gdi32: Implement 8-bpp and 4-bpp gradient dithering.
[wine] / dlls / wined3d / glsl_shader.c
1 /*
2  * GLSL pixel and vertex shader implementation
3  *
4  * Copyright 2006 Jason Green
5  * Copyright 2006-2007 Henri Verbeet
6  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
7  * Copyright 2009-2011 Henri Verbeet for CodeWeavers
8  *
9  * This library is free software; you can redistribute it and/or
10  * modify it under the terms of the GNU Lesser General Public
11  * License as published by the Free Software Foundation; either
12  * version 2.1 of the License, or (at your option) any later version.
13  *
14  * This library is distributed in the hope that it will be useful,
15  * but WITHOUT ANY WARRANTY; without even the implied warranty of
16  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
17  * Lesser General Public License for more details.
18  *
19  * You should have received a copy of the GNU Lesser General Public
20  * License along with this library; if not, write to the Free Software
21  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22  */
23
24 /*
25  * D3D shader asm has swizzles on source parameters, and write masks for
26  * destination parameters. GLSL uses swizzles for both. The result of this is
27  * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
28  * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
29  * mask for the destination parameter into account.
30  */
31
32 #include "config.h"
33 #include <limits.h>
34 #include <stdio.h>
35 #include "wined3d_private.h"
36
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
41
42 #define WINED3D_GLSL_SAMPLE_PROJECTED   0x1
43 #define WINED3D_GLSL_SAMPLE_RECT        0x2
44 #define WINED3D_GLSL_SAMPLE_LOD         0x4
45 #define WINED3D_GLSL_SAMPLE_GRAD        0x8
46
47 struct glsl_dst_param
48 {
49     char reg_name[150];
50     char mask_str[6];
51 };
52
53 struct glsl_src_param
54 {
55     char reg_name[150];
56     char param_str[200];
57 };
58
59 struct glsl_sample_function
60 {
61     const char *name;
62     DWORD coord_mask;
63 };
64
65 enum heap_node_op
66 {
67     HEAP_NODE_TRAVERSE_LEFT,
68     HEAP_NODE_TRAVERSE_RIGHT,
69     HEAP_NODE_POP,
70 };
71
72 struct constant_entry
73 {
74     unsigned int idx;
75     unsigned int version;
76 };
77
78 struct constant_heap
79 {
80     struct constant_entry *entries;
81     unsigned int *positions;
82     unsigned int size;
83 };
84
85 /* GLSL shader private data */
86 struct shader_glsl_priv {
87     struct wined3d_shader_buffer shader_buffer;
88     struct wine_rb_tree program_lookup;
89     struct glsl_shader_prog_link *glsl_program;
90     struct constant_heap vconst_heap;
91     struct constant_heap pconst_heap;
92     unsigned char *stack;
93     GLhandleARB depth_blt_program_full[tex_type_count];
94     GLhandleARB depth_blt_program_masked[tex_type_count];
95     UINT next_constant_version;
96 };
97
98 /* Struct to maintain data about a linked GLSL program */
99 struct glsl_shader_prog_link {
100     struct wine_rb_entry        program_lookup_entry;
101     struct list                 vshader_entry;
102     struct list                 pshader_entry;
103     GLhandleARB                 programId;
104     GLint                       *vuniformF_locations;
105     GLint                       *puniformF_locations;
106     GLint                       vuniformI_locations[MAX_CONST_I];
107     GLint                       puniformI_locations[MAX_CONST_I];
108     GLint                       posFixup_location;
109     GLint                       np2Fixup_location;
110     GLint                       bumpenvmat_location[MAX_TEXTURES];
111     GLint                       luminancescale_location[MAX_TEXTURES];
112     GLint                       luminanceoffset_location[MAX_TEXTURES];
113     GLint                       ycorrection_location;
114     GLenum                      vertex_color_clamp;
115     const struct wined3d_shader *vshader;
116     const struct wined3d_shader *pshader;
117     struct vs_compile_args      vs_args;
118     struct ps_compile_args      ps_args;
119     UINT                        constant_version;
120     const struct ps_np2fixup_info *np2Fixup_info;
121 };
122
123 struct glsl_program_key
124 {
125     const struct wined3d_shader *vshader;
126     const struct wined3d_shader *pshader;
127     struct ps_compile_args      ps_args;
128     struct vs_compile_args      vs_args;
129 };
130
131 struct shader_glsl_ctx_priv {
132     const struct vs_compile_args    *cur_vs_args;
133     const struct ps_compile_args    *cur_ps_args;
134     struct ps_np2fixup_info         *cur_np2fixup_info;
135 };
136
137 struct glsl_ps_compiled_shader
138 {
139     struct ps_compile_args          args;
140     struct ps_np2fixup_info         np2fixup;
141     GLhandleARB                     prgId;
142 };
143
144 struct glsl_pshader_private
145 {
146     struct glsl_ps_compiled_shader  *gl_shaders;
147     UINT                            num_gl_shaders, shader_array_size;
148 };
149
150 struct glsl_vs_compiled_shader
151 {
152     struct vs_compile_args          args;
153     GLhandleARB                     prgId;
154 };
155
156 struct glsl_vshader_private
157 {
158     struct glsl_vs_compiled_shader  *gl_shaders;
159     UINT                            num_gl_shaders, shader_array_size;
160 };
161
162 static const char *debug_gl_shader_type(GLenum type)
163 {
164     switch (type)
165     {
166 #define WINED3D_TO_STR(u) case u: return #u
167         WINED3D_TO_STR(GL_VERTEX_SHADER_ARB);
168         WINED3D_TO_STR(GL_GEOMETRY_SHADER_ARB);
169         WINED3D_TO_STR(GL_FRAGMENT_SHADER_ARB);
170 #undef WINED3D_TO_STR
171         default:
172             return wine_dbg_sprintf("UNKNOWN(%#x)", type);
173     }
174 }
175
176 /* Extract a line from the info log.
177  * Note that this modifies the source string. */
178 static char *get_info_log_line(char **ptr)
179 {
180     char *p, *q;
181
182     p = *ptr;
183     if (!(q = strstr(p, "\n")))
184     {
185         if (!*p) return NULL;
186         *ptr += strlen(p);
187         return p;
188     }
189     *q = '\0';
190     *ptr = q + 1;
191
192     return p;
193 }
194
195 /** Prints the GLSL info log which will contain error messages if they exist */
196 /* GL locking is done by the caller */
197 static void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLhandleARB obj)
198 {
199     int infologLength = 0;
200     char *infoLog;
201
202     if (!WARN_ON(d3d_shader) && !FIXME_ON(d3d_shader))
203         return;
204
205     GL_EXTCALL(glGetObjectParameterivARB(obj,
206                GL_OBJECT_INFO_LOG_LENGTH_ARB,
207                &infologLength));
208
209     /* A size of 1 is just a null-terminated string, so the log should be bigger than
210      * that if there are errors. */
211     if (infologLength > 1)
212     {
213         char *ptr, *line;
214
215         infoLog = HeapAlloc(GetProcessHeap(), 0, infologLength);
216         /* The info log is supposed to be zero-terminated, but at least some
217          * versions of fglrx don't terminate the string properly. The reported
218          * length does include the terminator, so explicitly set it to zero
219          * here. */
220         infoLog[infologLength - 1] = 0;
221         GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
222
223         ptr = infoLog;
224         if (gl_info->quirks & WINED3D_QUIRK_INFO_LOG_SPAM)
225         {
226             WARN("Info log received from GLSL shader #%u:\n", obj);
227             while ((line = get_info_log_line(&ptr))) WARN("    %s\n", line);
228         }
229         else
230         {
231             FIXME("Info log received from GLSL shader #%u:\n", obj);
232             while ((line = get_info_log_line(&ptr))) FIXME("    %s\n", line);
233         }
234         HeapFree(GetProcessHeap(), 0, infoLog);
235     }
236 }
237
238 /* GL locking is done by the caller. */
239 static void shader_glsl_compile(const struct wined3d_gl_info *gl_info, GLhandleARB shader, const char *src)
240 {
241     TRACE("Compiling shader object %u.\n", shader);
242     GL_EXTCALL(glShaderSourceARB(shader, 1, &src, NULL));
243     checkGLcall("glShaderSourceARB");
244     GL_EXTCALL(glCompileShaderARB(shader));
245     checkGLcall("glCompileShaderARB");
246     print_glsl_info_log(gl_info, shader);
247 }
248
249 /* GL locking is done by the caller. */
250 static void shader_glsl_dump_program_source(const struct wined3d_gl_info *gl_info, GLhandleARB program)
251 {
252     GLint i, object_count, source_size = -1;
253     GLhandleARB *objects;
254     char *source = NULL;
255
256     GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_ATTACHED_OBJECTS_ARB, &object_count));
257     objects = HeapAlloc(GetProcessHeap(), 0, object_count * sizeof(*objects));
258     if (!objects)
259     {
260         ERR("Failed to allocate object array memory.\n");
261         return;
262     }
263
264     GL_EXTCALL(glGetAttachedObjectsARB(program, object_count, NULL, objects));
265     for (i = 0; i < object_count; ++i)
266     {
267         char *ptr, *line;
268         GLint tmp;
269
270         GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_SHADER_SOURCE_LENGTH_ARB, &tmp));
271
272         if (source_size < tmp)
273         {
274             HeapFree(GetProcessHeap(), 0, source);
275
276             source = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, tmp);
277             if (!source)
278             {
279                 ERR("Failed to allocate %d bytes for shader source.\n", tmp);
280                 HeapFree(GetProcessHeap(), 0, objects);
281                 return;
282             }
283             source_size = tmp;
284         }
285
286         FIXME("Object %u:\n", objects[i]);
287         GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_SUBTYPE_ARB, &tmp));
288         FIXME("    GL_OBJECT_SUBTYPE_ARB: %s.\n", debug_gl_shader_type(tmp));
289         GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_COMPILE_STATUS_ARB, &tmp));
290         FIXME("    GL_OBJECT_COMPILE_STATUS_ARB: %d.\n", tmp);
291         FIXME("\n");
292
293         ptr = source;
294         GL_EXTCALL(glGetShaderSourceARB(objects[i], source_size, NULL, source));
295         while ((line = get_info_log_line(&ptr))) FIXME("    %s\n", line);
296         FIXME("\n");
297     }
298
299     HeapFree(GetProcessHeap(), 0, source);
300     HeapFree(GetProcessHeap(), 0, objects);
301 }
302
303 /* GL locking is done by the caller. */
304 static void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLhandleARB program)
305 {
306     GLint tmp;
307
308     if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
309
310     GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_TYPE_ARB, &tmp));
311     if (tmp == GL_PROGRAM_OBJECT_ARB)
312     {
313         GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_LINK_STATUS_ARB, &tmp));
314         if (!tmp)
315         {
316             FIXME("Program %u link status invalid.\n", program);
317             shader_glsl_dump_program_source(gl_info, program);
318         }
319     }
320
321     print_glsl_info_log(gl_info, program);
322 }
323
324 /**
325  * Loads (pixel shader) samplers
326  */
327 /* GL locking is done by the caller */
328 static void shader_glsl_load_psamplers(const struct wined3d_gl_info *gl_info,
329         const DWORD *tex_unit_map, GLhandleARB programId)
330 {
331     GLint name_loc;
332     int i;
333     char sampler_name[20];
334
335     for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
336         snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
337         name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
338         if (name_loc != -1) {
339             DWORD mapped_unit = tex_unit_map[i];
340             if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->limits.fragment_samplers)
341             {
342                 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
343                 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
344                 checkGLcall("glUniform1iARB");
345             } else {
346                 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
347             }
348         }
349     }
350 }
351
352 /* GL locking is done by the caller */
353 static void shader_glsl_load_vsamplers(const struct wined3d_gl_info *gl_info,
354         const DWORD *tex_unit_map, GLhandleARB programId)
355 {
356     GLint name_loc;
357     char sampler_name[20];
358     int i;
359
360     for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
361         snprintf(sampler_name, sizeof(sampler_name), "Vsampler%d", i);
362         name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
363         if (name_loc != -1) {
364             DWORD mapped_unit = tex_unit_map[MAX_FRAGMENT_SAMPLERS + i];
365             if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->limits.combined_samplers)
366             {
367                 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
368                 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
369                 checkGLcall("glUniform1iARB");
370             } else {
371                 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
372             }
373         }
374     }
375 }
376
377 /* GL locking is done by the caller */
378 static inline void walk_constant_heap(const struct wined3d_gl_info *gl_info, const float *constants,
379         const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
380 {
381     int stack_idx = 0;
382     unsigned int heap_idx = 1;
383     unsigned int idx;
384
385     if (heap->entries[heap_idx].version <= version) return;
386
387     idx = heap->entries[heap_idx].idx;
388     if (constant_locations[idx] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
389     stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
390
391     while (stack_idx >= 0)
392     {
393         /* Note that we fall through to the next case statement. */
394         switch(stack[stack_idx])
395         {
396             case HEAP_NODE_TRAVERSE_LEFT:
397             {
398                 unsigned int left_idx = heap_idx << 1;
399                 if (left_idx < heap->size && heap->entries[left_idx].version > version)
400                 {
401                     heap_idx = left_idx;
402                     idx = heap->entries[heap_idx].idx;
403                     if (constant_locations[idx] != -1)
404                         GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
405
406                     stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
407                     stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
408                     break;
409                 }
410             }
411
412             case HEAP_NODE_TRAVERSE_RIGHT:
413             {
414                 unsigned int right_idx = (heap_idx << 1) + 1;
415                 if (right_idx < heap->size && heap->entries[right_idx].version > version)
416                 {
417                     heap_idx = right_idx;
418                     idx = heap->entries[heap_idx].idx;
419                     if (constant_locations[idx] != -1)
420                         GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
421
422                     stack[stack_idx++] = HEAP_NODE_POP;
423                     stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
424                     break;
425                 }
426             }
427
428             case HEAP_NODE_POP:
429                 heap_idx >>= 1;
430                 --stack_idx;
431                 break;
432         }
433     }
434     checkGLcall("walk_constant_heap()");
435 }
436
437 /* GL locking is done by the caller */
438 static inline void apply_clamped_constant(const struct wined3d_gl_info *gl_info, GLint location, const GLfloat *data)
439 {
440     GLfloat clamped_constant[4];
441
442     if (location == -1) return;
443
444     clamped_constant[0] = data[0] < -1.0f ? -1.0f : data[0] > 1.0f ? 1.0f : data[0];
445     clamped_constant[1] = data[1] < -1.0f ? -1.0f : data[1] > 1.0f ? 1.0f : data[1];
446     clamped_constant[2] = data[2] < -1.0f ? -1.0f : data[2] > 1.0f ? 1.0f : data[2];
447     clamped_constant[3] = data[3] < -1.0f ? -1.0f : data[3] > 1.0f ? 1.0f : data[3];
448
449     GL_EXTCALL(glUniform4fvARB(location, 1, clamped_constant));
450 }
451
452 /* GL locking is done by the caller */
453 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info *gl_info, const float *constants,
454         const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
455 {
456     int stack_idx = 0;
457     unsigned int heap_idx = 1;
458     unsigned int idx;
459
460     if (heap->entries[heap_idx].version <= version) return;
461
462     idx = heap->entries[heap_idx].idx;
463     apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
464     stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
465
466     while (stack_idx >= 0)
467     {
468         /* Note that we fall through to the next case statement. */
469         switch(stack[stack_idx])
470         {
471             case HEAP_NODE_TRAVERSE_LEFT:
472             {
473                 unsigned int left_idx = heap_idx << 1;
474                 if (left_idx < heap->size && heap->entries[left_idx].version > version)
475                 {
476                     heap_idx = left_idx;
477                     idx = heap->entries[heap_idx].idx;
478                     apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
479
480                     stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
481                     stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
482                     break;
483                 }
484             }
485
486             case HEAP_NODE_TRAVERSE_RIGHT:
487             {
488                 unsigned int right_idx = (heap_idx << 1) + 1;
489                 if (right_idx < heap->size && heap->entries[right_idx].version > version)
490                 {
491                     heap_idx = right_idx;
492                     idx = heap->entries[heap_idx].idx;
493                     apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
494
495                     stack[stack_idx++] = HEAP_NODE_POP;
496                     stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
497                     break;
498                 }
499             }
500
501             case HEAP_NODE_POP:
502                 heap_idx >>= 1;
503                 --stack_idx;
504                 break;
505         }
506     }
507     checkGLcall("walk_constant_heap_clamped()");
508 }
509
510 /* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
511 /* GL locking is done by the caller */
512 static void shader_glsl_load_constantsF(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
513         const float *constants, const GLint *constant_locations, const struct constant_heap *heap,
514         unsigned char *stack, UINT version)
515 {
516     const struct wined3d_shader_lconst *lconst;
517
518     /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
519     if (shader->reg_maps.shader_version.major == 1
520             && shader_is_pshader_version(shader->reg_maps.shader_version.type))
521         walk_constant_heap_clamped(gl_info, constants, constant_locations, heap, stack, version);
522     else
523         walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version);
524
525     if (!shader->load_local_constsF)
526     {
527         TRACE("No need to load local float constants for this shader\n");
528         return;
529     }
530
531     /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
532     LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
533     {
534         GLint location = constant_locations[lconst->idx];
535         /* We found this uniform name in the program - go ahead and send the data */
536         if (location != -1) GL_EXTCALL(glUniform4fvARB(location, 1, (const GLfloat *)lconst->value));
537     }
538     checkGLcall("glUniform4fvARB()");
539 }
540
541 /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
542 /* GL locking is done by the caller */
543 static void shader_glsl_load_constantsI(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
544         const GLint locations[MAX_CONST_I], const int *constants, WORD constants_set)
545 {
546     unsigned int i;
547     struct list* ptr;
548
549     for (i = 0; constants_set; constants_set >>= 1, ++i)
550     {
551         if (!(constants_set & 1)) continue;
552
553         TRACE_(d3d_constants)("Loading constants %u: %i, %i, %i, %i\n",
554                 i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
555
556         /* We found this uniform name in the program - go ahead and send the data */
557         GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
558         checkGLcall("glUniform4ivARB");
559     }
560
561     /* Load immediate constants */
562     ptr = list_head(&shader->constantsI);
563     while (ptr)
564     {
565         const struct wined3d_shader_lconst *lconst = LIST_ENTRY(ptr, const struct wined3d_shader_lconst, entry);
566         unsigned int idx = lconst->idx;
567         const GLint *values = (const GLint *)lconst->value;
568
569         TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
570             values[0], values[1], values[2], values[3]);
571
572         /* We found this uniform name in the program - go ahead and send the data */
573         GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values));
574         checkGLcall("glUniform4ivARB");
575         ptr = list_next(&shader->constantsI, ptr);
576     }
577 }
578
579 /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
580 /* GL locking is done by the caller */
581 static void shader_glsl_load_constantsB(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
582         GLhandleARB programId, const BOOL *constants, WORD constants_set)
583 {
584     GLint tmp_loc;
585     unsigned int i;
586     char tmp_name[8];
587     const char *prefix;
588     struct list* ptr;
589
590     switch (shader->reg_maps.shader_version.type)
591     {
592         case WINED3D_SHADER_TYPE_VERTEX:
593             prefix = "VB";
594             break;
595
596         case WINED3D_SHADER_TYPE_GEOMETRY:
597             prefix = "GB";
598             break;
599
600         case WINED3D_SHADER_TYPE_PIXEL:
601             prefix = "PB";
602             break;
603
604         default:
605             FIXME("Unknown shader type %#x.\n",
606                     shader->reg_maps.shader_version.type);
607             prefix = "UB";
608             break;
609     }
610
611     /* TODO: Benchmark and see if it would be beneficial to store the
612      * locations of the constants to avoid looking up each time */
613     for (i = 0; constants_set; constants_set >>= 1, ++i)
614     {
615         if (!(constants_set & 1)) continue;
616
617         TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
618
619         /* TODO: Benchmark and see if it would be beneficial to store the
620          * locations of the constants to avoid looking up each time */
621         snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
622         tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
623         if (tmp_loc != -1)
624         {
625             /* We found this uniform name in the program - go ahead and send the data */
626             GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
627             checkGLcall("glUniform1ivARB");
628         }
629     }
630
631     /* Load immediate constants */
632     ptr = list_head(&shader->constantsB);
633     while (ptr)
634     {
635         const struct wined3d_shader_lconst *lconst = LIST_ENTRY(ptr, const struct wined3d_shader_lconst, entry);
636         unsigned int idx = lconst->idx;
637         const GLint *values = (const GLint *)lconst->value;
638
639         TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
640
641         snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
642         tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
643         if (tmp_loc != -1) {
644             /* We found this uniform name in the program - go ahead and send the data */
645             GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
646             checkGLcall("glUniform1ivARB");
647         }
648         ptr = list_next(&shader->constantsB, ptr);
649     }
650 }
651
652 static void reset_program_constant_version(struct wine_rb_entry *entry, void *context)
653 {
654     WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry)->constant_version = 0;
655 }
656
657 /**
658  * Loads the texture dimensions for NP2 fixup into the currently set GLSL program.
659  */
660 /* GL locking is done by the caller (state handler) */
661 static void shader_glsl_load_np2fixup_constants(void *shader_priv,
662         const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
663 {
664     struct shader_glsl_priv *glsl_priv = shader_priv;
665     const struct glsl_shader_prog_link *prog = glsl_priv->glsl_program;
666
667     /* No GLSL program set - nothing to do. */
668     if (!prog) return;
669
670     /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
671     if (!use_ps(state)) return;
672
673     if (prog->ps_args.np2_fixup && prog->np2Fixup_location != -1)
674     {
675         UINT i;
676         UINT fixup = prog->ps_args.np2_fixup;
677         GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
678
679         for (i = 0; fixup; fixup >>= 1, ++i)
680         {
681             const struct wined3d_texture *tex = state->textures[i];
682             const unsigned char idx = prog->np2Fixup_info->idx[i];
683             GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
684
685             if (!tex)
686             {
687                 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
688                 continue;
689             }
690
691             if (idx % 2)
692             {
693                 tex_dim[2] = tex->pow2_matrix[0];
694                 tex_dim[3] = tex->pow2_matrix[5];
695             }
696             else
697             {
698                 tex_dim[0] = tex->pow2_matrix[0];
699                 tex_dim[1] = tex->pow2_matrix[5];
700             }
701         }
702
703         GL_EXTCALL(glUniform4fvARB(prog->np2Fixup_location, prog->np2Fixup_info->num_consts, np2fixup_constants));
704     }
705 }
706
707 /**
708  * Loads the app-supplied constants into the currently set GLSL program.
