = -1.0;
94             else lcl_const[0] = constants[j + 0];
95
96             if(constants[j + 1] > 1.0) lcl_const[1] = 1.0;
97             else if(constants[j + 1] < -1.0) lcl_const[1] = -1.0;
98             else lcl_const[1] = constants[j + 1];
99
100             if(constants[j + 2] > 1.0) lcl_const[2] = 1.0;
101             else if(constants[j + 2] < -1.0) lcl_const[2] = -1.0;
102             else lcl_const[2] = constants[j + 2];
103
104             if(constants[j + 3] > 1.0) lcl_const[3] = 1.0;
105             else if(constants[j + 3] < -1.0) lcl_const[3] = -1.0;
106             else lcl_const[3] = constants[j + 3];
107
108             GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
109         }
110     } else {
111         if(GL_SUPPORT(EXT_GPU_PROGRAM_PARAMETERS)) {
112             /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
113              * or just reloading *all* constants at once
114              *
115             GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, 0, max_constants, constants));
116              */
117             for(i = 0; i < max_constants; i++) {
118                 if(!dirty_consts[i]) continue;
119
120                 /* Find the next block of dirty constants */
121                 dirty_consts[i] = 0;
122                 j = i;
123                 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
124                     dirty_consts[i] = 0;
125                 }
126
127                 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
128             }
129         } else {
130             for(i = 0; i < max_constants; i++) {
131                 if(dirty_consts[i]) {
132                     dirty_consts[i] = 0;
133                     GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
134                 }
135             }
136         }
137     }
138     checkGLcall("glProgramEnvParameter4fvARB()");
139
140     /* Load immediate constants */
141     if(This->baseShader.load_local_constsF) {
142         if (TRACE_ON(d3d_shader)) {
143             LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
144                 GLfloat* values = (GLfloat*)lconst->value;
145                 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
146                         values[0], values[1], values[2], values[3]);
147             }
148         }
149         /* Immediate constants are clamped for 1.X shaders at loading times */
150         ret = 0;
151         LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
152             dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
153             ret = max(ret, lconst->idx + 1);
154             GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
155         }
156         checkGLcall("glProgramEnvParameter4fvARB()");
157         return ret; /* The loaded immediate constants need reloading for the next shader */
158     } else {
159         return 0; /* No constants are dirty now */
160     }
161 }
162
163 /**
164  * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
165  * 
166  * We only support float constants in ARB at the moment, so don't 
167  * worry about the Integers or Booleans
168  */
169 static void shader_arb_load_constants(
170     IWineD3DDevice* device,
171     char usePixelShader,
172     char useVertexShader) {
173    
174     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device; 
175     IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
176     WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
177     unsigned char i;
178
179     if (useVertexShader) {
180         IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
181
182         /* Load DirectX 9 float constants for vertex shader */
183         deviceImpl->highest_dirty_vs_const = shader_arb_load_constantsF(
184                 vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
185                 deviceImpl->highest_dirty_vs_const,
186                 stateBlock->vertexShaderConstantF,
187                 deviceImpl->activeContext->vshader_const_dirty);
188
189         /* Upload the position fixup */
190         GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, ARB_SHADER_PRIVCONST_POS, deviceImpl->posFixup));
191     }
192
193     if (usePixelShader) {
194
195         IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
196         IWineD3DPixelShaderImpl *psi = (IWineD3DPixelShaderImpl *) pshader;
197
198         /* Load DirectX 9 float constants for pixel shader */
199         deviceImpl->highest_dirty_ps_const = shader_arb_load_constantsF(
200                 pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
201                 deviceImpl->highest_dirty_ps_const,
202                 stateBlock->pixelShaderConstantF,
203                 deviceImpl->activeContext->pshader_const_dirty);
204
205         for(i = 0; i < psi->numbumpenvmatconsts; i++) {
206             /* The state manager takes care that this function is always called if the bump env matrix changes
207              */
208             float *data = (float *) &stateBlock->textureState[(int) psi->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00];
209             GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->bumpenvmatconst[i].const_num, data));
210             deviceImpl->activeContext->pshader_const_dirty[psi->bumpenvmatconst[i].const_num] = 1;
211
212             if(psi->luminanceconst[i].const_num != -1) {
213                 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
214                  * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
215                  * don't care about them. The pointers are valid for sure because the stateblock is bigger.
216                  * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
217                  */
218                 float *scale = (float *) &stateBlock->textureState[(int) psi->luminanceconst[i].texunit][WINED3DTSS_BUMPENVLSCALE];
219                 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->luminanceconst[i].const_num, scale));
220                 deviceImpl->activeContext->pshader_const_dirty[psi->luminanceconst[i].const_num] = 1;
221             }
222         }
223
224         if(((IWineD3DPixelShaderImpl *) pshader)->srgb_enabled &&
225            !((IWineD3DPixelShaderImpl *) pshader)->srgb_mode_hardcoded) {
226             float comparison[4];
227             float mul_low[4];
228
229             if(stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE]) {
230                 comparison[0] = srgb_cmp; comparison[1] = srgb_cmp;
231                 comparison[2] = srgb_cmp; comparison[3] = srgb_cmp;
232
233                 mul_low[0] = srgb_mul_low; mul_low[1] = srgb_mul_low;
234                 mul_low[2] = srgb_mul_low; mul_low[3] = srgb_mul_low;
235             } else {
236                 comparison[0] = 1.0 / 0.0; comparison[1] = 1.0 / 0.0;
237                 comparison[2] = 1.0 / 0.0; comparison[3] = 1.0 / 0.0;
238
239                 mul_low[0] = 1.0; mul_low[1] = 1.0;
240                 mul_low[2] = 1.0; mul_low[3] = 1.0;
241             }
242             GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->srgb_cmp_const, comparison));
243             GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->srgb_low_const, mul_low));
244             checkGLcall("Load sRGB correction constants\n");
245             deviceImpl->activeContext->pshader_const_dirty[psi->srgb_low_const] = 1;
246             deviceImpl->activeContext->pshader_const_dirty[psi->srgb_cmp_const] = 1;
247
248         }
249     }
250 }
251
252 /* Generate the variable & register declarations for the ARB_vertex_program output target */
253 static void shader_generate_arb_declarations(
254     IWineD3DBaseShader *iface,
255     shader_reg_maps* reg_maps,
256     SHADER_BUFFER* buffer,
257     WineD3D_GL_Info* gl_info) {
258
259     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
260     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
261     DWORD i, cur;
262     char pshader = shader_is_pshader_version(This->baseShader.hex_version);
263     unsigned max_constantsF = min(This->baseShader.limits.constant_float, 
264             (pshader ? GL_LIMITS(pshader_constantsF) : GL_LIMITS(vshader_constantsF)));
265     UINT extra_constants_needed = 0;
266     local_constant* lconst;
267
268     /* Temporary Output register */
269     shader_addline(buffer, "TEMP TMP_OUT;\n");
270
271     for(i = 0; i < This->baseShader.limits.temporary; i++) {
272         if (reg_maps->temporary[i])
273             shader_addline(buffer, "TEMP R%u;\n", i);
274     }
275
276     for (i = 0; i < This->baseShader.limits.address; i++) {
277         if (reg_maps->address[i])
278             shader_addline(buffer, "ADDRESS A%d;\n", i);
279     }
280
281     for(i = 0; i < This->baseShader.limits.texcoord; i++) {
282         if (reg_maps->texcoord[i])
283             shader_addline(buffer,"TEMP T%u;\n", i);
284     }
285
286     /* Texture coordinate registers must be pre-loaded */
287     for (i = 0; i < This->baseShader.limits.texcoord; i++) {
288         if (reg_maps->texcoord[i])
289             shader_addline(buffer, "MOV T%u, fragment.texcoord[%u];\n", i, i);
290     }
291
292     for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
293         IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) This;
294         if(!reg_maps->bumpmat[i]) continue;
295
296         cur = ps->numbumpenvmatconsts;
297         ps->bumpenvmatconst[cur].const_num = -1;
298         ps->bumpenvmatconst[cur].texunit = i;
299         ps->luminanceconst[cur].const_num = -1;
300         ps->luminanceconst[cur].texunit = i;
301
302         /* If the shader does not use all available constants, use the next free constant to load the bump mapping environment matrix from
303          * the stateblock into the shader. If no constant is available don't load, texbem will then just sample the texture without applying
304          * bump mapping.
305          */
306         if(max_constantsF + extra_constants_needed < GL_LIMITS(pshader_constantsF)) {
307             ps->bumpenvmatconst[cur].const_num = max_constantsF + extra_constants_needed;
308             shader_addline(buffer, "PARAM bumpenvmat%d = program.env[%d];\n",
309                            i, ps->bumpenvmatconst[cur].const_num);
310             extra_constants_needed++;
311
312             if(reg_maps->luminanceparams && max_constantsF + extra_constants_needed < GL_LIMITS(pshader_constantsF)) {
313                 ((IWineD3DPixelShaderImpl *)This)->luminanceconst[cur].const_num = max_constantsF + extra_constants_needed;
314                 shader_addline(buffer, "PARAM luminance%d = program.env[%d];\n",
315                                i, ps->luminanceconst[cur].const_num);
316                 extra_constants_needed++;
317             } else if(reg_maps->luminanceparams) {
318                 FIXME("No free constant to load the luminance parameters\n");
319             }
320         } else {
321             FIXME("No free constant found to load environemnt bump mapping matrix into the shader. texbem instruction will not apply bump mapping\n");
322         }
323
324         ps->numbumpenvmatconsts = cur + 1;
325     }
326
327     if(device->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE] && pshader) {
328         IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This;
329         /* If there are 2 constants left to use, use them to pass the sRGB correction values in. This way
330          * srgb write correction can be turned on and off dynamically without recompilation. Otherwise
331          * hardcode them. The drawback of hardcoding is that the shader needs recompilation to turn sRGB
332          * off again
333          */
334         if(max_constantsF + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF) && FALSE) {
335             /* The idea is that if srgb is enabled, then disabled, the constant loading code
336              * can effectively disable sRGB correction by passing 1.0 and INF as the multiplication
337              * and comparison constants. If it disables it that way, the shader won't be recompiled
338              * and the code will stay in, so sRGB writing can be turned on again by setting the
339              * constants from the spec
340              */
341             ps_impl->srgb_mode_hardcoded = 0;
342             ps_impl->srgb_low_const = GL_LIMITS(pshader_constantsF) - extra_constants_needed;
343             ps_impl->srgb_cmp_const = GL_LIMITS(pshader_constantsF) - extra_constants_needed - 1;
344             shader_addline(buffer, "PARAM srgb_mul_low = program.env[%d];\n", ps_impl->srgb_low_const);
345             shader_addline(buffer, "PARAM srgb_comparison = program.env[%d];\n", ps_impl->srgb_cmp_const);
346         } else {
347             shader_addline(buffer, "PARAM srgb_mul_low = {%f, %f, %f, 1.0};\n",
348                            srgb_mul_low, srgb_mul_low, srgb_mul_low);
349             shader_addline(buffer, "PARAM srgb_comparison =  {%f, %f, %f, %f};\n",
350                            srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
351             ps_impl->srgb_mode_hardcoded = 1;
352         }
353         /* These can be hardcoded, they do not cause any harm because no fragment will enter the high
354          * path if the comparison value is set to INF
355          */
356         shader_addline(buffer, "PARAM srgb_pow =  {%f, %f, %f, 1.0};\n",
357                        srgb_pow, srgb_pow, srgb_pow);
358         shader_addline(buffer, "PARAM srgb_mul_hi =  {%f, %f, %f, 1.0};\n",
359                        srgb_mul_high, srgb_mul_high, srgb_mul_high);
360         shader_addline(buffer, "PARAM srgb_sub_hi =  {%f, %f, %f, 0.0};\n",
361                        srgb_sub_high, srgb_sub_high, srgb_sub_high);
362         ps_impl->srgb_enabled = 1;
363     } else if(pshader) {
364         IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This;
365
366         /* Do not write any srgb fixup into the shader to save shader size and processing time.
