dmloader: Remove WINAPI on static functions where not needed.
[wine] / dlls / wined3d / arb_program_shader.c
1 /*
2  * Pixel and vertex shaders implementation using ARB_vertex_program
3  * and ARB_fragment_program GL extensions.
4  *
5  * Copyright 2002-2003 Jason Edmeades
6  * Copyright 2002-2003 Raphael Junqueira
7  * Copyright 2004 Christian Costa
8  * Copyright 2005 Oliver Stieber
9  * Copyright 2006 Ivan Gyurdiev
10  * Copyright 2006 Jason Green
11  * Copyright 2006 Henri Verbeet
12  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
13  *
14  * This library is free software; you can redistribute it and/or
15  * modify it under the terms of the GNU Lesser General Public
16  * License as published by the Free Software Foundation; either
17  * version 2.1 of the License, or (at your option) any later version.
18  *
19  * This library is distributed in the hope that it will be useful,
20  * but WITHOUT ANY WARRANTY; without even the implied warranty of
21  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
22  * Lesser General Public License for more details.
23  *
24  * You should have received a copy of the GNU Lesser General Public
25  * License along with this library; if not, write to the Free Software
26  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27  */
28
29 #include "config.h"
30
31 #include <math.h>
32 #include <stdio.h>
33
34 #include "wined3d_private.h"
35
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
39
40 #define GLINFO_LOCATION      (*gl_info)
41
42 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
43  * so upload them above that
44  */
45 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
46 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
47
48 /* ARB_program_shader private data */
49 struct shader_arb_priv {
50     GLuint                  current_vprogram_id;
51     GLuint                  current_fprogram_id;
52     GLuint                  depth_blt_vprogram_id;
53     GLuint                  depth_blt_fprogram_id[tex_type_count];
54     BOOL                    use_arbfp_fixed_func;
55     struct hash_table_t     *fragment_shaders;
56 };
57
58 /********************************************************
59  * ARB_[vertex/fragment]_program helper functions follow
60  ********************************************************/
61
62 /** 
63  * Loads floating point constants into the currently set ARB_vertex/fragment_program.
64  * When constant_list == NULL, it will load all the constants.
65  *  
66  * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
67  *  or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
68  */
69 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, const WineD3D_GL_Info *gl_info,
70         GLuint target_type, unsigned int max_constants, const float *constants, char *dirty_consts)
71 {
72     local_constant* lconst;
73     DWORD i, j;
74     unsigned int ret;
75
76     if (TRACE_ON(d3d_shader)) {
77         for(i = 0; i < max_constants; i++) {
78             if(!dirty_consts[i]) continue;
79             TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
80                         constants[i * 4 + 0], constants[i * 4 + 1],
81                         constants[i * 4 + 2], constants[i * 4 + 3]);
82         }
83     }
84     /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
85     if(target_type == GL_FRAGMENT_PROGRAM_ARB &&
86        WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1) {
87         float lcl_const[4];
88         for(i = 0; i < max_constants; i++) {
89             if(!dirty_consts[i]) continue;
90             dirty_consts[i] = 0;
91
92             j = 4 * i;
93             if(constants[j + 0] > 1.0) lcl_const[0] = 1.0;
94             else if(constants[j + 0] < -1.0) lcl_const[0] = -1.0;
95             else lcl_const[0] = constants[j + 0];
96
97             if(constants[j + 1] > 1.0) lcl_const[1] = 1.0;
98             else if(constants[j + 1] < -1.0) lcl_const[1] = -1.0;
99             else lcl_const[1] = constants[j + 1];
100
101             if(constants[j + 2] > 1.0) lcl_const[2] = 1.0;
102             else if(constants[j + 2] < -1.0) lcl_const[2] = -1.0;
103             else lcl_const[2] = constants[j + 2];
104
105             if(constants[j + 3] > 1.0) lcl_const[3] = 1.0;
106             else if(constants[j + 3] < -1.0) lcl_const[3] = -1.0;
107             else lcl_const[3] = constants[j + 3];
108
109             GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
110         }
111     } else {
112         if(GL_SUPPORT(EXT_GPU_PROGRAM_PARAMETERS)) {
113             /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
114              * or just reloading *all* constants at once
115              *
116             GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, 0, max_constants, constants));
117              */
118             for(i = 0; i < max_constants; i++) {
119                 if(!dirty_consts[i]) continue;
120
121                 /* Find the next block of dirty constants */
122                 dirty_consts[i] = 0;
123                 j = i;
124                 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
125                     dirty_consts[i] = 0;
126                 }
127
128                 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
129             }
130         } else {
131             for(i = 0; i < max_constants; i++) {
132                 if(dirty_consts[i]) {
133                     dirty_consts[i] = 0;
134                     GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
135                 }
136             }
137         }
138     }
139     checkGLcall("glProgramEnvParameter4fvARB()");
140
141     /* Load immediate constants */
142     if(This->baseShader.load_local_constsF) {
143         if (TRACE_ON(d3d_shader)) {
144             LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
145                 GLfloat* values = (GLfloat*)lconst->value;
146                 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
147                         values[0], values[1], values[2], values[3]);
148             }
149         }
150         /* Immediate constants are clamped for 1.X shaders at loading times */
151         ret = 0;
152         LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
153             dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
154             ret = max(ret, lconst->idx + 1);
155             GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
156         }
157         checkGLcall("glProgramEnvParameter4fvARB()");
158         return ret; /* The loaded immediate constants need reloading for the next shader */
159     } else {
160         return 0; /* No constants are dirty now */
161     }
162 }
163
164 /**
165  * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
166  * 
167  * We only support float constants in ARB at the moment, so don't 
168  * worry about the Integers or Booleans
169  */
170 static void shader_arb_load_constants(
171     IWineD3DDevice* device,
172     char usePixelShader,
173     char useVertexShader) {
174    
175     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device; 
176     IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
177     const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
178     unsigned char i;
179
180     if (useVertexShader) {
181         IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
182
183         /* Load DirectX 9 float constants for vertex shader */
184         deviceImpl->highest_dirty_vs_const = shader_arb_load_constantsF(
185                 vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
186                 deviceImpl->highest_dirty_vs_const,
187                 stateBlock->vertexShaderConstantF,
188                 deviceImpl->activeContext->vshader_const_dirty);
189
190         /* Upload the position fixup */
191         GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, ARB_SHADER_PRIVCONST_POS, deviceImpl->posFixup));
192     }
193
194     if (usePixelShader) {
195
196         IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
197         IWineD3DPixelShaderImpl *psi = (IWineD3DPixelShaderImpl *) pshader;
198
199         /* Load DirectX 9 float constants for pixel shader */
200         deviceImpl->highest_dirty_ps_const = shader_arb_load_constantsF(
201                 pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
202                 deviceImpl->highest_dirty_ps_const,
203                 stateBlock->pixelShaderConstantF,
204                 deviceImpl->activeContext->pshader_const_dirty);
205
206         for(i = 0; i < psi->numbumpenvmatconsts; i++) {
207             /* The state manager takes care that this function is always called if the bump env matrix changes
208              */
209             const float *data = (const float *)&stateBlock->textureState[(int) psi->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00];
210             GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->bumpenvmatconst[i].const_num, data));
211             deviceImpl->activeContext->pshader_const_dirty[psi->bumpenvmatconst[i].const_num] = 1;
212
213             if(psi->luminanceconst[i].const_num != -1) {
214                 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
215                  * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
216                  * don't care about them. The pointers are valid for sure because the stateblock is bigger.
217                  * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
218                  */
219                 const float *scale = (const float *)&stateBlock->textureState[(int) psi->luminanceconst[i].texunit][WINED3DTSS_BUMPENVLSCALE];
220                 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->luminanceconst[i].const_num, scale));
221                 deviceImpl->activeContext->pshader_const_dirty[psi->luminanceconst[i].const_num] = 1;
222             }
223         }
224     }
225 }
226
227 /* Generate the variable & register declarations for the ARB_vertex_program output target */
228 static void shader_generate_arb_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
229         SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info)
230 {
231     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
232     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
233     DWORD i, cur;
234     char pshader = shader_is_pshader_version(This->baseShader.hex_version);
235     unsigned max_constantsF = min(This->baseShader.limits.constant_float, 
236             (pshader ? GL_LIMITS(pshader_constantsF) : GL_LIMITS(vshader_constantsF)));
237     UINT extra_constants_needed = 0;
238     const local_constant *lconst;
239
240     /* Temporary Output register */
241     shader_addline(buffer, "TEMP TMP_OUT;\n");
242
243     for(i = 0; i < This->baseShader.limits.temporary; i++) {
244         if (reg_maps->temporary[i])
245             shader_addline(buffer, "TEMP R%u;\n", i);
246     }
247
248     for (i = 0; i < This->baseShader.limits.address; i++) {
249         if (reg_maps->address[i])
250             shader_addline(buffer, "ADDRESS A%d;\n", i);
251     }
252
253     for(i = 0; i < This->baseShader.limits.texcoord; i++) {
254         if (reg_maps->texcoord[i])
255             shader_addline(buffer,"TEMP T%u;\n", i);
256     }
257
258     /* Texture coordinate registers must be pre-loaded */
259     for (i = 0; i < This->baseShader.limits.texcoord; i++) {
260         if (reg_maps->texcoord[i])
261             shader_addline(buffer, "MOV T%u, fragment.texcoord[%u];\n", i, i);
262     }
263
264     for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
265         IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) This;
266         if(!reg_maps->bumpmat[i]) continue;
267
268         cur = ps->numbumpenvmatconsts;
269         ps->bumpenvmatconst[cur].const_num = -1;
270         ps->bumpenvmatconst[cur].texunit = i;
271         ps->luminanceconst[cur].const_num = -1;
272         ps->luminanceconst[cur].texunit = i;
273
274         /* If the shader does not use all available constants, use the next free constant to load the bump mapping environment matrix from
275          * the stateblock into the shader. If no constant is available don't load, texbem will then just sample the texture without applying
276          * bump mapping.
277          */
278         if(max_constantsF + extra_constants_needed < GL_LIMITS(pshader_constantsF)) {
279             ps->bumpenvmatconst[cur].const_num = max_constantsF + extra_constants_needed;
280             shader_addline(buffer, "PARAM bumpenvmat%d = program.env[%d];\n",
281                            i, ps->bumpenvmatconst[cur].const_num);
282             extra_constants_needed++;
283
284             if(reg_maps->luminanceparams && max_constantsF + extra_constants_needed < GL_LIMITS(pshader_constantsF)) {
285                 ((IWineD3DPixelShaderImpl *)This)->luminanceconst[cur].const_num = max_constantsF + extra_constants_needed;
286                 shader_addline(buffer, "PARAM luminance%d = program.env[%d];\n",
287                                i, ps->luminanceconst[cur].const_num);
288                 extra_constants_needed++;
289             } else if(reg_maps->luminanceparams) {
290                 FIXME("No free constant to load the luminance parameters\n");
291             }
292         } else {
293             FIXME("No free constant found to load environemnt bump mapping matrix into the shader. texbem instruction will not apply bump mapping\n");
294         }
295
296         ps->numbumpenvmatconsts = cur + 1;
297     }
298
299     if(device->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE] && pshader) {
300         shader_addline(buffer, "PARAM srgb_mul_low = {%f, %f, %f, 1.0};\n",
301                         srgb_mul_low, srgb_mul_low, srgb_mul_low);
302         shader_addline(buffer, "PARAM srgb_comparison =  {%f, %f, %f, %f};\n",
303                         srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
304         shader_addline(buffer, "PARAM srgb_pow =  {%f, %f, %f, 1.0};\n",
305                        srgb_pow, srgb_pow, srgb_pow);
306         shader_addline(buffer, "PARAM srgb_mul_hi =  {%f, %f, %f, 1.0};\n",
307                        srgb_mul_high, srgb_mul_high, srgb_mul_high);
308         shader_addline(buffer, "PARAM srgb_sub_hi =  {%f, %f, %f, 0.0};\n",
309                        srgb_sub_high, srgb_sub_high, srgb_sub_high);
310     }
311
312     /* Load local constants using the program-local space,
313      * this avoids reloading them each time the shader is used
314      */
315     if(!This->baseShader.load_local_constsF) {
316         LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
317             shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
318                            lconst->idx);
319         }
320     }
321
322     /* we use the array-based constants array if the local constants are marked for loading,
323      * because then we use indirect addressing, or when the local constant list is empty,
324      * because then we don't know if we're using indirect addressing or not. If we're hardcoding
325      * local constants do not declare the loaded constants as an array because ARB compilers usually
326      * do not optimize unused constants away
327      */
328     if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) {
329         /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
330         shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
331                     max_constantsF, max_constantsF - 1);
332     } else {
333         for(i = 0; i < max_constantsF; i++) {
334             if(!shader_constant_is_local(This, i)) {
335                 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
336             }
337         }
338     }
339 }
340
341 static const char * const shift_tab[] = {
342     "dummy",     /*  0 (none) */
343     "coefmul.x", /*  1 (x2)   */
344     "coefmul.y", /*  2 (x4)   */
345     "coefmul.z", /*  3 (x8)   */
346     "coefmul.w", /*  4 (x16)  */
347     "dummy",     /*  5 (x32)  */
348     "dummy",     /*  6 (x64)  */
349     "dummy",     /*  7 (x128) */
350     "dummy",     /*  8 (d256) */
351     "dummy",     /*  9 (d128) */
352     "dummy",     /* 10 (d64)  */
353     "dummy",     /* 11 (d32)  */
354     "coefdiv.w", /* 12 (d16)  */
355     "coefdiv.z", /* 13 (d8)   */
356     "coefdiv.y", /* 14 (d4)   */
357     "coefdiv.x"  /* 15 (d2)   */
358 };
359
360 static void shader_arb_get_write_mask(const SHADER_OPCODE_ARG *arg, const DWORD param, char *write_mask)
361 {
362     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) arg->shader;
363     char *ptr = write_mask;
364     char vshader = shader_is_vshader_version(This->baseShader.hex_version);
365
366     if(vshader && shader_get_regtype(param) == WINED3DSPR_ADDR) {
367         *ptr++ = '.';
368         *ptr++ = 'x';
369     } else if ((param & WINED3DSP_WRITEMASK_ALL) != WINED3DSP_WRITEMASK_ALL) {
370         *ptr++ = '.';
371         if (param & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
372         if (param & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
373         if (param & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
374         if (param & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
375     }
376
377     *ptr = '\0';
378 }
379
380 static void shader_arb_get_swizzle(const DWORD param, BOOL fixup, char *swizzle_str) {
381     /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
382      * but addressed as "rgba". To fix this we need to swap the register's x
383      * and z components. */
384     const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
385     char *ptr = swizzle_str;
386
387     /* swizzle bits fields: wwzzyyxx */
388     DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
389     DWORD swizzle_x = swizzle & 0x03;
390     DWORD swizzle_y = (swizzle >> 2) & 0x03;
391     DWORD swizzle_z = (swizzle >> 4) & 0x03;
392     DWORD swizzle_w = (swizzle >> 6) & 0x03;
393
394     /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
395      * generate a swizzle string. Unless we need to our own swizzling. */
396     if ((WINED3DSP_NOSWIZZLE >> WINED3DSP_SWIZZLE_SHIFT) != swizzle || fixup) {
397         *ptr++ = '.';
398         if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
399             *ptr++ = swizzle_chars[swizzle_x];
400         } else {
401             *ptr++ = swizzle_chars[swizzle_x];
402             *ptr++ = swizzle_chars[swizzle_y];
403             *ptr++ = swizzle_chars[swizzle_z];
404             *ptr++ = swizzle_chars[swizzle_w];
405         }
406     }
407
408     *ptr = '\0';
409 }
410
411 static void pshader_get_register_name(IWineD3DBaseShader* iface,
412     const DWORD param, char* regstr) {
413
414     DWORD reg = param & WINED3DSP_REGNUM_MASK;
415     DWORD regtype = shader_get_regtype(param);
416     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
417
418     switch (regtype) {
419     case WINED3DSPR_TEMP:
420         sprintf(regstr, "R%u", reg);
421     break;
422     case WINED3DSPR_INPUT:
423         if (reg==0) {
424             strcpy(regstr, "fragment.color.primary");
425         } else {
426             strcpy(regstr, "fragment.color.secondary");
427         }
428     break;