709  */
710 /* GL locking is done by the caller (state handler) */
711 static void shader_glsl_load_constants(const struct wined3d_context *context,
712         char usePixelShader, char useVertexShader)
713 {
714     const struct wined3d_gl_info *gl_info = context->gl_info;
715     struct wined3d_device *device = context->swapchain->device;
716     struct wined3d_stateblock *stateBlock = device->stateBlock;
717     const struct wined3d_state *state = &stateBlock->state;
718     struct shader_glsl_priv *priv = device->shader_priv;
719     float position_fixup[4];
720
721     GLhandleARB programId;
722     struct glsl_shader_prog_link *prog = priv->glsl_program;
723     UINT constant_version;
724     int i;
725
726     if (!prog) {
727         /* No GLSL program set - nothing to do. */
728         return;
729     }
730     programId = prog->programId;
731     constant_version = prog->constant_version;
732
733     if (useVertexShader)
734     {
735         const struct wined3d_shader *vshader = state->vertex_shader;
736
737         /* Load DirectX 9 float constants/uniforms for vertex shader */
738         shader_glsl_load_constantsF(vshader, gl_info, state->vs_consts_f,
739                 prog->vuniformF_locations, &priv->vconst_heap, priv->stack, constant_version);
740
741         /* Load DirectX 9 integer constants/uniforms for vertex shader */
742         shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations, state->vs_consts_i,
743                 stateBlock->changed.vertexShaderConstantsI & vshader->reg_maps.integer_constants);
744
745         /* Load DirectX 9 boolean constants/uniforms for vertex shader */
746         shader_glsl_load_constantsB(vshader, gl_info, programId, state->vs_consts_b,
747                 stateBlock->changed.vertexShaderConstantsB & vshader->reg_maps.boolean_constants);
748
749         /* Upload the position fixup params */
750         shader_get_position_fixup(context, state, position_fixup);
751         GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, position_fixup));
752         checkGLcall("glUniform4fvARB");
753     }
754
755     if (usePixelShader)
756     {
757         const struct wined3d_shader *pshader = state->pixel_shader;
758
759         /* Load DirectX 9 float constants/uniforms for pixel shader */
760         shader_glsl_load_constantsF(pshader, gl_info, state->ps_consts_f,
761                 prog->puniformF_locations, &priv->pconst_heap, priv->stack, constant_version);
762
763         /* Load DirectX 9 integer constants/uniforms for pixel shader */
764         shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations, state->ps_consts_i,
765                 stateBlock->changed.pixelShaderConstantsI & pshader->reg_maps.integer_constants);
766
767         /* Load DirectX 9 boolean constants/uniforms for pixel shader */
768         shader_glsl_load_constantsB(pshader, gl_info, programId, state->ps_consts_b,
769                 stateBlock->changed.pixelShaderConstantsB & pshader->reg_maps.boolean_constants);
770
771         /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
772          * It can't be 0 for a valid texbem instruction.
773          */
774         for(i = 0; i < MAX_TEXTURES; i++) {
775             const float *data;
776
777             if(prog->bumpenvmat_location[i] == -1) continue;
778
779             data = (const float *)&state->texture_states[i][WINED3DTSS_BUMPENVMAT00];
780             GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data));
781             checkGLcall("glUniformMatrix2fvARB");
782
783             /* texbeml needs the luminance scale and offset too. If texbeml
784              * is used, needsbumpmat is set too, so we can check that in the
785              * needsbumpmat check. */
786             if (prog->luminancescale_location[i] != -1)
787             {
788                 const GLfloat *scale = (const GLfloat *)&state->texture_states[i][WINED3DTSS_BUMPENVLSCALE];
789                 const GLfloat *offset = (const GLfloat *)&state->texture_states[i][WINED3DTSS_BUMPENVLOFFSET];
790
791                 GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale));
792                 checkGLcall("glUniform1fvARB");
793                 GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location[i], 1, offset));
794                 checkGLcall("glUniform1fvARB");
795             }
796         }
797
798         if (prog->ycorrection_location != -1)
799         {
800             float correction_params[4];
801
802             if (context->render_offscreen)
803             {
804                 correction_params[0] = 0.0f;
805                 correction_params[1] = 1.0f;
806             } else {
807                 /* position is window relative, not viewport relative */
808                 correction_params[0] = (float) context->current_rt->resource.height;
809                 correction_params[1] = -1.0f;
810             }
811             GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
812         }
813     }
814
815     if (priv->next_constant_version == UINT_MAX)
816     {
817         TRACE("Max constant version reached, resetting to 0.\n");
818         wine_rb_for_each_entry(&priv->program_lookup, reset_program_constant_version, NULL);
819         priv->next_constant_version = 1;
820     }
821     else
822     {
823         prog->constant_version = priv->next_constant_version++;
824     }
825 }
826
827 static void update_heap_entry(const struct constant_heap *heap, unsigned int idx,
828         unsigned int heap_idx, DWORD new_version)
829 {
830     struct constant_entry *entries = heap->entries;
831     unsigned int *positions = heap->positions;
832     unsigned int parent_idx;
833
834     while (heap_idx > 1)
835     {
836         parent_idx = heap_idx >> 1;
837
838         if (new_version <= entries[parent_idx].version) break;
839
840         entries[heap_idx] = entries[parent_idx];
841         positions[entries[parent_idx].idx] = heap_idx;
842         heap_idx = parent_idx;
843     }
844
845     entries[heap_idx].version = new_version;
846     entries[heap_idx].idx = idx;
847     positions[idx] = heap_idx;
848 }
849
850 static void shader_glsl_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
851 {
852     struct shader_glsl_priv *priv = device->shader_priv;
853     struct constant_heap *heap = &priv->vconst_heap;
854     UINT i;
855
856     for (i = start; i < count + start; ++i)
857     {
858         if (!device->stateBlock->changed.vertexShaderConstantsF[i])
859             update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
860         else
861             update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
862     }
863 }
864
865 static void shader_glsl_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
866 {
867     struct shader_glsl_priv *priv = device->shader_priv;
868     struct constant_heap *heap = &priv->pconst_heap;
869     UINT i;
870
871     for (i = start; i < count + start; ++i)
872     {
873         if (!device->stateBlock->changed.pixelShaderConstantsF[i])
874             update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
875         else
876             update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
877     }
878 }
879
880 static unsigned int vec4_varyings(DWORD shader_major, const struct wined3d_gl_info *gl_info)
881 {
882     unsigned int ret = gl_info->limits.glsl_varyings / 4;
883     /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
884     if(shader_major > 3) return ret;
885
886     /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
887     if (gl_info->quirks & WINED3D_QUIRK_GLSL_CLIP_VARYING) ret -= 1;
888     return ret;
889 }
890
891 /** Generate the variable & register declarations for the GLSL output target */
892 static void shader_generate_glsl_declarations(const struct wined3d_context *context,
893         struct wined3d_shader_buffer *buffer, const struct wined3d_shader *shader,
894         const struct wined3d_shader_reg_maps *reg_maps, const struct shader_glsl_ctx_priv *ctx_priv)
895 {
896     const struct wined3d_state *state = &shader->device->stateBlock->state;
897     const struct ps_compile_args *ps_args = ctx_priv->cur_ps_args;
898     const struct wined3d_gl_info *gl_info = context->gl_info;
899     const struct wined3d_fb_state *fb = &shader->device->fb;
900     unsigned int i, extra_constants_needed = 0;
901     const struct wined3d_shader_lconst *lconst;
902     DWORD map;
903
904     /* There are some minor differences between pixel and vertex shaders */
905     char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
906     char prefix = pshader ? 'P' : 'V';
907
908     /* Prototype the subroutines */
909     for (i = 0, map = reg_maps->labels; map; map >>= 1, ++i)
910     {
911         if (map & 1) shader_addline(buffer, "void subroutine%u();\n", i);
912     }
913
914     /* Declare the constants (aka uniforms) */
915     if (shader->limits.constant_float > 0)
916     {
917         unsigned max_constantsF;
918         /* Unless the shader uses indirect addressing, always declare the maximum array size and ignore that we need some
919          * uniforms privately. E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup and immediate values, still
920          * declare VC[256]. If the shader needs more uniforms than we have it won't work in any case. If it uses less, the
921          * compiler will figure out which uniforms are really used and strip them out. This allows a shader to use c255 on
922          * a dx9 card, as long as it doesn't also use all the other constants.
923          *
924          * If the shader uses indirect addressing the compiler must assume that all declared uniforms are used. In this case,
925          * declare only the amount that we're assured to have.
926          *
927          * Thus we run into problems in these two cases:
928          * 1) The shader really uses more uniforms than supported
929          * 2) The shader uses indirect addressing, less constants than supported, but uses a constant index > #supported consts
930          */
931         if (pshader)
932         {
933             /* No indirect addressing here. */
934             max_constantsF = gl_info->limits.glsl_ps_float_constants;
935         }
936         else
937         {
938             if (reg_maps->usesrelconstF)
939             {
940                 /* Subtract the other potential uniforms from the max
941                  * available (bools, ints, and 1 row of projection matrix).
942                  * Subtract another uniform for immediate values, which have
943                  * to be loaded via uniform by the driver as well. The shader
944                  * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
945                  * shader code, so one vec4 should be enough. (Unfortunately
946                  * the Nvidia driver doesn't store 128 and -128 in one float).
947                  *
948                  * Writing gl_ClipVertex requires one uniform for each
949                  * clipplane as well. */
950                 max_constantsF = gl_info->limits.glsl_vs_float_constants - 3;
951                 if(ctx_priv->cur_vs_args->clip_enabled)
952                 {
953                     max_constantsF -= gl_info->limits.clipplanes;
954                 }
955                 max_constantsF -= count_bits(reg_maps->integer_constants);
956                 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
957                  * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
958                  * for now take this into account when calculating the number of available constants
959                  */
960                 max_constantsF -= count_bits(reg_maps->boolean_constants);
961                 /* Set by driver quirks in directx.c */
962                 max_constantsF -= gl_info->reserved_glsl_constants;
963             }
964             else
965             {
966                 max_constantsF = gl_info->limits.glsl_vs_float_constants;
967             }
968         }
969         max_constantsF = min(shader->limits.constant_float, max_constantsF);
970         shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF);
971     }
972
973     /* Always declare the full set of constants, the compiler can remove the
974      * unused ones because d3d doesn't (yet) support indirect int and bool
975      * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
976     if (shader->limits.constant_int > 0 && reg_maps->integer_constants)
977         shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, shader->limits.constant_int);
978
979     if (shader->limits.constant_bool > 0 && reg_maps->boolean_constants)
980         shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, shader->limits.constant_bool);
981
982     if (!pshader)
983     {
984         shader_addline(buffer, "uniform vec4 posFixup;\n");
985         shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT);
986     }
987     else
988     {
989         for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
990         {
991             if (!(map & 1)) continue;
992
993             shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
994
995             if (reg_maps->luminanceparams & (1 << i))
996             {
997                 shader_addline(buffer, "uniform float luminancescale%d;\n", i);
998                 shader_addline(buffer, "uniform float luminanceoffset%d;\n", i);
999                 extra_constants_needed++;
1000             }
1001
1002             extra_constants_needed++;
1003         }
1004
1005         if (ps_args->srgb_correction)
1006         {
1007             shader_addline(buffer, "const vec4 srgb_const0 = vec4(%.8e, %.8e, %.8e, %.8e);\n",
1008                     srgb_pow, srgb_mul_high, srgb_sub_high, srgb_mul_low);
1009             shader_addline(buffer, "const vec4 srgb_const1 = vec4(%.8e, 0.0, 0.0, 0.0);\n",
1010                     srgb_cmp);
1011         }
1012         if (reg_maps->vpos || reg_maps->usesdsy)
1013         {
1014             if (shader->limits.constant_float + extra_constants_needed
1015                     + 1 < gl_info->limits.glsl_ps_float_constants)
1016             {
1017                 shader_addline(buffer, "uniform vec4 ycorrection;\n");
1018                 extra_constants_needed++;
1019             }
1020             else
1021             {
1022                 /* This happens because we do not have proper tracking of the constant registers that are
1023                  * actually used, only the max limit of the shader version
1024                  */
1025                 FIXME("Cannot find a free uniform for vpos correction params\n");
1026                 shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
1027                         context->render_offscreen ? 0.0f : fb->render_targets[0]->resource.height,
1028                         context->render_offscreen ? 1.0f : -1.0f);
1029             }
1030             shader_addline(buffer, "vec4 vpos;\n");
1031         }
1032     }
1033
1034     /* Declare texture samplers */
1035     for (i = 0; i < shader->limits.sampler; ++i)
1036     {
1037         if (reg_maps->sampler_type[i])
1038         {
1039             const struct wined3d_texture *texture;
1040
1041             switch (reg_maps->sampler_type[i])
1042             {
1043                 case WINED3DSTT_1D:
1044                     if (pshader && ps_args->shadow & (1 << i))
1045                         shader_addline(buffer, "uniform sampler1DShadow %csampler%u;\n", prefix, i);
1046                     else
1047                         shader_addline(buffer, "uniform sampler1D %csampler%u;\n", prefix, i);
1048                     break;
1049                 case WINED3DSTT_2D:
1050                     texture = state->textures[i];
1051                     if (pshader && ps_args->shadow & (1 << i))
1052                     {
1053                         if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
1054                             shader_addline(buffer, "uniform sampler2DRectShadow %csampler%u;\n", prefix, i);
1055                         else
1056                             shader_addline(buffer, "uniform sampler2DShadow %csampler%u;\n", prefix, i);
1057                     }
1058                     else
1059                     {
1060                         if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
1061                             shader_addline(buffer, "uniform sampler2DRect %csampler%u;\n", prefix, i);
1062                         else
1063                             shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i);
1064                     }
1065                     break;
1066                 case WINED3DSTT_CUBE:
1067                     if (pshader && ps_args->shadow & (1 << i)) FIXME("Unsupported Cube shadow sampler.\n");
1068                     shader_addline(buffer, "uniform samplerCube %csampler%u;\n", prefix, i);
1069                     break;
1070                 case WINED3DSTT_VOLUME:
1071                     if (pshader && ps_args->shadow & (1 << i)) FIXME("Unsupported 3D shadow sampler.\n");
1072                     shader_addline(buffer, "uniform sampler3D %csampler%u;\n", prefix, i);
1073                     break;
1074                 default:
1075                     shader_addline(buffer, "uniform unsupported_sampler %csampler%u;\n", prefix, i);
1076                     FIXME("Unrecognized sampler type: %#x\n", reg_maps->sampler_type[i]);
1077                     break;
1078             }
1079         }
1080     }
1081
1082     /* Declare uniforms for NP2 texcoord fixup:
1083      * This is NOT done inside the loop that declares the texture samplers since the NP2 fixup code
1084      * is currently only used for the GeforceFX series and when forcing the ARB_npot extension off.
1085      * Modern cards just skip the code anyway, so put it inside a separate loop. */
1086     if (pshader && ps_args->np2_fixup) {
1087
1088         struct ps_np2fixup_info* const fixup = ctx_priv->cur_np2fixup_info;
1089         UINT cur = 0;
1090
1091         /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
1092          * while D3D has them in the (normalized) [0,1]x[0,1] range.
1093          * samplerNP2Fixup stores texture dimensions and is updated through
1094          * shader_glsl_load_np2fixup_constants when the sampler changes. */
1095
1096         for (i = 0; i < shader->limits.sampler; ++i)
1097         {
1098             if (reg_maps->sampler_type[i])
1099             {
1100                 if (!(ps_args->np2_fixup & (1 << i))) continue;
1101
1102                 if (WINED3DSTT_2D != reg_maps->sampler_type[i]) {
1103                     FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
1104                     continue;
1105                 }
1106
1107                 fixup->idx[i] = cur++;
1108             }
1109         }
1110
1111         fixup->num_consts = (cur + 1) >> 1;
1112         shader_addline(buffer, "uniform vec4 %csamplerNP2Fixup[%u];\n", prefix, fixup->num_consts);
1113     }
1114
1115     /* Declare address variables */
1116     for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
1117     {
1118         if (map & 1) shader_addline(buffer, "ivec4 A%u;\n", i);
1119     }
1120
1121     /* Declare texture coordinate temporaries and initialize them */
1122     for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
1123     {
1124         if (map & 1) shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i);
1125     }
1126
1127     /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
1128      * helper function shader that is linked in at link time
1129      */
1130     if (pshader && reg_maps->shader_version.major >= 3)
1131     {
1132         if (use_vs(state))
1133         {
1134             shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
1135         } else {
1136             /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
1137              * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
1138              * pixel shader that reads the fixed function color into the packed input registers.
1139              */
1140             shader_addline(buffer, "vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
1141         }
1142     }
1143
1144     /* Declare output register temporaries */
1145     if (shader->limits.packed_output)
1146         shader_addline(buffer, "vec4 OUT[%u];\n", shader->limits.packed_output);
1147
1148     /* Declare temporary variables */
1149     for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
1150     {
1151         if (map & 1) shader_addline(buffer, "vec4 R%u;\n", i);
1152     }
1153
1154     /* Declare attributes */
1155     if (reg_maps->shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
1156     {
1157         for (i = 0, map = reg_maps->input_registers; map; map >>= 1, ++i)
1158         {
1159             if (map & 1) shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
1160         }
1161     }
1162
1163     /* Declare loop registers aLx */
1164     for (i = 0; i < reg_maps->loop_depth; i++) {
1165         shader_addline(buffer, "int aL%u;\n", i);
1166         shader_addline(buffer, "int tmpInt%u;\n", i);
1167     }
1168
1169     /* Temporary variables for matrix operations */
1170     shader_addline(buffer, "vec4 tmp0;\n");
1171     shader_addline(buffer, "vec4 tmp1;\n");
1172
1173     /* Local constants use a different name so they can be loaded once at shader link time
1174      * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
1175      * float -> string conversion can cause precision loss.
1176      */
1177     if (!shader->load_local_constsF)
1178     {
1179         LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
1180         {
1181             shader_addline(buffer, "uniform vec4 %cLC%u;\n", prefix, lconst->idx);
1182         }
1183     }
1184
1185     /* Start the main program */
1186     shader_addline(buffer, "void main() {\n");
1187     if(pshader && reg_maps->vpos) {
1188         /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
1189          * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
1190          * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
1191          * precision troubles when we just subtract 0.5.
1192          *
1193          * To deal with that just floor() the position. This will eliminate the fraction on all cards.
1194          *
1195          * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
1196          *
1197          * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
1198          * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
1199          * coordinates specify the pixel centers instead of the pixel corners. This code will behave
1200          * correctly on drivers that returns integer values.