367          * As a consequence, we can't toggle srgb write on without recompilation
368          */
369         ps_impl->srgb_enabled = 0;
370         ps_impl->srgb_mode_hardcoded = 1;
371     }
372
373     /* Load local constants using the program-local space,
374      * this avoids reloading them each time the shader is used
375      */
376     if(!This->baseShader.load_local_constsF) {
377         LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
378             shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
379                            lconst->idx);
380         }
381     }
382
383     /* we use the array-based constants array if the local constants are marked for loading,
384      * because then we use indirect addressing, or when the local constant list is empty,
385      * because then we don't know if we're using indirect addressing or not. If we're hardcoding
386      * local constants do not declare the loaded constants as an array because ARB compilers usually
387      * do not optimize unused constants away
388      */
389     if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) {
390         /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
391         shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
392                     max_constantsF, max_constantsF - 1);
393     } else {
394         for(i = 0; i < max_constantsF; i++) {
395             if(!shader_constant_is_local(This, i)) {
396                 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
397             }
398         }
399     }
400 }
401
402 static const char * const shift_tab[] = {
403     "dummy",     /*  0 (none) */
404     "coefmul.x", /*  1 (x2)   */
405     "coefmul.y", /*  2 (x4)   */
406     "coefmul.z", /*  3 (x8)   */
407     "coefmul.w", /*  4 (x16)  */
408     "dummy",     /*  5 (x32)  */
409     "dummy",     /*  6 (x64)  */
410     "dummy",     /*  7 (x128) */
411     "dummy",     /*  8 (d256) */
412     "dummy",     /*  9 (d128) */
413     "dummy",     /* 10 (d64)  */
414     "dummy",     /* 11 (d32)  */
415     "coefdiv.w", /* 12 (d16)  */
416     "coefdiv.z", /* 13 (d8)   */
417     "coefdiv.y", /* 14 (d4)   */
418     "coefdiv.x"  /* 15 (d2)   */
419 };
420
421 static void shader_arb_get_write_mask(SHADER_OPCODE_ARG* arg, const DWORD param, char *write_mask) {
422     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) arg->shader;
423     char *ptr = write_mask;
424     char vshader = shader_is_vshader_version(This->baseShader.hex_version);
425
426     if(vshader && shader_get_regtype(param) == WINED3DSPR_ADDR) {
427         *ptr++ = '.';
428         *ptr++ = 'x';
429     } else if ((param & WINED3DSP_WRITEMASK_ALL) != WINED3DSP_WRITEMASK_ALL) {
430         *ptr++ = '.';
431         if (param & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
432         if (param & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
433         if (param & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
434         if (param & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
435     }
436
437     *ptr = '\0';
438 }
439
440 static void shader_arb_get_swizzle(const DWORD param, BOOL fixup, char *swizzle_str) {
441     /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
442      * but addressed as "rgba". To fix this we need to swap the register's x
443      * and z components. */
444     const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
445     char *ptr = swizzle_str;
446
447     /* swizzle bits fields: wwzzyyxx */
448     DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
449     DWORD swizzle_x = swizzle & 0x03;
450     DWORD swizzle_y = (swizzle >> 2) & 0x03;
451     DWORD swizzle_z = (swizzle >> 4) & 0x03;
452     DWORD swizzle_w = (swizzle >> 6) & 0x03;
453
454     /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
455      * generate a swizzle string. Unless we need to our own swizzling. */
456     if ((WINED3DSP_NOSWIZZLE >> WINED3DSP_SWIZZLE_SHIFT) != swizzle || fixup) {
457         *ptr++ = '.';
458         if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
459             *ptr++ = swizzle_chars[swizzle_x];
460         } else {
461             *ptr++ = swizzle_chars[swizzle_x];
462             *ptr++ = swizzle_chars[swizzle_y];
463             *ptr++ = swizzle_chars[swizzle_z];
464             *ptr++ = swizzle_chars[swizzle_w];
465         }
466     }
467
468     *ptr = '\0';
469 }
470
471 static void pshader_get_register_name(IWineD3DBaseShader* iface,
472     const DWORD param, char* regstr) {
473
474     DWORD reg = param & WINED3DSP_REGNUM_MASK;
475     DWORD regtype = shader_get_regtype(param);
476     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
477
478     switch (regtype) {
479     case WINED3DSPR_TEMP:
480         sprintf(regstr, "R%u", reg);
481     break;
482     case WINED3DSPR_INPUT:
483         if (reg==0) {
484             strcpy(regstr, "fragment.color.primary");
485         } else {
486             strcpy(regstr, "fragment.color.secondary");
487         }
488     break;
489     case WINED3DSPR_CONST:
490         if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) {
491             sprintf(regstr, "C[%u]", reg);
492         } else {
493             sprintf(regstr, "C%u", reg);
494         }
495     break;
496     case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
497         sprintf(regstr,"T%u", reg);
498     break;
499     case WINED3DSPR_COLOROUT:
500         if (reg == 0)
501             sprintf(regstr, "TMP_COLOR");
502         else {
503             /* TODO: See GL_ARB_draw_buffers */
504             FIXME("Unsupported write to render target %u\n", reg);
505             sprintf(regstr, "unsupported_register");
506         }
507     break;
508     case WINED3DSPR_DEPTHOUT:
509         sprintf(regstr, "result.depth");
510     break;
511     case WINED3DSPR_ATTROUT:
512         sprintf(regstr, "oD[%u]", reg);
513     break;
514     case WINED3DSPR_TEXCRDOUT:
515         sprintf(regstr, "oT[%u]", reg);
516     break;
517     default:
518         FIXME("Unhandled register name Type(%d)\n", regtype);
519         sprintf(regstr, "unrecognized_register");
520     break;
521     }
522 }
523
524 /* TODO: merge with pixel shader */
525 static void vshader_program_add_param(SHADER_OPCODE_ARG *arg, const DWORD param, BOOL is_input, char *hwLine) {
526
527   IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl*) arg->shader;
528
529   /* oPos, oFog and oPts in D3D */
530   static const char * const hwrastout_reg_names[] = { "TMP_OUT", "result.fogcoord", "result.pointsize" };
531
532   DWORD reg = param & WINED3DSP_REGNUM_MASK;
533   DWORD regtype = shader_get_regtype(param);
534   char  tmpReg[255];
535   BOOL is_color = FALSE;
536
537   if ((param & WINED3DSP_SRCMOD_MASK) == WINED3DSPSM_NEG) {
538       strcat(hwLine, " -");
539   } else {
540       strcat(hwLine, " ");
541   }
542
543   switch (regtype) {
544   case WINED3DSPR_TEMP:
545     sprintf(tmpReg, "R%u", reg);
546     strcat(hwLine, tmpReg);
547     break;
548   case WINED3DSPR_INPUT:
549
550     if (vshader_input_is_color((IWineD3DVertexShader*) This, reg))
551         is_color = TRUE;
552
553     sprintf(tmpReg, "vertex.attrib[%u]", reg);
554     strcat(hwLine, tmpReg);
555     break;
556   case WINED3DSPR_CONST:
557       if(param & WINED3DSHADER_ADDRMODE_RELATIVE) {
558           if(reg >= This->rel_offset) {
559               sprintf(tmpReg, "C[A0.x + %u]", reg - This->rel_offset);
560           } else {
561               sprintf(tmpReg, "C[A0.x - %u]", -reg + This->rel_offset);
562           }
563       } else {
564           if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) {
565               sprintf(tmpReg, "C[%u]", reg);
566           } else {
567               sprintf(tmpReg, "C%u", reg);
568           }
569       }
570     strcat(hwLine, tmpReg);
571     break;
572   case WINED3DSPR_ADDR: /*case D3DSPR_TEXTURE:*/
573     sprintf(tmpReg, "A%u", reg);
574     strcat(hwLine, tmpReg);
575     break;
576   case WINED3DSPR_RASTOUT:
577     sprintf(tmpReg, "%s", hwrastout_reg_names[reg]);
578     strcat(hwLine, tmpReg);
579     break;
580   case WINED3DSPR_ATTROUT:
581     if (reg==0) {
582        strcat(hwLine, "result.color.primary");
583     } else {
584        strcat(hwLine, "result.color.secondary");
585     }
586     break;
587   case WINED3DSPR_TEXCRDOUT:
588     sprintf(tmpReg, "result.texcoord[%u]", reg);
589     strcat(hwLine, tmpReg);
590     break;
591   default:
592     FIXME("Unknown reg type %d %d\n", regtype, reg);
593     strcat(hwLine, "unrecognized_register");
594     break;
595   }
596
597   if (!is_input) {
598     char write_mask[6];
599     shader_arb_get_write_mask(arg, param, write_mask);
600     strcat(hwLine, write_mask);
601   } else {
602     char swizzle[6];
603     shader_arb_get_swizzle(param, is_color, swizzle);
604     strcat(hwLine, swizzle);
605   }
606 }
607
608 static void shader_hw_sample(SHADER_OPCODE_ARG* arg, DWORD sampler_idx, const char *dst_str, const char *coord_reg, BOOL projected, BOOL bias) {
609     SHADER_BUFFER* buffer = arg->buffer;
610     DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
611     const char *tex_type;
612
613     switch(sampler_type) {
614         case WINED3DSTT_1D:
615             tex_type = "1D";
616             break;
617
618         case WINED3DSTT_2D:
619         {
620             IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) arg->shader;
621             IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
622             if(device->stateBlock->textures[sampler_idx] &&
623                IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
624                 tex_type = "RECT";
625             } else {
626                 tex_type = "2D";
627             }
628             break;
629         }
630
631         case WINED3DSTT_VOLUME:
632             tex_type = "3D";
633             break;
634
635         case WINED3DSTT_CUBE:
636             tex_type = "CUBE";
637             break;
638
639         default:
640             ERR("Unexpected texture type %d\n", sampler_type);
641             tex_type = "";
642     }
643
644     if (bias) {
645         /* Shouldn't be possible, but let's check for it */
646         if(projected) FIXME("Biased and Projected texture sampling\n");
647         /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
648         shader_addline(buffer, "TXB %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
649     } else if (projected) {
650         shader_addline(buffer, "TXP %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
651     } else {
652         shader_addline(buffer, "TEX %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
653     }
654 }
655
656 static void gen_color_correction(SHADER_BUFFER *buffer, const char *reg, const char *writemask,
657                                  const char *one, const char *two, WINED3DFORMAT fmt,
658                                  WineD3D_GL_Info *gl_info) {
659     switch(fmt) {
660         case WINED3DFMT_V8U8:
661         case WINED3DFMT_V16U16:
662             if(GL_SUPPORT(NV_TEXTURE_SHADER) ||
663               (GL_SUPPORT(ATI_ENVMAP_BUMPMAP) && fmt == WINED3DFMT_V8U8)) {
664                 if(0) {
665                     /* The 3rd channel returns 1.0 in d3d, but 0.0 in gl. Fix this while we're at it :-)
666                      * disabled until an application that needs it is found because it causes unneeded
667                      * shader recompilation in some game
668                      */
669                     if(strlen(writemask) >= 4) {
670                         shader_addline(buffer, "MOV %s.%c, %s;\n", reg, writemask[3], one);
671                     }
672                 }
673             } else {
674                 /* Correct the sign, but leave the blue as it is - it was loaded correctly already
675                  * ARB shaders are a bit picky wrt writemasks and swizzles. If we're free to scale
676                  * all registers, do so, this saves an instruction.
677                  */
678                 if(strlen(writemask) >= 5) {
679                     shader_addline(buffer, "MAD %s, %s, %s, -%s;\n", reg, reg, two, one);
680                 } else if(strlen(writemask) >= 3) {
681                     shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n",
682                                    reg, writemask[1],
683                                    reg, writemask[1],
684                                    two, one);
685                     shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n",
686                                    reg, writemask[2],
687                                    reg, writemask[2],
688                                    two, one);
689                 } else if(strlen(writemask) == 2) {
690                     shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n", reg, writemask[1],
691                                    reg, writemask[1], two, one);
692                 }
693             }
694             break;
695
696         case WINED3DFMT_X8L8V8U8:
697             if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
698                 /* Red and blue are the signed channels, fix them up; Blue(=L) is correct already,
699                  * and a(X) is always 1.0. Cannot do a full conversion due to L(blue)
700                  */
701                 if(strlen(writemask) >= 3) {
702                     shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n",
703                                    reg, writemask[1],
704                                    reg, writemask[1],
705                                    two, one);
706                     shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n",
707                                    reg, writemask[2],
708                                    reg, writemask[2],
709                                    two, one);
710                 } else if(strlen(writemask) == 2) {
711                     shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n",
712                                    reg, writemask[1],
713                                    reg, writemask[1],
714                                    two, one);
715                 }
716             }
717             break;
718
719         case WINED3DFMT_L6V5U5:
720             if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
721                 if(strlen(writemask) >= 4) {
722                     /* Swap y and z (U and L), and do a sign conversion on x and the new y(V and U) */
723                     shader_addline(buffer, "MOV TMP.g, %s.%c;\n",
724                                    reg, writemask[2]);
725                     shader_addline(buffer, "MAD %s.%c%c, %s.%c%c, %s, -%s;\n",
726                                    reg, writemask[1], writemask[1],
727                                    reg, writemask[1], writemask[3],
728                                    two, one);
729                     shader_addline(buffer, "MOV %s.%c, TMP.g;\n", reg,
730                                    writemask[3]);
731                 } else if(strlen(writemask) == 3) {
732                     /* This is bad: We have VL, but we need VU */
733                     FIXME("2 components sampled from a converted L6V5U5 texture\n");
734                 } else {
735                     shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n",
736                                    reg, writemask[1],
737                                    reg, writemask[1],
738                                    two, one);
739                 }
740             }
741             break;
742
743         case WINED3DFMT_Q8W8V8U8:
744             if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
745                 /* Correct the sign in all channels */
746                 switch(strlen(writemask)) {
747                     case 4:
748                         shader_addline(buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
749                                        reg, writemask[3],
750                                        reg, writemask[3]);
751                         /* drop through */
752                     case 3:
753                         shader_addline(buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
754                                        reg, writemask[2],
755                                        reg, writemask[2]);
756                         /* drop through */
757                     case 2:
758                         shader_addline(buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
759                                        reg, writemask[1],
760                                        reg, writemask[1]);
761                         break;
762
763                         /* Should not occur, since it's at minimum '.' and a letter */
764                     case 1:
765                         ERR("Unexpected writemask: \"%s\"\n", writemask);
766                         break;
767
768                     case 5:
769                     default:
770                         shader_addline(buffer, "MAD %s, %s, coefmul.x, -one;\n", reg, reg);
771                 }
772             }
773             break;
774
775         case WINED3DFMT_ATI2N:
776             /* GL_ATI_texture_compression_3dc returns the two channels as luminance-alpha,
777              * which means the first one is replicated across .rgb, and the 2nd one is in
778              * .a. We need the 2nd in .g
779              *
780              * GL_EXT_texture_compression_rgtc returns the values in .rg, however, they
781              * are swapped compared to d3d. So swap red and green.
782              */
783             if(GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
784                 shader_addline(buffer, "SWZ %s, %s, %c, %c, 1, 0;\n",
785                                reg, reg, writemask[2], writemask[1]);
786             } else {
787                 if(strlen(writemask) == 5) {
788                     shader_addline(buffer, "MOV %s.%c, %s.%c;\n",
789                                 reg, writemask[2], reg, writemask[4]);
790                 } else if(strlen(writemask) == 2) {
791                     /* Nothing to do */
792                 } else {
793                     /* This is bad: We have VL, but we need VU */
794                     FIXME("2 or 3 components sampled from a converted ATI2N texture\n");
795                 }
796             }
797             break;
798
799             /* stupid compiler */
800         default:
801             break;
802     }
803 }
804
805 static void shader_arb_color_correction(SHADER_OPCODE_ARG* arg) {
806     IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
807     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) shader->baseShader.device;
808     WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
809     WINED3DFORMAT fmt;
810     WINED3DFORMAT conversion_group;
811     IWineD3DBaseTextureImpl *texture;
812     UINT i;
813     BOOL recorded = FALSE;
814     DWORD sampler_idx;
815     DWORD hex_version = shader->baseShader.hex_version;
816     char reg[256];
817     char writemask[6];
818
819     switch(arg->opcode->opcode) {
820         case WINED3DSIO_TEX:
821             if (hex_version < WINED3DPS_VERSION(2,0)) {
822                 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
823             } else {
824                 sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
825             }
826             break;
827
828         case WINED3DSIO_TEXLDL:
829             FIXME("Add color fixup for vertex texture WINED3DSIO_TEXLDL\n");
830             return;
831
832         case WINED3DSIO_TEXDP3TEX:
833         case WINED3DSIO_TEXM3x3TEX:
834         case WINED3DSIO_TEXM3x3SPEC:
835         case WINED3DSIO_TEXM3x3VSPEC:
836         case WINED3DSIO_TEXBEM:
837         case WINED3DSIO_TEXREG2AR:
838         case WINED3DSIO_TEXREG2GB:
839         case WINED3DSIO_TEXREG2RGB:
840             sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
841             break;
842
843         default:
844             /* Not a texture sampling instruction, nothing to do */
845             return;
846     };
847