429     case WINED3DSPR_CONST:
430         if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) {
431             sprintf(regstr, "C[%u]", reg);
432         } else {
433             sprintf(regstr, "C%u", reg);
434         }
435     break;
436     case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
437         sprintf(regstr,"T%u", reg);
438     break;
439     case WINED3DSPR_COLOROUT:
440         if (reg == 0)
441             sprintf(regstr, "TMP_COLOR");
442         else {
443             /* TODO: See GL_ARB_draw_buffers */
444             FIXME("Unsupported write to render target %u\n", reg);
445             sprintf(regstr, "unsupported_register");
446         }
447     break;
448     case WINED3DSPR_DEPTHOUT:
449         sprintf(regstr, "result.depth");
450     break;
451     case WINED3DSPR_ATTROUT:
452         sprintf(regstr, "oD[%u]", reg);
453     break;
454     case WINED3DSPR_TEXCRDOUT:
455         sprintf(regstr, "oT[%u]", reg);
456     break;
457     default:
458         FIXME("Unhandled register name Type(%d)\n", regtype);
459         sprintf(regstr, "unrecognized_register");
460     break;
461     }
462 }
463
464 /* TODO: merge with pixel shader */
465 static void vshader_program_add_param(const SHADER_OPCODE_ARG *arg, const DWORD param, BOOL is_input, char *hwLine)
466 {
467   IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl*) arg->shader;
468
469   /* oPos, oFog and oPts in D3D */
470   static const char * const hwrastout_reg_names[] = { "TMP_OUT", "result.fogcoord", "result.pointsize" };
471
472   DWORD reg = param & WINED3DSP_REGNUM_MASK;
473   DWORD regtype = shader_get_regtype(param);
474   char  tmpReg[255];
475   BOOL is_color = FALSE;
476
477   if ((param & WINED3DSP_SRCMOD_MASK) == WINED3DSPSM_NEG) {
478       strcat(hwLine, " -");
479   } else {
480       strcat(hwLine, " ");
481   }
482
483   switch (regtype) {
484   case WINED3DSPR_TEMP:
485     sprintf(tmpReg, "R%u", reg);
486     strcat(hwLine, tmpReg);
487     break;
488   case WINED3DSPR_INPUT:
489
490     if (vshader_input_is_color((IWineD3DVertexShader*) This, reg))
491         is_color = TRUE;
492
493     sprintf(tmpReg, "vertex.attrib[%u]", reg);
494     strcat(hwLine, tmpReg);
495     break;
496   case WINED3DSPR_CONST:
497       if(param & WINED3DSHADER_ADDRMODE_RELATIVE) {
498           if(reg >= This->rel_offset) {
499               sprintf(tmpReg, "C[A0.x + %u]", reg - This->rel_offset);
500           } else {
501               sprintf(tmpReg, "C[A0.x - %u]", -reg + This->rel_offset);
502           }
503       } else {
504           if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) {
505               sprintf(tmpReg, "C[%u]", reg);
506           } else {
507               sprintf(tmpReg, "C%u", reg);
508           }
509       }
510     strcat(hwLine, tmpReg);
511     break;
512   case WINED3DSPR_ADDR: /*case D3DSPR_TEXTURE:*/
513     sprintf(tmpReg, "A%u", reg);
514     strcat(hwLine, tmpReg);
515     break;
516   case WINED3DSPR_RASTOUT:
517     sprintf(tmpReg, "%s", hwrastout_reg_names[reg]);
518     strcat(hwLine, tmpReg);
519     break;
520   case WINED3DSPR_ATTROUT:
521     if (reg==0) {
522        strcat(hwLine, "result.color.primary");
523     } else {
524        strcat(hwLine, "result.color.secondary");
525     }
526     break;
527   case WINED3DSPR_TEXCRDOUT:
528     sprintf(tmpReg, "result.texcoord[%u]", reg);
529     strcat(hwLine, tmpReg);
530     break;
531   default:
532     FIXME("Unknown reg type %d %d\n", regtype, reg);
533     strcat(hwLine, "unrecognized_register");
534     break;
535   }
536
537   if (!is_input) {
538     char write_mask[6];
539     shader_arb_get_write_mask(arg, param, write_mask);
540     strcat(hwLine, write_mask);
541   } else {
542     char swizzle[6];
543     shader_arb_get_swizzle(param, is_color, swizzle);
544     strcat(hwLine, swizzle);
545   }
546 }
547
548 static void shader_hw_sample(const SHADER_OPCODE_ARG *arg, DWORD sampler_idx, const char *dst_str,
549         const char *coord_reg, BOOL projected, BOOL bias)
550 {
551     SHADER_BUFFER* buffer = arg->buffer;
552     DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
553     const char *tex_type;
554
555     switch(sampler_type) {
556         case WINED3DSTT_1D:
557             tex_type = "1D";
558             break;
559
560         case WINED3DSTT_2D:
561         {
562             IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) arg->shader;
563             IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
564             if(device->stateBlock->textures[sampler_idx] &&
565                IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
566                 tex_type = "RECT";
567             } else {
568                 tex_type = "2D";
569             }
570             break;
571         }
572
573         case WINED3DSTT_VOLUME:
574             tex_type = "3D";
575             break;
576
577         case WINED3DSTT_CUBE:
578             tex_type = "CUBE";
579             break;
580
581         default:
582             ERR("Unexpected texture type %d\n", sampler_type);
583             tex_type = "";
584     }
585
586     if (bias) {
587         /* Shouldn't be possible, but let's check for it */
588         if(projected) FIXME("Biased and Projected texture sampling\n");
589         /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
590         shader_addline(buffer, "TXB %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
591     } else if (projected) {
592         shader_addline(buffer, "TXP %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
593     } else {
594         shader_addline(buffer, "TEX %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
595     }
596 }
597
598 static void gen_color_correction(SHADER_BUFFER *buffer, const char *reg, const char *writemask,
599                                  const char *one, const char *two, WINED3DFORMAT fmt,
600                                  const WineD3D_GL_Info *gl_info)
601 {
602     switch(fmt) {
603         case WINED3DFMT_V8U8:
604         case WINED3DFMT_V16U16:
605             if(GL_SUPPORT(NV_TEXTURE_SHADER) && fmt == WINED3DFMT_V8U8) {
606                 /* The 3rd channel returns 1.0 in d3d, but 0.0 in gl. Fix this while we're at it :-)
607                  * The dx7 sdk BumpEarth demo needs it because it uses BUMPENVMAPLUMINANCE with V8U8.
608                  * With the luminance(b) value = 1.0, BUMPENVMAPLUMINANCE == BUMPENVMAP, but if b is
609                  * 0.0(without this fixup), the rendering breaks.
610                  */
611                 if(strlen(writemask) >= 4) {
612                     shader_addline(buffer, "MOV %s.%c, %s;\n", reg, writemask[3], one);
613                 }
614             } else {
615                 /* Correct the sign, but leave the blue as it is - it was loaded correctly already
616                  * ARB shaders are a bit picky wrt writemasks and swizzles. If we're free to scale
617                  * all registers, do so, this saves an instruction.
618                  */
619                 if(strlen(writemask) >= 5) {
620                     shader_addline(buffer, "MAD %s, %s, %s, -%s;\n", reg, reg, two, one);
621                 } else if(strlen(writemask) >= 3) {
622                     shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n",
623                                    reg, writemask[1],
624                                    reg, writemask[1],
625                                    two, one);
626                     shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n",
627                                    reg, writemask[2],
628                                    reg, writemask[2],
629                                    two, one);
630                 } else if(strlen(writemask) == 2) {
631                     shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n", reg, writemask[1],
632                                    reg, writemask[1], two, one);
633                 }
634             }
635             break;
636
637         case WINED3DFMT_X8L8V8U8:
638             if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
639                 /* Red and blue are the signed channels, fix them up; Blue(=L) is correct already,
640                  * and a(X) is always 1.0. Cannot do a full conversion due to L(blue)
641                  */
642                 if(strlen(writemask) >= 3) {
643                     shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n",
644                                    reg, writemask[1],
645                                    reg, writemask[1],
646                                    two, one);
647                     shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n",
648                                    reg, writemask[2],
649                                    reg, writemask[2],
650                                    two, one);
651                 } else if(strlen(writemask) == 2) {
652                     shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n",
653                                    reg, writemask[1],
654                                    reg, writemask[1],
655                                    two, one);
656                 }
657             }
658             break;
659
660         case WINED3DFMT_L6V5U5:
661             if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
662                 if(strlen(writemask) >= 4) {
663                     /* Swap y and z (U and L), and do a sign conversion on x and the new y(V and U) */
664                     shader_addline(buffer, "MOV TMP.g, %s.%c;\n",
665                                    reg, writemask[2]);
666                     shader_addline(buffer, "MAD %s.%c%c, %s.%c%c%c%c, %s, -%s;\n",
667                                    reg, writemask[1], writemask[2],
668                                    reg, writemask[3], writemask[1], writemask[3], writemask[1],
669                                    two, one);
670                     shader_addline(buffer, "MOV %s.%c, TMP.g;\n", reg,
671                                    writemask[3]);
672                 } else if(strlen(writemask) == 3) {
673                     /* This is bad: We have VL, but we need VU */
674                     FIXME("2 components sampled from a converted L6V5U5 texture\n");
675                 } else {
676                     shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n",
677                                    reg, writemask[1],
678                                    reg, writemask[1],
679                                    two, one);
680                 }
681             }
682             break;
683
684         case WINED3DFMT_Q8W8V8U8:
685             if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
686                 /* Correct the sign in all channels */
687                 switch(strlen(writemask)) {
688                     case 4:
689                         shader_addline(buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
690                                        reg, writemask[3],
691                                        reg, writemask[3]);
692                         /* drop through */
693                     case 3:
694                         shader_addline(buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
695                                        reg, writemask[2],
696                                        reg, writemask[2]);
697                         /* drop through */
698                     case 2:
699                         shader_addline(buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
700                                        reg, writemask[1],
701                                        reg, writemask[1]);
702                         break;
703
704                         /* Should not occur, since it's at minimum '.' and a letter */
705                     case 1:
706                         ERR("Unexpected writemask: \"%s\"\n", writemask);
707                         break;
708
709                     case 5:
710                     default:
711                         shader_addline(buffer, "MAD %s, %s, coefmul.x, -one;\n", reg, reg);
712                 }
713             }
714             break;
715
716         case WINED3DFMT_ATI2N:
717             /* GL_ATI_texture_compression_3dc returns the two channels as luminance-alpha,
718              * which means the first one is replicated across .rgb, and the 2nd one is in
719              * .a. We need the 2nd in .g
720              *
721              * GL_EXT_texture_compression_rgtc returns the values in .rg, however, they
722              * are swapped compared to d3d. So swap red and green.
723              */
724             if(GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
725                 shader_addline(buffer, "SWZ %s, %s, %c, %c, 1, 0;\n",
726                                reg, reg, writemask[2], writemask[1]);
727             } else {
728                 if(strlen(writemask) == 5) {
729                     shader_addline(buffer, "MOV %s.%c, %s.%c;\n",
730                                 reg, writemask[2], reg, writemask[4]);
731                 } else if(strlen(writemask) == 2) {
732                     /* Nothing to do */
733                 } else {
734                     /* This is bad: We have VL, but we need VU */
735                     FIXME("2 or 3 components sampled from a converted ATI2N texture\n");
736                 }
737             }
738             break;
739
740             /* stupid compiler */
741         default:
742             break;
743     }
744 }
745
746 static void shader_arb_color_correction(const SHADER_OPCODE_ARG* arg)
747 {
748     IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
749     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) shader->baseShader.device;
750     const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
751     WINED3DFORMAT fmt;
752     WINED3DFORMAT conversion_group;
753     IWineD3DBaseTextureImpl *texture;
754     UINT i;
755     BOOL recorded = FALSE;
756     DWORD sampler_idx;
757     DWORD hex_version = shader->baseShader.hex_version;
758     char reg[256];
759     char writemask[6];
760
761     switch(arg->opcode->opcode) {
762         case WINED3DSIO_TEX:
763             if (hex_version < WINED3DPS_VERSION(2,0)) {
764                 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
765             } else {
766                 sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
767             }
768             break;
769
770         case WINED3DSIO_TEXLDL:
771             FIXME("Add color fixup for vertex texture WINED3DSIO_TEXLDL\n");
772             return;
773
774         case WINED3DSIO_TEXDP3TEX:
775         case WINED3DSIO_TEXM3x3TEX:
776         case WINED3DSIO_TEXM3x3SPEC:
777         case WINED3DSIO_TEXM3x3VSPEC:
778         case WINED3DSIO_TEXBEM:
779         case WINED3DSIO_TEXREG2AR:
780         case WINED3DSIO_TEXREG2GB:
781         case WINED3DSIO_TEXREG2RGB:
782             sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
783             break;
784
785         default:
786             /* Not a texture sampling instruction, nothing to do */
787             return;
788     };
789
790     texture = (IWineD3DBaseTextureImpl *) deviceImpl->stateBlock->textures[sampler_idx];
791     if(texture) {
792         fmt = texture->resource.format;
793         conversion_group = texture->baseTexture.shader_conversion_group;
794     } else {
795         fmt = WINED3DFMT_UNKNOWN;
796         conversion_group = WINED3DFMT_UNKNOWN;
797     }
798
799     /* before doing anything, record the sampler with the format in the format conversion list,
800      * but check if it's not there already
801      */
802     for(i = 0; i < shader->baseShader.num_sampled_samplers; i++) {
803         if(shader->baseShader.sampled_samplers[i] == sampler_idx) {
804             recorded = TRUE;
805         }
806     }
807     if(!recorded) {
808         shader->baseShader.sampled_samplers[shader->baseShader.num_sampled_samplers] = sampler_idx;
809         shader->baseShader.num_sampled_samplers++;
810         shader->baseShader.sampled_format[sampler_idx] = conversion_group;
811     }
812
813     pshader_get_register_name(arg->shader, arg->dst, reg);
814     shader_arb_get_write_mask(arg, arg->dst, writemask);
815     if(strlen(writemask) == 0) strcpy(writemask, ".xyzw");
816
817     gen_color_correction(arg->buffer, reg, writemask, "one", "coefmul.x", fmt, gl_info);
818
819 }
820
821
822 static void pshader_gen_input_modifier_line (
823     IWineD3DBaseShader *iface,
824     SHADER_BUFFER* buffer,
825     const DWORD instr,
826     int tmpreg,
827     char *outregstr) {
828
829     /* Generate a line that does the input modifier computation and return the input register to use */
830     char regstr[256];
831     char swzstr[20];
832     int insert_line;
833
834     /* Assume a new line will be added */
835     insert_line = 1;
836
837     /* Get register name */
838     pshader_get_register_name(iface, instr, regstr);
839     shader_arb_get_swizzle(instr, FALSE, swzstr);
840
841     switch (instr & WINED3DSP_SRCMOD_MASK) {
842     case WINED3DSPSM_NONE:
843         sprintf(outregstr, "%s%s", regstr, swzstr);
844         insert_line = 0;
845         break;
846     case WINED3DSPSM_NEG:
847         sprintf(outregstr, "-%s%s", regstr, swzstr);
848         insert_line = 0;
849         break;
850     case WINED3DSPSM_BIAS:
851         shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
852         break;
853     case WINED3DSPSM_BIASNEG:
854         shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
855         break;
856     case WINED3DSPSM_SIGN:
857         shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr);
858         break;
859     case WINED3DSPSM_SIGNNEG:
860         shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr);
861         break;
862     case WINED3DSPSM_COMP:
863         shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr);
864         break;
865     case WINED3DSPSM_X2:
866         shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
867         break;
868     case WINED3DSPSM_X2NEG:
869         shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
870         break;
871     case WINED3DSPSM_DZ:
872         shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
873         shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
874         break;
875     case WINED3DSPSM_DW:
876         shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
877         shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
878         break;
879     default:
880         sprintf(outregstr, "%s%s", regstr, swzstr);
881         insert_line = 0;
882     }
883
884     /* Return modified or original register, with swizzle */
885     if (insert_line)
886         sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
887 }
888
889 static inline void pshader_gen_output_modifier_line(SHADER_BUFFER *buffer, int saturate, const char *write_mask,
890         int shift, const char *regstr)
891 {
892     /* Generate a line that does the output modifier computation */
893     shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", saturate ? "_SAT" : "",
894         regstr, write_mask, regstr, shift_tab[shift]);