1201          */
1202         shader_addline(buffer, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
1203     }
1204 }
1205
1206 /*****************************************************************************
1207  * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
1208  *
1209  * For more information, see http://wiki.winehq.org/DirectX-Shaders
1210  ****************************************************************************/
1211
1212 /* Prototypes */
1213 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1214         const struct wined3d_shader_src_param *wined3d_src, DWORD mask, struct glsl_src_param *glsl_src);
1215
1216 /** Used for opcode modifiers - They multiply the result by the specified amount */
1217 static const char * const shift_glsl_tab[] = {
1218     "",           /*  0 (none) */
1219     "2.0 * ",     /*  1 (x2)   */
1220     "4.0 * ",     /*  2 (x4)   */
1221     "8.0 * ",     /*  3 (x8)   */
1222     "16.0 * ",    /*  4 (x16)  */
1223     "32.0 * ",    /*  5 (x32)  */
1224     "",           /*  6 (x64)  */
1225     "",           /*  7 (x128) */
1226     "",           /*  8 (d256) */
1227     "",           /*  9 (d128) */
1228     "",           /* 10 (d64)  */
1229     "",           /* 11 (d32)  */
1230     "0.0625 * ",  /* 12 (d16)  */
1231     "0.125 * ",   /* 13 (d8)   */
1232     "0.25 * ",    /* 14 (d4)   */
1233     "0.5 * "      /* 15 (d2)   */
1234 };
1235
1236 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
1237 static void shader_glsl_gen_modifier(enum wined3d_shader_src_modifier src_modifier,
1238         const char *in_reg, const char *in_regswizzle, char *out_str)
1239 {
1240     out_str[0] = 0;
1241
1242     switch (src_modifier)
1243     {
1244     case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
1245     case WINED3DSPSM_DW:
1246     case WINED3DSPSM_NONE:
1247         sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1248         break;
1249     case WINED3DSPSM_NEG:
1250         sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
1251         break;
1252     case WINED3DSPSM_NOT:
1253         sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
1254         break;
1255     case WINED3DSPSM_BIAS:
1256         sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1257         break;
1258     case WINED3DSPSM_BIASNEG:
1259         sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1260         break;
1261     case WINED3DSPSM_SIGN:
1262         sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1263         break;
1264     case WINED3DSPSM_SIGNNEG:
1265         sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1266         break;
1267     case WINED3DSPSM_COMP:
1268         sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
1269         break;
1270     case WINED3DSPSM_X2:
1271         sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
1272         break;
1273     case WINED3DSPSM_X2NEG:
1274         sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
1275         break;
1276     case WINED3DSPSM_ABS:
1277         sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
1278         break;
1279     case WINED3DSPSM_ABSNEG:
1280         sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
1281         break;
1282     default:
1283         FIXME("Unhandled modifier %u\n", src_modifier);
1284         sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1285     }
1286 }
1287
1288 /** Writes the GLSL variable name that corresponds to the register that the
1289  * DX opcode parameter is trying to access */
1290 static void shader_glsl_get_register_name(const struct wined3d_shader_register *reg,
1291         char *register_name, BOOL *is_color, const struct wined3d_shader_instruction *ins)
1292 {
1293     /* oPos, oFog and oPts in D3D */
1294     static const char * const hwrastout_reg_names[] = {"OUT[10]", "OUT[11].x", "OUT[11].y"};
1295
1296     const struct wined3d_shader *shader = ins->ctx->shader;
1297     const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1298     const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
1299     char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1300
1301     *is_color = FALSE;
1302
1303     switch (reg->type)
1304     {
1305         case WINED3DSPR_TEMP:
1306             sprintf(register_name, "R%u", reg->idx);
1307             break;
1308
1309         case WINED3DSPR_INPUT:
1310             /* vertex shaders */
1311             if (!pshader)
1312             {
1313                 struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
1314                 if (priv->cur_vs_args->swizzle_map & (1 << reg->idx)) *is_color = TRUE;
1315                 sprintf(register_name, "attrib%u", reg->idx);
1316                 break;
1317             }
1318
1319             /* pixel shaders >= 3.0 */
1320             if (reg_maps->shader_version.major >= 3)
1321             {
1322                 DWORD idx = shader->u.ps.input_reg_map[reg->idx];
1323                 unsigned int in_count = vec4_varyings(reg_maps->shader_version.major, gl_info);
1324
1325                 if (reg->rel_addr)
1326                 {
1327                     struct glsl_src_param rel_param;
1328
1329                     shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1330
1331                     /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
1332                      * operation there */
1333                     if (idx)
1334                     {
1335                         if (shader->u.ps.declared_in_count > in_count)
1336                         {
1337                             sprintf(register_name,
1338                                     "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
1339                                     rel_param.param_str, idx, in_count - 1, rel_param.param_str, idx, in_count,
1340                                     rel_param.param_str, idx);
1341                         }
1342                         else
1343                         {
1344                             sprintf(register_name, "IN[%s + %u]", rel_param.param_str, idx);
1345                         }
1346                     }
1347                     else
1348                     {
1349                         if (shader->u.ps.declared_in_count > in_count)
1350                         {
1351                             sprintf(register_name, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
1352                                     rel_param.param_str, in_count - 1, rel_param.param_str, in_count,
1353                                     rel_param.param_str);
1354                         }
1355                         else
1356                         {
1357                             sprintf(register_name, "IN[%s]", rel_param.param_str);
1358                         }
1359                     }
1360                 }
1361                 else
1362                 {
1363                     if (idx == in_count) sprintf(register_name, "gl_Color");
1364                     else if (idx == in_count + 1) sprintf(register_name, "gl_SecondaryColor");
1365                     else sprintf(register_name, "IN[%u]", idx);
1366                 }
1367             }
1368             else
1369             {
1370                 if (!reg->idx) strcpy(register_name, "gl_Color");
1371                 else strcpy(register_name, "gl_SecondaryColor");
1372                 break;
1373             }
1374             break;
1375
1376         case WINED3DSPR_CONST:
1377             {
1378                 const char prefix = pshader ? 'P' : 'V';
1379
1380                 /* Relative addressing */
1381                 if (reg->rel_addr)
1382                 {
1383                     struct glsl_src_param rel_param;
1384                     shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1385                     if (reg->idx) sprintf(register_name, "%cC[%s + %u]", prefix, rel_param.param_str, reg->idx);
1386                     else sprintf(register_name, "%cC[%s]", prefix, rel_param.param_str);
1387                 }
1388                 else
1389                 {
1390                     if (shader_constant_is_local(shader, reg->idx))
1391                         sprintf(register_name, "%cLC%u", prefix, reg->idx);
1392                     else
1393                         sprintf(register_name, "%cC[%u]", prefix, reg->idx);
1394                 }
1395             }
1396             break;
1397
1398         case WINED3DSPR_CONSTINT:
1399             if (pshader) sprintf(register_name, "PI[%u]", reg->idx);
1400             else sprintf(register_name, "VI[%u]", reg->idx);
1401             break;
1402
1403         case WINED3DSPR_CONSTBOOL:
1404             if (pshader) sprintf(register_name, "PB[%u]", reg->idx);
1405             else sprintf(register_name, "VB[%u]", reg->idx);
1406             break;
1407
1408         case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1409             if (pshader) sprintf(register_name, "T%u", reg->idx);
1410             else sprintf(register_name, "A%u", reg->idx);
1411             break;
1412
1413         case WINED3DSPR_LOOP:
1414             sprintf(register_name, "aL%u", ins->ctx->loop_state->current_reg - 1);
1415             break;
1416
1417         case WINED3DSPR_SAMPLER:
1418             if (pshader) sprintf(register_name, "Psampler%u", reg->idx);
1419             else sprintf(register_name, "Vsampler%u", reg->idx);
1420             break;
1421
1422         case WINED3DSPR_COLOROUT:
1423             if (reg->idx >= gl_info->limits.buffers)
1424                 WARN("Write to render target %u, only %d supported.\n", reg->idx, gl_info->limits.buffers);
1425
1426             sprintf(register_name, "gl_FragData[%u]", reg->idx);
1427             break;
1428
1429         case WINED3DSPR_RASTOUT:
1430             sprintf(register_name, "%s", hwrastout_reg_names[reg->idx]);
1431             break;
1432
1433         case WINED3DSPR_DEPTHOUT:
1434             sprintf(register_name, "gl_FragDepth");
1435             break;
1436
1437         case WINED3DSPR_ATTROUT:
1438             if (!reg->idx) sprintf(register_name, "OUT[8]");
1439             else sprintf(register_name, "OUT[9]");
1440             break;
1441
1442         case WINED3DSPR_TEXCRDOUT:
1443             /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1444             sprintf(register_name, "OUT[%u]", reg->idx);
1445             break;
1446
1447         case WINED3DSPR_MISCTYPE:
1448             if (!reg->idx)
1449             {
1450                 /* vPos */
1451                 sprintf(register_name, "vpos");
1452             }
1453             else if (reg->idx == 1)
1454             {
1455                 /* Note that gl_FrontFacing is a bool, while vFace is
1456                  * a float for which the sign determines front/back */
1457                 sprintf(register_name, "(gl_FrontFacing ? 1.0 : -1.0)");
1458             }
1459             else
1460             {
1461                 FIXME("Unhandled misctype register %d\n", reg->idx);
1462                 sprintf(register_name, "unrecognized_register");
1463             }
1464             break;
1465
1466         case WINED3DSPR_IMMCONST:
1467             switch (reg->immconst_type)
1468             {
1469                 case WINED3D_IMMCONST_SCALAR:
1470                     sprintf(register_name, "%.8e", *(const float *)reg->immconst_data);
1471                     break;
1472
1473                 case WINED3D_IMMCONST_VEC4:
1474                     sprintf(register_name, "vec4(%.8e, %.8e, %.8e, %.8e)",
1475                             *(const float *)&reg->immconst_data[0], *(const float *)&reg->immconst_data[1],
1476                             *(const float *)&reg->immconst_data[2], *(const float *)&reg->immconst_data[3]);
1477                     break;
1478
1479                 default:
1480                     FIXME("Unhandled immconst type %#x\n", reg->immconst_type);
1481                     sprintf(register_name, "<unhandled_immconst_type %#x>", reg->immconst_type);
1482             }
1483             break;
1484
1485         default:
1486             FIXME("Unhandled register name Type(%d)\n", reg->type);
1487             sprintf(register_name, "unrecognized_register");
1488             break;
1489     }
1490 }
1491
1492 static void shader_glsl_write_mask_to_str(DWORD write_mask, char *str)
1493 {
1494     *str++ = '.';
1495     if (write_mask & WINED3DSP_WRITEMASK_0) *str++ = 'x';
1496     if (write_mask & WINED3DSP_WRITEMASK_1) *str++ = 'y';
1497     if (write_mask & WINED3DSP_WRITEMASK_2) *str++ = 'z';
1498     if (write_mask & WINED3DSP_WRITEMASK_3) *str++ = 'w';
1499     *str = '\0';
1500 }
1501
1502 /* Get the GLSL write mask for the destination register */
1503 static DWORD shader_glsl_get_write_mask(const struct wined3d_shader_dst_param *param, char *write_mask)
1504 {
1505     DWORD mask = param->write_mask;
1506
1507     if (shader_is_scalar(&param->reg))
1508     {
1509         mask = WINED3DSP_WRITEMASK_0;
1510         *write_mask = '\0';
1511     }
1512     else
1513     {
1514         shader_glsl_write_mask_to_str(mask, write_mask);
1515     }
1516
1517     return mask;
1518 }
1519
1520 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
1521     unsigned int size = 0;
1522
1523     if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
1524     if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
1525     if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
1526     if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
1527
1528     return size;
1529 }
1530
1531 static void shader_glsl_swizzle_to_str(const DWORD swizzle, BOOL fixup, DWORD mask, char *str)
1532 {
1533     /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1534      * but addressed as "rgba". To fix this we need to swap the register's x
1535      * and z components. */
1536     const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
1537
1538     *str++ = '.';
1539     /* swizzle bits fields: wwzzyyxx */
1540     if (mask & WINED3DSP_WRITEMASK_0) *str++ = swizzle_chars[swizzle & 0x03];
1541     if (mask & WINED3DSP_WRITEMASK_1) *str++ = swizzle_chars[(swizzle >> 2) & 0x03];
1542     if (mask & WINED3DSP_WRITEMASK_2) *str++ = swizzle_chars[(swizzle >> 4) & 0x03];
1543     if (mask & WINED3DSP_WRITEMASK_3) *str++ = swizzle_chars[(swizzle >> 6) & 0x03];
1544     *str = '\0';
1545 }
1546
1547 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param *param,
1548         BOOL fixup, DWORD mask, char *swizzle_str)
1549 {
1550     if (shader_is_scalar(&param->reg))
1551         *swizzle_str = '\0';
1552     else
1553         shader_glsl_swizzle_to_str(param->swizzle, fixup, mask, swizzle_str);
1554 }
1555
1556 /* From a given parameter token, generate the corresponding GLSL string.
1557  * Also, return the actual register name and swizzle in case the
1558  * caller needs this information as well. */
1559 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1560         const struct wined3d_shader_src_param *wined3d_src, DWORD mask, struct glsl_src_param *glsl_src)
1561 {
1562     BOOL is_color = FALSE;
1563     char swizzle_str[6];
1564
1565     glsl_src->reg_name[0] = '\0';
1566     glsl_src->param_str[0] = '\0';
1567     swizzle_str[0] = '\0';
1568
1569     shader_glsl_get_register_name(&wined3d_src->reg, glsl_src->reg_name, &is_color, ins);
1570     shader_glsl_get_swizzle(wined3d_src, is_color, mask, swizzle_str);
1571     shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, glsl_src->param_str);
1572 }
1573
1574 /* From a given parameter token, generate the corresponding GLSL string.
1575  * Also, return the actual register name and swizzle in case the
1576  * caller needs this information as well. */
1577 static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction *ins,
1578         const struct wined3d_shader_dst_param *wined3d_dst, struct glsl_dst_param *glsl_dst)
1579 {
1580     BOOL is_color = FALSE;
1581
1582     glsl_dst->mask_str[0] = '\0';
1583     glsl_dst->reg_name[0] = '\0';
1584
1585     shader_glsl_get_register_name(&wined3d_dst->reg, glsl_dst->reg_name, &is_color, ins);
1586     return shader_glsl_get_write_mask(wined3d_dst, glsl_dst->mask_str);
1587 }
1588
1589 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1590 static DWORD shader_glsl_append_dst_ext(struct wined3d_shader_buffer *buffer,
1591         const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *dst)
1592 {
1593     struct glsl_dst_param glsl_dst;
1594     DWORD mask;
1595
1596     mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst);
1597     if (mask) shader_addline(buffer, "%s%s = %s(", glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
1598
1599     return mask;
1600 }
1601
1602 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1603 static DWORD shader_glsl_append_dst(struct wined3d_shader_buffer *buffer, const struct wined3d_shader_instruction *ins)
1604 {
1605     return shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
1606 }
1607
1608 /** Process GLSL instruction modifiers */
1609 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins)
1610 {
1611     struct glsl_dst_param dst_param;
1612     DWORD modifiers;
1613
1614     if (!ins->dst_count) return;
1615
1616     modifiers = ins->dst[0].modifiers;
1617     if (!modifiers) return;
1618
1619     shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
1620
1621     if (modifiers & WINED3DSPDM_SATURATE)
1622     {
1623         /* _SAT means to clamp the value of the register to between 0 and 1 */
1624         shader_addline(ins->ctx->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
1625                 dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
1626     }
1627
1628     if (modifiers & WINED3DSPDM_MSAMPCENTROID)
1629     {
1630         FIXME("_centroid modifier not handled\n");
1631     }
1632
1633     if (modifiers & WINED3DSPDM_PARTIALPRECISION)
1634     {
1635         /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1636     }
1637 }
1638
1639 static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op)
1640 {
1641     switch (op)
1642     {
1643         case WINED3D_SHADER_REL_OP_GT: return ">";
1644         case WINED3D_SHADER_REL_OP_EQ: return "==";
1645         case WINED3D_SHADER_REL_OP_GE: return ">=";
1646         case WINED3D_SHADER_REL_OP_LT: return "<";
1647         case WINED3D_SHADER_REL_OP_NE: return "!=";
1648         case WINED3D_SHADER_REL_OP_LE: return "<=";
1649         default:
1650             FIXME("Unrecognized operator %#x.\n", op);
1651             return "(\?\?)";
1652     }
1653 }
1654
1655 static void shader_glsl_get_sample_function(const struct wined3d_shader_context *ctx,
1656         DWORD sampler_idx, DWORD flags, struct glsl_sample_function *sample_function)
1657 {
1658     enum wined3d_sampler_texture_type sampler_type = ctx->reg_maps->sampler_type[sampler_idx];
1659     const struct wined3d_gl_info *gl_info = ctx->gl_info;
1660     BOOL shadow = shader_is_pshader_version(ctx->reg_maps->shader_version.type)
1661             && (((const struct shader_glsl_ctx_priv *)ctx->backend_data)->cur_ps_args->shadow & (1 << sampler_idx));
1662     BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
1663     BOOL texrect = flags & WINED3D_GLSL_SAMPLE_RECT;
1664     BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD;
1665     BOOL grad = flags & WINED3D_GLSL_SAMPLE_GRAD;
1666
1667     /* Note that there's no such thing as a projected cube texture. */
1668     switch(sampler_type) {
1669         case WINED3DSTT_1D:
1670             if (shadow)
1671             {
1672                 if (lod)
1673                 {
1674                     sample_function->name = projected ? "shadow1DProjLod" : "shadow1DLod";
1675                 }
1676                 else if (grad)
1677                 {
1678                     if (gl_info->supported[EXT_GPU_SHADER4])
1679                         sample_function->name = projected ? "shadow1DProjGrad" : "shadow1DGrad";
1680                     else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1681                         sample_function->name = projected ? "shadow1DProjGradARB" : "shadow1DGradARB";
1682                     else
1683                     {
1684                         FIXME("Unsupported 1D shadow grad function.\n");
1685                         sample_function->name = "unsupported1DGrad";
1686                     }
1687                 }
1688                 else
1689                 {
1690                     sample_function->name = projected ? "shadow1DProj" : "shadow1D";
1691                 }
1692                 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1693             }
1694             else
1695             {
1696                 if (lod)
1697                 {
1698                     sample_function->name = projected ? "texture1DProjLod" : "texture1DLod";
1699                 }
1700                 else if (grad)
1701                 {
1702                     if (gl_info->supported[EXT_GPU_SHADER4])
1703                         sample_function->name = projected ? "texture1DProjGrad" : "texture1DGrad";
1704                     else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1705                         sample_function->name = projected ? "texture1DProjGradARB" : "texture1DGradARB";
1706                     else
1707                     {
1708                         FIXME("Unsupported 1D grad function.\n");
1709                         sample_function->name = "unsupported1DGrad";
1710                     }
1711                 }
1712                 else
1713                 {
1714                     sample_function->name = projected ? "texture1DProj" : "texture1D";
1715                 }
1716                 sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
1717             }
1718             break;
1719
1720         case WINED3DSTT_2D:
1721             if (shadow)
1722             {
1723                 if (texrect)
1724                 {
1725                     if (lod)
1726                     {
1727                         sample_function->name = projected ? "shadow2DRectProjLod" : "shadow2DRectLod";
1728                     }
1729                     else if (grad)
1730                     {
1731                         if (gl_info->supported[EXT_GPU_SHADER4])
1732                             sample_function->name = projected ? "shadow2DRectProjGrad" : "shadow2DRectGrad";
1733                         else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1734                             sample_function->name = projected ? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
1735                         else
1736                         {
1737                             FIXME("Unsupported RECT shadow grad function.\n");
1738                             sample_function->name = "unsupported2DRectGrad";
1739                         }
1740                     }
1741                     else
1742                     {
1743                         sample_function->name = projected ? "shadow2DRectProj" : "shadow2DRect";
1744                     }
1745                 }
1746                 else
1747                 {
1748                     if (lod)
1749                     {
1750                         sample_function->name = projected ? "shadow2DProjLod" : "shadow2DLod";
1751                     }
1752                     else if (grad)
1753                     {
1754                         if (gl_info->supported[EXT_GPU_SHADER4])
1755                             sample_function->name = projected ? "shadow2DProjGrad" : "shadow2DGrad";
1756                         else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1757                             sample_function->name = projected ? "shadow2DProjGradARB" : "shadow2DGradARB";
1758                         else
1759                         {
1760                             FIXME("Unsupported 2D shadow grad function.\n");
1761                             sample_function->name = "unsupported2DGrad";
1762                         }
1763                     }
1764                     else
1765                     {
1766                         sample_function->name = projected ? "shadow2DProj" : "shadow2D";
1767                     }
1768                 }
1769                 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1770             }
1771             else
1772             {
1773                 if (texrect)
1774                 {
1775                     if (lod)
1776                     {
1777                         sample_function->name = projected ? "texture2DRectProjLod" : "texture2DRectLod";
1778                     }
1779                     else if (grad)
1780                     {
1781                         if (gl_info->supported[EXT_GPU_SHADER4])
1782                             sample_function->name = projected ? "texture2DRectProjGrad" : "texture2DRectGrad";
1783                         else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1784                             sample_function->name = projected ? "texture2DRectProjGradARB" : "texture2DRectGradARB";
1785                         else
1786                         {
1787                             FIXME("Unsupported RECT grad function.\n");
1788                             sample_function->name = "unsupported2DRectGrad";
1789                         }
1790                     }
1791                     else
1792                     {
1793                         sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
1794                     }
1795                 }
1796                 else
1797                 {
1798                     if (lod)
1799                     {
1800                         sample_function->name = projected ? "texture2DProjLod" : "texture2DLod";
1801                     }
1802                     else if (grad)
1803                     {
1804                         if (gl_info->supported[EXT_GPU_SHADER4])
1805                             sample_function->name = projected ? "texture2DProjGrad" : "texture2DGrad";
1806                         else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1807                             sample_function->name = projected ? "texture2DProjGradARB" : "texture2DGradARB";
1808                         else
1809                         {
1810                             FIXME("Unsupported 2D grad function.\n");
1811                             sample_function->name = "unsupported2DGrad";
1812                         }
1813                     }
1814                     else
1815                     {
1816                         sample_function->name = projected ? "texture2DProj" : "texture2D";
1817                     }
1818                 }
1819                 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1820             }
1821             break;
1822
1823         case WINED3DSTT_CUBE:
1824             if (shadow)
1825             {
1826                 FIXME("Unsupported Cube shadow function.\n");
1827                 sample_function->name = "unsupportedCubeShadow";
1828                 sample_function->coord_mask = 0;
1829             }
1830             else
1831             {
1832                 if (lod)
1833                 {
1834                     sample_function->name = "textureCubeLod";
1835                 }
1836                 else if (grad)
1837                 {
1838                     if (gl_info->supported[EXT_GPU_SHADER4])
1839                         sample_function->name = "textureCubeGrad";
1840                     else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1841                         sample_function->name = "textureCubeGradARB";
1842                     else
1843                     {
1844                         FIXME("Unsupported Cube grad function.\n");
1845                         sample_function->name = "unsupportedCubeGrad";
1846                     }
1847                 }
1848                 else
1849                 {
1850                     sample_function->name = "textureCube";
1851                 }
1852                 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1853             }
1854             break;
1855
1856         case WINED3DSTT_VOLUME:
1857             if (shadow)
1858             {
1859                 FIXME("Unsupported 3D shadow function.\n");
1860                 sample_function->name = "unsupported3DShadow";
1861                 sample_function->coord_mask = 0;
1862             }
1863             else
1864             {
1865                 if (lod)
1866                 {
1867                     sample_function->name = projected ? "texture3DProjLod" : "texture3DLod";
1868                 }
1869                 else  if (grad)
1870                 {
1871                     if (gl_info->supported[EXT_GPU_SHADER4])
1872                         sample_function->name = projected ? "texture3DProjGrad" : "texture3DGrad";
1873                     else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1874                         sample_function->name = projected ? "texture3DProjGradARB" : "texture3DGradARB";
1875                     else
1876                     {
1877                         FIXME("Unsupported 3D grad function.\n");
1878                         sample_function->name = "unsupported3DGrad";
1879                     }
1880                 }
1881                 else
1882                 {
1883                     sample_function->name = projected ? "texture3DProj" : "texture3D";
1884                 }
1885                 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1886             }
1887             break;
1888
1889         default:
1890             sample_function->name = "";
1891             sample_function->coord_mask = 0;
1892             FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
1893             break;
1894     }
1895 }
1896
1897 static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
1898         BOOL sign_fixup, enum fixup_channel_source channel_source)
1899 {
1900     switch(channel_source)
1901     {
1902         case CHANNEL_SOURCE_ZERO:
1903             strcat(arguments, "0.0");
1904             break;
1905
1906         case CHANNEL_SOURCE_ONE:
1907             strcat(arguments, "1.0");
1908             break;
1909
1910         case CHANNEL_SOURCE_X:
1911             strcat(arguments, reg_name);
1912             strcat(arguments, ".x");
1913             break;
1914
1915         case CHANNEL_SOURCE_Y:
1916             strcat(arguments, reg_name);
1917             strcat(arguments, ".y");
1918             break;
1919
1920         case CHANNEL_SOURCE_Z:
1921             strcat(arguments, reg_name);
1922             strcat(arguments, ".z");
1923             break;
1924
1925         case CHANNEL_SOURCE_W:
1926             strcat(arguments, reg_name);
1927             strcat(arguments, ".w");
1928             break;
1929
1930         default:
1931             FIXME("Unhandled channel source %#x\n", channel_source);
1932             strcat(arguments, "undefined");
1933             break;
1934     }
1935
1936     if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
1937 }
1938
1939 static void shader_glsl_color_correction(const struct wined3d_shader_instruction *ins, struct color_fixup_desc fixup)
1940 {
1941     struct wined3d_shader_dst_param dst;
1942     unsigned int mask_size, remaining;
1943     struct glsl_dst_param dst_param;
1944     char arguments[256];
1945     DWORD mask;
1946
1947     mask = 0;
1948     if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1949     if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1950     if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1951     if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1952     mask &= ins->dst[0].write_mask;
1953
1954     if (!mask) return; /* Nothing to do */
1955
1956     if (is_complex_fixup(fixup))
1957     {
1958         enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1959         FIXME("Complex fixup (%#x) not supported\n",complex_fixup);
1960         return;
1961     }
1962
1963     mask_size = shader_glsl_get_write_mask_size(mask);
1964
1965     dst = ins->dst[0];
1966     dst.write_mask = mask;
1967     shader_glsl_add_dst_param(ins, &dst, &dst_param);
1968
1969     arguments[0] = '\0';
1970     remaining = mask_size;
1971     if (mask & WINED3DSP_WRITEMASK_0)
1972     {
1973         shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.x_sign_fixup, fixup.x_source);
1974         if (--remaining) strcat(arguments, ", ");
1975     }
1976     if (mask & WINED3DSP_WRITEMASK_1)
1977     {
1978         shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.y_sign_fixup, fixup.y_source);
1979         if (--remaining) strcat(arguments, ", ");
1980     }
1981     if (mask & WINED3DSP_WRITEMASK_2)
1982     {
1983         shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.z_sign_fixup, fixup.z_source);
1984         if (--remaining) strcat(arguments, ", ");
1985     }
1986     if (mask & WINED3DSP_WRITEMASK_3)
1987     {
1988         shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.w_sign_fixup, fixup.w_source);
1989         if (--remaining) strcat(arguments, ", ");
1990     }
1991
1992     if (mask_size > 1)
1993     {
1994         shader_addline(ins->ctx->buffer, "%s%s = vec%u(%s);\n",
1995                 dst_param.reg_name, dst_param.mask_str, mask_size, arguments);
1996     }
1997     else
1998     {
1999         shader_addline(ins->ctx->buffer, "%s%s = %s;\n", dst_param.reg_name, dst_param.mask_str, arguments);
2000     }
2001 }
2002
2003 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins,
2004         DWORD sampler, const struct glsl_sample_function *sample_function, DWORD swizzle,
2005         const char *dx, const char *dy, const char *bias, const char *coord_reg_fmt, ...)
