wined3d: Store an IWineD3DDeviceImpl pointer in IWineD3DBaseShaderClass.
[wine] / dlls / wined3d / glsl_shader.c
1 /*
2  * GLSL pixel and vertex shader implementation
3  *
4  * Copyright 2006 Jason Green
5  * Copyright 2006-2007 Henri Verbeet
6  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
7  * Copyright 2009-2010 Henri Verbeet for CodeWeavers
8  *
9  * This library is free software; you can redistribute it and/or
10  * modify it under the terms of the GNU Lesser General Public
11  * License as published by the Free Software Foundation; either
12  * version 2.1 of the License, or (at your option) any later version.
13  *
14  * This library is distributed in the hope that it will be useful,
15  * but WITHOUT ANY WARRANTY; without even the implied warranty of
16  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
17  * Lesser General Public License for more details.
18  *
19  * You should have received a copy of the GNU Lesser General Public
20  * License along with this library; if not, write to the Free Software
21  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22  */
23
24 /*
25  * D3D shader asm has swizzles on source parameters, and write masks for
26  * destination parameters. GLSL uses swizzles for both. The result of this is
27  * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
28  * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
29  * mask for the destination parameter into account.
30  */
31
32 #include "config.h"
33 #include <limits.h>
34 #include <stdio.h>
35 #include "wined3d_private.h"
36
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
41
42 #define WINED3D_GLSL_SAMPLE_PROJECTED   0x1
43 #define WINED3D_GLSL_SAMPLE_RECT        0x2
44 #define WINED3D_GLSL_SAMPLE_LOD         0x4
45 #define WINED3D_GLSL_SAMPLE_GRAD        0x8
46
47 typedef struct {
48     char reg_name[150];
49     char mask_str[6];
50 } glsl_dst_param_t;
51
52 typedef struct {
53     char reg_name[150];
54     char param_str[200];
55 } glsl_src_param_t;
56
57 typedef struct {
58     const char *name;
59     DWORD coord_mask;
60 } glsl_sample_function_t;
61
62 enum heap_node_op
63 {
64     HEAP_NODE_TRAVERSE_LEFT,
65     HEAP_NODE_TRAVERSE_RIGHT,
66     HEAP_NODE_POP,
67 };
68
69 struct constant_entry
70 {
71     unsigned int idx;
72     unsigned int version;
73 };
74
75 struct constant_heap
76 {
77     struct constant_entry *entries;
78     unsigned int *positions;
79     unsigned int size;
80 };
81
82 /* GLSL shader private data */
83 struct shader_glsl_priv {
84     struct wined3d_shader_buffer shader_buffer;
85     struct wine_rb_tree program_lookup;
86     struct glsl_shader_prog_link *glsl_program;
87     struct constant_heap vconst_heap;
88     struct constant_heap pconst_heap;
89     unsigned char *stack;
90     GLhandleARB depth_blt_program_full[tex_type_count];
91     GLhandleARB depth_blt_program_masked[tex_type_count];
92     UINT next_constant_version;
93 };
94
95 /* Struct to maintain data about a linked GLSL program */
96 struct glsl_shader_prog_link {
97     struct wine_rb_entry        program_lookup_entry;
98     struct list                 vshader_entry;
99     struct list                 pshader_entry;
100     GLhandleARB                 programId;
101     GLint                       *vuniformF_locations;
102     GLint                       *puniformF_locations;
103     GLint                       vuniformI_locations[MAX_CONST_I];
104     GLint                       puniformI_locations[MAX_CONST_I];
105     GLint                       posFixup_location;
106     GLint                       np2Fixup_location;
107     GLint                       bumpenvmat_location[MAX_TEXTURES];
108     GLint                       luminancescale_location[MAX_TEXTURES];
109     GLint                       luminanceoffset_location[MAX_TEXTURES];
110     GLint                       ycorrection_location;
111     GLenum                      vertex_color_clamp;
112     IWineD3DVertexShader        *vshader;
113     IWineD3DPixelShader         *pshader;
114     struct vs_compile_args      vs_args;
115     struct ps_compile_args      ps_args;
116     UINT                        constant_version;
117     const struct ps_np2fixup_info *np2Fixup_info;
118 };
119
120 typedef struct {
121     IWineD3DVertexShader        *vshader;
122     IWineD3DPixelShader         *pshader;
123     struct ps_compile_args      ps_args;
124     struct vs_compile_args      vs_args;
125 } glsl_program_key_t;
126
127 struct shader_glsl_ctx_priv {
128     const struct vs_compile_args    *cur_vs_args;
129     const struct ps_compile_args    *cur_ps_args;
130     struct ps_np2fixup_info         *cur_np2fixup_info;
131 };
132
133 struct glsl_ps_compiled_shader
134 {
135     struct ps_compile_args          args;
136     struct ps_np2fixup_info         np2fixup;
137     GLhandleARB                     prgId;
138 };
139
140 struct glsl_pshader_private
141 {
142     struct glsl_ps_compiled_shader  *gl_shaders;
143     UINT                            num_gl_shaders, shader_array_size;
144 };
145
146 struct glsl_vs_compiled_shader
147 {
148     struct vs_compile_args          args;
149     GLhandleARB                     prgId;
150 };
151
152 struct glsl_vshader_private
153 {
154     struct glsl_vs_compiled_shader  *gl_shaders;
155     UINT                            num_gl_shaders, shader_array_size;
156 };
157
158 static const char *debug_gl_shader_type(GLenum type)
159 {
160     switch (type)
161     {
162 #define WINED3D_TO_STR(u) case u: return #u
163         WINED3D_TO_STR(GL_VERTEX_SHADER_ARB);
164         WINED3D_TO_STR(GL_GEOMETRY_SHADER_ARB);
165         WINED3D_TO_STR(GL_FRAGMENT_SHADER_ARB);
166 #undef WINED3D_TO_STR
167         default:
168             return wine_dbg_sprintf("UNKNOWN(%#x)", type);
169     }
170 }
171
172 /* Extract a line from the info log.
173  * Note that this modifies the source string. */
174 static char *get_info_log_line(char **ptr)
175 {
176     char *p, *q;
177
178     p = *ptr;
179     if (!(q = strstr(p, "\n")))
180     {
181         if (!*p) return NULL;
182         *ptr += strlen(p);
183         return p;
184     }
185     *q = '\0';
186     *ptr = q + 1;
187
188     return p;
189 }
190
191 /** Prints the GLSL info log which will contain error messages if they exist */
192 /* GL locking is done by the caller */
193 static void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLhandleARB obj)
194 {
195     int infologLength = 0;
196     char *infoLog;
197     unsigned int i;
198     BOOL is_spam;
199
200     static const char * const spam[] =
201     {
202         "Vertex shader was successfully compiled to run on hardware.\n",    /* fglrx          */
203         "Fragment shader was successfully compiled to run on hardware.\n",  /* fglrx, with \n */
204         "Fragment shader was successfully compiled to run on hardware.",    /* fglrx, no \n   */
205         "Fragment shader(s) linked, vertex shader(s) linked. \n ",          /* fglrx, with \n */
206         "Fragment shader(s) linked, vertex shader(s) linked. \n",           /* fglrx, with \n */
207         "Fragment shader(s) linked, vertex shader(s) linked.",              /* fglrx, no \n   */
208         "Vertex shader(s) linked, no fragment shader(s) defined. \n ",      /* fglrx, with \n */
209         "Vertex shader(s) linked, no fragment shader(s) defined. \n",       /* fglrx, with \n */
210         "Vertex shader(s) linked, no fragment shader(s) defined.",          /* fglrx, no \n   */
211         "Fragment shader(s) linked, no vertex shader(s) defined. \n ",      /* fglrx, with \n */
212         "Fragment shader(s) linked, no vertex shader(s) defined. \n",       /* fglrx, with \n */
213         "Fragment shader(s) linked, no vertex shader(s) defined.",          /* fglrx, no \n   */
214     };
215
216     if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
217
218     GL_EXTCALL(glGetObjectParameterivARB(obj,
219                GL_OBJECT_INFO_LOG_LENGTH_ARB,
220                &infologLength));
221
222     /* A size of 1 is just a null-terminated string, so the log should be bigger than
223      * that if there are errors. */
224     if (infologLength > 1)
225     {
226         char *ptr, *line;
227
228         /* Fglrx doesn't terminate the string properly, but it tells us the proper length.
229          * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
230          */
231         infoLog = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, infologLength);
232         GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
233         is_spam = FALSE;
234
235         for (i = 0; i < sizeof(spam) / sizeof(*spam); ++i)
236         {
237             if (!strcmp(infoLog, spam[i]))
238             {
239                 is_spam = TRUE;
240                 break;
241             }
242         }
243
244         ptr = infoLog;
245         if (is_spam)
246         {
247             TRACE("Spam received from GLSL shader #%u:\n", obj);
248             while ((line = get_info_log_line(&ptr))) TRACE("    %s\n", line);
249         }
250         else
251         {
252             FIXME("Error received from GLSL shader #%u:\n", obj);
253             while ((line = get_info_log_line(&ptr))) FIXME("    %s\n", line);
254         }
255         HeapFree(GetProcessHeap(), 0, infoLog);
256     }
257 }
258
259 /* GL locking is done by the caller. */
260 static void shader_glsl_compile(const struct wined3d_gl_info *gl_info, GLhandleARB shader, const char *src)
261 {
262     TRACE("Compiling shader object %u.\n", shader);
263     GL_EXTCALL(glShaderSourceARB(shader, 1, &src, NULL));
264     checkGLcall("glShaderSourceARB");
265     GL_EXTCALL(glCompileShaderARB(shader));
266     checkGLcall("glCompileShaderARB");
267     print_glsl_info_log(gl_info, shader);
268 }
269
270 /* GL locking is done by the caller. */
271 static void shader_glsl_dump_program_source(const struct wined3d_gl_info *gl_info, GLhandleARB program)
272 {
273     GLint i, object_count, source_size = -1;
274     GLhandleARB *objects;
275     char *source = NULL;
276
277     GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_ATTACHED_OBJECTS_ARB, &object_count));
278     objects = HeapAlloc(GetProcessHeap(), 0, object_count * sizeof(*objects));
279     if (!objects)
280     {
281         ERR("Failed to allocate object array memory.\n");
282         return;
283     }
284
285     GL_EXTCALL(glGetAttachedObjectsARB(program, object_count, NULL, objects));
286     for (i = 0; i < object_count; ++i)
287     {
288         char *ptr, *line;
289         GLint tmp;
290
291         GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_SHADER_SOURCE_LENGTH_ARB, &tmp));
292
293         if (source_size < tmp)
294         {
295             HeapFree(GetProcessHeap(), 0, source);
296
297             source = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, tmp);
298             if (!source)
299             {
300                 ERR("Failed to allocate %d bytes for shader source.\n", tmp);
301                 HeapFree(GetProcessHeap(), 0, objects);
302                 return;
303             }
304             source_size = tmp;
305         }
306
307         FIXME("Object %u:\n", objects[i]);
308         GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_SUBTYPE_ARB, &tmp));
309         FIXME("    GL_OBJECT_SUBTYPE_ARB: %s.\n", debug_gl_shader_type(tmp));
310         GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_COMPILE_STATUS_ARB, &tmp));
311         FIXME("    GL_OBJECT_COMPILE_STATUS_ARB: %d.\n", tmp);
312         FIXME("\n");
313
314         ptr = source;
315         GL_EXTCALL(glGetShaderSourceARB(objects[i], source_size, NULL, source));
316         while ((line = get_info_log_line(&ptr))) FIXME("    %s\n", line);
317         FIXME("\n");
318     }
319
320     HeapFree(GetProcessHeap(), 0, source);
321     HeapFree(GetProcessHeap(), 0, objects);
322 }
323
324 /* GL locking is done by the caller. */
325 static void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLhandleARB program)
326 {
327     GLint tmp;
328
329     if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
330
331     GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_TYPE_ARB, &tmp));
332     if (tmp == GL_PROGRAM_OBJECT_ARB)
333     {
334         GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_LINK_STATUS_ARB, &tmp));
335         if (!tmp)
336         {
337             FIXME("Program %u link status invalid.\n", program);
338             shader_glsl_dump_program_source(gl_info, program);
339         }
340     }
341
342     print_glsl_info_log(gl_info, program);
343 }
344
345 /**
346  * Loads (pixel shader) samplers
347  */
348 /* GL locking is done by the caller */
349 static void shader_glsl_load_psamplers(const struct wined3d_gl_info *gl_info,
350         DWORD *tex_unit_map, GLhandleARB programId)
351 {
352     GLint name_loc;
353     int i;
354     char sampler_name[20];
355
356     for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
357         snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
358         name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
359         if (name_loc != -1) {
360             DWORD mapped_unit = tex_unit_map[i];
361             if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->limits.fragment_samplers)
362             {
363                 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
364                 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
365                 checkGLcall("glUniform1iARB");
366             } else {
367                 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
368             }
369         }
370     }
371 }
372
373 /* GL locking is done by the caller */
374 static void shader_glsl_load_vsamplers(const struct wined3d_gl_info *gl_info,
375         DWORD *tex_unit_map, GLhandleARB programId)
376 {
377     GLint name_loc;
378     char sampler_name[20];
379     int i;
380
381     for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
382         snprintf(sampler_name, sizeof(sampler_name), "Vsampler%d", i);
383         name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
384         if (name_loc != -1) {
385             DWORD mapped_unit = tex_unit_map[MAX_FRAGMENT_SAMPLERS + i];
386             if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->limits.combined_samplers)
387             {
388                 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
389                 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
390                 checkGLcall("glUniform1iARB");
391             } else {
392                 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
393             }
394         }
395     }
396 }
397
398 /* GL locking is done by the caller */
399 static inline void walk_constant_heap(const struct wined3d_gl_info *gl_info, const float *constants,
400         const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
401 {
402     int stack_idx = 0;
403     unsigned int heap_idx = 1;
404     unsigned int idx;
405
406     if (heap->entries[heap_idx].version <= version) return;
407
408     idx = heap->entries[heap_idx].idx;
409     if (constant_locations[idx] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
410     stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
411
412     while (stack_idx >= 0)
413     {
414         /* Note that we fall through to the next case statement. */
415         switch(stack[stack_idx])
416         {
417             case HEAP_NODE_TRAVERSE_LEFT:
418             {
419                 unsigned int left_idx = heap_idx << 1;
420                 if (left_idx < heap->size && heap->entries[left_idx].version > version)
421                 {
422                     heap_idx = left_idx;
423                     idx = heap->entries[heap_idx].idx;
424                     if (constant_locations[idx] != -1)
425                         GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
426
427                     stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
428                     stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
429                     break;
430                 }
431             }
432
433             case HEAP_NODE_TRAVERSE_RIGHT:
434             {
435                 unsigned int right_idx = (heap_idx << 1) + 1;
436                 if (right_idx < heap->size && heap->entries[right_idx].version > version)
437                 {
438                     heap_idx = right_idx;
439                     idx = heap->entries[heap_idx].idx;
440                     if (constant_locations[idx] != -1)
441                         GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
442
443                     stack[stack_idx++] = HEAP_NODE_POP;
444                     stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
445                     break;
446                 }
447             }
448
449             case HEAP_NODE_POP:
450             {
451                 heap_idx >>= 1;
452                 --stack_idx;
453                 break;
454             }
455         }
456     }
457     checkGLcall("walk_constant_heap()");
458 }
459
460 /* GL locking is done by the caller */
461 static inline void apply_clamped_constant(const struct wined3d_gl_info *gl_info, GLint location, const GLfloat *data)
462 {
463     GLfloat clamped_constant[4];
464
465     if (location == -1) return;
466
467     clamped_constant[0] = data[0] < -1.0f ? -1.0f : data[0] > 1.0f ? 1.0f : data[0];
468     clamped_constant[1] = data[1] < -1.0f ? -1.0f : data[1] > 1.0f ? 1.0f : data[1];
469     clamped_constant[2] = data[2] < -1.0f ? -1.0f : data[2] > 1.0f ? 1.0f : data[2];
470     clamped_constant[3] = data[3] < -1.0f ? -1.0f : data[3] > 1.0f ? 1.0f : data[3];
471
472     GL_EXTCALL(glUniform4fvARB(location, 1, clamped_constant));
473 }
474
475 /* GL locking is done by the caller */
476 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info *gl_info, const float *constants,
477         const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
478 {
479     int stack_idx = 0;
480     unsigned int heap_idx = 1;
481     unsigned int idx;
482
483     if (heap->entries[heap_idx].version <= version) return;
484
485     idx = heap->entries[heap_idx].idx;
486     apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
487     stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
488
489     while (stack_idx >= 0)
490     {
491         /* Note that we fall through to the next case statement. */
492         switch(stack[stack_idx])
493         {
494             case HEAP_NODE_TRAVERSE_LEFT:
495             {
496                 unsigned int left_idx = heap_idx << 1;
497                 if (left_idx < heap->size && heap->entries[left_idx].version > version)
498                 {
499                     heap_idx = left_idx;
500                     idx = heap->entries[heap_idx].idx;
501                     apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
502
503                     stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
504                     stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
505                     break;
506                 }
507             }
508
509             case HEAP_NODE_TRAVERSE_RIGHT:
510             {
511                 unsigned int right_idx = (heap_idx << 1) + 1;
512                 if (right_idx < heap->size && heap->entries[right_idx].version > version)
513                 {
514                     heap_idx = right_idx;
515                     idx = heap->entries[heap_idx].idx;
516                     apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
517
518                     stack[stack_idx++] = HEAP_NODE_POP;
519                     stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
520                     break;
521                 }
522             }
523
524             case HEAP_NODE_POP:
525             {
526                 heap_idx >>= 1;
527                 --stack_idx;
528                 break;
529             }
530         }
531     }
532     checkGLcall("walk_constant_heap_clamped()");
533 }
534
535 /* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
536 /* GL locking is done by the caller */
537 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
538         const float *constants, const GLint *constant_locations, const struct constant_heap *heap,
539         unsigned char *stack, UINT version)
540 {
541     const local_constant *lconst;
542
543     /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
544     if (This->baseShader.reg_maps.shader_version.major == 1
545             && shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type))
546         walk_constant_heap_clamped(gl_info, constants, constant_locations, heap, stack, version);
547     else
548         walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version);
549
550     if (!This->baseShader.load_local_constsF)
551     {
552         TRACE("No need to load local float constants for this shader\n");
553         return;
554     }
555
556     /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
557     LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry)
558     {
559         GLint location = constant_locations[lconst->idx];
560         /* We found this uniform name in the program - go ahead and send the data */
561         if (location != -1) GL_EXTCALL(glUniform4fvARB(location, 1, (const GLfloat *)lconst->value));
562     }
563     checkGLcall("glUniform4fvARB()");
564 }
565
566 /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
567 /* GL locking is done by the caller */
568 static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
569         const GLint locations[MAX_CONST_I], const int *constants, WORD constants_set)
570 {
571     unsigned int i;
572     struct list* ptr;
573
574     for (i = 0; constants_set; constants_set >>= 1, ++i)
575     {
576         if (!(constants_set & 1)) continue;
577
578         TRACE_(d3d_constants)("Loading constants %u: %i, %i, %i, %i\n",
579                 i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
580
581         /* We found this uniform name in the program - go ahead and send the data */
582         GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
583         checkGLcall("glUniform4ivARB");
584     }
585
586     /* Load immediate constants */
587     ptr = list_head(&This->baseShader.constantsI);
588     while (ptr) {
589         const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
590         unsigned int idx = lconst->idx;
591         const GLint *values = (const GLint *)lconst->value;
592
593         TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
594             values[0], values[1], values[2], values[3]);
595
596         /* We found this uniform name in the program - go ahead and send the data */
597         GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values));
598         checkGLcall("glUniform4ivARB");
599         ptr = list_next(&This->baseShader.constantsI, ptr);
600     }
601 }
602
603 /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
604 /* GL locking is done by the caller */
605 static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
606         GLhandleARB programId, const BOOL *constants, WORD constants_set)
607 {
608     GLint tmp_loc;
609     unsigned int i;
610     char tmp_name[8];
611     const char *prefix;
612     struct list* ptr;
613
614     switch (This->baseShader.reg_maps.shader_version.type)
615     {
616         case WINED3D_SHADER_TYPE_VERTEX:
617             prefix = "VB";
618             break;
619
620         case WINED3D_SHADER_TYPE_GEOMETRY:
621             prefix = "GB";
622             break;
623
624         case WINED3D_SHADER_TYPE_PIXEL:
625             prefix = "PB";
626             break;
627
628         default:
629             FIXME("Unknown shader type %#x.\n",
630                     This->baseShader.reg_maps.shader_version.type);
631             prefix = "UB";
632             break;
633     }
634
635     /* TODO: Benchmark and see if it would be beneficial to store the
636      * locations of the constants to avoid looking up each time */
637     for (i = 0; constants_set; constants_set >>= 1, ++i)
638     {
639         if (!(constants_set & 1)) continue;
640
641         TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
642
643         /* TODO: Benchmark and see if it would be beneficial to store the
644          * locations of the constants to avoid looking up each time */
645         snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
646         tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
647         if (tmp_loc != -1)
648         {
649             /* We found this uniform name in the program - go ahead and send the data */
650             GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
651             checkGLcall("glUniform1ivARB");
652         }
653     }
654
655     /* Load immediate constants */
656     ptr = list_head(&This->baseShader.constantsB);
657     while (ptr) {
658         const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
659         unsigned int idx = lconst->idx;
660         const GLint *values = (const GLint *)lconst->value;
661
662         TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
663
664         snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
665         tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
666         if (tmp_loc != -1) {
667             /* We found this uniform name in the program - go ahead and send the data */
668             GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
669             checkGLcall("glUniform1ivARB");
670         }
671         ptr = list_next(&This->baseShader.constantsB, ptr);
672     }
673 }
674
675 static void reset_program_constant_version(struct wine_rb_entry *entry, void *context)
676 {
677     WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry)->constant_version = 0;
678 }
679
680 /**
681  * Loads the texture dimensions for NP2 fixup into the currently set GLSL program.