848     texture = (IWineD3DBaseTextureImpl *) deviceImpl->stateBlock->textures[sampler_idx];
849     if(texture) {
850         fmt = texture->resource.format;
851         conversion_group = texture->baseTexture.shader_conversion_group;
852     } else {
853         fmt = WINED3DFMT_UNKNOWN;
854         conversion_group = WINED3DFMT_UNKNOWN;
855     }
856
857     /* before doing anything, record the sampler with the format in the format conversion list,
858      * but check if it's not there already
859      */
860     for(i = 0; i < shader->baseShader.num_sampled_samplers; i++) {
861         if(shader->baseShader.sampled_samplers[i] == sampler_idx) {
862             recorded = TRUE;
863         }
864     }
865     if(!recorded) {
866         shader->baseShader.sampled_samplers[shader->baseShader.num_sampled_samplers] = sampler_idx;
867         shader->baseShader.num_sampled_samplers++;
868         shader->baseShader.sampled_format[sampler_idx] = conversion_group;
869     }
870
871     pshader_get_register_name(arg->shader, arg->dst, reg);
872     shader_arb_get_write_mask(arg, arg->dst, writemask);
873     if(strlen(writemask) == 0) strcpy(writemask, ".xyzw");
874
875     gen_color_correction(arg->buffer, reg, writemask, "one", "coefmul.x", fmt, gl_info);
876
877 }
878
879
880 static void pshader_gen_input_modifier_line (
881     IWineD3DBaseShader *iface,
882     SHADER_BUFFER* buffer,
883     const DWORD instr,
884     int tmpreg,
885     char *outregstr) {
886
887     /* Generate a line that does the input modifier computation and return the input register to use */
888     char regstr[256];
889     char swzstr[20];
890     int insert_line;
891
892     /* Assume a new line will be added */
893     insert_line = 1;
894
895     /* Get register name */
896     pshader_get_register_name(iface, instr, regstr);
897     shader_arb_get_swizzle(instr, FALSE, swzstr);
898
899     switch (instr & WINED3DSP_SRCMOD_MASK) {
900     case WINED3DSPSM_NONE:
901         sprintf(outregstr, "%s%s", regstr, swzstr);
902         insert_line = 0;
903         break;
904     case WINED3DSPSM_NEG:
905         sprintf(outregstr, "-%s%s", regstr, swzstr);
906         insert_line = 0;
907         break;
908     case WINED3DSPSM_BIAS:
909         shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
910         break;
911     case WINED3DSPSM_BIASNEG:
912         shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
913         break;
914     case WINED3DSPSM_SIGN:
915         shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr);
916         break;
917     case WINED3DSPSM_SIGNNEG:
918         shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr);
919         break;
920     case WINED3DSPSM_COMP:
921         shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr);
922         break;
923     case WINED3DSPSM_X2:
924         shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
925         break;
926     case WINED3DSPSM_X2NEG:
927         shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
928         break;
929     case WINED3DSPSM_DZ:
930         shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
931         shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
932         break;
933     case WINED3DSPSM_DW:
934         shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
935         shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
936         break;
937     default:
938         sprintf(outregstr, "%s%s", regstr, swzstr);
939         insert_line = 0;
940     }
941
942     /* Return modified or original register, with swizzle */
943     if (insert_line)
944         sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
945 }
946
947 static inline void pshader_gen_output_modifier_line(
948     SHADER_BUFFER* buffer,
949     int saturate,
950     char *write_mask,
951     int shift,
952     char *regstr) {
953
954     /* Generate a line that does the output modifier computation */
955     shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", saturate ? "_SAT" : "",
956         regstr, write_mask, regstr, shift_tab[shift]);
957 }
958
959 void pshader_hw_bem(SHADER_OPCODE_ARG* arg) {
960     IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
961
962     SHADER_BUFFER* buffer = arg->buffer;
963     char dst_name[50];
964     char src_name[2][50];
965     char dst_wmask[20];
966     DWORD sampler_code = arg->dst & WINED3DSP_REGNUM_MASK;
967     BOOL has_bumpmat = FALSE;
968     int i;
969
970     for(i = 0; i < This->numbumpenvmatconsts; i++) {
971         if(This->bumpenvmatconst[i].const_num != -1 && This->bumpenvmatconst[i].texunit == sampler_code) {
972             has_bumpmat = TRUE;
973             break;
974         }
975     }
976
977     pshader_get_register_name(arg->shader, arg->dst, dst_name);
978     shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
979     strcat(dst_name, dst_wmask);
980
981     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]);
982     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]);
983
984     if(has_bumpmat) {
985         /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
986         shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
987         shader_addline(buffer, "DP3 TMP.r, TMP2, %s;\n", src_name[1]);
988         shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
989         shader_addline(buffer, "DP3 TMP.g, TMP2, %s;\n", src_name[1]);
990
991         shader_addline(buffer, "ADD %s, %s, TMP;\n", dst_name, src_name[0]);
992     } else {
993         shader_addline(buffer, "MOV %s, %s;\n", dst_name, src_name[0]);
994     }
995 }
996
997 void pshader_hw_cnd(SHADER_OPCODE_ARG* arg) {
998
999     IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
1000     SHADER_BUFFER* buffer = arg->buffer;
1001     char dst_wmask[20];
1002     char dst_name[50];
1003     char src_name[3][50];
1004     BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
1005     DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1006
1007     /* FIXME: support output modifiers */
1008
1009     /* Handle output register */
1010     pshader_get_register_name(arg->shader, arg->dst, dst_name);
1011     shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
1012
1013     /* Generate input register names (with modifiers) */
1014     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]);
1015     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]);
1016     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[2], 2, src_name[2]);
1017
1018     /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
1019     if (shader->baseShader.hex_version <= WINED3DPS_VERSION(1, 3) &&
1020         arg->opcode_token & WINED3DSI_COISSUE) {
1021         shader_addline(buffer, "MOV%s %s%s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask, src_name[1]);
1022     } else {
1023         shader_addline(buffer, "ADD TMP, -%s, coefdiv.x;\n", src_name[0]);
1024         shader_addline(buffer, "CMP%s %s%s, TMP, %s, %s;\n",
1025                                 sat ? "_SAT" : "", dst_name, dst_wmask, src_name[1], src_name[2]);
1026     }
1027     if (shift != 0)
1028         pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
1029 }
1030
1031 void pshader_hw_cmp(SHADER_OPCODE_ARG* arg) {
1032
1033     SHADER_BUFFER* buffer = arg->buffer;
1034     char dst_wmask[20];
1035     char dst_name[50];
1036     char src_name[3][50];
1037     DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1038     BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
1039
1040     /* FIXME: support output modifiers */
1041
1042     /* Handle output register */
1043     pshader_get_register_name(arg->shader, arg->dst, dst_name);
1044     shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
1045
1046     /* Generate input register names (with modifiers) */
1047     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]);
1048     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]);
1049     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[2], 2, src_name[2]);
1050
1051     shader_addline(buffer, "CMP%s %s%s, %s, %s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
1052                    src_name[0], src_name[2], src_name[1]);
1053
1054     if (shift != 0)
1055         pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
1056 }
1057
1058 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1059  * dst = dot2(src0, src1) + src2 */
1060 void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg) {
1061     SHADER_BUFFER* buffer = arg->buffer;
1062     char dst_wmask[20];
1063     char dst_name[50];
1064     char src_name[3][50];
1065     DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1066     BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
1067
1068     pshader_get_register_name(arg->shader, arg->dst, dst_name);
1069     shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
1070
1071     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]);
1072     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]);
1073     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[2], 2, src_name[2]);
1074
1075     /* Emulate a DP2 with a DP3 and 0.0 */
1076     shader_addline(buffer, "MOV TMP, %s;\n", src_name[0]);
1077     shader_addline(buffer, "MOV TMP.z, 0.0;\n");
1078     shader_addline(buffer, "DP3 TMP2, TMP, %s;\n", src_name[1]);
1079     shader_addline(buffer, "ADD%s %s%s, TMP2, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask, src_name[2]);
1080
1081     if (shift != 0)
1082         pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
1083 }
1084
1085 /* Map the opcode 1-to-1 to the GL code */
1086 void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg) {
1087
1088      CONST SHADER_OPCODE* curOpcode = arg->opcode;
1089      SHADER_BUFFER* buffer = arg->buffer;
1090      DWORD dst = arg->dst;
1091      DWORD* src = arg->src;
1092
1093      unsigned int i;
1094      char tmpLine[256];
1095
1096      /* Output token related */
1097      char output_rname[256];
1098      char output_wmask[20];
1099      BOOL saturate = FALSE;
1100      BOOL centroid = FALSE;
1101      BOOL partialprecision = FALSE;
1102      DWORD shift;
1103
1104      strcpy(tmpLine, curOpcode->glname);
1105
1106      /* Process modifiers */
1107      if (0 != (dst & WINED3DSP_DSTMOD_MASK)) {
1108          DWORD mask = dst & WINED3DSP_DSTMOD_MASK;
1109
1110          saturate = mask & WINED3DSPDM_SATURATE;
1111          centroid = mask & WINED3DSPDM_MSAMPCENTROID;
1112          partialprecision = mask & WINED3DSPDM_PARTIALPRECISION;
1113          mask &= ~(WINED3DSPDM_MSAMPCENTROID | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_SATURATE);
1114          if (mask)
1115             FIXME("Unrecognized modifier(%#x)\n", mask >> WINED3DSP_DSTMOD_SHIFT);
1116
1117          if (centroid)
1118              FIXME("Unhandled modifier(%#x)\n", mask >> WINED3DSP_DSTMOD_SHIFT);
1119      }
1120      shift = (dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1121
1122       /* Generate input and output registers */
1123       if (curOpcode->num_params > 0) {
1124           char operands[4][100];
1125
1126           /* Generate input register names (with modifiers) */
1127           for (i = 1; i < curOpcode->num_params; ++i)
1128               pshader_gen_input_modifier_line(arg->shader, buffer, src[i-1], i-1, operands[i]);
1129
1130           /* Handle output register */
1131           pshader_get_register_name(arg->shader, dst, output_rname);
1132           strcpy(operands[0], output_rname);
1133           shader_arb_get_write_mask(arg, dst, output_wmask);
1134           strcat(operands[0], output_wmask);
1135
1136           if (saturate && (shift == 0))
1137              strcat(tmpLine, "_SAT");
1138           strcat(tmpLine, " ");
1139           strcat(tmpLine, operands[0]);
1140           for (i = 1; i < curOpcode->num_params; i++) {
1141               strcat(tmpLine, ", ");
1142               strcat(tmpLine, operands[i]);
1143           }
1144           strcat(tmpLine,";\n");
1145           shader_addline(buffer, tmpLine);
1146
1147           /* A shift requires another line. */
1148           if (shift != 0)
1149               pshader_gen_output_modifier_line(buffer, saturate, output_wmask, shift, output_rname);
1150       }
1151 }
1152
1153 void pshader_hw_texkill(SHADER_OPCODE_ARG* arg) {
1154     IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1155     DWORD hex_version = This->baseShader.hex_version;
1156     SHADER_BUFFER* buffer = arg->buffer;
1157     char reg_dest[40];
1158
1159     /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1160      * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1161      */
1162     pshader_get_register_name(arg->shader, arg->dst, reg_dest);
1163
1164     if(hex_version >= WINED3DPS_VERSION(2,0)) {
1165         /* The arb backend doesn't claim ps 2.0 support, but try to eat what the app feeds to us */
1166         shader_addline(buffer, "KIL %s;\n", reg_dest);
1167     } else {
1168         /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1169          * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1170          */
1171         shader_addline(buffer, "MOV TMP, %s;\n", reg_dest);
1172         shader_addline(buffer, "MOV TMP.w, one.w;\n");
1173         shader_addline(buffer, "KIL TMP;\n");
1174     }
1175 }
1176
1177 void pshader_hw_tex(SHADER_OPCODE_ARG* arg) {
1178     IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1179     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1180
1181     DWORD dst = arg->dst;
1182     DWORD* src = arg->src;
1183     SHADER_BUFFER* buffer = arg->buffer;
1184     DWORD hex_version = This->baseShader.hex_version;
1185     BOOL projected = FALSE, bias = FALSE;
1186
1187     char reg_dest[40];
1188     char reg_coord[40];
1189     DWORD reg_dest_code;
1190     DWORD reg_sampler_code;
1191
1192     /* All versions have a destination register */
1193     reg_dest_code = dst & WINED3DSP_REGNUM_MASK;
1194     pshader_get_register_name(arg->shader, dst, reg_dest);
1195
1196     /* 1.0-1.3: Use destination register as coordinate source.
1197        1.4+: Use provided coordinate source register. */
1198    if (hex_version < WINED3DPS_VERSION(1,4))
1199       strcpy(reg_coord, reg_dest);
1200    else
1201       pshader_gen_input_modifier_line(arg->shader, buffer, src[0], 0, reg_coord);
1202
1203   /* 1.0-1.4: Use destination register number as texture code.
1204      2.0+: Use provided sampler number as texure code. */
1205   if (hex_version < WINED3DPS_VERSION(2,0))
1206      reg_sampler_code = reg_dest_code;
1207   else
1208      reg_sampler_code = src[1] & WINED3DSP_REGNUM_MASK;
1209
1210   /* projection flag:
1211    * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1212    * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1213    * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1214    */
1215   if(hex_version < WINED3DPS_VERSION(1,4)) {
1216       DWORD flags = 0;
1217       if(reg_sampler_code < MAX_TEXTURES) {
1218         flags = deviceImpl->stateBlock->textureState[reg_sampler_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1219       }
1220       if (flags & WINED3DTTFF_PROJECTED) {
1221           projected = TRUE;
1222       }
1223   } else if(hex_version < WINED3DPS_VERSION(2,0)) {
1224       DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
1225       if (src_mod == WINED3DSPSM_DZ) {
1226           projected = TRUE;
1227       } else if(src_mod == WINED3DSPSM_DW) {
1228           projected = TRUE;
1229       }
1230   } else {
1231       if(arg->opcode_token & WINED3DSI_TEXLD_PROJECT) {
1232           projected = TRUE;
1233       }
1234       if(arg->opcode_token & WINED3DSI_TEXLD_BIAS) {
1235           bias = TRUE;
1236       }
1237   }
1238   shader_hw_sample(arg, reg_sampler_code, reg_dest, reg_coord, projected, bias);
1239 }
1240
1241 void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg) {
1242
1243     IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1244     DWORD dst = arg->dst;
1245     SHADER_BUFFER* buffer = arg->buffer;
1246     DWORD hex_version = This->baseShader.hex_version;
1247
1248     char tmp[20];
1249     shader_arb_get_write_mask(arg, dst, tmp);
1250     if (hex_version != WINED3DPS_VERSION(1,4)) {
1251         DWORD reg = dst & WINED3DSP_REGNUM_MASK;
1252         shader_addline(buffer, "MOV_SAT T%u%s, fragment.texcoord[%u];\n", reg, tmp, reg);
1253     } else {
1254         DWORD reg1 = dst & WINED3DSP_REGNUM_MASK;
1255         char reg_src[40];
1256
1257         pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, reg_src);
1258         shader_addline(buffer, "MOV R%u%s, %s;\n", reg1, tmp, reg_src);
1259    }
1260 }
1261
1262 void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg) {
1263
1264      SHADER_BUFFER* buffer = arg->buffer;
1265      IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1266      IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1267      DWORD flags;
1268
1269      DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
1270      char dst_str[8];
1271      char src_str[50];
1272
1273      sprintf(dst_str, "T%u", reg1);
1274      pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_str);
1275      shader_addline(buffer, "MOV TMP.r, %s.a;\n", src_str);
1276      shader_addline(buffer, "MOV TMP.g, %s.r;\n", src_str);
1277      flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1278      shader_hw_sample(arg, reg1, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1279 }
1280
1281 void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg) {
1282
1283      SHADER_BUFFER* buffer = arg->buffer;
1284
1285      DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
1286      char dst_str[8];
1287      char src_str[50];
1288
1289      sprintf(dst_str, "T%u", reg1);
1290      pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_str);
1291      shader_addline(buffer, "MOV TMP.r, %s.g;\n", src_str);
1292      shader_addline(buffer, "MOV TMP.g, %s.b;\n", src_str);
1293      shader_hw_sample(arg, reg1, dst_str, "TMP", FALSE, FALSE);
1294 }
1295
1296 void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg) {
1297
1298     SHADER_BUFFER* buffer = arg->buffer;
1299     DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
1300     char dst_str[8];
1301     char src_str[50];
1302
1303     sprintf(dst_str, "T%u", reg1);
1304     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_str);
1305     shader_hw_sample(arg, reg1, dst_str, src_str, FALSE, FALSE);
1306 }
1307
1308 void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) {
1309     IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1310     BOOL has_bumpmat = FALSE;
1311     BOOL has_luminance = FALSE;
1312     int i;
1313
1314     DWORD dst = arg->dst;
1315     DWORD src = arg->src[0] & WINED3DSP_REGNUM_MASK;
1316     SHADER_BUFFER* buffer = arg->buffer;
1317
1318     char reg_coord[40];
1319     DWORD reg_dest_code;
1320
1321     /* All versions have a destination register */
1322     reg_dest_code = dst & WINED3DSP_REGNUM_MASK;
1323     /* Can directly use the name because texbem is only valid for <= 1.3 shaders */
1324     pshader_get_register_name(arg->shader, dst, reg_coord);
1325
1326     for(i = 0; i < This->numbumpenvmatconsts; i++) {
1327         if(This->bumpenvmatconst[i].const_num != -1 && reg_dest_code == This->bumpenvmatconst[i].texunit) {
1328             has_bumpmat = TRUE;
1329             break;
1330         }
1331     }
1332     for(i = 0; i < This->numbumpenvmatconsts; i++) {
1333         if(This->luminanceconst[i].const_num != -1 && reg_dest_code == This->luminanceconst[i].texunit) {
1334             has_luminance = TRUE;
1335             break;
1336         }
1337     }
1338
1339     if(has_bumpmat) {
1340         /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
1341
1342         shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
1343         shader_addline(buffer, "DP3 TMP.r, TMP2, T%u;\n", src);
1344         shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
1345         shader_addline(buffer, "DP3 TMP.g, TMP2, T%u;\n", src);
1346
1347         /* with projective textures, texbem only divides the static texture coord, not the displacement,
1348          * so we can't let the GL handle this.