2006 {
2007     const char *sampler_base;
2008     char dst_swizzle[6];
2009     struct color_fixup_desc fixup;
2010     BOOL np2_fixup = FALSE;
2011     va_list args;
2012
2013     shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
2014
2015     if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
2016     {
2017         const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
2018         fixup = priv->cur_ps_args->color_fixup[sampler];
2019         sampler_base = "Psampler";
2020
2021         if(priv->cur_ps_args->np2_fixup & (1 << sampler)) {
2022             if(bias) {
2023                 FIXME("Biased sampling from NP2 textures is unsupported\n");
2024             } else {
2025                 np2_fixup = TRUE;
2026             }
2027         }
2028     } else {
2029         sampler_base = "Vsampler";
2030         fixup = COLOR_FIXUP_IDENTITY; /* FIXME: Vshader color fixup */
2031     }
2032
2033     shader_glsl_append_dst(ins->ctx->buffer, ins);
2034
2035     shader_addline(ins->ctx->buffer, "%s(%s%u, ", sample_function->name, sampler_base, sampler);
2036
2037     va_start(args, coord_reg_fmt);
2038     shader_vaddline(ins->ctx->buffer, coord_reg_fmt, args);
2039     va_end(args);
2040
2041     if(bias) {
2042         shader_addline(ins->ctx->buffer, ", %s)%s);\n", bias, dst_swizzle);
2043     } else {
2044         if (np2_fixup) {
2045             const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
2046             const unsigned char idx = priv->cur_np2fixup_info->idx[sampler];
2047
2048             shader_addline(ins->ctx->buffer, " * PsamplerNP2Fixup[%u].%s)%s);\n", idx >> 1,
2049                            (idx % 2) ? "zw" : "xy", dst_swizzle);
2050         } else if(dx && dy) {
2051             shader_addline(ins->ctx->buffer, ", %s, %s)%s);\n", dx, dy, dst_swizzle);
2052         } else {
2053             shader_addline(ins->ctx->buffer, ")%s);\n", dst_swizzle);
2054         }
2055     }
2056
2057     if(!is_identity_fixup(fixup)) {
2058         shader_glsl_color_correction(ins, fixup);
2059     }
2060 }
2061
2062 /*****************************************************************************
2063  * Begin processing individual instruction opcodes
2064  ****************************************************************************/
2065
2066 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
2067 static void shader_glsl_arith(const struct wined3d_shader_instruction *ins)
2068 {
2069     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2070     struct glsl_src_param src0_param;
2071     struct glsl_src_param src1_param;
2072     DWORD write_mask;
2073     char op;
2074
2075     /* Determine the GLSL operator to use based on the opcode */
2076     switch (ins->handler_idx)
2077     {
2078         case WINED3DSIH_MUL: op = '*'; break;
2079         case WINED3DSIH_ADD: op = '+'; break;
2080         case WINED3DSIH_SUB: op = '-'; break;
2081         default:
2082             op = ' ';
2083             FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
2084             break;
2085     }
2086
2087     write_mask = shader_glsl_append_dst(buffer, ins);
2088     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2089     shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2090     shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
2091 }
2092
2093 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
2094 static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
2095 {
2096     const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
2097     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2098     struct glsl_src_param src0_param;
2099     DWORD write_mask;
2100
2101     write_mask = shader_glsl_append_dst(buffer, ins);
2102     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2103
2104     /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
2105      * shader versions WINED3DSIO_MOVA is used for this. */
2106     if (ins->ctx->reg_maps->shader_version.major == 1
2107             && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
2108             && ins->dst[0].reg.type == WINED3DSPR_ADDR)
2109     {
2110         /* This is a simple floor() */
2111         unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2112         if (mask_size > 1) {
2113             shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
2114         } else {
2115             shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
2116         }
2117     }
2118     else if(ins->handler_idx == WINED3DSIH_MOVA)
2119     {
2120         /* We need to *round* to the nearest int here. */
2121         unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2122
2123         if (gl_info->supported[EXT_GPU_SHADER4])
2124         {
2125             if (mask_size > 1)
2126                 shader_addline(buffer, "ivec%d(round(%s)));\n", mask_size, src0_param.param_str);
2127             else
2128                 shader_addline(buffer, "int(round(%s)));\n", src0_param.param_str);
2129         }
2130         else
2131         {
2132             if (mask_size > 1)
2133                 shader_addline(buffer, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
2134                         mask_size, src0_param.param_str, mask_size, src0_param.param_str);
2135             else
2136                 shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
2137                         src0_param.param_str, src0_param.param_str);
2138         }
2139     }
2140     else
2141     {
2142         shader_addline(buffer, "%s);\n", src0_param.param_str);
2143     }
2144 }
2145
2146 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
2147 static void shader_glsl_dot(const struct wined3d_shader_instruction *ins)
2148 {
2149     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2150     struct glsl_src_param src0_param;
2151     struct glsl_src_param src1_param;
2152     DWORD dst_write_mask, src_write_mask;
2153     unsigned int dst_size = 0;
2154
2155     dst_write_mask = shader_glsl_append_dst(buffer, ins);
2156     dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
2157
2158     /* dp3 works on vec3, dp4 on vec4 */
2159     if (ins->handler_idx == WINED3DSIH_DP4)
2160     {
2161         src_write_mask = WINED3DSP_WRITEMASK_ALL;
2162     } else {
2163         src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2164     }
2165
2166     shader_glsl_add_src_param(ins, &ins->src[0], src_write_mask, &src0_param);
2167     shader_glsl_add_src_param(ins, &ins->src[1], src_write_mask, &src1_param);
2168
2169     if (dst_size > 1) {
2170         shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
2171     } else {
2172         shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
2173     }
2174 }
2175
2176 /* Note that this instruction has some restrictions. The destination write mask
2177  * can't contain the w component, and the source swizzles have to be .xyzw */
2178 static void shader_glsl_cross(const struct wined3d_shader_instruction *ins)
2179 {
2180     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2181     struct glsl_src_param src0_param;
2182     struct glsl_src_param src1_param;
2183     char dst_mask[6];
2184
2185     shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2186     shader_glsl_append_dst(ins->ctx->buffer, ins);
2187     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2188     shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
2189     shader_addline(ins->ctx->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
2190 }
2191
2192 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
2193  * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
2194  * GLSL uses the value as-is. */
2195 static void shader_glsl_pow(const struct wined3d_shader_instruction *ins)
2196 {
2197     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2198     struct glsl_src_param src0_param;
2199     struct glsl_src_param src1_param;
2200     DWORD dst_write_mask;
2201     unsigned int dst_size;
2202
2203     dst_write_mask = shader_glsl_append_dst(buffer, ins);
2204     dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
2205
2206     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2207     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2208
2209     if (dst_size > 1)
2210     {
2211         shader_addline(buffer, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
2212                 dst_size, src1_param.param_str, src0_param.param_str, src1_param.param_str);
2213     }
2214     else
2215     {
2216         shader_addline(buffer, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
2217                 src1_param.param_str, src0_param.param_str, src1_param.param_str);
2218     }
2219 }
2220
2221 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
2222  * Src0 is a scalar. Note that D3D uses the absolute of src0, while
2223  * GLSL uses the value as-is. */
2224 static void shader_glsl_log(const struct wined3d_shader_instruction *ins)
2225 {
2226     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2227     struct glsl_src_param src0_param;
2228     DWORD dst_write_mask;
2229     unsigned int dst_size;
2230
2231     dst_write_mask = shader_glsl_append_dst(buffer, ins);
2232     dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
2233
2234     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2235
2236     if (dst_size > 1)
2237     {
2238         shader_addline(buffer, "vec%u(log2(abs(%s))));\n",
2239                 dst_size, src0_param.param_str);
2240     }
2241     else
2242     {
2243         shader_addline(buffer, "log2(abs(%s)));\n",
2244                 src0_param.param_str);
2245     }
2246 }
2247
2248 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
2249 static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
2250 {
2251     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2252     struct glsl_src_param src_param;
2253     const char *instruction;
2254     DWORD write_mask;
2255     unsigned i;
2256
2257     /* Determine the GLSL function to use based on the opcode */
2258     /* TODO: Possibly make this a table for faster lookups */
2259     switch (ins->handler_idx)
2260     {
2261         case WINED3DSIH_MIN: instruction = "min"; break;
2262         case WINED3DSIH_MAX: instruction = "max"; break;
2263         case WINED3DSIH_ABS: instruction = "abs"; break;
2264         case WINED3DSIH_FRC: instruction = "fract"; break;
2265         case WINED3DSIH_EXP: instruction = "exp2"; break;
2266         case WINED3DSIH_DSX: instruction = "dFdx"; break;
2267         case WINED3DSIH_DSY: instruction = "ycorrection.y * dFdy"; break;
2268         default: instruction = "";
2269             FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
2270             break;
2271     }
2272
2273     write_mask = shader_glsl_append_dst(buffer, ins);
2274
2275     shader_addline(buffer, "%s(", instruction);
2276
2277     if (ins->src_count)
2278     {
2279         shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
2280         shader_addline(buffer, "%s", src_param.param_str);
2281         for (i = 1; i < ins->src_count; ++i)
2282         {
2283             shader_glsl_add_src_param(ins, &ins->src[i], write_mask, &src_param);
2284             shader_addline(buffer, ", %s", src_param.param_str);
2285         }
2286     }
2287
2288     shader_addline(buffer, "));\n");
2289 }
2290
2291 static void shader_glsl_nrm(const struct wined3d_shader_instruction *ins)
2292 {
2293     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2294     struct glsl_src_param src_param;
2295     unsigned int mask_size;
2296     DWORD write_mask;
2297     char dst_mask[6];
2298
2299     write_mask = shader_glsl_get_write_mask(ins->dst, dst_mask);
2300     mask_size = shader_glsl_get_write_mask_size(write_mask);
2301     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
2302
2303     shader_addline(buffer, "tmp0.x = dot(%s, %s);\n",
2304             src_param.param_str, src_param.param_str);
2305     shader_glsl_append_dst(buffer, ins);
2306
2307     if (mask_size > 1)
2308     {
2309         shader_addline(buffer, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
2310                 mask_size, src_param.param_str);
2311     }
2312     else
2313     {
2314         shader_addline(buffer, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n",
2315                 src_param.param_str);
2316     }
2317 }
2318
2319 /** Process the WINED3DSIO_EXPP instruction in GLSL:
2320  * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
2321  *   dst.x = 2^(floor(src))
2322  *   dst.y = src - floor(src)
2323  *   dst.z = 2^src   (partial precision is allowed, but optional)
2324  *   dst.w = 1.0;
2325  * For 2.0 shaders, just do this (honoring writemask and swizzle):
2326  *   dst = 2^src;    (partial precision is allowed, but optional)
2327  */
2328 static void shader_glsl_expp(const struct wined3d_shader_instruction *ins)
2329 {
2330     struct glsl_src_param src_param;
2331
2332     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
2333
2334     if (ins->ctx->reg_maps->shader_version.major < 2)
2335     {
2336         char dst_mask[6];
2337
2338         shader_addline(ins->ctx->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
2339         shader_addline(ins->ctx->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
2340         shader_addline(ins->ctx->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
2341         shader_addline(ins->ctx->buffer, "tmp0.w = 1.0;\n");
2342
2343         shader_glsl_append_dst(ins->ctx->buffer, ins);
2344         shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2345         shader_addline(ins->ctx->buffer, "tmp0%s);\n", dst_mask);
2346     } else {
2347         DWORD write_mask;
2348         unsigned int mask_size;
2349
2350         write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2351         mask_size = shader_glsl_get_write_mask_size(write_mask);
2352
2353         if (mask_size > 1) {
2354             shader_addline(ins->ctx->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
2355         } else {
2356             shader_addline(ins->ctx->buffer, "exp2(%s));\n", src_param.param_str);
2357         }
2358     }
2359 }
2360
2361 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
2362 static void shader_glsl_rcp(const struct wined3d_shader_instruction *ins)
2363 {
2364     struct glsl_src_param src_param;
2365     DWORD write_mask;
2366     unsigned int mask_size;
2367
2368     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2369     mask_size = shader_glsl_get_write_mask_size(write_mask);
2370     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
2371
2372     if (mask_size > 1)
2373     {
2374         shader_addline(ins->ctx->buffer, "vec%u(1.0 / %s));\n",
2375                 mask_size, src_param.param_str);
2376     }
2377     else
2378     {
2379         shader_addline(ins->ctx->buffer, "1.0 / %s);\n",
2380                 src_param.param_str);
2381     }
2382 }
2383
2384 static void shader_glsl_rsq(const struct wined3d_shader_instruction *ins)
2385 {
2386     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2387     struct glsl_src_param src_param;
2388     DWORD write_mask;
2389     unsigned int mask_size;
2390
2391     write_mask = shader_glsl_append_dst(buffer, ins);
2392     mask_size = shader_glsl_get_write_mask_size(write_mask);
2393
2394     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
2395
2396     if (mask_size > 1)
2397     {
2398         shader_addline(buffer, "vec%u(inversesqrt(abs(%s))));\n",
2399                 mask_size, src_param.param_str);
2400     }
2401     else
2402     {
2403         shader_addline(buffer, "inversesqrt(abs(%s)));\n",
2404                 src_param.param_str);
2405     }
2406 }
2407
2408 /** Process signed comparison opcodes in GLSL. */
2409 static void shader_glsl_compare(const struct wined3d_shader_instruction *ins)
2410 {
2411     struct glsl_src_param src0_param;
2412     struct glsl_src_param src1_param;
2413     DWORD write_mask;
2414     unsigned int mask_size;
2415
2416     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2417     mask_size = shader_glsl_get_write_mask_size(write_mask);
2418     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2419     shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2420
2421     if (mask_size > 1) {
2422         const char *compare;
2423
2424         switch(ins->handler_idx)
2425         {
2426             case WINED3DSIH_SLT: compare = "lessThan"; break;
2427             case WINED3DSIH_SGE: compare = "greaterThanEqual"; break;
2428             default: compare = "";
2429                 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
2430         }
2431
2432         shader_addline(ins->ctx->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
2433                 src0_param.param_str, src1_param.param_str);
2434     } else {
2435         switch(ins->handler_idx)
2436         {
2437             case WINED3DSIH_SLT:
2438                 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
2439                  * to return 0.0 but step returns 1.0 because step is not < x
2440                  * An alternative is a bvec compare padded with an unused second component.
2441                  * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
2442                  * issue. Playing with not() is not possible either because not() does not accept
2443                  * a scalar.
2444                  */
2445                 shader_addline(ins->ctx->buffer, "(%s < %s) ? 1.0 : 0.0);\n",
2446                         src0_param.param_str, src1_param.param_str);
2447                 break;
2448             case WINED3DSIH_SGE:
2449                 /* Here we can use the step() function and safe a conditional */
2450                 shader_addline(ins->ctx->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
2451                 break;
2452             default:
2453                 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
2454         }
2455
2456     }
2457 }
2458
2459 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
2460 static void shader_glsl_cmp(const struct wined3d_shader_instruction *ins)
2461 {
2462     struct glsl_src_param src0_param;
2463     struct glsl_src_param src1_param;
2464     struct glsl_src_param src2_param;
2465     DWORD write_mask, cmp_channel = 0;
2466     unsigned int i, j;
2467     char mask_char[6];
2468     BOOL temp_destination = FALSE;
2469
2470     if (shader_is_scalar(&ins->src[0].reg))
2471     {
2472         write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2473
2474         shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2475         shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2476         shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2477
2478         shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
2479                        src0_param.param_str, src1_param.param_str, src2_param.param_str);
2480     } else {
2481         DWORD dst_mask = ins->dst[0].write_mask;
2482         struct wined3d_shader_dst_param dst = ins->dst[0];
2483
2484         /* Cycle through all source0 channels */
2485         for (i=0; i<4; i++) {
2486             write_mask = 0;
2487             /* Find the destination channels which use the current source0 channel */
2488             for (j=0; j<4; j++) {
2489                 if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2490                 {
2491                     write_mask |= WINED3DSP_WRITEMASK_0 << j;
2492                     cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2493                 }
2494             }
2495             dst.write_mask = dst_mask & write_mask;
2496
2497             /* Splitting the cmp instruction up in multiple lines imposes a problem:
2498             * The first lines may overwrite source parameters of the following lines.