682  */
683 /* GL locking is done by the caller (state handler) */
684 static void shader_glsl_load_np2fixup_constants(void *shader_priv,
685         const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
686 {
687     struct shader_glsl_priv *glsl_priv = shader_priv;
688     const struct glsl_shader_prog_link *prog = glsl_priv->glsl_program;
689
690     /* No GLSL program set - nothing to do. */
691     if (!prog) return;
692
693     /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
694     if (!use_ps(state)) return;
695
696     if (prog->ps_args.np2_fixup && prog->np2Fixup_location != -1)
697     {
698         UINT i;
699         UINT fixup = prog->ps_args.np2_fixup;
700         GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
701
702         for (i = 0; fixup; fixup >>= 1, ++i)
703         {
704             const IWineD3DBaseTextureImpl *tex = state->textures[i];
705             const unsigned char idx = prog->np2Fixup_info->idx[i];
706             GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
707
708             if (!tex)
709             {
710                 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
711                 continue;
712             }
713
714             if (idx % 2) {
715                 tex_dim[2] = tex->baseTexture.pow2Matrix[0]; tex_dim[3] = tex->baseTexture.pow2Matrix[5];
716             } else {
717                 tex_dim[0] = tex->baseTexture.pow2Matrix[0]; tex_dim[1] = tex->baseTexture.pow2Matrix[5];
718             }
719         }
720
721         GL_EXTCALL(glUniform4fvARB(prog->np2Fixup_location, prog->np2Fixup_info->num_consts, np2fixup_constants));
722     }
723 }
724
725 /**
726  * Loads the app-supplied constants into the currently set GLSL program.
727  */
728 /* GL locking is done by the caller (state handler) */
729 static void shader_glsl_load_constants(const struct wined3d_context *context,
730         char usePixelShader, char useVertexShader)
731 {
732     const struct wined3d_gl_info *gl_info = context->gl_info;
733     IWineD3DDeviceImpl *device = context->swapchain->device;
734     IWineD3DStateBlockImpl* stateBlock = device->stateBlock;
735     struct shader_glsl_priv *priv = device->shader_priv;
736     float position_fixup[4];
737
738     GLhandleARB programId;
739     struct glsl_shader_prog_link *prog = priv->glsl_program;
740     UINT constant_version;
741     int i;
742
743     if (!prog) {
744         /* No GLSL program set - nothing to do. */
745         return;
746     }
747     programId = prog->programId;
748     constant_version = prog->constant_version;
749
750     if (useVertexShader)
751     {
752         IWineD3DBaseShaderImpl *vshader = (IWineD3DBaseShaderImpl *)stateBlock->state.vertex_shader;
753
754         /* Load DirectX 9 float constants/uniforms for vertex shader */
755         shader_glsl_load_constantsF(vshader, gl_info, stateBlock->state.vs_consts_f,
756                 prog->vuniformF_locations, &priv->vconst_heap, priv->stack, constant_version);
757
758         /* Load DirectX 9 integer constants/uniforms for vertex shader */
759         shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations, stateBlock->state.vs_consts_i,
760                 stateBlock->changed.vertexShaderConstantsI & vshader->baseShader.reg_maps.integer_constants);
761
762         /* Load DirectX 9 boolean constants/uniforms for vertex shader */
763         shader_glsl_load_constantsB(vshader, gl_info, programId, stateBlock->state.vs_consts_b,
764                 stateBlock->changed.vertexShaderConstantsB & vshader->baseShader.reg_maps.boolean_constants);
765
766         /* Upload the position fixup params */
767         shader_get_position_fixup(context, &stateBlock->state, position_fixup);
768         GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, position_fixup));
769         checkGLcall("glUniform4fvARB");
770     }
771
772     if (usePixelShader)
773     {
774         IWineD3DBaseShaderImpl *pshader = (IWineD3DBaseShaderImpl *)stateBlock->state.pixel_shader;
775
776         /* Load DirectX 9 float constants/uniforms for pixel shader */
777         shader_glsl_load_constantsF(pshader, gl_info, stateBlock->state.ps_consts_f,
778                 prog->puniformF_locations, &priv->pconst_heap, priv->stack, constant_version);
779
780         /* Load DirectX 9 integer constants/uniforms for pixel shader */
781         shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations, stateBlock->state.ps_consts_i,
782                 stateBlock->changed.pixelShaderConstantsI & pshader->baseShader.reg_maps.integer_constants);
783
784         /* Load DirectX 9 boolean constants/uniforms for pixel shader */
785         shader_glsl_load_constantsB(pshader, gl_info, programId, stateBlock->state.ps_consts_b,
786                 stateBlock->changed.pixelShaderConstantsB & pshader->baseShader.reg_maps.boolean_constants);
787
788         /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
789          * It can't be 0 for a valid texbem instruction.
790          */
791         for(i = 0; i < MAX_TEXTURES; i++) {
792             const float *data;
793
794             if(prog->bumpenvmat_location[i] == -1) continue;
795
796             data = (const float *)&stateBlock->state.texture_states[i][WINED3DTSS_BUMPENVMAT00];
797             GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data));
798             checkGLcall("glUniformMatrix2fvARB");
799
800             /* texbeml needs the luminance scale and offset too. If texbeml
801              * is used, needsbumpmat is set too, so we can check that in the
802              * needsbumpmat check. */
803             if (prog->luminancescale_location[i] != -1)
804             {
805                 const GLfloat *scale = (const GLfloat *)&stateBlock->state.texture_states[i][WINED3DTSS_BUMPENVLSCALE];
806                 const GLfloat *offset = (const GLfloat *)&stateBlock->state.texture_states[i][WINED3DTSS_BUMPENVLOFFSET];
807
808                 GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale));
809                 checkGLcall("glUniform1fvARB");
810                 GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location[i], 1, offset));
811                 checkGLcall("glUniform1fvARB");
812             }
813         }
814
815         if(((IWineD3DPixelShaderImpl *) pshader)->vpos_uniform) {
816             float correction_params[4];
817
818             if (context->render_offscreen)
819             {
820                 correction_params[0] = 0.0f;
821                 correction_params[1] = 1.0f;
822             } else {
823                 /* position is window relative, not viewport relative */
824                 correction_params[0] = context->current_rt->currentDesc.Height;
825                 correction_params[1] = -1.0f;
826             }
827             GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
828         }
829     }
830
831     if (priv->next_constant_version == UINT_MAX)
832     {
833         TRACE("Max constant version reached, resetting to 0.\n");
834         wine_rb_for_each_entry(&priv->program_lookup, reset_program_constant_version, NULL);
835         priv->next_constant_version = 1;
836     }
837     else
838     {
839         prog->constant_version = priv->next_constant_version++;
840     }
841 }
842
843 static inline void update_heap_entry(struct constant_heap *heap, unsigned int idx,
844         unsigned int heap_idx, DWORD new_version)
845 {
846     struct constant_entry *entries = heap->entries;
847     unsigned int *positions = heap->positions;
848     unsigned int parent_idx;
849
850     while (heap_idx > 1)
851     {
852         parent_idx = heap_idx >> 1;
853
854         if (new_version <= entries[parent_idx].version) break;
855
856         entries[heap_idx] = entries[parent_idx];
857         positions[entries[parent_idx].idx] = heap_idx;
858         heap_idx = parent_idx;
859     }
860
861     entries[heap_idx].version = new_version;
862     entries[heap_idx].idx = idx;
863     positions[idx] = heap_idx;
864 }
865
866 static void shader_glsl_update_float_vertex_constants(IWineD3DDeviceImpl *device, UINT start, UINT count)
867 {
868     struct shader_glsl_priv *priv = device->shader_priv;
869     struct constant_heap *heap = &priv->vconst_heap;
870     UINT i;
871
872     for (i = start; i < count + start; ++i)
873     {
874         if (!device->stateBlock->changed.vertexShaderConstantsF[i])
875             update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
876         else
877             update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
878     }
879 }
880
881 static void shader_glsl_update_float_pixel_constants(IWineD3DDeviceImpl *device, UINT start, UINT count)
882 {
883     struct shader_glsl_priv *priv = device->shader_priv;
884     struct constant_heap *heap = &priv->pconst_heap;
885     UINT i;
886
887     for (i = start; i < count + start; ++i)
888     {
889         if (!device->stateBlock->changed.pixelShaderConstantsF[i])
890             update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
891         else
892             update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
893     }
894 }
895
896 static unsigned int vec4_varyings(DWORD shader_major, const struct wined3d_gl_info *gl_info)
897 {
898     unsigned int ret = gl_info->limits.glsl_varyings / 4;
899     /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
900     if(shader_major > 3) return ret;
901
902     /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
903     if (gl_info->quirks & WINED3D_QUIRK_GLSL_CLIP_VARYING) ret -= 1;
904     return ret;
905 }
906
907 /** Generate the variable & register declarations for the GLSL output target */
908 static void shader_generate_glsl_declarations(const struct wined3d_context *context,
909         struct wined3d_shader_buffer *buffer, IWineD3DBaseShader *iface,
910         const struct wined3d_shader_reg_maps *reg_maps, struct shader_glsl_ctx_priv *ctx_priv)
911 {
912     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
913     IWineD3DDeviceImpl *device = This->baseShader.device;
914     const struct wined3d_state *state = &device->stateBlock->state;
915     const struct ps_compile_args *ps_args = ctx_priv->cur_ps_args;
916     const struct wined3d_gl_info *gl_info = context->gl_info;
917     unsigned int i, extra_constants_needed = 0;
918     const local_constant *lconst;
919     DWORD map;
920
921     /* There are some minor differences between pixel and vertex shaders */
922     char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
923     char prefix = pshader ? 'P' : 'V';
924
925     /* Prototype the subroutines */
926     for (i = 0, map = reg_maps->labels; map; map >>= 1, ++i)
927     {
928         if (map & 1) shader_addline(buffer, "void subroutine%u();\n", i);
929     }
930
931     /* Declare the constants (aka uniforms) */
932     if (This->baseShader.limits.constant_float > 0) {
933         unsigned max_constantsF;
934         /* Unless the shader uses indirect addressing, always declare the maximum array size and ignore that we need some
935          * uniforms privately. E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup and immediate values, still
936          * declare VC[256]. If the shader needs more uniforms than we have it won't work in any case. If it uses less, the
937          * compiler will figure out which uniforms are really used and strip them out. This allows a shader to use c255 on
938          * a dx9 card, as long as it doesn't also use all the other constants.
939          *
940          * If the shader uses indirect addressing the compiler must assume that all declared uniforms are used. In this case,
941          * declare only the amount that we're assured to have.
942          *
943          * Thus we run into problems in these two cases:
944          * 1) The shader really uses more uniforms than supported
945          * 2) The shader uses indirect addressing, less constants than supported, but uses a constant index > #supported consts
946          */
947         if (pshader)
948         {
949             /* No indirect addressing here. */
950             max_constantsF = gl_info->limits.glsl_ps_float_constants;
951         }
952         else
953         {
954             if (reg_maps->usesrelconstF)
955             {
956                 /* Subtract the other potential uniforms from the max
957                  * available (bools, ints, and 1 row of projection matrix).
958                  * Subtract another uniform for immediate values, which have
959                  * to be loaded via uniform by the driver as well. The shader
960                  * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
961                  * shader code, so one vec4 should be enough. (Unfortunately
962                  * the Nvidia driver doesn't store 128 and -128 in one float).
963                  *
964                  * Writing gl_ClipVertex requires one uniform for each
965                  * clipplane as well. */
966                 max_constantsF = gl_info->limits.glsl_vs_float_constants - 3;
967                 if(ctx_priv->cur_vs_args->clip_enabled)
968                 {
969                     max_constantsF -= gl_info->limits.clipplanes;
970                 }
971                 max_constantsF -= count_bits(reg_maps->integer_constants);
972                 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
973                  * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
974                  * for now take this into account when calculating the number of available constants
975                  */
976                 max_constantsF -= count_bits(reg_maps->boolean_constants);
977                 /* Set by driver quirks in directx.c */
978                 max_constantsF -= gl_info->reserved_glsl_constants;
979             }
980             else
981             {
982                 max_constantsF = gl_info->limits.glsl_vs_float_constants;
983             }
984         }
985         max_constantsF = min(This->baseShader.limits.constant_float, max_constantsF);
986         shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF);
987     }
988
989     /* Always declare the full set of constants, the compiler can remove the unused ones because d3d doesn't(yet)
990      * support indirect int and bool constant addressing. This avoids problems if the app uses e.g. i0 and i9.
991      */
992     if (This->baseShader.limits.constant_int > 0 && reg_maps->integer_constants)
993         shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, This->baseShader.limits.constant_int);
994
995     if (This->baseShader.limits.constant_bool > 0 && reg_maps->boolean_constants)
996         shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool);
997
998     if (!pshader)
999     {
1000         shader_addline(buffer, "uniform vec4 posFixup;\n");
1001         shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT);
1002     }
1003     else
1004     {
1005         for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
1006         {
1007             if (!(map & 1)) continue;
1008
1009             shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
1010
1011             if (reg_maps->luminanceparams & (1 << i))
1012             {
1013                 shader_addline(buffer, "uniform float luminancescale%d;\n", i);
1014                 shader_addline(buffer, "uniform float luminanceoffset%d;\n", i);
1015                 extra_constants_needed++;
1016             }
1017
1018             extra_constants_needed++;
1019         }
1020
1021         if (ps_args->srgb_correction)
1022         {
1023             shader_addline(buffer, "const vec4 srgb_const0 = vec4(%.8e, %.8e, %.8e, %.8e);\n",
1024                     srgb_pow, srgb_mul_high, srgb_sub_high, srgb_mul_low);
1025             shader_addline(buffer, "const vec4 srgb_const1 = vec4(%.8e, 0.0, 0.0, 0.0);\n",
1026                     srgb_cmp);
1027         }
1028         if (reg_maps->vpos || reg_maps->usesdsy)
1029         {
1030             if (This->baseShader.limits.constant_float + extra_constants_needed
1031                     + 1 < gl_info->limits.glsl_ps_float_constants)
1032             {
1033                 shader_addline(buffer, "uniform vec4 ycorrection;\n");
1034                 ((IWineD3DPixelShaderImpl *) This)->vpos_uniform = 1;
1035                 extra_constants_needed++;
1036             } else {
1037                 /* This happens because we do not have proper tracking of the constant registers that are
1038                  * actually used, only the max limit of the shader version
1039                  */
1040                 FIXME("Cannot find a free uniform for vpos correction params\n");
1041                 shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
1042                         context->render_offscreen ? 0.0f : device->render_targets[0]->currentDesc.Height,
1043                         context->render_offscreen ? 1.0f : -1.0f);
1044             }
1045             shader_addline(buffer, "vec4 vpos;\n");
1046         }
1047     }
1048
1049     /* Declare texture samplers */
1050     for (i = 0; i < This->baseShader.limits.sampler; i++) {
1051         if (reg_maps->sampler_type[i])
1052         {
1053             IWineD3DBaseTextureImpl *texture;
1054
1055             switch (reg_maps->sampler_type[i])
1056             {
1057                 case WINED3DSTT_1D:
1058                     if (pshader && ps_args->shadow & (1 << i))
1059                         shader_addline(buffer, "uniform sampler1DShadow %csampler%u;\n", prefix, i);
1060                     else
1061                         shader_addline(buffer, "uniform sampler1D %csampler%u;\n", prefix, i);
1062                     break;
1063                 case WINED3DSTT_2D:
1064                     texture = state->textures[i];
1065                     if (pshader && ps_args->shadow & (1 << i))
1066                     {
1067                         if (texture && texture->baseTexture.target == GL_TEXTURE_RECTANGLE_ARB)
1068                             shader_addline(buffer, "uniform sampler2DRectShadow %csampler%u;\n", prefix, i);
1069                         else
1070                             shader_addline(buffer, "uniform sampler2DShadow %csampler%u;\n", prefix, i);
1071                     }
1072                     else
1073                     {
1074                         if (texture && texture->baseTexture.target == GL_TEXTURE_RECTANGLE_ARB)
1075                             shader_addline(buffer, "uniform sampler2DRect %csampler%u;\n", prefix, i);
1076                         else
1077                             shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i);
1078                     }
1079                     break;
1080                 case WINED3DSTT_CUBE:
1081                     if (pshader && ps_args->shadow & (1 << i)) FIXME("Unsupported Cube shadow sampler.\n");
1082                     shader_addline(buffer, "uniform samplerCube %csampler%u;\n", prefix, i);
1083                     break;
1084                 case WINED3DSTT_VOLUME:
1085                     if (pshader && ps_args->shadow & (1 << i)) FIXME("Unsupported 3D shadow sampler.\n");
1086                     shader_addline(buffer, "uniform sampler3D %csampler%u;\n", prefix, i);
1087                     break;
1088                 default:
1089                     shader_addline(buffer, "uniform unsupported_sampler %csampler%u;\n", prefix, i);
1090                     FIXME("Unrecognized sampler type: %#x\n", reg_maps->sampler_type[i]);
1091                     break;
1092             }
1093         }
1094     }
1095
1096     /* Declare uniforms for NP2 texcoord fixup:
1097      * This is NOT done inside the loop that declares the texture samplers since the NP2 fixup code
1098      * is currently only used for the GeforceFX series and when forcing the ARB_npot extension off.
1099      * Modern cards just skip the code anyway, so put it inside a separate loop. */
1100     if (pshader && ps_args->np2_fixup) {
1101
1102         struct ps_np2fixup_info* const fixup = ctx_priv->cur_np2fixup_info;
1103         UINT cur = 0;
1104
1105         /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
1106          * while D3D has them in the (normalized) [0,1]x[0,1] range.
1107          * samplerNP2Fixup stores texture dimensions and is updated through
1108          * shader_glsl_load_np2fixup_constants when the sampler changes. */
1109
1110         for (i = 0; i < This->baseShader.limits.sampler; ++i) {
1111             if (reg_maps->sampler_type[i]) {
1112                 if (!(ps_args->np2_fixup & (1 << i))) continue;
1113
1114                 if (WINED3DSTT_2D != reg_maps->sampler_type[i]) {
1115                     FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
1116                     continue;
1117                 }
1118
1119                 fixup->idx[i] = cur++;
1120             }
1121         }
1122
1123         fixup->num_consts = (cur + 1) >> 1;
1124         shader_addline(buffer, "uniform vec4 %csamplerNP2Fixup[%u];\n", prefix, fixup->num_consts);
1125     }
1126
1127     /* Declare address variables */
1128     for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
1129     {
1130         if (map & 1) shader_addline(buffer, "ivec4 A%u;\n", i);
1131     }
1132
1133     /* Declare texture coordinate temporaries and initialize them */
1134     for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
1135     {
1136         if (map & 1) shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i);
1137     }
1138
1139     /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
1140      * helper function shader that is linked in at link time
1141      */
1142     if (pshader && reg_maps->shader_version.major >= 3)
1143     {
1144         if (use_vs(state))
1145         {
1146             shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
1147         } else {
1148             /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
1149              * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
1150              * pixel shader that reads the fixed function color into the packed input registers.
1151              */
1152             shader_addline(buffer, "vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
1153         }
1154     }
1155
1156     /* Declare output register temporaries */
1157     if(This->baseShader.limits.packed_output) {
1158         shader_addline(buffer, "vec4 OUT[%u];\n", This->baseShader.limits.packed_output);
1159     }
1160
1161     /* Declare temporary variables */
1162     for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
1163     {
1164         if (map & 1) shader_addline(buffer, "vec4 R%u;\n", i);
1165     }
1166
1167     /* Declare attributes */
1168     if (reg_maps->shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
1169     {
1170         for (i = 0, map = reg_maps->input_registers; map; map >>= 1, ++i)
1171         {
1172             if (map & 1) shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
1173         }
1174     }
1175
1176     /* Declare loop registers aLx */
1177     for (i = 0; i < reg_maps->loop_depth; i++) {
1178         shader_addline(buffer, "int aL%u;\n", i);
1179         shader_addline(buffer, "int tmpInt%u;\n", i);
1180     }
1181
1182     /* Temporary variables for matrix operations */
1183     shader_addline(buffer, "vec4 tmp0;\n");
1184     shader_addline(buffer, "vec4 tmp1;\n");
1185
1186     /* Local constants use a different name so they can be loaded once at shader link time
1187      * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
1188      * float -> string conversion can cause precision loss.
1189      */
1190     if(!This->baseShader.load_local_constsF) {
1191         LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
1192             shader_addline(buffer, "uniform vec4 %cLC%u;\n", prefix, lconst->idx);
1193         }
1194     }
1195
1196     /* Start the main program */
1197     shader_addline(buffer, "void main() {\n");
1198     if(pshader && reg_maps->vpos) {
1199         /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
1200          * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
1201          * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
1202          * precision troubles when we just substract 0.5.
1203          *
1204          * To deal with that just floor() the position. This will eliminate the fraction on all cards.
1205          *
1206          * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
1207          *
1208          * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
1209          * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
1210          * coordinates specify the pixel centers instead of the pixel corners. This code will behave
1211          * correctly on drivers that returns integer values.
