winealsa: Fix capture overrun logging.
[wine] / dlls / wined3d / arb_program_shader.c
1 /*
2  * Pixel and vertex shaders implementation using ARB_vertex_program
3  * and ARB_fragment_program GL extensions.
4  *
5  * Copyright 2002-2003 Jason Edmeades
6  * Copyright 2002-2003 Raphael Junqueira
7  * Copyright 2004 Christian Costa
8  * Copyright 2005 Oliver Stieber
9  * Copyright 2006 Ivan Gyurdiev
10  * Copyright 2006 Jason Green
11  * Copyright 2006 Henri Verbeet
12  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
13  * Copyright 2009 Henri Verbeet for CodeWeavers
14  *
15  * This library is free software; you can redistribute it and/or
16  * modify it under the terms of the GNU Lesser General Public
17  * License as published by the Free Software Foundation; either
18  * version 2.1 of the License, or (at your option) any later version.
19  *
20  * This library is distributed in the hope that it will be useful,
21  * but WITHOUT ANY WARRANTY; without even the implied warranty of
22  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
23  * Lesser General Public License for more details.
24  *
25  * You should have received a copy of the GNU Lesser General Public
26  * License along with this library; if not, write to the Free Software
27  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28  */
29
30 #include "config.h"
31 #include "wine/port.h"
32
33 #include <math.h>
34 #include <stdio.h>
35
36 #include "wined3d_private.h"
37
38 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
41
42 static BOOL shader_is_pshader_version(enum wined3d_shader_type type)
43 {
44     return type == WINED3D_SHADER_TYPE_PIXEL;
45 }
46
47 static BOOL shader_is_vshader_version(enum wined3d_shader_type type)
48 {
49     return type == WINED3D_SHADER_TYPE_VERTEX;
50 }
51
52 /* Extract a line. Note that this modifies the source string. */
53 static char *get_line(char **ptr)
54 {
55     char *p, *q;
56
57     p = *ptr;
58     if (!(q = strstr(p, "\n")))
59     {
60         if (!*p) return NULL;
61         *ptr += strlen(p);
62         return p;
63     }
64     *q = '\0';
65     *ptr = q + 1;
66
67     return p;
68 }
69
70 static void shader_arb_dump_program_source(const char *source)
71 {
72     ULONG source_size;
73     char *ptr, *line, *tmp;
74
75     source_size = strlen(source) + 1;
76     tmp = HeapAlloc(GetProcessHeap(), 0, source_size);
77     if (!tmp)
78     {
79         ERR("Failed to allocate %u bytes for shader source.\n", source_size);
80         return;
81     }
82     memcpy(tmp, source, source_size);
83
84     ptr = tmp;
85     while ((line = get_line(&ptr))) FIXME("    %s\n", line);
86     FIXME("\n");
87
88     HeapFree(GetProcessHeap(), 0, tmp);
89 }
90
91 enum arb_helper_value
92 {
93     ARB_ZERO,
94     ARB_ONE,
95     ARB_TWO,
96     ARB_0001,
97     ARB_EPS,
98
99     ARB_VS_REL_OFFSET
100 };
101
102 static const char *arb_get_helper_value(enum wined3d_shader_type shader, enum arb_helper_value value)
103 {
104     if (shader == WINED3D_SHADER_TYPE_GEOMETRY)
105     {
106         ERR("Geometry shaders are unsupported\n");
107         return "bad";
108     }
109
110     if (shader == WINED3D_SHADER_TYPE_PIXEL)
111     {
112         switch (value)
113         {
114             case ARB_ZERO: return "ps_helper_const.x";
115             case ARB_ONE: return "ps_helper_const.y";
116             case ARB_TWO: return "coefmul.x";
117             case ARB_0001: return "ps_helper_const.xxxy";
118             case ARB_EPS: return "ps_helper_const.z";
119             default: break;
120         }
121     }
122     else
123     {
124         switch (value)
125         {
126             case ARB_ZERO: return "helper_const.x";
127             case ARB_ONE: return "helper_const.y";
128             case ARB_TWO: return "helper_const.z";
129             case ARB_EPS: return "helper_const.w";
130             case ARB_0001: return "helper_const.xxxy";
131             case ARB_VS_REL_OFFSET: return "rel_addr_const.y";
132         }
133     }
134     FIXME("Unmanaged %s shader helper constant requested: %u\n",
135           shader == WINED3D_SHADER_TYPE_PIXEL ? "pixel" : "vertex", value);
136     switch (value)
137     {
138         case ARB_ZERO: return "0.0";
139         case ARB_ONE: return "1.0";
140         case ARB_TWO: return "2.0";
141         case ARB_0001: return "{0.0, 0.0, 0.0, 1.0}";
142         case ARB_EPS: return "1e-8";
143         default: return "bad";
144     }
145 }
146
147 static inline BOOL ffp_clip_emul(const struct wined3d_state *state)
148 {
149     return state->lowest_disabled_stage < 7;
150 }
151
152 /* ARB_program_shader private data */
153
154 struct control_frame
155 {
156     struct                          list entry;
157     enum
158     {
159         IF,
160         IFC,
161         LOOP,
162         REP
163     } type;
164     BOOL                            muting;
165     BOOL                            outer_loop;
166     union
167     {
168         unsigned int                loop;
169         unsigned int                ifc;
170     } no;
171     struct wined3d_shader_loop_control loop_control;
172     BOOL                            had_else;
173 };
174
175 struct arb_ps_np2fixup_info
176 {
177     struct ps_np2fixup_info         super;
178     /* For ARB we need a offset value:
179      * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
180      * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
181      * array we need an offset to the index inside the program local parameter array. */
182     UINT                            offset;
183 };
184
185 struct arb_ps_compile_args
186 {
187     struct ps_compile_args          super;
188     WORD                            bools;
189     WORD                            clip;  /* only a boolean, use a WORD for alignment */
190     unsigned char                   loop_ctrl[MAX_CONST_I][3];
191 };
192
193 struct stb_const_desc
194 {
195     unsigned char           texunit;
196     UINT                    const_num;
197 };
198
199 struct arb_ps_compiled_shader
200 {
201     struct arb_ps_compile_args      args;
202     struct arb_ps_np2fixup_info     np2fixup_info;
203     struct stb_const_desc           bumpenvmatconst[MAX_TEXTURES];
204     struct stb_const_desc           luminanceconst[MAX_TEXTURES];
205     UINT                            int_consts[MAX_CONST_I];
206     GLuint                          prgId;
207     UINT                            ycorrection;
208     unsigned char                   numbumpenvmatconsts;
209     char                            num_int_consts;
210 };
211
212 struct arb_vs_compile_args
213 {
214     struct vs_compile_args          super;
215     union
216     {
217         struct
218         {
219             WORD                    bools;
220             unsigned char           clip_texcoord;
221             unsigned char           clipplane_mask;
222         }                           boolclip;
223         DWORD                       boolclip_compare;
224     } clip;
225     DWORD                           ps_signature;
226     union
227     {
228         unsigned char               samplers[4];
229         DWORD                       samplers_compare;
230     } vertex;
231     unsigned char                   loop_ctrl[MAX_CONST_I][3];
232 };
233
234 struct arb_vs_compiled_shader
235 {
236     struct arb_vs_compile_args      args;
237     GLuint                          prgId;
238     UINT                            int_consts[MAX_CONST_I];
239     char                            num_int_consts;
240     char                            need_color_unclamp;
241     UINT                            pos_fixup;
242 };
243
244 struct recorded_instruction
245 {
246     struct wined3d_shader_instruction ins;
247     struct list entry;
248 };
249
250 struct shader_arb_ctx_priv
251 {
252     char addr_reg[20];
253     enum
254     {
255         /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
256         ARB,
257         /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
258         NV2,
259         /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
260         NV3
261     } target_version;
262
263     const struct arb_vs_compile_args    *cur_vs_args;
264     const struct arb_ps_compile_args    *cur_ps_args;
265     const struct arb_ps_compiled_shader *compiled_fprog;
266     const struct arb_vs_compiled_shader *compiled_vprog;
267     struct arb_ps_np2fixup_info         *cur_np2fixup_info;
268     struct list                         control_frames;
269     struct list                         record;
270     BOOL                                recording;
271     BOOL                                muted;
272     unsigned int                        num_loops, loop_depth, num_ifcs;
273     int                                 aL;
274
275     unsigned int                        vs_clipplanes;
276     BOOL                                footer_written;
277     BOOL                                in_main_func;
278
279     /* For 3.0 vertex shaders */
280     const char                          *vs_output[MAX_REG_OUTPUT];
281     /* For 2.x and earlier vertex shaders */
282     const char                          *texcrd_output[8], *color_output[2], *fog_output;
283
284     /* 3.0 pshader input for compatibility with fixed function */
285     const char                          *ps_input[MAX_REG_INPUT];
286 };
287
288 struct ps_signature
289 {
290     struct wined3d_shader_signature_element *sig;
291     DWORD                               idx;
292     struct wine_rb_entry                entry;
293 };
294
295 struct arb_pshader_private {
296     struct arb_ps_compiled_shader   *gl_shaders;
297     UINT                            num_gl_shaders, shader_array_size;
298     DWORD                           input_signature_idx;
299     DWORD                           clipplane_emulation;
300     BOOL                            clamp_consts;
301 };
302
303 struct arb_vshader_private {
304     struct arb_vs_compiled_shader   *gl_shaders;
305     UINT                            num_gl_shaders, shader_array_size;
306     UINT rel_offset;
307 };
308
309 struct shader_arb_priv
310 {
311     GLuint                  current_vprogram_id;
312     GLuint                  current_fprogram_id;
313     const struct arb_ps_compiled_shader *compiled_fprog;
314     const struct arb_vs_compiled_shader *compiled_vprog;
315     GLuint                  depth_blt_vprogram_id;
316     GLuint                  depth_blt_fprogram_id_full[tex_type_count];
317     GLuint                  depth_blt_fprogram_id_masked[tex_type_count];
318     BOOL                    use_arbfp_fixed_func;
319     struct wine_rb_tree     fragment_shaders;
320     BOOL                    last_ps_const_clamped;
321     BOOL                    last_vs_color_unclamp;
322
323     struct wine_rb_tree     signature_tree;
324     DWORD ps_sig_number;
325
326     unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
327     char *vshader_const_dirty, *pshader_const_dirty;
328     const struct wined3d_context *last_context;
329
330     const struct fragment_pipeline *fragment_pipe;
331 };
332
333 /* GL locking for state handlers is done by the caller. */
334 static BOOL need_rel_addr_const(const struct arb_vshader_private *shader_data,
335         const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
336 {
337     if (shader_data->rel_offset) return TRUE;
338     if (!reg_maps->usesmova) return FALSE;
339     return !gl_info->supported[NV_VERTEX_PROGRAM2_OPTION];
340 }
341
342 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
343 static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
344 {
345     return gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
346             && !(gl_info->quirks & WINED3D_QUIRK_NV_CLIP_BROKEN);
347 }
348
349 static BOOL need_helper_const(const struct arb_vshader_private *shader_data,
350         const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
351 {
352     if (need_rel_addr_const(shader_data, reg_maps, gl_info)) return TRUE;
353     if (!gl_info->supported[NV_VERTEX_PROGRAM]) return TRUE; /* Need to init colors. */
354     if (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) return TRUE; /* Load the immval offset. */
355     if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) return TRUE; /* Have to init texcoords. */
356     if (!use_nv_clip(gl_info)) return TRUE; /* Init the clip texcoord */
357     if (reg_maps->usesnrm) return TRUE; /* 0.0 */
358     if (reg_maps->usespow) return TRUE; /* EPS, 0.0 and 1.0 */
359     if (reg_maps->fog) return TRUE; /* Clamping fog coord, 0.0 and 1.0 */
360     return FALSE;
361 }
362
363 static unsigned int reserved_vs_const(const struct arb_vshader_private *shader_data,
364         const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
365 {
366     unsigned int ret = 1;
367     /* We use one PARAM for the pos fixup, and in some cases one to load
368      * some immediate values into the shader. */
369     if (need_helper_const(shader_data, reg_maps, gl_info)) ++ret;
370     if (need_rel_addr_const(shader_data, reg_maps, gl_info)) ++ret;
371     return ret;
372 }
373
374 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
375  * When constant_list == NULL, it will load all the constants.
376  *
377  * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
378  *  or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
379  */
380 /* GL locking is done by the caller */
381 static unsigned int shader_arb_load_constantsF(const struct wined3d_shader *shader,
382         const struct wined3d_gl_info *gl_info, GLuint target_type, unsigned int max_constants,
383         const float *constants, char *dirty_consts)
384 {
385     struct wined3d_shader_lconst *lconst;
386     DWORD i, j;
387     unsigned int ret;
388
389     if (TRACE_ON(d3d_constants))
390     {
391         for(i = 0; i < max_constants; i++) {
392             if(!dirty_consts[i]) continue;
393             TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
394                         constants[i * 4 + 0], constants[i * 4 + 1],
395                         constants[i * 4 + 2], constants[i * 4 + 3]);
396         }
397     }
398
399     i = 0;
400
401     /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
402     if (target_type == GL_FRAGMENT_PROGRAM_ARB && shader->reg_maps.shader_version.major == 1)
403     {
404         float lcl_const[4];
405         /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
406          * shaders, the first 8 constants are marked dirty for reload
407          */
408         for(; i < min(8, max_constants); i++) {
409             if(!dirty_consts[i]) continue;
410             dirty_consts[i] = 0;
411
412             j = 4 * i;
413             if (constants[j + 0] > 1.0f) lcl_const[0] = 1.0f;
414             else if (constants[j + 0] < -1.0f) lcl_const[0] = -1.0f;
415             else lcl_const[0] = constants[j + 0];
416
417             if (constants[j + 1] > 1.0f) lcl_const[1] = 1.0f;
418             else if (constants[j + 1] < -1.0f) lcl_const[1] = -1.0f;
419             else lcl_const[1] = constants[j + 1];
420
421             if (constants[j + 2] > 1.0f) lcl_const[2] = 1.0f;
422             else if (constants[j + 2] < -1.0f) lcl_const[2] = -1.0f;
423             else lcl_const[2] = constants[j + 2];
424
425             if (constants[j + 3] > 1.0f) lcl_const[3] = 1.0f;
426             else if (constants[j + 3] < -1.0f) lcl_const[3] = -1.0f;
427             else lcl_const[3] = constants[j + 3];
428
429             GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
430         }
431
432         /* If further constants are dirty, reload them without clamping.
433          *
434          * The alternative is not to touch them, but then we cannot reset the dirty constant count
435          * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
436          * above would always re-check the first 8 constants since max_constant remains at the init
437          * value
438          */
439     }
440
441     if (gl_info->supported[EXT_GPU_PROGRAM_PARAMETERS])
442     {
443         /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
444          * or just reloading *all* constants at once
445          *
446         GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
447          */
448         for(; i < max_constants; i++) {
449             if(!dirty_consts[i]) continue;
450
451             /* Find the next block of dirty constants */
452             dirty_consts[i] = 0;
453             j = i;
454             for(i++; (i < max_constants) && dirty_consts[i]; i++) {
455                 dirty_consts[i] = 0;
456             }
457
458             GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
459         }
460     } else {
461         for(; i < max_constants; i++) {
462             if(dirty_consts[i]) {
463                 dirty_consts[i] = 0;
464                 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
465             }
466         }
467     }
468     checkGLcall("glProgramEnvParameter4fvARB()");
469
470     /* Load immediate constants */
471     if (shader->load_local_constsF)
472     {
473         if (TRACE_ON(d3d_shader))
474         {
475             LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
476             {
477                 GLfloat* values = (GLfloat*)lconst->value;
478                 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
479                         values[0], values[1], values[2], values[3]);
480             }
481         }
482         /* Immediate constants are clamped for 1.X shaders at loading times */
483         ret = 0;
484         LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
485         {
486             dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
487             ret = max(ret, lconst->idx + 1);
488             GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
489         }
490         checkGLcall("glProgramEnvParameter4fvARB()");
491         return ret; /* The loaded immediate constants need reloading for the next shader */
492     } else {
493         return 0; /* No constants are dirty now */
494     }
495 }
496
497 /**
498  * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
499  */
500 static void shader_arb_load_np2fixup_constants(void *shader_priv,
501         const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
502 {
503     const struct shader_arb_priv * priv = shader_priv;
504
505     /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
506     if (!use_ps(state)) return;
507
508     if (priv->compiled_fprog && priv->compiled_fprog->np2fixup_info.super.active) {
509         const struct arb_ps_np2fixup_info* const fixup = &priv->compiled_fprog->np2fixup_info;
510         UINT i;
511         WORD active = fixup->super.active;
512         GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
513
514         for (i = 0; active; active >>= 1, ++i)
515         {
516             const struct wined3d_texture *tex = state->textures[i];
517             const unsigned char idx = fixup->super.idx[i];
518             GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
519
520             if (!(active & 1)) continue;
521
522             if (!tex) {
523                 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
524                 continue;
525             }
526
527             if (idx % 2)
528             {
529                 tex_dim[2] = tex->pow2_matrix[0];
530                 tex_dim[3] = tex->pow2_matrix[5];
531             }
532             else
533             {
534                 tex_dim[0] = tex->pow2_matrix[0];
535                 tex_dim[1] = tex->pow2_matrix[5];
536             }
537         }
538
539         for (i = 0; i < fixup->super.num_consts; ++i) {
540             GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
541                                                    fixup->offset + i, &np2fixup_constants[i * 4]));
542         }
543     }
544 }
545
546 /* GL locking is done by the caller. */
547 static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader *gl_shader,
548         const struct wined3d_context *context, const struct wined3d_state *state, UINT rt_height)
549 {
550     const struct wined3d_gl_info *gl_info = context->gl_info;
551     unsigned char i;
552
553     for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
554     {
555         int texunit = gl_shader->bumpenvmatconst[i].texunit;
556
557         /* The state manager takes care that this function is always called if the bump env matrix changes */
558         const float *data = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_MAT00];
559         GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
560                 gl_shader->bumpenvmatconst[i].const_num, data));
561
562         if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
563         {
564             /* WINED3D_TSS_BUMPENVLSCALE and WINED3D_TSS_BUMPENVLOFFSET are next to each other.
565              * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
566              * don't care about them. The pointers are valid for sure because the stateblock is bigger.
567              * (they're WINED3D_TSS_TEXTURETRANSFORMFLAGS and WINED3D_TSS_ADDRESSW, so most likely 0 or NaN
568             */
569             const float *scale = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_LSCALE];
570             GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
571                     gl_shader->luminanceconst[i].const_num, scale));
572         }
573     }
574     checkGLcall("Load bumpmap consts");
575
576     if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
577     {
578         /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
579         * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
580         * ycorrection.z: 1.0
581         * ycorrection.w: 0.0
582         */
583         float val[4];
584         val[0] = context->render_offscreen ? 0.0f : (float) rt_height;
585         val[1] = context->render_offscreen ? 1.0f : -1.0f;
586         val[2] = 1.0f;
587         val[3] = 0.0f;
588         GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
589         checkGLcall("y correction loading");
590     }
591
592     if (!gl_shader->num_int_consts) return;
593
594     for(i = 0; i < MAX_CONST_I; i++)
595     {
596         if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
597         {
598             float val[4];
599             val[0] = (float)state->ps_consts_i[4 * i];
600             val[1] = (float)state->ps_consts_i[4 * i + 1];
601             val[2] = (float)state->ps_consts_i[4 * i + 2];
602             val[3] = -1.0f;
603
604             GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
605         }
606     }
607     checkGLcall("Load ps int consts");
608 }
609
610 /* GL locking is done by the caller. */
611 static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *gl_shader,
612         const struct wined3d_context *context, const struct wined3d_state *state)
613 {
614     const struct wined3d_gl_info *gl_info = context->gl_info;
615     float position_fixup[4];
616     unsigned char i;
617
618     /* Upload the position fixup */
619     shader_get_position_fixup(context, state, position_fixup);
620     GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, position_fixup));
621
622     if (!gl_shader->num_int_consts) return;
623
624     for(i = 0; i < MAX_CONST_I; i++)
625     {
626         if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
627         {
628             float val[4];
629             val[0] = (float)state->vs_consts_i[4 * i];
630             val[1] = (float)state->vs_consts_i[4 * i + 1];
631             val[2] = (float)state->vs_consts_i[4 * i + 2];
632             val[3] = -1.0f;
633
634             GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
635         }
636     }
637     checkGLcall("Load vs int consts");
638 }
639
640 static void shader_arb_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS);
641
642 /**
643  * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
644  *
645  * We only support float constants in ARB at the moment, so don't
646  * worry about the Integers or Booleans
647  */
648 /* GL locking is done by the caller (state handler) */
649 static void shader_arb_load_constants_internal(const struct wined3d_context *context,
650         BOOL usePixelShader, BOOL useVertexShader, BOOL from_shader_select)
651 {
652     struct wined3d_device *device = context->swapchain->device;
653     const struct wined3d_stateblock *stateblock = device->stateBlock;
654     const struct wined3d_state *state = &stateblock->state;
655     const struct wined3d_gl_info *gl_info = context->gl_info;
656     struct shader_arb_priv *priv = device->shader_priv;
657
658     if (!from_shader_select)
659     {
660         const struct wined3d_shader *vshader = state->vertex_shader, *pshader = state->pixel_shader;
661         if (vshader
662                 && (stateblock->changed.vertexShaderConstantsB & vshader->reg_maps.boolean_constants
663                 || (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
664                 && (stateblock->changed.vertexShaderConstantsI
665                 & vshader->reg_maps.integer_constants & ~vshader->reg_maps.local_int_consts))))
666         {
667             TRACE("bool/integer vertex shader constants potentially modified, forcing shader reselection.\n");
668             shader_arb_select(context, usePixelShader, useVertexShader);
669         }
670         else if (pshader
671                 && (stateblock->changed.pixelShaderConstantsB & pshader->reg_maps.boolean_constants
672                 || (!gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION]
673                 && (stateblock->changed.pixelShaderConstantsI
674                 & pshader->reg_maps.integer_constants & ~pshader->reg_maps.local_int_consts))))
675         {
676             TRACE("bool/integer pixel shader constants potentially modified, forcing shader reselection.\n");
677             shader_arb_select(context, usePixelShader, useVertexShader);
678         }
679     }
680
681     if (context != priv->last_context)
682     {
683         memset(priv->vshader_const_dirty, 1,
684                 sizeof(*priv->vshader_const_dirty) * device->d3d_vshader_constantF);
685         priv->highest_dirty_vs_const = device->d3d_vshader_constantF;
686
687         memset(priv->pshader_const_dirty, 1,
688                 sizeof(*priv->pshader_const_dirty) * device->d3d_pshader_constantF);
689         priv->highest_dirty_ps_const = device->d3d_pshader_constantF;
690
691         priv->last_context = context;
692     }
693
694     if (useVertexShader)
695     {
696         struct wined3d_shader *vshader = state->vertex_shader;
697         const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
698
699         /* Load DirectX 9 float constants for vertex shader */
700         priv->highest_dirty_vs_const = shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
701                 priv->highest_dirty_vs_const, state->vs_consts_f, priv->vshader_const_dirty);
702         shader_arb_vs_local_constants(gl_shader, context, state);
703     }
704
705     if (usePixelShader)
706     {
707         struct wined3d_shader *pshader = state->pixel_shader;
708         const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
709         UINT rt_height = state->fb->render_targets[0]->resource.height;
710
711         /* Load DirectX 9 float constants for pixel shader */
712         priv->highest_dirty_ps_const = shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
713                 priv->highest_dirty_ps_const, state->ps_consts_f, priv->pshader_const_dirty);
714         shader_arb_ps_local_constants(gl_shader, context, state, rt_height);
715     }
716 }
717
718 static void shader_arb_load_constants(const struct wined3d_context *context, BOOL ps, BOOL vs)
719 {
720     shader_arb_load_constants_internal(context, ps, vs, FALSE);
721 }
722
723 static void shader_arb_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
724 {
725     struct wined3d_context *context = context_get_current();
726     struct shader_arb_priv *priv = device->shader_priv;
727
728     /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
729      * context. On a context switch the old context will be fully dirtified */
730     if (!context || context->swapchain->device != device) return;
731
732     memset(priv->vshader_const_dirty + start, 1, sizeof(*priv->vshader_const_dirty) * count);
733     priv->highest_dirty_vs_const = max(priv->highest_dirty_vs_const, start + count);
734 }
735
736 static void shader_arb_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
737 {
738     struct wined3d_context *context = context_get_current();
739     struct shader_arb_priv *priv = device->shader_priv;
740
741     /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
742      * context. On a context switch the old context will be fully dirtified */
743     if (!context || context->swapchain->device != device) return;
744
745     memset(priv->pshader_const_dirty + start, 1, sizeof(*priv->pshader_const_dirty) * count);
746     priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, start + count);
747 }
748
749 static DWORD *local_const_mapping(const struct wined3d_shader *shader)
750 {
751     const struct wined3d_shader_lconst *lconst;
752     DWORD *ret;
753     DWORD idx = 0;
754
755     if (shader->load_local_constsF || list_empty(&shader->constantsF))
756         return NULL;
757
758     ret = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * shader->limits.constant_float);
759     if (!ret)
760     {
761         ERR("Out of memory\n");
762         return NULL;
763     }
764
765     LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
766     {
767         ret[lconst->idx] = idx++;
768     }
769     return ret;
770 }
771
772 /* Generate the variable & register declarations for the ARB_vertex_program output target */
773 static DWORD shader_generate_arb_declarations(const struct wined3d_shader *shader,
774         const struct wined3d_shader_reg_maps *reg_maps, struct wined3d_shader_buffer *buffer,
775         const struct wined3d_gl_info *gl_info, const DWORD *lconst_map,
776         DWORD *num_clipplanes, const struct shader_arb_ctx_priv *ctx)
777 {
778     DWORD i, next_local = 0;
779     char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
780     const struct wined3d_shader_lconst *lconst;
781     unsigned max_constantsF;
782     DWORD map;
783
784     /* In pixel shaders, all private constants are program local, we don't need anything
785      * from program.env. Thus we can advertise the full set of constants in pixel shaders.