2499             * Deal with that by using a temporary destination register if needed
2500             */
2501             if ((ins->src[0].reg.idx == ins->dst[0].reg.idx
2502                     && ins->src[0].reg.type == ins->dst[0].reg.type)
2503                     || (ins->src[1].reg.idx == ins->dst[0].reg.idx
2504                     && ins->src[1].reg.type == ins->dst[0].reg.type)
2505                     || (ins->src[2].reg.idx == ins->dst[0].reg.idx
2506                     && ins->src[2].reg.type == ins->dst[0].reg.type))
2507             {
2508                 write_mask = shader_glsl_get_write_mask(&dst, mask_char);
2509                 if (!write_mask) continue;
2510                 shader_addline(ins->ctx->buffer, "tmp0%s = (", mask_char);
2511                 temp_destination = TRUE;
2512             } else {
2513                 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2514                 if (!write_mask) continue;
2515             }
2516
2517             shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2518             shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2519             shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2520
2521             shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
2522                         src0_param.param_str, src1_param.param_str, src2_param.param_str);
2523         }
2524
2525         if(temp_destination) {
2526             shader_glsl_get_write_mask(&ins->dst[0], mask_char);
2527             shader_glsl_append_dst(ins->ctx->buffer, ins);
2528             shader_addline(ins->ctx->buffer, "tmp0%s);\n", mask_char);
2529         }
2530     }
2531
2532 }
2533
2534 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
2535 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
2536  * the compare is done per component of src0. */
2537 static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins)
2538 {
2539     struct wined3d_shader_dst_param dst;
2540     struct glsl_src_param src0_param;
2541     struct glsl_src_param src1_param;
2542     struct glsl_src_param src2_param;
2543     DWORD write_mask, cmp_channel = 0;
2544     unsigned int i, j;
2545     DWORD dst_mask;
2546     DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2547             ins->ctx->reg_maps->shader_version.minor);
2548
2549     if (shader_version < WINED3D_SHADER_VERSION(1, 4))
2550     {
2551         write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2552         shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2553         shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2554         shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2555
2556         /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
2557         if (ins->coissue)
2558         {
2559             shader_addline(ins->ctx->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
2560         } else {
2561             shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2562                     src0_param.param_str, src1_param.param_str, src2_param.param_str);
2563         }
2564         return;
2565     }
2566     /* Cycle through all source0 channels */
2567     dst_mask = ins->dst[0].write_mask;
2568     dst = ins->dst[0];
2569     for (i=0; i<4; i++) {
2570         write_mask = 0;
2571         /* Find the destination channels which use the current source0 channel */
2572         for (j=0; j<4; j++) {
2573             if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2574             {
2575                 write_mask |= WINED3DSP_WRITEMASK_0 << j;
2576                 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2577             }
2578         }
2579
2580         dst.write_mask = dst_mask & write_mask;
2581         write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2582         if (!write_mask) continue;
2583
2584         shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2585         shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2586         shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2587
2588         shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2589                 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2590     }
2591 }
2592
2593 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
2594 static void shader_glsl_mad(const struct wined3d_shader_instruction *ins)
2595 {
2596     struct glsl_src_param src0_param;
2597     struct glsl_src_param src1_param;
2598     struct glsl_src_param src2_param;
2599     DWORD write_mask;
2600
2601     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2602     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2603     shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2604     shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2605     shader_addline(ins->ctx->buffer, "(%s * %s) + %s);\n",
2606             src0_param.param_str, src1_param.param_str, src2_param.param_str);
2607 }
2608
2609 /* Handles transforming all WINED3DSIO_M?x? opcodes for
2610    Vertex shaders to GLSL codes */
2611 static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
2612 {
2613     int i;
2614     int nComponents = 0;
2615     struct wined3d_shader_dst_param tmp_dst = {{0}};
2616     struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2617     struct wined3d_shader_instruction tmp_ins;
2618
2619     memset(&tmp_ins, 0, sizeof(tmp_ins));
2620
2621     /* Set constants for the temporary argument */
2622     tmp_ins.ctx = ins->ctx;
2623     tmp_ins.dst_count = 1;
2624     tmp_ins.dst = &tmp_dst;
2625     tmp_ins.src_count = 2;
2626     tmp_ins.src = tmp_src;
2627
2628     switch(ins->handler_idx)
2629     {
2630         case WINED3DSIH_M4x4:
2631             nComponents = 4;
2632             tmp_ins.handler_idx = WINED3DSIH_DP4;
2633             break;
2634         case WINED3DSIH_M4x3:
2635             nComponents = 3;
2636             tmp_ins.handler_idx = WINED3DSIH_DP4;
2637             break;
2638         case WINED3DSIH_M3x4:
2639             nComponents = 4;
2640             tmp_ins.handler_idx = WINED3DSIH_DP3;
2641             break;
2642         case WINED3DSIH_M3x3:
2643             nComponents = 3;
2644             tmp_ins.handler_idx = WINED3DSIH_DP3;
2645             break;
2646         case WINED3DSIH_M3x2:
2647             nComponents = 2;
2648             tmp_ins.handler_idx = WINED3DSIH_DP3;
2649             break;
2650         default:
2651             break;
2652     }
2653
2654     tmp_dst = ins->dst[0];
2655     tmp_src[0] = ins->src[0];
2656     tmp_src[1] = ins->src[1];
2657     for (i = 0; i < nComponents; ++i)
2658     {
2659         tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2660         shader_glsl_dot(&tmp_ins);
2661         ++tmp_src[1].reg.idx;
2662     }
2663 }
2664
2665 /**
2666     The LRP instruction performs a component-wise linear interpolation
2667     between the second and third operands using the first operand as the
2668     blend factor.  Equation:  (dst = src2 + src0 * (src1 - src2))
2669     This is equivalent to mix(src2, src1, src0);
2670 */
2671 static void shader_glsl_lrp(const struct wined3d_shader_instruction *ins)
2672 {
2673     struct glsl_src_param src0_param;
2674     struct glsl_src_param src1_param;
2675     struct glsl_src_param src2_param;
2676     DWORD write_mask;
2677
2678     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2679
2680     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2681     shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2682     shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2683
2684     shader_addline(ins->ctx->buffer, "mix(%s, %s, %s));\n",
2685             src2_param.param_str, src1_param.param_str, src0_param.param_str);
2686 }
2687
2688 /** Process the WINED3DSIO_LIT instruction in GLSL:
2689  * dst.x = dst.w = 1.0
2690  * dst.y = (src0.x > 0) ? src0.x
2691  * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
2692  *                                        where src.w is clamped at +- 128
2693  */
2694 static void shader_glsl_lit(const struct wined3d_shader_instruction *ins)
2695 {
2696     struct glsl_src_param src0_param;
2697     struct glsl_src_param src1_param;
2698     struct glsl_src_param src3_param;
2699     char dst_mask[6];
2700
2701     shader_glsl_append_dst(ins->ctx->buffer, ins);
2702     shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2703
2704     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2705     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src1_param);
2706     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src3_param);
2707
2708     /* The sdk specifies the instruction like this
2709      * dst.x = 1.0;
2710      * if(src.x > 0.0) dst.y = src.x
2711      * else dst.y = 0.0.
2712      * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
2713      * else dst.z = 0.0;
2714      * dst.w = 1.0;
2715      * (where power = src.w clamped between -128 and 128)
2716      *
2717      * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
2718      * dst.x = 1.0                                  ... No further explanation needed
2719      * dst.y = max(src.y, 0.0);                     ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
2720      * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0;   ... 0 ^ power is 0, and otherwise we use y anyway
2721      * dst.w = 1.0.                                 ... Nothing fancy.
2722      *
2723      * So we still have one conditional in there. So do this:
2724      * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
2725      *
2726      * step(0.0, x) will return 1 if src.x > 0.0, and 0 otherwise. So if y is 0 we get pow(0.0 * 1.0, power),
2727      * which sets dst.z to 0. If y > 0, but x = 0.0, we get pow(y * 0.0, power), which results in 0 too.
2728      * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to.
2729      *
2730      * Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns
2731      * a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is
2732      * what all Windows HW drivers and GL_ARB_vertex_program's LIT do.
2733      */
2734     shader_addline(ins->ctx->buffer,
2735             "vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : "
2736             "pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
2737             src0_param.param_str, src3_param.param_str, src1_param.param_str,
2738             src0_param.param_str, src3_param.param_str, dst_mask);
2739 }
2740
2741 /** Process the WINED3DSIO_DST instruction in GLSL:
2742  * dst.x = 1.0
2743  * dst.y = src0.x * src0.y
2744  * dst.z = src0.z
2745  * dst.w = src1.w
2746  */
2747 static void shader_glsl_dst(const struct wined3d_shader_instruction *ins)
2748 {
2749     struct glsl_src_param src0y_param;
2750     struct glsl_src_param src0z_param;
2751     struct glsl_src_param src1y_param;
2752     struct glsl_src_param src1w_param;
2753     char dst_mask[6];
2754
2755     shader_glsl_append_dst(ins->ctx->buffer, ins);
2756     shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2757
2758     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src0y_param);
2759     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &src0z_param);
2760     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_1, &src1y_param);
2761     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_3, &src1w_param);
2762
2763     shader_addline(ins->ctx->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
2764             src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
2765 }
2766
2767 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
2768  * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
2769  * can handle it.  But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
2770  *
2771  * dst.x = cos(src0.?)
2772  * dst.y = sin(src0.?)
2773  * dst.z = dst.z
2774  * dst.w = dst.w
2775  */
2776 static void shader_glsl_sincos(const struct wined3d_shader_instruction *ins)
2777 {
2778     struct glsl_src_param src0_param;
2779     DWORD write_mask;
2780
2781     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2782     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2783
2784     switch (write_mask) {
2785         case WINED3DSP_WRITEMASK_0:
2786             shader_addline(ins->ctx->buffer, "cos(%s));\n", src0_param.param_str);
2787             break;
2788
2789         case WINED3DSP_WRITEMASK_1:
2790             shader_addline(ins->ctx->buffer, "sin(%s));\n", src0_param.param_str);
2791             break;
2792
2793         case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
2794             shader_addline(ins->ctx->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str);
2795             break;
2796
2797         default:
2798             ERR("Write mask should be .x, .y or .xy\n");
2799             break;
2800     }
2801 }
2802
2803 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
2804  * here. But those extra parameters require a dedicated function for sgn, since map2gl would
2805  * generate invalid code
2806  */
2807 static void shader_glsl_sgn(const struct wined3d_shader_instruction *ins)
2808 {
2809     struct glsl_src_param src0_param;
2810     DWORD write_mask;
2811
2812     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2813     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2814
2815     shader_addline(ins->ctx->buffer, "sign(%s));\n", src0_param.param_str);
2816 }
2817
2818 /** Process the WINED3DSIO_LOOP instruction in GLSL:
2819  * Start a for() loop where src1.y is the initial value of aL,
2820  *  increment aL by src1.z for a total of src1.x iterations.
2821  *  Need to use a temporary variable for this operation.
2822  */
2823 /* FIXME: I don't think nested loops will work correctly this way. */
2824 static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
2825 {
2826     struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
2827     const struct wined3d_shader *shader = ins->ctx->shader;
2828     const struct wined3d_shader_lconst *constant;
2829     struct glsl_src_param src1_param;
2830     const DWORD *control_values = NULL;
2831
2832     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
2833
2834     /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
2835      * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
2836      * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
2837      * addressing.
2838      */
2839     if (ins->src[1].reg.type == WINED3DSPR_CONSTINT)
2840     {
2841         LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
2842         {
2843             if (constant->idx == ins->src[1].reg.idx)
2844             {
2845                 control_values = constant->value;
2846                 break;
2847             }
2848         }
2849     }
2850
2851     if (control_values)
2852     {
2853         struct wined3d_shader_loop_control loop_control;
2854         loop_control.count = control_values[0];
2855         loop_control.start = control_values[1];
2856         loop_control.step = (int)control_values[2];
2857
2858         if (loop_control.step > 0)
2859         {
2860             shader_addline(ins->ctx->buffer, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d) {\n",
2861                     loop_state->current_depth, loop_control.start,
2862                     loop_state->current_depth, loop_control.count, loop_control.step, loop_control.start,
2863                     loop_state->current_depth, loop_control.step);
2864         }
2865         else if (loop_control.step < 0)
2866         {
2867             shader_addline(ins->ctx->buffer, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d) {\n",
2868                     loop_state->current_depth, loop_control.start,
2869                     loop_state->current_depth, loop_control.count, loop_control.step, loop_control.start,
2870                     loop_state->current_depth, loop_control.step);
2871         }
2872         else
2873         {
2874             shader_addline(ins->ctx->buffer, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++) {\n",
2875                     loop_state->current_depth, loop_control.start, loop_state->current_depth,
2876                     loop_state->current_depth, loop_control.count,
2877                     loop_state->current_depth);
2878         }
2879     } else {
2880         shader_addline(ins->ctx->buffer,
2881                 "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
2882                 loop_state->current_depth, loop_state->current_reg,
2883                 src1_param.reg_name, loop_state->current_depth, src1_param.reg_name,
2884                 loop_state->current_depth, loop_state->current_reg, src1_param.reg_name);
2885     }
2886
2887     ++loop_state->current_depth;
2888     ++loop_state->current_reg;
2889 }
2890
2891 static void shader_glsl_end(const struct wined3d_shader_instruction *ins)
2892 {
2893     struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
2894
2895     shader_addline(ins->ctx->buffer, "}\n");
2896
2897     if (ins->handler_idx == WINED3DSIH_ENDLOOP)
2898     {
2899         --loop_state->current_depth;
2900         --loop_state->current_reg;
2901     }
2902
2903     if (ins->handler_idx == WINED3DSIH_ENDREP)
2904     {
2905         --loop_state->current_depth;
2906     }
2907 }
2908
2909 static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
2910 {
2911     const struct wined3d_shader *shader = ins->ctx->shader;
2912     struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
2913     const struct wined3d_shader_lconst *constant;
2914     struct glsl_src_param src0_param;
2915     const DWORD *control_values = NULL;
2916
2917     /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
2918     if (ins->src[0].reg.type == WINED3DSPR_CONSTINT)
2919     {
2920         LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
2921         {
2922             if (constant->idx == ins->src[0].reg.idx)
2923             {
2924                 control_values = constant->value;
2925                 break;
2926             }
2927         }
2928     }
2929
2930     if (control_values)
2931     {
2932         shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
2933                 loop_state->current_depth, loop_state->current_depth,
2934                 control_values[0], loop_state->current_depth);
2935     }
2936     else
2937     {
2938         shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2939         shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2940                 loop_state->current_depth, loop_state->current_depth,
2941                 src0_param.param_str, loop_state->current_depth);
2942     }
2943
2944     ++loop_state->current_depth;
2945 }
2946
2947 static void shader_glsl_if(const struct wined3d_shader_instruction *ins)
2948 {
2949     struct glsl_src_param src0_param;
2950
2951     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2952     shader_addline(ins->ctx->buffer, "if (%s) {\n", src0_param.param_str);
2953 }
2954
2955 static void shader_glsl_ifc(const struct wined3d_shader_instruction *ins)
2956 {
2957     struct glsl_src_param src0_param;
2958     struct glsl_src_param src1_param;
2959
2960     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2961     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2962
2963     shader_addline(ins->ctx->buffer, "if (%s %s %s) {\n",
2964             src0_param.param_str, shader_glsl_get_rel_op(ins->flags), src1_param.param_str);
2965 }
2966
2967 static void shader_glsl_else(const struct wined3d_shader_instruction *ins)
2968 {
2969     shader_addline(ins->ctx->buffer, "} else {\n");
2970 }
2971
2972 static void shader_glsl_break(const struct wined3d_shader_instruction *ins)
2973 {
2974     shader_addline(ins->ctx->buffer, "break;\n");
2975 }
2976
2977 /* FIXME: According to MSDN the compare is done per component. */
2978 static void shader_glsl_breakc(const struct wined3d_shader_instruction *ins)
2979 {
2980     struct glsl_src_param src0_param;
2981     struct glsl_src_param src1_param;
2982
2983     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2984     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2985
2986     shader_addline(ins->ctx->buffer, "if (%s %s %s) break;\n",
2987             src0_param.param_str, shader_glsl_get_rel_op(ins->flags), src1_param.param_str);
2988 }
2989
2990 static void shader_glsl_label(const struct wined3d_shader_instruction *ins)
2991 {
2992     shader_addline(ins->ctx->buffer, "}\n");
2993     shader_addline(ins->ctx->buffer, "void subroutine%u () {\n",  ins->src[0].reg.idx);
2994 }
2995
2996 static void shader_glsl_call(const struct wined3d_shader_instruction *ins)
2997 {
2998     shader_addline(ins->ctx->buffer, "subroutine%u();\n", ins->src[0].reg.idx);
2999 }
3000
3001 static void shader_glsl_callnz(const struct wined3d_shader_instruction *ins)
3002 {
3003     struct glsl_src_param src1_param;
3004
3005     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
3006     shader_addline(ins->ctx->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, ins->src[0].reg.idx);
3007 }
3008
3009 static void shader_glsl_ret(const struct wined3d_shader_instruction *ins)
3010 {
3011     /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
3012      * function only suppresses the unhandled instruction warning
3013      */
3014 }
3015
3016 /*********************************************
3017  * Pixel Shader Specific Code begins here
3018  ********************************************/
3019 static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
3020 {
3021     const struct wined3d_shader *shader = ins->ctx->shader;
3022     struct wined3d_device *device = shader->device;
3023     DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
3024             ins->ctx->reg_maps->shader_version.minor);
3025     struct glsl_sample_function sample_function;
3026     const struct wined3d_texture *texture;
3027     DWORD sample_flags = 0;
3028     DWORD sampler_idx;
3029     DWORD mask = 0, swizzle;
3030
3031     /* 1.0-1.4: Use destination register as sampler source.
3032      * 2.0+: Use provided sampler source. */
3033     if (shader_version < WINED3D_SHADER_VERSION(2,0)) sampler_idx = ins->dst[0].reg.idx;
3034     else sampler_idx = ins->src[1].reg.idx;
3035     texture = device->stateBlock->state.textures[sampler_idx];
3036
3037     if (shader_version < WINED3D_SHADER_VERSION(1,4))
3038     {
3039         const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
3040         DWORD flags = (priv->cur_ps_args->tex_transform >> sampler_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
3041                 & WINED3D_PSARGS_TEXTRANSFORM_MASK;
3042         enum wined3d_sampler_texture_type sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3043
3044         /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
3045         if (flags & WINED3D_PSARGS_PROJECTED && sampler_type != WINED3DSTT_CUBE) {
3046             sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3047             switch (flags & ~WINED3D_PSARGS_PROJECTED) {
3048                 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
3049                 case WINED3DTTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break;
3050                 case WINED3DTTFF_COUNT3: mask = WINED3DSP_WRITEMASK_2; break;
3051                 case WINED3DTTFF_COUNT4:
3052                 case WINED3DTTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break;
3053             }
3054         }
3055     }
3056     else if (shader_version < WINED3D_SHADER_VERSION(2,0))
3057     {
3058         enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
3059
3060         if (src_mod == WINED3DSPSM_DZ) {
3061             sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3062             mask = WINED3DSP_WRITEMASK_2;
3063         } else if (src_mod == WINED3DSPSM_DW) {
3064             sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3065             mask = WINED3DSP_WRITEMASK_3;
3066         }
3067     } else {
3068         if (ins->flags & WINED3DSI_TEXLD_PROJECT)
3069         {
3070             /* ps 2.0 texldp instruction always divides by the fourth component. */
3071             sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3072             mask = WINED3DSP_WRITEMASK_3;
3073         }
3074     }
3075
3076     if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
3077         sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
3078
3079     shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
3080     mask |= sample_function.coord_mask;
3081
3082     if (shader_version < WINED3D_SHADER_VERSION(2,0)) swizzle = WINED3DSP_NOSWIZZLE;
3083     else swizzle = ins->src[1].swizzle;
3084
3085     /* 1.0-1.3: Use destination register as coordinate source.
3086        1.4+: Use provided coordinate source register. */
3087     if (shader_version < WINED3D_SHADER_VERSION(1,4))
3088     {
3089         char coord_mask[6];
3090         shader_glsl_write_mask_to_str(mask, coord_mask);
3091         shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
3092                 "T%u%s", sampler_idx, coord_mask);
3093     }
3094     else
3095     {
3096         struct glsl_src_param coord_param;
3097         shader_glsl_add_src_param(ins, &ins->src[0], mask, &coord_param);
3098         if (ins->flags & WINED3DSI_TEXLD_BIAS)
3099         {
3100             struct glsl_src_param bias;
3101             shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &bias);
3102             shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, bias.param_str,
3103                     "%s", coord_param.param_str);
3104         } else {
3105             shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
3106                     "%s", coord_param.param_str);
3107         }
3108     }
3109 }
3110
3111 static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
3112 {
3113     const struct wined3d_shader *shader = ins->ctx->shader;
3114     struct wined3d_device *device = shader->device;
3115     const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3116     struct glsl_src_param coord_param, dx_param, dy_param;
3117     DWORD sample_flags = WINED3D_GLSL_SAMPLE_GRAD;
3118     struct glsl_sample_function sample_function;
3119     DWORD sampler_idx;
3120     DWORD swizzle = ins->src[1].swizzle;
3121     const struct wined3d_texture *texture;
3122
3123     if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4])
3124     {
3125         FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
3126         shader_glsl_tex(ins);
3127         return;
3128     }
3129
3130     sampler_idx = ins->src[1].reg.idx;
3131     texture = device->stateBlock->state.textures[sampler_idx];
3132     if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
3133         sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
3134
3135     shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
3136     shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
3137     shader_glsl_add_src_param(ins, &ins->src[2], sample_function.coord_mask, &dx_param);
3138     shader_glsl_add_src_param(ins, &ins->src[3], sample_function.coord_mask, &dy_param);
3139
3140     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, dx_param.param_str, dy_param.param_str, NULL,
3141                                 "%s", coord_param.param_str);
3142 }
3143
3144 static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
3145 {
3146     const struct wined3d_shader *shader = ins->ctx->shader;
3147     struct wined3d_device *device = shader->device;
3148     const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3149     struct glsl_src_param coord_param, lod_param;
3150     DWORD sample_flags = WINED3D_GLSL_SAMPLE_LOD;
3151     struct glsl_sample_function sample_function;
3152     DWORD sampler_idx;
3153     DWORD swizzle = ins->src[1].swizzle;
3154     const struct wined3d_texture *texture;
3155
3156     sampler_idx = ins->src[1].reg.idx;
3157     texture = device->stateBlock->state.textures[sampler_idx];
3158     if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
3159         sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
3160
3161     shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
3162     shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
3163
3164     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
3165
3166     if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4]
3167             && shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
3168     {
3169         /* Plain GLSL only supports Lod sampling functions in vertex shaders.
3170          * However, the NVIDIA drivers allow them in fragment shaders as well,
3171          * even without the appropriate extension. */
3172         WARN("Using %s in fragment shader.\n", sample_function.name);
3173     }
3174     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, lod_param.param_str,
3175             "%s", coord_param.param_str);
3176 }
3177
3178 static void shader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
3179 {
3180     /* FIXME: Make this work for more than just 2D textures */
3181     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3182     DWORD write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3183
3184     if (!(ins->ctx->reg_maps->shader_version.major == 1 && ins->ctx->reg_maps->shader_version.minor == 4))
3185     {
3186         char dst_mask[6];
3187
3188         shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3189         shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
3190                 ins->dst[0].reg.idx, dst_mask);
3191     }
3192     else
3193     {
3194         enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
3195         DWORD reg = ins->src[0].reg.idx;
3196         char dst_swizzle[6];
3197
3198         shader_glsl_get_swizzle(&ins->src[0], FALSE, write_mask, dst_swizzle);
3199
3200         if (src_mod == WINED3DSPSM_DZ)
3201         {
3202             unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
3203             struct glsl_src_param div_param;
3204
3205             shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &div_param);
3206
3207             if (mask_size > 1) {
3208                 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
3209             } else {
3210                 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
3211             }
3212         }
3213         else if (src_mod == WINED3DSPSM_DW)
3214         {
3215             unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
3216             struct glsl_src_param div_param;
3217
3218             shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &div_param);
3219
3220             if (mask_size > 1) {
3221                 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
3222             } else {
3223                 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
3224             }
3225         } else {
3226             shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
3227         }
3228     }
3229 }
3230
3231 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
3232  * Take a 3-component dot product of the TexCoord[dstreg] and src,
3233  * then perform a 1D texture lookup from stage dstregnum, place into dst. */
3234 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
3235 {
3236     DWORD sampler_idx = ins->dst[0].reg.idx;
3237     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3238     struct glsl_sample_function sample_function;
3239     struct glsl_src_param src0_param;
3240     UINT mask_size;
3241
3242     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3243
3244     /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
3245      * scalar, and projected sampling would require 4.