895 }
896
897 static void pshader_hw_bem(const SHADER_OPCODE_ARG *arg)
898 {
899     IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
900
901     SHADER_BUFFER* buffer = arg->buffer;
902     char dst_name[50];
903     char src_name[2][50];
904     char dst_wmask[20];
905     DWORD sampler_code = arg->dst & WINED3DSP_REGNUM_MASK;
906     BOOL has_bumpmat = FALSE;
907     int i;
908
909     for(i = 0; i < This->numbumpenvmatconsts; i++) {
910         if(This->bumpenvmatconst[i].const_num != -1 && This->bumpenvmatconst[i].texunit == sampler_code) {
911             has_bumpmat = TRUE;
912             break;
913         }
914     }
915
916     pshader_get_register_name(arg->shader, arg->dst, dst_name);
917     shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
918     strcat(dst_name, dst_wmask);
919
920     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]);
921     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]);
922
923     if(has_bumpmat) {
924         /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
925         shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
926         shader_addline(buffer, "DP3 TMP.r, TMP2, %s;\n", src_name[1]);
927         shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
928         shader_addline(buffer, "DP3 TMP.g, TMP2, %s;\n", src_name[1]);
929
930         shader_addline(buffer, "ADD %s, %s, TMP;\n", dst_name, src_name[0]);
931     } else {
932         shader_addline(buffer, "MOV %s, %s;\n", dst_name, src_name[0]);
933     }
934 }
935
936 static void pshader_hw_cnd(const SHADER_OPCODE_ARG *arg)
937 {
938     IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
939     SHADER_BUFFER* buffer = arg->buffer;
940     char dst_wmask[20];
941     char dst_name[50];
942     char src_name[3][50];
943     BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
944     DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
945
946     /* FIXME: support output modifiers */
947
948     /* Handle output register */
949     pshader_get_register_name(arg->shader, arg->dst, dst_name);
950     shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
951
952     /* Generate input register names (with modifiers) */
953     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]);
954     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]);
955     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[2], 2, src_name[2]);
956
957     /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
958     if (shader->baseShader.hex_version <= WINED3DPS_VERSION(1, 3) &&
959         arg->opcode_token & WINED3DSI_COISSUE) {
960         shader_addline(buffer, "MOV%s %s%s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask, src_name[1]);
961     } else {
962         shader_addline(buffer, "ADD TMP, -%s, coefdiv.x;\n", src_name[0]);
963         shader_addline(buffer, "CMP%s %s%s, TMP, %s, %s;\n",
964                                 sat ? "_SAT" : "", dst_name, dst_wmask, src_name[1], src_name[2]);
965     }
966     if (shift != 0)
967         pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
968 }
969
970 static void pshader_hw_cmp(const SHADER_OPCODE_ARG *arg)
971 {
972     SHADER_BUFFER* buffer = arg->buffer;
973     char dst_wmask[20];
974     char dst_name[50];
975     char src_name[3][50];
976     DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
977     BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
978
979     /* FIXME: support output modifiers */
980
981     /* Handle output register */
982     pshader_get_register_name(arg->shader, arg->dst, dst_name);
983     shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
984
985     /* Generate input register names (with modifiers) */
986     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]);
987     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]);
988     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[2], 2, src_name[2]);
989
990     shader_addline(buffer, "CMP%s %s%s, %s, %s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
991                    src_name[0], src_name[2], src_name[1]);
992
993     if (shift != 0)
994         pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
995 }
996
997 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
998  * dst = dot2(src0, src1) + src2 */
999 static void pshader_hw_dp2add(const SHADER_OPCODE_ARG *arg)
1000 {
1001     SHADER_BUFFER* buffer = arg->buffer;
1002     char dst_wmask[20];
1003     char dst_name[50];
1004     char src_name[3][50];
1005     DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1006     BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
1007
1008     pshader_get_register_name(arg->shader, arg->dst, dst_name);
1009     shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
1010
1011     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]);
1012     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]);
1013     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[2], 2, src_name[2]);
1014
1015     /* Emulate a DP2 with a DP3 and 0.0 */
1016     shader_addline(buffer, "MOV TMP, %s;\n", src_name[0]);
1017     shader_addline(buffer, "MOV TMP.z, 0.0;\n");
1018     shader_addline(buffer, "DP3 TMP2, TMP, %s;\n", src_name[1]);
1019     shader_addline(buffer, "ADD%s %s%s, TMP2, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask, src_name[2]);
1020
1021     if (shift != 0)
1022         pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
1023 }
1024
1025 /* Map the opcode 1-to-1 to the GL code */
1026 static void shader_hw_map2gl(const SHADER_OPCODE_ARG *arg)
1027 {
1028     IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl*)arg->shader;
1029     CONST SHADER_OPCODE* curOpcode = arg->opcode;
1030     SHADER_BUFFER* buffer = arg->buffer;
1031     DWORD dst = arg->dst;
1032     const DWORD *src = arg->src;
1033     char arguments[256];
1034     unsigned int i;
1035
1036     if (shader_is_pshader_version(shader->baseShader.hex_version))
1037     {
1038         /* Output token related */
1039         char output_rname[256];
1040         char output_wmask[20];
1041         char operands[4][100];
1042         BOOL saturate = FALSE;
1043         BOOL centroid = FALSE;
1044         BOOL partialprecision = FALSE;
1045         const char *modifier;
1046         DWORD shift;
1047
1048         if (!curOpcode->num_params)
1049         {
1050             ERR("Opcode \"%s\" has no parameters\n", curOpcode->name);
1051             return;
1052         }
1053
1054         /* Process modifiers */
1055         if (dst & WINED3DSP_DSTMOD_MASK)
1056         {
1057             DWORD mask = dst & WINED3DSP_DSTMOD_MASK;
1058
1059             saturate = mask & WINED3DSPDM_SATURATE;
1060             centroid = mask & WINED3DSPDM_MSAMPCENTROID;
1061             partialprecision = mask & WINED3DSPDM_PARTIALPRECISION;
1062             mask &= ~(WINED3DSPDM_MSAMPCENTROID | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_SATURATE);
1063             if (mask)
1064                 FIXME("Unrecognized modifier(%#x)\n", mask >> WINED3DSP_DSTMOD_SHIFT);
1065
1066             if (centroid)
1067                 FIXME("Unhandled modifier(%#x)\n", mask >> WINED3DSP_DSTMOD_SHIFT);
1068         }
1069         shift = (dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1070         modifier = (saturate && !shift) ? "_SAT" : "";
1071
1072         /* Generate input register names (with modifiers) */
1073         for (i = 1; i < curOpcode->num_params; ++i)
1074             pshader_gen_input_modifier_line(arg->shader, buffer, src[i-1], i-1, operands[i]);
1075
1076         /* Handle output register */
1077         pshader_get_register_name(arg->shader, dst, output_rname);
1078         strcpy(operands[0], output_rname);
1079         shader_arb_get_write_mask(arg, dst, output_wmask);
1080         strcat(operands[0], output_wmask);
1081
1082         arguments[0] = '\0';
1083         strcat(arguments, operands[0]);
1084         for (i = 1; i < curOpcode->num_params; i++)
1085         {
1086             strcat(arguments, ", ");
1087             strcat(arguments, operands[i]);
1088         }
1089         shader_addline(buffer, "%s%s %s;\n", curOpcode->glname, modifier, arguments);
1090
1091         /* A shift requires another line. */
1092         if (shift) pshader_gen_output_modifier_line(buffer, saturate, output_wmask, shift, output_rname);
1093     } else {
1094         /* Note that vshader_program_add_param() adds spaces. */
1095
1096         arguments[0] = '\0';
1097         if (curOpcode->num_params > 0)
1098         {
1099             vshader_program_add_param(arg, dst, FALSE, arguments);
1100             for (i = 1; i < curOpcode->num_params; ++i)
1101             {
1102                 strcat(arguments, ",");
1103                 vshader_program_add_param(arg, src[i-1], TRUE, arguments);
1104             }
1105         }
1106         shader_addline(buffer, "%s%s;\n", curOpcode->glname, arguments);
1107     }
1108 }
1109
1110 static void shader_hw_mov(const SHADER_OPCODE_ARG *arg)
1111 {
1112     IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl*)arg->shader;
1113
1114     if ((WINED3DSHADER_VERSION_MAJOR(shader->baseShader.hex_version) == 1
1115             && !shader_is_pshader_version(shader->baseShader.hex_version)
1116             && shader_get_regtype(arg->dst) == WINED3DSPR_ADDR)
1117             || arg->opcode->opcode == WINED3DSIO_MOVA)
1118     {
1119         SHADER_BUFFER *buffer = arg->buffer;
1120         char src0_param[256];
1121
1122         if (arg->opcode->opcode == WINED3DSIO_MOVA)
1123             FIXME("mova should round\n");
1124
1125         src0_param[0] = '\0';
1126         if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
1127         {
1128             vshader_program_add_param(arg, arg->src[0], TRUE, src0_param);
1129             shader_addline(buffer, "ADD TMP.x, %s, helper_const.z;\n", src0_param);
1130             shader_addline(buffer, "ARL A0.x, TMP.x;\n");
1131         }
1132         else
1133         {
1134             /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1135              * with more than one component. Thus replicate the first source argument over all
1136              * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc)
1137              */
1138             DWORD parm = arg->src[0] & ~(WINED3DVS_SWIZZLE_MASK);
1139             if((arg->src[0] & WINED3DVS_X_W) == WINED3DVS_X_W)
1140                 parm |= WINED3DVS_X_W | WINED3DVS_Y_W | WINED3DVS_Z_W | WINED3DVS_W_W;
1141             else if((arg->src[0] & WINED3DVS_X_Z) == WINED3DVS_X_Z)
1142                 parm |= WINED3DVS_X_Z | WINED3DVS_Y_Z | WINED3DVS_Z_Z | WINED3DVS_W_Z;
1143             else if((arg->src[0] & WINED3DVS_X_Y) == WINED3DVS_X_Y)
1144                 parm |= WINED3DVS_X_Y | WINED3DVS_Y_Y | WINED3DVS_Z_Y | WINED3DVS_W_Y;
1145             else if((arg->src[0] & WINED3DVS_X_X) == WINED3DVS_X_X)
1146                 parm |= WINED3DVS_X_X | WINED3DVS_Y_X | WINED3DVS_Z_X | WINED3DVS_W_X;
1147             vshader_program_add_param(arg, parm, TRUE, src0_param);
1148             shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1149         }
1150     }
1151     else
1152     {
1153         shader_hw_map2gl(arg);
1154     }
1155 }
1156
1157 static void pshader_hw_texkill(const SHADER_OPCODE_ARG *arg)
1158 {
1159     IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1160     DWORD hex_version = This->baseShader.hex_version;
1161     SHADER_BUFFER* buffer = arg->buffer;
1162     char reg_dest[40];
1163
1164     /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1165      * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1166      */
1167     pshader_get_register_name(arg->shader, arg->dst, reg_dest);
1168
1169     if(hex_version >= WINED3DPS_VERSION(2,0)) {
1170         /* The arb backend doesn't claim ps 2.0 support, but try to eat what the app feeds to us */
1171         shader_addline(buffer, "KIL %s;\n", reg_dest);
1172     } else {
1173         /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1174          * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1175          */
1176         shader_addline(buffer, "MOV TMP, %s;\n", reg_dest);
1177         shader_addline(buffer, "MOV TMP.w, one.w;\n");
1178         shader_addline(buffer, "KIL TMP;\n");
1179     }
1180 }
1181
1182 static void pshader_hw_tex(const SHADER_OPCODE_ARG *arg)
1183 {
1184     IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1185     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1186
1187     DWORD dst = arg->dst;
1188     const DWORD *src = arg->src;
1189     SHADER_BUFFER* buffer = arg->buffer;
1190     DWORD hex_version = This->baseShader.hex_version;
1191     BOOL projected = FALSE, bias = FALSE;
1192
1193     char reg_dest[40];
1194     char reg_coord[40];
1195     DWORD reg_dest_code;
1196     DWORD reg_sampler_code;
1197
1198     /* All versions have a destination register */
1199     reg_dest_code = dst & WINED3DSP_REGNUM_MASK;
1200     pshader_get_register_name(arg->shader, dst, reg_dest);
1201
1202     /* 1.0-1.3: Use destination register as coordinate source.
1203        1.4+: Use provided coordinate source register. */
1204    if (hex_version < WINED3DPS_VERSION(1,4))
1205       strcpy(reg_coord, reg_dest);
1206    else
1207       pshader_gen_input_modifier_line(arg->shader, buffer, src[0], 0, reg_coord);
1208
1209   /* 1.0-1.4: Use destination register number as texture code.
1210      2.0+: Use provided sampler number as texure code. */
1211   if (hex_version < WINED3DPS_VERSION(2,0))
1212      reg_sampler_code = reg_dest_code;
1213   else
1214      reg_sampler_code = src[1] & WINED3DSP_REGNUM_MASK;
1215
1216   /* projection flag:
1217    * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1218    * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1219    * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1220    */
1221   if(hex_version < WINED3DPS_VERSION(1,4)) {
1222       DWORD flags = 0;
1223       if(reg_sampler_code < MAX_TEXTURES) {
1224         flags = deviceImpl->stateBlock->textureState[reg_sampler_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1225       }
1226       if (flags & WINED3DTTFF_PROJECTED) {
1227           projected = TRUE;
1228       }
1229   } else if(hex_version < WINED3DPS_VERSION(2,0)) {
1230       DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
1231       if (src_mod == WINED3DSPSM_DZ) {
1232           projected = TRUE;
1233       } else if(src_mod == WINED3DSPSM_DW) {
1234           projected = TRUE;
1235       }
1236   } else {
1237       if(arg->opcode_token & WINED3DSI_TEXLD_PROJECT) {
1238           projected = TRUE;
1239       }
1240       if(arg->opcode_token & WINED3DSI_TEXLD_BIAS) {
1241           bias = TRUE;
1242       }
1243   }
1244   shader_hw_sample(arg, reg_sampler_code, reg_dest, reg_coord, projected, bias);
1245 }
1246
1247 static void pshader_hw_texcoord(const SHADER_OPCODE_ARG *arg)
1248 {
1249     IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1250     DWORD dst = arg->dst;
1251     SHADER_BUFFER* buffer = arg->buffer;
1252     DWORD hex_version = This->baseShader.hex_version;
1253
1254     char tmp[20];
1255     shader_arb_get_write_mask(arg, dst, tmp);
1256     if (hex_version != WINED3DPS_VERSION(1,4)) {
1257         DWORD reg = dst & WINED3DSP_REGNUM_MASK;
1258         shader_addline(buffer, "MOV_SAT T%u%s, fragment.texcoord[%u];\n", reg, tmp, reg);
1259     } else {
1260         DWORD reg1 = dst & WINED3DSP_REGNUM_MASK;
1261         char reg_src[40];
1262
1263         pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, reg_src);
1264         shader_addline(buffer, "MOV R%u%s, %s;\n", reg1, tmp, reg_src);
1265    }
1266 }
1267
1268 static void pshader_hw_texreg2ar(const SHADER_OPCODE_ARG *arg)
1269 {
1270      SHADER_BUFFER* buffer = arg->buffer;
1271      IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1272      IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1273      DWORD flags;
1274
1275      DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
1276      char dst_str[8];
1277      char src_str[50];
1278
1279      sprintf(dst_str, "T%u", reg1);
1280      pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_str);
1281      shader_addline(buffer, "MOV TMP.r, %s.a;\n", src_str);
1282      shader_addline(buffer, "MOV TMP.g, %s.r;\n", src_str);
1283      flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1284      shader_hw_sample(arg, reg1, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1285 }
1286
1287 static void pshader_hw_texreg2gb(const SHADER_OPCODE_ARG *arg)
1288 {
1289      SHADER_BUFFER* buffer = arg->buffer;
1290
1291      DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
1292      char dst_str[8];
1293      char src_str[50];
1294
1295      sprintf(dst_str, "T%u", reg1);
1296      pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_str);
1297      shader_addline(buffer, "MOV TMP.r, %s.g;\n", src_str);
1298      shader_addline(buffer, "MOV TMP.g, %s.b;\n", src_str);
1299      shader_hw_sample(arg, reg1, dst_str, "TMP", FALSE, FALSE);
1300 }
1301
1302 static void pshader_hw_texreg2rgb(const SHADER_OPCODE_ARG *arg)
1303 {
1304     SHADER_BUFFER* buffer = arg->buffer;
1305     DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
1306     char dst_str[8];
1307     char src_str[50];
1308
1309     sprintf(dst_str, "T%u", reg1);
1310     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_str);
1311     shader_hw_sample(arg, reg1, dst_str, src_str, FALSE, FALSE);
1312 }
1313
1314 static void pshader_hw_texbem(const SHADER_OPCODE_ARG *arg)
1315 {
1316     IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1317     BOOL has_bumpmat = FALSE;
1318     BOOL has_luminance = FALSE;
1319     int i;
1320
1321     DWORD dst = arg->dst;
1322     DWORD src = arg->src[0] & WINED3DSP_REGNUM_MASK;
1323     SHADER_BUFFER* buffer = arg->buffer;
1324
1325     char reg_coord[40];
1326     DWORD reg_dest_code;
1327
1328     /* All versions have a destination register */
1329     reg_dest_code = dst & WINED3DSP_REGNUM_MASK;
1330     /* Can directly use the name because texbem is only valid for <= 1.3 shaders */
1331     pshader_get_register_name(arg->shader, dst, reg_coord);
1332
1333     for(i = 0; i < This->numbumpenvmatconsts; i++) {
1334         if(This->bumpenvmatconst[i].const_num != -1 && reg_dest_code == This->bumpenvmatconst[i].texunit) {
1335             has_bumpmat = TRUE;
1336             break;
1337         }
1338     }
1339     for(i = 0; i < This->numbumpenvmatconsts; i++) {
1340         if(This->luminanceconst[i].const_num != -1 && reg_dest_code == This->luminanceconst[i].texunit) {
1341             has_luminance = TRUE;
1342             break;
1343         }
1344     }
1345
1346     if(has_bumpmat) {
1347         /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
1348
1349         shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
1350         shader_addline(buffer, "DP3 TMP.r, TMP2, T%u;\n", src);
1351         shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
1352         shader_addline(buffer, "DP3 TMP.g, TMP2, T%u;\n", src);
1353
1354         /* with projective textures, texbem only divides the static texture coord, not the displacement,
1355          * so we can't let the GL handle this.