786      * If we need a private constant the GL implementation will squeeze it in somewhere
787      *
788      * With vertex shaders we need the posFixup and on some GL implementations 4 helper
789      * immediate values. The posFixup is loaded using program.env for now, so always
790      * subtract one from the number of constants. If the shader uses indirect addressing,
791      * account for the helper const too because we have to declare all available d3d constants
792      * and don't know which are actually used.
793      */
794     if (pshader)
795     {
796         max_constantsF = gl_info->limits.arb_ps_native_constants;
797         /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
798         if (max_constantsF < 24)
799             max_constantsF = gl_info->limits.arb_ps_float_constants;
800     }
801     else
802     {
803         const struct arb_vshader_private *shader_data = shader->backend_data;
804         max_constantsF = gl_info->limits.arb_vs_native_constants;
805         /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
806          * Also prevents max_constantsF from becoming less than 0 and
807          * wrapping . */
808         if (max_constantsF < 96)
809             max_constantsF = gl_info->limits.arb_vs_float_constants;
810
811         if (reg_maps->usesrelconstF)
812         {
813             DWORD highest_constf = 0, clip_limit;
814
815             max_constantsF -= reserved_vs_const(shader_data, reg_maps, gl_info);
816             max_constantsF -= count_bits(reg_maps->integer_constants);
817
818             for (i = 0; i < shader->limits.constant_float; ++i)
819             {
820                 DWORD idx = i >> 5;
821                 DWORD shift = i & 0x1f;
822                 if(reg_maps->constf[idx] & (1 << shift)) highest_constf = i;
823             }
824
825             if(use_nv_clip(gl_info) && ctx->target_version >= NV2)
826             {
827                 if(ctx->cur_vs_args->super.clip_enabled)
828                     clip_limit = gl_info->limits.clipplanes;
829                 else
830                     clip_limit = 0;
831             }
832             else
833             {
834                 unsigned int mask = ctx->cur_vs_args->clip.boolclip.clipplane_mask;
835                 clip_limit = min(count_bits(mask), 4);
836             }
837             *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
838             max_constantsF -= *num_clipplanes;
839             if(*num_clipplanes < clip_limit)
840             {
841                 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes, gl_info->limits.clipplanes);
842             }
843         }
844         else
845         {
846             if (ctx->target_version >= NV2) *num_clipplanes = gl_info->limits.clipplanes;
847             else *num_clipplanes = min(gl_info->limits.clipplanes, 4);
848         }
849     }
850
851     for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
852     {
853         if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i);
854     }
855
856     for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
857     {
858         if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i);
859     }
860
861     if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
862     {
863         for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
864         {
865             if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i);
866         }
867     }
868
869     /* Load local constants using the program-local space,
870      * this avoids reloading them each time the shader is used
871      */
872     if (lconst_map)
873     {
874         LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
875         {
876             shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
877                            lconst_map[lconst->idx]);
878             next_local = max(next_local, lconst_map[lconst->idx] + 1);
879         }
880     }
881
882     /* After subtracting privately used constants from the hardware limit(they are loaded as
883      * local constants), make sure the shader doesn't violate the env constant limit
884      */
885     if(pshader)
886     {
887         max_constantsF = min(max_constantsF, gl_info->limits.arb_ps_float_constants);
888     }
889     else
890     {
891         max_constantsF = min(max_constantsF, gl_info->limits.arb_vs_float_constants);
892     }
893
894     /* Avoid declaring more constants than needed */
895     max_constantsF = min(max_constantsF, shader->limits.constant_float);
896
897     /* we use the array-based constants array if the local constants are marked for loading,
898      * because then we use indirect addressing, or when the local constant list is empty,
899      * because then we don't know if we're using indirect addressing or not. If we're hardcoding
900      * local constants do not declare the loaded constants as an array because ARB compilers usually
901      * do not optimize unused constants away
902      */
903     if (reg_maps->usesrelconstF)
904     {
905         /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
906         shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
907                     max_constantsF, max_constantsF - 1);
908     } else {
909         for(i = 0; i < max_constantsF; i++) {
910             DWORD idx, mask;
911             idx = i >> 5;
912             mask = 1 << (i & 0x1f);
913             if (!shader_constant_is_local(shader, i) && (reg_maps->constf[idx] & mask))
914             {
915                 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
916             }
917         }
918     }
919
920     return next_local;
921 }
922
923 static const char * const shift_tab[] = {
924     "dummy",     /*  0 (none) */
925     "coefmul.x", /*  1 (x2)   */
926     "coefmul.y", /*  2 (x4)   */
927     "coefmul.z", /*  3 (x8)   */
928     "coefmul.w", /*  4 (x16)  */
929     "dummy",     /*  5 (x32)  */
930     "dummy",     /*  6 (x64)  */
931     "dummy",     /*  7 (x128) */
932     "dummy",     /*  8 (d256) */
933     "dummy",     /*  9 (d128) */
934     "dummy",     /* 10 (d64)  */
935     "dummy",     /* 11 (d32)  */
936     "coefdiv.w", /* 12 (d16)  */
937     "coefdiv.z", /* 13 (d8)   */
938     "coefdiv.y", /* 14 (d4)   */
939     "coefdiv.x"  /* 15 (d2)   */
940 };
941
942 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
943         const struct wined3d_shader_dst_param *dst, char *write_mask)
944 {
945     char *ptr = write_mask;
946
947     if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
948     {
949         *ptr++ = '.';
950         if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
951         if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
952         if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
953         if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
954     }
955
956     *ptr = '\0';
957 }
958
959 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
960 {
961     /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
962      * but addressed as "rgba". To fix this we need to swap the register's x
963      * and z components. */
964     const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
965     char *ptr = swizzle_str;
966
967     /* swizzle bits fields: wwzzyyxx */
968     DWORD swizzle = param->swizzle;
969     DWORD swizzle_x = swizzle & 0x03;
970     DWORD swizzle_y = (swizzle >> 2) & 0x03;
971     DWORD swizzle_z = (swizzle >> 4) & 0x03;
972     DWORD swizzle_w = (swizzle >> 6) & 0x03;
973
974     /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
975      * generate a swizzle string. Unless we need to our own swizzling. */
976     if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
977     {
978         *ptr++ = '.';
979         if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
980             *ptr++ = swizzle_chars[swizzle_x];
981         } else {
982             *ptr++ = swizzle_chars[swizzle_x];
983             *ptr++ = swizzle_chars[swizzle_y];
984             *ptr++ = swizzle_chars[swizzle_z];
985             *ptr++ = swizzle_chars[swizzle_w];
986         }
987     }
988
989     *ptr = '\0';
990 }
991
992 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
993 {
994     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
995     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
996
997     if (!strcmp(priv->addr_reg, src)) return;
998
999     strcpy(priv->addr_reg, src);
1000     shader_addline(buffer, "ARL A0.x, %s;\n", src);
1001 }
1002
1003 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1004         const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
1005
1006 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
1007         const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
1008 {
1009     /* oPos, oFog and oPts in D3D */
1010     static const char * const rastout_reg_names[] = {"TMP_OUT", "TMP_FOGCOORD", "result.pointsize"};
1011     const struct wined3d_shader *shader = ins->ctx->shader;
1012     const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1013     BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1014     struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1015
1016     *is_color = FALSE;
1017
1018     switch (reg->type)
1019     {
1020         case WINED3DSPR_TEMP:
1021             sprintf(register_name, "R%u", reg->idx[0].offset);
1022             break;
1023
1024         case WINED3DSPR_INPUT:
1025             if (pshader)
1026             {
1027                 if (reg_maps->shader_version.major < 3)
1028                 {
1029                     if (!reg->idx[0].offset)
1030                         strcpy(register_name, "fragment.color.primary");
1031                     else
1032                         strcpy(register_name, "fragment.color.secondary");
1033                 }
1034                 else
1035                 {
1036                     if (reg->idx[0].rel_addr)
1037                     {
1038                         char rel_reg[50];
1039                         shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1040
1041                         if (!strcmp(rel_reg, "**aL_emul**"))
1042                         {
1043                             DWORD idx = ctx->aL + reg->idx[0].offset;
1044                             if(idx < MAX_REG_INPUT)
1045                             {
1046                                 strcpy(register_name, ctx->ps_input[idx]);
1047                             }
1048                             else
1049                             {
1050                                 ERR("Pixel shader input register out of bounds: %u\n", idx);
1051                                 sprintf(register_name, "out_of_bounds_%u", idx);
1052                             }
1053                         }
1054                         else if (reg_maps->input_registers & 0x0300)
1055                         {
1056                             /* There are two ways basically:
1057                              *
1058                              * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
1059                              *    That means trouble if the loop also contains a breakc or if the control values
1060                              *    aren't local constants.
1061                              * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
1062                              *    source dynamically. The trouble is that we cannot simply read aL.y because it
1063                              *    is an ADDRESS register. We could however push it, load .zw with a value and use
1064                              *    ADAC to load the condition code register and pop it again afterwards
1065                              */
1066                             FIXME("Relative input register addressing with more than 8 registers\n");
1067
1068                             /* This is better than nothing for now */
1069                             sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1070                         }
1071                         else if(ctx->cur_ps_args->super.vp_mode != vertexshader)
1072                         {
1073                             /* This is problematic because we'd have to consult the ctx->ps_input strings
1074                              * for where to find the varying. Some may be "0.0", others can be texcoords or
1075                              * colors. This needs either a pipeline replacement to make the vertex shader feed
1076                              * proper varyings, or loop unrolling
1077                              *
1078                              * For now use the texcoords and hope for the best
1079                              */
1080                             FIXME("Non-vertex shader varying input with indirect addressing\n");
1081                             sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1082                         }
1083                         else
1084                         {
1085                             /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
1086                              * pulls GL_NV_fragment_program2 in
1087                              */
1088                             sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1089                         }
1090                     }
1091                     else
1092                     {
1093                         if (reg->idx[0].offset < MAX_REG_INPUT)
1094                         {
1095                             strcpy(register_name, ctx->ps_input[reg->idx[0].offset]);
1096                         }
1097                         else
1098                         {
1099                             ERR("Pixel shader input register out of bounds: %u\n", reg->idx[0].offset);
1100                             sprintf(register_name, "out_of_bounds_%u", reg->idx[0].offset);
1101                         }
1102                     }
1103                 }
1104             }
1105             else
1106             {
1107                 if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx[0].offset))
1108                     *is_color = TRUE;
1109                 sprintf(register_name, "vertex.attrib[%u]", reg->idx[0].offset);
1110             }
1111             break;
1112
1113         case WINED3DSPR_CONST:
1114             if (!pshader && reg->idx[0].rel_addr)
1115             {
1116                 const struct arb_vshader_private *shader_data = shader->backend_data;
1117                 UINT rel_offset = shader_data->rel_offset;
1118                 BOOL aL = FALSE;
1119                 char rel_reg[50];
1120                 if (reg_maps->shader_version.major < 2)
1121                 {
1122                     sprintf(rel_reg, "A0.x");
1123                 }
1124                 else
1125                 {
1126                     shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1127                     if (ctx->target_version == ARB)
1128                     {
1129                         if (!strcmp(rel_reg, "**aL_emul**"))
1130                         {
1131                             aL = TRUE;
1132                         } else {
1133                             shader_arb_request_a0(ins, rel_reg);
1134                             sprintf(rel_reg, "A0.x");
1135                         }
1136                     }
1137                 }
1138                 if (aL)
1139                     sprintf(register_name, "C[%u]", ctx->aL + reg->idx[0].offset);
1140                 else if (reg->idx[0].offset >= rel_offset)
1141                     sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx[0].offset - rel_offset);
1142                 else
1143                     sprintf(register_name, "C[%s - %u]", rel_reg, rel_offset - reg->idx[0].offset);
1144             }
1145             else
1146             {
1147                 if (reg_maps->usesrelconstF)
1148                     sprintf(register_name, "C[%u]", reg->idx[0].offset);
1149                 else
1150                     sprintf(register_name, "C%u", reg->idx[0].offset);
1151             }
1152             break;
1153
1154         case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1155             if (pshader)
1156             {
1157                 if (reg_maps->shader_version.major == 1
1158                         && reg_maps->shader_version.minor <= 3)
1159                     /* In ps <= 1.3, Tx is a temporary register as destination
1160                      * to all instructions, and as source to most instructions.