3246      *
3247      * It is a dependent read - not valid with conditional NP2 textures
3248      */
3249     shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3250     mask_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
3251
3252     switch(mask_size)
3253     {
3254         case 1:
3255             shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3256                     "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx, src0_param.param_str);
3257             break;
3258
3259         case 2:
3260             shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3261                     "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str);
3262             break;
3263
3264         case 3:
3265             shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3266                     "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str);
3267             break;
3268
3269         default:
3270             FIXME("Unexpected mask size %u\n", mask_size);
3271             break;
3272     }
3273 }
3274
3275 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
3276  * Take a 3-component dot product of the TexCoord[dstreg] and src. */
3277 static void shader_glsl_texdp3(const struct wined3d_shader_instruction *ins)
3278 {
3279     DWORD dstreg = ins->dst[0].reg.idx;
3280     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3281     struct glsl_src_param src0_param;
3282     DWORD dst_mask;
3283     unsigned int mask_size;
3284
3285     dst_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3286     mask_size = shader_glsl_get_write_mask_size(dst_mask);
3287     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3288
3289     if (mask_size > 1) {
3290         shader_addline(ins->ctx->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
3291     } else {
3292         shader_addline(ins->ctx->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
3293     }
3294 }
3295
3296 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
3297  * Calculate the depth as dst.x / dst.y   */
3298 static void shader_glsl_texdepth(const struct wined3d_shader_instruction *ins)
3299 {
3300     struct glsl_dst_param dst_param;
3301
3302     shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3303
3304     /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
3305      * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
3306      * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
3307      * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
3308      * >= 1.0 or < 0.0
3309      */
3310     shader_addline(ins->ctx->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
3311             dst_param.reg_name, dst_param.reg_name);
3312 }
3313
3314 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
3315  * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
3316  * Calculate tmp0.y = TexCoord[dstreg] . src.xyz;  (tmp0.x has already been calculated)
3317  * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
3318  */
3319 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction *ins)
3320 {
3321     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3322     DWORD dstreg = ins->dst[0].reg.idx;
3323     struct glsl_src_param src0_param;
3324
3325     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3326
3327     shader_addline(ins->ctx->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
3328     shader_addline(ins->ctx->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
3329 }
3330
3331 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
3332  * Calculate the 1st of a 2-row matrix multiplication. */
3333 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins)
3334 {
3335     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3336     DWORD reg = ins->dst[0].reg.idx;
3337     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3338     struct glsl_src_param src0_param;
3339
3340     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3341     shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3342 }
3343
3344 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
3345  * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
3346 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins)
3347 {
3348     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3349     DWORD reg = ins->dst[0].reg.idx;
3350     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3351     struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
3352     struct glsl_src_param src0_param;
3353
3354     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3355     shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx->current_row, reg, src0_param.param_str);
3356     tex_mx->texcoord_w[tex_mx->current_row++] = reg;
3357 }
3358
3359 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins)
3360 {
3361     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3362     DWORD reg = ins->dst[0].reg.idx;
3363     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3364     struct glsl_sample_function sample_function;
3365     struct glsl_src_param src0_param;
3366
3367     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3368     shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3369
3370     shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3371
3372     /* Sample the texture using the calculated coordinates */
3373     shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xy");
3374 }
3375
3376 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
3377  * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
3378 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins)
3379 {
3380     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3381     struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
3382     struct glsl_sample_function sample_function;
3383     struct glsl_src_param src0_param;
3384     DWORD reg = ins->dst[0].reg.idx;
3385
3386     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3387     shader_addline(ins->ctx->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3388
3389     /* Dependent read, not valid with conditional NP2 */
3390     shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3391
3392     /* Sample the texture using the calculated coordinates */
3393     shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3394
3395     tex_mx->current_row = 0;
3396 }
3397
3398 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
3399  * Perform the 3rd row of a 3x3 matrix multiply */
3400 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
3401 {
3402     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3403     struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
3404     struct glsl_src_param src0_param;
3405     char dst_mask[6];
3406     DWORD reg = ins->dst[0].reg.idx;
3407
3408     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3409
3410     shader_glsl_append_dst(ins->ctx->buffer, ins);
3411     shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3412     shader_addline(ins->ctx->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
3413
3414     tex_mx->current_row = 0;
3415 }
3416
3417 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
3418  * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3419 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins)
3420 {
3421     struct glsl_src_param src0_param;
3422     struct glsl_src_param src1_param;
3423     DWORD reg = ins->dst[0].reg.idx;
3424     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3425     struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
3426     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3427     struct glsl_sample_function sample_function;
3428     char coord_mask[6];
3429
3430     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3431     shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
3432
3433     /* Perform the last matrix multiply operation */
3434     shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3435     /* Reflection calculation */
3436     shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
3437
3438     /* Dependent read, not valid with conditional NP2 */
3439     shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3440     shader_glsl_write_mask_to_str(sample_function.coord_mask, coord_mask);
3441
3442     /* Sample the texture */
3443     shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE,
3444             NULL, NULL, NULL, "tmp0%s", coord_mask);
3445
3446     tex_mx->current_row = 0;
3447 }
3448
3449 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
3450  * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3451 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins)
3452 {
3453     DWORD reg = ins->dst[0].reg.idx;
3454     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3455     struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
3456     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3457     struct glsl_sample_function sample_function;
3458     struct glsl_src_param src0_param;
3459     char coord_mask[6];
3460
3461     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3462
3463     /* Perform the last matrix multiply operation */
3464     shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
3465
3466     /* Construct the eye-ray vector from w coordinates */
3467     shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
3468             tex_mx->texcoord_w[0], tex_mx->texcoord_w[1], reg);
3469     shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
3470
3471     /* Dependent read, not valid with conditional NP2 */
3472     shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3473     shader_glsl_write_mask_to_str(sample_function.coord_mask, coord_mask);
3474
3475     /* Sample the texture using the calculated coordinates */
3476     shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE,
3477             NULL, NULL, NULL, "tmp0%s", coord_mask);
3478
3479     tex_mx->current_row = 0;
3480 }
3481
3482 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
3483  * Apply a fake bump map transform.
3484  * texbem is pshader <= 1.3 only, this saves a few version checks
3485  */
3486 static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins)
3487 {
3488     const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
3489     struct glsl_sample_function sample_function;
3490     struct glsl_src_param coord_param;
3491     DWORD sampler_idx;
3492     DWORD mask;
3493     DWORD flags;
3494     char coord_mask[6];
3495
3496     sampler_idx = ins->dst[0].reg.idx;
3497     flags = (priv->cur_ps_args->tex_transform >> sampler_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
3498             & WINED3D_PSARGS_TEXTRANSFORM_MASK;
3499
3500     /* Dependent read, not valid with conditional NP2 */
3501     shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3502     mask = sample_function.coord_mask;
3503
3504     shader_glsl_write_mask_to_str(mask, coord_mask);
3505
3506     /* with projective textures, texbem only divides the static texture coord, not the displacement,
3507          * so we can't let the GL handle this.
3508          */
3509     if (flags & WINED3D_PSARGS_PROJECTED) {
3510         DWORD div_mask=0;
3511         char coord_div_mask[3];
3512         switch (flags & ~WINED3D_PSARGS_PROJECTED) {
3513             case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
3514             case WINED3DTTFF_COUNT2: div_mask = WINED3DSP_WRITEMASK_1; break;
3515             case WINED3DTTFF_COUNT3: div_mask = WINED3DSP_WRITEMASK_2; break;
3516             case WINED3DTTFF_COUNT4:
3517             case WINED3DTTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break;
3518         }
3519         shader_glsl_write_mask_to_str(div_mask, coord_div_mask);
3520         shader_addline(ins->ctx->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
3521     }
3522
3523     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &coord_param);
3524
3525     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3526             "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
3527             coord_param.param_str, coord_mask);
3528
3529     if (ins->handler_idx == WINED3DSIH_TEXBEML)
3530     {
3531         struct glsl_src_param luminance_param;
3532         struct glsl_dst_param dst_param;
3533
3534         shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &luminance_param);
3535         shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3536
3537         shader_addline(ins->ctx->buffer, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
3538                 dst_param.reg_name, dst_param.mask_str,
3539                 luminance_param.param_str, sampler_idx, sampler_idx);
3540     }
3541 }
3542
3543 static void shader_glsl_bem(const struct wined3d_shader_instruction *ins)
3544 {
3545     struct glsl_src_param src0_param, src1_param;
3546     DWORD sampler_idx = ins->dst[0].reg.idx;
3547
3548     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
3549     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
3550
3551     shader_glsl_append_dst(ins->ctx->buffer, ins);
3552     shader_addline(ins->ctx->buffer, "%s + bumpenvmat%d * %s);\n",
3553             src0_param.param_str, sampler_idx, src1_param.param_str);
3554 }
3555
3556 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
3557  * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
3558 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
3559 {
3560     struct glsl_sample_function sample_function;
3561     struct glsl_src_param src0_param;
3562     DWORD sampler_idx = ins->dst[0].reg.idx;
3563
3564     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
3565
3566     shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3567     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3568             "%s.wx", src0_param.reg_name);
3569 }
3570
3571 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
3572  * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
3573 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
3574 {
3575     struct glsl_sample_function sample_function;
3576     struct glsl_src_param src0_param;
3577     DWORD sampler_idx = ins->dst[0].reg.idx;
3578
3579     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
3580
3581     shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3582     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3583             "%s.yz", src0_param.reg_name);
3584 }
3585
3586 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
3587  * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
3588 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins)
3589 {
3590     struct glsl_sample_function sample_function;
3591     struct glsl_src_param src0_param;
3592     DWORD sampler_idx = ins->dst[0].reg.idx;
3593
3594     /* Dependent read, not valid with conditional NP2 */
3595     shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3596     shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &src0_param);
3597
3598     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3599             "%s", src0_param.param_str);
3600 }
3601
3602 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
3603  * If any of the first 3 components are < 0, discard this pixel */
3604 static void shader_glsl_texkill(const struct wined3d_shader_instruction *ins)
3605 {
3606     struct glsl_dst_param dst_param;
3607
3608     /* The argument is a destination parameter, and no writemasks are allowed */
3609     shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3610     if (ins->ctx->reg_maps->shader_version.major >= 2)
3611     {
3612         /* 2.0 shaders compare all 4 components in texkill */
3613         shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
3614     } else {
3615         /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
3616          * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
3617          * 4 components are defined, only the first 3 are used
3618          */
3619         shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
3620     }
3621 }
3622
3623 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
3624  * dst = dot2(src0, src1) + src2 */
3625 static void shader_glsl_dp2add(const struct wined3d_shader_instruction *ins)
3626 {
3627     struct glsl_src_param src0_param;
3628     struct glsl_src_param src1_param;
3629     struct glsl_src_param src2_param;
3630     DWORD write_mask;
3631     unsigned int mask_size;
3632
3633     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3634     mask_size = shader_glsl_get_write_mask_size(write_mask);
3635
3636     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
3637     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
3638     shader_glsl_add_src_param(ins, &ins->src[2], WINED3DSP_WRITEMASK_0, &src2_param);
3639
3640     if (mask_size > 1) {
3641         shader_addline(ins->ctx->buffer, "vec%d(dot(%s, %s) + %s));\n",
3642                 mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str);
3643     } else {
3644         shader_addline(ins->ctx->buffer, "dot(%s, %s) + %s);\n",
3645                 src0_param.param_str, src1_param.param_str, src2_param.param_str);
3646     }
3647 }
3648
3649 static void shader_glsl_input_pack(const struct wined3d_shader *shader, struct wined3d_shader_buffer *buffer,
3650         const struct wined3d_shader_signature_element *input_signature,
3651         const struct wined3d_shader_reg_maps *reg_maps,
3652         enum vertexprocessing_mode vertexprocessing)
3653 {
3654     WORD map = reg_maps->input_registers;
3655     unsigned int i;
3656
3657     for (i = 0; map; map >>= 1, ++i)
3658     {
3659         const char *semantic_name;
3660         UINT semantic_idx;
3661         char reg_mask[6];
3662
3663         /* Unused */
3664         if (!(map & 1)) continue;
3665
3666         semantic_name = input_signature[i].semantic_name;
3667         semantic_idx = input_signature[i].semantic_idx;
3668         shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
3669
3670         if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3671         {
3672             if (semantic_idx < 8 && vertexprocessing == pretransformed)
3673                 shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
3674                         shader->u.ps.input_reg_map[i], reg_mask, semantic_idx, reg_mask);
3675             else
3676                 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3677                         shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
3678         }
3679         else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3680         {
3681             if (!semantic_idx)
3682                 shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
3683                         shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
3684             else if (semantic_idx == 1)
3685                 shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
3686                         shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
3687             else
3688                 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3689                         shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
3690         }
3691         else
3692         {
3693             shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3694                     shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
3695         }
3696     }
3697 }
3698
3699 /*********************************************
3700  * Vertex Shader Specific Code begins here
3701  ********************************************/
3702
3703 static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry)
3704 {
3705     struct glsl_program_key key;
3706
3707     key.vshader = entry->vshader;
3708     key.pshader = entry->pshader;
3709     key.vs_args = entry->vs_args;
3710     key.ps_args = entry->ps_args;
3711
3712     if (wine_rb_put(&priv->program_lookup, &key, &entry->program_lookup_entry) == -1)
3713     {
3714         ERR("Failed to insert program entry.\n");
3715     }
3716 }
3717
3718 static struct glsl_shader_prog_link *get_glsl_program_entry(const struct shader_glsl_priv *priv,
3719         const struct wined3d_shader *vshader, const struct wined3d_shader *pshader,
3720         const struct vs_compile_args *vs_args, const struct ps_compile_args *ps_args)
3721 {
3722     struct wine_rb_entry *entry;
3723     struct glsl_program_key key;
3724
3725     key.vshader = vshader;
3726     key.pshader = pshader;
3727     key.vs_args = *vs_args;
3728     key.ps_args = *ps_args;
3729
3730     entry = wine_rb_get(&priv->program_lookup, &key);
3731     return entry ? WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry) : NULL;
3732 }
3733
3734 /* GL locking is done by the caller */
3735 static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const struct wined3d_gl_info *gl_info,
3736         struct glsl_shader_prog_link *entry)
3737 {
3738     struct glsl_program_key key;
3739
3740     key.vshader = entry->vshader;
3741     key.pshader = entry->pshader;
3742     key.vs_args = entry->vs_args;
3743     key.ps_args = entry->ps_args;
3744     wine_rb_remove(&priv->program_lookup, &key);
3745
3746     GL_EXTCALL(glDeleteObjectARB(entry->programId));
3747     if (entry->vshader) list_remove(&entry->vshader_entry);
3748     if (entry->pshader) list_remove(&entry->pshader_entry);
3749     HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations);
3750     HeapFree(GetProcessHeap(), 0, entry->puniformF_locations);
3751     HeapFree(GetProcessHeap(), 0, entry);
3752 }
3753
3754 static void handle_ps3_input(struct wined3d_shader_buffer *buffer,
3755         const struct wined3d_gl_info *gl_info, const DWORD *map,
3756         const struct wined3d_shader_signature_element *input_signature,
3757         const struct wined3d_shader_reg_maps *reg_maps_in,
3758         const struct wined3d_shader_signature_element *output_signature,
3759         const struct wined3d_shader_reg_maps *reg_maps_out)
3760 {
3761     unsigned int i, j;
3762     const char *semantic_name_in;
3763     UINT semantic_idx_in;
3764     DWORD *set;
3765     DWORD in_idx;
3766     unsigned int in_count = vec4_varyings(3, gl_info);
3767     char reg_mask[6];
3768     char destination[50];
3769     WORD input_map, output_map;
3770
3771     set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (in_count + 2));
3772
3773     input_map = reg_maps_in->input_registers;
3774     for (i = 0; input_map; input_map >>= 1, ++i)
3775     {
3776         if (!(input_map & 1)) continue;
3777
3778         in_idx = map[i];
3779         /* Declared, but not read register */
3780         if (in_idx == ~0U) continue;
3781         if (in_idx >= (in_count + 2))
3782         {
3783             FIXME("More input varyings declared than supported, expect issues.\n");
3784             continue;
3785         }
3786
3787         if (in_idx == in_count) {
3788             sprintf(destination, "gl_FrontColor");
3789         } else if (in_idx == in_count + 1) {
3790             sprintf(destination, "gl_FrontSecondaryColor");
3791         } else {
3792             sprintf(destination, "IN[%u]", in_idx);
3793         }
3794
3795         semantic_name_in = input_signature[i].semantic_name;
3796         semantic_idx_in = input_signature[i].semantic_idx;
3797         set[in_idx] = ~0U;
3798
3799         output_map = reg_maps_out->output_registers;
3800         for (j = 0; output_map; output_map >>= 1, ++j)
3801         {
3802             DWORD mask;
3803
3804             if (!(output_map & 1)
3805                     || semantic_idx_in != output_signature[j].semantic_idx
3806                     || strcmp(semantic_name_in, output_signature[j].semantic_name)
3807                     || !(mask = input_signature[i].mask & output_signature[j].mask))
3808                 continue;
3809
3810             set[in_idx] = mask;
3811             shader_glsl_write_mask_to_str(mask, reg_mask);
3812
3813             shader_addline(buffer, "%s%s = OUT[%u]%s;\n",
3814                     destination, reg_mask, j, reg_mask);
3815         }
3816     }
3817
3818     for (i = 0; i < in_count + 2; ++i)
3819     {
3820         unsigned int size;
3821
3822         if (!set[i] || set[i] == WINED3DSP_WRITEMASK_ALL)
3823             continue;
3824
3825         if (set[i] == ~0U) set[i] = 0;
3826
3827         size = 0;
3828         if (!(set[i] & WINED3DSP_WRITEMASK_0)) reg_mask[size++] = 'x';
3829         if (!(set[i] & WINED3DSP_WRITEMASK_1)) reg_mask[size++] = 'y';
3830         if (!(set[i] & WINED3DSP_WRITEMASK_2)) reg_mask[size++] = 'z';
3831         if (!(set[i] & WINED3DSP_WRITEMASK_3)) reg_mask[size++] = 'w';
3832         reg_mask[size] = '\0';
3833
3834         if (i == in_count) sprintf(destination, "gl_FrontColor");
3835         else if (i == in_count + 1) sprintf(destination, "gl_FrontSecondaryColor");
3836         else sprintf(destination, "IN[%u]", i);
3837
3838         if (size == 1) shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
3839         else shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
3840     }
3841
3842     HeapFree(GetProcessHeap(), 0, set);
3843 }
3844
3845 /* GL locking is done by the caller */
3846 static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer *buffer,
3847         const struct wined3d_shader *vs, const struct wined3d_shader *ps,
3848         const struct wined3d_gl_info *gl_info)
3849 {
3850     GLhandleARB ret = 0;
3851     DWORD ps_major = ps ? ps->reg_maps.shader_version.major : 0;
3852     unsigned int i;
3853     const char *semantic_name;
3854     UINT semantic_idx;
3855     char reg_mask[6];
3856     const struct wined3d_shader_signature_element *output_signature = vs->output_signature;
3857     WORD map = vs->reg_maps.output_registers;
3858
3859     shader_buffer_clear(buffer);
3860
3861     shader_addline(buffer, "#version 120\n");
3862
3863     if (ps_major < 3)
3864     {
3865         shader_addline(buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3866
3867         for (i = 0; map; map >>= 1, ++i)
3868         {
3869             DWORD write_mask;
3870
3871             if (!(map & 1)) continue;
3872
3873             semantic_name = output_signature[i].semantic_name;
3874             semantic_idx = output_signature[i].semantic_idx;
3875             write_mask = output_signature[i].mask;
3876             shader_glsl_write_mask_to_str(write_mask, reg_mask);
3877
3878             if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3879             {
3880                 if (!semantic_idx)
3881                     shader_addline(buffer, "gl_FrontColor%s = OUT[%u]%s;\n",
3882                             reg_mask, i, reg_mask);
3883                 else if (semantic_idx == 1)
3884                     shader_addline(buffer, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n",
3885                             reg_mask, i, reg_mask);
3886             }
3887             else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3888             {
3889                 shader_addline(buffer, "gl_Position%s = OUT[%u]%s;\n",
3890                         reg_mask, i, reg_mask);
3891             }
3892             else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3893             {
3894                 if (semantic_idx < 8)
3895                 {
3896                     if (!(gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) || ps_major > 0)
3897                         write_mask |= WINED3DSP_WRITEMASK_3;
3898
3899                     shader_addline(buffer, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
3900                             semantic_idx, reg_mask, i, reg_mask);
3901                     if (!(write_mask & WINED3DSP_WRITEMASK_3))
3902                         shader_addline(buffer, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx);
3903                 }
3904             }
3905             else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3906             {
3907                 shader_addline(buffer, "gl_PointSize = OUT[%u].%c;\n", i, reg_mask[1]);
3908             }
3909             else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3910             {
3911                 shader_addline(buffer, "gl_FogFragCoord = OUT[%u].%c;\n", i, reg_mask[1]);
3912             }
3913         }
3914         shader_addline(buffer, "}\n");
3915
3916     }
3917     else
3918     {
3919         /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3920         shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info));
3921         shader_addline(buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3922
3923         /* First, sort out position and point size. Those are not passed to the pixel shader */
3924         for (i = 0; map; map >>= 1, ++i)
3925         {
3926             if (!(map & 1)) continue;
3927
3928             semantic_name = output_signature[i].semantic_name;
3929             shader_glsl_write_mask_to_str(output_signature[i].mask, reg_mask);
3930
3931             if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3932             {
3933                 shader_addline(buffer, "gl_Position%s = OUT[%u]%s;\n",
3934                         reg_mask, i, reg_mask);
3935             }
3936             else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3937             {
3938                 shader_addline(buffer, "gl_PointSize = OUT[%u].%c;\n", i, reg_mask[1]);
3939             }
3940         }
3941
3942         /* Then, fix the pixel shader input */
3943         handle_ps3_input(buffer, gl_info, ps->u.ps.input_reg_map, ps->input_signature,
3944                 &ps->reg_maps, output_signature, &vs->reg_maps);
3945
3946         shader_addline(buffer, "}\n");
3947     }
3948
3949     ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3950     checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
3951     shader_glsl_compile(gl_info, ret, buffer->buffer);
3952
3953     return ret;
3954 }
3955
3956 /* GL locking is done by the caller */
3957 static void hardcode_local_constants(const struct wined3d_shader *shader,
3958         const struct wined3d_gl_info *gl_info, GLhandleARB programId, char prefix)
3959 {
3960     const struct wined3d_shader_lconst *lconst;
3961     GLint tmp_loc;
3962     const float *value;
3963     char glsl_name[8];
3964
3965     LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
3966     {
3967         value = (const float *)lconst->value;
3968         snprintf(glsl_name, sizeof(glsl_name), "%cLC%u", prefix, lconst->idx);
3969         tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3970         GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
3971     }
3972     checkGLcall("Hardcoding local constants");
3973 }
3974
3975 /* GL locking is done by the caller */
3976 static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context,
3977         struct wined3d_shader_buffer *buffer, const struct wined3d_shader *shader,
3978         const struct ps_compile_args *args, struct ps_np2fixup_info *np2fixup_info)
3979 {
3980     const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
3981     const struct wined3d_gl_info *gl_info = context->gl_info;
3982     const DWORD *function = shader->function;
3983     struct shader_glsl_ctx_priv priv_ctx;
3984
3985     /* Create the hw GLSL shader object and assign it as the shader->prgId */
3986     GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
3987
3988     memset(&priv_ctx, 0, sizeof(priv_ctx));
3989     priv_ctx.cur_ps_args = args;
3990     priv_ctx.cur_np2fixup_info = np2fixup_info;
3991
3992     shader_addline(buffer, "#version 120\n");
3993
3994     if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
3995     {
3996         shader_addline(buffer, "#extension GL_ARB_shader_texture_lod : enable\n");
3997     }
3998     if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3999     {
4000         /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
4001          * drivers write a warning if we don't do so
4002          */
4003         shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
4004     }
4005     if (gl_info->supported[EXT_GPU_SHADER4])
4006     {
4007         shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
4008     }
4009
4010     /* Base Declarations */
4011     shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
4012
4013     /* Pack 3.0 inputs */
4014     if (reg_maps->shader_version.major >= 3 && args->vp_mode != vertexshader)
4015         shader_glsl_input_pack(shader, buffer, shader->input_signature, reg_maps, args->vp_mode);
4016
4017     /* Base Shader Body */
4018     shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
4019
4020     /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
4021     if (reg_maps->shader_version.major < 2)
4022     {
4023         /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
4024         shader_addline(buffer, "gl_FragData[0] = R0;\n");
4025     }
4026
4027     if (args->srgb_correction)
4028     {
4029         shader_addline(buffer, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
4030         shader_addline(buffer, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
4031         shader_addline(buffer, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
4032         shader_addline(buffer, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
4033         shader_addline(buffer, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
4034         shader_addline(buffer, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
4035     }
4036     /* Pixel shader < 3.0 do not replace the fog stage.