1349          */
1350         if (((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS]
1351               & WINED3DTTFF_PROJECTED) {
1352             shader_addline(buffer, "RCP TMP2.a, %s.a;\n", reg_coord);
1353             shader_addline(buffer, "MUL TMP2.rg, %s, TMP2.a;\n", reg_coord);
1354             shader_addline(buffer, "ADD TMP.rg, TMP, TMP2;\n");
1355         } else {
1356             shader_addline(buffer, "ADD TMP.rg, TMP, %s;\n", reg_coord);
1357         }
1358
1359         shader_hw_sample(arg, reg_dest_code, reg_coord, "TMP", FALSE, FALSE);
1360
1361         if(arg->opcode->opcode == WINED3DSIO_TEXBEML && has_luminance) {
1362             shader_addline(buffer, "MAD TMP, T%u.z, luminance%d.x, luminance%d.y;\n",
1363                            src, reg_dest_code, reg_dest_code);
1364             shader_addline(buffer, "MUL %s, %s, TMP;\n", reg_coord, reg_coord);
1365         }
1366
1367     } else {
1368         DWORD tf;
1369         if(reg_dest_code < MAX_TEXTURES) {
1370             tf = ((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1371         } else {
1372             tf = 0;
1373         }
1374         /* Without a bump matrix loaded, just sample with the unmodified coordinates */
1375         shader_hw_sample(arg, reg_dest_code, reg_coord, reg_coord, tf & WINED3DTTFF_PROJECTED, FALSE);
1376     }
1377 }
1378
1379 void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg) {
1380
1381     DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1382     SHADER_BUFFER* buffer = arg->buffer;
1383     char src0_name[50];
1384
1385     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1386     shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", reg, src0_name);
1387 }
1388
1389 void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg) {
1390
1391     IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1392     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1393     DWORD flags;
1394     DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1395     SHADER_BUFFER* buffer = arg->buffer;
1396     char dst_str[8];
1397     char src0_name[50];
1398
1399     sprintf(dst_str, "T%u", reg);
1400     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1401     shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", reg, src0_name);
1402     flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1403     shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1404 }
1405
1406 void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg) {
1407
1408     IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1409     DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1410     SHADER_BUFFER* buffer = arg->buffer;
1411     SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1412     char src0_name[50];
1413
1414     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1415     shader_addline(buffer, "DP3 TMP.%c, T%u, %s;\n", 'x' + current_state->current_row, reg, src0_name);
1416     current_state->texcoord_w[current_state->current_row++] = reg;
1417 }
1418
1419 void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg) {
1420
1421     IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1422     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1423     DWORD flags;
1424     DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1425     SHADER_BUFFER* buffer = arg->buffer;
1426     SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1427     char dst_str[8];
1428     char src0_name[50];
1429
1430     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1431     shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
1432
1433     /* Sample the texture using the calculated coordinates */
1434     sprintf(dst_str, "T%u", reg);
1435     flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1436     shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1437     current_state->current_row = 0;
1438 }
1439
1440 void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
1441
1442     IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1443     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1444     DWORD flags;
1445     DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1446     SHADER_BUFFER* buffer = arg->buffer;
1447     SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1448     char dst_str[8];
1449     char src0_name[50];
1450
1451     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1452     shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
1453
1454     /* Construct the eye-ray vector from w coordinates */
1455     shader_addline(buffer, "MOV TMP2.x, fragment.texcoord[%u].w;\n", current_state->texcoord_w[0]);
1456     shader_addline(buffer, "MOV TMP2.y, fragment.texcoord[%u].w;\n", current_state->texcoord_w[1]);
1457     shader_addline(buffer, "MOV TMP2.z, fragment.texcoord[%u].w;\n", reg);
1458
1459     /* Calculate reflection vector
1460      */
1461     shader_addline(buffer, "DP3 TMP.w, TMP, TMP2;\n");
1462     /* The .w is ignored when sampling, so I can use TMP2.w to calculate dot(N, N) */
1463     shader_addline(buffer, "DP3 TMP2.w, TMP, TMP;\n");
1464     shader_addline(buffer, "RCP TMP2.w, TMP2.w;\n");
1465     shader_addline(buffer, "MUL TMP.w, TMP.w, TMP2.w;\n");
1466     shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
1467     shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -TMP2;\n");
1468
1469     /* Sample the texture using the calculated coordinates */
1470     sprintf(dst_str, "T%u", reg);
1471     flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1472     shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1473     current_state->current_row = 0;
1474 }
1475
1476 void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg) {
1477
1478     IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1479     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1480     DWORD flags;
1481     DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1482     DWORD reg3 = arg->src[1] & WINED3DSP_REGNUM_MASK;
1483     SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1484     SHADER_BUFFER* buffer = arg->buffer;
1485     char dst_str[8];
1486     char src0_name[50];
1487
1488     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1489     shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
1490
1491     /* Calculate reflection vector.
1492      *
1493      *               dot(N, E)
1494      * TMP.xyz = 2 * --------- * N - E
1495      *               dot(N, N)
1496      *
1497      * Which normalizes the normal vector
1498      */
1499     shader_addline(buffer, "DP3 TMP.w, TMP, C[%u];\n", reg3);
1500     shader_addline(buffer, "DP3 TMP2.w, TMP, TMP;\n");
1501     shader_addline(buffer, "RCP TMP2.w, TMP2.w;\n");
1502     shader_addline(buffer, "MUL TMP.w, TMP.w, TMP2.w;\n");
1503     shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
1504     shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -C[%u];\n", reg3);
1505
1506     /* Sample the texture using the calculated coordinates */
1507     sprintf(dst_str, "T%u", reg);
1508     flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1509     shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1510     current_state->current_row = 0;
1511 }
1512
1513 void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg) {
1514     SHADER_BUFFER* buffer = arg->buffer;
1515     char dst_name[50];
1516
1517     /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
1518      * which is essentially an input, is the destination register because it is the first
1519      * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
1520      * here
1521      */
1522     pshader_get_register_name(arg->shader, arg->dst, dst_name);
1523
1524     /* According to the msdn, the source register(must be r5) is unusable after
1525      * the texdepth instruction, so we're free to modify it
1526      */
1527     shader_addline(buffer, "MIN %s.g, %s.g, one.g;\n", dst_name, dst_name);
1528
1529     /* How to deal with the special case dst_name.g == 0? if r != 0, then
1530      * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1531      * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1532      */
1533     shader_addline(buffer, "RCP %s.g, %s.g;\n", dst_name, dst_name);
1534     shader_addline(buffer, "MUL TMP.x, %s.r, %s.g;\n", dst_name, dst_name);
1535     shader_addline(buffer, "MIN TMP.x, TMP.x, one.r;\n");
1536     shader_addline(buffer, "MAX result.depth, TMP.x, 0.0;\n");
1537 }
1538
1539 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
1540  * Take a 3-component dot product of the TexCoord[dstreg] and src,
1541  * then perform a 1D texture lookup from stage dstregnum, place into dst. */
1542 void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg) {
1543     SHADER_BUFFER* buffer = arg->buffer;
1544     DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
1545     char src0[50];
1546     char dst_str[8];
1547
1548     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0);
1549     shader_addline(buffer, "MOV TMP, 0.0;\n");
1550     shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", sampler_idx, src0);
1551
1552     sprintf(dst_str, "T%u", sampler_idx);
1553     shader_hw_sample(arg, sampler_idx, dst_str, "TMP", FALSE /* Only one coord, can't be projected */, FALSE);
1554 }
1555
1556 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
1557  * Take a 3-component dot product of the TexCoord[dstreg] and src. */
1558 void pshader_hw_texdp3(SHADER_OPCODE_ARG* arg) {
1559     char src0[50];
1560     char dst_str[50];
1561     char dst_mask[6];
1562     DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
1563     SHADER_BUFFER* buffer = arg->buffer;
1564
1565     /* Handle output register */
1566     pshader_get_register_name(arg->shader, arg->dst, dst_str);
1567     shader_arb_get_write_mask(arg, arg->dst, dst_mask);
1568
1569     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0);
1570     shader_addline(buffer, "DP3 %s%s, T%u, %s;\n", dst_str, dst_mask, dstreg, src0);
1571
1572     /* TODO: Handle output modifiers */
1573 }
1574
1575 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
1576  * Perform the 3rd row of a 3x3 matrix multiply */
1577 void pshader_hw_texm3x3(SHADER_OPCODE_ARG* arg) {
1578     SHADER_BUFFER* buffer = arg->buffer;
1579     char dst_str[50];
1580     char dst_mask[6];
1581     char src0[50];
1582     DWORD dst_reg = arg->dst & WINED3DSP_REGNUM_MASK;
1583
1584     pshader_get_register_name(arg->shader, arg->dst, dst_str);
1585     shader_arb_get_write_mask(arg, arg->dst, dst_mask);
1586
1587     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0);
1588     shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", dst_reg, src0);
1589     shader_addline(buffer, "MOV %s%s, TMP;\n", dst_str, dst_mask);
1590
1591     /* TODO: Handle output modifiers */
1592 }
1593
1594 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
1595  * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
1596  * Calculate tmp0.y = TexCoord[dstreg] . src.xyz;  (tmp0.x has already been calculated)
1597  * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
1598  */
1599 void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG* arg) {
1600     SHADER_BUFFER* buffer = arg->buffer;
1601     DWORD dst_reg = arg->dst & WINED3DSP_REGNUM_MASK;
1602     char src0[50];
1603
1604     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0);
1605     shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", dst_reg, src0);
1606
1607     /* How to deal with the special case dst_name.g == 0? if r != 0, then
1608      * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1609      * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1610      */
1611     shader_addline(buffer, "RCP TMP.y, TMP.y;\n");
1612     shader_addline(buffer, "MUL TMP.x, TMP.x, TMP.y;\n");
1613     shader_addline(buffer, "MIN TMP.x, TMP.x, one.r;\n");
1614     shader_addline(buffer, "MAX result.depth, TMP.x, 0.0;\n");
1615 }
1616
1617 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1618     Vertex/Pixel shaders to ARB_vertex_program codes */
1619 void shader_hw_mnxn(SHADER_OPCODE_ARG* arg) {
1620
1621     int i;
1622     int nComponents = 0;
1623     SHADER_OPCODE_ARG tmpArg;
1624
1625     memset(&tmpArg, 0, sizeof(SHADER_OPCODE_ARG));
1626
1627     /* Set constants for the temporary argument */
1628     tmpArg.shader      = arg->shader;
1629     tmpArg.buffer      = arg->buffer;
1630     tmpArg.src[0]      = arg->src[0];
1631     tmpArg.src_addr[0] = arg->src_addr[0];
1632     tmpArg.src_addr[1] = arg->src_addr[1];
1633     tmpArg.reg_maps = arg->reg_maps;
1634
1635     switch(arg->opcode->opcode) {
1636     case WINED3DSIO_M4x4:
1637         nComponents = 4;
1638         tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4);
1639         break;
1640     case WINED3DSIO_M4x3:
1641         nComponents = 3;
1642         tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4);
1643         break;
1644     case WINED3DSIO_M3x4:
1645         nComponents = 4;
1646         tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1647         break;
1648     case WINED3DSIO_M3x3:
1649         nComponents = 3;
1650         tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1651         break;
1652     case WINED3DSIO_M3x2:
1653         nComponents = 2;
1654         tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1655         break;
1656     default:
1657         break;
1658     }
1659
1660     for (i = 0; i < nComponents; i++) {
1661         tmpArg.dst = ((arg->dst) & ~WINED3DSP_WRITEMASK_ALL)|(WINED3DSP_WRITEMASK_0<<i);
1662         tmpArg.src[1] = arg->src[1]+i;
1663         vshader_hw_map2gl(&tmpArg);
1664     }
1665 }
1666
1667 void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg) {
1668     CONST SHADER_OPCODE* curOpcode = arg->opcode;
1669     SHADER_BUFFER* buffer = arg->buffer;
1670     DWORD dst = arg->dst;
1671     DWORD src = arg->src[0];
1672     DWORD swizzle = (src & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
1673
1674     char tmpLine[256];
1675
1676     strcpy(tmpLine, curOpcode->glname); /* Opcode */
1677     vshader_program_add_param(arg, dst, FALSE, tmpLine); /* Destination */
1678     strcat(tmpLine, ",");
1679     vshader_program_add_param(arg, src, TRUE, tmpLine);
1680     if ((WINED3DSP_NOSWIZZLE >> WINED3DSP_SWIZZLE_SHIFT) == swizzle) {
1681         /* Dx sdk says .x is used if no swizzle is given, but our test shows that
1682          * .w is used
1683          */
1684         strcat(tmpLine, ".w");
1685     }
1686
1687     shader_addline(buffer, "%s;\n", tmpLine);
1688 }
1689
1690 void shader_hw_nrm(SHADER_OPCODE_ARG* arg) {
1691     SHADER_BUFFER* buffer = arg->buffer;
1692     char dst_name[50];
1693     char src_name[50];
1694     char dst_wmask[20];
1695     DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1696     BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
1697
1698     pshader_get_register_name(arg->shader, arg->dst, dst_name);
1699     shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
1700
1701     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name);
1702     shader_addline(buffer, "DP3 TMP, %s, %s;\n", src_name, src_name);
1703     shader_addline(buffer, "RSQ TMP, TMP.x;\n");
1704     /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
1705     shader_addline(buffer, "MUL%s %s%s, %s, TMP;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
1706                    src_name);
1707
1708     if (shift != 0)
1709         pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
1710 }
1711
1712 void shader_hw_sincos(SHADER_OPCODE_ARG* arg) {
1713     /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
1714      * must contain fixed constants. So we need a separate function to filter those constants and
1715      * can't use map2gl
1716      */
1717     SHADER_BUFFER* buffer = arg->buffer;
1718     char dst_name[50];
1719     char src_name[50];
1720     char dst_wmask[20];
1721     DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1722     BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
1723
1724     pshader_get_register_name(arg->shader, arg->dst, dst_name);
1725     shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
1726
1727     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name);
1728     shader_addline(buffer, "SCS%s %s%s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
1729                    src_name);
1730
1731     if (shift != 0)
1732         pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
1733
1734 }
1735
1736 /* TODO: merge with pixel shader */
1737 /* Map the opcode 1-to-1 to the GL code */
1738 void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg) {
1739
1740     IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl*) arg->shader;
1741     CONST SHADER_OPCODE* curOpcode = arg->opcode;
1742     SHADER_BUFFER* buffer = arg->buffer;
1743     DWORD dst = arg->dst;
1744     DWORD* src = arg->src;
1745
1746     DWORD dst_regtype = shader_get_regtype(dst);
1747     char tmpLine[256];
1748     unsigned int i;
1749
1750     if ((curOpcode->opcode == WINED3DSIO_MOV && dst_regtype == WINED3DSPR_ADDR) || curOpcode->opcode == WINED3DSIO_MOVA) {
1751         memset(tmpLine, 0, sizeof(tmpLine));
1752         if(shader->rel_offset) {
1753             vshader_program_add_param(arg, src[0], TRUE, tmpLine);
1754             shader_addline(buffer, "ADD TMP.x, %s, helper_const.z;\n", tmpLine);
1755             shader_addline(buffer, "ARL A0.x, TMP.x;\n");
1756         } else {
1757             /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1758              * with more than one component. Thus replicate the first source argument over all