1161                      * For some instructions it is the texcoord input. Those
1162                      * instructions know about the special use. */
1163                     sprintf(register_name, "T%u", reg->idx[0].offset);
1164                 else
1165                     /* In ps 1.4 and 2.x Tx is always a (read-only) varying. */
1166                     sprintf(register_name, "fragment.texcoord[%u]", reg->idx[0].offset);
1167             }
1168             else
1169             {
1170                 if (reg_maps->shader_version.major == 1 || ctx->target_version >= NV2)
1171                     sprintf(register_name, "A%u", reg->idx[0].offset);
1172                 else
1173                     sprintf(register_name, "A%u_SHADOW", reg->idx[0].offset);
1174             }
1175             break;
1176
1177         case WINED3DSPR_COLOROUT:
1178             if (ctx->cur_ps_args->super.srgb_correction && !reg->idx[0].offset)
1179             {
1180                 strcpy(register_name, "TMP_COLOR");
1181             }
1182             else
1183             {
1184                 if (ctx->cur_ps_args->super.srgb_correction)
1185                     FIXME("sRGB correction on higher render targets.\n");
1186                 if (reg_maps->rt_mask > 1)
1187                     sprintf(register_name, "result.color[%u]", reg->idx[0].offset);
1188                 else
1189                     strcpy(register_name, "result.color");
1190             }
1191             break;
1192
1193         case WINED3DSPR_RASTOUT:
1194             if (reg->idx[0].offset == 1)
1195                 sprintf(register_name, "%s", ctx->fog_output);
1196             else
1197                 sprintf(register_name, "%s", rastout_reg_names[reg->idx[0].offset]);
1198             break;
1199
1200         case WINED3DSPR_DEPTHOUT:
1201             strcpy(register_name, "result.depth");
1202             break;
1203
1204         case WINED3DSPR_ATTROUT:
1205         /* case WINED3DSPR_OUTPUT: */
1206             if (pshader)
1207                 sprintf(register_name, "oD[%u]", reg->idx[0].offset);
1208             else
1209                 strcpy(register_name, ctx->color_output[reg->idx[0].offset]);
1210             break;
1211
1212         case WINED3DSPR_TEXCRDOUT:
1213             if (pshader)
1214                 sprintf(register_name, "oT[%u]", reg->idx[0].offset);
1215             else if (reg_maps->shader_version.major < 3)
1216                 strcpy(register_name, ctx->texcrd_output[reg->idx[0].offset]);
1217             else
1218                 strcpy(register_name, ctx->vs_output[reg->idx[0].offset]);
1219             break;
1220
1221         case WINED3DSPR_LOOP:
1222             if(ctx->target_version >= NV2)
1223             {
1224                 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1225                 if(pshader) sprintf(register_name, "A0.x");
1226                 else sprintf(register_name, "aL.y");
1227             }
1228             else
1229             {
1230                 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1231                  * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1232                  * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1233                  * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1234                  * indexing
1235                  */
1236                 sprintf(register_name, "**aL_emul**");
1237             }
1238
1239             break;
1240
1241         case WINED3DSPR_CONSTINT:
1242             sprintf(register_name, "I%u", reg->idx[0].offset);
1243             break;
1244
1245         case WINED3DSPR_MISCTYPE:
1246             if (!reg->idx[0].offset)
1247                 sprintf(register_name, "vpos");
1248             else if (reg->idx[0].offset == 1)
1249                 sprintf(register_name, "fragment.facing.x");
1250             else
1251                 FIXME("Unknown MISCTYPE register index %u.\n", reg->idx[0].offset);
1252             break;
1253
1254         default:
1255             FIXME("Unhandled register type %#x[%u].\n", reg->type, reg->idx[0].offset);
1256             sprintf(register_name, "unrecognized_register[%u]", reg->idx[0].offset);
1257             break;
1258     }
1259 }
1260
1261 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
1262         const struct wined3d_shader_dst_param *wined3d_dst, char *str)
1263 {
1264     char register_name[255];
1265     char write_mask[6];
1266     BOOL is_color;
1267
1268     shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
1269     strcpy(str, register_name);
1270
1271     shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
1272     strcat(str, write_mask);
1273 }
1274
1275 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
1276 {
1277     switch(channel_source)
1278     {
1279         case CHANNEL_SOURCE_ZERO: return "0";
1280         case CHANNEL_SOURCE_ONE: return "1";
1281         case CHANNEL_SOURCE_X: return "x";
1282         case CHANNEL_SOURCE_Y: return "y";
1283         case CHANNEL_SOURCE_Z: return "z";
1284         case CHANNEL_SOURCE_W: return "w";
1285         default:
1286             FIXME("Unhandled channel source %#x\n", channel_source);
1287             return "undefined";
1288     }
1289 }
1290
1291 static void gen_color_correction(struct wined3d_shader_buffer *buffer, const char *reg,
1292         DWORD dst_mask, const char *one, const char *two, struct color_fixup_desc fixup)
1293 {
1294     DWORD mask;
1295
1296     if (is_complex_fixup(fixup))
1297     {
1298         enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1299         FIXME("Complex fixup (%#x) not supported\n", complex_fixup);
1300         return;
1301     }
1302
1303     mask = 0;
1304     if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1305     if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1306     if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1307     if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1308     mask &= dst_mask;
1309
1310     if (mask)
1311     {
1312         shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
1313                 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
1314                 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
1315     }
1316
1317     mask = 0;
1318     if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
1319     if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
1320     if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
1321     if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
1322     mask &= dst_mask;
1323
1324     if (mask)
1325     {
1326         char reg_mask[6];
1327         char *ptr = reg_mask;
1328
1329         if (mask != WINED3DSP_WRITEMASK_ALL)
1330         {
1331             *ptr++ = '.';
1332             if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
1333             if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
1334             if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
1335             if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
1336         }
1337         *ptr = '\0';
1338
1339         shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
1340     }
1341 }
1342
1343 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1344 {
1345     DWORD mod;
1346     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1347     if (!ins->dst_count) return "";
1348
1349     mod = ins->dst[0].modifiers;
1350
1351     /* Silently ignore PARTIALPRECISION if its not supported */
1352     if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1353
1354     if(mod & WINED3DSPDM_MSAMPCENTROID)
1355     {
1356         FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1357         mod &= ~WINED3DSPDM_MSAMPCENTROID;
1358     }
1359
1360     switch(mod)
1361     {
1362         case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1363             return "H_SAT";
1364
1365         case WINED3DSPDM_SATURATE:
1366             return "_SAT";
1367
1368         case WINED3DSPDM_PARTIALPRECISION:
1369             return "H";
1370
1371         case 0:
1372             return "";
1373
1374         default:
1375             FIXME("Unknown modifiers 0x%08x\n", mod);
1376             return "";
1377     }
1378 }
1379
1380 #define TEX_PROJ        0x1
1381 #define TEX_BIAS        0x2
1382 #define TEX_LOD         0x4
1383 #define TEX_DERIV       0x10
1384
1385 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
1386         const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1387 {
1388     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1389     DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
1390     const struct wined3d_shader *shader = ins->ctx->shader;
1391     const struct wined3d_texture *texture;
1392     const char *tex_type;
1393     BOOL np2_fixup = FALSE;
1394     struct wined3d_device *device = shader->device;
1395     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1396     const char *mod;
1397     BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1398
1399     /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1400     if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
1401
1402     switch(sampler_type) {
1403         case WINED3DSTT_1D:
1404             tex_type = "1D";
1405             break;
1406
1407         case WINED3DSTT_2D:
1408             texture = device->stateBlock->state.textures[sampler_idx];
1409             if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
1410             {
1411                 tex_type = "RECT";
1412             } else {
1413                 tex_type = "2D";
1414             }
1415             if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1416             {
1417                 if (priv->cur_np2fixup_info->super.active & (1 << sampler_idx))
1418                 {
1419                     if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1420                     else np2_fixup = TRUE;
1421                 }
1422             }
1423             break;
1424
1425         case WINED3DSTT_VOLUME:
1426             tex_type = "3D";
1427             break;
1428
1429         case WINED3DSTT_CUBE:
1430             tex_type = "CUBE";
1431             break;
1432
1433         default:
1434             ERR("Unexpected texture type %d\n", sampler_type);
1435             tex_type = "";
1436     }
1437
1438     /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1439      * so don't use shader_arb_get_modifier
1440      */
1441     if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1442     else mod = "";
1443
1444     /* Fragment samplers always have indentity mapping */
1445     if(sampler_idx >= MAX_FRAGMENT_SAMPLERS)
1446     {
1447         sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
1448     }
1449
1450     if (flags & TEX_DERIV)
1451     {
1452         if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n");
1453         if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n");
1454         shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1455                        dsx, dsy,sampler_idx, tex_type);
1456     }
1457     else if(flags & TEX_LOD)
1458     {
1459         if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1460         if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1461         shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1462                        sampler_idx, tex_type);
1463     }
1464     else if (flags & TEX_BIAS)
1465     {
1466         /* Shouldn't be possible, but let's check for it */
1467         if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1468         /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1469         shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1470     }
1471     else if (flags & TEX_PROJ)
1472     {
1473         shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1474     }
1475     else
1476     {
1477         if (np2_fixup)
1478         {
1479             const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
1480             shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
1481                            (idx % 2) ? "zwxy" : "xyzw", coord_reg);
1482
1483             shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, dst_str, sampler_idx, tex_type);
1484         }
1485         else
1486             shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1487     }
1488
1489     if (pshader)
1490     {
1491         gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
1492                 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_ONE),
1493                 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_TWO),
1494                 priv->cur_ps_args->super.color_fixup[sampler_idx]);
1495     }
1496 }
1497
1498 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1499         const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1500 {
1501     /* Generate a line that does the input modifier computation and return the input register to use */
1502     BOOL is_color = FALSE;
1503     char regstr[256];
1504     char swzstr[20];
1505     int insert_line;
1506     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1507     struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1508     const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
1509     const char *two = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_TWO);
1510
1511     /* Assume a new line will be added */
1512     insert_line = 1;
1513
1514     /* Get register name */
1515     shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1516     shader_arb_get_swizzle(src, is_color, swzstr);
1517
1518     switch (src->modifiers)
1519     {
1520     case WINED3DSPSM_NONE:
1521         sprintf(outregstr, "%s%s", regstr, swzstr);
1522         insert_line = 0;
1523         break;
1524     case WINED3DSPSM_NEG:
1525         sprintf(outregstr, "-%s%s", regstr, swzstr);
1526         insert_line = 0;
1527         break;
1528     case WINED3DSPSM_BIAS:
1529         shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1530         break;
1531     case WINED3DSPSM_BIASNEG:
1532         shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1533         break;
1534     case WINED3DSPSM_SIGN:
1535         shader_addline(buffer, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg, regstr, two, one);
1536         break;
1537     case WINED3DSPSM_SIGNNEG:
1538         shader_addline(buffer, "MAD T%c, %s, -%s, %s;\n", 'A' + tmpreg, regstr, two, one);
1539         break;
1540     case WINED3DSPSM_COMP:
1541         shader_addline(buffer, "SUB T%c, %s, %s;\n", 'A' + tmpreg, one, regstr);
1542         break;
1543     case WINED3DSPSM_X2:
1544         shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1545         break;
1546     case WINED3DSPSM_X2NEG:
1547         shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1548         break;
1549     case WINED3DSPSM_DZ:
1550         shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1551         shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1552         break;
1553     case WINED3DSPSM_DW:
1554         shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1555         shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1556         break;
1557     case WINED3DSPSM_ABS:
1558         if(ctx->target_version >= NV2) {
1559             sprintf(outregstr, "|%s%s|", regstr, swzstr);
1560             insert_line = 0;
1561         } else {
1562             shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1563         }
1564         break;
1565     case WINED3DSPSM_ABSNEG:
1566         if(ctx->target_version >= NV2) {
1567             sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1568         } else {
1569             shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1570             sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1571         }
1572         insert_line = 0;
1573         break;
1574     default:
1575         sprintf(outregstr, "%s%s", regstr, swzstr);
1576         insert_line = 0;
1577     }
1578
1579     /* Return modified or original register, with swizzle */
1580     if (insert_line)
1581         sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1582 }
1583
1584 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1585 {
1586     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1587     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1588     DWORD sampler_code = dst->reg.idx[0].offset;
1589     char dst_name[50];
1590     char src_name[2][50];
1591
1592     shader_arb_get_dst_param(ins, dst, dst_name);
1593
1594     /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1595      *
1596      * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1597      * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1598      * temps is done.
1599      */
1600     shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1601     shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1602     shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1603     shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1604     shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1605
1606     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1607     shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1608 }
1609
1610 static DWORD negate_modifiers(DWORD mod, char *extra_char)
1611 {
1612     *extra_char = ' ';
1613     switch(mod)
1614     {
1615         case WINED3DSPSM_NONE:      return WINED3DSPSM_NEG;
1616         case WINED3DSPSM_NEG:       return WINED3DSPSM_NONE;
1617         case WINED3DSPSM_BIAS:      return WINED3DSPSM_BIASNEG;
1618         case WINED3DSPSM_BIASNEG:   return WINED3DSPSM_BIAS;
1619         case WINED3DSPSM_SIGN:      return WINED3DSPSM_SIGNNEG;
1620         case WINED3DSPSM_SIGNNEG:   return WINED3DSPSM_SIGN;
1621         case WINED3DSPSM_COMP:      *extra_char = '-'; return WINED3DSPSM_COMP;
1622         case WINED3DSPSM_X2:        return WINED3DSPSM_X2NEG;
1623         case WINED3DSPSM_X2NEG:     return WINED3DSPSM_X2;
1624         case WINED3DSPSM_DZ:        *extra_char = '-'; return WINED3DSPSM_DZ;
1625         case WINED3DSPSM_DW:        *extra_char = '-'; return WINED3DSPSM_DW;
1626         case WINED3DSPSM_ABS:       return WINED3DSPSM_ABSNEG;
1627         case WINED3DSPSM_ABSNEG:    return WINED3DSPSM_ABS;
1628     }
1629     FIXME("Unknown modifier %u\n", mod);
1630     return mod;
1631 }
1632
1633 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1634 {
1635     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1636     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1637     char dst_name[50];
1638     char src_name[3][50];
1639     DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1640             ins->ctx->reg_maps->shader_version.minor);
1641
1642     shader_arb_get_dst_param(ins, dst, dst_name);
1643     shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1644
1645     /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
1646     if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue)
1647     {
1648         shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1649     }
1650     else
1651     {
1652         struct wined3d_shader_src_param src0_copy = ins->src[0];
1653         char extra_neg;
1654
1655         /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1656         src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
1657
1658         shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
1659         shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1660         shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
1661         shader_addline(buffer, "CMP%s %s, TA, %s, %s;\n", shader_arb_get_modifier(ins),
1662                 dst_name, src_name[1], src_name[2]);
1663     }
1664 }
1665
1666 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1667 {
1668     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1669     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1670     char dst_name[50];
1671     char src_name[3][50];
1672
1673     shader_arb_get_dst_param(ins, dst, dst_name);
1674
1675     /* Generate input register names (with modifiers) */
1676     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1677     shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1678     shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1679
1680     shader_addline(buffer, "CMP%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1681             dst_name, src_name[0], src_name[2], src_name[1]);
1682 }
1683
1684 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1685  * dst = dot2(src0, src1) + src2 */
1686 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1687 {
1688     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1689     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1690     char dst_name[50];
1691     char src_name[3][50];
1692     struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1693
1694     shader_arb_get_dst_param(ins, dst, dst_name);
1695     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1696     shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1697
1698     if(ctx->target_version >= NV3)
1699     {
1700         /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1701         shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1702         shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1703                        dst_name, src_name[0], src_name[1], src_name[2]);
1704     }
1705     else if(ctx->target_version >= NV2)
1706     {
1707         /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1708          * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1709          * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1710          * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1711          *
1712          * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1713          *
1714          * .xyxy and other swizzles that we could get with this are not valid in
1715          * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1716          */
1717         struct wined3d_shader_src_param tmp_param = ins->src[1];
1718         DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1719         tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1720
1721         shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1722
1723         shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1724                        dst_name, src_name[2], src_name[0], src_name[1]);
1725     }
1726     else
1727     {
1728         shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1729         /* Emulate a DP2 with a DP3 and 0.0. Don't use the dest as temp register, it could be src[1] or src[2]
1730         * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1731         */
1732         shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1733         shader_addline(buffer, "MOV TA.z, 0.0;\n");
1734         shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1735         shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1736     }
1737 }
1738
1739 /* Map the opcode 1-to-1 to the GL code */
1740 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1741 {
1742     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1743     const char *instruction;
1744     char arguments[256], dst_str[50];
1745     unsigned int i;
1746     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1747
1748     switch (ins->handler_idx)
1749     {
1750         case WINED3DSIH_ABS: instruction = "ABS"; break;
1751         case WINED3DSIH_ADD: instruction = "ADD"; break;
1752         case WINED3DSIH_CRS: instruction = "XPD"; break;
1753         case WINED3DSIH_DP3: instruction = "DP3"; break;
1754         case WINED3DSIH_DP4: instruction = "DP4"; break;
1755         case WINED3DSIH_DST: instruction = "DST"; break;
1756         case WINED3DSIH_FRC: instruction = "FRC"; break;
1757         case WINED3DSIH_LIT: instruction = "LIT"; break;
1758         case WINED3DSIH_LRP: instruction = "LRP"; break;
1759         case WINED3DSIH_MAD: instruction = "MAD"; break;
1760         case WINED3DSIH_MAX: instruction = "MAX"; break;
1761         case WINED3DSIH_MIN: instruction = "MIN"; break;
1762         case WINED3DSIH_MOV: instruction = "MOV"; break;
1763         case WINED3DSIH_MUL: instruction = "MUL"; break;
1764         case WINED3DSIH_SGE: instruction = "SGE"; break;
1765         case WINED3DSIH_SLT: instruction = "SLT"; break;
1766         case WINED3DSIH_SUB: instruction = "SUB"; break;
1767         case WINED3DSIH_MOVA:instruction = "ARR"; break;
1768         case WINED3DSIH_DSX: instruction = "DDX"; break;
1769         default: instruction = "";
1770             FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1771             break;
1772     }
1773
1774     /* Note that shader_arb_add_dst_param() adds spaces. */
1775     arguments[0] = '\0';
1776     shader_arb_get_dst_param(ins, dst, dst_str);
1777     for (i = 0; i < ins->src_count; ++i)
1778     {
1779         char operand[100];
1780         strcat(arguments, ", ");
1781         shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1782         strcat(arguments, operand);
1783     }
1784     shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1785 }
1786
1787 static void shader_hw_nop(const struct wined3d_shader_instruction *ins) {}
1788
1789 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1790 {
1791     const struct wined3d_shader *shader = ins->ctx->shader;
1792     const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1793     BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1794     struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1795     const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
1796     const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
1797     const char *two = arb_get_helper_value(reg_maps->shader_version.type, ARB_TWO);
1798
1799     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1800     char src0_param[256];
1801
1802     if (ins->handler_idx == WINED3DSIH_MOVA)
1803     {
1804         const struct arb_vshader_private *shader_data = shader->backend_data;
1805         char write_mask[6];
1806         const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1807
1808         if(ctx->target_version >= NV2) {
1809             shader_hw_map2gl(ins);
1810             return;
1811         }
1812         shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1813         shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1814
1815         /* This implements the mova formula used in GLSL. The first two instructions
1816          * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1817          * in this case:
1818          * mova A0.x, 0.0
1819          *
1820          * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1821          *
1822          * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1823          * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1824          */
1825         shader_addline(buffer, "SGE A0_SHADOW%s, %s, %s;\n", write_mask, src0_param, zero);
1826         shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask, two, one);
1827
1828         shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1829         shader_addline(buffer, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask);
1830         shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1831         if (shader_data->rel_offset)
1832         {
1833             shader_addline(buffer, "ADD TA%s, TA, %s;\n", write_mask, offset);
1834         }
1835         shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1836
1837         ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1838     }
1839     else if (reg_maps->shader_version.major == 1
1840           && !shader_is_pshader_version(reg_maps->shader_version.type)
1841           && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1842     {
1843         const struct arb_vshader_private *shader_data = shader->backend_data;
1844         src0_param[0] = '\0';
1845
1846         if (shader_data->rel_offset)
1847         {
1848             const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1849             shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1850             shader_addline(buffer, "ADD TA.x, %s, %s;\n", src0_param, offset);
1851             shader_addline(buffer, "ARL A0.x, TA.x;\n");
1852         }
1853         else
1854         {
1855             /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1856              * with more than one component. Thus replicate the first source argument over all
1857              * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1858             struct wined3d_shader_src_param tmp_src = ins->src[0];
1859             tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1860             shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1861             shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1862         }
1863     }
1864     else if (ins->dst[0].reg.type == WINED3DSPR_COLOROUT && !ins->dst[0].reg.idx[0].offset && pshader)
1865     {
1866         if (ctx->cur_ps_args->super.srgb_correction && shader->u.ps.color0_mov)
1867         {
1868             shader_addline(buffer, "#mov handled in srgb write code\n");
1869             return;
1870         }
1871         shader_hw_map2gl(ins);
1872     }
1873     else
1874     {
1875         shader_hw_map2gl(ins);
1876     }
1877 }
1878
1879 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1880 {
1881     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1882     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1883     char reg_dest[40];
1884
1885     /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1886      * but >= 2.0 honors it (undocumented, but tested by the d3d9 testsuite)
1887      */
1888     shader_arb_get_dst_param(ins, dst, reg_dest);
1889
1890     if (ins->ctx->reg_maps->shader_version.major >= 2)
1891     {
1892         const char *kilsrc = "TA";
1893         BOOL is_color;
1894
1895         shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
1896         if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
1897         {
1898             kilsrc = reg_dest;
1899         }
1900         else
1901         {
1902             /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1903              * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1904              * masked out components to 0(won't kill)
1905              */
1906             char x = '0', y = '0', z = '0', w = '0';
1907             if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
1908             if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
1909             if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
1910             if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
1911             shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
1912         }
1913         shader_addline(buffer, "KIL %s;\n", kilsrc);
1914     }
1915     else
1916     {
1917         /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1918          * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1919          *
1920          * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1921          * or pass in any temporary register(in shader phase 2)
1922          */
1923         if (ins->ctx->reg_maps->shader_version.minor <= 3)
1924             sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx[0].offset);
1925         else
1926             shader_arb_get_dst_param(ins, dst, reg_dest);
1927         shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1928         shader_addline(buffer, "KIL TA;\n");
1929     }
1930 }
1931
1932 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1933 {
1934     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1935     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1936     DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1937             ins->ctx->reg_maps->shader_version.minor);
1938     struct wined3d_shader_src_param src;
1939
1940     char reg_dest[40];
1941     char reg_coord[40];
1942     DWORD reg_sampler_code;
1943     WORD myflags = 0;
1944     BOOL swizzle_coord = FALSE;
1945
1946     /* All versions have a destination register */
1947     shader_arb_get_dst_param(ins, dst, reg_dest);
1948
1949     /* 1.0-1.4: Use destination register number as texture code.
1950        2.0+: Use provided sampler number as texure code. */
1951     if (shader_version < WINED3D_SHADER_VERSION(2,0))
1952         reg_sampler_code = dst->reg.idx[0].offset;
1953     else
1954         reg_sampler_code = ins->src[1].reg.idx[0].offset;
1955
1956     /* 1.0-1.3: Use the texcoord varying.
1957        1.4+: Use provided coordinate source register. */
1958     if (shader_version < WINED3D_SHADER_VERSION(1,4))
1959         sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
1960     else {
1961         /* TEX is the only instruction that can handle DW and DZ natively */
1962         src = ins->src[0];
1963         if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
1964         if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
1965         shader_arb_get_src_param(ins, &src, 0, reg_coord);
1966     }
1967
1968     /* projection flag:
1969      * 1.1, 1.2, 1.3: Use WINED3D_TSS_TEXTURETRANSFORMFLAGS
1970      * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1971      * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1972      */
1973     if (shader_version < WINED3D_SHADER_VERSION(1,4))
1974     {
1975         DWORD flags = 0;
1976         if (reg_sampler_code < MAX_TEXTURES)
1977             flags = priv->cur_ps_args->super.tex_transform >> reg_sampler_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
1978         if (flags & WINED3D_PSARGS_PROJECTED)
1979         {
1980             myflags |= TEX_PROJ;
1981             if ((flags & ~WINED3D_PSARGS_PROJECTED) == WINED3D_TTFF_COUNT3)
1982                 swizzle_coord = TRUE;
1983         }
1984     }
1985     else if (shader_version < WINED3D_SHADER_VERSION(2,0))
1986     {
1987         enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
1988         if (src_mod == WINED3DSPSM_DZ)
1989         {
1990             swizzle_coord = TRUE;
1991             myflags |= TEX_PROJ;
1992         } else if(src_mod == WINED3DSPSM_DW) {
1993             myflags |= TEX_PROJ;
1994         }
1995     } else {
1996         if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
1997         if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
1998     }
1999
2000     if (swizzle_coord)
2001     {
2002         /* TXP cannot handle DZ natively, so move the z coordinate to .w.
2003          * reg_coord is a read-only varying register, so we need a temp reg */
2004         shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
2005         strcpy(reg_coord, "TA");
2006     }
2007
2008     shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
2009 }
2010
2011 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
2012 {
2013     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2014     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2015     DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2016             ins->ctx->reg_maps->shader_version.minor);
2017     char dst_str[50];
2018
2019     if (shader_version < WINED3D_SHADER_VERSION(1,4))
2020     {
2021         DWORD reg = dst->reg.idx[0].offset;
2022
2023         shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2024         shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
2025     } else {
2026         char reg_src[40];
2027
2028         shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
2029         shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2030         shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
2031    }
2032 }
2033
2034 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
2035 {
2036      struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2037      DWORD flags = 0;
2038
2039      DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2040      char dst_str[50];
2041      char src_str[50];
2042
2043      /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
2044      shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2045      shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2046      /* Move .x first in case src_str is "TA" */
2047      shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
2048      shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
2049      if (reg1 < MAX_TEXTURES)
2050      {
2051          struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2052          flags = priv->cur_ps_args->super.tex_transform >> reg1 * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2053      }
2054      shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2055 }
2056
2057 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
2058 {
2059      struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2060
2061      DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2062      char dst_str[50];
2063      char src_str[50];
2064
2065      /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
2066      shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2067      shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2068      shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
2069      shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
2070      shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
2071 }
2072
2073 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
2074 {
2075     DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2076     char dst_str[50];
2077     char src_str[50];
2078
2079     /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
2080     shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2081     shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2082     shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
2083 }
2084
2085 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
2086 {
2087     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2088     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2089     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2090     char reg_coord[40], dst_reg[50], src_reg[50];
2091     DWORD reg_dest_code;
2092
2093     /* All versions have a destination register. The Tx where the texture coordinates come
2094      * from is the varying incarnation of the texture register
2095      */
2096     reg_dest_code = dst->reg.idx[0].offset;
2097     shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
2098     shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
2099     sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
2100
2101     /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
2102      * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
2103      *
2104      * GL_NV_fragment_program_option could handle this in one instruction via X2D:
2105      * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
2106      *
2107      * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
2108      * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
2109      * extension.
2110      */
2111     shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
2112     shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
2113     shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
2114     shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
2115
2116     /* with projective textures, texbem only divides the static texture coord, not the displacement,
2117      * so we can't let the GL handle this.