1356          */
1357         if (((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS]
1358               & WINED3DTTFF_PROJECTED) {
1359             shader_addline(buffer, "RCP TMP2.a, %s.a;\n", reg_coord);
1360             shader_addline(buffer, "MUL TMP2.rg, %s, TMP2.a;\n", reg_coord);
1361             shader_addline(buffer, "ADD TMP.rg, TMP, TMP2;\n");
1362         } else {
1363             shader_addline(buffer, "ADD TMP.rg, TMP, %s;\n", reg_coord);
1364         }
1365
1366         shader_hw_sample(arg, reg_dest_code, reg_coord, "TMP", FALSE, FALSE);
1367
1368         if(arg->opcode->opcode == WINED3DSIO_TEXBEML && has_luminance) {
1369             shader_addline(buffer, "MAD TMP, T%u.z, luminance%d.x, luminance%d.y;\n",
1370                            src, reg_dest_code, reg_dest_code);
1371             shader_addline(buffer, "MUL %s, %s, TMP;\n", reg_coord, reg_coord);
1372         }
1373
1374     } else {
1375         DWORD tf;
1376         if(reg_dest_code < MAX_TEXTURES) {
1377             tf = ((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1378         } else {
1379             tf = 0;
1380         }
1381         /* Without a bump matrix loaded, just sample with the unmodified coordinates */
1382         shader_hw_sample(arg, reg_dest_code, reg_coord, reg_coord, tf & WINED3DTTFF_PROJECTED, FALSE);
1383     }
1384 }
1385
1386 static void pshader_hw_texm3x2pad(const SHADER_OPCODE_ARG *arg)
1387 {
1388     DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1389     SHADER_BUFFER* buffer = arg->buffer;
1390     char src0_name[50];
1391
1392     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1393     shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", reg, src0_name);
1394 }
1395
1396 static void pshader_hw_texm3x2tex(const SHADER_OPCODE_ARG *arg)
1397 {
1398     IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1399     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1400     DWORD flags;
1401     DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1402     SHADER_BUFFER* buffer = arg->buffer;
1403     char dst_str[8];
1404     char src0_name[50];
1405
1406     sprintf(dst_str, "T%u", reg);
1407     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1408     shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", reg, src0_name);
1409     flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1410     shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1411 }
1412
1413 static void pshader_hw_texm3x3pad(const SHADER_OPCODE_ARG *arg)
1414 {
1415     IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1416     DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1417     SHADER_BUFFER* buffer = arg->buffer;
1418     SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1419     char src0_name[50];
1420
1421     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1422     shader_addline(buffer, "DP3 TMP.%c, T%u, %s;\n", 'x' + current_state->current_row, reg, src0_name);
1423     current_state->texcoord_w[current_state->current_row++] = reg;
1424 }
1425
1426 static void pshader_hw_texm3x3tex(const SHADER_OPCODE_ARG *arg)
1427 {
1428     IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1429     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1430     DWORD flags;
1431     DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1432     SHADER_BUFFER* buffer = arg->buffer;
1433     SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1434     char dst_str[8];
1435     char src0_name[50];
1436
1437     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1438     shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
1439
1440     /* Sample the texture using the calculated coordinates */
1441     sprintf(dst_str, "T%u", reg);
1442     flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1443     shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1444     current_state->current_row = 0;
1445 }
1446
1447 static void pshader_hw_texm3x3vspec(const SHADER_OPCODE_ARG *arg)
1448 {
1449     IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1450     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1451     DWORD flags;
1452     DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1453     SHADER_BUFFER* buffer = arg->buffer;
1454     SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1455     char dst_str[8];
1456     char src0_name[50];
1457
1458     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1459     shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
1460
1461     /* Construct the eye-ray vector from w coordinates */
1462     shader_addline(buffer, "MOV TMP2.x, fragment.texcoord[%u].w;\n", current_state->texcoord_w[0]);
1463     shader_addline(buffer, "MOV TMP2.y, fragment.texcoord[%u].w;\n", current_state->texcoord_w[1]);
1464     shader_addline(buffer, "MOV TMP2.z, fragment.texcoord[%u].w;\n", reg);
1465
1466     /* Calculate reflection vector
1467      */
1468     shader_addline(buffer, "DP3 TMP.w, TMP, TMP2;\n");
1469     /* The .w is ignored when sampling, so I can use TMP2.w to calculate dot(N, N) */
1470     shader_addline(buffer, "DP3 TMP2.w, TMP, TMP;\n");
1471     shader_addline(buffer, "RCP TMP2.w, TMP2.w;\n");
1472     shader_addline(buffer, "MUL TMP.w, TMP.w, TMP2.w;\n");
1473     shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
1474     shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -TMP2;\n");
1475
1476     /* Sample the texture using the calculated coordinates */
1477     sprintf(dst_str, "T%u", reg);
1478     flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1479     shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1480     current_state->current_row = 0;
1481 }
1482
1483 static void pshader_hw_texm3x3spec(const SHADER_OPCODE_ARG *arg)
1484 {
1485     IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1486     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1487     DWORD flags;
1488     DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1489     DWORD reg3 = arg->src[1] & WINED3DSP_REGNUM_MASK;
1490     SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1491     SHADER_BUFFER* buffer = arg->buffer;
1492     char dst_str[8];
1493     char src0_name[50];
1494
1495     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1496     shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
1497
1498     /* Calculate reflection vector.
1499      *
1500      *               dot(N, E)
1501      * TMP.xyz = 2 * --------- * N - E
1502      *               dot(N, N)
1503      *
1504      * Which normalizes the normal vector
1505      */
1506     shader_addline(buffer, "DP3 TMP.w, TMP, C[%u];\n", reg3);
1507     shader_addline(buffer, "DP3 TMP2.w, TMP, TMP;\n");
1508     shader_addline(buffer, "RCP TMP2.w, TMP2.w;\n");
1509     shader_addline(buffer, "MUL TMP.w, TMP.w, TMP2.w;\n");
1510     shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
1511     shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -C[%u];\n", reg3);
1512
1513     /* Sample the texture using the calculated coordinates */
1514     sprintf(dst_str, "T%u", reg);
1515     flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1516     shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1517     current_state->current_row = 0;
1518 }
1519
1520 static void pshader_hw_texdepth(const SHADER_OPCODE_ARG *arg)
1521 {
1522     SHADER_BUFFER* buffer = arg->buffer;
1523     char dst_name[50];
1524
1525     /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
1526      * which is essentially an input, is the destination register because it is the first
1527      * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
1528      * here
1529      */
1530     pshader_get_register_name(arg->shader, arg->dst, dst_name);
1531
1532     /* According to the msdn, the source register(must be r5) is unusable after
1533      * the texdepth instruction, so we're free to modify it
1534      */
1535     shader_addline(buffer, "MIN %s.g, %s.g, one.g;\n", dst_name, dst_name);
1536
1537     /* How to deal with the special case dst_name.g == 0? if r != 0, then
1538      * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1539      * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1540      */
1541     shader_addline(buffer, "RCP %s.g, %s.g;\n", dst_name, dst_name);
1542     shader_addline(buffer, "MUL TMP.x, %s.r, %s.g;\n", dst_name, dst_name);
1543     shader_addline(buffer, "MIN TMP.x, TMP.x, one.r;\n");
1544     shader_addline(buffer, "MAX result.depth, TMP.x, 0.0;\n");
1545 }
1546
1547 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
1548  * Take a 3-component dot product of the TexCoord[dstreg] and src,
1549  * then perform a 1D texture lookup from stage dstregnum, place into dst. */
1550 static void pshader_hw_texdp3tex(const SHADER_OPCODE_ARG *arg)
1551 {
1552     SHADER_BUFFER* buffer = arg->buffer;
1553     DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
1554     char src0[50];
1555     char dst_str[8];
1556
1557     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0);
1558     shader_addline(buffer, "MOV TMP, 0.0;\n");
1559     shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", sampler_idx, src0);
1560
1561     sprintf(dst_str, "T%u", sampler_idx);
1562     shader_hw_sample(arg, sampler_idx, dst_str, "TMP", FALSE /* Only one coord, can't be projected */, FALSE);
1563 }
1564
1565 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
1566  * Take a 3-component dot product of the TexCoord[dstreg] and src. */
1567 static void pshader_hw_texdp3(const SHADER_OPCODE_ARG *arg)
1568 {
1569     char src0[50];
1570     char dst_str[50];
1571     char dst_mask[6];
1572     DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
1573     SHADER_BUFFER* buffer = arg->buffer;
1574
1575     /* Handle output register */
1576     pshader_get_register_name(arg->shader, arg->dst, dst_str);
1577     shader_arb_get_write_mask(arg, arg->dst, dst_mask);
1578
1579     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0);
1580     shader_addline(buffer, "DP3 %s%s, T%u, %s;\n", dst_str, dst_mask, dstreg, src0);
1581
1582     /* TODO: Handle output modifiers */
1583 }
1584
1585 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
1586  * Perform the 3rd row of a 3x3 matrix multiply */
1587 static void pshader_hw_texm3x3(const SHADER_OPCODE_ARG *arg)
1588 {
1589     SHADER_BUFFER* buffer = arg->buffer;
1590     char dst_str[50];
1591     char dst_mask[6];
1592     char src0[50];
1593     DWORD dst_reg = arg->dst & WINED3DSP_REGNUM_MASK;
1594
1595     pshader_get_register_name(arg->shader, arg->dst, dst_str);
1596     shader_arb_get_write_mask(arg, arg->dst, dst_mask);
1597
1598     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0);
1599     shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", dst_reg, src0);
1600     shader_addline(buffer, "MOV %s%s, TMP;\n", dst_str, dst_mask);
1601
1602     /* TODO: Handle output modifiers */
1603 }
1604
1605 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
1606  * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
1607  * Calculate tmp0.y = TexCoord[dstreg] . src.xyz;  (tmp0.x has already been calculated)
1608  * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
1609  */
1610 static void pshader_hw_texm3x2depth(const SHADER_OPCODE_ARG *arg)
1611 {
1612     SHADER_BUFFER* buffer = arg->buffer;
1613     DWORD dst_reg = arg->dst & WINED3DSP_REGNUM_MASK;
1614     char src0[50];
1615
1616     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0);
1617     shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", dst_reg, src0);
1618
1619     /* How to deal with the special case dst_name.g == 0? if r != 0, then
1620      * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1621      * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1622      */
1623     shader_addline(buffer, "RCP TMP.y, TMP.y;\n");
1624     shader_addline(buffer, "MUL TMP.x, TMP.x, TMP.y;\n");
1625     shader_addline(buffer, "MIN TMP.x, TMP.x, one.r;\n");
1626     shader_addline(buffer, "MAX result.depth, TMP.x, 0.0;\n");
1627 }
1628
1629 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1630     Vertex/Pixel shaders to ARB_vertex_program codes */
1631 static void shader_hw_mnxn(const SHADER_OPCODE_ARG *arg)
1632 {
1633     int i;
1634     int nComponents = 0;
1635     SHADER_OPCODE_ARG tmpArg;
1636
1637     memset(&tmpArg, 0, sizeof(SHADER_OPCODE_ARG));
1638
1639     /* Set constants for the temporary argument */
1640     tmpArg.shader      = arg->shader;
1641     tmpArg.buffer      = arg->buffer;
1642     tmpArg.src[0]      = arg->src[0];
1643     tmpArg.src_addr[0] = arg->src_addr[0];
1644     tmpArg.src_addr[1] = arg->src_addr[1];
1645     tmpArg.reg_maps = arg->reg_maps;
1646
1647     switch(arg->opcode->opcode) {
1648     case WINED3DSIO_M4x4:
1649         nComponents = 4;
1650         tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4);
1651         break;
1652     case WINED3DSIO_M4x3:
1653         nComponents = 3;
1654         tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4);
1655         break;
1656     case WINED3DSIO_M3x4:
1657         nComponents = 4;
1658         tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1659         break;
1660     case WINED3DSIO_M3x3:
1661         nComponents = 3;
1662         tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1663         break;
1664     case WINED3DSIO_M3x2:
1665         nComponents = 2;
1666         tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1667         break;
1668     default:
1669         break;
1670     }
1671
1672     for (i = 0; i < nComponents; i++) {
1673         tmpArg.dst = ((arg->dst) & ~WINED3DSP_WRITEMASK_ALL)|(WINED3DSP_WRITEMASK_0<<i);
1674         tmpArg.src[1] = arg->src[1]+i;
1675         shader_hw_map2gl(&tmpArg);
1676     }
1677 }
1678
1679 static void vshader_hw_rsq_rcp(const SHADER_OPCODE_ARG *arg)
1680 {
1681     CONST SHADER_OPCODE* curOpcode = arg->opcode;
1682     SHADER_BUFFER* buffer = arg->buffer;
1683     DWORD dst = arg->dst;
1684     DWORD src = arg->src[0];
1685     DWORD swizzle = (src & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
1686
1687     char tmpLine[256];
1688
1689     strcpy(tmpLine, curOpcode->glname); /* Opcode */
1690     vshader_program_add_param(arg, dst, FALSE, tmpLine); /* Destination */
1691     strcat(tmpLine, ",");
1692     vshader_program_add_param(arg, src, TRUE, tmpLine);
1693     if ((WINED3DSP_NOSWIZZLE >> WINED3DSP_SWIZZLE_SHIFT) == swizzle) {
1694         /* Dx sdk says .x is used if no swizzle is given, but our test shows that
1695          * .w is used
1696          */
1697         strcat(tmpLine, ".w");
1698     }
1699
1700     shader_addline(buffer, "%s;\n", tmpLine);
1701 }
1702
1703 static void shader_hw_nrm(const SHADER_OPCODE_ARG *arg)
1704 {
1705     SHADER_BUFFER* buffer = arg->buffer;
1706     char dst_name[50];
1707     char src_name[50];
1708     char dst_wmask[20];
1709     DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1710     BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
1711
1712     pshader_get_register_name(arg->shader, arg->dst, dst_name);
1713     shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
1714
1715     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name);
1716     shader_addline(buffer, "DP3 TMP, %s, %s;\n", src_name, src_name);
1717     shader_addline(buffer, "RSQ TMP, TMP.x;\n");
1718     /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
1719     shader_addline(buffer, "MUL%s %s%s, %s, TMP;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
1720                    src_name);
1721
1722     if (shift != 0)
1723         pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
1724 }
1725
1726 static void shader_hw_sincos(const SHADER_OPCODE_ARG *arg)
1727 {
1728     /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
1729      * must contain fixed constants. So we need a separate function to filter those constants and
1730      * can't use map2gl
1731      */
1732     SHADER_BUFFER* buffer = arg->buffer;
1733     char dst_name[50];
1734     char src_name[50];
1735     char dst_wmask[20];
1736     DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1737     BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
1738
1739     pshader_get_register_name(arg->shader, arg->dst, dst_name);
1740     shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
1741
1742     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name);
1743     shader_addline(buffer, "SCS%s %s%s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
1744                    src_name);
1745
1746     if (shift != 0)
1747         pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
1748
1749 }
1750
1751 static GLuint create_arb_blt_vertex_program(const WineD3D_GL_Info *gl_info)
1752 {
1753     GLuint program_id = 0;
1754     const char *blt_vprogram =
1755         "!!ARBvp1.0\n"
1756         "PARAM c[1] = { { 1, 0.5 } };\n"
1757         "MOV result.position, vertex.position;\n"
1758         "MOV result.color, c[0].x;\n"
1759         "MOV result.texcoord[0], vertex.texcoord[0];\n"
1760         "END\n";
1761
1762     GL_EXTCALL(glGenProgramsARB(1, &program_id));
1763     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
1764     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_vprogram), blt_vprogram));
1765
1766     if (glGetError() == GL_INVALID_OPERATION) {
1767         GLint pos;
1768         glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
1769         FIXME("Vertex program error at position %d: %s\n", pos,
1770             debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
1771     }
1772
1773     return program_id;
1774 }
1775
1776 static GLuint create_arb_blt_fragment_program(const WineD3D_GL_Info *gl_info, enum tex_types tex_type)
1777 {
1778     GLuint program_id = 0;
1779     const char *blt_fprograms[tex_type_count] =
1780     {
1781         /* tex_1d */
1782         NULL,
1783         /* tex_2d */
1784         "!!ARBfp1.0\n"
1785         "TEMP R0;\n"
1786         "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
1787         "MOV result.depth.z, R0.x;\n"
1788         "END\n",
1789         /* tex_3d */
1790         NULL,
1791         /* tex_cube */
1792         "!!ARBfp1.0\n"
1793         "TEMP R0;\n"
1794         "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
1795         "MOV result.depth.z, R0.x;\n"
1796         "END\n",
1797         /* tex_rect */
1798         "!!ARBfp1.0\n"
1799         "TEMP R0;\n"
1800         "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
1801         "MOV result.depth.z, R0.x;\n"
1802         "END\n",
1803     };
1804
1805     if (!blt_fprograms[tex_type])
1806     {
1807         FIXME("tex_type %#x not supported\n", tex_type);
1808         tex_type = tex_2d;
1809     }
1810
1811     GL_EXTCALL(glGenProgramsARB(1, &program_id));
1812     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
1813     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_fprograms[tex_type]), blt_fprograms[tex_type]));
1814
1815     if (glGetError() == GL_INVALID_OPERATION) {
1816         GLint pos;
1817         glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
1818         FIXME("Fragment program error at position %d: %s\n", pos,
1819             debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
1820     }
1821
1822     return program_id;
1823 }
1824
1825 static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
1826     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1827     struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv;
1828     const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1829
1830     if (useVS) {
1831         TRACE("Using vertex shader\n");
1832         IWineD3DVertexShaderImpl_CompileShader(This->stateBlock->vertexShader);
1833
1834         priv->current_vprogram_id = ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->prgId;
1835
1836         /* Bind the vertex program */
1837         GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
1838         checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
1839
1840         /* Enable OpenGL vertex programs */
1841         glEnable(GL_VERTEX_PROGRAM_ARB);
1842         checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1843         TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
1844     } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
1845         priv->current_vprogram_id = 0;
1846         glDisable(GL_VERTEX_PROGRAM_ARB);
1847         checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1848     }
1849
1850     if (usePS) {
1851         struct ps_compile_args compile_args;
1852         TRACE("Using pixel shader\n");
1853         find_ps_compile_args((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader, This->stateBlock, &compile_args);
1854         priv->current_fprogram_id = find_gl_pshader((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader,
1855                                                     &compile_args);
1856
1857         /* Bind the fragment program */
1858         GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
1859         checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
1860
1861         if(!priv->use_arbfp_fixed_func) {
1862             /* Enable OpenGL fragment programs */
1863             glEnable(GL_FRAGMENT_PROGRAM_ARB);
1864             checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1865         }
1866         TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
1867     } else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && !priv->use_arbfp_fixed_func) {
1868         /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
1869          * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
1870          * replacement shader
1871          */
1872         glDisable(GL_FRAGMENT_PROGRAM_ARB);
1873         checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1874         priv->current_fprogram_id = 0;
1875     }
1876 }
1877
1878 static void shader_arb_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
1879     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1880     struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv;
1881     GLuint *blt_fprogram = &priv->depth_blt_fprogram_id[tex_type];
1882     const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1883
1884     if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
1885     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
1886     glEnable(GL_VERTEX_PROGRAM_ARB);
1887
1888     if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type);
1889     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
1890     glEnable(GL_FRAGMENT_PROGRAM_ARB);
1891 }
1892
1893 static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) {
1894     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1895     struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv;
1896     const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1897
1898     if (priv->current_vprogram_id) {
1899         GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
1900         checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
1901
1902         glEnable(GL_VERTEX_PROGRAM_ARB);
1903         checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1904
1905         TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
1906     } else {
1907         glDisable(GL_VERTEX_PROGRAM_ARB);
1908         checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1909     }
1910
1911     if (priv->current_fprogram_id) {
1912         GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
1913         checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
1914