4037      * This implements linear fog computation and blending.
4038      * TODO: non linear fog
4039      * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
4040      * -1/(e-s) and e/(e-s) respectively.
4041      */
4042     if (reg_maps->shader_version.major < 3)
4043     {
4044         switch(args->fog) {
4045             case FOG_OFF: break;
4046             case FOG_LINEAR:
4047                 shader_addline(buffer, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
4048                 shader_addline(buffer, "float fogend = gl_Fog.end * -fogstart;\n");
4049                 shader_addline(buffer, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
4050                 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4051                 break;
4052             case FOG_EXP:
4053                 /* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
4054                 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
4055                 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
4056                 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4057                 break;
4058             case FOG_EXP2:
4059                 /* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
4060                 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
4061                 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
4062                 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4063                 break;
4064         }
4065     }
4066
4067     shader_addline(buffer, "}\n");
4068
4069     TRACE("Compiling shader object %u\n", shader_obj);
4070     shader_glsl_compile(gl_info, shader_obj, buffer->buffer);
4071
4072     /* Store the shader object */
4073     return shader_obj;
4074 }
4075
4076 /* GL locking is done by the caller */
4077 static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context,
4078         struct wined3d_shader_buffer *buffer, const struct wined3d_shader *shader,
4079         const struct vs_compile_args *args)
4080 {
4081     const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4082     const struct wined3d_gl_info *gl_info = context->gl_info;
4083     const DWORD *function = shader->function;
4084     struct shader_glsl_ctx_priv priv_ctx;
4085
4086     /* Create the hw GLSL shader program and assign it as the shader->prgId */
4087     GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
4088
4089     shader_addline(buffer, "#version 120\n");
4090
4091     if (gl_info->supported[EXT_GPU_SHADER4])
4092         shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
4093
4094     memset(&priv_ctx, 0, sizeof(priv_ctx));
4095     priv_ctx.cur_vs_args = args;
4096
4097     /* Base Declarations */
4098     shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
4099
4100     /* Base Shader Body */
4101     shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
4102
4103     /* Unpack outputs */
4104     shader_addline(buffer, "order_ps_input(OUT);\n");
4105
4106     /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
4107      * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
4108      * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
4109      * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
4110      */
4111     if (args->fog_src == VS_FOG_Z)
4112         shader_addline(buffer, "gl_FogFragCoord = gl_Position.z;\n");
4113     else if (!reg_maps->fog)
4114         shader_addline(buffer, "gl_FogFragCoord = 0.0;\n");
4115
4116     /* We always store the clipplanes without y inversion */
4117     if (args->clip_enabled)
4118         shader_addline(buffer, "gl_ClipVertex = gl_Position;\n");
4119
4120     /* Write the final position.
4121      *
4122      * OpenGL coordinates specify the center of the pixel while d3d coords specify
4123      * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
4124      * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
4125      * contains 1.0 to allow a mad.
4126      */
4127     shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
4128     shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
4129
4130     /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
4131      *
4132      * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
4133      * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
4134      * which is the same as z = z * 2 - w.
4135      */
4136     shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
4137
4138     shader_addline(buffer, "}\n");
4139
4140     TRACE("Compiling shader object %u\n", shader_obj);
4141     shader_glsl_compile(gl_info, shader_obj, buffer->buffer);
4142
4143     return shader_obj;
4144 }
4145
4146 static GLhandleARB find_glsl_pshader(const struct wined3d_context *context,
4147         struct wined3d_shader_buffer *buffer, struct wined3d_shader *shader,
4148         const struct ps_compile_args *args, const struct ps_np2fixup_info **np2fixup_info)
4149 {
4150     struct wined3d_state *state = &shader->device->stateBlock->state;
4151     UINT i;
4152     DWORD new_size;
4153     struct glsl_ps_compiled_shader *new_array;
4154     struct glsl_pshader_private    *shader_data;
4155     struct ps_np2fixup_info        *np2fixup = NULL;
4156     GLhandleARB ret;
4157
4158     if (!shader->backend_data)
4159     {
4160         shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4161         if (!shader->backend_data)
4162         {
4163             ERR("Failed to allocate backend data.\n");
4164             return 0;
4165         }
4166     }
4167     shader_data = shader->backend_data;
4168
4169     /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4170      * so a linear search is more performant than a hashmap or a binary search
4171      * (cache coherency etc)
4172      */
4173     for (i = 0; i < shader_data->num_gl_shaders; ++i)
4174     {
4175         if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)))
4176         {
4177             if (args->np2_fixup) *np2fixup_info = &shader_data->gl_shaders[i].np2fixup;
4178             return shader_data->gl_shaders[i].prgId;
4179         }
4180     }
4181
4182     TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
4183     if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4184         if (shader_data->num_gl_shaders)
4185         {
4186             new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4187             new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
4188                                     new_size * sizeof(*shader_data->gl_shaders));
4189         } else {
4190             new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
4191             new_size = 1;
4192         }
4193
4194         if(!new_array) {
4195             ERR("Out of memory\n");
4196             return 0;
4197         }
4198         shader_data->gl_shaders = new_array;
4199         shader_data->shader_array_size = new_size;
4200     }
4201
4202     shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4203
4204     memset(&shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup, 0, sizeof(struct ps_np2fixup_info));
4205     if (args->np2_fixup) np2fixup = &shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup;
4206
4207     pixelshader_update_samplers(&shader->reg_maps, state->textures);
4208
4209     shader_buffer_clear(buffer);
4210     ret = shader_glsl_generate_pshader(context, buffer, shader, args, np2fixup);
4211     shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
4212     *np2fixup_info = np2fixup;
4213
4214     return ret;
4215 }
4216
4217 static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const struct vs_compile_args *new,
4218                                  const DWORD use_map) {
4219     if((stored->swizzle_map & use_map) != new->swizzle_map) return FALSE;
4220     if((stored->clip_enabled) != new->clip_enabled) return FALSE;
4221     return stored->fog_src == new->fog_src;
4222 }
4223
4224 static GLhandleARB find_glsl_vshader(const struct wined3d_context *context,
4225         struct wined3d_shader_buffer *buffer, struct wined3d_shader *shader,
4226         const struct vs_compile_args *args)
4227 {
4228     UINT i;
4229     DWORD new_size;
4230     struct glsl_vs_compiled_shader *new_array;
4231     DWORD use_map = shader->device->strided_streams.use_map;
4232     struct glsl_vshader_private *shader_data;
4233     GLhandleARB ret;
4234
4235     if (!shader->backend_data)
4236     {
4237         shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4238         if (!shader->backend_data)
4239         {
4240             ERR("Failed to allocate backend data.\n");
4241             return 0;
4242         }
4243     }
4244     shader_data = shader->backend_data;
4245
4246     /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4247      * so a linear search is more performant than a hashmap or a binary search
4248      * (cache coherency etc)
4249      */
4250     for(i = 0; i < shader_data->num_gl_shaders; i++) {
4251         if(vs_args_equal(&shader_data->gl_shaders[i].args, args, use_map)) {
4252             return shader_data->gl_shaders[i].prgId;
4253         }
4254     }
4255
4256     TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
4257
4258     if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4259         if (shader_data->num_gl_shaders)
4260         {
4261             new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4262             new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
4263                                     new_size * sizeof(*shader_data->gl_shaders));
4264         } else {
4265             new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
4266             new_size = 1;
4267         }
4268
4269         if(!new_array) {
4270             ERR("Out of memory\n");
4271             return 0;
4272         }
4273         shader_data->gl_shaders = new_array;
4274         shader_data->shader_array_size = new_size;
4275     }
4276
4277     shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4278
4279     shader_buffer_clear(buffer);
4280     ret = shader_glsl_generate_vshader(context, buffer, shader, args);
4281     shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
4282
4283     return ret;
4284 }
4285
4286 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
4287  * It sets the programId on the current StateBlock (because it should be called
4288  * inside of the DrawPrimitive() part of the render loop).
4289  *
4290  * If a program for the given combination does not exist, create one, and store
4291  * the program in the hash table.  If it creates a program, it will link the
4292  * given objects, too.
4293  */
4294
4295 /* GL locking is done by the caller */
4296 static void set_glsl_shader_program(const struct wined3d_context *context,
4297         struct wined3d_device *device, BOOL use_ps, BOOL use_vs)
4298 {
4299     const struct wined3d_state *state = &device->stateBlock->state;
4300     struct wined3d_shader *vshader = use_vs ? state->vertex_shader : NULL;
4301     struct wined3d_shader *pshader = use_ps ? state->pixel_shader : NULL;
4302     const struct wined3d_gl_info *gl_info = context->gl_info;
4303     struct shader_glsl_priv *priv = device->shader_priv;
4304     struct glsl_shader_prog_link *entry    = NULL;
4305     GLhandleARB programId                  = 0;
4306     GLhandleARB reorder_shader_id          = 0;
4307     unsigned int i;
4308     char glsl_name[8];
4309     struct ps_compile_args ps_compile_args;
4310     struct vs_compile_args vs_compile_args;
4311
4312     if (vshader) find_vs_compile_args(state, vshader, &vs_compile_args);
4313     if (pshader) find_ps_compile_args(state, pshader, &ps_compile_args);
4314
4315     entry = get_glsl_program_entry(priv, vshader, pshader, &vs_compile_args, &ps_compile_args);
4316     if (entry)
4317     {
4318         priv->glsl_program = entry;
4319         return;
4320     }
4321
4322     /* If we get to this point, then no matching program exists, so we create one */
4323     programId = GL_EXTCALL(glCreateProgramObjectARB());
4324     TRACE("Created new GLSL shader program %u\n", programId);
4325
4326     /* Create the entry */
4327     entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
4328     entry->programId = programId;
4329     entry->vshader = vshader;
4330     entry->pshader = pshader;
4331     entry->vs_args = vs_compile_args;
4332     entry->ps_args = ps_compile_args;
4333     entry->constant_version = 0;
4334     entry->np2Fixup_info = NULL;
4335     /* Add the hash table entry */
4336     add_glsl_program_entry(priv, entry);
4337
4338     /* Set the current program */
4339     priv->glsl_program = entry;
4340
4341     /* Attach GLSL vshader */
4342     if (vshader)
4343     {
4344         GLhandleARB vshader_id = find_glsl_vshader(context, &priv->shader_buffer, vshader, &vs_compile_args);
4345         WORD map = vshader->reg_maps.input_registers;
4346         char tmp_name[10];
4347
4348         reorder_shader_id = generate_param_reorder_function(&priv->shader_buffer, vshader, pshader, gl_info);
4349         TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
4350         GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
4351         checkGLcall("glAttachObjectARB");
4352         /* Flag the reorder function for deletion, then it will be freed automatically when the program
4353          * is destroyed
4354          */
4355         GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
4356
4357         TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
4358         GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
4359         checkGLcall("glAttachObjectARB");
4360
4361         /* Bind vertex attributes to a corresponding index number to match
4362          * the same index numbers as ARB_vertex_programs (makes loading
4363          * vertex attributes simpler).  With this method, we can use the
4364          * exact same code to load the attributes later for both ARB and
4365          * GLSL shaders.
4366          *
4367          * We have to do this here because we need to know the Program ID
4368          * in order to make the bindings work, and it has to be done prior
4369          * to linking the GLSL program. */
4370         for (i = 0; map; map >>= 1, ++i)
4371         {
4372             if (!(map & 1)) continue;
4373
4374             snprintf(tmp_name, sizeof(tmp_name), "attrib%u", i);
4375             GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
4376         }
4377         checkGLcall("glBindAttribLocationARB");
4378
4379         list_add_head(&vshader->linked_programs, &entry->vshader_entry);
4380     }
4381
4382     /* Attach GLSL pshader */
4383     if (pshader)
4384     {
4385         GLhandleARB pshader_id = find_glsl_pshader(context, &priv->shader_buffer,
4386                 pshader, &ps_compile_args, &entry->np2Fixup_info);
4387         TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
4388         GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
4389         checkGLcall("glAttachObjectARB");
4390
4391         list_add_head(&pshader->linked_programs, &entry->pshader_entry);
4392     }
4393
4394     /* Link the program */
4395     TRACE("Linking GLSL shader program %u\n", programId);
4396     GL_EXTCALL(glLinkProgramARB(programId));
4397     shader_glsl_validate_link(gl_info, programId);
4398
4399     entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0,
4400             sizeof(GLhandleARB) * gl_info->limits.glsl_vs_float_constants);
4401     for (i = 0; i < gl_info->limits.glsl_vs_float_constants; ++i)
4402     {
4403         snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
4404         entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4405     }
4406     for (i = 0; i < MAX_CONST_I; ++i)
4407     {
4408         snprintf(glsl_name, sizeof(glsl_name), "VI[%i]", i);
4409         entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4410     }
4411     entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0,
4412             sizeof(GLhandleARB) * gl_info->limits.glsl_ps_float_constants);
4413     for (i = 0; i < gl_info->limits.glsl_ps_float_constants; ++i)
4414     {
4415         snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
4416         entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4417     }
4418     for (i = 0; i < MAX_CONST_I; ++i)
4419     {
4420         snprintf(glsl_name, sizeof(glsl_name), "PI[%i]", i);
4421         entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4422     }
4423
4424     if(pshader) {
4425         char name[32];
4426
4427         for(i = 0; i < MAX_TEXTURES; i++) {
4428             sprintf(name, "bumpenvmat%u", i);
4429             entry->bumpenvmat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4430             sprintf(name, "luminancescale%u", i);
4431             entry->luminancescale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4432             sprintf(name, "luminanceoffset%u", i);
4433             entry->luminanceoffset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4434         }
4435
4436         if (ps_compile_args.np2_fixup) {
4437             if (entry->np2Fixup_info) {
4438                 entry->np2Fixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "PsamplerNP2Fixup"));
4439             } else {
4440                 FIXME("NP2 texcoord fixup needed for this pixelshader, but no fixup uniform found.\n");
4441             }
4442         }
4443     }
4444
4445     entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
4446     entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
4447     checkGLcall("Find glsl program uniform locations");
4448
4449     if (pshader && pshader->reg_maps.shader_version.major >= 3
4450             && pshader->u.ps.declared_in_count > vec4_varyings(3, gl_info))
4451     {
4452         TRACE("Shader %d needs vertex color clamping disabled\n", programId);
4453         entry->vertex_color_clamp = GL_FALSE;
4454     } else {
4455         entry->vertex_color_clamp = GL_FIXED_ONLY_ARB;
4456     }
4457
4458     /* Set the shader to allow uniform loading on it */
4459     GL_EXTCALL(glUseProgramObjectARB(programId));
4460     checkGLcall("glUseProgramObjectARB(programId)");
4461
4462     /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
4463      * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
4464      * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
4465      * vertex shader with fixed function pixel processing is used we make sure that the card
4466      * supports enough samplers to allow the max number of vertex samplers with all possible
4467      * fixed function fragment processing setups. So once the program is linked these samplers
4468      * won't change.