1212          */
1213         shader_addline(buffer, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
1214     }
1215 }
1216
1217 /*****************************************************************************
1218  * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
1219  *
1220  * For more information, see http://wiki.winehq.org/DirectX-Shaders
1221  ****************************************************************************/
1222
1223 /* Prototypes */
1224 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1225         const struct wined3d_shader_src_param *wined3d_src, DWORD mask, glsl_src_param_t *glsl_src);
1226
1227 /** Used for opcode modifiers - They multiply the result by the specified amount */
1228 static const char * const shift_glsl_tab[] = {
1229     "",           /*  0 (none) */
1230     "2.0 * ",     /*  1 (x2)   */
1231     "4.0 * ",     /*  2 (x4)   */
1232     "8.0 * ",     /*  3 (x8)   */
1233     "16.0 * ",    /*  4 (x16)  */
1234     "32.0 * ",    /*  5 (x32)  */
1235     "",           /*  6 (x64)  */
1236     "",           /*  7 (x128) */
1237     "",           /*  8 (d256) */
1238     "",           /*  9 (d128) */
1239     "",           /* 10 (d64)  */
1240     "",           /* 11 (d32)  */
1241     "0.0625 * ",  /* 12 (d16)  */
1242     "0.125 * ",   /* 13 (d8)   */
1243     "0.25 * ",    /* 14 (d4)   */
1244     "0.5 * "      /* 15 (d2)   */
1245 };
1246
1247 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
1248 static void shader_glsl_gen_modifier(DWORD src_modifier, const char *in_reg, const char *in_regswizzle, char *out_str)
1249 {
1250     out_str[0] = 0;
1251
1252     switch (src_modifier)
1253     {
1254     case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
1255     case WINED3DSPSM_DW:
1256     case WINED3DSPSM_NONE:
1257         sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1258         break;
1259     case WINED3DSPSM_NEG:
1260         sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
1261         break;
1262     case WINED3DSPSM_NOT:
1263         sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
1264         break;
1265     case WINED3DSPSM_BIAS:
1266         sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1267         break;
1268     case WINED3DSPSM_BIASNEG:
1269         sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1270         break;
1271     case WINED3DSPSM_SIGN:
1272         sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1273         break;
1274     case WINED3DSPSM_SIGNNEG:
1275         sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1276         break;
1277     case WINED3DSPSM_COMP:
1278         sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
1279         break;
1280     case WINED3DSPSM_X2:
1281         sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
1282         break;
1283     case WINED3DSPSM_X2NEG:
1284         sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
1285         break;
1286     case WINED3DSPSM_ABS:
1287         sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
1288         break;
1289     case WINED3DSPSM_ABSNEG:
1290         sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
1291         break;
1292     default:
1293         FIXME("Unhandled modifier %u\n", src_modifier);
1294         sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1295     }
1296 }
1297
1298 /** Writes the GLSL variable name that corresponds to the register that the
1299  * DX opcode parameter is trying to access */
1300 static void shader_glsl_get_register_name(const struct wined3d_shader_register *reg,
1301         char *register_name, BOOL *is_color, const struct wined3d_shader_instruction *ins)
1302 {
1303     /* oPos, oFog and oPts in D3D */
1304     static const char * const hwrastout_reg_names[] = {"OUT[10]", "OUT[11].x", "OUT[11].y"};
1305
1306     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1307     const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1308     const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
1309     char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1310
1311     *is_color = FALSE;
1312
1313     switch (reg->type)
1314     {
1315         case WINED3DSPR_TEMP:
1316             sprintf(register_name, "R%u", reg->idx);
1317             break;
1318
1319         case WINED3DSPR_INPUT:
1320             /* vertex shaders */
1321             if (!pshader)
1322             {
1323                 struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
1324                 if (priv->cur_vs_args->swizzle_map & (1 << reg->idx)) *is_color = TRUE;
1325                 sprintf(register_name, "attrib%u", reg->idx);
1326                 break;
1327             }
1328
1329             /* pixel shaders >= 3.0 */
1330             if (reg_maps->shader_version.major >= 3)
1331             {
1332                 DWORD idx = ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg->idx];
1333                 unsigned int in_count = vec4_varyings(reg_maps->shader_version.major, gl_info);
1334
1335                 if (reg->rel_addr)
1336                 {
1337                     glsl_src_param_t rel_param;
1338
1339                     shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1340
1341                     /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
1342                      * operation there */
1343                     if (idx)
1344                     {
1345                         if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count)
1346                         {
1347                             sprintf(register_name,
1348                                     "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
1349                                     rel_param.param_str, idx, in_count - 1, rel_param.param_str, idx, in_count,
1350                                     rel_param.param_str, idx);
1351                         }
1352                         else
1353                         {
1354                             sprintf(register_name, "IN[%s + %u]", rel_param.param_str, idx);
1355                         }
1356                     }
1357                     else
1358                     {
1359                         if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count)
1360                         {
1361                             sprintf(register_name, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
1362                                     rel_param.param_str, in_count - 1, rel_param.param_str, in_count,
1363                                     rel_param.param_str);
1364                         }
1365                         else
1366                         {
1367                             sprintf(register_name, "IN[%s]", rel_param.param_str);
1368                         }
1369                     }
1370                 }
1371                 else
1372                 {
1373                     if (idx == in_count) sprintf(register_name, "gl_Color");
1374                     else if (idx == in_count + 1) sprintf(register_name, "gl_SecondaryColor");
1375                     else sprintf(register_name, "IN[%u]", idx);
1376                 }
1377             }
1378             else
1379             {
1380                 if (!reg->idx) strcpy(register_name, "gl_Color");
1381                 else strcpy(register_name, "gl_SecondaryColor");
1382                 break;
1383             }
1384             break;
1385
1386         case WINED3DSPR_CONST:
1387             {
1388                 const char prefix = pshader ? 'P' : 'V';
1389
1390                 /* Relative addressing */
1391                 if (reg->rel_addr)
1392                 {
1393                     glsl_src_param_t rel_param;
1394                     shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1395                     if (reg->idx) sprintf(register_name, "%cC[%s + %u]", prefix, rel_param.param_str, reg->idx);
1396                     else sprintf(register_name, "%cC[%s]", prefix, rel_param.param_str);
1397                 }
1398                 else
1399                 {
1400                     if (shader_constant_is_local(This, reg->idx))
1401                         sprintf(register_name, "%cLC%u", prefix, reg->idx);
1402                     else
1403                         sprintf(register_name, "%cC[%u]", prefix, reg->idx);
1404                 }
1405             }
1406             break;
1407
1408         case WINED3DSPR_CONSTINT:
1409             if (pshader) sprintf(register_name, "PI[%u]", reg->idx);
1410             else sprintf(register_name, "VI[%u]", reg->idx);
1411             break;
1412
1413         case WINED3DSPR_CONSTBOOL:
1414             if (pshader) sprintf(register_name, "PB[%u]", reg->idx);
1415             else sprintf(register_name, "VB[%u]", reg->idx);
1416             break;
1417
1418         case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1419             if (pshader) sprintf(register_name, "T%u", reg->idx);
1420             else sprintf(register_name, "A%u", reg->idx);
1421             break;
1422
1423         case WINED3DSPR_LOOP:
1424             sprintf(register_name, "aL%u", ins->ctx->loop_state->current_reg - 1);
1425             break;
1426
1427         case WINED3DSPR_SAMPLER:
1428             if (pshader) sprintf(register_name, "Psampler%u", reg->idx);
1429             else sprintf(register_name, "Vsampler%u", reg->idx);
1430             break;
1431
1432         case WINED3DSPR_COLOROUT:
1433             if (reg->idx >= gl_info->limits.buffers)
1434                 WARN("Write to render target %u, only %d supported.\n", reg->idx, gl_info->limits.buffers);
1435
1436             sprintf(register_name, "gl_FragData[%u]", reg->idx);
1437             break;
1438
1439         case WINED3DSPR_RASTOUT:
1440             sprintf(register_name, "%s", hwrastout_reg_names[reg->idx]);
1441             break;
1442
1443         case WINED3DSPR_DEPTHOUT:
1444             sprintf(register_name, "gl_FragDepth");
1445             break;
1446
1447         case WINED3DSPR_ATTROUT:
1448             if (!reg->idx) sprintf(register_name, "OUT[8]");
1449             else sprintf(register_name, "OUT[9]");
1450             break;
1451
1452         case WINED3DSPR_TEXCRDOUT:
1453             /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1454             sprintf(register_name, "OUT[%u]", reg->idx);
1455             break;
1456
1457         case WINED3DSPR_MISCTYPE:
1458             if (!reg->idx)
1459             {
1460                 /* vPos */
1461                 sprintf(register_name, "vpos");
1462             }
1463             else if (reg->idx == 1)
1464             {
1465                 /* Note that gl_FrontFacing is a bool, while vFace is
1466                  * a float for which the sign determines front/back */
1467                 sprintf(register_name, "(gl_FrontFacing ? 1.0 : -1.0)");
1468             }
1469             else
1470             {
1471                 FIXME("Unhandled misctype register %d\n", reg->idx);
1472                 sprintf(register_name, "unrecognized_register");
1473             }
1474             break;
1475
1476         case WINED3DSPR_IMMCONST:
1477             switch (reg->immconst_type)
1478             {
1479                 case WINED3D_IMMCONST_SCALAR:
1480                     sprintf(register_name, "%.8e", *(const float *)reg->immconst_data);
1481                     break;
1482
1483                 case WINED3D_IMMCONST_VEC4:
1484                     sprintf(register_name, "vec4(%.8e, %.8e, %.8e, %.8e)",
1485                             *(const float *)&reg->immconst_data[0], *(const float *)&reg->immconst_data[1],
1486                             *(const float *)&reg->immconst_data[2], *(const float *)&reg->immconst_data[3]);
1487                     break;
1488
1489                 default:
1490                     FIXME("Unhandled immconst type %#x\n", reg->immconst_type);
1491                     sprintf(register_name, "<unhandled_immconst_type %#x>", reg->immconst_type);
1492             }
1493             break;
1494
1495         default:
1496             FIXME("Unhandled register name Type(%d)\n", reg->type);
1497             sprintf(register_name, "unrecognized_register");
1498             break;
1499     }
1500 }
1501
1502 static void shader_glsl_write_mask_to_str(DWORD write_mask, char *str)
1503 {
1504     *str++ = '.';
1505     if (write_mask & WINED3DSP_WRITEMASK_0) *str++ = 'x';
1506     if (write_mask & WINED3DSP_WRITEMASK_1) *str++ = 'y';
1507     if (write_mask & WINED3DSP_WRITEMASK_2) *str++ = 'z';
1508     if (write_mask & WINED3DSP_WRITEMASK_3) *str++ = 'w';
1509     *str = '\0';
1510 }
1511
1512 /* Get the GLSL write mask for the destination register */
1513 static DWORD shader_glsl_get_write_mask(const struct wined3d_shader_dst_param *param, char *write_mask)
1514 {
1515     DWORD mask = param->write_mask;
1516
1517     if (shader_is_scalar(&param->reg))
1518     {
1519         mask = WINED3DSP_WRITEMASK_0;
1520         *write_mask = '\0';
1521     }
1522     else
1523     {
1524         shader_glsl_write_mask_to_str(mask, write_mask);
1525     }
1526
1527     return mask;
1528 }
1529
1530 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
1531     unsigned int size = 0;
1532
1533     if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
1534     if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
1535     if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
1536     if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
1537
1538     return size;
1539 }
1540
1541 static void shader_glsl_swizzle_to_str(const DWORD swizzle, BOOL fixup, DWORD mask, char *str)
1542 {
1543     /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1544      * but addressed as "rgba". To fix this we need to swap the register's x
1545      * and z components. */
1546     const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
1547
1548     *str++ = '.';
1549     /* swizzle bits fields: wwzzyyxx */
1550     if (mask & WINED3DSP_WRITEMASK_0) *str++ = swizzle_chars[swizzle & 0x03];
1551     if (mask & WINED3DSP_WRITEMASK_1) *str++ = swizzle_chars[(swizzle >> 2) & 0x03];
1552     if (mask & WINED3DSP_WRITEMASK_2) *str++ = swizzle_chars[(swizzle >> 4) & 0x03];
1553     if (mask & WINED3DSP_WRITEMASK_3) *str++ = swizzle_chars[(swizzle >> 6) & 0x03];
1554     *str = '\0';
1555 }
1556
1557 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param *param,
1558         BOOL fixup, DWORD mask, char *swizzle_str)
1559 {
1560     if (shader_is_scalar(&param->reg))
1561         *swizzle_str = '\0';
1562     else
1563         shader_glsl_swizzle_to_str(param->swizzle, fixup, mask, swizzle_str);
1564 }
1565
1566 /* From a given parameter token, generate the corresponding GLSL string.
1567  * Also, return the actual register name and swizzle in case the
1568  * caller needs this information as well. */
1569 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1570         const struct wined3d_shader_src_param *wined3d_src, DWORD mask, glsl_src_param_t *glsl_src)
1571 {
1572     BOOL is_color = FALSE;
1573     char swizzle_str[6];
1574
1575     glsl_src->reg_name[0] = '\0';
1576     glsl_src->param_str[0] = '\0';
1577     swizzle_str[0] = '\0';
1578
1579     shader_glsl_get_register_name(&wined3d_src->reg, glsl_src->reg_name, &is_color, ins);
1580     shader_glsl_get_swizzle(wined3d_src, is_color, mask, swizzle_str);
1581     shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, glsl_src->param_str);
1582 }
1583
1584 /* From a given parameter token, generate the corresponding GLSL string.
1585  * Also, return the actual register name and swizzle in case the
1586  * caller needs this information as well. */
1587 static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction *ins,
1588         const struct wined3d_shader_dst_param *wined3d_dst, glsl_dst_param_t *glsl_dst)
1589 {
1590     BOOL is_color = FALSE;
1591
1592     glsl_dst->mask_str[0] = '\0';
1593     glsl_dst->reg_name[0] = '\0';
1594
1595     shader_glsl_get_register_name(&wined3d_dst->reg, glsl_dst->reg_name, &is_color, ins);
1596     return shader_glsl_get_write_mask(wined3d_dst, glsl_dst->mask_str);
1597 }
1598
1599 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1600 static DWORD shader_glsl_append_dst_ext(struct wined3d_shader_buffer *buffer,
1601         const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *dst)
1602 {
1603     glsl_dst_param_t glsl_dst;
1604     DWORD mask;
1605
1606     mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst);
1607     if (mask) shader_addline(buffer, "%s%s = %s(", glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
1608
1609     return mask;
1610 }
1611
1612 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1613 static DWORD shader_glsl_append_dst(struct wined3d_shader_buffer *buffer, const struct wined3d_shader_instruction *ins)
1614 {
1615     return shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
1616 }
1617
1618 /** Process GLSL instruction modifiers */
1619 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins)
1620 {
1621     glsl_dst_param_t dst_param;
1622     DWORD modifiers;
1623
1624     if (!ins->dst_count) return;
1625
1626     modifiers = ins->dst[0].modifiers;
1627     if (!modifiers) return;
1628
1629     shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
1630
1631     if (modifiers & WINED3DSPDM_SATURATE)
1632     {
1633         /* _SAT means to clamp the value of the register to between 0 and 1 */
1634         shader_addline(ins->ctx->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
1635                 dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
1636     }
1637
1638     if (modifiers & WINED3DSPDM_MSAMPCENTROID)
1639     {
1640         FIXME("_centroid modifier not handled\n");
1641     }
1642
1643     if (modifiers & WINED3DSPDM_PARTIALPRECISION)
1644     {
1645         /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1646     }
1647 }
1648
1649 static inline const char *shader_get_comp_op(DWORD op)
1650 {
1651     switch (op) {
1652         case COMPARISON_GT: return ">";
1653         case COMPARISON_EQ: return "==";
1654         case COMPARISON_GE: return ">=";
1655         case COMPARISON_LT: return "<";
1656         case COMPARISON_NE: return "!=";
1657         case COMPARISON_LE: return "<=";
1658         default:
1659             FIXME("Unrecognized comparison value: %u\n", op);
1660             return "(\?\?)";
1661     }
1662 }
1663
1664 static void shader_glsl_get_sample_function(const struct wined3d_shader_context *ctx,
1665         DWORD sampler_idx, DWORD flags, glsl_sample_function_t *sample_function)
1666 {
1667     WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ctx->reg_maps->sampler_type[sampler_idx];
1668     const struct wined3d_gl_info *gl_info = ctx->gl_info;
1669     BOOL shadow = shader_is_pshader_version(ctx->reg_maps->shader_version.type)
1670             && (((const struct shader_glsl_ctx_priv *)ctx->backend_data)->cur_ps_args->shadow & (1 << sampler_idx));
1671     BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
1672     BOOL texrect = flags & WINED3D_GLSL_SAMPLE_RECT;
1673     BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD;
1674     BOOL grad = flags & WINED3D_GLSL_SAMPLE_GRAD;
1675
1676     /* Note that there's no such thing as a projected cube texture. */
1677     switch(sampler_type) {
1678         case WINED3DSTT_1D:
1679             if (shadow)
1680             {
1681                 if (lod)
1682                 {
1683                     sample_function->name = projected ? "shadow1DProjLod" : "shadow1DLod";
1684                 }
1685                 else if (grad)
1686                 {
1687                     if (gl_info->supported[EXT_GPU_SHADER4])
1688                         sample_function->name = projected ? "shadow1DProjGrad" : "shadow1DGrad";
1689                     else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1690                         sample_function->name = projected ? "shadow1DProjGradARB" : "shadow1DGradARB";
1691                     else
1692                     {
1693                         FIXME("Unsupported 1D shadow grad function.\n");
1694                         sample_function->name = "unsupported1DGrad";
1695                     }
1696                 }
1697                 else
1698                 {
1699                     sample_function->name = projected ? "shadow1DProj" : "shadow1D";
1700                 }
1701                 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1702             }
1703             else
1704             {
1705                 if (lod)
1706                 {
1707                     sample_function->name = projected ? "texture1DProjLod" : "texture1DLod";
1708                 }
1709                 else if (grad)
1710                 {
1711                     if (gl_info->supported[EXT_GPU_SHADER4])
1712                         sample_function->name = projected ? "texture1DProjGrad" : "texture1DGrad";
1713                     else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1714                         sample_function->name = projected ? "texture1DProjGradARB" : "texture1DGradARB";
1715                     else
1716                     {
1717                         FIXME("Unsupported 1D grad function.\n");
1718                         sample_function->name = "unsupported1DGrad";
1719                     }
1720                 }
1721                 else
1722                 {
1723                     sample_function->name = projected ? "texture1DProj" : "texture1D";
1724                 }
1725                 sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
1726             }
1727             break;
1728
1729         case WINED3DSTT_2D:
1730             if (shadow)
1731             {
1732                 if (texrect)
1733                 {
1734                     if (lod)
1735                     {
1736                         sample_function->name = projected ? "shadow2DRectProjLod" : "shadow2DRectLod";
1737                     }
1738                     else if (grad)
1739                     {
1740                         if (gl_info->supported[EXT_GPU_SHADER4])
1741                             sample_function->name = projected ? "shadow2DRectProjGrad" : "shadow2DRectGrad";
1742                         else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1743                             sample_function->name = projected ? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
1744                         else
1745                         {
1746                             FIXME("Unsupported RECT shadow grad function.\n");
1747                             sample_function->name = "unsupported2DRectGrad";
1748                         }
1749                     }
1750                     else
1751                     {
1752                         sample_function->name = projected ? "shadow2DRectProj" : "shadow2DRect";
1753                     }
1754                 }
1755                 else
1756                 {
1757                     if (lod)
1758                     {
1759                         sample_function->name = projected ? "shadow2DProjLod" : "shadow2DLod";
1760                     }
1761                     else if (grad)
1762                     {
1763                         if (gl_info->supported[EXT_GPU_SHADER4])
1764                             sample_function->name = projected ? "shadow2DProjGrad" : "shadow2DGrad";
1765                         else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1766                             sample_function->name = projected ? "shadow2DProjGradARB" : "shadow2DGradARB";
1767                         else
1768                         {
1769                             FIXME("Unsupported 2D shadow grad function.\n");
1770                             sample_function->name = "unsupported2DGrad";
1771                         }
1772                     }
1773                     else
1774                     {
1775                         sample_function->name = projected ? "shadow2DProj" : "shadow2D";
1776                     }
1777                 }
1778                 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1779             }
1780             else
1781             {
1782                 if (texrect)
1783                 {
1784                     if (lod)
1785                     {
1786                         sample_function->name = projected ? "texture2DRectProjLod" : "texture2DRectLod";
1787                     }
1788                     else if (grad)
1789                     {
1790                         if (gl_info->supported[EXT_GPU_SHADER4])
1791                             sample_function->name = projected ? "texture2DRectProjGrad" : "texture2DRectGrad";
1792                         else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1793                             sample_function->name = projected ? "texture2DRectProjGradARB" : "texture2DRectGradARB";
1794                         else
1795                         {
1796                             FIXME("Unsupported RECT grad function.\n");
1797                             sample_function->name = "unsupported2DRectGrad";
1798                         }
1799                     }
1800                     else
1801                     {
1802                         sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
1803                     }
1804                 }
1805                 else
1806                 {
1807                     if (lod)
1808                     {
1809                         sample_function->name = projected ? "texture2DProjLod" : "texture2DLod";
1810                     }
1811                     else if (grad)
1812                     {
1813                         if (gl_info->supported[EXT_GPU_SHADER4])
1814                             sample_function->name = projected ? "texture2DProjGrad" : "texture2DGrad";
1815                         else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1816                             sample_function->name = projected ? "texture2DProjGradARB" : "texture2DGradARB";
1817                         else
1818                         {
1819                             FIXME("Unsupported 2D grad function.\n");
1820                             sample_function->name = "unsupported2DGrad";
1821                         }
1822                     }
1823                     else
1824                     {
1825                         sample_function->name = projected ? "texture2DProj" : "texture2D";
1826                     }
1827                 }
1828                 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1829             }
1830             break;
1831
1832         case WINED3DSTT_CUBE:
1833             if (shadow)
1834             {
1835                 FIXME("Unsupported Cube shadow function.\n");
1836                 sample_function->name = "unsupportedCubeShadow";
1837                 sample_function->coord_mask = 0;
1838             }
1839             else
1840             {
1841                 if (lod)
1842                 {
1843                     sample_function->name = "textureCubeLod";
1844                 }
1845                 else if (grad)
1846                 {
1847                     if (gl_info->supported[EXT_GPU_SHADER4])
1848                         sample_function->name = "textureCubeGrad";
1849                     else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1850                         sample_function->name = "textureCubeGradARB";
1851                     else
1852                     {
1853                         FIXME("Unsupported Cube grad function.\n");
1854                         sample_function->name = "unsupportedCubeGrad";
1855                     }
1856                 }
1857                 else
1858                 {
1859                     sample_function->name = "textureCube";
1860                 }
1861                 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1862             }
1863             break;
1864
1865         case WINED3DSTT_VOLUME:
1866             if (shadow)
1867             {
1868                 FIXME("Unsupported 3D shadow function.\n");
1869                 sample_function->name = "unsupported3DShadow";
1870                 sample_function->coord_mask = 0;
1871             }
1872             else
1873             {
1874                 if (lod)
1875                 {
1876                     sample_function->name = projected ? "texture3DProjLod" : "texture3DLod";
1877                 }
1878                 else  if (grad)
1879                 {
1880                     if (gl_info->supported[EXT_GPU_SHADER4])
1881                         sample_function->name = projected ? "texture3DProjGrad" : "texture3DGrad";
1882                     else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1883                         sample_function->name = projected ? "texture3DProjGradARB" : "texture3DGradARB";
1884                     else
1885                     {
1886                         FIXME("Unsupported 3D grad function.\n");
1887                         sample_function->name = "unsupported3DGrad";
1888                     }
1889                 }
1890                 else
1891                 {
1892                     sample_function->name = projected ? "texture3DProj" : "texture3D";
1893                 }
1894                 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1895             }
1896             break;
1897
1898         default:
1899             sample_function->name = "";
1900             sample_function->coord_mask = 0;
1901             FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
1902             break;
1903     }
1904 }
1905
1906 static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
1907         BOOL sign_fixup, enum fixup_channel_source channel_source)
1908 {
1909     switch(channel_source)
1910     {
1911         case CHANNEL_SOURCE_ZERO:
1912             strcat(arguments, "0.0");
1913             break;
1914
1915         case CHANNEL_SOURCE_ONE:
1916             strcat(arguments, "1.0");
1917             break;
1918
1919         case CHANNEL_SOURCE_X:
1920             strcat(arguments, reg_name);
1921             strcat(arguments, ".x");
1922             break;
1923
1924         case CHANNEL_SOURCE_Y:
1925             strcat(arguments, reg_name);
1926             strcat(arguments, ".y");
1927             break;
1928
1929         case CHANNEL_SOURCE_Z:
1930             strcat(arguments, reg_name);
1931             strcat(arguments, ".z");
1932             break;
1933
1934         case CHANNEL_SOURCE_W:
1935             strcat(arguments, reg_name);
1936             strcat(arguments, ".w");
1937             break;
1938
1939         default:
1940             FIXME("Unhandled channel source %#x\n", channel_source);
1941             strcat(arguments, "undefined");
1942             break;
1943     }
1944
1945     if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
1946 }
1947
1948 static void shader_glsl_color_correction(const struct wined3d_shader_instruction *ins, struct color_fixup_desc fixup)
1949 {
1950     struct wined3d_shader_dst_param dst;
1951     unsigned int mask_size, remaining;
1952     glsl_dst_param_t dst_param;
1953     char arguments[256];
1954     DWORD mask;
1955
1956     mask = 0;
1957     if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1958     if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1959     if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1960     if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1961     mask &= ins->dst[0].write_mask;
1962
1963     if (!mask) return; /* Nothing to do */
1964
1965     if (is_complex_fixup(fixup))
1966     {
1967         enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1968         FIXME("Complex fixup (%#x) not supported\n",complex_fixup);
1969         return;
1970     }
1971
1972     mask_size = shader_glsl_get_write_mask_size(mask);
1973
1974     dst = ins->dst[0];
1975     dst.write_mask = mask;
1976     shader_glsl_add_dst_param(ins, &dst, &dst_param);
1977
1978     arguments[0] = '\0';
1979     remaining = mask_size;
1980     if (mask & WINED3DSP_WRITEMASK_0)
1981     {
1982         shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.x_sign_fixup, fixup.x_source);
1983         if (--remaining) strcat(arguments, ", ");
1984     }
1985     if (mask & WINED3DSP_WRITEMASK_1)
1986     {
1987         shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.y_sign_fixup, fixup.y_source);
1988         if (--remaining) strcat(arguments, ", ");
1989     }
1990     if (mask & WINED3DSP_WRITEMASK_2)
1991     {
1992         shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.z_sign_fixup, fixup.z_source);
1993         if (--remaining) strcat(arguments, ", ");
1994     }
1995     if (mask & WINED3DSP_WRITEMASK_3)
1996     {
1997         shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.w_sign_fixup, fixup.w_source);
1998         if (--remaining) strcat(arguments, ", ");
1999     }
2000
2001     if (mask_size > 1)
2002     {
2003         shader_addline(ins->ctx->buffer, "%s%s = vec%u(%s);\n",
2004                 dst_param.reg_name, dst_param.mask_str, mask_size, arguments);
2005     }
2006     else
2007     {
2008         shader_addline(ins->ctx->buffer, "%s%s = %s;\n", dst_param.reg_name, dst_param.mask_str, arguments);
2009     }
2010 }
2011
2012 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins,
2013         DWORD sampler, const glsl_sample_function_t *sample_function, DWORD swizzle,
2014         const char *dx, const char *dy,
2015         const char *bias, const char *coord_reg_fmt, ...)