1915         glEnable(GL_FRAGMENT_PROGRAM_ARB);
1916         checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1917
1918         TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
1919     } else {
1920         glDisable(GL_FRAGMENT_PROGRAM_ARB);
1921         checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1922     }
1923 }
1924
1925 static void shader_arb_cleanup(IWineD3DDevice *iface) {
1926     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1927     const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1928     if (GL_SUPPORT(ARB_VERTEX_PROGRAM)) glDisable(GL_VERTEX_PROGRAM_ARB);
1929     if (GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) glDisable(GL_FRAGMENT_PROGRAM_ARB);
1930 }
1931
1932 static void shader_arb_destroy(IWineD3DBaseShader *iface) {
1933     IWineD3DBaseShaderImpl *baseShader = (IWineD3DBaseShaderImpl *) iface;
1934     const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)baseShader->baseShader.device)->adapter->gl_info;
1935     char pshader = shader_is_pshader_version(baseShader->baseShader.hex_version);
1936
1937     if(pshader) {
1938         IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
1939         UINT i;
1940
1941         ENTER_GL();
1942         for(i = 0; i < This->num_gl_shaders; i++) {
1943             GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId));
1944             checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId))");
1945         }
1946         LEAVE_GL();
1947         HeapFree(GetProcessHeap(), 0, This->gl_shaders);
1948         This->gl_shaders = NULL;
1949         This->num_gl_shaders = 0;
1950     } else {
1951         IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *) iface;
1952
1953         ENTER_GL();
1954         GL_EXTCALL(glDeleteProgramsARB(1, &This->prgId));
1955         checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->prgId))");
1956         ((IWineD3DVertexShaderImpl *) This)->prgId = 0;
1957         LEAVE_GL();
1958     }
1959     baseShader->baseShader.is_compiled = FALSE;
1960 }
1961
1962 static HRESULT shader_arb_alloc(IWineD3DDevice *iface) {
1963     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1964     This->shader_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
1965     return WINED3D_OK;
1966 }
1967
1968 static void shader_arb_free(IWineD3DDevice *iface) {
1969     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1970     const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1971     struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv;
1972     int i;
1973
1974     if(priv->depth_blt_vprogram_id) {
1975         GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
1976     }
1977     for (i = 0; i < tex_type_count; ++i) {
1978         if (priv->depth_blt_fprogram_id[i]) {
1979             GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id[i]));
1980         }
1981     }
1982
1983     HeapFree(GetProcessHeap(), 0, This->shader_priv);
1984 }
1985
1986 static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) {
1987     return TRUE;
1988 }
1989
1990 static void arbfp_add_sRGB_correction(SHADER_BUFFER *buffer, const char *fragcolor, const char *tmp1,
1991                                       const char *tmp2, const char *tmp3, const char *tmp4) {
1992     /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
1993
1994     /* Calculate the > 0.0031308 case */
1995     shader_addline(buffer, "POW %s.x, %s.x, srgb_pow.x;\n", tmp1, fragcolor);
1996     shader_addline(buffer, "POW %s.y, %s.y, srgb_pow.y;\n", tmp1, fragcolor);
1997     shader_addline(buffer, "POW %s.z, %s.z, srgb_pow.z;\n", tmp1, fragcolor);
1998     shader_addline(buffer, "MUL %s, %s, srgb_mul_hi;\n", tmp1, tmp1);
1999     shader_addline(buffer, "SUB %s, %s, srgb_sub_hi;\n", tmp1, tmp1);
2000     /* Calculate the < case */
2001     shader_addline(buffer, "MUL %s, srgb_mul_low, %s;\n", tmp2, fragcolor);
2002     /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
2003     shader_addline(buffer, "SLT %s, srgb_comparison, %s;\n", tmp3, fragcolor);
2004     shader_addline(buffer, "SGE %s, srgb_comparison, %s;\n", tmp4, fragcolor);
2005     /* Store the components > 0.0031308 in the destination */
2006     shader_addline(buffer, "MUL %s, %s, %s;\n", fragcolor, tmp1, tmp3);
2007     /* Add the components that are < 0.0031308 */
2008     shader_addline(buffer, "MAD result.color.xyz, %s, %s, %s;\n", tmp2, tmp4, fragcolor);
2009     /* [0.0;1.0] clamping. Not needed, this is done implicitly */
2010 }
2011
2012 static GLuint shader_arb_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer) {
2013     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
2014     const shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
2015     CONST DWORD *function = This->baseShader.function;
2016     const char *fragcolor;
2017     const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
2018     const local_constant *lconst;
2019     GLuint retval;
2020
2021     /*  Create the hw ARB shader */
2022     shader_addline(buffer, "!!ARBfp1.0\n");
2023
2024     shader_addline(buffer, "TEMP TMP;\n");     /* Used in matrix ops */
2025     shader_addline(buffer, "TEMP TMP2;\n");    /* Used in matrix ops */
2026     shader_addline(buffer, "TEMP TA;\n");      /* Used for modifiers */
2027     shader_addline(buffer, "TEMP TB;\n");      /* Used for modifiers */
2028     shader_addline(buffer, "TEMP TC;\n");      /* Used for modifiers */
2029     shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
2030     shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
2031     shader_addline(buffer, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
2032
2033     /* Base Declarations */
2034     shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION);
2035
2036     /* We need two variables for fog blending */
2037     shader_addline(buffer, "TEMP TMP_FOG;\n");
2038     if (This->baseShader.hex_version >= WINED3DPS_VERSION(2,0)) {
2039         shader_addline(buffer, "TEMP TMP_COLOR;\n");
2040     }
2041
2042     /* Base Shader Body */
2043     shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
2044
2045     /* calculate fog and blend it
2046      * NOTE: state.fog.params.y and state.fog.params.z don't hold fog start s and end e but
2047      * -1/(e-s) and e/(e-s) respectively.
2048      */
2049     shader_addline(buffer, "MAD_SAT TMP_FOG, fragment.fogcoord, state.fog.params.y, state.fog.params.z;\n");
2050
2051     if (This->baseShader.hex_version < WINED3DPS_VERSION(2,0)) {
2052         fragcolor = "R0";
2053     } else {
2054         fragcolor = "TMP_COLOR";
2055     }
2056     if(((IWineD3DDeviceImpl *)This->baseShader.device)->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE]) {
2057         arbfp_add_sRGB_correction(buffer, fragcolor, "TMP", "TMP2", "TA", "TB");
2058     }
2059     if (This->baseShader.hex_version < WINED3DPS_VERSION(3,0)) {
2060         shader_addline(buffer, "LRP result.color.rgb, TMP_FOG.x, %s, state.fog.color;\n", fragcolor);
2061         shader_addline(buffer, "MOV result.color.a, %s.a;\n", fragcolor);
2062     }
2063
2064     shader_addline(buffer, "END\n");
2065
2066     /* TODO: change to resource.glObjectHandle or something like that */
2067     GL_EXTCALL(glGenProgramsARB(1, &retval));
2068
2069     TRACE("Creating a hw pixel shader, prg=%d\n", retval);
2070     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
2071
2072     TRACE("Created hw pixel shader, prg=%d\n", retval);
2073     /* Create the program and check for errors */
2074     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2075                buffer->bsize, buffer->buffer));
2076
2077     if (glGetError() == GL_INVALID_OPERATION) {
2078         GLint errPos;
2079         glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
2080         FIXME("HW PixelShader Error at position %d: %s\n",
2081               errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2082         retval = 0;
2083     }
2084
2085     /* Load immediate constants */
2086     if(!This->baseShader.load_local_constsF) {
2087         LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2088             const float *value = (const float *)lconst->value;
2089             GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst->idx, value));
2090             checkGLcall("glProgramLocalParameter4fvARB");
2091         }
2092     }
2093
2094     return retval;
2095 }
2096
2097 static void shader_arb_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer) {
2098     IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
2099     const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
2100     CONST DWORD *function = This->baseShader.function;
2101     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
2102     const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
2103     const local_constant *lconst;
2104
2105     /*  Create the hw ARB shader */
2106     shader_addline(buffer, "!!ARBvp1.0\n");
2107     shader_addline(buffer, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This->rel_offset);
2108
2109     /* Mesa supports only 95 constants */
2110     if (GL_VEND(MESA) || GL_VEND(WINE))
2111         This->baseShader.limits.constant_float =
2112                 min(95, This->baseShader.limits.constant_float);
2113
2114     shader_addline(buffer, "TEMP TMP;\n");
2115
2116     /* Base Declarations */
2117     shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION);
2118
2119     /* We need a constant to fixup the final position */
2120     shader_addline(buffer, "PARAM posFixup = program.env[%d];\n", ARB_SHADER_PRIVCONST_POS);
2121
2122     /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
2123      * for output parameters. D3D in theory does not do that either, but some applications depend on a
2124      * proper initialization of the secondary color, and programs using the fixed function pipeline without
2125      * a replacement shader depend on the texcoord.w being set properly.
2126      *
2127      * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
2128      * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
2129      * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
2130      * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
2131      * this can eat a number of instructions, so skip it unless this cap is set as well
2132      */
2133     if(!GL_SUPPORT(NV_VERTEX_PROGRAM)) {
2134         shader_addline(buffer, "MOV result.color.secondary, -helper_const.wwwy;\n");
2135
2136         if((GLINFO_LOCATION).set_texcoord_w && !device->frag_pipe->ffp_proj_control) {
2137             int i;
2138             for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
2139                 if(This->baseShader.reg_maps.texcoord_mask[i] != 0 &&
2140                 This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
2141                     shader_addline(buffer, "MOV result.texcoord[%u].w, -helper_const.y;\n", i);
2142                 }
2143             }
2144         }
2145     }
2146
2147     /* Base Shader Body */
2148     shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
2149
2150     /* If this shader doesn't use fog copy the z coord to the fog coord so that we can use table fog */
2151     if (!reg_maps->fog)
2152         shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
2153
2154     /* Write the final position.
2155      *
2156      * OpenGL coordinates specify the center of the pixel while d3d coords specify
2157      * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
2158      * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
2159      * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
2160      */
2161     shader_addline(buffer, "MUL TMP, posFixup, TMP_OUT.w;\n");
2162     shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TMP.z;\n");
2163     shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TMP.w;\n");
2164
2165     /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
2166      * and the glsl equivalent
2167      */
2168     shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
2169
2170     shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
2171
2172     shader_addline(buffer, "END\n");
2173
2174     /* TODO: change to resource.glObjectHandle or something like that */
2175     GL_EXTCALL(glGenProgramsARB(1, &This->prgId));
2176
2177     TRACE("Creating a hw vertex shader, prg=%d\n", This->prgId);
2178     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, This->prgId));
2179
2180     TRACE("Created hw vertex shader, prg=%d\n", This->prgId);
2181     /* Create the program and check for errors */
2182     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2183                buffer->bsize, buffer->buffer));
2184
2185     if (glGetError() == GL_INVALID_OPERATION) {
2186         GLint errPos;
2187         glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
2188         FIXME("HW VertexShader Error at position %d: %s\n",
2189               errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2190         This->prgId = -1;
2191     }
2192
2193     /* Load immediate constants */
2194     if(!This->baseShader.load_local_constsF) {
2195         LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2196             const float *value = (const float *)lconst->value;
2197             GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst->idx, value));
2198         }
2199     }
2200 }
2201
2202 static void shader_arb_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
2203 {
2204     /* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps,
2205      * then overwrite the shader specific ones
2206      */
2207     none_shader_backend.shader_get_caps(devtype, gl_info, pCaps);
2208
2209     if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
2210         pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
2211         TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
2212         pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
2213     }
2214
2215     if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2216         pCaps->PixelShaderVersion    = WINED3DPS_VERSION(1,4);
2217         pCaps->PixelShader1xMaxValue = 8.0;
2218         TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
2219     }
2220 }
2221
2222 static BOOL shader_arb_conv_supported(WINED3DFORMAT fmt) {
2223     TRACE("Checking shader format support for format %s:", debug_d3dformat(fmt));
2224     switch(fmt) {
2225         case WINED3DFMT_V8U8:
2226         case WINED3DFMT_V16U16:
2227         case WINED3DFMT_X8L8V8U8:
2228         case WINED3DFMT_L6V5U5:
2229         case WINED3DFMT_Q8W8V8U8:
2230         case WINED3DFMT_ATI2N:
2231             TRACE("[OK]\n");
2232             return TRUE;
2233         default:
2234             TRACE("[FAILED\n");
2235             return FALSE;
2236     }
2237 }
2238
2239 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
2240 {
2241     /* WINED3DSIH_ABS           */ shader_hw_map2gl,
2242     /* WINED3DSIH_ADD           */ shader_hw_map2gl,
2243     /* WINED3DSIH_BEM           */ pshader_hw_bem,
2244     /* WINED3DSIH_BREAK         */ NULL,
2245     /* WINED3DSIH_BREAKC        */ NULL,
2246     /* WINED3DSIH_BREAKP        */ NULL,
2247     /* WINED3DSIH_CALL          */ NULL,
2248     /* WINED3DSIH_CALLNZ        */ NULL,
2249     /* WINED3DSIH_CMP           */ pshader_hw_cmp,
2250     /* WINED3DSIH_CND           */ pshader_hw_cnd,
2251     /* WINED3DSIH_CRS           */ shader_hw_map2gl,
2252     /* WINED3DSIH_DCL           */ NULL,
2253     /* WINED3DSIH_DEF           */ NULL,
2254     /* WINED3DSIH_DEFB          */ NULL,
2255     /* WINED3DSIH_DEFI          */ NULL,
2256     /* WINED3DSIH_DP2ADD        */ pshader_hw_dp2add,
2257     /* WINED3DSIH_DP3           */ shader_hw_map2gl,
2258     /* WINED3DSIH_DP4           */ shader_hw_map2gl,
2259     /* WINED3DSIH_DST           */ shader_hw_map2gl,
2260     /* WINED3DSIH_DSX           */ NULL,
2261     /* WINED3DSIH_DSY           */ NULL,
2262     /* WINED3DSIH_ELSE          */ NULL,
2263     /* WINED3DSIH_ENDIF         */ NULL,
2264     /* WINED3DSIH_ENDLOOP       */ NULL,
2265     /* WINED3DSIH_ENDREP        */ NULL,
2266     /* WINED3DSIH_EXP           */ shader_hw_map2gl,
2267     /* WINED3DSIH_EXPP          */ shader_hw_map2gl,
2268     /* WINED3DSIH_FRC           */ shader_hw_map2gl,
2269     /* WINED3DSIH_IF            */ NULL,
2270     /* WINED3DSIH_IFC           */ NULL,
2271     /* WINED3DSIH_LABEL         */ NULL,
2272     /* WINED3DSIH_LIT           */ shader_hw_map2gl,
2273     /* WINED3DSIH_LOG           */ shader_hw_map2gl,
2274     /* WINED3DSIH_LOGP          */ shader_hw_map2gl,
2275     /* WINED3DSIH_LOOP          */ NULL,
2276     /* WINED3DSIH_LRP           */ shader_hw_map2gl,
2277     /* WINED3DSIH_M3x2          */ shader_hw_mnxn,
2278     /* WINED3DSIH_M3x3          */ shader_hw_mnxn,
2279     /* WINED3DSIH_M3x4          */ shader_hw_mnxn,
2280     /* WINED3DSIH_M4x3          */ shader_hw_mnxn,
2281     /* WINED3DSIH_M4x4          */ shader_hw_mnxn,
2282     /* WINED3DSIH_MAD           */ shader_hw_map2gl,
2283     /* WINED3DSIH_MAX           */ shader_hw_map2gl,
2284     /* WINED3DSIH_MIN           */ shader_hw_map2gl,
2285     /* WINED3DSIH_MOV           */ shader_hw_mov,
2286     /* WINED3DSIH_MOVA          */ shader_hw_mov,
2287     /* WINED3DSIH_MUL           */ shader_hw_map2gl,
2288     /* WINED3DSIH_NOP           */ shader_hw_map2gl,
2289     /* WINED3DSIH_NRM           */ shader_hw_nrm,
2290     /* WINED3DSIH_PHASE         */ NULL,
2291     /* WINED3DSIH_POW           */ shader_hw_map2gl,
2292     /* WINED3DSIH_RCP           */ vshader_hw_rsq_rcp,
2293     /* WINED3DSIH_REP           */ NULL,
2294     /* WINED3DSIH_RET           */ NULL,
2295     /* WINED3DSIH_RSQ           */ vshader_hw_rsq_rcp,
2296     /* WINED3DSIH_SETP          */ NULL,
2297     /* WINED3DSIH_SGE           */ shader_hw_map2gl,
2298     /* WINED3DSIH_SGN           */ NULL,
2299     /* WINED3DSIH_SINCOS        */ shader_hw_sincos,
2300     /* WINED3DSIH_SLT           */ shader_hw_map2gl,
2301     /* WINED3DSIH_SUB           */ shader_hw_map2gl,
2302     /* WINED3DSIH_TEX           */ pshader_hw_tex,
2303     /* WINED3DSIH_TEXBEM        */ pshader_hw_texbem,
2304     /* WINED3DSIH_TEXBEML       */ pshader_hw_texbem,
2305     /* WINED3DSIH_TEXCOORD      */ pshader_hw_texcoord,
2306     /* WINED3DSIH_TEXDEPTH      */ pshader_hw_texdepth,
2307     /* WINED3DSIH_TEXDP3        */ pshader_hw_texdp3,
2308     /* WINED3DSIH_TEXDP3TEX     */ pshader_hw_texdp3tex,
2309     /* WINED3DSIH_TEXKILL       */ pshader_hw_texkill,
2310     /* WINED3DSIH_TEXLDD        */ NULL,
2311     /* WINED3DSIH_TEXLDL        */ NULL,
2312     /* WINED3DSIH_TEXM3x2DEPTH  */ pshader_hw_texm3x2depth,
2313     /* WINED3DSIH_TEXM3x2PAD    */ pshader_hw_texm3x2pad,
2314     /* WINED3DSIH_TEXM3x2TEX    */ pshader_hw_texm3x2tex,
2315     /* WINED3DSIH_TEXM3x3       */ pshader_hw_texm3x3,
2316     /* WINED3DSIH_TEXM3x3DIFF   */ NULL,
2317     /* WINED3DSIH_TEXM3x3PAD    */ pshader_hw_texm3x3pad,
2318     /* WINED3DSIH_TEXM3x3SPEC   */ pshader_hw_texm3x3spec,
2319     /* WINED3DSIH_TEXM3x3TEX    */ pshader_hw_texm3x3tex,
2320     /* WINED3DSIH_TEXM3x3VSPEC  */ pshader_hw_texm3x3vspec,
2321     /* WINED3DSIH_TEXREG2AR     */ pshader_hw_texreg2ar,
2322     /* WINED3DSIH_TEXREG2GB     */ pshader_hw_texreg2gb,
2323     /* WINED3DSIH_TEXREG2RGB    */ pshader_hw_texreg2rgb,
2324 };
2325
2326 const shader_backend_t arb_program_shader_backend = {
2327     shader_arb_instruction_handler_table,
2328     shader_arb_select,
2329     shader_arb_select_depth_blt,
2330     shader_arb_deselect_depth_blt,
2331     shader_arb_load_constants,
2332     shader_arb_cleanup,
2333     shader_arb_color_correction,
2334     shader_arb_destroy,
2335     shader_arb_alloc,
2336     shader_arb_free,
2337     shader_arb_dirty_const,
2338     shader_arb_generate_pshader,
2339     shader_arb_generate_vshader,
2340     shader_arb_get_caps,
2341     shader_arb_conv_supported,
2342 };
2343
2344 /* ARB_fragment_program fixed function pipeline replacement definitions */
2345 #define ARB_FFP_CONST_TFACTOR           0
2346 #define ARB_FFP_CONST_SPECULAR_ENABLE   ((ARB_FFP_CONST_TFACTOR) + 1)
2347 #define ARB_FFP_CONST_CONSTANT(i)       ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
2348 #define ARB_FFP_CONST_BUMPMAT(i)        ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
2349 #define ARB_FFP_CONST_LUMINANCE(i)      ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
2350
2351 struct arbfp_ffp_desc
2352 {
2353     struct ffp_frag_desc parent;
2354     GLuint shader;
2355     unsigned int num_textures_used;
2356 };
2357
2358 static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) {
2359     if(enable) {
2360         glEnable(GL_FRAGMENT_PROGRAM_ARB);
2361         checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
2362     } else {
2363         glDisable(GL_FRAGMENT_PROGRAM_ARB);
2364         checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
2365     }
2366 }
2367
2368 static HRESULT arbfp_alloc(IWineD3DDevice *iface) {
2369     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2370     struct shader_arb_priv *priv;
2371     /* Share private data between the shader backend and the pipeline replacement, if both
2372      * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
2373      * if no pixel shader is bound or not
2374      */
2375     if(This->shader_backend == &arb_program_shader_backend) {
2376         This->fragment_priv = This->shader_priv;
2377     } else {
2378         This->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
2379         if(!This->fragment_priv) return E_OUTOFMEMORY;
2380     }
2381     priv = (struct shader_arb_priv *) This->fragment_priv;
2382     priv->fragment_shaders = hash_table_create(ffp_frag_program_key_hash, ffp_frag_program_key_compare);
2383     priv->use_arbfp_fixed_func = TRUE;
2384     return WINED3D_OK;
2385 }
2386
2387 static void arbfp_free_ffpshader(void *value, void *gli) {
2388     const WineD3D_GL_Info *gl_info = gli;
2389     struct arbfp_ffp_desc *entry_arb = value;
2390
2391     ENTER_GL();
2392     GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
2393     checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
2394     HeapFree(GetProcessHeap(), 0, entry_arb);
2395     LEAVE_GL();
2396 }
2397
2398 static void arbfp_free(IWineD3DDevice *iface) {
2399     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2400     struct shader_arb_priv *priv = (struct shader_arb_priv *) This->fragment_priv;
2401
2402     hash_table_destroy(priv->fragment_shaders, arbfp_free_ffpshader, &This->adapter->gl_info);
2403     priv->use_arbfp_fixed_func = FALSE;
2404
2405     if(This->shader_backend != &arb_program_shader_backend) {
2406         HeapFree(GetProcessHeap(), 0, This->fragment_priv);
2407     }
2408 }
2409
2410 static void arbfp_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps)
2411 {
2412     caps->TextureOpCaps =  WINED3DTEXOPCAPS_DISABLE                     |
2413                            WINED3DTEXOPCAPS_SELECTARG1                  |
2414                            WINED3DTEXOPCAPS_SELECTARG2                  |
2415                            WINED3DTEXOPCAPS_MODULATE4X                  |
2416                            WINED3DTEXOPCAPS_MODULATE2X                  |
2417                            WINED3DTEXOPCAPS_MODULATE                    |
2418                            WINED3DTEXOPCAPS_ADDSIGNED2X                 |
2419                            WINED3DTEXOPCAPS_ADDSIGNED                   |
2420                            WINED3DTEXOPCAPS_ADD                         |