1759              * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc)
1760              */
1761             DWORD parm = src[0] & ~(WINED3DVS_SWIZZLE_MASK);
1762                    if((src[0] & WINED3DVS_X_W) == WINED3DVS_X_W) {
1763                 parm |= WINED3DVS_X_W | WINED3DVS_Y_W | WINED3DVS_Z_W | WINED3DVS_W_W;
1764             } else if((src[0] & WINED3DVS_X_Z) == WINED3DVS_X_Z) {
1765                 parm |= WINED3DVS_X_Z | WINED3DVS_Y_Z | WINED3DVS_Z_Z | WINED3DVS_W_Z;
1766             } else if((src[0] & WINED3DVS_X_Y) == WINED3DVS_X_Y) {
1767                 parm |= WINED3DVS_X_Y | WINED3DVS_Y_Y | WINED3DVS_Z_Y | WINED3DVS_W_Y;
1768             } else if((src[0] & WINED3DVS_X_X) == WINED3DVS_X_X) {
1769                 parm |= WINED3DVS_X_X | WINED3DVS_Y_X | WINED3DVS_Z_X | WINED3DVS_W_X;
1770             }
1771             vshader_program_add_param(arg, parm, TRUE, tmpLine);
1772             shader_addline(buffer, "ARL A0.x, %s;\n", tmpLine);
1773         }
1774         return;
1775     } else
1776         strcpy(tmpLine, curOpcode->glname);
1777
1778     if (curOpcode->num_params > 0) {
1779         vshader_program_add_param(arg, dst, FALSE, tmpLine);
1780         for (i = 1; i < curOpcode->num_params; ++i) {
1781            strcat(tmpLine, ",");
1782            vshader_program_add_param(arg, src[i-1], TRUE, tmpLine);
1783         }
1784     }
1785    shader_addline(buffer, "%s;\n", tmpLine);
1786 }
1787
1788 static GLuint create_arb_blt_vertex_program(WineD3D_GL_Info *gl_info) {
1789     GLuint program_id = 0;
1790     const char *blt_vprogram =
1791         "!!ARBvp1.0\n"
1792         "PARAM c[1] = { { 1, 0.5 } };\n"
1793         "MOV result.position, vertex.position;\n"
1794         "MOV result.color, c[0].x;\n"
1795         "MAD result.texcoord[0].y, -vertex.position, c[0], c[0];\n"
1796         "MAD result.texcoord[0].x, vertex.position, c[0].y, c[0].y;\n"
1797         "END\n";
1798
1799     GL_EXTCALL(glGenProgramsARB(1, &program_id));
1800     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
1801     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_vprogram), blt_vprogram));
1802
1803     if (glGetError() == GL_INVALID_OPERATION) {
1804         GLint pos;
1805         glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
1806         FIXME("Vertex program error at position %d: %s\n", pos,
1807             debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
1808     }
1809
1810     return program_id;
1811 }
1812
1813 static GLuint create_arb_blt_fragment_program(WineD3D_GL_Info *gl_info) {
1814     GLuint program_id = 0;
1815     const char *blt_fprogram =
1816         "!!ARBfp1.0\n"
1817         "TEMP R0;\n"
1818         "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
1819         "MOV result.depth.z, R0.x;\n"
1820         "END\n";
1821
1822     GL_EXTCALL(glGenProgramsARB(1, &program_id));
1823     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
1824     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_fprogram), blt_fprogram));
1825
1826     if (glGetError() == GL_INVALID_OPERATION) {
1827         GLint pos;
1828         glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
1829         FIXME("Fragment program error at position %d: %s\n", pos,
1830             debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
1831     }
1832
1833     return program_id;
1834 }
1835
1836 static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
1837     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1838     struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv;
1839     WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1840
1841     if (useVS) {
1842         TRACE("Using vertex shader\n");
1843
1844         priv->current_vprogram_id = ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.prgId;
1845
1846         /* Bind the vertex program */
1847         GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
1848         checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
1849
1850         /* Enable OpenGL vertex programs */
1851         glEnable(GL_VERTEX_PROGRAM_ARB);
1852         checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1853         TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
1854     } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
1855         priv->current_vprogram_id = 0;
1856         glDisable(GL_VERTEX_PROGRAM_ARB);
1857         checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1858     }
1859
1860     if (usePS) {
1861         TRACE("Using pixel shader\n");
1862
1863         priv->current_fprogram_id = ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.prgId;
1864
1865         /* Bind the fragment program */
1866         GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
1867         checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
1868
1869         /* Enable OpenGL fragment programs */
1870         glEnable(GL_FRAGMENT_PROGRAM_ARB);
1871         checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1872         TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
1873     } else {
1874         priv->current_fprogram_id = 0;
1875
1876         if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && !priv->use_arbfp_fixed_func) {
1877             /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
1878              * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
1879              * replacement shader
1880              */
1881             glDisable(GL_FRAGMENT_PROGRAM_ARB);
1882             checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1883         }
1884     }
1885 }
1886
1887 static void shader_arb_select_depth_blt(IWineD3DDevice *iface) {
1888     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1889     struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv;
1890     WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1891
1892     if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
1893     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
1894     glEnable(GL_VERTEX_PROGRAM_ARB);
1895
1896     if (!priv->depth_blt_fprogram_id) priv->depth_blt_fprogram_id = create_arb_blt_fragment_program(gl_info);
1897     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->depth_blt_fprogram_id));
1898     glEnable(GL_FRAGMENT_PROGRAM_ARB);
1899 }
1900
1901 static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) {
1902     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1903     struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv;
1904     WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1905
1906     if (priv->current_vprogram_id) {
1907         GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
1908         checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
1909
1910         glEnable(GL_VERTEX_PROGRAM_ARB);
1911         checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1912
1913         TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
1914     } else {
1915         glDisable(GL_VERTEX_PROGRAM_ARB);
1916         checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1917     }
1918
1919     if (priv->current_fprogram_id) {
1920         GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
1921         checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
1922
1923         glEnable(GL_FRAGMENT_PROGRAM_ARB);
1924         checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1925
1926         TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
1927     } else if(!priv->use_arbfp_fixed_func) {
1928         glDisable(GL_FRAGMENT_PROGRAM_ARB);
1929         checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1930     }
1931 }
1932
1933 static void shader_arb_cleanup(IWineD3DDevice *iface) {
1934     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1935     WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1936     if (GL_SUPPORT(ARB_VERTEX_PROGRAM)) glDisable(GL_VERTEX_PROGRAM_ARB);
1937     if (GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) glDisable(GL_FRAGMENT_PROGRAM_ARB);
1938 }
1939
1940 static void shader_arb_destroy(IWineD3DBaseShader *iface) {
1941     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
1942     WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *) This->baseShader.device)->adapter->gl_info;
1943
1944     ENTER_GL();
1945     GL_EXTCALL(glDeleteProgramsARB(1, &This->baseShader.prgId));
1946     checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->baseShader.prgId))");
1947     LEAVE_GL();
1948     This->baseShader.prgId = 0;
1949     This->baseShader.is_compiled = FALSE;
1950 }
1951
1952 static HRESULT shader_arb_alloc(IWineD3DDevice *iface) {
1953     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1954     This->shader_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
1955     return WINED3D_OK;
1956 }
1957
1958 static void shader_arb_free(IWineD3DDevice *iface) {
1959     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1960     WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1961     struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv;
1962
1963     if(priv->depth_blt_vprogram_id) {
1964         GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
1965     }
1966     if(priv->depth_blt_fprogram_id) {
1967         GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id));
1968     }
1969
1970     HeapFree(GetProcessHeap(), 0, This->shader_priv);
1971 }
1972
1973 static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) {
1974     return TRUE;
1975 }
1976
1977 static void arbfp_add_sRGB_correction(SHADER_BUFFER *buffer, const char *fragcolor, const char *tmp1,
1978                                       const char *tmp2, const char *tmp3, const char *tmp4) {
1979     /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
1980
1981     /* Calculate the > 0.0031308 case */
1982     shader_addline(buffer, "POW %s.x, %s.x, srgb_pow.x;\n", tmp1, fragcolor);
1983     shader_addline(buffer, "POW %s.y, %s.y, srgb_pow.y;\n", tmp1, fragcolor);
1984     shader_addline(buffer, "POW %s.z, %s.z, srgb_pow.z;\n", tmp1, fragcolor);
1985     shader_addline(buffer, "MUL %s, %s, srgb_mul_hi;\n", tmp1, tmp1);
1986     shader_addline(buffer, "SUB %s, %s, srgb_sub_hi;\n", tmp1, tmp1);
1987     /* Calculate the < case */
1988     shader_addline(buffer, "MUL %s, srgb_mul_low, %s;\n", tmp2, fragcolor);
1989     /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
1990     shader_addline(buffer, "SLT %s, srgb_comparison, %s;\n", tmp3, fragcolor);
1991     shader_addline(buffer, "SGE %s, srgb_comparison, %s;\n", tmp4, fragcolor);
1992     /* Store the components > 0.0031308 in the destination */
1993     shader_addline(buffer, "MUL %s, %s, %s;\n", fragcolor, tmp1, tmp3);
1994     /* Add the components that are < 0.0031308 */
1995     shader_addline(buffer, "MAD result.color.xyz, %s, %s, %s;\n", tmp2, tmp4, fragcolor);
1996     /* [0.0;1.0] clamping. Not needed, this is done implicitly */
1997 }
1998
1999 static void shader_arb_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer) {
2000     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
2001     shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
2002     CONST DWORD *function = This->baseShader.function;
2003     const char *fragcolor;
2004     WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
2005     local_constant* lconst;
2006
2007     /*  Create the hw ARB shader */
2008     shader_addline(buffer, "!!ARBfp1.0\n");
2009
2010     shader_addline(buffer, "TEMP TMP;\n");     /* Used in matrix ops */
2011     shader_addline(buffer, "TEMP TMP2;\n");    /* Used in matrix ops */
2012     shader_addline(buffer, "TEMP TA;\n");      /* Used for modifiers */
2013     shader_addline(buffer, "TEMP TB;\n");      /* Used for modifiers */
2014     shader_addline(buffer, "TEMP TC;\n");      /* Used for modifiers */
2015     shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
2016     shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
2017     shader_addline(buffer, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
2018
2019     /* Base Declarations */
2020     shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION);
2021
2022     /* We need two variables for fog blending */
2023     shader_addline(buffer, "TEMP TMP_FOG;\n");
2024     if (This->baseShader.hex_version >= WINED3DPS_VERSION(2,0)) {
2025         shader_addline(buffer, "TEMP TMP_COLOR;\n");
2026     }
2027
2028     /* Base Shader Body */
2029     shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
2030
2031     /* calculate fog and blend it
2032      * NOTE: state.fog.params.y and state.fog.params.z don't hold fog start s and end e but
2033      * -1/(e-s) and e/(e-s) respectively.
2034      */
2035     shader_addline(buffer, "MAD_SAT TMP_FOG, fragment.fogcoord, state.fog.params.y, state.fog.params.z;\n");
2036
2037     if (This->baseShader.hex_version < WINED3DPS_VERSION(2,0)) {
2038         fragcolor = "R0";
2039     } else {
2040         fragcolor = "TMP_COLOR";
2041     }
2042     if(This->srgb_enabled) {
2043         arbfp_add_sRGB_correction(buffer, fragcolor, "TMP", "TMP2", "TA", "TB");
2044     }
2045     if (This->baseShader.hex_version < WINED3DPS_VERSION(3,0)) {
2046         shader_addline(buffer, "LRP result.color.rgb, TMP_FOG.x, %s, state.fog.color;\n", fragcolor);
2047         shader_addline(buffer, "MOV result.color.a, %s.a;\n", fragcolor);
2048     }
2049
2050     shader_addline(buffer, "END\n");
2051
2052     /* TODO: change to resource.glObjectHandle or something like that */
2053     GL_EXTCALL(glGenProgramsARB(1, &This->baseShader.prgId));
2054
2055     TRACE("Creating a hw pixel shader, prg=%d\n", This->baseShader.prgId);
2056     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, This->baseShader.prgId));
2057
2058     TRACE("Created hw pixel shader, prg=%d\n", This->baseShader.prgId);
2059     /* Create the program and check for errors */
2060     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2061                buffer->bsize, buffer->buffer));
2062
2063     if (glGetError() == GL_INVALID_OPERATION) {
2064         GLint errPos;
2065         glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
2066         FIXME("HW PixelShader Error at position %d: %s\n",
2067               errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2068         This->baseShader.prgId = -1;
2069     }
2070
2071     /* Load immediate constants */
2072     if(!This->baseShader.load_local_constsF) {
2073         LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2074             float *value = (float *) lconst->value;
2075             GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst->idx, value));
2076             checkGLcall("glProgramLocalParameter4fvARB");
2077         }
2078     }
2079 }
2080
2081 static void shader_arb_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer) {
2082     IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
2083     shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
2084     CONST DWORD *function = This->baseShader.function;
2085     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
2086     WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
2087     local_constant* lconst;
2088
2089     /*  Create the hw ARB shader */
2090     shader_addline(buffer, "!!ARBvp1.0\n");
2091     shader_addline(buffer, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This->rel_offset);
2092
2093     /* Mesa supports only 95 constants */
2094     if (GL_VEND(MESA) || GL_VEND(WINE))
2095         This->baseShader.limits.constant_float =
2096                 min(95, This->baseShader.limits.constant_float);
2097
2098     shader_addline(buffer, "TEMP TMP;\n");
2099
2100     /* Base Declarations */
2101     shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION);
2102
2103     /* We need a constant to fixup the final position */
2104     shader_addline(buffer, "PARAM posFixup = program.env[%d];\n", ARB_SHADER_PRIVCONST_POS);
2105
2106     /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
2107      * for output parameters. D3D in theory does not do that either, but some applications depend on a
2108      * proper initialization of the secondary color, and programs using the fixed function pipeline without
2109      * a replacement shader depend on the texcoord.w being set properly.
2110      *
2111      * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
2112      * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
2113      * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
2114      * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
2115      * this can eat a number of instructions, so skip it unless this cap is set as well
2116      */
2117     if(!GL_SUPPORT(NV_VERTEX_PROGRAM)) {
2118         shader_addline(buffer, "MOV result.color.secondary, -helper_const.wwwy;\n");
2119
2120         if((GLINFO_LOCATION).set_texcoord_w && !device->frag_pipe->ffp_proj_control) {
2121             int i;
2122             for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
2123                 if(This->baseShader.reg_maps.texcoord_mask[i] != 0 &&
2124                 This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
2125                     shader_addline(buffer, "MOV result.texcoord[%u].w, -helper_const.y;\n", i);
2126                 }
2127             }
2128         }
2129     }
2130
2131     /* Base Shader Body */
2132     shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
2133
2134     /* If this shader doesn't use fog copy the z coord to the fog coord so that we can use table fog */
2135     if (!reg_maps->fog)
2136         shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
2137
2138     /* Write the final position.