2016 {
2017     const char *sampler_base;
2018     char dst_swizzle[6];
2019     struct color_fixup_desc fixup;
2020     BOOL np2_fixup = FALSE;
2021     va_list args;
2022
2023     shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
2024
2025     if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
2026     {
2027         const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
2028         fixup = priv->cur_ps_args->color_fixup[sampler];
2029         sampler_base = "Psampler";
2030
2031         if(priv->cur_ps_args->np2_fixup & (1 << sampler)) {
2032             if(bias) {
2033                 FIXME("Biased sampling from NP2 textures is unsupported\n");
2034             } else {
2035                 np2_fixup = TRUE;
2036             }
2037         }
2038     } else {
2039         sampler_base = "Vsampler";
2040         fixup = COLOR_FIXUP_IDENTITY; /* FIXME: Vshader color fixup */
2041     }
2042
2043     shader_glsl_append_dst(ins->ctx->buffer, ins);
2044
2045     shader_addline(ins->ctx->buffer, "%s(%s%u, ", sample_function->name, sampler_base, sampler);
2046
2047     va_start(args, coord_reg_fmt);
2048     shader_vaddline(ins->ctx->buffer, coord_reg_fmt, args);
2049     va_end(args);
2050
2051     if(bias) {
2052         shader_addline(ins->ctx->buffer, ", %s)%s);\n", bias, dst_swizzle);
2053     } else {
2054         if (np2_fixup) {
2055             const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
2056             const unsigned char idx = priv->cur_np2fixup_info->idx[sampler];
2057
2058             shader_addline(ins->ctx->buffer, " * PsamplerNP2Fixup[%u].%s)%s);\n", idx >> 1,
2059                            (idx % 2) ? "zw" : "xy", dst_swizzle);
2060         } else if(dx && dy) {
2061             shader_addline(ins->ctx->buffer, ", %s, %s)%s);\n", dx, dy, dst_swizzle);
2062         } else {
2063             shader_addline(ins->ctx->buffer, ")%s);\n", dst_swizzle);
2064         }
2065     }
2066
2067     if(!is_identity_fixup(fixup)) {
2068         shader_glsl_color_correction(ins, fixup);
2069     }
2070 }
2071
2072 /*****************************************************************************
2073  * Begin processing individual instruction opcodes
2074  ****************************************************************************/
2075
2076 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
2077 static void shader_glsl_arith(const struct wined3d_shader_instruction *ins)
2078 {
2079     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2080     glsl_src_param_t src0_param;
2081     glsl_src_param_t src1_param;
2082     DWORD write_mask;
2083     char op;
2084
2085     /* Determine the GLSL operator to use based on the opcode */
2086     switch (ins->handler_idx)
2087     {
2088         case WINED3DSIH_MUL: op = '*'; break;
2089         case WINED3DSIH_ADD: op = '+'; break;
2090         case WINED3DSIH_SUB: op = '-'; break;
2091         default:
2092             op = ' ';
2093             FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
2094             break;
2095     }
2096
2097     write_mask = shader_glsl_append_dst(buffer, ins);
2098     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2099     shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2100     shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
2101 }
2102
2103 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
2104 static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
2105 {
2106     const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
2107     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2108     glsl_src_param_t src0_param;
2109     DWORD write_mask;
2110
2111     write_mask = shader_glsl_append_dst(buffer, ins);
2112     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2113
2114     /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
2115      * shader versions WINED3DSIO_MOVA is used for this. */
2116     if (ins->ctx->reg_maps->shader_version.major == 1
2117             && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
2118             && ins->dst[0].reg.type == WINED3DSPR_ADDR)
2119     {
2120         /* This is a simple floor() */
2121         unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2122         if (mask_size > 1) {
2123             shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
2124         } else {
2125             shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
2126         }
2127     }
2128     else if(ins->handler_idx == WINED3DSIH_MOVA)
2129     {
2130         /* We need to *round* to the nearest int here. */
2131         unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2132
2133         if (gl_info->supported[EXT_GPU_SHADER4])
2134         {
2135             if (mask_size > 1)
2136                 shader_addline(buffer, "ivec%d(round(%s)));\n", mask_size, src0_param.param_str);
2137             else
2138                 shader_addline(buffer, "int(round(%s)));\n", src0_param.param_str);
2139         }
2140         else
2141         {
2142             if (mask_size > 1)
2143                 shader_addline(buffer, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
2144                         mask_size, src0_param.param_str, mask_size, src0_param.param_str);
2145             else
2146                 shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
2147                         src0_param.param_str, src0_param.param_str);
2148         }
2149     }
2150     else
2151     {
2152         shader_addline(buffer, "%s);\n", src0_param.param_str);
2153     }
2154 }
2155
2156 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
2157 static void shader_glsl_dot(const struct wined3d_shader_instruction *ins)
2158 {
2159     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2160     glsl_src_param_t src0_param;
2161     glsl_src_param_t src1_param;
2162     DWORD dst_write_mask, src_write_mask;
2163     unsigned int dst_size = 0;
2164
2165     dst_write_mask = shader_glsl_append_dst(buffer, ins);
2166     dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
2167
2168     /* dp3 works on vec3, dp4 on vec4 */
2169     if (ins->handler_idx == WINED3DSIH_DP4)
2170     {
2171         src_write_mask = WINED3DSP_WRITEMASK_ALL;
2172     } else {
2173         src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2174     }
2175
2176     shader_glsl_add_src_param(ins, &ins->src[0], src_write_mask, &src0_param);
2177     shader_glsl_add_src_param(ins, &ins->src[1], src_write_mask, &src1_param);
2178
2179     if (dst_size > 1) {
2180         shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
2181     } else {
2182         shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
2183     }
2184 }
2185
2186 /* Note that this instruction has some restrictions. The destination write mask
2187  * can't contain the w component, and the source swizzles have to be .xyzw */
2188 static void shader_glsl_cross(const struct wined3d_shader_instruction *ins)
2189 {
2190     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2191     glsl_src_param_t src0_param;
2192     glsl_src_param_t src1_param;
2193     char dst_mask[6];
2194
2195     shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2196     shader_glsl_append_dst(ins->ctx->buffer, ins);
2197     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2198     shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
2199     shader_addline(ins->ctx->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
2200 }
2201
2202 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
2203  * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
2204  * GLSL uses the value as-is. */
2205 static void shader_glsl_pow(const struct wined3d_shader_instruction *ins)
2206 {
2207     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2208     glsl_src_param_t src0_param;
2209     glsl_src_param_t src1_param;
2210     DWORD dst_write_mask;
2211     unsigned int dst_size;
2212
2213     dst_write_mask = shader_glsl_append_dst(buffer, ins);
2214     dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
2215
2216     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2217     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2218
2219     if (dst_size > 1)
2220     {
2221         shader_addline(buffer, "vec%u(pow(abs(%s), %s)));\n",
2222                 dst_size, src0_param.param_str, src1_param.param_str);
2223     }
2224     else
2225     {
2226         shader_addline(buffer, "pow(abs(%s), %s));\n",
2227                 src0_param.param_str, src1_param.param_str);
2228     }
2229 }
2230
2231 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
2232  * Src0 is a scalar. Note that D3D uses the absolute of src0, while
2233  * GLSL uses the value as-is. */
2234 static void shader_glsl_log(const struct wined3d_shader_instruction *ins)
2235 {
2236     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2237     glsl_src_param_t src0_param;
2238     DWORD dst_write_mask;
2239     unsigned int dst_size;
2240
2241     dst_write_mask = shader_glsl_append_dst(buffer, ins);
2242     dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
2243
2244     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2245
2246     if (dst_size > 1)
2247     {
2248         shader_addline(buffer, "vec%u(log2(abs(%s))));\n",
2249                 dst_size, src0_param.param_str);
2250     }
2251     else
2252     {
2253         shader_addline(buffer, "log2(abs(%s)));\n",
2254                 src0_param.param_str);
2255     }
2256 }
2257
2258 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
2259 static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
2260 {
2261     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2262     glsl_src_param_t src_param;
2263     const char *instruction;
2264     DWORD write_mask;
2265     unsigned i;
2266
2267     /* Determine the GLSL function to use based on the opcode */
2268     /* TODO: Possibly make this a table for faster lookups */
2269     switch (ins->handler_idx)
2270     {
2271         case WINED3DSIH_MIN: instruction = "min"; break;
2272         case WINED3DSIH_MAX: instruction = "max"; break;
2273         case WINED3DSIH_ABS: instruction = "abs"; break;
2274         case WINED3DSIH_FRC: instruction = "fract"; break;
2275         case WINED3DSIH_EXP: instruction = "exp2"; break;
2276         case WINED3DSIH_DSX: instruction = "dFdx"; break;
2277         case WINED3DSIH_DSY: instruction = "ycorrection.y * dFdy"; break;
2278         default: instruction = "";
2279             FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
2280             break;
2281     }
2282
2283     write_mask = shader_glsl_append_dst(buffer, ins);
2284
2285     shader_addline(buffer, "%s(", instruction);
2286
2287     if (ins->src_count)
2288     {
2289         shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
2290         shader_addline(buffer, "%s", src_param.param_str);
2291         for (i = 1; i < ins->src_count; ++i)
2292         {
2293             shader_glsl_add_src_param(ins, &ins->src[i], write_mask, &src_param);
2294             shader_addline(buffer, ", %s", src_param.param_str);
2295         }
2296     }
2297
2298     shader_addline(buffer, "));\n");
2299 }
2300
2301 static void shader_glsl_nrm(const struct wined3d_shader_instruction *ins)
2302 {
2303     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2304     glsl_src_param_t src_param;
2305     unsigned int mask_size;
2306     DWORD write_mask;
2307     char dst_mask[6];
2308
2309     write_mask = shader_glsl_get_write_mask(ins->dst, dst_mask);
2310     mask_size = shader_glsl_get_write_mask_size(write_mask);
2311     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
2312
2313     shader_addline(buffer, "tmp0.x = length(%s);\n", src_param.param_str);
2314     shader_glsl_append_dst(buffer, ins);
2315     if (mask_size > 1)
2316     {
2317         shader_addline(buffer, "tmp0.x == 0.0 ? vec%u(0.0) : (%s / tmp0.x));\n",
2318                 mask_size, src_param.param_str);
2319     }
2320     else
2321     {
2322         shader_addline(buffer, "tmp0.x == 0.0 ? 0.0 : (%s / tmp0.x));\n",
2323                 src_param.param_str);
2324     }
2325 }
2326
2327 /** Process the WINED3DSIO_EXPP instruction in GLSL:
2328  * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
2329  *   dst.x = 2^(floor(src))
2330  *   dst.y = src - floor(src)
2331  *   dst.z = 2^src   (partial precision is allowed, but optional)
2332  *   dst.w = 1.0;
2333  * For 2.0 shaders, just do this (honoring writemask and swizzle):
2334  *   dst = 2^src;    (partial precision is allowed, but optional)
2335  */
2336 static void shader_glsl_expp(const struct wined3d_shader_instruction *ins)
2337 {
2338     glsl_src_param_t src_param;
2339
2340     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
2341
2342     if (ins->ctx->reg_maps->shader_version.major < 2)
2343     {
2344         char dst_mask[6];
2345
2346         shader_addline(ins->ctx->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
2347         shader_addline(ins->ctx->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
2348         shader_addline(ins->ctx->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
2349         shader_addline(ins->ctx->buffer, "tmp0.w = 1.0;\n");
2350
2351         shader_glsl_append_dst(ins->ctx->buffer, ins);
2352         shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2353         shader_addline(ins->ctx->buffer, "tmp0%s);\n", dst_mask);
2354     } else {
2355         DWORD write_mask;
2356         unsigned int mask_size;
2357
2358         write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2359         mask_size = shader_glsl_get_write_mask_size(write_mask);
2360
2361         if (mask_size > 1) {
2362             shader_addline(ins->ctx->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
2363         } else {
2364             shader_addline(ins->ctx->buffer, "exp2(%s));\n", src_param.param_str);
2365         }
2366     }
2367 }
2368
2369 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
2370 static void shader_glsl_rcp(const struct wined3d_shader_instruction *ins)
2371 {
2372     glsl_src_param_t src_param;
2373     DWORD write_mask;
2374     unsigned int mask_size;
2375
2376     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2377     mask_size = shader_glsl_get_write_mask_size(write_mask);
2378     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
2379
2380     if (mask_size > 1)
2381     {
2382         shader_addline(ins->ctx->buffer, "vec%u(1.0 / %s));\n",
2383                 mask_size, src_param.param_str);
2384     }
2385     else
2386     {
2387         shader_addline(ins->ctx->buffer, "1.0 / %s);\n",
2388                 src_param.param_str);
2389     }
2390 }
2391
2392 static void shader_glsl_rsq(const struct wined3d_shader_instruction *ins)
2393 {
2394     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2395     glsl_src_param_t src_param;
2396     DWORD write_mask;
2397     unsigned int mask_size;
2398
2399     write_mask = shader_glsl_append_dst(buffer, ins);
2400     mask_size = shader_glsl_get_write_mask_size(write_mask);
2401
2402     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
2403
2404     if (mask_size > 1)
2405     {
2406         shader_addline(buffer, "vec%u(inversesqrt(abs(%s))));\n",
2407                 mask_size, src_param.param_str);
2408     }
2409     else
2410     {
2411         shader_addline(buffer, "inversesqrt(abs(%s)));\n",
2412                 src_param.param_str);
2413     }
2414 }
2415
2416 /** Process signed comparison opcodes in GLSL. */
2417 static void shader_glsl_compare(const struct wined3d_shader_instruction *ins)
2418 {
2419     glsl_src_param_t src0_param;
2420     glsl_src_param_t src1_param;
2421     DWORD write_mask;
2422     unsigned int mask_size;
2423
2424     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2425     mask_size = shader_glsl_get_write_mask_size(write_mask);
2426     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2427     shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2428
2429     if (mask_size > 1) {
2430         const char *compare;
2431
2432         switch(ins->handler_idx)
2433         {
2434             case WINED3DSIH_SLT: compare = "lessThan"; break;
2435             case WINED3DSIH_SGE: compare = "greaterThanEqual"; break;
2436             default: compare = "";
2437                 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
2438         }
2439
2440         shader_addline(ins->ctx->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
2441                 src0_param.param_str, src1_param.param_str);
2442     } else {
2443         switch(ins->handler_idx)
2444         {
2445             case WINED3DSIH_SLT:
2446                 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
2447                  * to return 0.0 but step returns 1.0 because step is not < x
2448                  * An alternative is a bvec compare padded with an unused second component.
2449                  * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
2450                  * issue. Playing with not() is not possible either because not() does not accept
2451                  * a scalar.
2452                  */
2453                 shader_addline(ins->ctx->buffer, "(%s < %s) ? 1.0 : 0.0);\n",
2454                         src0_param.param_str, src1_param.param_str);
2455                 break;
2456             case WINED3DSIH_SGE:
2457                 /* Here we can use the step() function and safe a conditional */
2458                 shader_addline(ins->ctx->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
2459                 break;
2460             default:
2461                 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
2462         }
2463
2464     }
2465 }
2466
2467 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
2468 static void shader_glsl_cmp(const struct wined3d_shader_instruction *ins)
2469 {
2470     glsl_src_param_t src0_param;
2471     glsl_src_param_t src1_param;
2472     glsl_src_param_t src2_param;
2473     DWORD write_mask, cmp_channel = 0;
2474     unsigned int i, j;
2475     char mask_char[6];
2476     BOOL temp_destination = FALSE;
2477
2478     if (shader_is_scalar(&ins->src[0].reg))
2479     {
2480         write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2481
2482         shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2483         shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2484         shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2485
2486         shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
2487                        src0_param.param_str, src1_param.param_str, src2_param.param_str);
2488     } else {
2489         DWORD dst_mask = ins->dst[0].write_mask;
2490         struct wined3d_shader_dst_param dst = ins->dst[0];
2491
2492         /* Cycle through all source0 channels */
2493         for (i=0; i<4; i++) {
2494             write_mask = 0;
2495             /* Find the destination channels which use the current source0 channel */
2496             for (j=0; j<4; j++) {
2497                 if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2498                 {
2499                     write_mask |= WINED3DSP_WRITEMASK_0 << j;
2500                     cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2501                 }
2502             }
2503             dst.write_mask = dst_mask & write_mask;
2504
2505             /* Splitting the cmp instruction up in multiple lines imposes a problem:
2506             * The first lines may overwrite source parameters of the following lines.