2118      */
2119     if ((priv->cur_ps_args->super.tex_transform >> reg_dest_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
2120             & WINED3D_PSARGS_PROJECTED)
2121     {
2122         shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
2123         shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
2124         shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
2125     } else {
2126         shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
2127     }
2128
2129     shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
2130
2131     if (ins->handler_idx == WINED3DSIH_TEXBEML)
2132     {
2133         /* No src swizzles are allowed, so this is ok */
2134         shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
2135                        src_reg, reg_dest_code, reg_dest_code);
2136         shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
2137     }
2138 }
2139
2140 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
2141 {
2142     DWORD reg = ins->dst[0].reg.idx[0].offset;
2143     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2144     char src0_name[50], dst_name[50];
2145     BOOL is_color;
2146     struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2147
2148     shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2149     /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2150      * T<reg+1> register. Use this register to store the calculated vector
2151      */
2152     tmp_reg.idx[0].offset = reg + 1;
2153     shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2154     shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2155 }
2156
2157 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
2158 {
2159     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2160     DWORD flags;
2161     DWORD reg = ins->dst[0].reg.idx[0].offset;
2162     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2163     char dst_str[50];
2164     char src0_name[50];
2165     char dst_reg[50];
2166     BOOL is_color;
2167
2168     /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2169     shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2170
2171     shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2172     shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2173     shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2174     flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2175     shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2176 }
2177
2178 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
2179 {
2180     struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2181     DWORD reg = ins->dst[0].reg.idx[0].offset;
2182     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2183     char src0_name[50], dst_name[50];
2184     struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2185     BOOL is_color;
2186
2187     /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2188      * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2189      * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2190      */
2191     tmp_reg.idx[0].offset = reg + 2 - tex_mx->current_row;
2192     shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2193
2194     shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2195     shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2196                    dst_name, 'x' + tex_mx->current_row, reg, src0_name);
2197     tex_mx->texcoord_w[tex_mx->current_row++] = reg;
2198 }
2199
2200 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
2201 {
2202     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2203     struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2204     DWORD flags;
2205     DWORD reg = ins->dst[0].reg.idx[0].offset;
2206     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2207     char dst_str[50];
2208     char src0_name[50], dst_name[50];
2209     BOOL is_color;
2210
2211     shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2212     shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2213     shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2214
2215     /* Sample the texture using the calculated coordinates */
2216     shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2217     flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2218     shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2219     tex_mx->current_row = 0;
2220 }
2221
2222 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2223 {
2224     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2225     struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2226     DWORD flags;
2227     DWORD reg = ins->dst[0].reg.idx[0].offset;
2228     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2229     char dst_str[50];
2230     char src0_name[50];
2231     char dst_reg[50];
2232     BOOL is_color;
2233
2234     /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2235      * components for temporary data storage
2236      */
2237     shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2238     shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2239     shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2240
2241     /* Construct the eye-ray vector from w coordinates */
2242     shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[0]);
2243     shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[1]);
2244     shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
2245
2246     /* Calculate reflection vector
2247      */
2248     shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
2249     /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2250     shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
2251     shader_addline(buffer, "RCP TB.w, TB.w;\n");
2252     shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
2253     shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2254     shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
2255
2256     /* Sample the texture using the calculated coordinates */
2257     shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2258     flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2259     shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2260     tex_mx->current_row = 0;
2261 }
2262
2263 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
2264 {
2265     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2266     struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2267     DWORD flags;
2268     DWORD reg = ins->dst[0].reg.idx[0].offset;
2269     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2270     char dst_str[50];
2271     char src0_name[50];
2272     char src1_name[50];
2273     char dst_reg[50];
2274     BOOL is_color;
2275
2276     shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2277     shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
2278     shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2279     /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2280     shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2281
2282     /* Calculate reflection vector.
2283      *
2284      *                   dot(N, E)
2285      * dst_reg.xyz = 2 * --------- * N - E
2286      *                   dot(N, N)
2287      *
2288      * Which normalizes the normal vector
2289      */
2290     shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
2291     shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
2292     shader_addline(buffer, "RCP TC.w, TC.w;\n");
2293     shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
2294     shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2295     shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
2296
2297     /* Sample the texture using the calculated coordinates */
2298     shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2299     flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2300     shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2301     tex_mx->current_row = 0;
2302 }
2303
2304 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
2305 {
2306     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2307     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2308     char dst_name[50];
2309     const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2310     const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2311
2312     /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2313      * which is essentially an input, is the destination register because it is the first
2314      * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2315      * here(writemasks/swizzles are not valid on texdepth)
2316      */
2317     shader_arb_get_dst_param(ins, dst, dst_name);
2318
2319     /* According to the msdn, the source register(must be r5) is unusable after
2320      * the texdepth instruction, so we're free to modify it
2321      */
2322     shader_addline(buffer, "MIN %s.y, %s.y, %s;\n", dst_name, dst_name, one);
2323
2324     /* How to deal with the special case dst_name.g == 0? if r != 0, then
2325      * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2326      * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2327      */
2328     shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2329     shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
2330     shader_addline(buffer, "MIN TA.x, TA.x, %s;\n", one);
2331     shader_addline(buffer, "MAX result.depth, TA.x, %s;\n", zero);
2332 }
2333
2334 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2335  * Take a 3-component dot product of the TexCoord[dstreg] and src,
2336  * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2337 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
2338 {
2339     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2340     DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
2341     char src0[50];
2342     char dst_str[50];
2343
2344     shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2345     shader_addline(buffer, "MOV TB, 0.0;\n");
2346     shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2347
2348     shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2349     shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
2350 }
2351
2352 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2353  * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2354 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
2355 {
2356     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2357     char src0[50];
2358     char dst_str[50];
2359     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2360
2361     /* Handle output register */
2362     shader_arb_get_dst_param(ins, dst, dst_str);
2363     shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2364     shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx[0].offset, src0);
2365 }
2366
2367 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2368  * Perform the 3rd row of a 3x3 matrix multiply */
2369 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
2370 {
2371     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2372     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2373     char dst_str[50], dst_name[50];
2374     char src0[50];
2375     BOOL is_color;
2376
2377     shader_arb_get_dst_param(ins, dst, dst_str);
2378     shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2379     shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2380     shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2381     shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2382 }
2383
2384 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2385  * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2386  * Calculate tmp0.y = TexCoord[dstreg] . src.xyz;  (tmp0.x has already been calculated)
2387  * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2388  */
2389 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
2390 {
2391     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2392     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2393     char src0[50], dst_name[50];
2394     BOOL is_color;
2395     const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2396     const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2397
2398     shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2399     shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2400     shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2401
2402     /* How to deal with the special case dst_name.g == 0? if r != 0, then
2403      * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2404      * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2405      */
2406     shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2407     shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2408     shader_addline(buffer, "MIN %s.x, %s.x, %s;\n", dst_name, dst_name, one);
2409     shader_addline(buffer, "MAX result.depth, %s.x, %s;\n", dst_name, zero);
2410 }
2411
2412 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2413     Vertex/Pixel shaders to ARB_vertex_program codes */
2414 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2415 {
2416     int i;
2417     int nComponents = 0;
2418     struct wined3d_shader_dst_param tmp_dst = {{0}};
2419     struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2420     struct wined3d_shader_instruction tmp_ins;
2421
2422     memset(&tmp_ins, 0, sizeof(tmp_ins));
2423
2424     /* Set constants for the temporary argument */
2425     tmp_ins.ctx = ins->ctx;
2426     tmp_ins.dst_count = 1;
2427     tmp_ins.dst = &tmp_dst;
2428     tmp_ins.src_count = 2;
2429     tmp_ins.src = tmp_src;
2430
2431     switch(ins->handler_idx)
2432     {
2433         case WINED3DSIH_M4x4:
2434             nComponents = 4;
2435             tmp_ins.handler_idx = WINED3DSIH_DP4;
2436             break;
2437         case WINED3DSIH_M4x3:
2438             nComponents = 3;
2439             tmp_ins.handler_idx = WINED3DSIH_DP4;
2440             break;
2441         case WINED3DSIH_M3x4:
2442             nComponents = 4;
2443             tmp_ins.handler_idx = WINED3DSIH_DP3;
2444             break;
2445         case WINED3DSIH_M3x3:
2446             nComponents = 3;
2447             tmp_ins.handler_idx = WINED3DSIH_DP3;
2448             break;
2449         case WINED3DSIH_M3x2:
2450             nComponents = 2;
2451             tmp_ins.handler_idx = WINED3DSIH_DP3;
2452             break;
2453         default:
2454             FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2455             break;
2456     }
2457
2458     tmp_dst = ins->dst[0];
2459     tmp_src[0] = ins->src[0];
2460     tmp_src[1] = ins->src[1];
2461     for (i = 0; i < nComponents; ++i)
2462     {
2463         tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2464         shader_hw_map2gl(&tmp_ins);
2465         ++tmp_src[1].reg.idx[0].offset;
2466     }
2467 }
2468
2469 static void shader_hw_rcp(const struct wined3d_shader_instruction *ins)
2470 {
2471     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2472
2473     char dst[50];
2474     char src[50];
2475
2476     shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2477     shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2478     if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2479     {
2480         /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2481          * .w is used
2482          */
2483         strcat(src, ".w");
2484     }
2485
2486     shader_addline(buffer, "RCP%s %s, %s;\n", shader_arb_get_modifier(ins), dst, src);
2487 }
2488
2489 static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
2490 {
2491     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2492     const char *instruction;
2493
2494     char dst[50];
2495     char src[50];
2496
2497     switch(ins->handler_idx)
2498     {
2499         case WINED3DSIH_RSQ:  instruction = "RSQ"; break;
2500         case WINED3DSIH_RCP:  instruction = "RCP"; break;
2501         case WINED3DSIH_EXP:  instruction = "EX2"; break;
2502         case WINED3DSIH_EXPP: instruction = "EXP"; break;
2503         default: instruction = "";
2504             FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2505             break;
2506     }
2507
2508     shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2509     shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2510     if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2511     {
2512         /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2513          * .w is used
2514          */
2515         strcat(src, ".w");
2516     }
2517
2518     shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
2519 }
2520
2521 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
2522 {
2523     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2524     char dst_name[50];
2525     char src_name[50];
2526     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2527     BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2528     const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2529
2530     shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2531     shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2532
2533     /* In D3D, NRM of a vector with length zero returns zero. Catch this situation, as
2534      * otherwise NRM or RSQ would return NaN */
2535     if(pshader && priv->target_version >= NV3)
2536     {
2537         /* GL_NV_fragment_program2's NRM needs protection against length zero vectors too
2538          *
2539          * TODO: Find out if DP3+NRM+MOV is really faster than DP3+RSQ+MUL
2540          */
2541         shader_addline(buffer, "DP3C TA, %s, %s;\n", src_name, src_name);
2542         shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2543         shader_addline(buffer, "MOV %s (EQ), %s;\n", dst_name, zero);
2544     }
2545     else if(priv->target_version >= NV2)
2546     {
2547         shader_addline(buffer, "DP3C TA.x, %s, %s;\n", src_name, src_name);
2548         shader_addline(buffer, "RSQ TA.x (NE), TA.x;\n");
2549         shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2550                        src_name);
2551     }
2552     else
2553     {
2554         const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2555
2556         shader_addline(buffer, "DP3 TA.x, %s, %s;\n", src_name, src_name);
2557         /* Pass any non-zero value to RSQ if the input vector has a length of zero. The
2558          * RSQ result doesn't matter, as long as multiplying it by 0 returns 0.
2559          */
2560         shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero);
2561         shader_addline(buffer, "MAD TA.x, %s, TA.y, TA.x;\n", one);
2562
2563         shader_addline(buffer, "RSQ TA.x, TA.x;\n");
2564         /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2565         shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2566                     src_name);
2567     }
2568 }
2569
2570 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2571 {
2572     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2573     char dst_name[50];
2574     char src_name[3][50];
2575
2576     /* ARB_fragment_program has a convenient LRP instruction */
2577     if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2578         shader_hw_map2gl(ins);
2579         return;
2580     }
2581
2582     shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2583     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2584     shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2585     shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2586
2587     shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2588     shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2589                    dst_name, src_name[0], src_name[2]);
2590 }
2591
2592 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2593 {
2594     /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2595      * must contain fixed constants. So we need a separate function to filter those constants and
2596      * can't use map2gl
2597      */
2598     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2599     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2600     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2601     char dst_name[50];
2602     char src_name0[50], src_name1[50], src_name2[50];
2603     BOOL is_color;
2604
2605     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2606     if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2607         shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2608         /* No modifiers are supported on SCS */
2609         shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2610
2611         if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2612         {
2613             shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2614             shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2615         }
2616     } else if(priv->target_version >= NV2) {
2617         shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2618
2619         /* Sincos writemask must be .x, .y or .xy */
2620         if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2621             shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2622         if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2623             shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2624     } else {
2625         /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2626          * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2627          *
2628          * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2629          * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2630          *
2631          * The constants we get are:
2632          *
2633          *  +1   +1,     -1     -1     +1      +1      -1       -1
2634          *      ---- ,  ---- , ---- , ----- , ----- , ----- , ------
2635          *      1!*2    2!*4   3!*8   4!*16   5!*32   6!*64   7!*128
2636          *
2637          * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2638          *
2639          * (x/2)^2 = x^2 / 4
2640          * (x/2)^3 = x^3 / 8
2641          * (x/2)^4 = x^4 / 16
2642          * (x/2)^5 = x^5 / 32
2643          * etc
2644          *
2645          * To get the final result:
2646          * sin(x) = 2 * sin(x/2) * cos(x/2)
2647          * cos(x) = cos(x/2)^2 - sin(x/2)^2
2648          * (from sin(x+y) and cos(x+y) rules)
2649          *
2650          * As per MSDN, dst.z is undefined after the operation, and so is
2651          * dst.x and dst.y if they're masked out by the writemask. Ie
2652          * sincos dst.y, src1, c0, c1
2653          * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2654          * vsa.exe also stops with an error if the dest register is the same register as the source
2655          * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2656          * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2657          */
2658         shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2659         shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2660         shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2661
2662         shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0);  /* x ^ 2 */
2663         shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0);           /* x ^ 3 */
2664         shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0);           /* x ^ 4 */
2665         shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0);           /* x ^ 5 */
2666         shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0);           /* x ^ 6 */
2667         shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0);           /* x ^ 7 */
2668
2669         /* sin(x/2)
2670          *
2671          * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2672          * properly merge that with MULs in the code above?
2673          * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2674          * we can merge the sine and cosine MAD rows to calculate them together.
2675          */
2676         shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2677         shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2678         shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2679         shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2680
2681         /* cos(x/2) */
2682         shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2683         shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2684         shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2685
2686         if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2687             /* cos x */
2688             shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2689             shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2690         }
2691         if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2692             /* sin x */
2693             shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2694             shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2695         }
2696     }
2697 }
2698
2699 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2700 {
2701     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2702     char dst_name[50];
2703     char src_name[50];
2704     struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2705
2706     shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2707     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2708
2709     /* SGN is only valid in vertex shaders */
2710     if(ctx->target_version >= NV2) {
2711         shader_addline(buffer, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2712         return;
2713     }
2714
2715     /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2716      * if SRC < 0.0,  SRC < -SRC = TRUE. If neither is true, src = 0.0
2717      */
2718     if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2719         shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2720     } else {
2721         /* src contains TA? Write to the dest first. This won't overwrite our destination.
2722          * Then use TA, and calculate the final result
2723          *
2724          * Not reading from TA? Store the first result in TA to avoid overwriting the
2725          * destination if src reg = dst reg
2726          */
2727         if(strstr(src_name, "TA"))
2728         {
2729             shader_addline(buffer, "SLT %s,  %s, -%s;\n", dst_name, src_name, src_name);
2730             shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2731             shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
2732         }
2733         else
2734         {
2735             shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2736             shader_addline(buffer, "SLT %s,  %s, -%s;\n", dst_name, src_name, src_name);
2737             shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
2738         }
2739     }
2740 }
2741
2742 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2743 {
2744     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2745     char src[50];
2746     char dst[50];
2747     char dst_name[50];
2748     BOOL is_color;
2749
2750     shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2751     shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2752     shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2753
2754     shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2755     shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2756 }
2757
2758 static DWORD abs_modifier(DWORD mod, BOOL *need_abs)
2759 {
2760     *need_abs = FALSE;
2761
2762     switch(mod)
2763     {
2764         case WINED3DSPSM_NONE:      return WINED3DSPSM_ABS;
2765         case WINED3DSPSM_NEG:       return WINED3DSPSM_ABS;
2766         case WINED3DSPSM_BIAS:      *need_abs = TRUE; return WINED3DSPSM_BIAS;
2767         case WINED3DSPSM_BIASNEG:   *need_abs = TRUE; return WINED3DSPSM_BIASNEG;
2768         case WINED3DSPSM_SIGN:      *need_abs = TRUE; return WINED3DSPSM_SIGN;
2769         case WINED3DSPSM_SIGNNEG:   *need_abs = TRUE; return WINED3DSPSM_SIGNNEG;
2770         case WINED3DSPSM_COMP:      *need_abs = TRUE; return WINED3DSPSM_COMP;
2771         case WINED3DSPSM_X2:        *need_abs = TRUE; return WINED3DSPSM_X2;
2772         case WINED3DSPSM_X2NEG:     *need_abs = TRUE; return WINED3DSPSM_X2NEG;
2773         case WINED3DSPSM_DZ:        *need_abs = TRUE; return WINED3DSPSM_DZ;
2774         case WINED3DSPSM_DW:        *need_abs = TRUE; return WINED3DSPSM_DW;
2775         case WINED3DSPSM_ABS:       return WINED3DSPSM_ABS;
2776         case WINED3DSPSM_ABSNEG:    return WINED3DSPSM_ABS;
2777     }
2778     FIXME("Unknown modifier %u\n", mod);
2779     return mod;
2780 }
2781
2782 static void shader_hw_log(const struct wined3d_shader_instruction *ins)
2783 {
2784     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2785     char src0[50], dst[50];
2786     struct wined3d_shader_src_param src0_copy = ins->src[0];
2787     BOOL need_abs = FALSE;
2788     const char *instr;
2789
2790     switch(ins->handler_idx)
2791     {
2792         case WINED3DSIH_LOG:  instr = "LG2"; break;
2793         case WINED3DSIH_LOGP: instr = "LOG"; break;
2794         default:
2795             ERR("Unexpected instruction %d\n", ins->handler_idx);
2796             return;
2797     }
2798
2799     /* LOG and LOGP operate on the absolute value of the input */
2800     src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2801
2802     shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2803     shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2804
2805     if(need_abs)
2806     {
2807         shader_addline(buffer, "ABS TA, %s;\n", src0);
2808         shader_addline(buffer, "%s%s %s, TA;\n", instr, shader_arb_get_modifier(ins), dst);
2809     }
2810     else
2811     {
2812         shader_addline(buffer, "%s%s %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0);
2813     }
2814 }
2815
2816 static void shader_hw_pow(const struct wined3d_shader_instruction *ins)
2817 {
2818     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2819     char src0[50], src1[50], dst[50];
2820     struct wined3d_shader_src_param src0_copy = ins->src[0];
2821     BOOL need_abs = FALSE;
2822     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2823     const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2824
2825     /* POW operates on the absolute value of the input */
2826     src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2827
2828     shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2829     shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2830     shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
2831
2832     if (need_abs)
2833         shader_addline(buffer, "ABS TA.x, %s;\n", src0);
2834     else
2835         shader_addline(buffer, "MOV TA.x, %s;\n", src0);
2836
2837     if (priv->target_version >= NV2)
2838     {
2839         shader_addline(buffer, "MOVC TA.y, %s;\n", src1);
2840         shader_addline(buffer, "POW%s %s, TA.x, TA.y;\n", shader_arb_get_modifier(ins), dst);
2841         shader_addline(buffer, "MOV %s (EQ.y), %s;\n", dst, one);
2842     }
2843     else
2844     {
2845         const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2846         const char *flt_eps = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_EPS);
2847
2848         shader_addline(buffer, "ABS TA.y, %s;\n", src1);