2421                            WINED3DTEXOPCAPS_SUBTRACT                    |
2422                            WINED3DTEXOPCAPS_ADDSMOOTH                   |
2423                            WINED3DTEXOPCAPS_BLENDCURRENTALPHA           |
2424                            WINED3DTEXOPCAPS_BLENDFACTORALPHA            |
2425                            WINED3DTEXOPCAPS_BLENDTEXTUREALPHA           |
2426                            WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA           |
2427                            WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM         |
2428                            WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR      |
2429                            WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA      |
2430                            WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA   |
2431                            WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR   |
2432                            WINED3DTEXOPCAPS_DOTPRODUCT3                 |
2433                            WINED3DTEXOPCAPS_MULTIPLYADD                 |
2434                            WINED3DTEXOPCAPS_LERP                        |
2435                            WINED3DTEXOPCAPS_BUMPENVMAP                  |
2436                            WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
2437
2438     /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
2439
2440     caps->MaxTextureBlendStages   = 8;
2441     caps->MaxSimultaneousTextures = min(GL_LIMITS(fragment_samplers), 8);
2442
2443     caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
2444 }
2445 #undef GLINFO_LOCATION
2446
2447 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
2448 static void state_texfactor_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2449     float col[4];
2450     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2451
2452     /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
2453      * application provided constants
2454      */
2455     if(device->shader_backend == &arb_program_shader_backend) {
2456         if(use_ps(device)) return;
2457
2458         device = stateblock->wineD3DDevice;
2459         device->activeContext->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
2460         device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
2461     }
2462
2463     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
2464     GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
2465     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
2466
2467 }
2468
2469 static void state_arb_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2470     float col[4];
2471     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2472
2473     /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
2474      * application provided constants
2475      */
2476     if(device->shader_backend == &arb_program_shader_backend) {
2477         if(use_ps(device)) return;
2478
2479         device = stateblock->wineD3DDevice;
2480         device->activeContext->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
2481         device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
2482     }
2483
2484     if(stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
2485         /* The specular color has no alpha */
2486         col[0] = 1.0; col[1] = 1.0;
2487         col[2] = 1.0; col[3] = 0.0;
2488     } else {
2489         col[0] = 0.0; col[1] = 0.0;
2490         col[2] = 0.0; col[3] = 0.0;
2491     }
2492     GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
2493     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
2494 }
2495
2496 static void set_bumpmat_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2497     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2498     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2499     float mat[2][2];
2500
2501     if(use_ps(device)) {
2502         if(stage != 0 &&
2503            ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) {
2504             /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
2505              * anyway
2506              */
2507             if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
2508                 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
2509             }
2510         }
2511
2512         if(device->shader_backend == &arb_program_shader_backend) {
2513             /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
2514             return;
2515         }
2516     } else if(device->shader_backend == &arb_program_shader_backend) {
2517         device->activeContext->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
2518         device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
2519     }
2520
2521     mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
2522     mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
2523     mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
2524     mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
2525
2526     GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
2527     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
2528 }
2529
2530 static void tex_bumpenvlum_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2531     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2532     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2533     float param[4];
2534
2535     if(use_ps(device)) {
2536         if(stage != 0 &&
2537            ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
2538             /* The pixel shader has to know the luminance offset. Do a constants update if it
2539              * isn't scheduled anyway
2540              */
2541             if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
2542                 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
2543             }
2544         }
2545
2546         if(device->shader_backend == &arb_program_shader_backend) {
2547             /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
2548             return;
2549         }
2550     } else if(device->shader_backend == &arb_program_shader_backend) {
2551         device->activeContext->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
2552         device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
2553     }
2554
2555     param[0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE]);
2556     param[1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET]);
2557     param[2] = 0.0;
2558     param[3] = 0.0;
2559
2560     GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
2561     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
2562 }
2563
2564 static const char *get_argreg(SHADER_BUFFER *buffer, DWORD argnum, unsigned int stage, DWORD arg) {
2565     const char *ret;
2566
2567     if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
2568
2569     switch(arg & WINED3DTA_SELECTMASK) {
2570         case WINED3DTA_DIFFUSE:
2571             ret = "fragment.color.primary"; break;
2572
2573         case WINED3DTA_CURRENT:
2574             if(stage == 0) ret = "fragment.color.primary";
2575             else ret = "ret";
2576             break;
2577
2578         case WINED3DTA_TEXTURE:
2579             switch(stage) {
2580                 case 0: ret = "tex0"; break;
2581                 case 1: ret = "tex1"; break;
2582                 case 2: ret = "tex2"; break;
2583                 case 3: ret = "tex3"; break;
2584                 case 4: ret = "tex4"; break;
2585                 case 5: ret = "tex5"; break;
2586                 case 6: ret = "tex6"; break;
2587                 case 7: ret = "tex7"; break;
2588                 default: ret = "unknown texture";
2589             }
2590             break;
2591
2592         case WINED3DTA_TFACTOR:
2593             ret = "tfactor"; break;
2594
2595         case WINED3DTA_SPECULAR:
2596             ret = "fragment.color.secondary"; break;
2597
2598         case WINED3DTA_TEMP:
2599             ret = "tempreg"; break;
2600
2601         case WINED3DTA_CONSTANT:
2602             FIXME("Implement perstage constants\n");
2603             switch(stage) {
2604                 case 0: ret = "const0"; break;
2605                 case 1: ret = "const1"; break;
2606                 case 2: ret = "const2"; break;
2607                 case 3: ret = "const3"; break;
2608                 case 4: ret = "const4"; break;
2609                 case 5: ret = "const5"; break;
2610                 case 6: ret = "const6"; break;
2611                 case 7: ret = "const7"; break;
2612                 default: ret = "unknown constant";
2613             }
2614             break;
2615
2616         default:
2617             return "unknown";
2618     }
2619
2620     if(arg & WINED3DTA_COMPLEMENT) {
2621         shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
2622         if(argnum == 0) ret = "arg0";
2623         if(argnum == 1) ret = "arg1";
2624         if(argnum == 2) ret = "arg2";
2625     }
2626     if(arg & WINED3DTA_ALPHAREPLICATE) {
2627         shader_addline(buffer, "MOV arg%u, %s.a;\n", argnum, ret);
2628         if(argnum == 0) ret = "arg0";
2629         if(argnum == 1) ret = "arg1";
2630         if(argnum == 2) ret = "arg2";
2631     }
2632     return ret;
2633 }
2634
2635 static void gen_ffp_instr(SHADER_BUFFER *buffer, unsigned int stage, BOOL color, BOOL alpha,
2636                           DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2) {
2637     const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
2638     unsigned int mul = 1;
2639     BOOL mul_final_dest = FALSE;
2640
2641     if(color && alpha) dstmask = "";
2642     else if(color) dstmask = ".rgb";
2643     else dstmask = ".a";
2644
2645     if(dst == tempreg) dstreg = "tempreg";
2646     else dstreg = "ret";
2647
2648     arg0 = get_argreg(buffer, 0, stage, dw_arg0);
2649     arg1 = get_argreg(buffer, 1, stage, dw_arg1);
2650     arg2 = get_argreg(buffer, 2, stage, dw_arg2);
2651
2652     switch(op) {
2653         case WINED3DTOP_DISABLE:
2654             if(stage == 1) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
2655             break;
2656
2657         case WINED3DTOP_SELECTARG2:
2658             arg1 = arg2;
2659         case WINED3DTOP_SELECTARG1:
2660             shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
2661             break;
2662
2663         case WINED3DTOP_MODULATE4X:
2664             mul = 2;
2665         case WINED3DTOP_MODULATE2X:
2666             mul *= 2;
2667             if(strcmp(dstreg, "result.color") == 0) {
2668                 dstreg = "ret";
2669                 mul_final_dest = TRUE;
2670             }
2671         case WINED3DTOP_MODULATE:
2672             shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2673             break;
2674
2675         case WINED3DTOP_ADDSIGNED2X:
2676             mul = 2;
2677             if(strcmp(dstreg, "result.color") == 0) {
2678                 dstreg = "ret";
2679                 mul_final_dest = TRUE;
2680             }
2681         case WINED3DTOP_ADDSIGNED:
2682             shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
2683             arg2 = "arg2";
2684         case WINED3DTOP_ADD:
2685             shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2686             break;
2687
2688         case WINED3DTOP_SUBTRACT:
2689             shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2690             break;
2691
2692         case WINED3DTOP_ADDSMOOTH:
2693             shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
2694             shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
2695             break;
2696
2697         case WINED3DTOP_BLENDCURRENTALPHA:
2698             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
2699             shader_addline(buffer, "LRP %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2700             break;
2701         case WINED3DTOP_BLENDFACTORALPHA:
2702             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
2703             shader_addline(buffer, "LRP %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2704             break;
2705         case WINED3DTOP_BLENDTEXTUREALPHA:
2706             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
2707             shader_addline(buffer, "LRP %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2708             break;
2709         case WINED3DTOP_BLENDDIFFUSEALPHA:
2710             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
2711             shader_addline(buffer, "LRP %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2712             break;
2713
2714         case WINED3DTOP_BLENDTEXTUREALPHAPM:
2715             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
2716             shader_addline(buffer, "SUB arg0.a, const.x, %s.a;\n", arg0);
2717             shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.a, %s;\n", dstreg, dstmask, arg2, arg1);
2718             break;
2719
2720         /* D3DTOP_PREMODULATE ???? */
2721
2722         case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2723             shader_addline(buffer, "SUB arg0.a, const.x, %s;\n", arg1);
2724             shader_addline(buffer, "MAD_SAT %s%s, arg0.a, %s, %s;\n", dstreg, dstmask, arg2, arg1);
2725             break;
2726         case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2727             shader_addline(buffer, "MAD_SAT %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
2728             break;
2729         case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2730             shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
2731             shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.a;\n", dstreg, dstmask, arg2, arg1);
2732             break;
2733         case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2734             shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.a;\n", dstreg, dstmask, arg1, arg2, arg1);
2735             break;
2736
2737         case WINED3DTOP_DOTPRODUCT3:
2738             mul = 4;
2739             if(strcmp(dstreg, "result.color") == 0) {
2740                 dstreg = "ret";
2741                 mul_final_dest = TRUE;
2742             }
2743             shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
2744             shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
2745             shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
2746             break;
2747
2748         case WINED3DTOP_MULTIPLYADD:
2749             shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
2750             break;
2751
2752         case WINED3DTOP_LERP:
2753             /* The msdn is not quite right here */
2754             shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2755             break;
2756
2757         case WINED3DTOP_BUMPENVMAP:
2758         case WINED3DTOP_BUMPENVMAPLUMINANCE:
2759             /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
2760             break;
2761
2762         default:
2763             FIXME("Unhandled texture op %08x\n", op);
2764     }
2765
2766     if(mul == 2) {
2767         shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
2768     } else if(mul == 4) {
2769         shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
2770     }
2771 }
2772
2773 /* The stateblock is passed for GLINFO_LOCATION */
2774 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWineD3DStateBlockImpl *stateblock)
2775 {
2776     unsigned int stage;
2777     SHADER_BUFFER buffer;
2778     BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
2779     BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
2780     BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
2781     const char *textype;
2782     const char *instr, *sat;
2783     char colorcor_dst[8];
2784     GLuint ret;
2785     DWORD arg0, arg1, arg2;
2786     BOOL tempreg_used = FALSE, tfactor_used = FALSE;
2787     BOOL op_equal;
2788     const char *final_combiner_src = "ret";
2789
2790     /* Find out which textures are read */
2791     for(stage = 0; stage < MAX_TEXTURES; stage++) {
2792         if(settings->op[stage].cop == WINED3DTOP_DISABLE) break;
2793         arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
2794         arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
2795         arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
2796         if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2797         if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2798         if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2799
2800         if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) tex_read[stage] = TRUE;
2801         if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHAPM) tex_read[stage] = TRUE;
2802         if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP) {
2803             bump_used[stage] = TRUE;
2804             tex_read[stage] = TRUE;
2805         }
2806         if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
2807             bump_used[stage] = TRUE;
2808             tex_read[stage] = TRUE;
2809             luminance_used[stage] = TRUE;
2810         } else if(settings->op[stage].cop == WINED3DTOP_BLENDFACTORALPHA) {
2811             tfactor_used = TRUE;
2812         }
2813
2814         if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
2815             tfactor_used = TRUE;
2816         }
2817
2818         if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
2819         if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
2820             tempreg_used = TRUE;
2821         }
2822
2823         if(settings->op[stage].aop == WINED3DTOP_DISABLE) continue;
2824         arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
2825         arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
2826         arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
2827         if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2828         if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2829         if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2830
2831         if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
2832             tempreg_used = TRUE;
2833         }
2834         if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
2835             tfactor_used = TRUE;
2836         }
2837     }
2838
2839     /* Shader header */
2840     buffer.bsize = 0;
2841     buffer.lineNo = 0;
2842     buffer.newline = TRUE;
2843     buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
2844
2845     shader_addline(&buffer, "!!ARBfp1.0\n");
2846
2847     switch(settings->fog) {
2848         case FOG_OFF:                                                         break;
2849         case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
2850         case FOG_EXP:    shader_addline(&buffer, "OPTION ARB_fog_exp;\n");    break;
2851         case FOG_EXP2:   shader_addline(&buffer, "OPTION ARB_fog_exp2;\n");   break;
2852         default: FIXME("Unexpected fog setting %d\n", settings->fog);
2853     }
2854
2855     shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
2856     shader_addline(&buffer, "TEMP TMP;\n");
2857     shader_addline(&buffer, "TEMP ret;\n");
2858     if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
2859     shader_addline(&buffer, "TEMP arg0;\n");
2860     shader_addline(&buffer, "TEMP arg1;\n");
2861     shader_addline(&buffer, "TEMP arg2;\n");
2862     for(stage = 0; stage < MAX_TEXTURES; stage++) {
2863         if(!tex_read[stage]) continue;
2864         shader_addline(&buffer, "TEMP tex%u;\n", stage);
2865         if(!bump_used[stage]) continue;
2866         shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
2867         if(!luminance_used[stage]) continue;
2868         shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
2869     }
2870     if(tfactor_used) {
2871         shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
2872     }
2873         shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
2874
2875     if(settings->sRGB_write) {
2876         shader_addline(&buffer, "PARAM srgb_mul_low = {%f, %f, %f, 1.0};\n",
2877                        srgb_mul_low, srgb_mul_low, srgb_mul_low);
2878         shader_addline(&buffer, "PARAM srgb_comparison =  {%f, %f, %f, %f};\n",
2879                        srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
2880         shader_addline(&buffer, "PARAM srgb_pow =  {%f, %f, %f, 1.0};\n",
2881                        srgb_pow, srgb_pow, srgb_pow);
2882         shader_addline(&buffer, "PARAM srgb_mul_hi =  {%f, %f, %f, 1.0};\n",
2883                        srgb_mul_high, srgb_mul_high, srgb_mul_high);
2884         shader_addline(&buffer, "PARAM srgb_sub_hi =  {%f, %f, %f, 0.0};\n",
2885                        srgb_sub_high, srgb_sub_high, srgb_sub_high);
2886     }
2887
2888     /* Generate texture sampling instructions) */
2889     for(stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3DTOP_DISABLE; stage++) {
2890         if(!tex_read[stage]) continue;
2891
2892         switch(settings->op[stage].tex_type) {
2893             case tex_1d:                    textype = "1D";     break;
2894             case tex_2d:                    textype = "2D";     break;
2895             case tex_3d:                    textype = "3D";     break;
2896             case tex_cube:                  textype = "CUBE";   break;
2897             case tex_rect:                  textype = "RECT";   break;
2898             default: textype = "unexpected_textype";   break;
2899         }
2900
2901         if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP ||
2902            settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
2903             sat = "";
2904         } else {
2905             sat = "_SAT";
2906         }
2907
2908         if(settings->op[stage].projected == proj_none) {
2909             instr = "TEX";
2910         } else if(settings->op[stage].projected == proj_count4 ||
2911                   settings->op[stage].projected == proj_count3) {
2912             instr = "TXP";
2913         } else {
2914             FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
2915             instr = "TXP";
2916         }
2917
2918         if(stage > 0 &&
2919            (settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
2920             settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
2921             shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
2922             shader_addline(&buffer, "DP3 ret.r, arg1, tex%u;\n", stage - 1);
2923             shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
2924             shader_addline(&buffer, "DP3 ret.g, arg1, tex%u;\n", stage - 1);
2925
2926             /* with projective textures, texbem only divides the static texture coord, not the displacement,
2927              * so multiply the displacement with the dividing parameter before passing it to TXP
2928              */
2929             if (settings->op[stage].projected != proj_none) {
2930                 if(settings->op[stage].projected == proj_count4) {
2931                     shader_addline(&buffer, "MOV ret.a, fragment.texcoord[%u].a;\n", stage);
2932                     shader_addline(&buffer, "MUL ret.rgb, ret, fragment.texcoord[%u].a, fragment.texcoord[%u];\n", stage, stage);
2933                 } else {
2934                     shader_addline(&buffer, "MOV ret.a, fragment.texcoord[%u].b;\n", stage);
2935                     shader_addline(&buffer, "MAD ret.rgb, ret, fragment.texcoord[%u].b, fragment.texcoord[%u];\n", stage, stage);
2936                 }
2937             } else {