2507             * Deal with that by using a temporary destination register if needed
2508             */
2509             if ((ins->src[0].reg.idx == ins->dst[0].reg.idx
2510                     && ins->src[0].reg.type == ins->dst[0].reg.type)
2511                     || (ins->src[1].reg.idx == ins->dst[0].reg.idx
2512                     && ins->src[1].reg.type == ins->dst[0].reg.type)
2513                     || (ins->src[2].reg.idx == ins->dst[0].reg.idx
2514                     && ins->src[2].reg.type == ins->dst[0].reg.type))
2515             {
2516                 write_mask = shader_glsl_get_write_mask(&dst, mask_char);
2517                 if (!write_mask) continue;
2518                 shader_addline(ins->ctx->buffer, "tmp0%s = (", mask_char);
2519                 temp_destination = TRUE;
2520             } else {
2521                 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2522                 if (!write_mask) continue;
2523             }
2524
2525             shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2526             shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2527             shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2528
2529             shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
2530                         src0_param.param_str, src1_param.param_str, src2_param.param_str);
2531         }
2532
2533         if(temp_destination) {
2534             shader_glsl_get_write_mask(&ins->dst[0], mask_char);
2535             shader_glsl_append_dst(ins->ctx->buffer, ins);
2536             shader_addline(ins->ctx->buffer, "tmp0%s);\n", mask_char);
2537         }
2538     }
2539
2540 }
2541
2542 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
2543 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
2544  * the compare is done per component of src0. */
2545 static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins)
2546 {
2547     struct wined3d_shader_dst_param dst;
2548     glsl_src_param_t src0_param;
2549     glsl_src_param_t src1_param;
2550     glsl_src_param_t src2_param;
2551     DWORD write_mask, cmp_channel = 0;
2552     unsigned int i, j;
2553     DWORD dst_mask;
2554     DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2555             ins->ctx->reg_maps->shader_version.minor);
2556
2557     if (shader_version < WINED3D_SHADER_VERSION(1, 4))
2558     {
2559         write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2560         shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2561         shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2562         shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2563
2564         /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
2565         if (ins->coissue)
2566         {
2567             shader_addline(ins->ctx->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
2568         } else {
2569             shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2570                     src0_param.param_str, src1_param.param_str, src2_param.param_str);
2571         }
2572         return;
2573     }
2574     /* Cycle through all source0 channels */
2575     dst_mask = ins->dst[0].write_mask;
2576     dst = ins->dst[0];
2577     for (i=0; i<4; i++) {
2578         write_mask = 0;
2579         /* Find the destination channels which use the current source0 channel */
2580         for (j=0; j<4; j++) {
2581             if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2582             {
2583                 write_mask |= WINED3DSP_WRITEMASK_0 << j;
2584                 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2585             }
2586         }
2587
2588         dst.write_mask = dst_mask & write_mask;
2589         write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2590         if (!write_mask) continue;
2591
2592         shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2593         shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2594         shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2595
2596         shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2597                 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2598     }
2599 }
2600
2601 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
2602 static void shader_glsl_mad(const struct wined3d_shader_instruction *ins)
2603 {
2604     glsl_src_param_t src0_param;
2605     glsl_src_param_t src1_param;
2606     glsl_src_param_t src2_param;
2607     DWORD write_mask;
2608
2609     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2610     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2611     shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2612     shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2613     shader_addline(ins->ctx->buffer, "(%s * %s) + %s);\n",
2614             src0_param.param_str, src1_param.param_str, src2_param.param_str);
2615 }
2616
2617 /* Handles transforming all WINED3DSIO_M?x? opcodes for
2618    Vertex shaders to GLSL codes */
2619 static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
2620 {
2621     int i;
2622     int nComponents = 0;
2623     struct wined3d_shader_dst_param tmp_dst = {{0}};
2624     struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2625     struct wined3d_shader_instruction tmp_ins;
2626
2627     memset(&tmp_ins, 0, sizeof(tmp_ins));
2628
2629     /* Set constants for the temporary argument */
2630     tmp_ins.ctx = ins->ctx;
2631     tmp_ins.dst_count = 1;
2632     tmp_ins.dst = &tmp_dst;
2633     tmp_ins.src_count = 2;
2634     tmp_ins.src = tmp_src;
2635
2636     switch(ins->handler_idx)
2637     {
2638         case WINED3DSIH_M4x4:
2639             nComponents = 4;
2640             tmp_ins.handler_idx = WINED3DSIH_DP4;
2641             break;
2642         case WINED3DSIH_M4x3:
2643             nComponents = 3;
2644             tmp_ins.handler_idx = WINED3DSIH_DP4;
2645             break;
2646         case WINED3DSIH_M3x4:
2647             nComponents = 4;
2648             tmp_ins.handler_idx = WINED3DSIH_DP3;
2649             break;
2650         case WINED3DSIH_M3x3:
2651             nComponents = 3;
2652             tmp_ins.handler_idx = WINED3DSIH_DP3;
2653             break;
2654         case WINED3DSIH_M3x2:
2655             nComponents = 2;
2656             tmp_ins.handler_idx = WINED3DSIH_DP3;
2657             break;
2658         default:
2659             break;
2660     }
2661
2662     tmp_dst = ins->dst[0];
2663     tmp_src[0] = ins->src[0];
2664     tmp_src[1] = ins->src[1];
2665     for (i = 0; i < nComponents; ++i)
2666     {
2667         tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2668         shader_glsl_dot(&tmp_ins);
2669         ++tmp_src[1].reg.idx;
2670     }
2671 }
2672
2673 /**
2674     The LRP instruction performs a component-wise linear interpolation
2675     between the second and third operands using the first operand as the
2676     blend factor.  Equation:  (dst = src2 + src0 * (src1 - src2))
2677     This is equivalent to mix(src2, src1, src0);
2678 */
2679 static void shader_glsl_lrp(const struct wined3d_shader_instruction *ins)
2680 {
2681     glsl_src_param_t src0_param;
2682     glsl_src_param_t src1_param;
2683     glsl_src_param_t src2_param;
2684     DWORD write_mask;
2685
2686     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2687
2688     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2689     shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2690     shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2691
2692     shader_addline(ins->ctx->buffer, "mix(%s, %s, %s));\n",
2693             src2_param.param_str, src1_param.param_str, src0_param.param_str);
2694 }
2695
2696 /** Process the WINED3DSIO_LIT instruction in GLSL:
2697  * dst.x = dst.w = 1.0
2698  * dst.y = (src0.x > 0) ? src0.x
2699  * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
2700  *                                        where src.w is clamped at +- 128
2701  */
2702 static void shader_glsl_lit(const struct wined3d_shader_instruction *ins)
2703 {
2704     glsl_src_param_t src0_param;
2705     glsl_src_param_t src1_param;
2706     glsl_src_param_t src3_param;
2707     char dst_mask[6];
2708
2709     shader_glsl_append_dst(ins->ctx->buffer, ins);
2710     shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2711
2712     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2713     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src1_param);
2714     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src3_param);
2715
2716     /* The sdk specifies the instruction like this
2717      * dst.x = 1.0;
2718      * if(src.x > 0.0) dst.y = src.x
2719      * else dst.y = 0.0.
2720      * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
2721      * else dst.z = 0.0;
2722      * dst.w = 1.0;
2723      *
2724      * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
2725      * dst.x = 1.0                                  ... No further explanation needed
2726      * dst.y = max(src.y, 0.0);                     ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
2727      * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0;   ... 0 ^ power is 0, and otherwise we use y anyway
2728      * dst.w = 1.0.                                 ... Nothing fancy.
2729      *
2730      * So we still have one conditional in there. So do this:
2731      * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
2732      *
2733      * step(0.0, x) will return 1 if src.x > 0.0, and 0 otherwise. So if y is 0 we get pow(0.0 * 1.0, power),
2734      * which sets dst.z to 0. If y > 0, but x = 0.0, we get pow(y * 0.0, power), which results in 0 too.
2735      * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
2736      */
2737     shader_addline(ins->ctx->buffer,
2738             "vec4(1.0, max(%s, 0.0), pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
2739             src0_param.param_str, src1_param.param_str, src0_param.param_str, src3_param.param_str, dst_mask);
2740 }
2741
2742 /** Process the WINED3DSIO_DST instruction in GLSL:
2743  * dst.x = 1.0
2744  * dst.y = src0.x * src0.y
2745  * dst.z = src0.z
2746  * dst.w = src1.w
2747  */
2748 static void shader_glsl_dst(const struct wined3d_shader_instruction *ins)
2749 {
2750     glsl_src_param_t src0y_param;
2751     glsl_src_param_t src0z_param;
2752     glsl_src_param_t src1y_param;
2753     glsl_src_param_t src1w_param;
2754     char dst_mask[6];
2755
2756     shader_glsl_append_dst(ins->ctx->buffer, ins);
2757     shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2758
2759     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src0y_param);
2760     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &src0z_param);
2761     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_1, &src1y_param);
2762     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_3, &src1w_param);
2763
2764     shader_addline(ins->ctx->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
2765             src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
2766 }
2767
2768 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
2769  * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
2770  * can handle it.  But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
2771  *
2772  * dst.x = cos(src0.?)
2773  * dst.y = sin(src0.?)
2774  * dst.z = dst.z
2775  * dst.w = dst.w
2776  */
2777 static void shader_glsl_sincos(const struct wined3d_shader_instruction *ins)
2778 {
2779     glsl_src_param_t src0_param;
2780     DWORD write_mask;
2781
2782     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2783     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2784
2785     switch (write_mask) {
2786         case WINED3DSP_WRITEMASK_0:
2787             shader_addline(ins->ctx->buffer, "cos(%s));\n", src0_param.param_str);
2788             break;
2789
2790         case WINED3DSP_WRITEMASK_1:
2791             shader_addline(ins->ctx->buffer, "sin(%s));\n", src0_param.param_str);
2792             break;
2793
2794         case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
2795             shader_addline(ins->ctx->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str);
2796             break;
2797
2798         default:
2799             ERR("Write mask should be .x, .y or .xy\n");
2800             break;
2801     }
2802 }
2803
2804 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
2805  * here. But those extra parameters require a dedicated function for sgn, since map2gl would
2806  * generate invalid code
2807  */
2808 static void shader_glsl_sgn(const struct wined3d_shader_instruction *ins)
2809 {
2810     glsl_src_param_t src0_param;
2811     DWORD write_mask;
2812
2813     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2814     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2815
2816     shader_addline(ins->ctx->buffer, "sign(%s));\n", src0_param.param_str);
2817 }
2818
2819 /** Process the WINED3DSIO_LOOP instruction in GLSL:
2820  * Start a for() loop where src1.y is the initial value of aL,
2821  *  increment aL by src1.z for a total of src1.x iterations.
2822  *  Need to use a temporary variable for this operation.
2823  */
2824 /* FIXME: I don't think nested loops will work correctly this way. */
2825 static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
2826 {
2827     struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
2828     glsl_src_param_t src1_param;
2829     IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2830     const DWORD *control_values = NULL;
2831     const local_constant *constant;
2832
2833     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
2834
2835     /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
2836      * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
2837      * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
2838      * addressing.
2839      */
2840     if (ins->src[1].reg.type == WINED3DSPR_CONSTINT)
2841     {
2842         LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry) {
2843             if (constant->idx == ins->src[1].reg.idx)
2844             {
2845                 control_values = constant->value;
2846                 break;
2847             }
2848         }
2849     }
2850
2851     if (control_values)
2852     {
2853         struct wined3d_shader_loop_control loop_control;
2854         loop_control.count = control_values[0];
2855         loop_control.start = control_values[1];
2856         loop_control.step = (int)control_values[2];
2857
2858         if (loop_control.step > 0)
2859         {
2860             shader_addline(ins->ctx->buffer, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d) {\n",
2861                     loop_state->current_depth, loop_control.start,
2862                     loop_state->current_depth, loop_control.count, loop_control.step, loop_control.start,
2863                     loop_state->current_depth, loop_control.step);
2864         }
2865         else if (loop_control.step < 0)
2866         {
2867             shader_addline(ins->ctx->buffer, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d) {\n",
2868                     loop_state->current_depth, loop_control.start,
2869                     loop_state->current_depth, loop_control.count, loop_control.step, loop_control.start,
2870                     loop_state->current_depth, loop_control.step);
2871         }
2872         else
2873         {
2874             shader_addline(ins->ctx->buffer, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++) {\n",
2875                     loop_state->current_depth, loop_control.start, loop_state->current_depth,
2876                     loop_state->current_depth, loop_control.count,
2877                     loop_state->current_depth);
2878         }
2879     } else {
2880         shader_addline(ins->ctx->buffer,
2881                 "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
2882                 loop_state->current_depth, loop_state->current_reg,
2883                 src1_param.reg_name, loop_state->current_depth, src1_param.reg_name,
2884                 loop_state->current_depth, loop_state->current_reg, src1_param.reg_name);
2885     }
2886
2887     ++loop_state->current_depth;
2888     ++loop_state->current_reg;
2889 }
2890
2891 static void shader_glsl_end(const struct wined3d_shader_instruction *ins)
2892 {
2893     struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
2894
2895     shader_addline(ins->ctx->buffer, "}\n");
2896
2897     if (ins->handler_idx == WINED3DSIH_ENDLOOP)
2898     {
2899         --loop_state->current_depth;
2900         --loop_state->current_reg;
2901     }
2902
2903     if (ins->handler_idx == WINED3DSIH_ENDREP)
2904     {
2905         --loop_state->current_depth;
2906     }
2907 }
2908
2909 static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
2910 {
2911     IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2912     struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
2913     glsl_src_param_t src0_param;
2914     const DWORD *control_values = NULL;
2915     const local_constant *constant;
2916
2917     /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
2918     if (ins->src[0].reg.type == WINED3DSPR_CONSTINT)
2919     {
2920         LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry)
2921         {
2922             if (constant->idx == ins->src[0].reg.idx)
2923             {
2924                 control_values = constant->value;
2925                 break;
2926             }
2927         }
2928     }
2929
2930     if (control_values)
2931     {
2932         shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
2933                 loop_state->current_depth, loop_state->current_depth,
2934                 control_values[0], loop_state->current_depth);
2935     }
2936     else
2937     {
2938         shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2939         shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2940                 loop_state->current_depth, loop_state->current_depth,
2941                 src0_param.param_str, loop_state->current_depth);
2942     }
2943
2944     ++loop_state->current_depth;
2945 }
2946
2947 static void shader_glsl_if(const struct wined3d_shader_instruction *ins)
2948 {
2949     glsl_src_param_t src0_param;
2950
2951     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2952     shader_addline(ins->ctx->buffer, "if (%s) {\n", src0_param.param_str);
2953 }
2954
2955 static void shader_glsl_ifc(const struct wined3d_shader_instruction *ins)
2956 {
2957     glsl_src_param_t src0_param;
2958     glsl_src_param_t src1_param;
2959
2960     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2961     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2962
2963     shader_addline(ins->ctx->buffer, "if (%s %s %s) {\n",
2964             src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
2965 }
2966
2967 static void shader_glsl_else(const struct wined3d_shader_instruction *ins)
2968 {
2969     shader_addline(ins->ctx->buffer, "} else {\n");
2970 }
2971
2972 static void shader_glsl_break(const struct wined3d_shader_instruction *ins)
2973 {
2974     shader_addline(ins->ctx->buffer, "break;\n");
2975 }
2976
2977 /* FIXME: According to MSDN the compare is done per component. */
2978 static void shader_glsl_breakc(const struct wined3d_shader_instruction *ins)
2979 {
2980     glsl_src_param_t src0_param;
2981     glsl_src_param_t src1_param;
2982
2983     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2984     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2985
2986     shader_addline(ins->ctx->buffer, "if (%s %s %s) break;\n",
2987             src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
2988 }
2989
2990 static void shader_glsl_label(const struct wined3d_shader_instruction *ins)
2991 {
2992     shader_addline(ins->ctx->buffer, "}\n");
2993     shader_addline(ins->ctx->buffer, "void subroutine%u () {\n",  ins->src[0].reg.idx);
2994 }
2995
2996 static void shader_glsl_call(const struct wined3d_shader_instruction *ins)
2997 {
2998     shader_addline(ins->ctx->buffer, "subroutine%u();\n", ins->src[0].reg.idx);
2999 }
3000
3001 static void shader_glsl_callnz(const struct wined3d_shader_instruction *ins)
3002 {
3003     glsl_src_param_t src1_param;
3004
3005     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
3006     shader_addline(ins->ctx->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, ins->src[0].reg.idx);
3007 }
3008
3009 static void shader_glsl_ret(const struct wined3d_shader_instruction *ins)
3010 {
3011     /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
3012      * function only suppresses the unhandled instruction warning
3013      */
3014 }
3015
3016 /*********************************************
3017  * Pixel Shader Specific Code begins here
3018  ********************************************/
3019 static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
3020 {
3021     IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3022     IWineD3DDeviceImpl *device = shader->baseShader.device;
3023     DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
3024             ins->ctx->reg_maps->shader_version.minor);
3025     glsl_sample_function_t sample_function;
3026     IWineD3DBaseTextureImpl *texture;
3027     DWORD sample_flags = 0;
3028     DWORD sampler_idx;
3029     DWORD mask = 0, swizzle;
3030
3031     /* 1.0-1.4: Use destination register as sampler source.
3032      * 2.0+: Use provided sampler source. */
3033     if (shader_version < WINED3D_SHADER_VERSION(2,0)) sampler_idx = ins->dst[0].reg.idx;
3034     else sampler_idx = ins->src[1].reg.idx;
3035     texture = device->stateBlock->state.textures[sampler_idx];
3036
3037     if (shader_version < WINED3D_SHADER_VERSION(1,4))
3038     {
3039         const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
3040         DWORD flags = (priv->cur_ps_args->tex_transform >> sampler_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
3041                 & WINED3D_PSARGS_TEXTRANSFORM_MASK;
3042         WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3043
3044         /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
3045         if (flags & WINED3D_PSARGS_PROJECTED && sampler_type != WINED3DSTT_CUBE) {
3046             sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3047             switch (flags & ~WINED3D_PSARGS_PROJECTED) {
3048                 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
3049                 case WINED3DTTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break;
3050                 case WINED3DTTFF_COUNT3: mask = WINED3DSP_WRITEMASK_2; break;
3051                 case WINED3DTTFF_COUNT4:
3052                 case WINED3DTTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break;
3053             }
3054         }
3055     }
3056     else if (shader_version < WINED3D_SHADER_VERSION(2,0))
3057     {
3058         DWORD src_mod = ins->src[0].modifiers;
3059
3060         if (src_mod == WINED3DSPSM_DZ) {
3061             sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3062             mask = WINED3DSP_WRITEMASK_2;
3063         } else if (src_mod == WINED3DSPSM_DW) {
3064             sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3065             mask = WINED3DSP_WRITEMASK_3;
3066         }
3067     } else {
3068         if (ins->flags & WINED3DSI_TEXLD_PROJECT)
3069         {
3070             /* ps 2.0 texldp instruction always divides by the fourth component. */
3071             sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3072             mask = WINED3DSP_WRITEMASK_3;
3073         }
3074     }
3075
3076     if (texture && texture->baseTexture.target == GL_TEXTURE_RECTANGLE_ARB)
3077         sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
3078
3079     shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
3080     mask |= sample_function.coord_mask;
3081
3082     if (shader_version < WINED3D_SHADER_VERSION(2,0)) swizzle = WINED3DSP_NOSWIZZLE;
3083     else swizzle = ins->src[1].swizzle;
3084
3085     /* 1.0-1.3: Use destination register as coordinate source.
3086        1.4+: Use provided coordinate source register. */
3087     if (shader_version < WINED3D_SHADER_VERSION(1,4))
3088     {
3089         char coord_mask[6];
3090         shader_glsl_write_mask_to_str(mask, coord_mask);
3091         shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
3092                 "T%u%s", sampler_idx, coord_mask);
3093     } else {
3094         glsl_src_param_t coord_param;
3095         shader_glsl_add_src_param(ins, &ins->src[0], mask, &coord_param);
3096         if (ins->flags & WINED3DSI_TEXLD_BIAS)
3097         {
3098             glsl_src_param_t bias;
3099             shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &bias);
3100             shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, bias.param_str,
3101                     "%s", coord_param.param_str);
3102         } else {
3103             shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
3104                     "%s", coord_param.param_str);
3105         }
3106     }
3107 }
3108
3109 static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
3110 {
3111     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3112     IWineD3DDeviceImpl *device = This->baseShader.device;
3113     const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3114     glsl_sample_function_t sample_function;
3115     glsl_src_param_t coord_param, dx_param, dy_param;
3116     DWORD sample_flags = WINED3D_GLSL_SAMPLE_GRAD;
3117     DWORD sampler_idx;
3118     DWORD swizzle = ins->src[1].swizzle;
3119     IWineD3DBaseTextureImpl *texture;
3120
3121     if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4])
3122     {
3123         FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
3124         shader_glsl_tex(ins);
3125         return;
3126     }
3127
3128     sampler_idx = ins->src[1].reg.idx;
3129     texture = device->stateBlock->state.textures[sampler_idx];
3130     if (texture && texture->baseTexture.target == GL_TEXTURE_RECTANGLE_ARB)
3131         sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
3132
3133     shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
3134     shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
3135     shader_glsl_add_src_param(ins, &ins->src[2], sample_function.coord_mask, &dx_param);
3136     shader_glsl_add_src_param(ins, &ins->src[3], sample_function.coord_mask, &dy_param);
3137
3138     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, dx_param.param_str, dy_param.param_str, NULL,
3139                                 "%s", coord_param.param_str);
3140 }
3141
3142 static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
3143 {
3144     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3145     IWineD3DDeviceImpl *device = This->baseShader.device;
3146     const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3147     glsl_sample_function_t sample_function;
3148     glsl_src_param_t coord_param, lod_param;
3149     DWORD sample_flags = WINED3D_GLSL_SAMPLE_LOD;
3150     DWORD sampler_idx;
3151     DWORD swizzle = ins->src[1].swizzle;
3152     IWineD3DBaseTextureImpl *texture;
3153
3154     sampler_idx = ins->src[1].reg.idx;
3155     texture = device->stateBlock->state.textures[sampler_idx];
3156     if (texture && texture->baseTexture.target == GL_TEXTURE_RECTANGLE_ARB)
3157         sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
3158
3159     shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
3160     shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
3161
3162     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
3163
3164     if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4]
3165             && shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
3166     {
3167         /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
3168          * However, they seem to work just fine in fragment shaders as well. */
3169         WARN("Using %s in fragment shader.\n", sample_function.name);
3170     }
3171     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, lod_param.param_str,
3172             "%s", coord_param.param_str);
3173 }
3174
3175 static void shader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
3176 {
3177     /* FIXME: Make this work for more than just 2D textures */
3178     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3179     DWORD write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3180
3181     if (!(ins->ctx->reg_maps->shader_version.major == 1 && ins->ctx->reg_maps->shader_version.minor == 4))
3182     {
3183         char dst_mask[6];
3184
3185         shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3186         shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
3187                 ins->dst[0].reg.idx, dst_mask);
3188     } else {
3189         DWORD reg = ins->src[0].reg.idx;
3190         DWORD src_mod = ins->src[0].modifiers;
3191         char dst_swizzle[6];
3192
3193         shader_glsl_get_swizzle(&ins->src[0], FALSE, write_mask, dst_swizzle);
3194
3195         if (src_mod == WINED3DSPSM_DZ) {
3196             glsl_src_param_t div_param;
3197             unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
3198             shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &div_param);
3199
3200             if (mask_size > 1) {
3201                 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
3202             } else {
3203                 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
3204             }
3205         } else if (src_mod == WINED3DSPSM_DW) {
3206             glsl_src_param_t div_param;
3207             unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
3208             shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &div_param);
3209
3210             if (mask_size > 1) {
3211                 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
3212             } else {
3213                 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
3214             }
3215         } else {
3216             shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
3217         }
3218     }
3219 }
3220
3221 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
3222  * Take a 3-component dot product of the TexCoord[dstreg] and src,
3223  * then perform a 1D texture lookup from stage dstregnum, place into dst. */
3224 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
3225 {
3226     glsl_src_param_t src0_param;
3227     glsl_sample_function_t sample_function;
3228     DWORD sampler_idx = ins->dst[0].reg.idx;
3229     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3230     UINT mask_size;
3231
3232     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3233
3234     /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
3235      * scalar, and projected sampling would require 4.