2139      *
2140      * OpenGL coordinates specify the center of the pixel while d3d coords specify
2141      * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
2142      * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
2143      * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
2144      */
2145     shader_addline(buffer, "MUL TMP, posFixup, TMP_OUT.w;\n");
2146     shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TMP.z;\n");
2147     shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TMP.w;\n");
2148
2149     /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
2150      * and the glsl equivalent
2151      */
2152     shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
2153
2154     shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
2155
2156     shader_addline(buffer, "END\n");
2157
2158     /* TODO: change to resource.glObjectHandle or something like that */
2159     GL_EXTCALL(glGenProgramsARB(1, &This->baseShader.prgId));
2160
2161     TRACE("Creating a hw vertex shader, prg=%d\n", This->baseShader.prgId);
2162     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, This->baseShader.prgId));
2163
2164     TRACE("Created hw vertex shader, prg=%d\n", This->baseShader.prgId);
2165     /* Create the program and check for errors */
2166     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2167                buffer->bsize, buffer->buffer));
2168
2169     if (glGetError() == GL_INVALID_OPERATION) {
2170         GLint errPos;
2171         glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
2172         FIXME("HW VertexShader Error at position %d: %s\n",
2173               errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2174         This->baseShader.prgId = -1;
2175     }
2176
2177     /* Load immediate constants */
2178     if(!This->baseShader.load_local_constsF) {
2179         LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2180             float *value = (float *) lconst->value;
2181             GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst->idx, value));
2182         }
2183     }
2184 }
2185
2186 static void shader_arb_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *pCaps) {
2187     /* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps,
2188      * then overwrite the shader specific ones
2189      */
2190     none_shader_backend.shader_get_caps(devtype, gl_info, pCaps);
2191
2192     if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
2193         pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
2194         TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
2195         pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
2196     }
2197
2198     if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2199         pCaps->PixelShaderVersion    = WINED3DPS_VERSION(1,4);
2200         pCaps->PixelShader1xMaxValue = 8.0;
2201         TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
2202     }
2203 }
2204
2205 static BOOL shader_arb_conv_supported(WINED3DFORMAT fmt) {
2206     TRACE("Checking shader format support for format %s:", debug_d3dformat(fmt));
2207     switch(fmt) {
2208         case WINED3DFMT_V8U8:
2209         case WINED3DFMT_V16U16:
2210         case WINED3DFMT_X8L8V8U8:
2211         case WINED3DFMT_L6V5U5:
2212         case WINED3DFMT_Q8W8V8U8:
2213         case WINED3DFMT_ATI2N:
2214             TRACE("[OK]\n");
2215             return TRUE;
2216         default:
2217             TRACE("[FAILED\n");
2218             return FALSE;
2219     }
2220 }
2221
2222 const shader_backend_t arb_program_shader_backend = {
2223     shader_arb_select,
2224     shader_arb_select_depth_blt,
2225     shader_arb_deselect_depth_blt,
2226     shader_arb_load_constants,
2227     shader_arb_cleanup,
2228     shader_arb_color_correction,
2229     shader_arb_destroy,
2230     shader_arb_alloc,
2231     shader_arb_free,
2232     shader_arb_dirty_const,
2233     shader_arb_generate_pshader,
2234     shader_arb_generate_vshader,
2235     shader_arb_get_caps,
2236     shader_arb_conv_supported,
2237 };
2238
2239 /* ARB_fragment_program fixed function pipeline replacement definitions */
2240 #define ARB_FFP_CONST_TFACTOR           0
2241 #define ARB_FFP_CONST_SPECULAR_ENABLE   ((ARB_FFP_CONST_TFACTOR) + 1)
2242 #define ARB_FFP_CONST_CONSTANT(i)       ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
2243 #define ARB_FFP_CONST_BUMPMAT(i)        ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
2244 #define ARB_FFP_CONST_LUMINANCE(i)      ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
2245
2246 struct arbfp_ffp_desc
2247 {
2248     struct ffp_desc parent;
2249     GLuint shader;
2250     unsigned int num_textures_used;
2251 };
2252
2253 static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) {
2254     if(enable) {
2255         glEnable(GL_FRAGMENT_PROGRAM_ARB);
2256         checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
2257     } else {
2258         glDisable(GL_FRAGMENT_PROGRAM_ARB);
2259         checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
2260     }
2261 }
2262
2263 static HRESULT arbfp_alloc(IWineD3DDevice *iface) {
2264     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2265     struct shader_arb_priv *priv;
2266     /* Share private data between the shader backend and the pipeline replacement, if both
2267      * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
2268      * if no pixel shader is bound or not
2269      */
2270     if(This->shader_backend == &arb_program_shader_backend) {
2271         This->fragment_priv = This->shader_priv;
2272     } else {
2273         This->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
2274         if(!This->fragment_priv) return E_OUTOFMEMORY;
2275     }
2276     priv = (struct shader_arb_priv *) This->fragment_priv;
2277     priv->fragment_shaders = hash_table_create(ffp_program_key_hash, ffp_program_key_compare);
2278     priv->use_arbfp_fixed_func = TRUE;
2279     return WINED3D_OK;
2280 }
2281
2282 static void arbfp_free_ffpshader(void *value, void *gli) {
2283     WineD3D_GL_Info *gl_info = gli;
2284     struct arbfp_ffp_desc *entry_arb = value;
2285
2286     ENTER_GL();
2287     GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
2288     checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
2289     HeapFree(GetProcessHeap(), 0, entry_arb);
2290     LEAVE_GL();
2291 }
2292
2293 static void arbfp_free(IWineD3DDevice *iface) {
2294     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2295     struct shader_arb_priv *priv = (struct shader_arb_priv *) This->fragment_priv;
2296
2297     hash_table_destroy(priv->fragment_shaders, arbfp_free_ffpshader, &This->adapter->gl_info);
2298     priv->use_arbfp_fixed_func = FALSE;
2299
2300     if(This->shader_backend != &arb_program_shader_backend) {
2301         HeapFree(GetProcessHeap(), 0, This->fragment_priv);
2302     }
2303 }
2304
2305 static void arbfp_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct fragment_caps *caps) {
2306     caps->TextureOpCaps =  WINED3DTEXOPCAPS_DISABLE                     |
2307                            WINED3DTEXOPCAPS_SELECTARG1                  |
2308                            WINED3DTEXOPCAPS_SELECTARG2                  |
2309                            WINED3DTEXOPCAPS_MODULATE4X                  |
2310                            WINED3DTEXOPCAPS_MODULATE2X                  |
2311                            WINED3DTEXOPCAPS_MODULATE                    |
2312                            WINED3DTEXOPCAPS_ADDSIGNED2X                 |
2313                            WINED3DTEXOPCAPS_ADDSIGNED                   |
2314                            WINED3DTEXOPCAPS_ADD                         |
2315                            WINED3DTEXOPCAPS_SUBTRACT                    |
2316                            WINED3DTEXOPCAPS_ADDSMOOTH                   |
2317                            WINED3DTEXOPCAPS_BLENDCURRENTALPHA           |
2318                            WINED3DTEXOPCAPS_BLENDFACTORALPHA            |
2319                            WINED3DTEXOPCAPS_BLENDTEXTUREALPHA           |
2320                            WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA           |
2321                            WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM         |
2322                            WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR      |
2323                            WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA      |
2324                            WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA   |
2325                            WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR   |
2326                            WINED3DTEXOPCAPS_DOTPRODUCT3                 |
2327                            WINED3DTEXOPCAPS_MULTIPLYADD                 |
2328                            WINED3DTEXOPCAPS_LERP                        |
2329                            WINED3DTEXOPCAPS_BUMPENVMAP                  |
2330                            WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
2331
2332     /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
2333
2334     caps->MaxTextureBlendStages   = 8;
2335     caps->MaxSimultaneousTextures = min(GL_LIMITS(fragment_samplers), 8);
2336
2337     caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
2338 }
2339 #undef GLINFO_LOCATION
2340
2341 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
2342 static void state_texfactor_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2343     float col[4];
2344     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2345
2346     /* Do not overwrite pixel shader constants if a pshader is in use */
2347     if(use_ps(device)) return;
2348
2349     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
2350     GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
2351     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
2352
2353     if(device->shader_backend == &arb_program_shader_backend) {
2354         device = stateblock->wineD3DDevice;
2355         device->activeContext->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
2356         device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
2357     }
2358 }
2359
2360 static void state_arb_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2361     float col[4];
2362     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2363
2364     /* Do not overwrite pixel shader constants if a pshader is in use */
2365     if(use_ps(device)) return;
2366
2367     if(stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
2368         /* The specular color has no alpha */
2369         col[0] = 1.0; col[1] = 1.0;
2370         col[2] = 1.0; col[3] = 0.0;
2371     } else {
2372         col[0] = 0.0; col[1] = 0.0;
2373         col[2] = 0.0; col[3] = 0.0;
2374     }
2375     GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
2376     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
2377
2378     if(device->shader_backend == &arb_program_shader_backend) {
2379         device = stateblock->wineD3DDevice;
2380         device->activeContext->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
2381         device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
2382     }
2383 }
2384
2385 static void set_bumpmat_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2386     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2387     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2388     float mat[2][2];
2389
2390     if(use_ps(device)) {
2391         if(stage != 0 &&
2392            ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) {
2393             /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
2394              * anyway
2395              */
2396             if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
2397                 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
2398             }
2399         }
2400         /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
2401         return;
2402     }
2403
2404     mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
2405     mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
2406     mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
2407     mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
2408
2409     GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
2410     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
2411
2412     if(device->shader_backend == &arb_program_shader_backend) {
2413         device->activeContext->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
2414         device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
2415     }
2416 }
2417
2418 static void tex_bumpenvlum_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2419     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2420     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2421     float param[4];
2422
2423     if(use_ps(device)) {
2424         if(stage != 0 &&
2425            ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
2426             /* The pixel shader has to know the luminance offset. Do a constants update if it
2427              * isn't scheduled anyway
2428              */
2429             if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
2430                 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
2431             }
2432         }
2433         /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
2434         return;
2435     }
2436
2437     param[0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE]);
2438     param[1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET]);
2439     param[2] = 0.0;
2440     param[3] = 0.0;
2441
2442     GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
2443     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
2444
2445     if(device->shader_backend == &arb_program_shader_backend) {
2446         device->activeContext->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
2447         device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
2448     }
2449 }
2450
2451 static const char *get_argreg(SHADER_BUFFER *buffer, DWORD argnum, unsigned int stage, DWORD arg) {
2452     const char *ret;
2453
2454     if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
2455
2456     switch(arg & WINED3DTA_SELECTMASK) {
2457         case WINED3DTA_DIFFUSE:
2458             ret = "fragment.color.primary"; break;
2459
2460         case WINED3DTA_CURRENT:
2461             if(stage == 0) ret = "fragment.color.primary";
2462             else ret = "ret";
2463             break;
2464
2465         case WINED3DTA_TEXTURE:
2466             switch(stage) {
2467                 case 0: ret = "tex0"; break;
2468                 case 1: ret = "tex1"; break;
2469                 case 2: ret = "tex2"; break;
2470                 case 3: ret = "tex3"; break;
2471                 case 4: ret = "tex4"; break;
2472                 case 5: ret = "tex5"; break;
2473                 case 6: ret = "tex6"; break;
2474                 case 7: ret = "tex7"; break;
2475                 default: ret = "unknown texture";
2476             }
2477             break;
2478
2479         case WINED3DTA_TFACTOR:
2480             ret = "tfactor"; break;
2481
2482         case WINED3DTA_SPECULAR:
2483             ret = "fragment.color.secondary"; break;
2484
2485         case WINED3DTA_TEMP:
2486             ret = "tempreg"; break;
2487
2488         case WINED3DTA_CONSTANT:
2489             FIXME("Implement perstage constants\n");
2490             switch(stage) {
2491                 case 0: ret = "const0"; break;
2492                 case 1: ret = "const1"; break;
2493                 case 2: ret = "const2"; break;
2494                 case 3: ret = "const3"; break;
2495                 case 4: ret = "const4"; break;
2496                 case 5: ret = "const5"; break;
2497                 case 6: ret = "const6"; break;
2498                 case 7: ret = "const7"; break;
2499             }
2500         default:
2501             return "unknown";
2502     }
2503
2504     if(arg & WINED3DTA_COMPLEMENT) {
2505         shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
2506         if(argnum == 0) ret = "arg0";
2507         if(argnum == 1) ret = "arg1";
2508         if(argnum == 2) ret = "arg2";
2509     }
2510     if(arg & WINED3DTA_ALPHAREPLICATE) {
2511         shader_addline(buffer, "MOV arg%u, %s.a;\n", argnum, ret);
2512         if(argnum == 0) ret = "arg0";
2513         if(argnum == 1) ret = "arg1";
2514         if(argnum == 2) ret = "arg2";
2515     }
2516     return ret;
2517 }
2518
2519 static void gen_ffp_instr(SHADER_BUFFER *buffer, unsigned int stage, BOOL color, BOOL alpha,
2520                           DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2) {
2521     const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
2522     unsigned int mul = 1;
2523     BOOL mul_final_dest = FALSE;
2524
2525     if(color && alpha) dstmask = "";
2526     else if(color) dstmask = ".rgb";
2527     else dstmask = ".a";
2528
2529     if(dst == tempreg) dstreg = "tempreg";
2530     else dstreg = "ret";
2531
2532     arg0 = get_argreg(buffer, 0, stage, dw_arg0);
2533     arg1 = get_argreg(buffer, 1, stage, dw_arg1);
2534     arg2 = get_argreg(buffer, 2, stage, dw_arg2);
2535
2536     switch(op) {
2537         case WINED3DTOP_DISABLE:
2538             if(stage == 1) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
2539             break;
2540
2541         case WINED3DTOP_SELECTARG2:
2542             arg1 = arg2;
2543         case WINED3DTOP_SELECTARG1:
2544             shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
2545             break;
2546
2547         case WINED3DTOP_MODULATE4X:
2548             mul = 2;
2549         case WINED3DTOP_MODULATE2X:
2550             mul *= 2;
2551             if(strcmp(dstreg, "result.color") == 0) {
2552                 dstreg = "ret";
2553                 mul_final_dest = TRUE;
2554             }
2555         case WINED3DTOP_MODULATE:
2556             shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2557             break;
2558
2559         case WINED3DTOP_ADDSIGNED2X:
2560             mul = 2;
2561             if(strcmp(dstreg, "result.color") == 0) {
2562                 dstreg = "ret";
2563                 mul_final_dest = TRUE;
2564             }
2565         case WINED3DTOP_ADDSIGNED:
2566             shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
2567             arg2 = "arg2";
2568         case WINED3DTOP_ADD:
2569             shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2570             break;
2571
2572         case WINED3DTOP_SUBTRACT:
2573             shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2574             break;
2575
2576         case WINED3DTOP_ADDSMOOTH:
2577             shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
2578             shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
2579             break;
2580
2581         case WINED3DTOP_BLENDCURRENTALPHA:
2582             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
2583             shader_addline(buffer, "LRP %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2584             break;
2585         case WINED3DTOP_BLENDFACTORALPHA:
2586             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
2587             shader_addline(buffer, "LRP %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2588             break;
2589         case WINED3DTOP_BLENDTEXTUREALPHA:
2590             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
2591             shader_addline(buffer, "LRP %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2592             break;
2593         case WINED3DTOP_BLENDDIFFUSEALPHA:
2594             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
2595             shader_addline(buffer, "LRP %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2596             break;
2597
2598         case WINED3DTOP_BLENDTEXTUREALPHAPM:
2599             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
2600             shader_addline(buffer, "SUB arg0.a, const.x, %s.a;\n", arg0);
2601             shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.a, %s;\n", dstreg, dstmask, arg2, arg1);
2602             break;
2603
2604         /* D3DTOP_PREMODULATE ???? */
2605
2606         case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2607             shader_addline(buffer, "SUB arg0.a, const.x, %s;\n", arg1);
2608             shader_addline(buffer, "MAD_SAT %s%s, arg0.a, %s, %s;\n", dstreg, dstmask, arg2, arg1);
2609             break;
2610         case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2611             shader_addline(buffer, "MAD_SAT %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
2612             break;
2613         case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2614             shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
2615             shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.a;\n", dstreg, dstmask, arg2, arg1);
2616             break;
2617         case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2618             shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.a;\n", dstreg, dstmask, arg1, arg2, arg1);
2619             break;
2620
2621         case WINED3DTOP_DOTPRODUCT3:
2622             mul = 4;
2623             if(strcmp(dstreg, "result.color") == 0) {
2624                 dstreg = "ret";
2625                 mul_final_dest = TRUE;
2626             }
2627             shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
2628             shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
2629             shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
2630             break;
2631
2632         case WINED3DTOP_MULTIPLYADD:
2633             shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
2634             break;
2635
2636         case WINED3DTOP_LERP:
2637             /* The msdn is not quite right here */
2638             shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2639             break;
2640
2641         case WINED3DTOP_BUMPENVMAP:
2642         case WINED3DTOP_BUMPENVMAPLUMINANCE:
2643             /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
2644             break;
2645
2646         default:
2647             FIXME("Unhandled texture op %08x\n", op);
2648     }
2649
2650     if(mul == 2) {
2651         shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
2652     } else if(mul == 4) {
2653         shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
2654     }
2655 }
2656
2657 /* The stateblock is passed for GLINFO_LOCATION */
2658 static GLuint gen_arbfp_ffp_shader(struct ffp_settings *settings, IWineD3DStateBlockImpl *stateblock) {
2659     unsigned int stage;
2660     SHADER_BUFFER buffer;
2661     BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
2662     BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
2663     BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
2664     const char *textype;
2665     const char *instr, *sat;
2666     char colorcor_dst[8];
2667     GLuint ret;
2668     DWORD arg0, arg1, arg2;
2669     BOOL tempreg_used = FALSE, tfactor_used = FALSE;
2670     BOOL op_equal;
2671     const char *final_combiner_src = "ret";
2672
2673     /* Find out which textures are read */
2674     for(stage = 0; stage < MAX_TEXTURES; stage++) {
2675         if(settings->op[stage].cop == WINED3DTOP_DISABLE) break;
2676         arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
2677         arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
2678         arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
2679         if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2680         if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2681         if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2682
2683         if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) tex_read[stage] = TRUE;
2684         if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHAPM) tex_read[stage] = TRUE;
2685         if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP) {
2686             bump_used[stage] = TRUE;
2687             tex_read[stage] = TRUE;
2688         }
2689         if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
2690             bump_used[stage] = TRUE;
2691             tex_read[stage] = TRUE;
2692             luminance_used[stage] = TRUE;
2693         } else if(settings->op[stage].cop == WINED3DTOP_BLENDFACTORALPHA) {
2694             tfactor_used = TRUE;
2695         }
2696
2697         if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
2698             tfactor_used = TRUE;
2699         }
2700
2701         if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
2702         if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
2703             tempreg_used = TRUE;
2704         }
2705
2706         if(settings->op[stage].aop == WINED3DTOP_DISABLE) continue;
2707         arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
2708         arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
2709         arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
2710         if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2711         if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2712         if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2713
2714         if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
2715             tempreg_used = TRUE;
2716         }
2717         if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
2718             tfactor_used = TRUE;
2719         }
2720     }
2721
2722     /* Shader header */
2723     buffer.bsize = 0;
2724     buffer.lineNo = 0;
2725     buffer.newline = TRUE;
2726     buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
2727
2728     shader_addline(&buffer, "!!ARBfp1.0\n");
2729
2730     switch(settings->fog) {
2731         case FOG_OFF:                                                         break;
2732         case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
2733         case FOG_EXP:    shader_addline(&buffer, "OPTION ARB_fog_exp;\n");    break;
2734         case FOG_EXP2:   shader_addline(&buffer, "OPTION ARB_fog_exp2;\n");   break;
2735         default: FIXME("Unexpected fog setting %d\n", settings->fog);
2736     }
2737
2738     shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
2739     shader_addline(&buffer, "TEMP ret;\n");
2740     if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
2741     shader_addline(&buffer, "TEMP arg0;\n");
2742     shader_addline(&buffer, "TEMP arg1;\n");
2743     shader_addline(&buffer, "TEMP arg2;\n");
2744     for(stage = 0; stage < MAX_TEXTURES; stage++) {
2745         if(!tex_read[stage]) continue;
2746         shader_addline(&buffer, "TEMP tex%u;\n", stage);
2747         if(!bump_used[stage]) continue;
2748         shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
2749         if(!luminance_used[stage]) continue;
2750         shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
2751     }
2752     if(tfactor_used) {
2753         shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
2754     }
2755         shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
2756
2757     if(settings->sRGB_write) {