2938                 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
2939             }
2940
2941             shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
2942                            instr, sat, stage, stage, textype);
2943             if(settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
2944                 shader_addline(&buffer, "MAD_SAT ret.r, tex%u.b, luminance%u.r, luminance%u.g;\n",
2945                                stage - 1, stage - 1, stage - 1);
2946                 shader_addline(&buffer, "MUL tex%u, tex%u, ret.r;\n", stage, stage);
2947             }
2948         } else if(settings->op[stage].projected == proj_count3) {
2949             shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
2950             shader_addline(&buffer, "MOV ret.a, ret.b;\n");
2951             shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
2952                             instr, sat, stage, stage, textype);
2953         } else {
2954             shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
2955                             instr, sat, stage, stage, stage, textype);
2956         }
2957
2958         sprintf(colorcor_dst, "tex%u", stage);
2959         gen_color_correction(&buffer, colorcor_dst, ".rgba", "const.x", "const.y",
2960                                 settings->op[stage].color_correction, &GLINFO_LOCATION);
2961     }
2962
2963     /* Generate the main shader */
2964     for(stage = 0; stage < MAX_TEXTURES; stage++) {
2965         if(settings->op[stage].cop == WINED3DTOP_DISABLE) {
2966             if(stage == 0) {
2967                 final_combiner_src = "fragment.color.primary";
2968             }
2969             break;
2970         }
2971
2972         if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
2973            settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
2974             op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
2975         } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
2976                   settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
2977             op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
2978         } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
2979                   settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
2980             op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
2981         } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
2982                   settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
2983             op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
2984         } else {
2985             op_equal = settings->op[stage].aop   == settings->op[stage].cop &&
2986                        settings->op[stage].carg0 == settings->op[stage].aarg0 &&
2987                        settings->op[stage].carg1 == settings->op[stage].aarg1 &&
2988                        settings->op[stage].carg2 == settings->op[stage].aarg2;
2989         }
2990
2991         if(settings->op[stage].aop == WINED3DTOP_DISABLE) {
2992             gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
2993                           settings->op[stage].cop, settings->op[stage].carg0,
2994                           settings->op[stage].carg1, settings->op[stage].carg2);
2995             if(stage == 0) {
2996                 shader_addline(&buffer, "MOV ret.a, fragment.color.primary.a;\n");
2997             }
2998         } else if(op_equal) {
2999             gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
3000                           settings->op[stage].cop, settings->op[stage].carg0,
3001                           settings->op[stage].carg1, settings->op[stage].carg2);
3002         } else {
3003             gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
3004                           settings->op[stage].cop, settings->op[stage].carg0,
3005                           settings->op[stage].carg1, settings->op[stage].carg2);
3006             gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
3007                           settings->op[stage].aop, settings->op[stage].aarg0,
3008                           settings->op[stage].aarg1, settings->op[stage].aarg2);
3009         }
3010     }
3011
3012     if(settings->sRGB_write) {
3013         shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
3014         arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg");
3015         shader_addline(&buffer, "MOV result.color.a, ret.a;\n");
3016     } else {
3017         shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
3018     }
3019
3020     /* Footer */
3021     shader_addline(&buffer, "END\n");
3022
3023     /* Generate the shader */
3024     GL_EXTCALL(glGenProgramsARB(1, &ret));
3025     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
3026     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
3027
3028     if (glGetError() == GL_INVALID_OPERATION) {
3029         GLint pos;
3030         glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3031         FIXME("Fragment program error at position %d: %s\n", pos,
3032               debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3033     }
3034     HeapFree(GetProcessHeap(), 0, buffer.buffer);
3035     return ret;
3036 }
3037
3038 static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3039     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3040     struct shader_arb_priv *priv = (struct shader_arb_priv *) device->fragment_priv;
3041     BOOL use_pshader = use_ps(device);
3042     BOOL use_vshader = use_vs(device);
3043     struct ffp_frag_settings settings;
3044     const struct arbfp_ffp_desc *desc;
3045     unsigned int i;
3046
3047     if(isStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE))) {
3048         if(!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
3049             /* Reload fixed function constants since they collide with the pixel shader constants */
3050             for(i = 0; i < MAX_TEXTURES; i++) {
3051                 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
3052             }
3053             state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
3054             state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
3055         }
3056         return;
3057     }
3058
3059     if(!use_pshader) {
3060         /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
3061         gen_ffp_frag_op(stateblock, &settings, FALSE);
3062         desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(priv->fragment_shaders, &settings);
3063         if(!desc) {
3064             struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
3065             if (!new_desc)
3066             {
3067                 ERR("Out of memory\n");
3068                 return;
3069             }
3070             new_desc->num_textures_used = 0;
3071             for(i = 0; i < GL_LIMITS(texture_stages); i++) {
3072                 if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
3073                 new_desc->num_textures_used = i;
3074             }
3075
3076             memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
3077             new_desc->shader = gen_arbfp_ffp_shader(&settings, stateblock);
3078             add_ffp_frag_shader(priv->fragment_shaders, &new_desc->parent);
3079             TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
3080             desc = new_desc;
3081         }
3082
3083         /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
3084          * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
3085          * deactivate it.
3086          */
3087         GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
3088         checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
3089         priv->current_fprogram_id = desc->shader;
3090
3091         if(device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
3092             /* Reload fixed function constants since they collide with the pixel shader constants */
3093             for(i = 0; i < MAX_TEXTURES; i++) {
3094                 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
3095             }
3096             state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
3097             state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
3098         }
3099     }
3100
3101     /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
3102      * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
3103      * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
3104      * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
3105      * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
3106      *
3107      * Don't call shader_select if the vertex shader is dirty, because some shader backends(GLSL) need both shaders
3108      * to be compiled before activating them(needs some cleanups in the shader backend interface)
3109      */
3110     if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
3111         device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
3112
3113         if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
3114             device->StateTable[STATE_VERTEXSHADERCONSTANT].apply(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3115         }
3116     }
3117     if(use_pshader) {
3118         device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
3119     }
3120 }
3121
3122 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
3123  * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
3124  * state table, so we need to handle that with a forwarding function. The other invisible side effect
3125  * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
3126  * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
3127  */
3128 static void state_arbfp_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3129     if(!isStateDirty(context, STATE_PIXELSHADER)) {
3130         fragment_prog_arbfp(state, stateblock, context);
3131     }
3132 }
3133
3134 static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3135     if(!isStateDirty(context, STATE_PIXELSHADER)) {
3136         fragment_prog_arbfp(state, stateblock, context);
3137     }
3138 }
3139
3140 #undef GLINFO_LOCATION
3141
3142 static const struct StateEntryTemplate arbfp_fragmentstate_template[] = {
3143     {STATE_RENDER(WINED3DRS_TEXTUREFACTOR),               { STATE_RENDER(WINED3DRS_TEXTUREFACTOR),              state_texfactor_arbfp   }, 0                               },
3144     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3145     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3146     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3147     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3148     {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3149     {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3150     {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3151     {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3152     {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3153     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3154     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3155     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3156     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3157     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3158     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3159     {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3160     {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3161     {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3162     {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3163     {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3164     {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3165     {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3166     {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3167     {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3168     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3169     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3170     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3171     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3172     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3173     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3174     {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3175     {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3176     {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3177     {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3178     {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3179     {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3180     {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3181     {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3182     {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3183     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3184     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3185     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3186     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3187     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3188     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3189     {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3190     {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3191     {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3192     {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3193     {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3194     {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3195     {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3196     {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3197     {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3198     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3199     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3200     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3201     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3202     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3203     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3204     {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3205     {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3206     {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3207     {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3208     {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3209     {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3210     {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3211     {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3212     {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3213     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3214     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3215     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3216     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3217     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3218     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3219     {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3220     {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3221     {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3222     {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3223     {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3224     {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3225     {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3226     {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3227     {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3228     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3229     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3230     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3231     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3232     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3233     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3234     {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3235     {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3236     {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3237     {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3238     {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3239     {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3240     {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3241     {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3242     {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3243     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3244     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3245     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3246     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3247     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3248     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3249     {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3250     {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3251     {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3252     {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3253     {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3254     {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3255     {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3256     {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3257     {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3258     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3259     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3260     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3261     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3262     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3263     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3264     { STATE_SAMPLER(0),                                   { STATE_SAMPLER(0),                                   sampler_texdim          }, 0                               },
3265     { STATE_SAMPLER(1),                                   { STATE_SAMPLER(1),                                   sampler_texdim          }, 0                               },
3266     { STATE_SAMPLER(2),                                   { STATE_SAMPLER(2),                                   sampler_texdim          }, 0                               },
3267     { STATE_SAMPLER(3),                                   { STATE_SAMPLER(3),                                   sampler_texdim          }, 0                               },
3268     { STATE_SAMPLER(4),                                   { STATE_SAMPLER(4),                                   sampler_texdim          }, 0                               },
3269     { STATE_SAMPLER(5),                                   { STATE_SAMPLER(5),                                   sampler_texdim          }, 0                               },
3270     { STATE_SAMPLER(6),                                   { STATE_SAMPLER(6),                                   sampler_texdim          }, 0                               },
3271     { STATE_SAMPLER(7),                                   { STATE_SAMPLER(7),                                   sampler_texdim          }, 0                               },
3272     { STATE_PIXELSHADER,                                  { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3273     { STATE_RENDER(WINED3DRS_FOGENABLE),                  { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_arbfp_fog         }, 0                               },
3274     { STATE_RENDER(WINED3DRS_FOGTABLEMODE),               { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_arbfp_fog         }, 0                               },
3275     { STATE_RENDER(WINED3DRS_FOGVERTEXMODE),              { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_arbfp_fog         }, 0                               },
3276     { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE),            { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3277     {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3278     {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3279     {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3280     {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3281     {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3282     {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3283     {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3284     {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3285     { STATE_RENDER(WINED3DRS_SPECULARENABLE),             { STATE_RENDER(WINED3DRS_SPECULARENABLE),             state_arb_specularenable}, 0                               },
3286     {0 /* Terminate */,                                   { 0,                                                  0                       }, 0                               },
3287 };
3288
3289 const struct fragment_pipeline arbfp_fragment_pipeline = {
3290     arbfp_enable,
3291     arbfp_get_caps,
3292     arbfp_alloc,
3293     arbfp_free,
3294     shader_arb_conv_supported,
3295     arbfp_fragmentstate_template,
3296     TRUE /* We can disable projected textures */
3297 };
3298
3299 #define GLINFO_LOCATION device->adapter->gl_info
3300
3301 struct arbfp_blit_priv {
3302     GLenum yuy2_rect_shader, yuy2_2d_shader;
3303     GLenum uyvy_rect_shader, uyvy_2d_shader;
3304     GLenum yv12_rect_shader, yv12_2d_shader;
3305 };
3306
3307 static HRESULT arbfp_blit_alloc(IWineD3DDevice *iface) {
3308     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3309     device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
3310     if(!device->blit_priv) {
3311         ERR("Out of memory\n");
3312         return E_OUTOFMEMORY;
3313     }
3314     return WINED3D_OK;
3315 }
3316 static void arbfp_blit_free(IWineD3DDevice *iface) {
3317     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3318     struct arbfp_blit_priv *priv = (struct arbfp_blit_priv *) device->blit_priv;
3319
3320     ENTER_GL();
3321     GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
3322     GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
3323     GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
3324     GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
3325     GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
3326     GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
3327     checkGLcall("Delete yuv programs\n");
3328     LEAVE_GL();
3329 }
3330
3331 static BOOL gen_planar_yuv_read(SHADER_BUFFER *buffer, WINED3DFORMAT fmt, GLenum textype, char *luminance) {
3332     char chroma;
3333     const char *tex, *texinstr;
3334
3335     if(fmt == WINED3DFMT_UYVY) {
3336         chroma = 'r';
3337         *luminance = 'a';
3338     } else {
3339         chroma = 'a';
3340         *luminance = 'r';
3341     }
3342     switch(textype) {
3343         case GL_TEXTURE_2D:             tex = "2D";     texinstr = "TXP"; break;
3344         case GL_TEXTURE_RECTANGLE_ARB:  tex = "RECT";   texinstr = "TEX"; break;
3345         default:
3346             /* This is more tricky than just replacing the texture type - we have to navigate
3347              * properly in the texture to find the correct chroma values
3348              */
3349             FIXME("Implement yuv correction for non-2d, non-rect textures\n");
3350             return FALSE;
3351     }
3352
3353     /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
3354      * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
3355      * filtering when we sample the texture.