3236      *
3237      * It is a dependent read - not valid with conditional NP2 textures
3238      */
3239     shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3240     mask_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
3241
3242     switch(mask_size)
3243     {
3244         case 1:
3245             shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3246                     "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx, src0_param.param_str);
3247             break;
3248
3249         case 2:
3250             shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3251                     "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str);
3252             break;
3253
3254         case 3:
3255             shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3256                     "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str);
3257             break;
3258
3259         default:
3260             FIXME("Unexpected mask size %u\n", mask_size);
3261             break;
3262     }
3263 }
3264
3265 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
3266  * Take a 3-component dot product of the TexCoord[dstreg] and src. */
3267 static void shader_glsl_texdp3(const struct wined3d_shader_instruction *ins)
3268 {
3269     glsl_src_param_t src0_param;
3270     DWORD dstreg = ins->dst[0].reg.idx;
3271     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3272     DWORD dst_mask;
3273     unsigned int mask_size;
3274
3275     dst_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3276     mask_size = shader_glsl_get_write_mask_size(dst_mask);
3277     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3278
3279     if (mask_size > 1) {
3280         shader_addline(ins->ctx->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
3281     } else {
3282         shader_addline(ins->ctx->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
3283     }
3284 }
3285
3286 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
3287  * Calculate the depth as dst.x / dst.y   */
3288 static void shader_glsl_texdepth(const struct wined3d_shader_instruction *ins)
3289 {
3290     glsl_dst_param_t dst_param;
3291
3292     shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3293
3294     /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
3295      * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
3296      * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
3297      * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
3298      * >= 1.0 or < 0.0
3299      */
3300     shader_addline(ins->ctx->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
3301             dst_param.reg_name, dst_param.reg_name);
3302 }
3303
3304 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
3305  * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
3306  * Calculate tmp0.y = TexCoord[dstreg] . src.xyz;  (tmp0.x has already been calculated)
3307  * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
3308  */
3309 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction *ins)
3310 {
3311     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3312     DWORD dstreg = ins->dst[0].reg.idx;
3313     glsl_src_param_t src0_param;
3314
3315     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3316
3317     shader_addline(ins->ctx->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
3318     shader_addline(ins->ctx->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
3319 }
3320
3321 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
3322  * Calculate the 1st of a 2-row matrix multiplication. */
3323 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins)
3324 {
3325     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3326     DWORD reg = ins->dst[0].reg.idx;
3327     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3328     glsl_src_param_t src0_param;
3329
3330     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3331     shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3332 }
3333
3334 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
3335  * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
3336 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins)
3337 {
3338     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3339     DWORD reg = ins->dst[0].reg.idx;
3340     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3341     struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
3342     glsl_src_param_t src0_param;
3343
3344     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3345     shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx->current_row, reg, src0_param.param_str);
3346     tex_mx->texcoord_w[tex_mx->current_row++] = reg;
3347 }
3348
3349 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins)
3350 {
3351     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3352     DWORD reg = ins->dst[0].reg.idx;
3353     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3354     glsl_src_param_t src0_param;
3355     glsl_sample_function_t sample_function;
3356
3357     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3358     shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3359
3360     shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3361
3362     /* Sample the texture using the calculated coordinates */
3363     shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xy");
3364 }
3365
3366 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
3367  * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
3368 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins)
3369 {
3370     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3371     struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
3372     glsl_src_param_t src0_param;
3373     DWORD reg = ins->dst[0].reg.idx;
3374     glsl_sample_function_t sample_function;
3375
3376     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3377     shader_addline(ins->ctx->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3378
3379     /* Dependent read, not valid with conditional NP2 */
3380     shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3381
3382     /* Sample the texture using the calculated coordinates */
3383     shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3384
3385     tex_mx->current_row = 0;
3386 }
3387
3388 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
3389  * Perform the 3rd row of a 3x3 matrix multiply */
3390 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
3391 {
3392     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3393     struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
3394     glsl_src_param_t src0_param;
3395     char dst_mask[6];
3396     DWORD reg = ins->dst[0].reg.idx;
3397
3398     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3399
3400     shader_glsl_append_dst(ins->ctx->buffer, ins);
3401     shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3402     shader_addline(ins->ctx->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
3403
3404     tex_mx->current_row = 0;
3405 }
3406
3407 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
3408  * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3409 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins)
3410 {
3411     DWORD reg = ins->dst[0].reg.idx;
3412     glsl_src_param_t src0_param;
3413     glsl_src_param_t src1_param;
3414     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3415     struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
3416     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3417     glsl_sample_function_t sample_function;
3418
3419     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3420     shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
3421
3422     /* Perform the last matrix multiply operation */
3423     shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3424     /* Reflection calculation */
3425     shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
3426
3427     /* Dependent read, not valid with conditional NP2 */
3428     shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3429
3430     /* Sample the texture */
3431     shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3432
3433     tex_mx->current_row = 0;
3434 }
3435
3436 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
3437  * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3438 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins)
3439 {
3440     DWORD reg = ins->dst[0].reg.idx;
3441     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3442     struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
3443     glsl_src_param_t src0_param;
3444     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3445     glsl_sample_function_t sample_function;
3446
3447     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3448
3449     /* Perform the last matrix multiply operation */
3450     shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
3451
3452     /* Construct the eye-ray vector from w coordinates */
3453     shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
3454             tex_mx->texcoord_w[0], tex_mx->texcoord_w[1], reg);
3455     shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
3456
3457     /* Dependent read, not valid with conditional NP2 */
3458     shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3459
3460     /* Sample the texture using the calculated coordinates */
3461     shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3462
3463     tex_mx->current_row = 0;
3464 }
3465
3466 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
3467  * Apply a fake bump map transform.
3468  * texbem is pshader <= 1.3 only, this saves a few version checks
3469  */
3470 static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins)
3471 {
3472     const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
3473     glsl_sample_function_t sample_function;
3474     glsl_src_param_t coord_param;
3475     DWORD sampler_idx;
3476     DWORD mask;
3477     DWORD flags;
3478     char coord_mask[6];
3479
3480     sampler_idx = ins->dst[0].reg.idx;
3481     flags = (priv->cur_ps_args->tex_transform >> sampler_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
3482             & WINED3D_PSARGS_TEXTRANSFORM_MASK;
3483
3484     /* Dependent read, not valid with conditional NP2 */
3485     shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3486     mask = sample_function.coord_mask;
3487
3488     shader_glsl_write_mask_to_str(mask, coord_mask);
3489
3490     /* with projective textures, texbem only divides the static texture coord, not the displacement,
3491          * so we can't let the GL handle this.
3492          */
3493     if (flags & WINED3D_PSARGS_PROJECTED) {
3494         DWORD div_mask=0;
3495         char coord_div_mask[3];
3496         switch (flags & ~WINED3D_PSARGS_PROJECTED) {
3497             case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
3498             case WINED3DTTFF_COUNT2: div_mask = WINED3DSP_WRITEMASK_1; break;
3499             case WINED3DTTFF_COUNT3: div_mask = WINED3DSP_WRITEMASK_2; break;
3500             case WINED3DTTFF_COUNT4:
3501             case WINED3DTTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break;
3502         }
3503         shader_glsl_write_mask_to_str(div_mask, coord_div_mask);
3504         shader_addline(ins->ctx->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
3505     }
3506
3507     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &coord_param);
3508
3509     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3510             "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
3511             coord_param.param_str, coord_mask);
3512
3513     if (ins->handler_idx == WINED3DSIH_TEXBEML)
3514     {
3515         glsl_src_param_t luminance_param;
3516         glsl_dst_param_t dst_param;
3517
3518         shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &luminance_param);
3519         shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3520
3521         shader_addline(ins->ctx->buffer, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
3522                 dst_param.reg_name, dst_param.mask_str,
3523                 luminance_param.param_str, sampler_idx, sampler_idx);
3524     }
3525 }
3526
3527 static void shader_glsl_bem(const struct wined3d_shader_instruction *ins)
3528 {
3529     glsl_src_param_t src0_param, src1_param;
3530     DWORD sampler_idx = ins->dst[0].reg.idx;
3531
3532     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
3533     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
3534
3535     shader_glsl_append_dst(ins->ctx->buffer, ins);
3536     shader_addline(ins->ctx->buffer, "%s + bumpenvmat%d * %s);\n",
3537             src0_param.param_str, sampler_idx, src1_param.param_str);
3538 }
3539
3540 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
3541  * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
3542 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
3543 {
3544     glsl_src_param_t src0_param;
3545     DWORD sampler_idx = ins->dst[0].reg.idx;
3546     glsl_sample_function_t sample_function;
3547
3548     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
3549
3550     shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3551     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3552             "%s.wx", src0_param.reg_name);
3553 }
3554
3555 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
3556  * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
3557 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
3558 {
3559     glsl_src_param_t src0_param;
3560     DWORD sampler_idx = ins->dst[0].reg.idx;
3561     glsl_sample_function_t sample_function;
3562
3563     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
3564
3565     shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3566     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3567             "%s.yz", src0_param.reg_name);
3568 }
3569
3570 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
3571  * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
3572 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins)
3573 {
3574     glsl_src_param_t src0_param;
3575     DWORD sampler_idx = ins->dst[0].reg.idx;
3576     glsl_sample_function_t sample_function;
3577
3578     /* Dependent read, not valid with conditional NP2 */
3579     shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3580     shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &src0_param);
3581
3582     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3583             "%s", src0_param.param_str);
3584 }
3585
3586 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
3587  * If any of the first 3 components are < 0, discard this pixel */
3588 static void shader_glsl_texkill(const struct wined3d_shader_instruction *ins)
3589 {
3590     glsl_dst_param_t dst_param;
3591
3592     /* The argument is a destination parameter, and no writemasks are allowed */
3593     shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3594     if (ins->ctx->reg_maps->shader_version.major >= 2)
3595     {
3596         /* 2.0 shaders compare all 4 components in texkill */
3597         shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
3598     } else {
3599         /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
3600          * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
3601          * 4 components are defined, only the first 3 are used
3602          */
3603         shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
3604     }
3605 }
3606
3607 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
3608  * dst = dot2(src0, src1) + src2 */
3609 static void shader_glsl_dp2add(const struct wined3d_shader_instruction *ins)
3610 {
3611     glsl_src_param_t src0_param;
3612     glsl_src_param_t src1_param;
3613     glsl_src_param_t src2_param;
3614     DWORD write_mask;
3615     unsigned int mask_size;
3616
3617     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3618     mask_size = shader_glsl_get_write_mask_size(write_mask);
3619
3620     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
3621     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
3622     shader_glsl_add_src_param(ins, &ins->src[2], WINED3DSP_WRITEMASK_0, &src2_param);
3623
3624     if (mask_size > 1) {
3625         shader_addline(ins->ctx->buffer, "vec%d(dot(%s, %s) + %s));\n",
3626                 mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str);
3627     } else {
3628         shader_addline(ins->ctx->buffer, "dot(%s, %s) + %s);\n",
3629                 src0_param.param_str, src1_param.param_str, src2_param.param_str);
3630     }
3631 }
3632
3633 static void shader_glsl_input_pack(IWineD3DPixelShader *iface, struct wined3d_shader_buffer *buffer,
3634         const struct wined3d_shader_signature_element *input_signature, const struct wined3d_shader_reg_maps *reg_maps,
3635         enum vertexprocessing_mode vertexprocessing)
3636 {
3637     unsigned int i;
3638     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
3639     WORD map = reg_maps->input_registers;
3640
3641     for (i = 0; map; map >>= 1, ++i)
3642     {
3643         const char *semantic_name;
3644         UINT semantic_idx;
3645         char reg_mask[6];
3646
3647         /* Unused */
3648         if (!(map & 1)) continue;
3649
3650         semantic_name = input_signature[i].semantic_name;
3651         semantic_idx = input_signature[i].semantic_idx;
3652         shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
3653
3654         if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3655         {
3656             if (semantic_idx < 8 && vertexprocessing == pretransformed)
3657                 shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
3658                         This->input_reg_map[i], reg_mask, semantic_idx, reg_mask);
3659             else
3660                 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3661                         This->input_reg_map[i], reg_mask, reg_mask);
3662         }
3663         else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3664         {
3665             if (!semantic_idx)
3666                 shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
3667                         This->input_reg_map[i], reg_mask, reg_mask);
3668             else if (semantic_idx == 1)
3669                 shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
3670                         This->input_reg_map[i], reg_mask, reg_mask);
3671             else
3672                 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3673                         This->input_reg_map[i], reg_mask, reg_mask);
3674         }
3675         else
3676         {
3677             shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3678                     This->input_reg_map[i], reg_mask, reg_mask);
3679         }
3680     }
3681 }
3682
3683 /*********************************************
3684  * Vertex Shader Specific Code begins here
3685  ********************************************/
3686
3687 static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry) {
3688     glsl_program_key_t key;
3689
3690     key.vshader = entry->vshader;
3691     key.pshader = entry->pshader;
3692     key.vs_args = entry->vs_args;
3693     key.ps_args = entry->ps_args;
3694
3695     if (wine_rb_put(&priv->program_lookup, &key, &entry->program_lookup_entry) == -1)
3696     {
3697         ERR("Failed to insert program entry.\n");
3698     }
3699 }
3700
3701 static struct glsl_shader_prog_link *get_glsl_program_entry(struct shader_glsl_priv *priv,
3702         IWineD3DVertexShader *vshader, IWineD3DPixelShader *pshader, struct vs_compile_args *vs_args,
3703         struct ps_compile_args *ps_args) {
3704     struct wine_rb_entry *entry;
3705     glsl_program_key_t key;
3706
3707     key.vshader = vshader;
3708     key.pshader = pshader;
3709     key.vs_args = *vs_args;
3710     key.ps_args = *ps_args;
3711
3712     entry = wine_rb_get(&priv->program_lookup, &key);
3713     return entry ? WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry) : NULL;
3714 }
3715
3716 /* GL locking is done by the caller */
3717 static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const struct wined3d_gl_info *gl_info,
3718         struct glsl_shader_prog_link *entry)
3719 {
3720     glsl_program_key_t key;
3721
3722     key.vshader = entry->vshader;
3723     key.pshader = entry->pshader;
3724     key.vs_args = entry->vs_args;
3725     key.ps_args = entry->ps_args;
3726     wine_rb_remove(&priv->program_lookup, &key);
3727
3728     GL_EXTCALL(glDeleteObjectARB(entry->programId));
3729     if (entry->vshader) list_remove(&entry->vshader_entry);
3730     if (entry->pshader) list_remove(&entry->pshader_entry);
3731     HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations);
3732     HeapFree(GetProcessHeap(), 0, entry->puniformF_locations);
3733     HeapFree(GetProcessHeap(), 0, entry);
3734 }
3735
3736 static void handle_ps3_input(struct wined3d_shader_buffer *buffer,
3737         const struct wined3d_gl_info *gl_info, const DWORD *map,
3738         const struct wined3d_shader_signature_element *input_signature,
3739         const struct wined3d_shader_reg_maps *reg_maps_in,
3740         const struct wined3d_shader_signature_element *output_signature,
3741         const struct wined3d_shader_reg_maps *reg_maps_out)
3742 {
3743     unsigned int i, j;
3744     const char *semantic_name_in;
3745     UINT semantic_idx_in;
3746     DWORD *set;
3747     DWORD in_idx;
3748     unsigned int in_count = vec4_varyings(3, gl_info);
3749     char reg_mask[6];
3750     char destination[50];
3751     WORD input_map, output_map;
3752
3753     set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (in_count + 2));
3754
3755     input_map = reg_maps_in->input_registers;
3756     for (i = 0; input_map; input_map >>= 1, ++i)
3757     {
3758         if (!(input_map & 1)) continue;
3759
3760         in_idx = map[i];
3761         /* Declared, but not read register */
3762         if (in_idx == ~0U) continue;
3763         if (in_idx >= (in_count + 2))
3764         {
3765             FIXME("More input varyings declared than supported, expect issues.\n");
3766             continue;
3767         }
3768
3769         if (in_idx == in_count) {
3770             sprintf(destination, "gl_FrontColor");
3771         } else if (in_idx == in_count + 1) {
3772             sprintf(destination, "gl_FrontSecondaryColor");
3773         } else {
3774             sprintf(destination, "IN[%u]", in_idx);
3775         }
3776
3777         semantic_name_in = input_signature[i].semantic_name;
3778         semantic_idx_in = input_signature[i].semantic_idx;
3779         set[in_idx] = ~0U;
3780
3781         output_map = reg_maps_out->output_registers;
3782         for (j = 0; output_map; output_map >>= 1, ++j)
3783         {
3784             DWORD mask;
3785
3786             if (!(output_map & 1)
3787                     || semantic_idx_in != output_signature[j].semantic_idx
3788                     || strcmp(semantic_name_in, output_signature[j].semantic_name)
3789                     || !(mask = input_signature[i].mask & output_signature[j].mask))
3790                 continue;
3791
3792             set[in_idx] = mask;
3793             shader_glsl_write_mask_to_str(mask, reg_mask);
3794
3795             shader_addline(buffer, "%s%s = clamp(OUT[%u]%s, -FLT_MAX, FLT_MAX);\n",
3796                     destination, reg_mask, j, reg_mask);
3797         }
3798     }
3799
3800     for (i = 0; i < in_count + 2; ++i)
3801     {
3802         unsigned int size;
3803
3804         if (!set[i] || set[i] == WINED3DSP_WRITEMASK_ALL)
3805             continue;
3806
3807         if (set[i] == ~0U) set[i] = 0;
3808
3809         size = 0;
3810         if (!(set[i] & WINED3DSP_WRITEMASK_0)) reg_mask[size++] = 'x';
3811         if (!(set[i] & WINED3DSP_WRITEMASK_1)) reg_mask[size++] = 'y';
3812         if (!(set[i] & WINED3DSP_WRITEMASK_2)) reg_mask[size++] = 'z';
3813         if (!(set[i] & WINED3DSP_WRITEMASK_3)) reg_mask[size++] = 'w';
3814         reg_mask[size] = '\0';
3815
3816         if (i == in_count) sprintf(destination, "gl_FrontColor");
3817         else if (i == in_count + 1) sprintf(destination, "gl_FrontSecondaryColor");
3818         else sprintf(destination, "IN[%u]", i);
3819
3820         if (size == 1) shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
3821         else shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
3822     }
3823
3824     HeapFree(GetProcessHeap(), 0, set);
3825 }
3826
3827 /* GL locking is done by the caller */
3828 static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer *buffer,
3829         IWineD3DVertexShader *vertexshader, IWineD3DPixelShader *pixelshader, const struct wined3d_gl_info *gl_info)
3830 {
3831     GLhandleARB ret = 0;
3832     IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) vertexshader;
3833     IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pixelshader;
3834     DWORD ps_major = ps ? ps->baseShader.reg_maps.shader_version.major : 0;
3835     unsigned int i;
3836     const char *semantic_name;
3837     UINT semantic_idx;
3838     char reg_mask[6];
3839     const struct wined3d_shader_signature_element *output_signature = vs->baseShader.output_signature;
3840     WORD map = vs->baseShader.reg_maps.output_registers;
3841
3842     shader_buffer_clear(buffer);
3843
3844     shader_addline(buffer, "#version 120\n");
3845     shader_addline(buffer, "const float FLT_MAX = 1e38;\n");
3846
3847     if (ps_major < 3)
3848     {
3849         shader_addline(buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3850
3851         for (i = 0; map; map >>= 1, ++i)
3852         {
3853             DWORD write_mask;
3854
3855             if (!(map & 1)) continue;
3856
3857             semantic_name = output_signature[i].semantic_name;
3858             semantic_idx = output_signature[i].semantic_idx;
3859             write_mask = output_signature[i].mask;
3860             shader_glsl_write_mask_to_str(write_mask, reg_mask);
3861
3862             if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3863             {
3864                 if (!semantic_idx)
3865                     shader_addline(buffer, "gl_FrontColor%s = clamp(OUT[%u]%s, -FLT_MAX, FLT_MAX);\n",
3866                             reg_mask, i, reg_mask);
3867                 else if (semantic_idx == 1)
3868                     shader_addline(buffer, "gl_FrontSecondaryColor%s = clamp(OUT[%u]%s, -FLT_MAX, FLT_MAX);\n",
3869                             reg_mask, i, reg_mask);
3870             }
3871             else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3872             {
3873                 shader_addline(buffer, "gl_Position%s = clamp(OUT[%u]%s, -FLT_MAX, FLT_MAX);\n",
3874                         reg_mask, i, reg_mask);
3875             }
3876             else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3877             {
3878                 if (semantic_idx < 8)
3879                 {
3880                     if (!(gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) || ps_major > 0)
3881                         write_mask |= WINED3DSP_WRITEMASK_3;
3882
3883                     shader_addline(buffer, "gl_TexCoord[%u]%s = clamp(OUT[%u]%s, -FLT_MAX, FLT_MAX);\n",
3884                             semantic_idx, reg_mask, i, reg_mask);
3885                     if (!(write_mask & WINED3DSP_WRITEMASK_3))
3886                         shader_addline(buffer, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx);
3887                 }
3888             }
3889             else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3890             {
3891                 shader_addline(buffer, "gl_PointSize = clamp(OUT[%u].%c, -FLT_MAX, FLT_MAX);\n", i, reg_mask[1]);
3892             }
3893             else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3894             {
3895                 shader_addline(buffer, "gl_FogFragCoord = clamp(OUT[%u].%c, -FLT_MAX, FLT_MAX);\n", i, reg_mask[1]);
3896             }
3897         }
3898         shader_addline(buffer, "}\n");
3899
3900     }
3901     else
3902     {
3903         /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3904         shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info));
3905         shader_addline(buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3906
3907         /* First, sort out position and point size. Those are not passed to the pixel shader */
3908         for (i = 0; map; map >>= 1, ++i)
3909         {
3910             if (!(map & 1)) continue;
3911
3912             semantic_name = output_signature[i].semantic_name;
3913             shader_glsl_write_mask_to_str(output_signature[i].mask, reg_mask);
3914
3915             if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3916             {
3917                 shader_addline(buffer, "gl_Position%s = clamp(OUT[%u]%s, -FLT_MAX, FLT_MAX);\n",
3918                         reg_mask, i, reg_mask);
3919             }
3920             else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3921             {
3922                 shader_addline(buffer, "gl_PointSize = clamp(OUT[%u].%c, -FLT_MAX, FLT_MAX);\n", i, reg_mask[1]);
3923             }
3924         }
3925
3926         /* Then, fix the pixel shader input */
3927         handle_ps3_input(buffer, gl_info, ps->input_reg_map, ps->baseShader.input_signature,
3928                 &ps->baseShader.reg_maps, output_signature, &vs->baseShader.reg_maps);
3929
3930         shader_addline(buffer, "}\n");
3931     }
3932
3933     ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3934     checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
3935     shader_glsl_compile(gl_info, ret, buffer->buffer);
3936
3937     return ret;
3938 }
3939
3940 /* GL locking is done by the caller */
3941 static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const struct wined3d_gl_info *gl_info,
3942         GLhandleARB programId, char prefix)
3943 {
3944     const local_constant *lconst;
3945     GLint tmp_loc;
3946     const float *value;
3947     char glsl_name[8];
3948
3949     LIST_FOR_EACH_ENTRY(lconst, &shader->baseShader.constantsF, local_constant, entry) {
3950         value = (const float *)lconst->value;
3951         snprintf(glsl_name, sizeof(glsl_name), "%cLC%u", prefix, lconst->idx);
3952         tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3953         GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
3954     }
3955     checkGLcall("Hardcoding local constants");
3956 }
3957
3958 /* GL locking is done by the caller */
3959 static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context,
3960         struct wined3d_shader_buffer *buffer, IWineD3DPixelShaderImpl *This,
3961         const struct ps_compile_args *args, struct ps_np2fixup_info *np2fixup_info)
3962 {
3963     const struct wined3d_shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3964     const struct wined3d_gl_info *gl_info = context->gl_info;
3965     CONST DWORD *function = This->baseShader.function;
3966     struct shader_glsl_ctx_priv priv_ctx;
3967
3968     /* Create the hw GLSL shader object and assign it as the shader->prgId */
3969     GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
3970
3971     memset(&priv_ctx, 0, sizeof(priv_ctx));
3972     priv_ctx.cur_ps_args = args;
3973     priv_ctx.cur_np2fixup_info = np2fixup_info;
3974
3975     shader_addline(buffer, "#version 120\n");
3976
3977     if (gl_info->supported[ARB_SHADER_TEXTURE_LOD] && reg_maps->usestexldd)
3978     {
3979         shader_addline(buffer, "#extension GL_ARB_shader_texture_lod : enable\n");
3980     }
3981     if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3982     {
3983         /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
3984          * drivers write a warning if we don't do so
3985          */
3986         shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
3987     }
3988     if (gl_info->supported[EXT_GPU_SHADER4])
3989     {
3990         shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
3991     }
3992
3993     /* Base Declarations */
3994     shader_generate_glsl_declarations(context, buffer, (IWineD3DBaseShader *)This, reg_maps, &priv_ctx);
3995
3996     /* Pack 3.0 inputs */
3997     if (reg_maps->shader_version.major >= 3 && args->vp_mode != vertexshader)
3998     {
3999         shader_glsl_input_pack((IWineD3DPixelShader *) This, buffer,
4000                 This->baseShader.input_signature, reg_maps, args->vp_mode);
4001     }
4002
4003     /* Base Shader Body */
4004     shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
4005
4006     /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
4007     if (reg_maps->shader_version.major < 2)
4008     {
4009         /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
4010         shader_addline(buffer, "gl_FragData[0] = R0;\n");
4011     }
4012
4013     if (args->srgb_correction)
4014     {
4015         shader_addline(buffer, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
4016         shader_addline(buffer, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
4017         shader_addline(buffer, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
4018         shader_addline(buffer, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
4019         shader_addline(buffer, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
4020         shader_addline(buffer, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
4021     }
4022     /* Pixel shader < 3.0 do not replace the fog stage.