2849         shader_addline(buffer, "SGE TA.y, -TA.y, %s;\n", zero);
2850         /* Possibly add flt_eps to avoid getting float special values */
2851         shader_addline(buffer, "MAD TA.z, TA.y, %s, %s;\n", flt_eps, src1);
2852         shader_addline(buffer, "POW%s TA.x, TA.x, TA.z;\n", shader_arb_get_modifier(ins));
2853         shader_addline(buffer, "MAD TA.x, -TA.x, TA.y, TA.x;\n");
2854         shader_addline(buffer, "MAD %s, TA.y, %s, TA.x;\n", dst, one);
2855     }
2856 }
2857
2858 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2859 {
2860     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2861     char src_name[50];
2862     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2863
2864     /* src0 is aL */
2865     shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2866
2867     if(vshader)
2868     {
2869         struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2870         struct list *e = list_head(&priv->control_frames);
2871         struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2872
2873         if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2874         /* The constant loader makes sure to load -1 into iX.w */
2875         shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2876         shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2877         shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2878     }
2879     else
2880     {
2881         shader_addline(buffer, "LOOP %s;\n", src_name);
2882     }
2883 }
2884
2885 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2886 {
2887     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2888     char src_name[50];
2889     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2890
2891     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2892
2893     /* The constant loader makes sure to load -1 into iX.w */
2894     if(vshader)
2895     {
2896         struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2897         struct list *e = list_head(&priv->control_frames);
2898         struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2899
2900         if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2901
2902         shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2903         shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2904         shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2905     }
2906     else
2907     {
2908         shader_addline(buffer, "REP %s;\n", src_name);
2909     }
2910 }
2911
2912 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2913 {
2914     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2915     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2916
2917     if(vshader)
2918     {
2919         struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2920         struct list *e = list_head(&priv->control_frames);
2921         struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2922
2923         shader_addline(buffer, "ARAC aL.xy, aL;\n");
2924         shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2925         shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2926
2927         if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2928     }
2929     else
2930     {
2931         shader_addline(buffer, "ENDLOOP;\n");
2932     }
2933 }
2934
2935 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2936 {
2937     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2938     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2939
2940     if(vshader)
2941     {
2942         struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2943         struct list *e = list_head(&priv->control_frames);
2944         struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2945
2946         shader_addline(buffer, "ARAC aL.xy, aL;\n");
2947         shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2948         shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2949
2950         if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2951     }
2952     else
2953     {
2954         shader_addline(buffer, "ENDREP;\n");
2955     }
2956 }
2957
2958 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2959 {
2960     struct control_frame *control_frame;
2961
2962     LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2963     {
2964         if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2965     }
2966     ERR("Could not find loop for break\n");
2967     return NULL;
2968 }
2969
2970 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2971 {
2972     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2973     const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2974     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2975
2976     if(vshader)
2977     {
2978         shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->no.loop);
2979     }
2980     else
2981     {
2982         shader_addline(buffer, "BRK;\n");
2983     }
2984 }
2985
2986 static const char *get_compare(enum wined3d_shader_rel_op op)
2987 {
2988     switch (op)
2989     {
2990         case WINED3D_SHADER_REL_OP_GT: return "GT";
2991         case WINED3D_SHADER_REL_OP_EQ: return "EQ";
2992         case WINED3D_SHADER_REL_OP_GE: return "GE";
2993         case WINED3D_SHADER_REL_OP_LT: return "LT";
2994         case WINED3D_SHADER_REL_OP_NE: return "NE";
2995         case WINED3D_SHADER_REL_OP_LE: return "LE";
2996         default:
2997             FIXME("Unrecognized operator %#x.\n", op);
2998             return "(\?\?)";
2999     }
3000 }
3001
3002 static enum wined3d_shader_rel_op invert_compare(enum wined3d_shader_rel_op op)
3003 {
3004     switch (op)
3005     {
3006         case WINED3D_SHADER_REL_OP_GT: return WINED3D_SHADER_REL_OP_LE;
3007         case WINED3D_SHADER_REL_OP_EQ: return WINED3D_SHADER_REL_OP_NE;
3008         case WINED3D_SHADER_REL_OP_GE: return WINED3D_SHADER_REL_OP_LT;
3009         case WINED3D_SHADER_REL_OP_LT: return WINED3D_SHADER_REL_OP_GE;
3010         case WINED3D_SHADER_REL_OP_NE: return WINED3D_SHADER_REL_OP_EQ;
3011         case WINED3D_SHADER_REL_OP_LE: return WINED3D_SHADER_REL_OP_GT;
3012         default:
3013             FIXME("Unrecognized operator %#x.\n", op);
3014             return -1;
3015     }
3016 }
3017
3018 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
3019 {
3020     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3021     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3022     const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
3023     char src_name0[50];
3024     char src_name1[50];
3025     const char *comp = get_compare(ins->flags);
3026
3027     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3028     shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3029
3030     if(vshader)
3031     {
3032         /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
3033          * away the subtraction result
3034          */
3035         shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3036         shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->no.loop, comp);
3037     }
3038     else
3039     {
3040         shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3041         shader_addline(buffer, "BRK (%s.x);\n", comp);
3042     }
3043 }
3044
3045 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
3046 {
3047     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3048     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3049     struct list *e = list_head(&priv->control_frames);
3050     struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3051     const char *comp;
3052     char src_name0[50];
3053     char src_name1[50];
3054     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3055
3056     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3057     shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3058
3059     if(vshader)
3060     {
3061         /* Invert the flag. We jump to the else label if the condition is NOT true */
3062         comp = get_compare(invert_compare(ins->flags));
3063         shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3064         shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->no.ifc, comp);
3065     }
3066     else
3067     {
3068         comp = get_compare(ins->flags);
3069         shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3070         shader_addline(buffer, "IF %s.x;\n", comp);
3071     }
3072 }
3073
3074 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
3075 {
3076     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3077     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3078     struct list *e = list_head(&priv->control_frames);
3079     struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3080     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3081
3082     if(vshader)
3083     {
3084         shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->no.ifc);
3085         shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3086         control_frame->had_else = TRUE;
3087     }
3088     else
3089     {
3090         shader_addline(buffer, "ELSE;\n");
3091     }
3092 }
3093
3094 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
3095 {
3096     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3097     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3098     struct list *e = list_head(&priv->control_frames);
3099     struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3100     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3101
3102     if(vshader)
3103     {
3104         if(control_frame->had_else)
3105         {
3106             shader_addline(buffer, "ifc_%u_endif:\n", control_frame->no.ifc);
3107         }
3108         else
3109         {
3110             shader_addline(buffer, "#No else branch. else is endif\n");
3111             shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3112         }
3113     }
3114     else
3115     {
3116         shader_addline(buffer, "ENDIF;\n");
3117     }
3118 }
3119
3120 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
3121 {
3122     DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3123     char reg_dest[40];
3124     char reg_src[3][40];
3125     WORD flags = TEX_DERIV;
3126
3127     shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3128     shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
3129     shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
3130     shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
3131
3132     if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3133     if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3134
3135     shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
3136 }
3137
3138 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
3139 {
3140     DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3141     char reg_dest[40];
3142     char reg_coord[40];
3143     WORD flags = TEX_LOD;
3144
3145     shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3146     shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
3147
3148     if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3149     if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3150
3151     shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
3152 }
3153
3154 static void shader_hw_label(const struct wined3d_shader_instruction *ins)
3155 {
3156     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3157     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3158
3159     priv->in_main_func = FALSE;
3160     /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
3161      * subroutine, don't generate a label that will make GL complain
3162      */
3163     if(priv->target_version == ARB) return;
3164
3165     shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx[0].offset);
3166 }
3167
3168 static void vshader_add_footer(struct shader_arb_ctx_priv *priv_ctx,
3169         const struct arb_vshader_private *shader_data, const struct arb_vs_compile_args *args,
3170         const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info,
3171         struct wined3d_shader_buffer *buffer)
3172 {
3173     unsigned int i;
3174
3175     /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3176      * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3177      * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3178      * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3179      */
3180     if (args->super.fog_src == VS_FOG_Z)
3181     {
3182         shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
3183     }
3184     else
3185     {
3186         if (!reg_maps->fog)
3187         {
3188             /* posFixup.x is always 1.0, so we can safely use it */
3189             shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3190         }
3191         else
3192         {
3193             /* Clamp fogcoord */
3194             const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
3195             const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
3196
3197             shader_addline(buffer, "MIN TMP_FOGCOORD.x, TMP_FOGCOORD.x, %s;\n", one);
3198             shader_addline(buffer, "MAX result.fogcoord.x, TMP_FOGCOORD.x, %s;\n", zero);
3199         }
3200     }
3201
3202     /* Clipplanes are always stored without y inversion */
3203     if (use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
3204     {
3205         if (args->super.clip_enabled)
3206         {
3207             for (i = 0; i < priv_ctx->vs_clipplanes; i++)
3208             {
3209                 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
3210             }
3211         }
3212     }
3213     else if (args->clip.boolclip.clip_texcoord)
3214     {
3215         unsigned int cur_clip = 0;
3216         char component[4] = {'x', 'y', 'z', 'w'};
3217         const char *zero = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ZERO);
3218
3219         for (i = 0; i < gl_info->limits.clipplanes; ++i)
3220         {
3221             if (args->clip.boolclip.clipplane_mask & (1 << i))
3222             {
3223                 shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3224                                component[cur_clip++], i);
3225             }
3226         }
3227         switch (cur_clip)
3228         {
3229             case 0:
3230                 shader_addline(buffer, "MOV TA, %s;\n", zero);
3231                 break;
3232             case 1:
3233                 shader_addline(buffer, "MOV TA.yzw, %s;\n", zero);
3234                 break;
3235             case 2:
3236                 shader_addline(buffer, "MOV TA.zw, %s;\n", zero);
3237                 break;
3238             case 3:
3239                 shader_addline(buffer, "MOV TA.w, %s;\n", zero);
3240                 break;
3241         }
3242         shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
3243                        args->clip.boolclip.clip_texcoord - 1);
3244     }
3245
3246     /* Write the final position.
3247      *
3248      * OpenGL coordinates specify the center of the pixel while d3d coords specify
3249      * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3250      * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3251      * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3252      */
3253     shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
3254     shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3255     shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3256
3257     /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3258      * and the glsl equivalent
3259      */
3260     if (need_helper_const(shader_data, reg_maps, gl_info))
3261     {
3262         const char *two = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_TWO);
3263         shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two);
3264     }
3265     else
3266     {
3267         shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3268         shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3269     }
3270
3271     shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
3272
3273     priv_ctx->footer_written = TRUE;
3274 }
3275
3276 static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
3277 {
3278     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3279     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3280     const struct wined3d_shader *shader = ins->ctx->shader;
3281     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3282
3283     if(priv->target_version == ARB) return;
3284
3285     if(vshader)
3286     {
3287         if (priv->in_main_func) vshader_add_footer(priv, shader->backend_data,
3288                 priv->cur_vs_args, ins->ctx->reg_maps, ins->ctx->gl_info, buffer);
3289     }
3290
3291     shader_addline(buffer, "RET;\n");
3292 }
3293
3294 static void shader_hw_call(const struct wined3d_shader_instruction *ins)
3295 {
3296     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3297     shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx[0].offset);
3298 }
3299
3300 /* GL locking is done by the caller */
3301 static GLuint create_arb_blt_vertex_program(const struct wined3d_gl_info *gl_info)
3302 {
3303     GLuint program_id = 0;
3304     GLint pos;
3305
3306     const char *blt_vprogram =
3307         "!!ARBvp1.0\n"
3308         "PARAM c[1] = { { 1, 0.5 } };\n"
3309         "MOV result.position, vertex.position;\n"
3310         "MOV result.color, c[0].x;\n"
3311         "MOV result.texcoord[0], vertex.texcoord[0];\n"
3312         "END\n";
3313
3314     GL_EXTCALL(glGenProgramsARB(1, &program_id));
3315     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
3316     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3317             strlen(blt_vprogram), blt_vprogram));
3318     checkGLcall("glProgramStringARB()");
3319
3320     gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3321     if (pos != -1)
3322     {
3323         FIXME("Vertex program error at position %d: %s\n\n", pos,
3324             debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3325         shader_arb_dump_program_source(blt_vprogram);
3326     }
3327     else
3328     {
3329         GLint native;
3330
3331         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3332         checkGLcall("glGetProgramivARB()");
3333         if (!native) WARN("Program exceeds native resource limits.\n");
3334     }
3335
3336     return program_id;
3337 }
3338
3339 /* GL locking is done by the caller */
3340 static GLuint create_arb_blt_fragment_program(const struct wined3d_gl_info *gl_info,
3341         enum tex_types tex_type, BOOL masked)
3342 {
3343     GLuint program_id = 0;
3344     const char *fprogram;
3345     GLint pos;
3346
3347     static const char * const blt_fprograms_full[tex_type_count] =
3348     {
3349         /* tex_1d */
3350         NULL,
3351         /* tex_2d */
3352         "!!ARBfp1.0\n"
3353         "TEMP R0;\n"
3354         "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3355         "MOV result.depth.z, R0.x;\n"
3356         "END\n",
3357         /* tex_3d */
3358         NULL,
3359         /* tex_cube */
3360         "!!ARBfp1.0\n"
3361         "TEMP R0;\n"
3362         "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3363         "MOV result.depth.z, R0.x;\n"
3364         "END\n",
3365         /* tex_rect */
3366         "!!ARBfp1.0\n"
3367         "TEMP R0;\n"
3368         "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3369         "MOV result.depth.z, R0.x;\n"
3370         "END\n",
3371     };
3372
3373     static const char * const blt_fprograms_masked[tex_type_count] =
3374     {
3375         /* tex_1d */
3376         NULL,
3377         /* tex_2d */
3378         "!!ARBfp1.0\n"
3379         "PARAM mask = program.local[0];\n"
3380         "TEMP R0;\n"
3381         "SLT R0.xy, fragment.position, mask.zwzw;\n"
3382         "MUL R0.x, R0.x, R0.y;\n"
3383         "KIL -R0.x;\n"
3384         "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3385         "MOV result.depth.z, R0.x;\n"
3386         "END\n",
3387         /* tex_3d */
3388         NULL,
3389         /* tex_cube */
3390         "!!ARBfp1.0\n"
3391         "PARAM mask = program.local[0];\n"
3392         "TEMP R0;\n"
3393         "SLT R0.xy, fragment.position, mask.zwzw;\n"
3394         "MUL R0.x, R0.x, R0.y;\n"
3395         "KIL -R0.x;\n"
3396         "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3397         "MOV result.depth.z, R0.x;\n"
3398         "END\n",
3399         /* tex_rect */
3400         "!!ARBfp1.0\n"
3401         "PARAM mask = program.local[0];\n"
3402         "TEMP R0;\n"
3403         "SLT R0.xy, fragment.position, mask.zwzw;\n"
3404         "MUL R0.x, R0.x, R0.y;\n"
3405         "KIL -R0.x;\n"
3406         "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3407         "MOV result.depth.z, R0.x;\n"
3408         "END\n",
3409     };
3410
3411     fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3412     if (!fprogram)
3413     {
3414         FIXME("tex_type %#x not supported, falling back to tex_2d\n", tex_type);
3415         tex_type = tex_2d;
3416         fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3417     }
3418
3419     GL_EXTCALL(glGenProgramsARB(1, &program_id));
3420     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
3421     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fprogram), fprogram));
3422     checkGLcall("glProgramStringARB()");
3423
3424     gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3425     if (pos != -1)
3426     {
3427         FIXME("Fragment program error at position %d: %s\n\n", pos,
3428             debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3429         shader_arb_dump_program_source(fprogram);
3430     }
3431     else
3432     {
3433         GLint native;
3434
3435         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3436         checkGLcall("glGetProgramivARB()");
3437         if (!native) WARN("Program exceeds native resource limits.\n");
3438     }
3439
3440     return program_id;
3441 }
3442
3443 static void arbfp_add_sRGB_correction(struct wined3d_shader_buffer *buffer, const char *fragcolor,
3444         const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
3445 {
3446     /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3447
3448     if(condcode)
3449     {
3450         /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3451         shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.y;\n", tmp1, fragcolor);
3452         /* Calculate the > 0.0031308 case */
3453         shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts1.z;\n", fragcolor, fragcolor);
3454         shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts1.z;\n", fragcolor, fragcolor);
3455         shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts1.z;\n", fragcolor, fragcolor);
3456         shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts1.w;\n", fragcolor, fragcolor);
3457         shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts2.x;\n", fragcolor, fragcolor);
3458         /* Calculate the < case */
3459         shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts1.x, %s;\n", fragcolor, fragcolor);
3460     }
3461     else
3462     {
3463         /* Calculate the > 0.0031308 case */
3464         shader_addline(buffer, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1, fragcolor);
3465         shader_addline(buffer, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1, fragcolor);
3466         shader_addline(buffer, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1, fragcolor);
3467         shader_addline(buffer, "MUL %s, %s, srgb_consts1.w;\n", tmp1, tmp1);
3468         shader_addline(buffer, "SUB %s, %s, srgb_consts2.x;\n", tmp1, tmp1);
3469         /* Calculate the < case */
3470         shader_addline(buffer, "MUL %s, srgb_consts1.x, %s;\n", tmp2, fragcolor);
3471         /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3472         shader_addline(buffer, "SLT %s, srgb_consts1.y, %s;\n", tmp3, fragcolor);
3473         shader_addline(buffer, "SGE %s, srgb_consts1.y, %s;\n", tmp4, fragcolor);
3474         /* Store the components > 0.0031308 in the destination */
3475         shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
3476         /* Add the components that are < 0.0031308 */
3477         shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
3478         /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3479         * result.color writes(.rgb first, then .a), or handle overwriting already written
3480         * components. The assembler uses a temporary register in this case, which is usually
3481         * not allocated from one of our registers that were used earlier.
3482         */
3483     }
3484     /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3485 }
3486
3487 static const DWORD *find_loop_control_values(const struct wined3d_shader *shader, DWORD idx)
3488 {
3489     const struct wined3d_shader_lconst *constant;
3490
3491     LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
3492     {
3493         if (constant->idx == idx)
3494         {
3495             return constant->value;
3496         }
3497     }
3498     return NULL;
3499 }
3500
3501 static void init_ps_input(const struct wined3d_shader *shader,
3502         const struct arb_ps_compile_args *args, struct shader_arb_ctx_priv *priv)
3503 {
3504     static const char * const texcoords[8] =
3505     {
3506         "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3507         "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3508     };
3509     unsigned int i;
3510     const struct wined3d_shader_signature_element *sig = shader->input_signature;
3511     const char *semantic_name;
3512     DWORD semantic_idx;
3513
3514     switch(args->super.vp_mode)
3515     {
3516         case pretransformed:
3517         case fixedfunction:
3518             /* The pixelshader has to collect the varyings on its own. In any case properly load
3519              * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3520              * other attribs to 0.0.
3521              *
3522              * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3523              * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3524              * load the texcoord attrib pointers to match the pixel shader signature
3525              */
3526             for(i = 0; i < MAX_REG_INPUT; i++)
3527             {
3528                 semantic_name = sig[i].semantic_name;
3529                 semantic_idx = sig[i].semantic_idx;
3530                 if (!semantic_name) continue;
3531
3532                 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
3533                 {
3534                     if (!semantic_idx) priv->ps_input[i] = "fragment.color.primary";
3535                     else if(semantic_idx == 1) priv->ps_input[i] = "fragment.color.secondary";
3536                     else priv->ps_input[i] = "0.0";
3537                 }
3538                 else if(args->super.vp_mode == fixedfunction)
3539                 {
3540                     priv->ps_input[i] = "0.0";
3541                 }
3542                 else if(shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
3543                 {
3544                     if(semantic_idx < 8) priv->ps_input[i] = texcoords[semantic_idx];
3545                     else priv->ps_input[i] = "0.0";
3546                 }
3547                 else if(shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
3548                 {
3549                     if (!semantic_idx) priv->ps_input[i] = "fragment.fogcoord";
3550                     else priv->ps_input[i] = "0.0";
3551                 }
3552                 else
3553                 {
3554                     priv->ps_input[i] = "0.0";
3555                 }
3556
3557                 TRACE("v%u, semantic %s%u is %s\n", i, semantic_name, semantic_idx, priv->ps_input[i]);
3558             }
3559             break;
3560
3561         case vertexshader:
3562             /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3563              * fragment.color
3564              */
3565             for(i = 0; i < 8; i++)
3566             {
3567                 priv->ps_input[i] = texcoords[i];
3568             }
3569             priv->ps_input[8] = "fragment.color.primary";
3570             priv->ps_input[9] = "fragment.color.secondary";
3571             break;
3572     }
3573 }
3574
3575 /* GL locking is done by the caller */
3576 static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader,
3577         const struct wined3d_gl_info *gl_info, struct wined3d_shader_buffer *buffer,
3578         const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
3579 {
3580     const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
3581     const struct wined3d_shader_lconst *lconst;
3582     const DWORD *function = shader->function;
3583     GLuint retval;
3584     char fragcolor[16];
3585     DWORD *lconst_map = local_const_mapping(shader), next_local;
3586     struct shader_arb_ctx_priv priv_ctx;
3587     BOOL dcl_td = FALSE;
3588     BOOL want_nv_prog = FALSE;
3589     struct arb_pshader_private *shader_priv = shader->backend_data;
3590     GLint errPos;
3591     DWORD map;
3592
3593     char srgbtmp[4][4];
3594     unsigned int i, found = 0;
3595
3596     for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
3597     {
3598         if (!(map & 1)
3599                 || (shader->u.ps.color0_mov && i == shader->u.ps.color0_reg)
3600                 || (reg_maps->shader_version.major < 2 && !i))
3601             continue;
3602
3603         sprintf(srgbtmp[found], "R%u", i);
3604         ++found;
3605         if (found == 4) break;
3606     }
3607
3608     switch(found) {
3609         case 0:
3610             sprintf(srgbtmp[0], "TA");
3611             sprintf(srgbtmp[1], "TB");
3612             sprintf(srgbtmp[2], "TC");
3613             sprintf(srgbtmp[3], "TD");
3614             dcl_td = TRUE;
3615             break;
3616         case 1:
3617             sprintf(srgbtmp[1], "TA");
3618             sprintf(srgbtmp[2], "TB");
3619             sprintf(srgbtmp[3], "TC");
3620             break;
3621         case 2:
3622             sprintf(srgbtmp[2], "TA");
3623             sprintf(srgbtmp[3], "TB");
3624             break;
3625         case 3:
3626             sprintf(srgbtmp[3], "TA");
3627             break;
3628         case 4:
3629             break;
3630     }
3631
3632     /*  Create the hw ARB shader */
3633     memset(&priv_ctx, 0, sizeof(priv_ctx));
3634     priv_ctx.cur_ps_args = args;
3635     priv_ctx.compiled_fprog = compiled;
3636     priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
3637     init_ps_input(shader, args, &priv_ctx);
3638     list_init(&priv_ctx.control_frames);
3639
3640     /* Avoid enabling NV_fragment_program* if we do not need it.
3641      *
3642      * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3643      * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3644      * is faster than what we gain from using higher native instructions. There are some things though
3645      * that cannot be emulated. In that case enable the extensions.
3646      * If the extension is enabled, instruction handlers that support both ways will use it.
3647      *
3648      * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3649      * So enable the best we can get.