4469      */
4470     if (vshader) shader_glsl_load_vsamplers(gl_info, device->texUnitMap, programId);
4471     if (pshader) shader_glsl_load_psamplers(gl_info, device->texUnitMap, programId);
4472
4473     /* If the local constants do not have to be loaded with the environment constants,
4474      * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
4475      * later
4476      */
4477     if (pshader && !pshader->load_local_constsF)
4478         hardcode_local_constants(pshader, gl_info, programId, 'P');
4479     if (vshader && !vshader->load_local_constsF)
4480         hardcode_local_constants(vshader, gl_info, programId, 'V');
4481 }
4482
4483 /* GL locking is done by the caller */
4484 static GLhandleARB create_glsl_blt_shader(const struct wined3d_gl_info *gl_info, enum tex_types tex_type, BOOL masked)
4485 {
4486     GLhandleARB program_id;
4487     GLhandleARB vshader_id, pshader_id;
4488     const char *blt_pshader;
4489
4490     static const char *blt_vshader =
4491         "#version 120\n"
4492         "void main(void)\n"
4493         "{\n"
4494         "    gl_Position = gl_Vertex;\n"
4495         "    gl_FrontColor = vec4(1.0);\n"
4496         "    gl_TexCoord[0] = gl_MultiTexCoord0;\n"
4497         "}\n";
4498
4499     static const char * const blt_pshaders_full[tex_type_count] =
4500     {
4501         /* tex_1d */
4502         NULL,
4503         /* tex_2d */
4504         "#version 120\n"
4505         "uniform sampler2D sampler;\n"
4506         "void main(void)\n"
4507         "{\n"
4508         "    gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4509         "}\n",
4510         /* tex_3d */
4511         NULL,
4512         /* tex_cube */
4513         "#version 120\n"
4514         "uniform samplerCube sampler;\n"
4515         "void main(void)\n"
4516         "{\n"
4517         "    gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4518         "}\n",
4519         /* tex_rect */
4520         "#version 120\n"
4521         "#extension GL_ARB_texture_rectangle : enable\n"
4522         "uniform sampler2DRect sampler;\n"
4523         "void main(void)\n"
4524         "{\n"
4525         "    gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4526         "}\n",
4527     };
4528
4529     static const char * const blt_pshaders_masked[tex_type_count] =
4530     {
4531         /* tex_1d */
4532         NULL,
4533         /* tex_2d */
4534         "#version 120\n"
4535         "uniform sampler2D sampler;\n"
4536         "uniform vec4 mask;\n"
4537         "void main(void)\n"
4538         "{\n"
4539         "    if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4540         "    gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4541         "}\n",
4542         /* tex_3d */
4543         NULL,
4544         /* tex_cube */
4545         "#version 120\n"
4546         "uniform samplerCube sampler;\n"
4547         "uniform vec4 mask;\n"
4548         "void main(void)\n"
4549         "{\n"
4550         "    if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4551         "    gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4552         "}\n",
4553         /* tex_rect */
4554         "#version 120\n"
4555         "#extension GL_ARB_texture_rectangle : enable\n"
4556         "uniform sampler2DRect sampler;\n"
4557         "uniform vec4 mask;\n"
4558         "void main(void)\n"
4559         "{\n"
4560         "    if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4561         "    gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4562         "}\n",
4563     };
4564
4565     blt_pshader = masked ? blt_pshaders_masked[tex_type] : blt_pshaders_full[tex_type];
4566     if (!blt_pshader)
4567     {
4568         FIXME("tex_type %#x not supported\n", tex_type);
4569         return 0;
4570     }
4571
4572     vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
4573     shader_glsl_compile(gl_info, vshader_id, blt_vshader);
4574
4575     pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
4576     shader_glsl_compile(gl_info, pshader_id, blt_pshader);
4577
4578     program_id = GL_EXTCALL(glCreateProgramObjectARB());
4579     GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
4580     GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
4581     GL_EXTCALL(glLinkProgramARB(program_id));
4582
4583     shader_glsl_validate_link(gl_info, program_id);
4584
4585     /* Once linked we can mark the shaders for deletion. They will be deleted once the program
4586      * is destroyed
4587      */
4588     GL_EXTCALL(glDeleteObjectARB(vshader_id));
4589     GL_EXTCALL(glDeleteObjectARB(pshader_id));
4590     return program_id;
4591 }
4592
4593 /* GL locking is done by the caller */
4594 static void shader_glsl_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
4595 {
4596     const struct wined3d_gl_info *gl_info = context->gl_info;
4597     struct wined3d_device *device = context->swapchain->device;
4598     struct shader_glsl_priv *priv = device->shader_priv;
4599     GLhandleARB program_id = 0;
4600     GLenum old_vertex_color_clamp, current_vertex_color_clamp;
4601
4602     old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
4603
4604     if (useVS || usePS) set_glsl_shader_program(context, device, usePS, useVS);
4605     else priv->glsl_program = NULL;
4606
4607     current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
4608
4609     if (old_vertex_color_clamp != current_vertex_color_clamp)
4610     {
4611         if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4612         {
4613             GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp));
4614             checkGLcall("glClampColorARB");
4615         }
4616         else
4617         {
4618             FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4619         }
4620     }
4621
4622     program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
4623     if (program_id) TRACE("Using GLSL program %u\n", program_id);
4624     GL_EXTCALL(glUseProgramObjectARB(program_id));
4625     checkGLcall("glUseProgramObjectARB");
4626
4627     /* In case that NP2 texcoord fixup data is found for the selected program, trigger a reload of the
4628      * constants. This has to be done because it can't be guaranteed that sampler() (from state.c) is
4629      * called between selecting the shader and using it, which results in wrong fixup for some frames. */
4630     if (priv->glsl_program && priv->glsl_program->np2Fixup_info)
4631     {
4632         shader_glsl_load_np2fixup_constants(priv, gl_info, &device->stateBlock->state);
4633     }
4634 }
4635
4636 /* GL locking is done by the caller */
4637 static void shader_glsl_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
4638         enum tex_types tex_type, const SIZE *ds_mask_size)
4639 {
4640     BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
4641     struct shader_glsl_priv *priv = shader_priv;
4642     GLhandleARB *blt_program;
4643     GLint loc;
4644
4645     blt_program = masked ? &priv->depth_blt_program_masked[tex_type] : &priv->depth_blt_program_full[tex_type];
4646     if (!*blt_program)
4647     {
4648         *blt_program = create_glsl_blt_shader(gl_info, tex_type, masked);
4649         loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "sampler"));
4650         GL_EXTCALL(glUseProgramObjectARB(*blt_program));
4651         GL_EXTCALL(glUniform1iARB(loc, 0));
4652     }
4653     else
4654     {
4655         GL_EXTCALL(glUseProgramObjectARB(*blt_program));
4656     }
4657
4658     if (masked)
4659     {
4660         loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "mask"));
4661         GL_EXTCALL(glUniform4fARB(loc, 0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy));
4662     }
4663 }
4664
4665 /* GL locking is done by the caller */
4666 static void shader_glsl_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info)
4667 {
4668     struct shader_glsl_priv *priv = shader_priv;
4669     GLhandleARB program_id;
4670
4671     program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
4672     if (program_id) TRACE("Using GLSL program %u\n", program_id);
4673
4674     GL_EXTCALL(glUseProgramObjectARB(program_id));
4675     checkGLcall("glUseProgramObjectARB");
4676 }
4677
4678 static void shader_glsl_destroy(struct wined3d_shader *shader)
4679 {
4680     struct wined3d_device *device = shader->device;
4681     struct shader_glsl_priv *priv = device->shader_priv;
4682     const struct wined3d_gl_info *gl_info;
4683     const struct list *linked_programs;
4684     struct wined3d_context *context;
4685
4686     char pshader = shader_is_pshader_version(shader->reg_maps.shader_version.type);
4687
4688     if (pshader)
4689     {
4690         struct glsl_pshader_private *shader_data = shader->backend_data;
4691
4692         if (!shader_data || !shader_data->num_gl_shaders)
4693         {
4694             HeapFree(GetProcessHeap(), 0, shader_data);
4695             shader->backend_data = NULL;
4696             return;
4697         }
4698
4699         context = context_acquire(device, NULL);
4700         gl_info = context->gl_info;
4701
4702         if (priv->glsl_program && priv->glsl_program->pshader == shader)
4703         {
4704             ENTER_GL();
4705             shader_glsl_select(context, FALSE, FALSE);
4706             LEAVE_GL();
4707         }
4708     }
4709     else
4710     {
4711         struct glsl_vshader_private *shader_data = shader->backend_data;
4712
4713         if (!shader_data || !shader_data->num_gl_shaders)
4714         {
4715             HeapFree(GetProcessHeap(), 0, shader_data);
4716             shader->backend_data = NULL;
4717             return;
4718         }
4719
4720         context = context_acquire(device, NULL);
4721         gl_info = context->gl_info;
4722
4723         if (priv->glsl_program && priv->glsl_program->vshader == shader)
4724         {
4725             ENTER_GL();
4726             shader_glsl_select(context, FALSE, FALSE);
4727             LEAVE_GL();
4728         }
4729     }
4730
4731     linked_programs = &shader->linked_programs;
4732
4733     TRACE("Deleting linked programs\n");
4734     if (linked_programs->next) {
4735         struct glsl_shader_prog_link *entry, *entry2;
4736
4737         ENTER_GL();
4738         if(pshader) {
4739             LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) {
4740                 delete_glsl_program_entry(priv, gl_info, entry);
4741             }
4742         } else {
4743             LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) {
4744                 delete_glsl_program_entry(priv, gl_info, entry);
4745             }
4746         }
4747         LEAVE_GL();
4748     }
4749
4750     if (pshader)
4751     {
4752         struct glsl_pshader_private *shader_data = shader->backend_data;
4753         UINT i;
4754
4755         ENTER_GL();
4756         for(i = 0; i < shader_data->num_gl_shaders; i++) {
4757             TRACE("deleting pshader %u\n", shader_data->gl_shaders[i].prgId);
4758             GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
4759             checkGLcall("glDeleteObjectARB");
4760         }
4761         LEAVE_GL();
4762         HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4763     }
4764     else
4765     {
4766         struct glsl_vshader_private *shader_data = shader->backend_data;
4767         UINT i;
4768
4769         ENTER_GL();
4770         for(i = 0; i < shader_data->num_gl_shaders; i++) {
4771             TRACE("deleting vshader %u\n", shader_data->gl_shaders[i].prgId);
4772             GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
4773             checkGLcall("glDeleteObjectARB");
4774         }
4775         LEAVE_GL();
4776         HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4777     }
4778
4779     HeapFree(GetProcessHeap(), 0, shader->backend_data);
4780     shader->backend_data = NULL;
4781
4782     context_release(context);
4783 }
4784
4785 static int glsl_program_key_compare(const void *key, const struct wine_rb_entry *entry)
4786 {
4787     const struct glsl_program_key *k = key;
4788     const struct glsl_shader_prog_link *prog = WINE_RB_ENTRY_VALUE(entry,
4789             const struct glsl_shader_prog_link, program_lookup_entry);
4790     int cmp;
4791
4792     if (k->vshader > prog->vshader) return 1;
4793     else if (k->vshader < prog->vshader) return -1;
4794
4795     if (k->pshader > prog->pshader) return 1;
4796     else if (k->pshader < prog->pshader) return -1;
4797
4798     if (k->vshader && (cmp = memcmp(&k->vs_args, &prog->vs_args, sizeof(prog->vs_args)))) return cmp;
4799     if (k->pshader && (cmp = memcmp(&k->ps_args, &prog->ps_args, sizeof(prog->ps_args)))) return cmp;
4800
4801     return 0;
4802 }
4803
4804 static BOOL constant_heap_init(struct constant_heap *heap, unsigned int constant_count)
4805 {
4806     SIZE_T size = (constant_count + 1) * sizeof(*heap->entries) + constant_count * sizeof(*heap->positions);
4807     void *mem = HeapAlloc(GetProcessHeap(), 0, size);
4808
4809     if (!mem)
4810     {
4811         ERR("Failed to allocate memory\n");
4812         return FALSE;
4813     }
4814
4815     heap->entries = mem;
4816     heap->entries[1].version = 0;
4817     heap->positions = (unsigned int *)(heap->entries + constant_count + 1);
4818     heap->size = 1;
4819
4820     return TRUE;
4821 }
4822
4823 static void constant_heap_free(struct constant_heap *heap)
4824 {
4825     HeapFree(GetProcessHeap(), 0, heap->entries);
4826 }
4827
4828 static const struct wine_rb_functions wined3d_glsl_program_rb_functions =
4829 {
4830     wined3d_rb_alloc,
4831     wined3d_rb_realloc,
4832     wined3d_rb_free,
4833     glsl_program_key_compare,
4834 };
4835
4836 static HRESULT shader_glsl_alloc(struct wined3d_device *device)
4837 {
4838     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4839     struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
4840     SIZE_T stack_size = wined3d_log2i(max(gl_info->limits.glsl_vs_float_constants,
4841             gl_info->limits.glsl_ps_float_constants)) + 1;
4842
4843     if (!shader_buffer_init(&priv->shader_buffer))
4844     {
4845         ERR("Failed to initialize shader buffer.\n");
4846         goto fail;
4847     }
4848
4849     priv->stack = HeapAlloc(GetProcessHeap(), 0, stack_size * sizeof(*priv->stack));
4850     if (!priv->stack)
4851     {
4852         ERR("Failed to allocate memory.\n");
4853         goto fail;
4854     }
4855
4856     if (!constant_heap_init(&priv->vconst_heap, gl_info->limits.glsl_vs_float_constants))
4857     {
4858         ERR("Failed to initialize vertex shader constant heap\n");
4859         goto fail;
4860     }
4861
4862     if (!constant_heap_init(&priv->pconst_heap, gl_info->limits.glsl_ps_float_constants))
4863     {
4864         ERR("Failed to initialize pixel shader constant heap\n");
4865         goto fail;
4866     }
4867
4868     if (wine_rb_init(&priv->program_lookup, &wined3d_glsl_program_rb_functions) == -1)
4869     {
4870         ERR("Failed to initialize rbtree.\n");
4871         goto fail;
4872     }
4873
4874     priv->next_constant_version = 1;
4875
4876     device->shader_priv = priv;
4877     return WINED3D_OK;
4878
4879 fail:
4880     constant_heap_free(&priv->pconst_heap);
4881     constant_heap_free(&priv->vconst_heap);
4882     HeapFree(GetProcessHeap(), 0, priv->stack);
4883     shader_buffer_free(&priv->shader_buffer);
4884     HeapFree(GetProcessHeap(), 0, priv);
4885     return E_OUTOFMEMORY;
4886 }
4887
4888 /* Context activation is done by the caller. */
4889 static void shader_glsl_free(struct wined3d_device *device)
4890 {
4891     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4892     struct shader_glsl_priv *priv = device->shader_priv;
4893     int i;
4894
4895     ENTER_GL();
4896     for (i = 0; i < tex_type_count; ++i)
4897     {
4898         if (priv->depth_blt_program_full[i])
4899         {
4900             GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program_full[i]));
4901         }
4902         if (priv->depth_blt_program_masked[i])
4903         {
4904             GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program_masked[i]));
4905         }
4906     }
4907     LEAVE_GL();
4908
4909     wine_rb_destroy(&priv->program_lookup, NULL, NULL);
4910     constant_heap_free(&priv->pconst_heap);
4911     constant_heap_free(&priv->vconst_heap);
4912     HeapFree(GetProcessHeap(), 0, priv->stack);
4913     shader_buffer_free(&priv->shader_buffer);
4914
4915     HeapFree(GetProcessHeap(), 0, device->shader_priv);
4916     device->shader_priv = NULL;
4917 }
4918
4919 static void shader_glsl_context_destroyed(void *shader_priv, const struct wined3d_context *context) {}
4920
4921 static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
4922 {
4923     if (gl_info->supported[EXT_GPU_SHADER4] && gl_info->supported[ARB_GEOMETRY_SHADER4]
4924             && gl_info->glsl_version >= MAKEDWORD_VERSION(1, 50))
4925     {
4926         caps->VertexShaderVersion = 4;
4927         caps->PixelShaderVersion = 4;
4928     }
4929     /* ARB_shader_texture_lod or EXT_gpu_shader4 is required for the SM3
4930      * texldd and texldl instructions. */
4931     else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD] || gl_info->supported[EXT_GPU_SHADER4])
4932     {
4933         caps->VertexShaderVersion = 3;
4934         caps->PixelShaderVersion = 3;
4935     }
4936     else
4937     {
4938         caps->VertexShaderVersion = 2;
4939         caps->PixelShaderVersion = 2;
4940     }
4941
4942     caps->MaxVertexShaderConst = gl_info->limits.glsl_vs_float_constants;
4943     caps->MaxPixelShaderConst = gl_info->limits.glsl_ps_float_constants;
4944
4945     /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
4946      * Direct3D minimum requirement.
4947      *
4948      * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
4949      * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
4950      *
4951      * The problem is that the refrast clamps temporary results in the shader to
4952      * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
4953      * then applications may miss the clamping behavior. On the other hand, if it is smaller,
4954      * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
4955      * offer a way to query this.
4956      */
4957     caps->PixelShader1xMaxValue = 8.0;
4958
4959     caps->VSClipping = TRUE;
4960
4961     TRACE_(d3d_caps)("Hardware vertex shader version %u enabled (GLSL).\n",
4962             caps->VertexShaderVersion);
4963     TRACE_(d3d_caps)("Hardware pixel shader version %u enabled (GLSL).\n",
4964             caps->PixelShaderVersion);
4965 }
4966
4967 static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
4968 {
4969     if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
4970     {
4971         TRACE("Checking support for fixup:\n");
4972         dump_color_fixup_desc(fixup);
4973     }
4974
4975     /* We support everything except YUV conversions. */
4976     if (!is_complex_fixup(fixup))
4977     {
4978         TRACE("[OK]\n");
4979         return TRUE;
4980     }
4981
4982     TRACE("[FAILED]\n");
4983     return FALSE;
4984 }
4985
4986 static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4987 {
4988     /* WINED3DSIH_ABS           */ shader_glsl_map2gl,
4989     /* WINED3DSIH_ADD           */ shader_glsl_arith,
4990     /* WINED3DSIH_AND           */ NULL,
4991     /* WINED3DSIH_BEM           */ shader_glsl_bem,
4992     /* WINED3DSIH_BREAK         */ shader_glsl_break,
4993     /* WINED3DSIH_BREAKC        */ shader_glsl_breakc,
4994     /* WINED3DSIH_BREAKP        */ NULL,
4995     /* WINED3DSIH_CALL          */ shader_glsl_call,
4996     /* WINED3DSIH_CALLNZ        */ shader_glsl_callnz,
4997     /* WINED3DSIH_CMP           */ shader_glsl_cmp,
4998     /* WINED3DSIH_CND           */ shader_glsl_cnd,
4999     /* WINED3DSIH_CRS           */ shader_glsl_cross,
5000     /* WINED3DSIH_CUT           */ NULL,
5001     /* WINED3DSIH_DCL           */ NULL,
5002     /* WINED3DSIH_DEF           */ NULL,
5003     /* WINED3DSIH_DEFB          */ NULL,
5004     /* WINED3DSIH_DEFI          */ NULL,
5005     /* WINED3DSIH_DIV           */ NULL,
5006     /* WINED3DSIH_DP2ADD        */ shader_glsl_dp2add,
5007     /* WINED3DSIH_DP3           */ shader_glsl_dot,
5008     /* WINED3DSIH_DP4           */ shader_glsl_dot,
5009     /* WINED3DSIH_DST           */ shader_glsl_dst,
5010     /* WINED3DSIH_DSX           */ shader_glsl_map2gl,
5011     /* WINED3DSIH_DSY           */ shader_glsl_map2gl,
5012     /* WINED3DSIH_ELSE          */ shader_glsl_else,
5013     /* WINED3DSIH_EMIT          */ NULL,
5014     /* WINED3DSIH_ENDIF         */ shader_glsl_end,
5015     /* WINED3DSIH_ENDLOOP       */ shader_glsl_end,
5016     /* WINED3DSIH_ENDREP        */ shader_glsl_end,
5017     /* WINED3DSIH_EQ            */ NULL,
5018     /* WINED3DSIH_EXP           */ shader_glsl_map2gl,
5019     /* WINED3DSIH_EXPP          */ shader_glsl_expp,
5020     /* WINED3DSIH_FRC           */ shader_glsl_map2gl,
5021     /* WINED3DSIH_FTOI          */ NULL,
5022     /* WINED3DSIH_GE            */ NULL,
5023     /* WINED3DSIH_IADD          */ NULL,
5024     /* WINED3DSIH_IEQ           */ NULL,
5025     /* WINED3DSIH_IF            */ shader_glsl_if,
5026     /* WINED3DSIH_IFC           */ shader_glsl_ifc,
5027     /* WINED3DSIH_IGE           */ NULL,
5028     /* WINED3DSIH_IMUL          */ NULL,
5029     /* WINED3DSIH_ITOF          */ NULL,
5030     /* WINED3DSIH_LABEL         */ shader_glsl_label,
5031     /* WINED3DSIH_LD            */ NULL,
5032     /* WINED3DSIH_LIT           */ shader_glsl_lit,
5033     /* WINED3DSIH_LOG           */ shader_glsl_log,
5034     /* WINED3DSIH_LOGP          */ shader_glsl_log,
5035     /* WINED3DSIH_LOOP          */ shader_glsl_loop,
5036     /* WINED3DSIH_LRP           */ shader_glsl_lrp,
5037     /* WINED3DSIH_LT            */ NULL,
5038     /* WINED3DSIH_M3x2          */ shader_glsl_mnxn,
5039     /* WINED3DSIH_M3x3          */ shader_glsl_mnxn,
5040     /* WINED3DSIH_M3x4          */ shader_glsl_mnxn,
5041     /* WINED3DSIH_M4x3          */ shader_glsl_mnxn,
5042     /* WINED3DSIH_M4x4          */ shader_glsl_mnxn,
5043     /* WINED3DSIH_MAD           */ shader_glsl_mad,
5044     /* WINED3DSIH_MAX           */ shader_glsl_map2gl,
5045     /* WINED3DSIH_MIN           */ shader_glsl_map2gl,
5046     /* WINED3DSIH_MOV           */ shader_glsl_mov,
5047     /* WINED3DSIH_MOVA          */ shader_glsl_mov,
5048     /* WINED3DSIH_MOVC          */ NULL,
5049     /* WINED3DSIH_MUL           */ shader_glsl_arith,
5050     /* WINED3DSIH_NOP           */ NULL,
5051     /* WINED3DSIH_NRM           */ shader_glsl_nrm,
5052     /* WINED3DSIH_PHASE         */ NULL,
5053     /* WINED3DSIH_POW           */ shader_glsl_pow,
5054     /* WINED3DSIH_RCP           */ shader_glsl_rcp,
5055     /* WINED3DSIH_REP           */ shader_glsl_rep,
5056     /* WINED3DSIH_RET           */ shader_glsl_ret,
5057     /* WINED3DSIH_ROUND_NI      */ NULL,
5058     /* WINED3DSIH_RSQ           */ shader_glsl_rsq,
5059     /* WINED3DSIH_SAMPLE        */ NULL,
5060     /* WINED3DSIH_SAMPLE_GRAD   */ NULL,
5061     /* WINED3DSIH_SAMPLE_LOD    */ NULL,
5062     /* WINED3DSIH_SETP          */ NULL,
5063     /* WINED3DSIH_SGE           */ shader_glsl_compare,
5064     /* WINED3DSIH_SGN           */ shader_glsl_sgn,
5065     /* WINED3DSIH_SINCOS        */ shader_glsl_sincos,
5066     /* WINED3DSIH_SLT           */ shader_glsl_compare,
5067     /* WINED3DSIH_SQRT          */ NULL,
5068     /* WINED3DSIH_SUB           */ shader_glsl_arith,
5069     /* WINED3DSIH_TEX           */ shader_glsl_tex,
5070     /* WINED3DSIH_TEXBEM        */ shader_glsl_texbem,
5071     /* WINED3DSIH_TEXBEML       */ shader_glsl_texbem,
5072     /* WINED3DSIH_TEXCOORD      */ shader_glsl_texcoord,
5073     /* WINED3DSIH_TEXDEPTH      */ shader_glsl_texdepth,
5074     /* WINED3DSIH_TEXDP3        */ shader_glsl_texdp3,
5075     /* WINED3DSIH_TEXDP3TEX     */ shader_glsl_texdp3tex,
5076     /* WINED3DSIH_TEXKILL       */ shader_glsl_texkill,
5077     /* WINED3DSIH_TEXLDD        */ shader_glsl_texldd,
5078     /* WINED3DSIH_TEXLDL        */ shader_glsl_texldl,
5079     /* WINED3DSIH_TEXM3x2DEPTH  */ shader_glsl_texm3x2depth,
5080     /* WINED3DSIH_TEXM3x2PAD    */ shader_glsl_texm3x2pad,
5081     /* WINED3DSIH_TEXM3x2TEX    */ shader_glsl_texm3x2tex,
5082     /* WINED3DSIH_TEXM3x3       */ shader_glsl_texm3x3,
5083     /* WINED3DSIH_TEXM3x3DIFF   */ NULL,
5084     /* WINED3DSIH_TEXM3x3PAD    */ shader_glsl_texm3x3pad,
5085     /* WINED3DSIH_TEXM3x3SPEC   */ shader_glsl_texm3x3spec,
5086     /* WINED3DSIH_TEXM3x3TEX    */ shader_glsl_texm3x3tex,
5087     /* WINED3DSIH_TEXM3x3VSPEC  */ shader_glsl_texm3x3vspec,
5088     /* WINED3DSIH_TEXREG2AR     */ shader_glsl_texreg2ar,
5089     /* WINED3DSIH_TEXREG2GB     */ shader_glsl_texreg2gb,
5090     /* WINED3DSIH_TEXREG2RGB    */ shader_glsl_texreg2rgb,
5091     /* WINED3DSIH_UDIV          */ NULL,
5092     /* WINED3DSIH_USHR          */ NULL,
5093     /* WINED3DSIH_UTOF          */ NULL,
5094     /* WINED3DSIH_XOR           */ NULL,
5095 };
5096
5097 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction *ins) {
5098     SHADER_HANDLER hw_fct;
5099
5100     /* Select handler */
5101     hw_fct = shader_glsl_instruction_handler_table[ins->handler_idx];
5102
5103     /* Unhandled opcode */
5104     if (!hw_fct)
5105     {
5106         FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
5107         return;
5108     }
5109     hw_fct(ins);
5110
5111     shader_glsl_add_instruction_modifiers(ins);
5112 }
5113
5114 const struct wined3d_shader_backend_ops glsl_shader_backend =
5115 {
5116     shader_glsl_handle_instruction,
5117     shader_glsl_select,
5118     shader_glsl_select_depth_blt,
5119     shader_glsl_deselect_depth_blt,
5120     shader_glsl_update_float_vertex_constants,
5121     shader_glsl_update_float_pixel_constants,
5122     shader_glsl_load_constants,
5123     shader_glsl_load_np2fixup_constants,
5124     shader_glsl_destroy,
5125     shader_glsl_alloc,
5126     shader_glsl_free,
5127     shader_glsl_context_destroyed,
5128     shader_glsl_get_caps,
5129     shader_glsl_color_fixup_supported,
5130 };