4023      * This implements linear fog computation and blending.
4024      * TODO: non linear fog
4025      * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
4026      * -1/(e-s) and e/(e-s) respectively.
4027      */
4028     if (reg_maps->shader_version.major < 3)
4029     {
4030         switch(args->fog) {
4031             case FOG_OFF: break;
4032             case FOG_LINEAR:
4033                 shader_addline(buffer, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
4034                 shader_addline(buffer, "float fogend = gl_Fog.end * -fogstart;\n");
4035                 shader_addline(buffer, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
4036                 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4037                 break;
4038             case FOG_EXP:
4039                 /* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
4040                 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
4041                 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
4042                 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4043                 break;
4044             case FOG_EXP2:
4045                 /* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
4046                 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
4047                 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
4048                 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4049                 break;
4050         }
4051     }
4052
4053     shader_addline(buffer, "}\n");
4054
4055     TRACE("Compiling shader object %u\n", shader_obj);
4056     shader_glsl_compile(gl_info, shader_obj, buffer->buffer);
4057
4058     /* Store the shader object */
4059     return shader_obj;
4060 }
4061
4062 /* GL locking is done by the caller */
4063 static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context,
4064         struct wined3d_shader_buffer *buffer, IWineD3DVertexShaderImpl *This,
4065         const struct vs_compile_args *args)
4066 {
4067     const struct wined3d_shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
4068     const struct wined3d_gl_info *gl_info = context->gl_info;
4069     CONST DWORD *function = This->baseShader.function;
4070     struct shader_glsl_ctx_priv priv_ctx;
4071
4072     /* Create the hw GLSL shader program and assign it as the shader->prgId */
4073     GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
4074
4075     shader_addline(buffer, "#version 120\n");
4076
4077     if (gl_info->supported[EXT_GPU_SHADER4])
4078     {
4079         shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
4080     }
4081
4082     memset(&priv_ctx, 0, sizeof(priv_ctx));
4083     priv_ctx.cur_vs_args = args;
4084
4085     /* Base Declarations */
4086     shader_generate_glsl_declarations(context, buffer, (IWineD3DBaseShader *)This, reg_maps, &priv_ctx);
4087
4088     /* Base Shader Body */
4089     shader_generate_main((IWineD3DBaseShader*)This, buffer, reg_maps, function, &priv_ctx);
4090
4091     /* Unpack outputs */
4092     shader_addline(buffer, "order_ps_input(OUT);\n");
4093
4094     /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
4095      * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
4096      * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
4097      * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
4098      */
4099     if(args->fog_src == VS_FOG_Z) {
4100         shader_addline(buffer, "gl_FogFragCoord = gl_Position.z;\n");
4101     } else if (!reg_maps->fog) {
4102         shader_addline(buffer, "gl_FogFragCoord = 0.0;\n");
4103     }
4104
4105     /* Write the final position.
4106      *
4107      * OpenGL coordinates specify the center of the pixel while d3d coords specify
4108      * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
4109      * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
4110      * contains 1.0 to allow a mad.
4111      */
4112     shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
4113     shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
4114     if(args->clip_enabled) {
4115         shader_addline(buffer, "gl_ClipVertex = gl_Position;\n");
4116     }
4117
4118     /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
4119      *
4120      * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
4121      * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
4122      * which is the same as z = z * 2 - w.
4123      */
4124     shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
4125
4126     shader_addline(buffer, "}\n");
4127
4128     TRACE("Compiling shader object %u\n", shader_obj);
4129     shader_glsl_compile(gl_info, shader_obj, buffer->buffer);
4130
4131     return shader_obj;
4132 }
4133
4134 static GLhandleARB find_glsl_pshader(const struct wined3d_context *context,
4135         struct wined3d_shader_buffer *buffer, IWineD3DPixelShaderImpl *shader,
4136         const struct ps_compile_args *args, const struct ps_np2fixup_info **np2fixup_info)
4137 {
4138     struct wined3d_state *state = &shader->baseShader.device->stateBlock->state;
4139     UINT i;
4140     DWORD new_size;
4141     struct glsl_ps_compiled_shader *new_array;
4142     struct glsl_pshader_private    *shader_data;
4143     struct ps_np2fixup_info        *np2fixup = NULL;
4144     GLhandleARB ret;
4145
4146     if (!shader->baseShader.backend_data)
4147     {
4148         shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4149         if (!shader->baseShader.backend_data)
4150         {
4151             ERR("Failed to allocate backend data.\n");
4152             return 0;
4153         }
4154     }
4155     shader_data = shader->baseShader.backend_data;
4156
4157     /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4158      * so a linear search is more performant than a hashmap or a binary search
4159      * (cache coherency etc)
4160      */
4161     for (i = 0; i < shader_data->num_gl_shaders; ++i)
4162     {
4163         if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)))
4164         {
4165             if (args->np2_fixup) *np2fixup_info = &shader_data->gl_shaders[i].np2fixup;
4166             return shader_data->gl_shaders[i].prgId;
4167         }
4168     }
4169
4170     TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
4171     if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4172         if (shader_data->num_gl_shaders)
4173         {
4174             new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4175             new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
4176                                     new_size * sizeof(*shader_data->gl_shaders));
4177         } else {
4178             new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
4179             new_size = 1;
4180         }
4181
4182         if(!new_array) {
4183             ERR("Out of memory\n");
4184             return 0;
4185         }
4186         shader_data->gl_shaders = new_array;
4187         shader_data->shader_array_size = new_size;
4188     }
4189
4190     shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4191
4192     memset(&shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup, 0, sizeof(struct ps_np2fixup_info));
4193     if (args->np2_fixup) np2fixup = &shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup;
4194
4195     pixelshader_update_samplers(&shader->baseShader.reg_maps, (IWineD3DBaseTexture **)state->textures);
4196
4197     shader_buffer_clear(buffer);
4198     ret = shader_glsl_generate_pshader(context, buffer, shader, args, np2fixup);
4199     shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
4200     *np2fixup_info = np2fixup;
4201
4202     return ret;
4203 }
4204
4205 static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const struct vs_compile_args *new,
4206                                  const DWORD use_map) {
4207     if((stored->swizzle_map & use_map) != new->swizzle_map) return FALSE;
4208     if((stored->clip_enabled) != new->clip_enabled) return FALSE;
4209     return stored->fog_src == new->fog_src;
4210 }
4211
4212 static GLhandleARB find_glsl_vshader(const struct wined3d_context *context,
4213         struct wined3d_shader_buffer *buffer, IWineD3DVertexShaderImpl *shader,
4214         const struct vs_compile_args *args)
4215 {
4216     UINT i;
4217     DWORD new_size;
4218     struct glsl_vs_compiled_shader *new_array;
4219     DWORD use_map = shader->baseShader.device->strided_streams.use_map;
4220     struct glsl_vshader_private *shader_data;
4221     GLhandleARB ret;
4222
4223     if (!shader->baseShader.backend_data)
4224     {
4225         shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4226         if (!shader->baseShader.backend_data)
4227         {
4228             ERR("Failed to allocate backend data.\n");
4229             return 0;
4230         }
4231     }
4232     shader_data = shader->baseShader.backend_data;
4233
4234     /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4235      * so a linear search is more performant than a hashmap or a binary search
4236      * (cache coherency etc)
4237      */
4238     for(i = 0; i < shader_data->num_gl_shaders; i++) {
4239         if(vs_args_equal(&shader_data->gl_shaders[i].args, args, use_map)) {
4240             return shader_data->gl_shaders[i].prgId;
4241         }
4242     }
4243
4244     TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
4245
4246     if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4247         if (shader_data->num_gl_shaders)
4248         {
4249             new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4250             new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
4251                                     new_size * sizeof(*shader_data->gl_shaders));
4252         } else {
4253             new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
4254             new_size = 1;
4255         }
4256
4257         if(!new_array) {
4258             ERR("Out of memory\n");
4259             return 0;
4260         }
4261         shader_data->gl_shaders = new_array;
4262         shader_data->shader_array_size = new_size;
4263     }
4264
4265     shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4266
4267     shader_buffer_clear(buffer);
4268     ret = shader_glsl_generate_vshader(context, buffer, shader, args);
4269     shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
4270
4271     return ret;
4272 }
4273
4274 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
4275  * It sets the programId on the current StateBlock (because it should be called
4276  * inside of the DrawPrimitive() part of the render loop).
4277  *
4278  * If a program for the given combination does not exist, create one, and store
4279  * the program in the hash table.  If it creates a program, it will link the
4280  * given objects, too.
4281  */
4282
4283 /* GL locking is done by the caller */
4284 static void set_glsl_shader_program(const struct wined3d_context *context,
4285         IWineD3DDeviceImpl *device, BOOL use_ps, BOOL use_vs)
4286 {
4287     const struct wined3d_state *state = &device->stateBlock->state;
4288     IWineD3DVertexShader *vshader = use_vs ? (IWineD3DVertexShader *)state->vertex_shader : NULL;
4289     IWineD3DPixelShader *pshader = use_ps ? (IWineD3DPixelShader *)state->pixel_shader : NULL;
4290     const struct wined3d_gl_info *gl_info = context->gl_info;
4291     struct shader_glsl_priv *priv = device->shader_priv;
4292     struct glsl_shader_prog_link *entry    = NULL;
4293     GLhandleARB programId                  = 0;
4294     GLhandleARB reorder_shader_id          = 0;
4295     unsigned int i;
4296     char glsl_name[8];
4297     struct ps_compile_args ps_compile_args;
4298     struct vs_compile_args vs_compile_args;
4299
4300     if (vshader) find_vs_compile_args(state, (IWineD3DVertexShaderImpl *)vshader, &vs_compile_args);
4301     if (pshader) find_ps_compile_args(state, (IWineD3DPixelShaderImpl *)pshader, &ps_compile_args);
4302
4303     entry = get_glsl_program_entry(priv, vshader, pshader, &vs_compile_args, &ps_compile_args);
4304     if (entry) {
4305         priv->glsl_program = entry;
4306         return;
4307     }
4308
4309     /* If we get to this point, then no matching program exists, so we create one */
4310     programId = GL_EXTCALL(glCreateProgramObjectARB());
4311     TRACE("Created new GLSL shader program %u\n", programId);
4312
4313     /* Create the entry */
4314     entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
4315     entry->programId = programId;
4316     entry->vshader = vshader;
4317     entry->pshader = pshader;
4318     entry->vs_args = vs_compile_args;
4319     entry->ps_args = ps_compile_args;
4320     entry->constant_version = 0;
4321     entry->np2Fixup_info = NULL;
4322     /* Add the hash table entry */
4323     add_glsl_program_entry(priv, entry);
4324
4325     /* Set the current program */
4326     priv->glsl_program = entry;
4327
4328     /* Attach GLSL vshader */
4329     if (vshader)
4330     {
4331         GLhandleARB vshader_id = find_glsl_vshader(context, &priv->shader_buffer,
4332                 (IWineD3DVertexShaderImpl *)vshader, &vs_compile_args);
4333         WORD map = ((IWineD3DBaseShaderImpl *)vshader)->baseShader.reg_maps.input_registers;
4334         char tmp_name[10];
4335
4336         reorder_shader_id = generate_param_reorder_function(&priv->shader_buffer, vshader, pshader, gl_info);
4337         TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
4338         GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
4339         checkGLcall("glAttachObjectARB");
4340         /* Flag the reorder function for deletion, then it will be freed automatically when the program
4341          * is destroyed
4342          */
4343         GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
4344
4345         TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
4346         GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
4347         checkGLcall("glAttachObjectARB");
4348
4349         /* Bind vertex attributes to a corresponding index number to match
4350          * the same index numbers as ARB_vertex_programs (makes loading
4351          * vertex attributes simpler).  With this method, we can use the
4352          * exact same code to load the attributes later for both ARB and
4353          * GLSL shaders.
4354          *
4355          * We have to do this here because we need to know the Program ID
4356          * in order to make the bindings work, and it has to be done prior
4357          * to linking the GLSL program. */
4358         for (i = 0; map; map >>= 1, ++i)
4359         {
4360             if (!(map & 1)) continue;
4361
4362             snprintf(tmp_name, sizeof(tmp_name), "attrib%u", i);
4363             GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
4364         }
4365         checkGLcall("glBindAttribLocationARB");
4366
4367         list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry);
4368     }
4369
4370     /* Attach GLSL pshader */
4371     if (pshader)
4372     {
4373         GLhandleARB pshader_id = find_glsl_pshader(context, &priv->shader_buffer,
4374                 (IWineD3DPixelShaderImpl *)pshader, &ps_compile_args, &entry->np2Fixup_info);
4375         TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
4376         GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
4377         checkGLcall("glAttachObjectARB");
4378
4379         list_add_head(&((IWineD3DBaseShaderImpl *)pshader)->baseShader.linked_programs, &entry->pshader_entry);
4380     }
4381
4382     /* Link the program */
4383     TRACE("Linking GLSL shader program %u\n", programId);
4384     GL_EXTCALL(glLinkProgramARB(programId));
4385     shader_glsl_validate_link(gl_info, programId);
4386
4387     entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0,
4388             sizeof(GLhandleARB) * gl_info->limits.glsl_vs_float_constants);
4389     for (i = 0; i < gl_info->limits.glsl_vs_float_constants; ++i)
4390     {
4391         snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
4392         entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4393     }
4394     for (i = 0; i < MAX_CONST_I; ++i)
4395     {
4396         snprintf(glsl_name, sizeof(glsl_name), "VI[%i]", i);
4397         entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4398     }
4399     entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0,
4400             sizeof(GLhandleARB) * gl_info->limits.glsl_ps_float_constants);
4401     for (i = 0; i < gl_info->limits.glsl_ps_float_constants; ++i)
4402     {
4403         snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
4404         entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4405     }
4406     for (i = 0; i < MAX_CONST_I; ++i)
4407     {
4408         snprintf(glsl_name, sizeof(glsl_name), "PI[%i]", i);
4409         entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4410     }
4411
4412     if(pshader) {
4413         char name[32];
4414
4415         for(i = 0; i < MAX_TEXTURES; i++) {
4416             sprintf(name, "bumpenvmat%u", i);
4417             entry->bumpenvmat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4418             sprintf(name, "luminancescale%u", i);
4419             entry->luminancescale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4420             sprintf(name, "luminanceoffset%u", i);
4421             entry->luminanceoffset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4422         }
4423
4424         if (ps_compile_args.np2_fixup) {
4425             if (entry->np2Fixup_info) {
4426                 entry->np2Fixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "PsamplerNP2Fixup"));
4427             } else {
4428                 FIXME("NP2 texcoord fixup needed for this pixelshader, but no fixup uniform found.\n");
4429             }
4430         }
4431     }
4432
4433     entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
4434     entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
4435     checkGLcall("Find glsl program uniform locations");
4436
4437     if (pshader
4438             && ((IWineD3DPixelShaderImpl *)pshader)->baseShader.reg_maps.shader_version.major >= 3
4439             && ((IWineD3DPixelShaderImpl *)pshader)->declared_in_count > vec4_varyings(3, gl_info))
4440     {
4441         TRACE("Shader %d needs vertex color clamping disabled\n", programId);
4442         entry->vertex_color_clamp = GL_FALSE;
4443     } else {
4444         entry->vertex_color_clamp = GL_FIXED_ONLY_ARB;
4445     }
4446
4447     /* Set the shader to allow uniform loading on it */
4448     GL_EXTCALL(glUseProgramObjectARB(programId));
4449     checkGLcall("glUseProgramObjectARB(programId)");
4450
4451     /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
4452      * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
4453      * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
4454      * vertex shader with fixed function pixel processing is used we make sure that the card
4455      * supports enough samplers to allow the max number of vertex samplers with all possible
4456      * fixed function fragment processing setups. So once the program is linked these samplers
4457      * won't change.