3650      */
3651     if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
3652        reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall)
3653     {
3654         want_nv_prog = TRUE;
3655     }
3656
3657     shader_addline(buffer, "!!ARBfp1.0\n");
3658     if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM2])
3659     {
3660         shader_addline(buffer, "OPTION NV_fragment_program2;\n");
3661         priv_ctx.target_version = NV3;
3662     }
3663     else if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
3664     {
3665         shader_addline(buffer, "OPTION NV_fragment_program;\n");
3666         priv_ctx.target_version = NV2;
3667     } else {
3668         if(want_nv_prog)
3669         {
3670             /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3671              * limits properly
3672              */
3673             ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3674             ERR("Try GLSL\n");
3675         }
3676         priv_ctx.target_version = ARB;
3677     }
3678
3679     if (reg_maps->rt_mask > 1)
3680     {
3681         shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
3682     }
3683
3684     if (reg_maps->shader_version.major < 3)
3685     {
3686         switch(args->super.fog) {
3687             case FOG_OFF:
3688                 break;
3689             case FOG_LINEAR:
3690                 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
3691                 break;
3692             case FOG_EXP:
3693                 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
3694                 break;
3695             case FOG_EXP2:
3696                 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
3697                 break;
3698         }
3699     }
3700
3701     /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3702      * unused temps away(but occupies them for the whole shader if they're used once). Always
3703      * declaring them avoids tricky bookkeeping work
3704      */
3705     shader_addline(buffer, "TEMP TA;\n");      /* Used for modifiers */
3706     shader_addline(buffer, "TEMP TB;\n");      /* Used for modifiers */
3707     shader_addline(buffer, "TEMP TC;\n");      /* Used for modifiers */
3708     if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
3709     shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3710     shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3711     shader_addline(buffer, "PARAM ps_helper_const = { 0.0, 1.0, %1.10f, 0.0 };\n", eps);
3712
3713     if (reg_maps->shader_version.major < 2)
3714     {
3715         strcpy(fragcolor, "R0");
3716     }
3717     else
3718     {
3719         if (args->super.srgb_correction)
3720         {
3721             if (shader->u.ps.color0_mov)
3722             {
3723                 sprintf(fragcolor, "R%u", shader->u.ps.color0_reg);
3724             }
3725             else
3726             {
3727                 shader_addline(buffer, "TEMP TMP_COLOR;\n");
3728                 strcpy(fragcolor, "TMP_COLOR");
3729             }
3730         } else {
3731             strcpy(fragcolor, "result.color");
3732         }
3733     }
3734
3735     if(args->super.srgb_correction) {
3736         shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
3737                        srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
3738         shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
3739                        srgb_sub_high, 0.0, 0.0, 0.0);
3740     }
3741
3742     /* Base Declarations */
3743     next_local = shader_generate_arb_declarations(shader, reg_maps,
3744             buffer, gl_info, lconst_map, NULL, &priv_ctx);
3745
3746     for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
3747     {
3748         unsigned char bump_const;
3749
3750         if (!(map & 1)) continue;
3751
3752         bump_const = compiled->numbumpenvmatconsts;
3753         compiled->bumpenvmatconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3754         compiled->bumpenvmatconst[bump_const].texunit = i;
3755         compiled->luminanceconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3756         compiled->luminanceconst[bump_const].texunit = i;
3757
3758         /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3759          * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3760          * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3761          * textures due to conditional NP2 restrictions)
3762          *
3763          * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3764          * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3765          * their location is shader dependent anyway and they cannot be loaded globally.
3766          */
3767         compiled->bumpenvmatconst[bump_const].const_num = next_local++;
3768         shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
3769                        i, compiled->bumpenvmatconst[bump_const].const_num);
3770         compiled->numbumpenvmatconsts = bump_const + 1;
3771
3772         if (!(reg_maps->luminanceparams & (1 << i))) continue;
3773
3774         compiled->luminanceconst[bump_const].const_num = next_local++;
3775         shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
3776                        i, compiled->luminanceconst[bump_const].const_num);
3777     }
3778
3779     for(i = 0; i < MAX_CONST_I; i++)
3780     {
3781         compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3782         if (reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
3783         {
3784             const DWORD *control_values = find_loop_control_values(shader, i);
3785
3786             if(control_values)
3787             {
3788                 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3789                                 control_values[0], control_values[1], control_values[2]);
3790             }
3791             else
3792             {
3793                 compiled->int_consts[i] = next_local;
3794                 compiled->num_int_consts++;
3795                 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3796             }
3797         }
3798     }
3799
3800     if(reg_maps->vpos || reg_maps->usesdsy)
3801     {
3802         compiled->ycorrection = next_local;
3803         shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
3804
3805         if(reg_maps->vpos)
3806         {
3807             shader_addline(buffer, "TEMP vpos;\n");
3808             /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3809              * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3810              * ycorrection.z: 1.0
3811              * ycorrection.w: 0.0
3812              */
3813             shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3814             shader_addline(buffer, "FLR vpos.xy, vpos;\n");
3815         }
3816     }
3817     else
3818     {
3819         compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
3820     }
3821
3822     /* Load constants to fixup NP2 texcoords if there are still free constants left:
3823      * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3824      * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3825      * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3826      * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3827      * shader compilation errors and the subsequent errors when drawing with this shader. */
3828     if (priv_ctx.cur_ps_args->super.np2_fixup) {
3829         unsigned char cur_fixup_sampler = 0;
3830
3831         struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
3832         const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
3833         const UINT max_lconsts = gl_info->limits.arb_ps_local_constants;
3834
3835         fixup->offset = next_local;
3836         fixup->super.active = 0;
3837
3838         for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
3839             if (!(map & (1 << i))) continue;
3840
3841             if (fixup->offset + (cur_fixup_sampler >> 1) < max_lconsts) {
3842                 fixup->super.active |= (1 << i);
3843                 fixup->super.idx[i] = cur_fixup_sampler++;
3844             } else {
3845                 FIXME("No free constant found to load NP2 fixup data into shader. "
3846                       "Sampling from this texture will probably look wrong.\n");
3847                 break;
3848             }
3849         }
3850
3851         fixup->super.num_consts = (cur_fixup_sampler + 1) >> 1;
3852         if (fixup->super.num_consts) {
3853             shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3854                            fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
3855         }
3856     }
3857
3858     if (shader_priv->clipplane_emulation != ~0U && args->clip)
3859     {
3860         shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
3861     }
3862
3863     /* Base Shader Body */
3864     shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
3865
3866     if(args->super.srgb_correction) {
3867         arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
3868                                   priv_ctx.target_version >= NV2);
3869     }
3870
3871     if(strcmp(fragcolor, "result.color")) {
3872         shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3873     }
3874     shader_addline(buffer, "END\n");
3875
3876     /* TODO: change to resource.glObjectHandle or something like that */
3877     GL_EXTCALL(glGenProgramsARB(1, &retval));
3878
3879     TRACE("Creating a hw pixel shader, prg=%d\n", retval);
3880     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
3881
3882     TRACE("Created hw pixel shader, prg=%d\n", retval);
3883     /* Create the program and check for errors */
3884     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3885                buffer->bsize, buffer->buffer));
3886     checkGLcall("glProgramStringARB()");
3887
3888     gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
3889     if (errPos != -1)
3890     {
3891         FIXME("HW PixelShader Error at position %d: %s\n\n",
3892               errPos, debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3893         shader_arb_dump_program_source(buffer->buffer);
3894         retval = 0;
3895     }
3896     else
3897     {
3898         GLint native;
3899
3900         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3901         checkGLcall("glGetProgramivARB()");
3902         if (!native) WARN("Program exceeds native resource limits.\n");
3903     }
3904
3905     /* Load immediate constants */
3906     if (lconst_map)
3907     {
3908         LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
3909         {
3910             const float *value = (const float *)lconst->value;
3911             GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst_map[lconst->idx], value));
3912             checkGLcall("glProgramLocalParameter4fvARB");
3913         }
3914         HeapFree(GetProcessHeap(), 0, lconst_map);
3915     }
3916
3917     return retval;
3918 }
3919
3920 static int compare_sig(const struct wined3d_shader_signature_element *sig1, const struct wined3d_shader_signature_element *sig2)
3921 {
3922     unsigned int i;
3923     int ret;
3924
3925     for(i = 0; i < MAX_REG_INPUT; i++)
3926     {
3927         if (!sig1[i].semantic_name || !sig2[i].semantic_name)
3928         {
3929             /* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */
3930             if(sig1[i].semantic_name != sig2[i].semantic_name) return sig1[i].semantic_name < sig2[i].semantic_name ? -1 : 1;
3931             continue;
3932         }
3933
3934         if ((ret = strcmp(sig1[i].semantic_name, sig2[i].semantic_name))) return ret;
3935         if(sig1[i].semantic_idx    != sig2[i].semantic_idx)    return sig1[i].semantic_idx    < sig2[i].semantic_idx    ? -1 : 1;
3936         if(sig1[i].sysval_semantic != sig2[i].sysval_semantic) return sig1[i].sysval_semantic < sig2[i].sysval_semantic ? -1 : 1;
3937         if(sig1[i].component_type  != sig2[i].component_type)  return sig1[i].component_type  < sig2[i].component_type  ? -1 : 1;
3938         if(sig1[i].register_idx    != sig2[i].register_idx)    return sig1[i].register_idx    < sig2[i].register_idx    ? -1 : 1;
3939         if(sig1[i].mask            != sig2[i].mask)            return sig1[i].mask            < sig2[i].mask            ? -1 : 1;
3940     }
3941     return 0;
3942 }
3943
3944 static struct wined3d_shader_signature_element *clone_sig(const struct wined3d_shader_signature_element *sig)
3945 {
3946     struct wined3d_shader_signature_element *new;
3947     int i;
3948     char *name;
3949
3950     new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*new) * MAX_REG_INPUT);
3951     for(i = 0; i < MAX_REG_INPUT; i++)
3952     {
3953         if (!sig[i].semantic_name) continue;
3954
3955         new[i] = sig[i];
3956         /* Clone the semantic string */
3957         name = HeapAlloc(GetProcessHeap(), 0, strlen(sig[i].semantic_name) + 1);
3958         strcpy(name, sig[i].semantic_name);
3959         new[i].semantic_name = name;
3960     }
3961     return new;
3962 }
3963
3964 static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature_element *sig)
3965 {
3966     struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
3967     struct ps_signature *found_sig;
3968
3969     if (entry)
3970     {
3971         found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
3972         TRACE("Found existing signature %u\n", found_sig->idx);
3973         return found_sig->idx;
3974     }
3975     found_sig = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*sig));
3976     found_sig->sig = clone_sig(sig);
3977     found_sig->idx = priv->ps_sig_number++;
3978     TRACE("New signature stored and assigned number %u\n", found_sig->idx);
3979     if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
3980     {
3981         ERR("Failed to insert program entry.\n");
3982     }
3983     return found_sig->idx;
3984 }
3985
3986 static void init_output_registers(const struct wined3d_shader *shader, DWORD sig_num,
3987         struct shader_arb_ctx_priv *priv_ctx, struct arb_vs_compiled_shader *compiled)
3988 {
3989     unsigned int i, j;
3990     static const char * const texcoords[8] =
3991     {
3992         "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3993         "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3994     };
3995     struct wined3d_device *device = shader->device;
3996     const struct wined3d_shader_signature_element *sig;
3997     const char *semantic_name;
3998     DWORD semantic_idx, reg_idx;
3999
4000     /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
4001      * and varying 9 to result.color.secondary
4002      */
4003     static const char * const decl_idx_to_string[MAX_REG_INPUT] =
4004     {
4005         "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
4006         "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
4007         "result.color.primary", "result.color.secondary"
4008     };
4009
4010     if(sig_num == ~0)
4011     {
4012         TRACE("Pixel shader uses builtin varyings\n");
4013         /* Map builtins to builtins */
4014         for(i = 0; i < 8; i++)
4015         {
4016             priv_ctx->texcrd_output[i] = texcoords[i];
4017         }
4018         priv_ctx->color_output[0] = "result.color.primary";
4019         priv_ctx->color_output[1] = "result.color.secondary";
4020         priv_ctx->fog_output = "TMP_FOGCOORD";
4021
4022         /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
4023         for (i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); ++i)
4024         {
4025             semantic_name = shader->output_signature[i].semantic_name;
4026             if (!semantic_name) continue;
4027
4028             if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION))
4029             {
4030                 TRACE("o%u is TMP_OUT\n", i);
4031                 if (!shader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "TMP_OUT";
4032                 else priv_ctx->vs_output[i] = "TA";
4033             }
4034             else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE))
4035             {
4036                 TRACE("o%u is result.pointsize\n", i);
4037                 if (!shader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "result.pointsize";
4038                 else priv_ctx->vs_output[i] = "TA";
4039             }
4040             else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
4041             {
4042                 TRACE("o%u is result.color.?, idx %u\n", i, shader->output_signature[i].semantic_idx);
4043                 if (!shader->output_signature[i].semantic_idx)
4044                     priv_ctx->vs_output[i] = "result.color.primary";
4045                 else if (shader->output_signature[i].semantic_idx == 1)
4046                     priv_ctx->vs_output[i] = "result.color.secondary";
4047                 else priv_ctx->vs_output[i] = "TA";
4048             }
4049             else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4050             {
4051                 TRACE("o%u is %s\n", i, texcoords[shader->output_signature[i].semantic_idx]);
4052                 if (shader->output_signature[i].semantic_idx >= 8) priv_ctx->vs_output[i] = "TA";
4053                 else priv_ctx->vs_output[i] = texcoords[shader->output_signature[i].semantic_idx];
4054             }
4055             else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
4056             {
4057                 TRACE("o%u is result.fogcoord\n", i);
4058                 if (shader->output_signature[i].semantic_idx > 0) priv_ctx->vs_output[i] = "TA";
4059                 else priv_ctx->vs_output[i] = "result.fogcoord";
4060             }
4061             else
4062             {
4063                 priv_ctx->vs_output[i] = "TA";
4064             }
4065         }
4066         return;
4067     }
4068
4069     /* Instead of searching for the signature in the signature list, read the one from the current pixel shader.
4070      * Its maybe not the shader where the signature came from, but it is the same signature and faster to find
4071      */
4072     sig = device->stateBlock->state.pixel_shader->input_signature;
4073     TRACE("Pixel shader uses declared varyings\n");
4074
4075     /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
4076     for(i = 0; i < 8; i++)
4077     {
4078         priv_ctx->texcrd_output[i] = "TA";
4079     }
4080     priv_ctx->color_output[0] = "TA";
4081     priv_ctx->color_output[1] = "TA";
4082     priv_ctx->fog_output = "TA";
4083
4084     for(i = 0; i < MAX_REG_INPUT; i++)
4085     {
4086         semantic_name = sig[i].semantic_name;
4087         semantic_idx = sig[i].semantic_idx;
4088         reg_idx = sig[i].register_idx;
4089         if (!semantic_name) continue;
4090
4091         /* If a declared input register is not written by builtin arguments, don't write to it.
4092          * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
4093          *
4094          * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
4095          * to TMP_OUT in any case
4096          */
4097         if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4098         {
4099             if (semantic_idx < 8)
4100                 priv_ctx->texcrd_output[semantic_idx] = decl_idx_to_string[reg_idx];
4101         }
4102         else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
4103         {
4104             if (semantic_idx < 2)
4105                 priv_ctx->color_output[semantic_idx] = decl_idx_to_string[reg_idx];
4106         }
4107         else if(shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
4108         {
4109             if (!semantic_idx)
4110                 priv_ctx->fog_output = decl_idx_to_string[reg_idx];
4111         }
4112         else
4113         {
4114             continue;
4115         }
4116
4117         if (!strcmp(decl_idx_to_string[reg_idx], "result.color.primary")
4118                 || !strcmp(decl_idx_to_string[reg_idx], "result.color.secondary"))
4119         {
4120             compiled->need_color_unclamp = TRUE;
4121         }
4122     }
4123
4124     /* Map declared to declared */
4125     for (i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); ++i)
4126     {
4127         /* Write unread output to TA to throw them away */
4128         priv_ctx->vs_output[i] = "TA";
4129         semantic_name = shader->output_signature[i].semantic_name;
4130         if (!semantic_name) continue;
4131
4132         if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION)
4133                 && !shader->output_signature[i].semantic_idx)
4134         {
4135             priv_ctx->vs_output[i] = "TMP_OUT";
4136             continue;
4137         }
4138         else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE)
4139                 && !shader->output_signature[i].semantic_idx)
4140         {
4141             priv_ctx->vs_output[i] = "result.pointsize";
4142             continue;
4143         }
4144
4145         for(j = 0; j < MAX_REG_INPUT; j++)
4146         {
4147             if (!sig[j].semantic_name) continue;
4148
4149             if (!strcmp(sig[j].semantic_name, semantic_name)
4150                     && sig[j].semantic_idx == shader->output_signature[i].semantic_idx)
4151             {
4152                 priv_ctx->vs_output[i] = decl_idx_to_string[sig[j].register_idx];
4153
4154                 if (!strcmp(priv_ctx->vs_output[i], "result.color.primary")
4155                         || !strcmp(priv_ctx->vs_output[i], "result.color.secondary"))
4156                 {
4157                     compiled->need_color_unclamp = TRUE;
4158                 }
4159             }
4160         }
4161     }
4162 }
4163
4164 /* GL locking is done by the caller */
4165 static GLuint shader_arb_generate_vshader(const struct wined3d_shader *shader,
4166         const struct wined3d_gl_info *gl_info, struct wined3d_shader_buffer *buffer,
4167         const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled)
4168 {
4169     const struct arb_vshader_private *shader_data = shader->backend_data;
4170     const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4171     struct shader_arb_priv *priv = shader->device->shader_priv;
4172     const struct wined3d_shader_lconst *lconst;
4173     const DWORD *function = shader->function;
4174     GLuint ret;
4175     DWORD next_local, *lconst_map = local_const_mapping(shader);
4176     struct shader_arb_ctx_priv priv_ctx;
4177     unsigned int i;
4178     GLint errPos;
4179
4180     memset(&priv_ctx, 0, sizeof(priv_ctx));
4181     priv_ctx.cur_vs_args = args;
4182     list_init(&priv_ctx.control_frames);
4183     init_output_registers(shader, args->ps_signature, &priv_ctx, compiled);
4184
4185     /*  Create the hw ARB shader */
4186     shader_addline(buffer, "!!ARBvp1.0\n");
4187
4188     /* Always enable the NV extension if available. Unlike fragment shaders, there is no
4189      * mesurable performance penalty, and we can always make use of it for clipplanes.
4190      */
4191     if (gl_info->supported[NV_VERTEX_PROGRAM3])
4192     {
4193         shader_addline(buffer, "OPTION NV_vertex_program3;\n");
4194         priv_ctx.target_version = NV3;
4195         shader_addline(buffer, "ADDRESS aL;\n");
4196     }
4197     else if (gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4198     {
4199         shader_addline(buffer, "OPTION NV_vertex_program2;\n");
4200         priv_ctx.target_version = NV2;
4201         shader_addline(buffer, "ADDRESS aL;\n");
4202     } else {
4203         priv_ctx.target_version = ARB;
4204     }
4205
4206     shader_addline(buffer, "TEMP TMP_OUT;\n");
4207     if (reg_maps->fog)
4208         shader_addline(buffer, "TEMP TMP_FOGCOORD;\n");
4209     if (need_helper_const(shader_data, reg_maps, gl_info))
4210     {
4211         shader_addline(buffer, "PARAM helper_const = { 0.0, 1.0, 2.0, %1.10f};\n", eps);
4212     }
4213     if (need_rel_addr_const(shader_data, reg_maps, gl_info))
4214     {
4215         shader_addline(buffer, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", shader_data->rel_offset);
4216         shader_addline(buffer, "TEMP A0_SHADOW;\n");
4217     }
4218
4219     shader_addline(buffer, "TEMP TA;\n");
4220     shader_addline(buffer, "TEMP TB;\n");
4221
4222     /* Base Declarations */
4223     next_local = shader_generate_arb_declarations(shader, reg_maps, buffer,
4224             gl_info, lconst_map, &priv_ctx.vs_clipplanes, &priv_ctx);
4225
4226     for(i = 0; i < MAX_CONST_I; i++)
4227     {
4228         compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
4229         if(reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
4230         {
4231             const DWORD *control_values = find_loop_control_values(shader, i);
4232
4233             if(control_values)
4234             {
4235                 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
4236                                 control_values[0], control_values[1], control_values[2]);
4237             }
4238             else
4239             {
4240                 compiled->int_consts[i] = next_local;
4241                 compiled->num_int_consts++;
4242                 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
4243             }
4244         }
4245     }
4246
4247     /* We need a constant to fixup the final position */
4248     shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
4249     compiled->pos_fixup = next_local++;
4250
4251     /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
4252      * for output parameters. D3D in theory does not do that either, but some applications depend on a
4253      * proper initialization of the secondary color, and programs using the fixed function pipeline without
4254      * a replacement shader depend on the texcoord.w being set properly.