2758         shader_addline(&buffer, "PARAM srgb_mul_low = {%f, %f, %f, 1.0};\n",
2759                        srgb_mul_low, srgb_mul_low, srgb_mul_low);
2760         shader_addline(&buffer, "PARAM srgb_comparison =  {%f, %f, %f, %f};\n",
2761                        srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
2762         shader_addline(&buffer, "PARAM srgb_pow =  {%f, %f, %f, 1.0};\n",
2763                        srgb_pow, srgb_pow, srgb_pow);
2764         shader_addline(&buffer, "PARAM srgb_mul_hi =  {%f, %f, %f, 1.0};\n",
2765                        srgb_mul_high, srgb_mul_high, srgb_mul_high);
2766         shader_addline(&buffer, "PARAM srgb_sub_hi =  {%f, %f, %f, 0.0};\n",
2767                        srgb_sub_high, srgb_sub_high, srgb_sub_high);
2768     }
2769
2770     /* Generate texture sampling instructions) */
2771     for(stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3DTOP_DISABLE; stage++) {
2772         if(!tex_read[stage]) continue;
2773
2774         switch(settings->op[stage].tex_type) {
2775             case tex_1d:                    textype = "1D";     break;
2776             case tex_2d:                    textype = "2D";     break;
2777             case tex_3d:                    textype = "3D";     break;
2778             case tex_cube:                  textype = "CUBE";   break;
2779             case tex_rect:                  textype = "RECT";   break;
2780             default: textype = "unexpected_textype";   break;
2781         }
2782
2783         if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP ||
2784            settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
2785             sat = "";
2786         } else {
2787             sat = "_SAT";
2788         }
2789
2790         if(settings->op[stage].projected == proj_none) {
2791             instr = "TEX";
2792         } else if(settings->op[stage].projected == proj_count4 ||
2793                   settings->op[stage].projected == proj_count3) {
2794             instr = "TXP";
2795         } else {
2796             FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
2797             instr = "TXP";
2798         }
2799
2800         if(stage > 0 &&
2801            (settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
2802             settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
2803             shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
2804             shader_addline(&buffer, "DP3 ret.r, arg1, tex%u;\n", stage - 1);
2805             shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
2806             shader_addline(&buffer, "DP3 ret.g, arg1, tex%u;\n", stage - 1);
2807
2808             /* with projective textures, texbem only divides the static texture coord, not the displacement,
2809              * so multiply the displacement with the dividing parameter before passing it to TXP
2810              */
2811             if (settings->op[stage].projected != proj_none) {
2812                 if(settings->op[stage].projected == proj_count4) {
2813                     shader_addline(&buffer, "MOV ret.a, fragment.texcoord[%u].a;\n", stage);
2814                     shader_addline(&buffer, "MUL ret.rgb, ret, fragment.texcoord[%u].a, fragment.texcoord[%u];\n", stage, stage);
2815                 } else {
2816                     shader_addline(&buffer, "MOV ret.a, fragment.texcoord[%u].b;\n", stage);
2817                     shader_addline(&buffer, "MAD ret.rgb, ret, fragment.texcoord[%u].b, fragment.texcoord[%u];\n", stage, stage);
2818                 }
2819             } else {
2820                 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
2821             }
2822
2823             shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
2824                            instr, sat, stage, stage, textype);
2825             if(settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
2826                 shader_addline(&buffer, "MAD_SAT ret.r, tex%u.b, luminance%u.r, luminance%u.g;\n",
2827                                stage - 1, stage - 1, stage - 1);
2828                 shader_addline(&buffer, "MUL tex%u, tex%u, ret.r;\n", stage, stage);
2829             }
2830         } else if(settings->op[stage].projected == proj_count3) {
2831             shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
2832             shader_addline(&buffer, "MOV ret.a, ret.b;\n");
2833             shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
2834                             instr, sat, stage, stage, textype);
2835         } else {
2836             shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
2837                             instr, sat, stage, stage, stage, textype);
2838         }
2839
2840         sprintf(colorcor_dst, "tex%u", stage);
2841         gen_color_correction(&buffer, colorcor_dst, ".rgba", "const.x", "const.y",
2842                                 settings->op[stage].color_correction, &GLINFO_LOCATION);
2843     }
2844
2845     /* Generate the main shader */
2846     for(stage = 0; stage < MAX_TEXTURES; stage++) {
2847         if(settings->op[stage].cop == WINED3DTOP_DISABLE) {
2848             if(stage == 0) {
2849                 final_combiner_src = "fragment.color.primary";
2850             }
2851             break;
2852         }
2853
2854         if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
2855            settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
2856             op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
2857         } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
2858                   settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
2859             op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
2860         } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
2861                   settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
2862             op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
2863         } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
2864                   settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
2865             op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
2866         } else {
2867             op_equal = settings->op[stage].aop   == settings->op[stage].cop &&
2868                        settings->op[stage].carg0 == settings->op[stage].aarg0 &&
2869                        settings->op[stage].carg1 == settings->op[stage].aarg1 &&
2870                        settings->op[stage].carg2 == settings->op[stage].aarg2;
2871         }
2872
2873         if(settings->op[stage].aop == WINED3DTOP_DISABLE) {
2874             gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
2875                           settings->op[stage].cop, settings->op[stage].carg0,
2876                           settings->op[stage].carg1, settings->op[stage].carg2);
2877             if(stage == 0) {
2878                 shader_addline(&buffer, "MOV ret.a, fragment.color.primary.a;\n");
2879             }
2880         } else if(op_equal) {
2881             gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
2882                           settings->op[stage].cop, settings->op[stage].carg0,
2883                           settings->op[stage].carg1, settings->op[stage].carg2);
2884         } else {
2885             gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
2886                           settings->op[stage].cop, settings->op[stage].carg0,
2887                           settings->op[stage].carg1, settings->op[stage].carg2);
2888             gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
2889                           settings->op[stage].aop, settings->op[stage].aarg0,
2890                           settings->op[stage].aarg1, settings->op[stage].aarg2);
2891         }
2892     }
2893
2894     if(settings->sRGB_write) {
2895         shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
2896         arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg");
2897         shader_addline(&buffer, "MOV result.color.a, ret.a;\n");
2898     } else {
2899         shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
2900     }
2901
2902     /* Footer */
2903     shader_addline(&buffer, "END\n");
2904
2905     /* Generate the shader */
2906     GL_EXTCALL(glGenProgramsARB(1, &ret));
2907     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
2908     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
2909
2910     if (glGetError() == GL_INVALID_OPERATION) {
2911         GLint pos;
2912         glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
2913         FIXME("Fragment program error at position %d: %s\n", pos,
2914               debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2915     }
2916     HeapFree(GetProcessHeap(), 0, buffer.buffer);
2917     return ret;
2918 }
2919
2920 static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2921     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2922     struct shader_arb_priv *priv = (struct shader_arb_priv *) device->fragment_priv;
2923     BOOL use_pshader = use_ps(device);
2924     BOOL use_vshader = use_vs(device);
2925     struct ffp_settings settings;
2926     struct arbfp_ffp_desc *desc;
2927     unsigned int i;
2928
2929     if(isStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE))) {
2930         if(use_pshader) {
2931             IWineD3DPixelShader_CompileShader(stateblock->pixelShader);
2932         } else if(device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
2933             /* Reload fixed function constants since they collide with the pixel shader constants */
2934             for(i = 0; i < MAX_TEXTURES; i++) {
2935                 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
2936             }
2937             state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
2938             state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
2939         }
2940         return;
2941     }
2942
2943     if(use_pshader) {
2944         IWineD3DPixelShader_CompileShader(stateblock->pixelShader);
2945     } else {
2946         /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
2947         gen_ffp_op(stateblock, &settings, FALSE);
2948         desc = (struct arbfp_ffp_desc *) find_ffp_shader(priv->fragment_shaders, &settings);
2949         if(!desc) {
2950             desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*desc));
2951             if(!desc) {
2952                 ERR("Out of memory\n");
2953                 return;
2954             }
2955             desc->num_textures_used = 0;
2956             for(i = 0; i < GL_LIMITS(texture_stages); i++) {
2957                 if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
2958                 desc->num_textures_used = i;
2959             }
2960
2961             memcpy(&desc->parent.settings, &settings, sizeof(settings));
2962             desc->shader = gen_arbfp_ffp_shader(&settings, stateblock);
2963             add_ffp_shader(priv->fragment_shaders, &desc->parent);
2964             TRACE("Allocated fixed function replacement shader descriptor %p\n", desc);
2965         }
2966
2967         /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
2968          * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
2969          * deactivate it.
2970          */
2971         GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
2972         checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
2973
2974         if(device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
2975             /* Reload fixed function constants since they collide with the pixel shader constants */
2976             for(i = 0; i < MAX_TEXTURES; i++) {
2977                 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
2978             }
2979             state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
2980             state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
2981         }
2982     }
2983
2984     /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
2985      * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
2986      * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
2987      * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
2988      * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
2989      *
2990      * Don't call shader_select if the vertex shader is dirty, because some shader backends(GLSL) need both shaders
2991      * to be compiled before activating them(needs some cleanups in the shader backend interface)
2992      */
2993     if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
2994         device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
2995
2996         if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
2997             device->StateTable[STATE_VERTEXSHADERCONSTANT].apply(STATE_VERTEXSHADERCONSTANT, stateblock, context);
2998         }
2999     }
3000     if(use_pshader) {
3001         device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
3002     }
3003 }
3004
3005 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
3006  * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
3007  * state table, so we need to handle that with a forwarding function. The other invisible side effect
3008  * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
3009  * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
3010  */
3011 static void state_arbfp_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3012     if(!isStateDirty(context, STATE_PIXELSHADER)) {
3013         fragment_prog_arbfp(state, stateblock, context);
3014     }
3015 }
3016
3017 static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3018     if(!isStateDirty(context, STATE_PIXELSHADER)) {
3019         fragment_prog_arbfp(state, stateblock, context);
3020     }
3021 }
3022
3023 #undef GLINFO_LOCATION
3024
3025 static const struct StateEntryTemplate arbfp_fragmentstate_template[] = {
3026     {STATE_RENDER(WINED3DRS_TEXTUREFACTOR),               { STATE_RENDER(WINED3DRS_TEXTUREFACTOR),              state_texfactor_arbfp   }, 0                               },
3027     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3028     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3029     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3030     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3031     {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3032     {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3033     {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3034     {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3035     {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3036     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3037     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3038     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3039     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3040     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3041     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3042     {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3043     {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3044     {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3045     {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3046     {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3047     {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3048     {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3049     {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3050     {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3051     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3052     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3053     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3054     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3055     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3056     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3057     {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3058     {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3059     {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3060     {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3061     {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3062     {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3063     {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3064     {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3065     {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3066     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3067     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3068     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3069     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3070     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3071     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3072     {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3073     {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3074     {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3075     {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3076     {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3077     {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3078     {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3079     {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3080     {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3081     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3082     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3083     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3084     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3085     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3086     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3087     {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3088     {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3089     {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3090     {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3091     {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3092     {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3093     {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3094     {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3095     {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3096     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3097     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3098     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3099     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3100     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3101     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3102     {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3103     {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3104     {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3105     {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3106     {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3107     {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3108     {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3109     {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3110     {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3111     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3112     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3113     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3114     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3115     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3116     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3117     {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3118     {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3119     {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3120     {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3121     {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3122     {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3123     {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3124     {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3125     {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3126     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3127     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3128     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3129     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3130     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3131     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3132     {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3133     {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3134     {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3135     {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3136     {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3137     {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3138     {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3139     {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3140     {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3141     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3142     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3143     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3144     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3145     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3146     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3147     { STATE_SAMPLER(0),                                   { STATE_SAMPLER(0),                                   sampler_texdim          }, 0                               },
3148     { STATE_SAMPLER(1),                                   { STATE_SAMPLER(1),                                   sampler_texdim          }, 0                               },
3149     { STATE_SAMPLER(2),                                   { STATE_SAMPLER(2),                                   sampler_texdim          }, 0                               },
3150     { STATE_SAMPLER(3),                                   { STATE_SAMPLER(3),                                   sampler_texdim          }, 0                               },
3151     { STATE_SAMPLER(4),                                   { STATE_SAMPLER(4),                                   sampler_texdim          }, 0                               },
3152     { STATE_SAMPLER(5),                                   { STATE_SAMPLER(5),                                   sampler_texdim          }, 0                               },
3153     { STATE_SAMPLER(6),                                   { STATE_SAMPLER(6),                                   sampler_texdim          }, 0                               },
3154     { STATE_SAMPLER(7),                                   { STATE_SAMPLER(7),                                   sampler_texdim          }, 0                               },
3155     { STATE_PIXELSHADER,                                  { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3156     { STATE_RENDER(WINED3DRS_FOGENABLE),                  { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_arbfp_fog         }, 0                               },
3157     { STATE_RENDER(WINED3DRS_FOGTABLEMODE),               { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_arbfp_fog         }, 0                               },
3158     { STATE_RENDER(WINED3DRS_FOGVERTEXMODE),              { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_arbfp_fog         }, 0                               },
3159     { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE),            { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3160     {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3161     {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3162     {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3163     {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3164     {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3165     {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3166     {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3167     {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3168     { STATE_RENDER(WINED3DRS_SPECULARENABLE),             { STATE_RENDER(WINED3DRS_SPECULARENABLE),             state_arb_specularenable}, 0                               },
3169     {0 /* Terminate */,                                   { 0,                                                  0                       }, 0                               },
3170 };
3171
3172 const struct fragment_pipeline arbfp_fragment_pipeline = {
3173     arbfp_enable,
3174     arbfp_get_caps,
3175     arbfp_alloc,
3176     arbfp_free,
3177     shader_arb_conv_supported,
3178     arbfp_fragmentstate_template,
3179     TRUE /* We can disable projected textures */
3180 };
3181
3182 #define GLINFO_LOCATION device->adapter->gl_info
3183
3184 struct arbfp_blit_priv {
3185     GLenum yuy2_rect_shader, yuy2_2d_shader;
3186     GLenum uyvy_rect_shader, uyvy_2d_shader;
3187     GLenum yv12_rect_shader, yv12_2d_shader;
3188 };
3189
3190 static HRESULT arbfp_blit_alloc(IWineD3DDevice *iface) {
3191     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3192     device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
3193     if(!device->blit_priv) {
3194         ERR("Out of memory\n");
3195         return E_OUTOFMEMORY;
3196     }
3197     return WINED3D_OK;
3198 }
3199 static void arbfp_blit_free(IWineD3DDevice *iface) {
3200     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3201     struct arbfp_blit_priv *priv = (struct arbfp_blit_priv *) device->blit_priv;
3202
3203     ENTER_GL();
3204     GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
3205     GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
3206     GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
3207     GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
3208     GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
3209     GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
3210     checkGLcall("Delete yuv programs\n");
3211     LEAVE_GL();
3212 }
3213
3214 static BOOL gen_planar_yuv_read(SHADER_BUFFER *buffer, WINED3DFORMAT fmt, GLenum textype, char *luminance) {
3215     char chroma;
3216     const char *tex, *texinstr;
3217
3218     if(fmt == WINED3DFMT_UYVY) {
3219         chroma = 'r';
3220         *luminance = 'a';
3221     } else {
3222         chroma = 'a';
3223         *luminance = 'r';
3224     }
3225     switch(textype) {
3226         case GL_TEXTURE_2D:             tex = "2D";     texinstr = "TXP"; break;
3227         case GL_TEXTURE_RECTANGLE_ARB:  tex = "RECT";   texinstr = "TEX"; break;
3228         default:
3229             /* This is more tricky than just replacing the texture type - we have to navigate
3230              * properly in the texture to find the correct chroma values
3231              */
3232             FIXME("Implement yuv correction for non-2d, non-rect textures\n");
3233             return FALSE;
3234     }
3235
3236     /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
3237      * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
3238      * filtering when we sample the texture.