4458      */
4459     if (vshader) shader_glsl_load_vsamplers(gl_info, device->texUnitMap, programId);
4460     if (pshader) shader_glsl_load_psamplers(gl_info, device->texUnitMap, programId);
4461
4462     /* If the local constants do not have to be loaded with the environment constants,
4463      * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
4464      * later
4465      */
4466     if (pshader && !((IWineD3DBaseShaderImpl *)pshader)->baseShader.load_local_constsF)
4467     {
4468         hardcode_local_constants((IWineD3DBaseShaderImpl *) pshader, gl_info, programId, 'P');
4469     }
4470     if (vshader && !((IWineD3DBaseShaderImpl *)vshader)->baseShader.load_local_constsF)
4471     {
4472         hardcode_local_constants((IWineD3DBaseShaderImpl *) vshader, gl_info, programId, 'V');
4473     }
4474 }
4475
4476 /* GL locking is done by the caller */
4477 static GLhandleARB create_glsl_blt_shader(const struct wined3d_gl_info *gl_info, enum tex_types tex_type, BOOL masked)
4478 {
4479     GLhandleARB program_id;
4480     GLhandleARB vshader_id, pshader_id;
4481     const char *blt_pshader;
4482
4483     static const char *blt_vshader =
4484         "#version 120\n"
4485         "void main(void)\n"
4486         "{\n"
4487         "    gl_Position = gl_Vertex;\n"
4488         "    gl_FrontColor = vec4(1.0);\n"
4489         "    gl_TexCoord[0] = gl_MultiTexCoord0;\n"
4490         "}\n";
4491
4492     static const char * const blt_pshaders_full[tex_type_count] =
4493     {
4494         /* tex_1d */
4495         NULL,
4496         /* tex_2d */
4497         "#version 120\n"
4498         "uniform sampler2D sampler;\n"
4499         "void main(void)\n"
4500         "{\n"
4501         "    gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4502         "}\n",
4503         /* tex_3d */
4504         NULL,
4505         /* tex_cube */
4506         "#version 120\n"
4507         "uniform samplerCube sampler;\n"
4508         "void main(void)\n"
4509         "{\n"
4510         "    gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4511         "}\n",
4512         /* tex_rect */
4513         "#version 120\n"
4514         "#extension GL_ARB_texture_rectangle : enable\n"
4515         "uniform sampler2DRect sampler;\n"
4516         "void main(void)\n"
4517         "{\n"
4518         "    gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4519         "}\n",
4520     };
4521
4522     static const char * const blt_pshaders_masked[tex_type_count] =
4523     {
4524         /* tex_1d */
4525         NULL,
4526         /* tex_2d */
4527         "#version 120\n"
4528         "uniform sampler2D sampler;\n"
4529         "uniform vec4 mask;\n"
4530         "void main(void)\n"
4531         "{\n"
4532         "    if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4533         "    gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4534         "}\n",
4535         /* tex_3d */
4536         NULL,
4537         /* tex_cube */
4538         "#version 120\n"
4539         "uniform samplerCube sampler;\n"
4540         "uniform vec4 mask;\n"
4541         "void main(void)\n"
4542         "{\n"
4543         "    if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4544         "    gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4545         "}\n",
4546         /* tex_rect */
4547         "#version 120\n"
4548         "#extension GL_ARB_texture_rectangle : enable\n"
4549         "uniform sampler2DRect sampler;\n"
4550         "uniform vec4 mask;\n"
4551         "void main(void)\n"
4552         "{\n"
4553         "    if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4554         "    gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4555         "}\n",
4556     };
4557
4558     blt_pshader = masked ? blt_pshaders_masked[tex_type] : blt_pshaders_full[tex_type];
4559     if (!blt_pshader)
4560     {
4561         FIXME("tex_type %#x not supported\n", tex_type);
4562         tex_type = tex_2d;
4563     }
4564
4565     vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
4566     shader_glsl_compile(gl_info, vshader_id, blt_vshader);
4567
4568     pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
4569     shader_glsl_compile(gl_info, pshader_id, blt_pshader);
4570
4571     program_id = GL_EXTCALL(glCreateProgramObjectARB());
4572     GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
4573     GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
4574     GL_EXTCALL(glLinkProgramARB(program_id));
4575
4576     shader_glsl_validate_link(gl_info, program_id);
4577
4578     /* Once linked we can mark the shaders for deletion. They will be deleted once the program
4579      * is destroyed
4580      */
4581     GL_EXTCALL(glDeleteObjectARB(vshader_id));
4582     GL_EXTCALL(glDeleteObjectARB(pshader_id));
4583     return program_id;
4584 }
4585
4586 /* GL locking is done by the caller */
4587 static void shader_glsl_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
4588 {
4589     const struct wined3d_gl_info *gl_info = context->gl_info;
4590     IWineD3DDeviceImpl *device = context->swapchain->device;
4591     struct shader_glsl_priv *priv = device->shader_priv;
4592     GLhandleARB program_id = 0;
4593     GLenum old_vertex_color_clamp, current_vertex_color_clamp;
4594
4595     old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
4596
4597     if (useVS || usePS) set_glsl_shader_program(context, device, usePS, useVS);
4598     else priv->glsl_program = NULL;
4599
4600     current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
4601
4602     if (old_vertex_color_clamp != current_vertex_color_clamp)
4603     {
4604         if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4605         {
4606             GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp));
4607             checkGLcall("glClampColorARB");
4608         }
4609         else
4610         {
4611             FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4612         }
4613     }
4614
4615     program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
4616     if (program_id) TRACE("Using GLSL program %u\n", program_id);
4617     GL_EXTCALL(glUseProgramObjectARB(program_id));
4618     checkGLcall("glUseProgramObjectARB");
4619
4620     /* In case that NP2 texcoord fixup data is found for the selected program, trigger a reload of the
4621      * constants. This has to be done because it can't be guaranteed that sampler() (from state.c) is
4622      * called between selecting the shader and using it, which results in wrong fixup for some frames. */
4623     if (priv->glsl_program && priv->glsl_program->np2Fixup_info)
4624     {
4625         shader_glsl_load_np2fixup_constants(priv, gl_info, &device->stateBlock->state);
4626     }
4627 }
4628
4629 /* GL locking is done by the caller */
4630 static void shader_glsl_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
4631         enum tex_types tex_type, const SIZE *ds_mask_size)
4632 {
4633     BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
4634     struct shader_glsl_priv *priv = shader_priv;
4635     GLhandleARB *blt_program;
4636     GLint loc;
4637
4638     blt_program = masked ? &priv->depth_blt_program_masked[tex_type] : &priv->depth_blt_program_full[tex_type];
4639     if (!*blt_program)
4640     {
4641         *blt_program = create_glsl_blt_shader(gl_info, tex_type, masked);
4642         loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "sampler"));
4643         GL_EXTCALL(glUseProgramObjectARB(*blt_program));
4644         GL_EXTCALL(glUniform1iARB(loc, 0));
4645     }
4646     else
4647     {
4648         GL_EXTCALL(glUseProgramObjectARB(*blt_program));
4649     }
4650
4651     if (masked)
4652     {
4653         loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "mask"));
4654         GL_EXTCALL(glUniform4fARB(loc, 0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy));
4655     }
4656 }
4657
4658 /* GL locking is done by the caller */
4659 static void shader_glsl_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info)
4660 {
4661     struct shader_glsl_priv *priv = shader_priv;
4662     GLhandleARB program_id;
4663
4664     program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
4665     if (program_id) TRACE("Using GLSL program %u\n", program_id);
4666
4667     GL_EXTCALL(glUseProgramObjectARB(program_id));
4668     checkGLcall("glUseProgramObjectARB");
4669 }
4670
4671 static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
4672     const struct list *linked_programs;
4673     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
4674     IWineD3DDeviceImpl *device = This->baseShader.device;
4675     struct shader_glsl_priv *priv = device->shader_priv;
4676     const struct wined3d_gl_info *gl_info;
4677     struct wined3d_context *context;
4678
4679     /* Note: Do not use QueryInterface here to find out which shader type this is because this code
4680      * can be called from IWineD3DBaseShader::Release
4681      */
4682     char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
4683
4684     if(pshader) {
4685         struct glsl_pshader_private *shader_data;
4686         shader_data = This->baseShader.backend_data;
4687         if (!shader_data || !shader_data->num_gl_shaders)
4688         {
4689             HeapFree(GetProcessHeap(), 0, shader_data);
4690             This->baseShader.backend_data = NULL;
4691             return;
4692         }
4693
4694         context = context_acquire(device, NULL);
4695         gl_info = context->gl_info;
4696
4697         if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->pshader == iface)
4698         {
4699             ENTER_GL();
4700             shader_glsl_select(context, FALSE, FALSE);
4701             LEAVE_GL();
4702         }
4703     } else {
4704         struct glsl_vshader_private *shader_data;
4705         shader_data = This->baseShader.backend_data;
4706         if (!shader_data || !shader_data->num_gl_shaders)
4707         {
4708             HeapFree(GetProcessHeap(), 0, shader_data);
4709             This->baseShader.backend_data = NULL;
4710             return;
4711         }
4712
4713         context = context_acquire(device, NULL);
4714         gl_info = context->gl_info;
4715
4716         if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->vshader == iface)
4717         {
4718             ENTER_GL();
4719             shader_glsl_select(context, FALSE, FALSE);
4720             LEAVE_GL();
4721         }
4722     }
4723
4724     linked_programs = &This->baseShader.linked_programs;
4725
4726     TRACE("Deleting linked programs\n");
4727     if (linked_programs->next) {
4728         struct glsl_shader_prog_link *entry, *entry2;
4729
4730         ENTER_GL();
4731         if(pshader) {
4732             LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) {
4733                 delete_glsl_program_entry(priv, gl_info, entry);
4734             }
4735         } else {
4736             LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) {
4737                 delete_glsl_program_entry(priv, gl_info, entry);
4738             }
4739         }
4740         LEAVE_GL();
4741     }
4742
4743     if(pshader) {
4744         UINT i;
4745         struct glsl_pshader_private *shader_data = This->baseShader.backend_data;
4746
4747         ENTER_GL();
4748         for(i = 0; i < shader_data->num_gl_shaders; i++) {
4749             TRACE("deleting pshader %u\n", shader_data->gl_shaders[i].prgId);
4750             GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
4751             checkGLcall("glDeleteObjectARB");
4752         }
4753         LEAVE_GL();
4754         HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4755     }
4756     else
4757     {
4758         UINT i;
4759         struct glsl_vshader_private *shader_data = This->baseShader.backend_data;
4760
4761         ENTER_GL();
4762         for(i = 0; i < shader_data->num_gl_shaders; i++) {
4763             TRACE("deleting vshader %u\n", shader_data->gl_shaders[i].prgId);
4764             GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
4765             checkGLcall("glDeleteObjectARB");
4766         }
4767         LEAVE_GL();
4768         HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4769     }
4770
4771     HeapFree(GetProcessHeap(), 0, This->baseShader.backend_data);
4772     This->baseShader.backend_data = NULL;
4773
4774     context_release(context);
4775 }
4776
4777 static int glsl_program_key_compare(const void *key, const struct wine_rb_entry *entry)
4778 {
4779     const glsl_program_key_t *k = key;
4780     const struct glsl_shader_prog_link *prog = WINE_RB_ENTRY_VALUE(entry,
4781             const struct glsl_shader_prog_link, program_lookup_entry);
4782     int cmp;
4783
4784     if (k->vshader > prog->vshader) return 1;
4785     else if (k->vshader < prog->vshader) return -1;
4786
4787     if (k->pshader > prog->pshader) return 1;
4788     else if (k->pshader < prog->pshader) return -1;
4789
4790     if (k->vshader && (cmp = memcmp(&k->vs_args, &prog->vs_args, sizeof(prog->vs_args)))) return cmp;
4791     if (k->pshader && (cmp = memcmp(&k->ps_args, &prog->ps_args, sizeof(prog->ps_args)))) return cmp;
4792
4793     return 0;
4794 }
4795
4796 static BOOL constant_heap_init(struct constant_heap *heap, unsigned int constant_count)
4797 {
4798     SIZE_T size = (constant_count + 1) * sizeof(*heap->entries) + constant_count * sizeof(*heap->positions);
4799     void *mem = HeapAlloc(GetProcessHeap(), 0, size);
4800
4801     if (!mem)
4802     {
4803         ERR("Failed to allocate memory\n");
4804         return FALSE;
4805     }
4806
4807     heap->entries = mem;
4808     heap->entries[1].version = 0;
4809     heap->positions = (unsigned int *)(heap->entries + constant_count + 1);
4810     heap->size = 1;
4811
4812     return TRUE;
4813 }
4814
4815 static void constant_heap_free(struct constant_heap *heap)
4816 {
4817     HeapFree(GetProcessHeap(), 0, heap->entries);
4818 }
4819
4820 static const struct wine_rb_functions wined3d_glsl_program_rb_functions =
4821 {
4822     wined3d_rb_alloc,
4823     wined3d_rb_realloc,
4824     wined3d_rb_free,
4825     glsl_program_key_compare,
4826 };
4827
4828 static HRESULT shader_glsl_alloc(IWineD3DDeviceImpl *device)
4829 {
4830     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4831     struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
4832     SIZE_T stack_size = wined3d_log2i(max(gl_info->limits.glsl_vs_float_constants,
4833             gl_info->limits.glsl_ps_float_constants)) + 1;
4834
4835     if (!shader_buffer_init(&priv->shader_buffer))
4836     {
4837         ERR("Failed to initialize shader buffer.\n");
4838         goto fail;
4839     }
4840
4841     priv->stack = HeapAlloc(GetProcessHeap(), 0, stack_size * sizeof(*priv->stack));
4842     if (!priv->stack)
4843     {
4844         ERR("Failed to allocate memory.\n");
4845         goto fail;
4846     }
4847
4848     if (!constant_heap_init(&priv->vconst_heap, gl_info->limits.glsl_vs_float_constants))
4849     {
4850         ERR("Failed to initialize vertex shader constant heap\n");
4851         goto fail;
4852     }
4853
4854     if (!constant_heap_init(&priv->pconst_heap, gl_info->limits.glsl_ps_float_constants))
4855     {
4856         ERR("Failed to initialize pixel shader constant heap\n");
4857         goto fail;
4858     }
4859
4860     if (wine_rb_init(&priv->program_lookup, &wined3d_glsl_program_rb_functions) == -1)
4861     {
4862         ERR("Failed to initialize rbtree.\n");
4863         goto fail;
4864     }
4865
4866     priv->next_constant_version = 1;
4867
4868     device->shader_priv = priv;
4869     return WINED3D_OK;
4870
4871 fail:
4872     constant_heap_free(&priv->pconst_heap);
4873     constant_heap_free(&priv->vconst_heap);
4874     HeapFree(GetProcessHeap(), 0, priv->stack);
4875     shader_buffer_free(&priv->shader_buffer);
4876     HeapFree(GetProcessHeap(), 0, priv);
4877     return E_OUTOFMEMORY;
4878 }
4879
4880 /* Context activation is done by the caller. */
4881 static void shader_glsl_free(IWineD3DDeviceImpl *device)
4882 {
4883     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4884     struct shader_glsl_priv *priv = device->shader_priv;
4885     int i;
4886
4887     ENTER_GL();
4888     for (i = 0; i < tex_type_count; ++i)
4889     {
4890         if (priv->depth_blt_program_full[i])
4891         {
4892             GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program_full[i]));
4893         }
4894         if (priv->depth_blt_program_masked[i])
4895         {
4896             GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program_masked[i]));
4897         }
4898     }
4899     LEAVE_GL();
4900
4901     wine_rb_destroy(&priv->program_lookup, NULL, NULL);
4902     constant_heap_free(&priv->pconst_heap);
4903     constant_heap_free(&priv->vconst_heap);
4904     HeapFree(GetProcessHeap(), 0, priv->stack);
4905     shader_buffer_free(&priv->shader_buffer);
4906
4907     HeapFree(GetProcessHeap(), 0, device->shader_priv);
4908     device->shader_priv = NULL;
4909 }
4910
4911 static BOOL shader_glsl_dirty_const(void)
4912 {
4913     /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
4914     return FALSE;
4915 }
4916
4917 static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *pCaps)
4918 {
4919     /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
4920      * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support based
4921      * on the version of NV_vertex_program.
4922      * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
4923      * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
4924      * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
4925      * of native instructions, so use that here. For more info see the pixel shader versioning code below.
4926      */
4927     if ((gl_info->supported[NV_VERTEX_PROGRAM2] && !gl_info->supported[NV_VERTEX_PROGRAM3])
4928             || gl_info->limits.arb_ps_instructions <= 512)
4929         pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
4930     else
4931         pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
4932     TRACE_(d3d_caps)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps->VertexShaderVersion >> 8) & 0xff, pCaps->VertexShaderVersion & 0xff);
4933     pCaps->MaxVertexShaderConst = gl_info->limits.glsl_vs_float_constants;
4934
4935     /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
4936      * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
4937      * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
4938      * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
4939      * in max native instructions. Intel and others also offer the info in this extension but they
4940      * don't support GLSL (at least on Windows).
4941      *
4942      * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
4943      * of instructions is 512 or less we have to do with ps2.0 hardware.
4944      * NOTE: ps3.0 hardware requires 512 or more instructions but ati and nvidia offer 'enough' (1024 vs 4096) on their most basic ps3.0 hardware.
4945      */
4946     if ((gl_info->supported[NV_FRAGMENT_PROGRAM] && !gl_info->supported[NV_FRAGMENT_PROGRAM2])
4947             || gl_info->limits.arb_ps_instructions <= 512)
4948         pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
4949     else
4950         pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
4951
4952     pCaps->MaxPixelShaderConst = gl_info->limits.glsl_ps_float_constants;
4953
4954     /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
4955      * Direct3D minimum requirement.
4956      *
4957      * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
4958      * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
4959      *
4960      * The problem is that the refrast clamps temporary results in the shader to
4961      * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
4962      * then applications may miss the clamping behavior. On the other hand, if it is smaller,
4963      * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
4964      * offer a way to query this.
4965      */
4966     pCaps->PixelShader1xMaxValue = 8.0;
4967     TRACE_(d3d_caps)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps->PixelShaderVersion >> 8) & 0xff, pCaps->PixelShaderVersion & 0xff);
4968
4969     pCaps->VSClipping = TRUE;
4970 }
4971
4972 static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
4973 {
4974     if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
4975     {
4976         TRACE("Checking support for fixup:\n");
4977         dump_color_fixup_desc(fixup);
4978     }
4979
4980     /* We support everything except YUV conversions. */
4981     if (!is_complex_fixup(fixup))
4982     {
4983         TRACE("[OK]\n");
4984         return TRUE;
4985     }
4986
4987     TRACE("[FAILED]\n");
4988     return FALSE;
4989 }
4990
4991 static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4992 {
4993     /* WINED3DSIH_ABS           */ shader_glsl_map2gl,
4994     /* WINED3DSIH_ADD           */ shader_glsl_arith,
4995     /* WINED3DSIH_AND           */ NULL,
4996     /* WINED3DSIH_BEM           */ shader_glsl_bem,
4997     /* WINED3DSIH_BREAK         */ shader_glsl_break,
4998     /* WINED3DSIH_BREAKC        */ shader_glsl_breakc,
4999     /* WINED3DSIH_BREAKP        */ NULL,
5000     /* WINED3DSIH_CALL          */ shader_glsl_call,
5001     /* WINED3DSIH_CALLNZ        */ shader_glsl_callnz,
5002     /* WINED3DSIH_CMP           */ shader_glsl_cmp,
5003     /* WINED3DSIH_CND           */ shader_glsl_cnd,
5004     /* WINED3DSIH_CRS           */ shader_glsl_cross,
5005     /* WINED3DSIH_CUT           */ NULL,
5006     /* WINED3DSIH_DCL           */ NULL,
5007     /* WINED3DSIH_DEF           */ NULL,
5008     /* WINED3DSIH_DEFB          */ NULL,
5009     /* WINED3DSIH_DEFI          */ NULL,
5010     /* WINED3DSIH_DIV           */ NULL,
5011     /* WINED3DSIH_DP2ADD        */ shader_glsl_dp2add,
5012     /* WINED3DSIH_DP3           */ shader_glsl_dot,
5013     /* WINED3DSIH_DP4           */ shader_glsl_dot,
5014     /* WINED3DSIH_DST           */ shader_glsl_dst,
5015     /* WINED3DSIH_DSX           */ shader_glsl_map2gl,
5016     /* WINED3DSIH_DSY           */ shader_glsl_map2gl,
5017     /* WINED3DSIH_ELSE          */ shader_glsl_else,
5018     /* WINED3DSIH_EMIT          */ NULL,
5019     /* WINED3DSIH_ENDIF         */ shader_glsl_end,
5020     /* WINED3DSIH_ENDLOOP       */ shader_glsl_end,
5021     /* WINED3DSIH_ENDREP        */ shader_glsl_end,
5022     /* WINED3DSIH_EXP           */ shader_glsl_map2gl,
5023     /* WINED3DSIH_EXPP          */ shader_glsl_expp,
5024     /* WINED3DSIH_FRC           */ shader_glsl_map2gl,
5025     /* WINED3DSIH_FTOI          */ NULL,
5026     /* WINED3DSIH_IADD          */ NULL,
5027     /* WINED3DSIH_IEQ           */ NULL,
5028     /* WINED3DSIH_IF            */ shader_glsl_if,
5029     /* WINED3DSIH_IFC           */ shader_glsl_ifc,
5030     /* WINED3DSIH_IGE           */ NULL,
5031     /* WINED3DSIH_IMUL          */ NULL,
5032     /* WINED3DSIH_ITOF          */ NULL,
5033     /* WINED3DSIH_LABEL         */ shader_glsl_label,
5034     /* WINED3DSIH_LD            */ NULL,
5035     /* WINED3DSIH_LIT           */ shader_glsl_lit,
5036     /* WINED3DSIH_LOG           */ shader_glsl_log,
5037     /* WINED3DSIH_LOGP          */ shader_glsl_log,
5038     /* WINED3DSIH_LOOP          */ shader_glsl_loop,
5039     /* WINED3DSIH_LRP           */ shader_glsl_lrp,
5040     /* WINED3DSIH_LT            */ NULL,
5041     /* WINED3DSIH_M3x2          */ shader_glsl_mnxn,
5042     /* WINED3DSIH_M3x3          */ shader_glsl_mnxn,
5043     /* WINED3DSIH_M3x4          */ shader_glsl_mnxn,
5044     /* WINED3DSIH_M4x3          */ shader_glsl_mnxn,
5045     /* WINED3DSIH_M4x4          */ shader_glsl_mnxn,
5046     /* WINED3DSIH_MAD           */ shader_glsl_mad,
5047     /* WINED3DSIH_MAX           */ shader_glsl_map2gl,
5048     /* WINED3DSIH_MIN           */ shader_glsl_map2gl,
5049     /* WINED3DSIH_MOV           */ shader_glsl_mov,
5050     /* WINED3DSIH_MOVA          */ shader_glsl_mov,
5051     /* WINED3DSIH_MOVC          */ NULL,
5052     /* WINED3DSIH_MUL           */ shader_glsl_arith,
5053     /* WINED3DSIH_NOP           */ NULL,
5054     /* WINED3DSIH_NRM           */ shader_glsl_nrm,
5055     /* WINED3DSIH_PHASE         */ NULL,
5056     /* WINED3DSIH_POW           */ shader_glsl_pow,
5057     /* WINED3DSIH_RCP           */ shader_glsl_rcp,
5058     /* WINED3DSIH_REP           */ shader_glsl_rep,
5059     /* WINED3DSIH_RET           */ shader_glsl_ret,
5060     /* WINED3DSIH_RSQ           */ shader_glsl_rsq,
5061     /* WINED3DSIH_SAMPLE        */ NULL,
5062     /* WINED3DSIH_SAMPLE_GRAD   */ NULL,
5063     /* WINED3DSIH_SAMPLE_LOD    */ NULL,
5064     /* WINED3DSIH_SETP          */ NULL,
5065     /* WINED3DSIH_SGE           */ shader_glsl_compare,
5066     /* WINED3DSIH_SGN           */ shader_glsl_sgn,
5067     /* WINED3DSIH_SINCOS        */ shader_glsl_sincos,
5068     /* WINED3DSIH_SLT           */ shader_glsl_compare,
5069     /* WINED3DSIH_SQRT          */ NULL,
5070     /* WINED3DSIH_SUB           */ shader_glsl_arith,
5071     /* WINED3DSIH_TEX           */ shader_glsl_tex,
5072     /* WINED3DSIH_TEXBEM        */ shader_glsl_texbem,
5073     /* WINED3DSIH_TEXBEML       */ shader_glsl_texbem,
5074     /* WINED3DSIH_TEXCOORD      */ shader_glsl_texcoord,
5075     /* WINED3DSIH_TEXDEPTH      */ shader_glsl_texdepth,
5076     /* WINED3DSIH_TEXDP3        */ shader_glsl_texdp3,
5077     /* WINED3DSIH_TEXDP3TEX     */ shader_glsl_texdp3tex,
5078     /* WINED3DSIH_TEXKILL       */ shader_glsl_texkill,
5079     /* WINED3DSIH_TEXLDD        */ shader_glsl_texldd,
5080     /* WINED3DSIH_TEXLDL        */ shader_glsl_texldl,
5081     /* WINED3DSIH_TEXM3x2DEPTH  */ shader_glsl_texm3x2depth,
5082     /* WINED3DSIH_TEXM3x2PAD    */ shader_glsl_texm3x2pad,
5083     /* WINED3DSIH_TEXM3x2TEX    */ shader_glsl_texm3x2tex,
5084     /* WINED3DSIH_TEXM3x3       */ shader_glsl_texm3x3,
5085     /* WINED3DSIH_TEXM3x3DIFF   */ NULL,
5086     /* WINED3DSIH_TEXM3x3PAD    */ shader_glsl_texm3x3pad,
5087     /* WINED3DSIH_TEXM3x3SPEC   */ shader_glsl_texm3x3spec,
5088     /* WINED3DSIH_TEXM3x3TEX    */ shader_glsl_texm3x3tex,
5089     /* WINED3DSIH_TEXM3x3VSPEC  */ shader_glsl_texm3x3vspec,
5090     /* WINED3DSIH_TEXREG2AR     */ shader_glsl_texreg2ar,
5091     /* WINED3DSIH_TEXREG2GB     */ shader_glsl_texreg2gb,
5092     /* WINED3DSIH_TEXREG2RGB    */ shader_glsl_texreg2rgb,
5093     /* WINED3DSIH_UTOF          */ NULL,
5094 };
5095
5096 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction *ins) {
5097     SHADER_HANDLER hw_fct;
5098
5099     /* Select handler */
5100     hw_fct = shader_glsl_instruction_handler_table[ins->handler_idx];
5101
5102     /* Unhandled opcode */
5103     if (!hw_fct)
5104     {
5105         FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
5106         return;
5107     }
5108     hw_fct(ins);
5109
5110     shader_glsl_add_instruction_modifiers(ins);
5111 }
5112
5113 const shader_backend_t glsl_shader_backend = {
5114     shader_glsl_handle_instruction,
5115     shader_glsl_select,
5116     shader_glsl_select_depth_blt,
5117     shader_glsl_deselect_depth_blt,
5118     shader_glsl_update_float_vertex_constants,
5119     shader_glsl_update_float_pixel_constants,
5120     shader_glsl_load_constants,
5121     shader_glsl_load_np2fixup_constants,
5122     shader_glsl_destroy,
5123     shader_glsl_alloc,
5124     shader_glsl_free,
5125     shader_glsl_dirty_const,
5126     shader_glsl_get_caps,
5127     shader_glsl_color_fixup_supported,
5128 };