4255      *
4256      * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
4257      * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
4258      * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
4259      * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4260      * this can eat a number of instructions, so skip it unless this cap is set as well
4261      */
4262     if (!gl_info->supported[NV_VERTEX_PROGRAM])
4263     {
4264         const char *color_init = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_0001);
4265         shader_addline(buffer, "MOV result.color.secondary, %s;\n", color_init);
4266
4267         if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W && !priv->fragment_pipe->ffp_proj_control)
4268         {
4269             int i;
4270             const char *one = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ONE);
4271             for(i = 0; i < min(8, MAX_REG_TEXCRD); i++)
4272             {
4273                 if (reg_maps->texcoord_mask[i] && reg_maps->texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL)
4274                     shader_addline(buffer, "MOV result.texcoord[%u].w, %s\n", i, one);
4275             }
4276         }
4277     }
4278
4279     /* The shader starts with the main function */
4280     priv_ctx.in_main_func = TRUE;
4281     /* Base Shader Body */
4282     shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
4283
4284     if (!priv_ctx.footer_written) vshader_add_footer(&priv_ctx,
4285             shader_data, args, reg_maps, gl_info, buffer);
4286
4287     shader_addline(buffer, "END\n");
4288
4289     /* TODO: change to resource.glObjectHandle or something like that */
4290     GL_EXTCALL(glGenProgramsARB(1, &ret));
4291
4292     TRACE("Creating a hw vertex shader, prg=%d\n", ret);
4293     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
4294
4295     TRACE("Created hw vertex shader, prg=%d\n", ret);
4296     /* Create the program and check for errors */
4297     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
4298                buffer->bsize, buffer->buffer));
4299     checkGLcall("glProgramStringARB()");
4300
4301     gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
4302     if (errPos != -1)
4303     {
4304         FIXME("HW VertexShader Error at position %d: %s\n\n",
4305               errPos, debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
4306         shader_arb_dump_program_source(buffer->buffer);
4307         ret = -1;
4308     }
4309     else
4310     {
4311         GLint native;
4312
4313         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
4314         checkGLcall("glGetProgramivARB()");
4315         if (!native) WARN("Program exceeds native resource limits.\n");
4316
4317         /* Load immediate constants */
4318         if (lconst_map)
4319         {
4320             LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
4321             {
4322                 const float *value = (const float *)lconst->value;
4323                 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst_map[lconst->idx], value));
4324             }
4325         }
4326     }
4327     HeapFree(GetProcessHeap(), 0, lconst_map);
4328
4329     return ret;
4330 }
4331
4332 /* GL locking is done by the caller */
4333 static struct arb_ps_compiled_shader *find_arb_pshader(struct wined3d_shader *shader,
4334         const struct arb_ps_compile_args *args)
4335 {
4336     struct wined3d_device *device = shader->device;
4337     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4338     UINT i;
4339     DWORD new_size;
4340     struct arb_ps_compiled_shader *new_array;
4341     struct wined3d_shader_buffer buffer;
4342     struct arb_pshader_private *shader_data;
4343     GLuint ret;
4344
4345     if (!shader->backend_data)
4346     {
4347         struct shader_arb_priv *priv = device->shader_priv;
4348
4349         shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4350         shader_data = shader->backend_data;
4351         shader_data->clamp_consts = shader->reg_maps.shader_version.major == 1;
4352
4353         if (shader->reg_maps.shader_version.major < 3)
4354             shader_data->input_signature_idx = ~0;
4355         else
4356             shader_data->input_signature_idx = find_input_signature(priv, shader->input_signature);
4357
4358         TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
4359
4360         if (!device->vs_clipping)
4361             shader_data->clipplane_emulation = shader_find_free_input_register(&shader->reg_maps,
4362                     gl_info->limits.texture_stages - 1);
4363         else
4364             shader_data->clipplane_emulation = ~0U;
4365     }
4366     shader_data = shader->backend_data;
4367
4368     /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4369      * so a linear search is more performant than a hashmap or a binary search
4370      * (cache coherency etc)
4371      */
4372     for (i = 0; i < shader_data->num_gl_shaders; ++i)
4373     {
4374         if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)))
4375             return &shader_data->gl_shaders[i];
4376     }
4377
4378     TRACE("No matching GL shader found, compiling a new shader\n");
4379     if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4380         if (shader_data->num_gl_shaders)
4381         {
4382             new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4383             new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4384                                     new_size * sizeof(*shader_data->gl_shaders));
4385         } else {
4386             new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4387             new_size = 1;
4388         }
4389
4390         if(!new_array) {
4391             ERR("Out of memory\n");
4392             return 0;
4393         }
4394         shader_data->gl_shaders = new_array;
4395         shader_data->shader_array_size = new_size;
4396     }
4397
4398     shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4399
4400     pixelshader_update_samplers(&shader->reg_maps, device->stateBlock->state.textures);
4401
4402     if (!shader_buffer_init(&buffer))
4403     {
4404         ERR("Failed to initialize shader buffer.\n");
4405         return 0;
4406     }
4407
4408     ret = shader_arb_generate_pshader(shader, gl_info, &buffer, args,
4409             &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4410     shader_buffer_free(&buffer);
4411     shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4412
4413     return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4414 }
4415
4416 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
4417                                  const DWORD use_map, BOOL skip_int) {
4418     if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
4419     if(stored->super.clip_enabled != new->super.clip_enabled) return FALSE;
4420     if(stored->super.fog_src != new->super.fog_src) return FALSE;
4421     if(stored->clip.boolclip_compare != new->clip.boolclip_compare) return FALSE;
4422     if(stored->ps_signature != new->ps_signature) return FALSE;
4423     if(stored->vertex.samplers_compare != new->vertex.samplers_compare) return FALSE;
4424     if(skip_int) return TRUE;
4425
4426     return !memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl));
4427 }
4428
4429 static struct arb_vs_compiled_shader *find_arb_vshader(struct wined3d_shader *shader,
4430         const struct arb_vs_compile_args *args)
4431 {
4432     struct wined3d_device *device = shader->device;
4433     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4434     DWORD use_map = device->strided_streams.use_map;
4435     UINT i;
4436     DWORD new_size;
4437     struct arb_vs_compiled_shader *new_array;
4438     struct wined3d_shader_buffer buffer;
4439     struct arb_vshader_private *shader_data;
4440     GLuint ret;
4441
4442     if (!shader->backend_data)
4443     {
4444         const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4445
4446         shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4447         shader_data = shader->backend_data;
4448
4449         if ((gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
4450                 && reg_maps->min_rel_offset <= reg_maps->max_rel_offset)
4451         {
4452             if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 127)
4453             {
4454                 FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
4455                 FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
4456                 FIXME("Min: %u, Max: %u.\n", reg_maps->min_rel_offset, reg_maps->max_rel_offset);
4457             }
4458             else if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 63)
4459                 shader_data->rel_offset = reg_maps->min_rel_offset + 63;
4460             else if (reg_maps->max_rel_offset > 63)
4461                 shader_data->rel_offset = reg_maps->min_rel_offset;
4462         }
4463     }
4464     shader_data = shader->backend_data;
4465
4466     /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4467      * so a linear search is more performant than a hashmap or a binary search
4468      * (cache coherency etc)
4469      */
4470     for(i = 0; i < shader_data->num_gl_shaders; i++) {
4471         if (vs_args_equal(&shader_data->gl_shaders[i].args, args,
4472                 use_map, gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]))
4473         {
4474             return &shader_data->gl_shaders[i];
4475         }
4476     }
4477
4478     TRACE("No matching GL shader found, compiling a new shader\n");
4479
4480     if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4481         if (shader_data->num_gl_shaders)
4482         {
4483             new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4484             new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4485                                     new_size * sizeof(*shader_data->gl_shaders));
4486         } else {
4487             new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4488             new_size = 1;
4489         }
4490
4491         if(!new_array) {
4492             ERR("Out of memory\n");
4493             return 0;
4494         }
4495         shader_data->gl_shaders = new_array;
4496         shader_data->shader_array_size = new_size;
4497     }
4498
4499     shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4500
4501     if (!shader_buffer_init(&buffer))
4502     {
4503         ERR("Failed to initialize shader buffer.\n");
4504         return 0;
4505     }
4506
4507     ret = shader_arb_generate_vshader(shader, gl_info, &buffer, args,
4508             &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4509     shader_buffer_free(&buffer);
4510     shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4511
4512     return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4513 }
4514
4515 static void find_arb_ps_compile_args(const struct wined3d_state *state,
4516         const struct wined3d_shader *shader, struct arb_ps_compile_args *args)
4517 {
4518     struct wined3d_device *device = shader->device;
4519     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4520     int i;
4521     WORD int_skip;
4522
4523     find_ps_compile_args(state, shader, &args->super);
4524
4525     /* This forces all local boolean constants to 1 to make them stateblock independent */
4526     args->bools = shader->reg_maps.local_bool_consts;
4527
4528     for(i = 0; i < MAX_CONST_B; i++)
4529     {
4530         if (state->ps_consts_b[i])
4531             args->bools |= ( 1 << i);
4532     }
4533
4534     /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4535      * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4536      * duplicate the shader than have a no-op KIL instruction in every shader
4537      */
4538     if (!device->vs_clipping && use_vs(state)
4539             && state->render_states[WINED3D_RS_CLIPPING]
4540             && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
4541         args->clip = 1;
4542     else
4543         args->clip = 0;
4544
4545     /* Skip if unused or local, or supported natively */
4546     int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4547     if (int_skip == 0xffff || gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
4548     {
4549         memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4550         return;
4551     }
4552
4553     for(i = 0; i < MAX_CONST_I; i++)
4554     {
4555         if(int_skip & (1 << i))
4556         {
4557             args->loop_ctrl[i][0] = 0;
4558             args->loop_ctrl[i][1] = 0;
4559             args->loop_ctrl[i][2] = 0;
4560         }
4561         else
4562         {
4563             args->loop_ctrl[i][0] = state->ps_consts_i[i * 4];
4564             args->loop_ctrl[i][1] = state->ps_consts_i[i * 4 + 1];
4565             args->loop_ctrl[i][2] = state->ps_consts_i[i * 4 + 2];
4566         }
4567     }
4568 }
4569
4570 static void find_arb_vs_compile_args(const struct wined3d_state *state,
4571         const struct wined3d_shader *shader, struct arb_vs_compile_args *args)
4572 {
4573     struct wined3d_device *device = shader->device;
4574     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4575     int i;
4576     WORD int_skip;
4577
4578     find_vs_compile_args(state, shader, &args->super);
4579
4580     args->clip.boolclip_compare = 0;
4581     if (use_ps(state))
4582     {
4583         const struct wined3d_shader *ps = state->pixel_shader;
4584         const struct arb_pshader_private *shader_priv = ps->backend_data;
4585         args->ps_signature = shader_priv->input_signature_idx;
4586
4587         args->clip.boolclip.clip_texcoord = shader_priv->clipplane_emulation + 1;
4588     }
4589     else
4590     {
4591         args->ps_signature = ~0;
4592         if (!device->vs_clipping && device->adapter->fragment_pipe == &arbfp_fragment_pipeline)
4593         {
4594             args->clip.boolclip.clip_texcoord = ffp_clip_emul(state) ? gl_info->limits.texture_stages : 0;
4595         }
4596         /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4597     }
4598
4599     if (args->clip.boolclip.clip_texcoord)
4600     {
4601         if (state->render_states[WINED3D_RS_CLIPPING])
4602             args->clip.boolclip.clipplane_mask = (unsigned char)state->render_states[WINED3D_RS_CLIPPLANEENABLE];
4603         /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4604     }
4605
4606     /* This forces all local boolean constants to 1 to make them stateblock independent */
4607     args->clip.boolclip.bools = shader->reg_maps.local_bool_consts;
4608     /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4609     for(i = 0; i < MAX_CONST_B; i++)
4610     {
4611         if (state->vs_consts_b[i])
4612             args->clip.boolclip.bools |= ( 1 << i);
4613     }
4614
4615     args->vertex.samplers[0] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 0];
4616     args->vertex.samplers[1] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 1];
4617     args->vertex.samplers[2] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 2];
4618     args->vertex.samplers[3] = 0;
4619
4620     /* Skip if unused or local */
4621     int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4622     /* This is about flow control, not clipping. */
4623     if (int_skip == 0xffff || gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4624     {
4625         memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4626         return;
4627     }
4628
4629     for(i = 0; i < MAX_CONST_I; i++)
4630     {
4631         if(int_skip & (1 << i))
4632         {
4633             args->loop_ctrl[i][0] = 0;
4634             args->loop_ctrl[i][1] = 0;
4635             args->loop_ctrl[i][2] = 0;
4636         }
4637         else
4638         {
4639             args->loop_ctrl[i][0] = state->vs_consts_i[i * 4];
4640             args->loop_ctrl[i][1] = state->vs_consts_i[i * 4 + 1];
4641             args->loop_ctrl[i][2] = state->vs_consts_i[i * 4 + 2];
4642         }
4643     }
4644 }
4645
4646 /* GL locking is done by the caller */
4647 static void shader_arb_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
4648 {
4649     struct wined3d_device *device = context->swapchain->device;
4650     struct shader_arb_priv *priv = device->shader_priv;
4651     const struct wined3d_gl_info *gl_info = context->gl_info;
4652     const struct wined3d_state *state = &device->stateBlock->state;
4653     int i;
4654
4655     /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4656     if (usePS)
4657     {
4658         struct wined3d_shader *ps = state->pixel_shader;
4659         struct arb_ps_compile_args compile_args;
4660         struct arb_ps_compiled_shader *compiled;
4661
4662         TRACE("Using pixel shader %p.\n", ps);
4663         find_arb_ps_compile_args(state, ps, &compile_args);
4664         compiled = find_arb_pshader(ps, &compile_args);
4665         priv->current_fprogram_id = compiled->prgId;
4666         priv->compiled_fprog = compiled;
4667
4668         /* Bind the fragment program */
4669         GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4670         checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4671
4672         if (!priv->use_arbfp_fixed_func)
4673         {
4674             /* Enable OpenGL fragment programs. */
4675             gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
4676             checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4677         }
4678         TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n",
4679                 device, priv->current_fprogram_id);
4680
4681         /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4682          * a 1.x and newer shader, reload the first 8 constants
4683          */
4684         if (priv->last_ps_const_clamped != ((struct arb_pshader_private *)ps->backend_data)->clamp_consts)
4685         {
4686             priv->last_ps_const_clamped = ((struct arb_pshader_private *)ps->backend_data)->clamp_consts;
4687             priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, 8);
4688             for(i = 0; i < 8; i++)
4689             {
4690                 priv->pshader_const_dirty[i] = 1;
4691             }
4692             /* Also takes care of loading local constants */
4693             shader_arb_load_constants_internal(context, TRUE, FALSE, TRUE);
4694         }
4695         else
4696         {
4697             UINT rt_height = state->fb->render_targets[0]->resource.height;
4698             shader_arb_ps_local_constants(compiled, context, state, rt_height);
4699         }
4700
4701         /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4702         if (compiled->np2fixup_info.super.active)
4703             shader_arb_load_np2fixup_constants(priv, gl_info, state);
4704     }
4705     else if (gl_info->supported[ARB_FRAGMENT_PROGRAM] && !priv->use_arbfp_fixed_func)
4706     {
4707         /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
4708         * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
4709         * replacement shader
4710         */
4711         gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4712         checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4713         priv->current_fprogram_id = 0;
4714     }
4715
4716     if (useVS)
4717     {
4718         struct wined3d_shader *vs = state->vertex_shader;
4719         struct arb_vs_compile_args compile_args;
4720         struct arb_vs_compiled_shader *compiled;
4721
4722         TRACE("Using vertex shader %p\n", vs);
4723         find_arb_vs_compile_args(state, vs, &compile_args);
4724         compiled = find_arb_vshader(vs, &compile_args);
4725         priv->current_vprogram_id = compiled->prgId;
4726         priv->compiled_vprog = compiled;
4727
4728         /* Bind the vertex program */
4729         GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4730         checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4731
4732         /* Enable OpenGL vertex programs */
4733         gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB);
4734         checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4735         TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", device, priv->current_vprogram_id);
4736         shader_arb_vs_local_constants(compiled, context, state);
4737
4738         if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
4739             priv->last_vs_color_unclamp = compiled->need_color_unclamp;
4740
4741             if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4742             {
4743                 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp));
4744                 checkGLcall("glClampColorARB");
4745             } else {
4746                 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4747             }
4748         }
4749     }
4750     else if (gl_info->supported[ARB_VERTEX_PROGRAM])
4751     {
4752         priv->current_vprogram_id = 0;
4753         gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4754         checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4755     }
4756 }
4757
4758 /* GL locking is done by the caller */
4759 static void shader_arb_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
4760         enum tex_types tex_type, const SIZE *ds_mask_size)
4761 {
4762     const float mask[] = {0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy};
4763     BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
4764     struct shader_arb_priv *priv = shader_priv;
4765     GLuint *blt_fprogram;
4766
4767     if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
4768     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
4769     gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB);
4770
4771     blt_fprogram = masked ? &priv->depth_blt_fprogram_id_masked[tex_type] : &priv->depth_blt_fprogram_id_full[tex_type];
4772     if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type, masked);
4773     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
4774     if (masked) GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, mask));
4775     gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
4776 }
4777
4778 /* GL locking is done by the caller */
4779 static void shader_arb_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info)
4780 {
4781     struct shader_arb_priv *priv = shader_priv;
4782
4783     if (priv->current_vprogram_id) {
4784         GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4785         checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
4786
4787         TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB.\n", priv->current_vprogram_id);
4788     }
4789     else
4790     {
4791         gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4792         checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4793     }
4794
4795     if (priv->current_fprogram_id) {
4796         GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4797         checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
4798
4799         TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB.\n", priv->current_fprogram_id);
4800     }
4801     else if(!priv->use_arbfp_fixed_func)
4802     {
4803         gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4804         checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4805     }
4806 }
4807
4808 static void shader_arb_destroy(struct wined3d_shader *shader)
4809 {
4810     struct wined3d_device *device = shader->device;
4811     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4812
4813     if (shader_is_pshader_version(shader->reg_maps.shader_version.type))
4814     {
4815         struct arb_pshader_private *shader_data = shader->backend_data;
4816         UINT i;
4817
4818         if(!shader_data) return; /* This can happen if a shader was never compiled */
4819
4820         if (shader_data->num_gl_shaders)
4821         {
4822             struct wined3d_context *context = context_acquire(device, NULL);
4823
4824             ENTER_GL();
4825             for (i = 0; i < shader_data->num_gl_shaders; ++i)
4826             {
4827                 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4828                 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4829             }
4830             LEAVE_GL();
4831
4832             context_release(context);
4833         }
4834
4835         HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4836         HeapFree(GetProcessHeap(), 0, shader_data);
4837         shader->backend_data = NULL;
4838     }
4839     else
4840     {
4841         struct arb_vshader_private *shader_data = shader->backend_data;
4842         UINT i;
4843
4844         if(!shader_data) return; /* This can happen if a shader was never compiled */
4845
4846         if (shader_data->num_gl_shaders)
4847         {
4848             struct wined3d_context *context = context_acquire(device, NULL);
4849
4850             ENTER_GL();
4851             for (i = 0; i < shader_data->num_gl_shaders; ++i)
4852             {
4853                 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4854                 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4855             }
4856             LEAVE_GL();
4857
4858             context_release(context);
4859         }
4860
4861         HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4862         HeapFree(GetProcessHeap(), 0, shader_data);
4863         shader->backend_data = NULL;
4864     }
4865 }
4866
4867 static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
4868 {
4869     struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4870     return compare_sig(key, e->sig);
4871 }
4872
4873 static const struct wine_rb_functions sig_tree_functions =
4874 {
4875     wined3d_rb_alloc,
4876     wined3d_rb_realloc,
4877     wined3d_rb_free,
4878     sig_tree_compare
4879 };
4880
4881 static HRESULT shader_arb_alloc(struct wined3d_device *device, const struct fragment_pipeline *fragment_pipe)
4882 {
4883     struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
4884     void *fragment_priv;
4885
4886     if (!(fragment_priv = fragment_pipe->alloc_private(&arb_program_shader_backend, priv)))
4887     {
4888         ERR("Failed to initialize fragment pipe.\n");
4889         HeapFree(GetProcessHeap(), 0, priv);
4890         return E_FAIL;
4891     }
4892
4893     priv->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
4894             sizeof(*priv->vshader_const_dirty) * device->d3d_vshader_constantF);
4895     if (!priv->vshader_const_dirty)
4896         goto fail;
4897     memset(priv->vshader_const_dirty, 1,
4898            sizeof(*priv->vshader_const_dirty) * device->d3d_vshader_constantF);
4899
4900     priv->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
4901             sizeof(*priv->pshader_const_dirty) * device->d3d_pshader_constantF);
4902     if (!priv->pshader_const_dirty)
4903         goto fail;
4904     memset(priv->pshader_const_dirty, 1,
4905             sizeof(*priv->pshader_const_dirty) * device->d3d_pshader_constantF);
4906
4907     if(wine_rb_init(&priv->signature_tree, &sig_tree_functions) == -1)
4908     {
4909         ERR("RB tree init failed\n");
4910         goto fail;
4911     }
4912     device->fragment_priv = fragment_priv;
4913     priv->fragment_pipe = fragment_pipe;
4914     device->shader_priv = priv;
4915     return WINED3D_OK;
4916
4917 fail:
4918     HeapFree(GetProcessHeap(), 0, priv->pshader_const_dirty);
4919     HeapFree(GetProcessHeap(), 0, priv->vshader_const_dirty);
4920     fragment_pipe->free_private(device);