3239      *
3240      * These are the rules for reading the chroma:
3241      *
3242      * Even pixel: Cr
3243      * Even pixel: U
3244      * Odd pixel: V
3245      *
3246      * So we have to get the sampling x position in non-normalized coordinates in integers
3247      */
3248     if(textype != GL_TEXTURE_RECTANGLE_ARB) {
3249         shader_addline(buffer, "MUL texcrd.rg, fragment.texcoord[0], size.x;\n");
3250         shader_addline(buffer, "MOV texcrd.a, size.x;\n");
3251     } else {
3252         shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
3253     }
3254     /* We must not allow filtering between pixel x and x+1, this would mix U and V
3255      * Vertical filtering is ok. However, bear in mind that the pixel center is at
3256      * 0.5, so add 0.5.
3257      */
3258     shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
3259     shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
3260
3261     /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
3262      * even and odd pixels respectively
3263      */
3264     shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
3265     shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
3266
3267     /* Sample Pixel 1 */
3268     shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
3269
3270     /* Put the value into either of the chroma values */
3271     shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
3272     shader_addline(buffer, "MUL chroma.r, luminance.%c, temp.x;\n", chroma);
3273     shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
3274     shader_addline(buffer, "MUL chroma.g, luminance.%c, temp.x;\n", chroma);
3275
3276     /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
3277      * the pixel right to the current one. Otherwise, sample the left pixel.
3278      * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
3279      */
3280     shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
3281     shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
3282     shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
3283
3284     /* Put the value into the other chroma */
3285     shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
3286     shader_addline(buffer, "MAD chroma.g, luminance.%c, temp.x, chroma.g;\n", chroma);
3287     shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
3288     shader_addline(buffer, "MAD chroma.r, luminance.%c, temp.x, chroma.r;\n", chroma);
3289
3290     /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
3291      * the current one and lerp the two U and V values
3292      */
3293
3294     /* This gives the correctly filtered luminance value */
3295     shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
3296
3297     return TRUE;
3298 }
3299
3300 static BOOL gen_yv12_read(SHADER_BUFFER *buffer, WINED3DFORMAT fmt, GLenum textype, char *luminance) {
3301     const char *tex;
3302
3303     switch(textype) {
3304         case GL_TEXTURE_2D:             tex = "2D";     break;
3305         case GL_TEXTURE_RECTANGLE_ARB:  tex = "RECT";   break;
3306         default:
3307             FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
3308             return FALSE;
3309     }
3310
3311     /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
3312      * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
3313      * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
3314      * pitch of the luminance plane, the packing into the gl texture is a bit
3315      * unfortunate. If the whole texture is interpreted as luminance data it looks
3316      * approximately like this:
3317      *
3318      *        +----------------------------------+----
3319      *        |                                  |
3320      *        |                                  |
3321      *        |                                  |
3322      *        |                                  |
3323      *        |                                  |   2
3324      *        |            LUMINANCE             |   -
3325      *        |                                  |   3
3326      *        |                                  |
3327      *        |                                  |
3328      *        |                                  |
3329      *        |                                  |
3330      *        +----------------+-----------------+----
3331      *        |                |                 |
3332      *        |  U even rows   |  U odd rows     |
3333      *        |                |                 |   1
3334      *        +----------------+------------------   -
3335      *        |                |                 |   3
3336      *        |  V even rows   |  V odd rows     |
3337      *        |                |                 |
3338      *        +----------------+-----------------+----
3339      *        |                |                 |
3340      *        |     0.5        |       0.5       |
3341      *
3342      * So it appears as if there are 4 chroma images, but in fact the odd rows
3343      * in the chroma images are in the same row as the even ones. So its is
3344      * kinda tricky to read
3345      *
3346      * When reading from rectangle textures, keep in mind that the input y coordinates
3347      * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
3348      */
3349     shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
3350                    2.0 / 3.0, 1.0 / 6.0, (2.0 / 3.0) + (1.0 / 6.0), 1.0 / 3.0);
3351
3352     shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
3353     /* the chroma planes have only half the width */
3354     shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
3355
3356     /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
3357      * the coordinate. Also read the right side of the image when reading odd lines
3358      *
3359      * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
3360      * bleeding
3361      */
3362     if(textype == GL_TEXTURE_2D) {
3363
3364         shader_addline(buffer, "RCP chroma.w, size.y;\n");
3365
3366         shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
3367
3368         shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
3369         shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
3370
3371         /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
3372         shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
3373         shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
3374         shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
3375         shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
3376
3377         /* clamp, keep the half pixel origin in mind */
3378         shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
3379         shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
3380         shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
3381         shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
3382     } else {
3383         /* Read from [size - size+size/4] */
3384         shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
3385         shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
3386
3387         /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
3388         shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
3389         shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
3390         shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
3391         shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
3392         shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
3393
3394         /* Make sure to read exactly from the pixel center */
3395         shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
3396         shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
3397
3398         /* Clamp */
3399         shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
3400         shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
3401         shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
3402         shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
3403         shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
3404     }
3405     /* Read the texture, put the result into the output register */
3406     shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
3407     shader_addline(buffer, "MOV chroma.r, temp.a;\n");
3408
3409     /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
3410      * No need to clamp because we're just reusing the already clamped value from above
3411      */
3412     if(textype == GL_TEXTURE_2D) {
3413         shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
3414     } else {
3415         shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
3416     }
3417     shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
3418     shader_addline(buffer, "MOV chroma.g, temp.a;\n");
3419
3420     /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
3421      * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
3422      * values due to filtering
3423      */
3424     shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
3425     if(textype == GL_TEXTURE_2D) {
3426         /* Multiply the y coordinate by 2/3 and clamp it */
3427         shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
3428         shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
3429         shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
3430         shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
3431     } else {
3432         /* Reading from texture_rectangles is pretty streightforward, just use the unmodified
3433          * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
3434          * is bigger
3435          */
3436         shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
3437         shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
3438         shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
3439     }
3440     *luminance = 'a';
3441
3442     return TRUE;
3443 }
3444
3445 static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, WINED3DFORMAT fmt, GLenum textype) {
3446     GLenum shader;
3447     SHADER_BUFFER buffer;
3448     char luminance_component;
3449     struct arbfp_blit_priv *priv = (struct arbfp_blit_priv *) device->blit_priv;
3450
3451     /* Shader header */
3452     buffer.bsize = 0;
3453     buffer.lineNo = 0;
3454     buffer.newline = TRUE;
3455     buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
3456
3457     GL_EXTCALL(glGenProgramsARB(1, &shader));
3458     checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
3459     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
3460     checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
3461     if(!shader) {
3462         HeapFree(GetProcessHeap(), 0, buffer.buffer);
3463         return 0;
3464     }
3465
3466     /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
3467      * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
3468      * two chroma(U and V) values. Each macropixel has two luminance values, one for
3469      * each single pixel it contains, and one U and one V value shared between both
3470      * pixels.
3471      *
3472      * The data is loaded into an A8L8 texture. With YUY2, the luminance component
3473      * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
3474      * take the format into account when generating the read swizzles
3475      *
3476      * Reading the Y value is streightforward - just sample the texture. The hardware
3477      * takes care of filtering in the horizontal and vertical direction.
3478      *
3479      * Reading the U and V values is harder. We have to avoid filtering horizontally,
3480      * because that would mix the U and V values of one pixel or two adjacent pixels.
3481      * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
3482      * regardless of the filtering setting. Vertical filtering works automatically
3483      * though - the U and V values of two rows are mixed nicely.
3484      *
3485      * Appart of avoiding filtering issues, the code has to know which value it just
3486      * read, and where it can find the other one. To determine this, it checks if
3487      * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
3488      *
3489      * Handling horizontal filtering of U and V values requires reading a 2nd pair
3490      * of pixels, extracting U and V and mixing them. This is not implemented yet.
3491      *
3492      * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
3493      * with width / 2. This way one read gives all 3 values, finding U and V is easy
3494      * in an unfiltered situation. Finding the luminance on the other hand requires
3495      * finding out if it is an odd or even pixel. The real drawback of this approach
3496      * is filtering. This would have to be emulated completely in the shader, reading
3497      * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
3498      * vertically. Beyond that it would require adjustments to the texture handling
3499      * code to deal with the width scaling
3500      */
3501     shader_addline(&buffer, "!!ARBfp1.0\n");
3502     shader_addline(&buffer, "TEMP luminance;\n");
3503     shader_addline(&buffer, "TEMP temp;\n");
3504     shader_addline(&buffer, "TEMP chroma;\n");
3505     shader_addline(&buffer, "TEMP texcrd;\n");
3506     shader_addline(&buffer, "TEMP texcrd2;\n");
3507     shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
3508     shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
3509     shader_addline(&buffer, "PARAM size = program.local[0];\n");
3510
3511     if(fmt == WINED3DFMT_UYVY || fmt ==WINED3DFMT_YUY2) {
3512         if(gen_planar_yuv_read(&buffer, fmt, textype, &luminance_component) == FALSE) {
3513             HeapFree(GetProcessHeap(), 0, buffer.buffer);
3514             return 0;
3515         }
3516     } else {
3517         if(gen_yv12_read(&buffer, fmt, textype, &luminance_component) == FALSE) {
3518             HeapFree(GetProcessHeap(), 0, buffer.buffer);
3519             return 0;
3520         }
3521     }
3522
3523     /* Calculate the final result. Formula is taken from
3524      * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
3525      * ranges from -0.5 to 0.5
3526      */
3527     shader_addline(&buffer, "SUB chroma.rg, chroma, coef.y;\n");
3528
3529     shader_addline(&buffer, "MAD result.color.r, chroma.r, yuv_coef.x, luminance.%c;\n", luminance_component);
3530     shader_addline(&buffer, "MAD temp.r, -chroma.g, yuv_coef.y, luminance.%c;\n", luminance_component);
3531     shader_addline(&buffer, "MAD result.color.g, -chroma.r, yuv_coef.z, temp.r;\n");
3532     shader_addline(&buffer, "MAD result.color.b, chroma.g, yuv_coef.w, luminance.%c;\n", luminance_component);
3533     shader_addline(&buffer, "END\n");
3534
3535     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
3536
3537     if (glGetError() == GL_INVALID_OPERATION) {
3538         GLint pos;
3539         glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3540         FIXME("Fragment program error at position %d: %s\n", pos,
3541               debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3542     }
3543     HeapFree(GetProcessHeap(), 0, buffer.buffer);
3544
3545     if(fmt == WINED3DFMT_YUY2) {
3546         if(textype == GL_TEXTURE_RECTANGLE_ARB) {
3547             priv->yuy2_rect_shader = shader;
3548         } else {
3549             priv->yuy2_2d_shader = shader;
3550         }
3551     } else if(fmt == WINED3DFMT_UYVY) {
3552         if(textype == GL_TEXTURE_RECTANGLE_ARB) {
3553             priv->uyvy_rect_shader = shader;
3554         } else {
3555             priv->uyvy_2d_shader = shader;
3556         }
3557     } else {
3558         if(textype == GL_TEXTURE_RECTANGLE_ARB) {
3559             priv->yv12_rect_shader = shader;
3560         } else {
3561             priv->yv12_2d_shader = shader;
3562         }
3563     }
3564     return shader;
3565 }
3566
3567 static HRESULT arbfp_blit_set(IWineD3DDevice *iface, WINED3DFORMAT fmt, GLenum textype, UINT width, UINT height) {
3568     GLenum shader;
3569     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3570     float size[4] = {width, height, 1, 1};
3571     struct arbfp_blit_priv *priv = (struct arbfp_blit_priv *) device->blit_priv;
3572     const GlPixelFormatDesc *glDesc;
3573
3574     getFormatDescEntry(fmt, &GLINFO_LOCATION, &glDesc);
3575
3576     if(glDesc->conversion_group != WINED3DFMT_YUY2 && glDesc->conversion_group != WINED3DFMT_UYVY &&
3577        glDesc->conversion_group != WINED3DFMT_YV12) {
3578         TRACE("Format: %s\n", debug_d3dformat(glDesc->conversion_group));
3579         /* Don't bother setting up a shader for unconverted formats */
3580         glEnable(textype);
3581         checkGLcall("glEnable(textype)");
3582         return WINED3D_OK;
3583     }
3584
3585     if(glDesc->conversion_group == WINED3DFMT_YUY2) {
3586         if(textype == GL_TEXTURE_RECTANGLE_ARB) {
3587             shader = priv->yuy2_rect_shader;
3588         } else {
3589             shader = priv->yuy2_2d_shader;
3590         }
3591     } else if(glDesc->conversion_group == WINED3DFMT_UYVY) {
3592         if(textype == GL_TEXTURE_RECTANGLE_ARB) {
3593             shader = priv->uyvy_rect_shader;
3594         } else {
3595             shader = priv->uyvy_2d_shader;
3596         }
3597     } else {
3598         if(textype == GL_TEXTURE_RECTANGLE_ARB) {
3599             shader = priv->yv12_rect_shader;
3600         } else {
3601             shader = priv->yv12_2d_shader;
3602         }
3603     }
3604
3605     if(!shader) {
3606         shader = gen_yuv_shader(device, glDesc->conversion_group, textype);
3607     }
3608
3609     glEnable(GL_FRAGMENT_PROGRAM_ARB);
3610     checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
3611     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
3612     checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
3613     GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
3614     checkGLcall("glProgramLocalParameter4fvARB");
3615
3616     return WINED3D_OK;
3617 }
3618
3619 static void arbfp_blit_unset(IWineD3DDevice *iface) {
3620     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3621     glDisable(GL_FRAGMENT_PROGRAM_ARB);
3622     checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
3623     glDisable(GL_TEXTURE_2D);
3624     checkGLcall("glDisable(GL_TEXTURE_2D)");
3625     if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3626         glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3627         checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3628     }
3629     if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
3630         glDisable(GL_TEXTURE_RECTANGLE_ARB);
3631         checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3632     }
3633 }
3634
3635 static BOOL arbfp_blit_conv_supported(WINED3DFORMAT fmt) {
3636     TRACE("Checking blit format support for format %s:", debug_d3dformat(fmt));
3637     switch(fmt) {
3638         case WINED3DFMT_YUY2:
3639         case WINED3DFMT_UYVY:
3640         case WINED3DFMT_YV12:
3641             TRACE("[OK]\n");
3642             return TRUE;
3643         default:
3644             TRACE("[FAILED]\n");
3645             return FALSE;
3646     }
3647 }
3648
3649 const struct blit_shader arbfp_blit = {
3650     arbfp_blit_alloc,
3651     arbfp_blit_free,
3652     arbfp_blit_set,
3653     arbfp_blit_unset,
3654     arbfp_blit_conv_supported
3655 };
3656
3657 #undef GLINFO_LOCATION