3356      *
3357      * These are the rules for reading the chroma:
3358      *
3359      * Even pixel: Cr
3360      * Even pixel: U
3361      * Odd pixel: V
3362      *
3363      * So we have to get the sampling x position in non-normalized coordinates in integers
3364      */
3365     if(textype != GL_TEXTURE_RECTANGLE_ARB) {
3366         shader_addline(buffer, "MUL texcrd.rg, fragment.texcoord[0], size.x;\n");
3367         shader_addline(buffer, "MOV texcrd.a, size.x;\n");
3368     } else {
3369         shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
3370     }
3371     /* We must not allow filtering between pixel x and x+1, this would mix U and V
3372      * Vertical filtering is ok. However, bear in mind that the pixel center is at
3373      * 0.5, so add 0.5.
3374      */
3375     shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
3376     shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
3377
3378     /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
3379      * even and odd pixels respectively
3380      */
3381     shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
3382     shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
3383
3384     /* Sample Pixel 1 */
3385     shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
3386
3387     /* Put the value into either of the chroma values */
3388     shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
3389     shader_addline(buffer, "MUL chroma.r, luminance.%c, temp.x;\n", chroma);
3390     shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
3391     shader_addline(buffer, "MUL chroma.g, luminance.%c, temp.x;\n", chroma);
3392
3393     /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
3394      * the pixel right to the current one. Otherwise, sample the left pixel.
3395      * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
3396      */
3397     shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
3398     shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
3399     shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
3400
3401     /* Put the value into the other chroma */
3402     shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
3403     shader_addline(buffer, "MAD chroma.g, luminance.%c, temp.x, chroma.g;\n", chroma);
3404     shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
3405     shader_addline(buffer, "MAD chroma.r, luminance.%c, temp.x, chroma.r;\n", chroma);
3406
3407     /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
3408      * the current one and lerp the two U and V values
3409      */
3410
3411     /* This gives the correctly filtered luminance value */
3412     shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
3413
3414     return TRUE;
3415 }
3416
3417 static BOOL gen_yv12_read(SHADER_BUFFER *buffer, WINED3DFORMAT fmt, GLenum textype, char *luminance) {
3418     const char *tex;
3419
3420     switch(textype) {
3421         case GL_TEXTURE_2D:             tex = "2D";     break;
3422         case GL_TEXTURE_RECTANGLE_ARB:  tex = "RECT";   break;
3423         default:
3424             FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
3425             return FALSE;
3426     }
3427
3428     /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
3429      * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
3430      * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
3431      * pitch of the luminance plane, the packing into the gl texture is a bit
3432      * unfortunate. If the whole texture is interpreted as luminance data it looks
3433      * approximately like this:
3434      *
3435      *        +----------------------------------+----
3436      *        |                                  |
3437      *        |                                  |
3438      *        |                                  |
3439      *        |                                  |
3440      *        |                                  |   2
3441      *        |            LUMINANCE             |   -
3442      *        |                                  |   3
3443      *        |                                  |
3444      *        |                                  |
3445      *        |                                  |
3446      *        |                                  |
3447      *        +----------------+-----------------+----
3448      *        |                |                 |
3449      *        |  U even rows   |  U odd rows     |
3450      *        |                |                 |   1
3451      *        +----------------+------------------   -
3452      *        |                |                 |   3
3453      *        |  V even rows   |  V odd rows     |
3454      *        |                |                 |
3455      *        +----------------+-----------------+----
3456      *        |                |                 |
3457      *        |     0.5        |       0.5       |
3458      *
3459      * So it appears as if there are 4 chroma images, but in fact the odd rows
3460      * in the chroma images are in the same row as the even ones. So its is
3461      * kinda tricky to read
3462      *
3463      * When reading from rectangle textures, keep in mind that the input y coordinates
3464      * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
3465      */
3466     shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
3467                    2.0 / 3.0, 1.0 / 6.0, (2.0 / 3.0) + (1.0 / 6.0), 1.0 / 3.0);
3468
3469     shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
3470     /* the chroma planes have only half the width */
3471     shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
3472
3473     /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
3474      * the coordinate. Also read the right side of the image when reading odd lines
3475      *
3476      * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
3477      * bleeding
3478      */
3479     if(textype == GL_TEXTURE_2D) {
3480
3481         shader_addline(buffer, "RCP chroma.w, size.y;\n");
3482
3483         shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
3484
3485         shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
3486         shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
3487
3488         /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
3489         shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
3490         shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
3491         shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
3492         shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
3493
3494         /* clamp, keep the half pixel origin in mind */
3495         shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
3496         shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
3497         shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
3498         shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
3499     } else {
3500         /* Read from [size - size+size/4] */
3501         shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
3502         shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
3503
3504         /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
3505         shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
3506         shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
3507         shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
3508         shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
3509         shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
3510
3511         /* Make sure to read exactly from the pixel center */
3512         shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
3513         shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
3514
3515         /* Clamp */
3516         shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
3517         shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
3518         shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
3519         shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
3520         shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
3521     }
3522     /* Read the texture, put the result into the output register */
3523     shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
3524     shader_addline(buffer, "MOV chroma.r, temp.a;\n");
3525
3526     /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
3527      * No need to clamp because we're just reusing the already clamped value from above
3528      */
3529     if(textype == GL_TEXTURE_2D) {
3530         shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
3531     } else {
3532         shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
3533     }
3534     shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
3535     shader_addline(buffer, "MOV chroma.g, temp.a;\n");
3536
3537     /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
3538      * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
3539      * values due to filtering
3540      */
3541     shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
3542     if(textype == GL_TEXTURE_2D) {
3543         /* Multiply the y coordinate by 2/3 and clamp it */
3544         shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
3545         shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
3546         shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
3547         shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
3548     } else {
3549         /* Reading from texture_rectangles is pretty streightforward, just use the unmodified
3550          * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
3551          * is bigger
3552          */
3553         shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
3554         shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
3555         shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
3556     }
3557     *luminance = 'a';
3558
3559     return TRUE;
3560 }
3561
3562 static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, WINED3DFORMAT fmt, GLenum textype) {
3563     GLenum shader;
3564     SHADER_BUFFER buffer;
3565     char luminance_component;
3566     struct arbfp_blit_priv *priv = (struct arbfp_blit_priv *) device->blit_priv;
3567
3568     /* Shader header */
3569     buffer.bsize = 0;
3570     buffer.lineNo = 0;
3571     buffer.newline = TRUE;
3572     buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
3573
3574     ENTER_GL();
3575     GL_EXTCALL(glGenProgramsARB(1, &shader));
3576     checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
3577     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
3578     checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
3579     LEAVE_GL();
3580     if(!shader) {
3581         HeapFree(GetProcessHeap(), 0, buffer.buffer);
3582         return 0;
3583     }
3584
3585     /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
3586      * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
3587      * two chroma(U and V) values. Each macropixel has two luminance values, one for
3588      * each single pixel it contains, and one U and one V value shared between both
3589      * pixels.
3590      *
3591      * The data is loaded into an A8L8 texture. With YUY2, the luminance component
3592      * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
3593      * take the format into account when generating the read swizzles
3594      *
3595      * Reading the Y value is streightforward - just sample the texture. The hardware
3596      * takes care of filtering in the horizontal and vertical direction.
3597      *
3598      * Reading the U and V values is harder. We have to avoid filtering horizontally,
3599      * because that would mix the U and V values of one pixel or two adjacent pixels.
3600      * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
3601      * regardless of the filtering setting. Vertical filtering works automatically
3602      * though - the U and V values of two rows are mixed nicely.
3603      *
3604      * Appart of avoiding filtering issues, the code has to know which value it just
3605      * read, and where it can find the other one. To determine this, it checks if
3606      * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
3607      *
3608      * Handling horizontal filtering of U and V values requires reading a 2nd pair
3609      * of pixels, extracting U and V and mixing them. This is not implemented yet.
3610      *
3611      * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
3612      * with width / 2. This way one read gives all 3 values, finding U and V is easy
3613      * in an unfiltered situation. Finding the luminance on the other hand requires
3614      * finding out if it is an odd or even pixel. The real drawback of this approach
3615      * is filtering. This would have to be emulated completely in the shader, reading
3616      * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
3617      * vertically. Beyond that it would require adjustments to the texture handling
3618      * code to deal with the width scaling
3619      */
3620     shader_addline(&buffer, "!!ARBfp1.0\n");
3621     shader_addline(&buffer, "TEMP luminance;\n");
3622     shader_addline(&buffer, "TEMP temp;\n");
3623     shader_addline(&buffer, "TEMP chroma;\n");
3624     shader_addline(&buffer, "TEMP texcrd;\n");
3625     shader_addline(&buffer, "TEMP texcrd2;\n");
3626     shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
3627     shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
3628     shader_addline(&buffer, "PARAM size = program.local[0];\n");
3629
3630     if(fmt == WINED3DFMT_UYVY || fmt ==WINED3DFMT_YUY2) {
3631         if(gen_planar_yuv_read(&buffer, fmt, textype, &luminance_component) == FALSE) {
3632             HeapFree(GetProcessHeap(), 0, buffer.buffer);
3633             return 0;
3634         }
3635     } else {
3636         if(gen_yv12_read(&buffer, fmt, textype, &luminance_component) == FALSE) {
3637             HeapFree(GetProcessHeap(), 0, buffer.buffer);
3638             return 0;
3639         }
3640     }
3641
3642     /* Calculate the final result. Formula is taken from
3643      * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
3644      * ranges from -0.5 to 0.5
3645      */
3646     shader_addline(&buffer, "SUB chroma.rg, chroma, coef.y;\n");
3647
3648     shader_addline(&buffer, "MAD result.color.r, chroma.r, yuv_coef.x, luminance.%c;\n", luminance_component);
3649     shader_addline(&buffer, "MAD temp.r, -chroma.g, yuv_coef.y, luminance.%c;\n", luminance_component);
3650     shader_addline(&buffer, "MAD result.color.g, -chroma.r, yuv_coef.z, temp.r;\n");
3651     shader_addline(&buffer, "MAD result.color.b, chroma.g, yuv_coef.w, luminance.%c;\n", luminance_component);
3652     shader_addline(&buffer, "END\n");
3653
3654     ENTER_GL();
3655     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
3656
3657     if (glGetError() == GL_INVALID_OPERATION) {
3658         GLint pos;
3659         glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3660         FIXME("Fragment program error at position %d: %s\n", pos,
3661               debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3662     }
3663     HeapFree(GetProcessHeap(), 0, buffer.buffer);
3664     LEAVE_GL();
3665
3666     if(fmt == WINED3DFMT_YUY2) {
3667         if(textype == GL_TEXTURE_RECTANGLE_ARB) {
3668             priv->yuy2_rect_shader = shader;
3669         } else {
3670             priv->yuy2_2d_shader = shader;
3671         }
3672     } else if(fmt == WINED3DFMT_UYVY) {
3673         if(textype == GL_TEXTURE_RECTANGLE_ARB) {
3674             priv->uyvy_rect_shader = shader;
3675         } else {
3676             priv->uyvy_2d_shader = shader;
3677         }
3678     } else {
3679         if(textype == GL_TEXTURE_RECTANGLE_ARB) {
3680             priv->yv12_rect_shader = shader;
3681         } else {
3682             priv->yv12_2d_shader = shader;
3683         }
3684     }
3685     return shader;
3686 }
3687
3688 static HRESULT arbfp_blit_set(IWineD3DDevice *iface, WINED3DFORMAT fmt, GLenum textype, UINT width, UINT height) {
3689     GLenum shader;
3690     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3691     float size[4] = {width, height, 1, 1};
3692     struct arbfp_blit_priv *priv = (struct arbfp_blit_priv *) device->blit_priv;
3693     const GlPixelFormatDesc *glDesc;
3694
3695     getFormatDescEntry(fmt, &GLINFO_LOCATION, &glDesc);
3696
3697     if(glDesc->conversion_group != WINED3DFMT_YUY2 && glDesc->conversion_group != WINED3DFMT_UYVY &&
3698        glDesc->conversion_group != WINED3DFMT_YV12) {
3699         TRACE("Format: %s\n", debug_d3dformat(glDesc->conversion_group));
3700         /* Don't bother setting up a shader for unconverted formats */
3701         ENTER_GL();
3702         glEnable(textype);
3703         checkGLcall("glEnable(textype)");
3704         LEAVE_GL();
3705         return WINED3D_OK;
3706     }
3707
3708     if(glDesc->conversion_group == WINED3DFMT_YUY2) {
3709         if(textype == GL_TEXTURE_RECTANGLE_ARB) {
3710             shader = priv->yuy2_rect_shader;
3711         } else {
3712             shader = priv->yuy2_2d_shader;
3713         }
3714     } else if(glDesc->conversion_group == WINED3DFMT_UYVY) {
3715         if(textype == GL_TEXTURE_RECTANGLE_ARB) {
3716             shader = priv->uyvy_rect_shader;
3717         } else {
3718             shader = priv->uyvy_2d_shader;
3719         }
3720     } else {
3721         if(textype == GL_TEXTURE_RECTANGLE_ARB) {
3722             shader = priv->yv12_rect_shader;
3723         } else {
3724             shader = priv->yv12_2d_shader;
3725         }
3726     }
3727
3728     if(!shader) {
3729         shader = gen_yuv_shader(device, glDesc->conversion_group, textype);
3730     }
3731
3732     ENTER_GL();
3733     glEnable(GL_FRAGMENT_PROGRAM_ARB);
3734     checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
3735     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
3736     checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
3737     GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
3738     checkGLcall("glProgramLocalParameter4fvARB");
3739     LEAVE_GL();
3740
3741     return WINED3D_OK;
3742 }
3743
3744 static void arbfp_blit_unset(IWineD3DDevice *iface) {
3745     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3746
3747     ENTER_GL();
3748     glDisable(GL_FRAGMENT_PROGRAM_ARB);
3749     checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
3750     glDisable(GL_TEXTURE_2D);
3751     checkGLcall("glDisable(GL_TEXTURE_2D)");
3752     if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3753         glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3754         checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3755     }
3756     if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
3757         glDisable(GL_TEXTURE_RECTANGLE_ARB);
3758         checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3759     }
3760     LEAVE_GL();
3761 }
3762
3763 static BOOL arbfp_blit_conv_supported(WINED3DFORMAT fmt) {
3764     TRACE("Checking blit format support for format %s:", debug_d3dformat(fmt));
3765     switch(fmt) {
3766         case WINED3DFMT_YUY2:
3767         case WINED3DFMT_UYVY:
3768         case WINED3DFMT_YV12:
3769             TRACE("[OK]\n");
3770             return TRUE;
3771         default:
3772             TRACE("[FAILED]\n");
3773             return FALSE;
3774     }
3775 }
3776
3777 const struct blit_shader arbfp_blit = {
3778     arbfp_blit_alloc,
3779     arbfp_blit_free,
3780     arbfp_blit_set,
3781     arbfp_blit_unset,
3782     arbfp_blit_conv_supported
3783 };
3784
3785 #undef GLINFO_LOCATION