4921     HeapFree(GetProcessHeap(), 0, priv);
4922     return E_OUTOFMEMORY;
4923 }
4924
4925 static void release_signature(struct wine_rb_entry *entry, void *context)
4926 {
4927     struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4928     int i;
4929     for(i = 0; i < MAX_REG_INPUT; i++)
4930     {
4931         HeapFree(GetProcessHeap(), 0, (char *) sig->sig[i].semantic_name);
4932     }
4933     HeapFree(GetProcessHeap(), 0, sig->sig);
4934     HeapFree(GetProcessHeap(), 0, sig);
4935 }
4936
4937 /* Context activation is done by the caller. */
4938 static void shader_arb_free(struct wined3d_device *device)
4939 {
4940     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4941     struct shader_arb_priv *priv = device->shader_priv;
4942     int i;
4943
4944     ENTER_GL();
4945     if(priv->depth_blt_vprogram_id) {
4946         GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
4947     }
4948     for (i = 0; i < tex_type_count; ++i)
4949     {
4950         if (priv->depth_blt_fprogram_id_full[i])
4951         {
4952             GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_full[i]));
4953         }
4954         if (priv->depth_blt_fprogram_id_masked[i])
4955         {
4956             GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_masked[i]));
4957         }
4958     }
4959     LEAVE_GL();
4960
4961     wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
4962     HeapFree(GetProcessHeap(), 0, priv->pshader_const_dirty);
4963     HeapFree(GetProcessHeap(), 0, priv->vshader_const_dirty);
4964     priv->fragment_pipe->free_private(device);
4965     HeapFree(GetProcessHeap(), 0, device->shader_priv);
4966 }
4967
4968 static void shader_arb_context_destroyed(void *shader_priv, const struct wined3d_context *context)
4969 {
4970     struct shader_arb_priv *priv = shader_priv;
4971
4972     if (priv->last_context == context)
4973         priv->last_context = NULL;
4974 }
4975
4976 static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
4977 {
4978     if (gl_info->supported[ARB_VERTEX_PROGRAM])
4979     {
4980         DWORD vs_consts;
4981
4982         /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
4983          * for vertex programs. If the native limit is less than that it's
4984          * not very useful, and e.g. Mesa swrast returns 0, probably to
4985          * indicate it's a software implementation. */
4986         if (gl_info->limits.arb_vs_native_constants < 96)
4987             vs_consts = gl_info->limits.arb_vs_float_constants;
4988         else
4989             vs_consts = min(gl_info->limits.arb_vs_float_constants, gl_info->limits.arb_vs_native_constants);
4990
4991         if (gl_info->supported[NV_VERTEX_PROGRAM3])
4992         {
4993             caps->vs_version = 3;
4994             TRACE("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
4995         }
4996         else if (vs_consts >= 256)
4997         {
4998             /* Shader Model 2.0 requires at least 256 vertex shader constants */
4999             caps->vs_version = 2;
5000             TRACE("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
5001         }
5002         else
5003         {
5004             caps->vs_version = 1;
5005             TRACE("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
5006         }
5007         caps->vs_uniform_count = vs_consts;
5008     }
5009     else
5010     {
5011         caps->vs_version = 0;
5012         caps->vs_uniform_count = 0;
5013     }
5014
5015     caps->gs_version = 0;
5016
5017     if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
5018     {
5019         DWORD ps_consts;
5020
5021         /* Similar as above for vertex programs, but the minimum for fragment
5022          * programs is 24. */
5023         if (gl_info->limits.arb_ps_native_constants < 24)
5024             ps_consts = gl_info->limits.arb_ps_float_constants;
5025         else
5026             ps_consts = min(gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_native_constants);
5027
5028         if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
5029         {
5030             caps->ps_version = 3;
5031             TRACE("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
5032         }
5033         else if (ps_consts >= 32)
5034         {
5035             /* Shader Model 2.0 requires at least 32 pixel shader constants */
5036             caps->ps_version = 2;
5037             TRACE("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
5038         }
5039         else
5040         {
5041             caps->ps_version = 1;
5042             TRACE("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
5043         }
5044         caps->ps_uniform_count = ps_consts;
5045         caps->ps_1x_max_value = 8.0f;
5046     }
5047     else
5048     {
5049         caps->ps_version = 0;
5050         caps->ps_uniform_count = 0;
5051         caps->ps_1x_max_value = 0.0f;
5052     }
5053
5054     caps->vs_clipping = use_nv_clip(gl_info);
5055 }
5056
5057 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
5058 {
5059     if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
5060     {
5061         TRACE("Checking support for color_fixup:\n");
5062         dump_color_fixup_desc(fixup);
5063     }
5064
5065     /* We support everything except complex conversions. */
5066     if (!is_complex_fixup(fixup))
5067     {
5068         TRACE("[OK]\n");
5069         return TRUE;
5070     }
5071
5072     TRACE("[FAILED]\n");
5073     return FALSE;
5074 }
5075
5076 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
5077     DWORD shift;
5078     char write_mask[20], regstr[50];
5079     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
5080     BOOL is_color = FALSE;
5081     const struct wined3d_shader_dst_param *dst;
5082
5083     if (!ins->dst_count) return;
5084
5085     dst = &ins->dst[0];
5086     shift = dst->shift;
5087     if (!shift) return; /* Saturate alone is handled by the instructions */
5088
5089     shader_arb_get_write_mask(ins, dst, write_mask);
5090     shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
5091
5092     /* Generate a line that does the output modifier computation
5093      * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
5094      * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
5095      */
5096     shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
5097                    regstr, write_mask, regstr, shift_tab[shift]);
5098 }
5099
5100 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
5101 {
5102     /* WINED3DSIH_ABS                   */ shader_hw_map2gl,
5103     /* WINED3DSIH_ADD                   */ shader_hw_map2gl,
5104     /* WINED3DSIH_AND                   */ NULL,
5105     /* WINED3DSIH_BEM                   */ pshader_hw_bem,
5106     /* WINED3DSIH_BREAK                 */ shader_hw_break,
5107     /* WINED3DSIH_BREAKC                */ shader_hw_breakc,
5108     /* WINED3DSIH_BREAKP                */ NULL,
5109     /* WINED3DSIH_CALL                  */ shader_hw_call,
5110     /* WINED3DSIH_CALLNZ                */ NULL,
5111     /* WINED3DSIH_CMP                   */ pshader_hw_cmp,
5112     /* WINED3DSIH_CND                   */ pshader_hw_cnd,
5113     /* WINED3DSIH_CRS                   */ shader_hw_map2gl,
5114     /* WINED3DSIH_CUT                   */ NULL,
5115     /* WINED3DSIH_DCL                   */ shader_hw_nop,
5116     /* WINED3DSIH_DCL_CONSTANT_BUFFER   */ shader_hw_nop,
5117     /* WINED3DSIH_DCL_INPUT_PRIMITIVE   */ shader_hw_nop,
5118     /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY   */ shader_hw_nop,
5119     /* WINED3DSIH_DCL_VERTICES_OUT      */ shader_hw_nop,
5120     /* WINED3DSIH_DEF                   */ shader_hw_nop,
5121     /* WINED3DSIH_DEFB                  */ shader_hw_nop,
5122     /* WINED3DSIH_DEFI                  */ shader_hw_nop,
5123     /* WINED3DSIH_DIV                   */ NULL,
5124     /* WINED3DSIH_DP2ADD                */ pshader_hw_dp2add,
5125     /* WINED3DSIH_DP3                   */ shader_hw_map2gl,
5126     /* WINED3DSIH_DP4                   */ shader_hw_map2gl,
5127     /* WINED3DSIH_DST                   */ shader_hw_map2gl,
5128     /* WINED3DSIH_DSX                   */ shader_hw_map2gl,
5129     /* WINED3DSIH_DSY                   */ shader_hw_dsy,
5130     /* WINED3DSIH_ELSE                  */ shader_hw_else,
5131     /* WINED3DSIH_EMIT                  */ NULL,
5132     /* WINED3DSIH_ENDIF                 */ shader_hw_endif,
5133     /* WINED3DSIH_ENDLOOP               */ shader_hw_endloop,
5134     /* WINED3DSIH_ENDREP                */ shader_hw_endrep,
5135     /* WINED3DSIH_EQ                    */ NULL,
5136     /* WINED3DSIH_EXP                   */ shader_hw_scalar_op,
5137     /* WINED3DSIH_EXPP                  */ shader_hw_scalar_op,
5138     /* WINED3DSIH_FRC                   */ shader_hw_map2gl,
5139     /* WINED3DSIH_FTOI                  */ NULL,
5140     /* WINED3DSIH_GE                    */ NULL,
5141     /* WINED3DSIH_IADD                  */ NULL,
5142     /* WINED3DSIH_IEQ                   */ NULL,
5143     /* WINED3DSIH_IF                    */ NULL /* Hardcoded into the shader */,
5144     /* WINED3DSIH_IFC                   */ shader_hw_ifc,
5145     /* WINED3DSIH_IGE                   */ NULL,
5146     /* WINED3DSIH_IMUL                  */ NULL,
5147     /* WINED3DSIH_ITOF                  */ NULL,
5148     /* WINED3DSIH_LABEL                 */ shader_hw_label,
5149     /* WINED3DSIH_LD                    */ NULL,
5150     /* WINED3DSIH_LIT                   */ shader_hw_map2gl,
5151     /* WINED3DSIH_LOG                   */ shader_hw_log,
5152     /* WINED3DSIH_LOGP                  */ shader_hw_log,
5153     /* WINED3DSIH_LOOP                  */ shader_hw_loop,
5154     /* WINED3DSIH_LRP                   */ shader_hw_lrp,
5155     /* WINED3DSIH_LT                    */ NULL,
5156     /* WINED3DSIH_M3x2                  */ shader_hw_mnxn,
5157     /* WINED3DSIH_M3x3                  */ shader_hw_mnxn,
5158     /* WINED3DSIH_M3x4                  */ shader_hw_mnxn,
5159     /* WINED3DSIH_M4x3                  */ shader_hw_mnxn,
5160     /* WINED3DSIH_M4x4                  */ shader_hw_mnxn,
5161     /* WINED3DSIH_MAD                   */ shader_hw_map2gl,
5162     /* WINED3DSIH_MAX                   */ shader_hw_map2gl,
5163     /* WINED3DSIH_MIN                   */ shader_hw_map2gl,
5164     /* WINED3DSIH_MOV                   */ shader_hw_mov,
5165     /* WINED3DSIH_MOVA                  */ shader_hw_mov,
5166     /* WINED3DSIH_MOVC                  */ NULL,
5167     /* WINED3DSIH_MUL                   */ shader_hw_map2gl,
5168     /* WINED3DSIH_NOP                   */ shader_hw_nop,
5169     /* WINED3DSIH_NRM                   */ shader_hw_nrm,
5170     /* WINED3DSIH_PHASE                 */ shader_hw_nop,
5171     /* WINED3DSIH_POW                   */ shader_hw_pow,
5172     /* WINED3DSIH_RCP                   */ shader_hw_rcp,
5173     /* WINED3DSIH_REP                   */ shader_hw_rep,
5174     /* WINED3DSIH_RET                   */ shader_hw_ret,
5175     /* WINED3DSIH_ROUND_NI              */ NULL,
5176     /* WINED3DSIH_RSQ                   */ shader_hw_scalar_op,
5177     /* WINED3DSIH_SAMPLE                */ NULL,
5178     /* WINED3DSIH_SAMPLE_GRAD           */ NULL,
5179     /* WINED3DSIH_SAMPLE_LOD            */ NULL,
5180     /* WINED3DSIH_SETP                  */ NULL,
5181     /* WINED3DSIH_SGE                   */ shader_hw_map2gl,
5182     /* WINED3DSIH_SGN                   */ shader_hw_sgn,
5183     /* WINED3DSIH_SINCOS                */ shader_hw_sincos,
5184     /* WINED3DSIH_SLT                   */ shader_hw_map2gl,
5185     /* WINED3DSIH_SQRT                  */ NULL,
5186     /* WINED3DSIH_SUB                   */ shader_hw_map2gl,
5187     /* WINED3DSIH_TEX                   */ pshader_hw_tex,
5188     /* WINED3DSIH_TEXBEM                */ pshader_hw_texbem,
5189     /* WINED3DSIH_TEXBEML               */ pshader_hw_texbem,
5190     /* WINED3DSIH_TEXCOORD              */ pshader_hw_texcoord,
5191     /* WINED3DSIH_TEXDEPTH              */ pshader_hw_texdepth,
5192     /* WINED3DSIH_TEXDP3                */ pshader_hw_texdp3,
5193     /* WINED3DSIH_TEXDP3TEX             */ pshader_hw_texdp3tex,
5194     /* WINED3DSIH_TEXKILL               */ pshader_hw_texkill,
5195     /* WINED3DSIH_TEXLDD                */ shader_hw_texldd,
5196     /* WINED3DSIH_TEXLDL                */ shader_hw_texldl,
5197     /* WINED3DSIH_TEXM3x2DEPTH          */ pshader_hw_texm3x2depth,
5198     /* WINED3DSIH_TEXM3x2PAD            */ pshader_hw_texm3x2pad,
5199     /* WINED3DSIH_TEXM3x2TEX            */ pshader_hw_texm3x2tex,
5200     /* WINED3DSIH_TEXM3x3               */ pshader_hw_texm3x3,
5201     /* WINED3DSIH_TEXM3x3DIFF           */ NULL,
5202     /* WINED3DSIH_TEXM3x3PAD            */ pshader_hw_texm3x3pad,
5203     /* WINED3DSIH_TEXM3x3SPEC           */ pshader_hw_texm3x3spec,
5204     /* WINED3DSIH_TEXM3x3TEX            */ pshader_hw_texm3x3tex,
5205     /* WINED3DSIH_TEXM3x3VSPEC          */ pshader_hw_texm3x3vspec,
5206     /* WINED3DSIH_TEXREG2AR             */ pshader_hw_texreg2ar,
5207     /* WINED3DSIH_TEXREG2GB             */ pshader_hw_texreg2gb,
5208     /* WINED3DSIH_TEXREG2RGB            */ pshader_hw_texreg2rgb,
5209     /* WINED3DSIH_UDIV                  */ NULL,
5210     /* WINED3DSIH_USHR                  */ NULL,
5211     /* WINED3DSIH_UTOF                  */ NULL,
5212     /* WINED3DSIH_XOR                   */ NULL,
5213 };
5214
5215 static BOOL get_bool_const(const struct wined3d_shader_instruction *ins,
5216         const struct wined3d_shader *shader, DWORD idx)
5217 {
5218     const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5219     BOOL vshader = shader_is_vshader_version(reg_maps->shader_version.type);
5220     const struct wined3d_shader_lconst *constant;
5221     WORD bools = 0;
5222     WORD flag = (1 << idx);
5223     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5224
5225     if (reg_maps->local_bool_consts & flag)
5226     {
5227         /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
5228         LIST_FOR_EACH_ENTRY(constant, &shader->constantsB, struct wined3d_shader_lconst, entry)
5229         {
5230             if (constant->idx == idx)
5231             {
5232                 return constant->value[0];
5233             }
5234         }
5235         ERR("Local constant not found\n");
5236         return FALSE;
5237     }
5238     else
5239     {
5240         if(vshader) bools = priv->cur_vs_args->clip.boolclip.bools;
5241         else bools = priv->cur_ps_args->bools;
5242         return bools & flag;
5243     }
5244 }
5245
5246 static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
5247         const struct wined3d_shader *shader, UINT idx, struct wined3d_shader_loop_control *loop_control)
5248 {
5249     const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5250     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5251
5252     /* Integer constants can either be a local constant, or they can be stored in the shader
5253      * type specific compile args. */
5254     if (reg_maps->local_int_consts & (1 << idx))
5255     {
5256         const struct wined3d_shader_lconst *constant;
5257
5258         LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
5259         {
5260             if (constant->idx == idx)
5261             {
5262                 loop_control->count = constant->value[0];
5263                 loop_control->start = constant->value[1];
5264                 /* Step is signed. */
5265                 loop_control->step = (int)constant->value[2];
5266                 return;
5267             }
5268         }
5269         /* If this happens the flag was set incorrectly */
5270         ERR("Local constant not found\n");
5271         loop_control->count = 0;
5272         loop_control->start = 0;
5273         loop_control->step = 0;
5274         return;
5275     }
5276
5277     switch (reg_maps->shader_version.type)
5278     {
5279         case WINED3D_SHADER_TYPE_VERTEX:
5280             /* Count and aL start value are unsigned */
5281             loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
5282             loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
5283             /* Step is signed. */
5284             loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
5285             break;
5286
5287         case WINED3D_SHADER_TYPE_PIXEL:
5288             loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
5289             loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
5290             loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
5291             break;
5292
5293         default:
5294             FIXME("Unhandled shader type %#x.\n", reg_maps->shader_version.type);
5295             break;
5296     }
5297 }
5298
5299 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
5300 {
5301     unsigned int i;
5302     struct wined3d_shader_dst_param *dst_param = NULL;
5303     struct wined3d_shader_src_param *src_param = NULL, *rel_addr = NULL;
5304     struct recorded_instruction *rec = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*rec));
5305     if(!rec)
5306     {
5307         ERR("Out of memory\n");
5308         return;
5309     }
5310
5311     rec->ins = *ins;
5312     dst_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param));
5313     if(!dst_param) goto free;
5314     *dst_param = *ins->dst;
5315     if (ins->dst->reg.idx[0].rel_addr)
5316     {
5317         rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
5318         if (!rel_addr)
5319             goto free;
5320         *rel_addr = *ins->dst->reg.idx[0].rel_addr;
5321         dst_param->reg.idx[0].rel_addr = rel_addr;
5322     }
5323     rec->ins.dst = dst_param;
5324
5325     src_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param) * ins->src_count);
5326     if (!src_param)
5327         goto free;
5328     for (i = 0; i < ins->src_count; ++i)
5329     {
5330         src_param[i] = ins->src[i];
5331         if (ins->src[i].reg.idx[0].rel_addr)
5332         {
5333             rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
5334             if (!rel_addr)
5335                 goto free;
5336             *rel_addr = *ins->src[i].reg.idx[0].rel_addr;
5337             src_param[i].reg.idx[0].rel_addr = rel_addr;
5338         }
5339     }
5340     rec->ins.src = src_param;
5341     list_add_tail(list, &rec->entry);
5342     return;
5343
5344 free:
5345     ERR("Out of memory\n");
5346     if(dst_param)
5347     {
5348         HeapFree(GetProcessHeap(), 0, (void *)dst_param->reg.idx[0].rel_addr);
5349         HeapFree(GetProcessHeap(), 0, dst_param);
5350     }
5351     if(src_param)
5352     {
5353         for(i = 0; i < ins->src_count; i++)
5354         {
5355             HeapFree(GetProcessHeap(), 0, (void *)src_param[i].reg.idx[0].rel_addr);
5356         }
5357         HeapFree(GetProcessHeap(), 0, src_param);
5358     }
5359     HeapFree(GetProcessHeap(), 0, rec);
5360 }
5361
5362 static void free_recorded_instruction(struct list *list)
5363 {
5364     struct recorded_instruction *rec_ins, *entry2;
5365     unsigned int i;
5366
5367     LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
5368     {
5369         list_remove(&rec_ins->entry);
5370         if (rec_ins->ins.dst)
5371         {
5372             HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.dst->reg.idx[0].rel_addr);
5373             HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.dst);
5374         }
5375         if (rec_ins->ins.src)
5376         {
5377             for (i = 0; i < rec_ins->ins.src_count; ++i)
5378             {
5379                 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.src[i].reg.idx[0].rel_addr);
5380             }
5381             HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.src);
5382         }
5383         HeapFree(GetProcessHeap(), 0, rec_ins);
5384     }
5385 }
5386
5387 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
5388     SHADER_HANDLER hw_fct;
5389     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5390     const struct wined3d_shader *shader = ins->ctx->shader;
5391     struct control_frame *control_frame;
5392     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
5393     BOOL bool_const;
5394
5395     if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
5396     {
5397         control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5398         list_add_head(&priv->control_frames, &control_frame->entry);
5399
5400         if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
5401         if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
5402
5403         if(priv->target_version >= NV2)
5404         {
5405             control_frame->no.loop = priv->num_loops++;
5406             priv->loop_depth++;
5407         }
5408         else
5409         {
5410             /* Don't bother recording when we're in a not used if branch */
5411             if(priv->muted)
5412             {
5413                 return;
5414             }
5415
5416             if(!priv->recording)
5417             {
5418                 list_init(&priv->record);
5419                 priv->recording = TRUE;
5420                 control_frame->outer_loop = TRUE;
5421                 get_loop_control_const(ins, shader, ins->src[0].reg.idx[0].offset, &control_frame->loop_control);
5422                 return; /* Instruction is handled */
5423             }
5424             /* Record this loop in the outer loop's recording */
5425         }
5426     }
5427     else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5428     {
5429         if(priv->target_version >= NV2)
5430         {
5431             /* Nothing to do. The control frame is popped after the HW instr handler */
5432         }
5433         else
5434         {
5435             struct list *e = list_head(&priv->control_frames);
5436             control_frame = LIST_ENTRY(e, struct control_frame, entry);
5437             list_remove(&control_frame->entry);
5438
5439             if(control_frame->outer_loop)
5440             {
5441                 unsigned int iteration;
5442                 int aL = 0;
5443                 struct list copy;
5444
5445                 /* Turn off recording before playback */
5446                 priv->recording = FALSE;
5447
5448                 /* Move the recorded instructions to a separate list and get them out of the private data
5449                  * structure. If there are nested loops, the shader_arb_handle_instruction below will
5450                  * be recorded again, thus priv->record might be overwritten
5451                  */
5452                 list_init(&copy);
5453                 list_move_tail(&copy, &priv->record);
5454                 list_init(&priv->record);
5455
5456                 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5457                 {
5458                     shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5459                                    control_frame->loop_control.count, control_frame->loop_control.start,
5460                                    control_frame->loop_control.step);
5461                     aL = control_frame->loop_control.start;
5462                 }
5463                 else
5464                 {
5465                     shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
5466                 }
5467
5468                 for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
5469                 {
5470                     struct recorded_instruction *rec_ins;
5471                     if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5472                     {
5473                         priv->aL = aL;
5474                         shader_addline(buffer, "#Iteration %u, aL=%d\n", iteration, aL);
5475                     }
5476                     else
5477                     {
5478                         shader_addline(buffer, "#Iteration %u\n", iteration);
5479                     }
5480
5481                     LIST_FOR_EACH_ENTRY(rec_ins, &copy, struct recorded_instruction, entry)
5482                     {
5483                         shader_arb_handle_instruction(&rec_ins->ins);
5484                     }
5485
5486                     if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5487                     {
5488                         aL += control_frame->loop_control.step;
5489                     }
5490                 }
5491                 shader_addline(buffer, "#end loop/rep\n");
5492
5493                 free_recorded_instruction(&copy);
5494                 HeapFree(GetProcessHeap(), 0, control_frame);
5495                 return; /* Instruction is handled */
5496             }
5497             else
5498             {
5499                 /* This is a nested loop. Proceed to the normal recording function */
5500                 HeapFree(GetProcessHeap(), 0, control_frame);
5501             }
5502         }
5503     }
5504
5505     if(priv->recording)
5506     {
5507         record_instruction(&priv->record, ins);
5508         return;
5509     }
5510
5511     /* boolean if */
5512     if(ins->handler_idx == WINED3DSIH_IF)
5513     {
5514         control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5515         list_add_head(&priv->control_frames, &control_frame->entry);
5516         control_frame->type = IF;
5517
5518         bool_const = get_bool_const(ins, shader, ins->src[0].reg.idx[0].offset);
5519         if (ins->src[0].modifiers == WINED3DSPSM_NOT)
5520             bool_const = !bool_const;
5521         if (!priv->muted && !bool_const)
5522         {
5523             shader_addline(buffer, "#if(FALSE){\n");
5524             priv->muted = TRUE;
5525             control_frame->muting = TRUE;
5526         }
5527         else shader_addline(buffer, "#if(TRUE) {\n");
5528
5529         return; /* Instruction is handled */
5530     }
5531     else if(ins->handler_idx == WINED3DSIH_IFC)
5532     {
5533         /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5534         control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5535         control_frame->type = IFC;
5536         control_frame->no.ifc = priv->num_ifcs++;
5537         list_add_head(&priv->control_frames, &control_frame->entry);
5538     }
5539     else if(ins->handler_idx == WINED3DSIH_ELSE)
5540     {
5541         struct list *e = list_head(&priv->control_frames);
5542         control_frame = LIST_ENTRY(e, struct control_frame, entry);
5543
5544         if(control_frame->type == IF)
5545         {
5546             shader_addline(buffer, "#} else {\n");
5547             if(!priv->muted && !control_frame->muting)
5548             {
5549                 priv->muted = TRUE;
5550                 control_frame->muting = TRUE;
5551             }
5552             else if(control_frame->muting) priv->muted = FALSE;
5553             return; /* Instruction is handled. */
5554         }
5555         /* In case of an ifc, generate a HW shader instruction */
5556     }
5557     else if(ins->handler_idx == WINED3DSIH_ENDIF)
5558     {
5559         struct list *e = list_head(&priv->control_frames);
5560         control_frame = LIST_ENTRY(e, struct control_frame, entry);
5561
5562         if(control_frame->type == IF)
5563         {
5564             shader_addline(buffer, "#} endif\n");
5565             if(control_frame->muting) priv->muted = FALSE;
5566             list_remove(&control_frame->entry);
5567             HeapFree(GetProcessHeap(), 0, control_frame);
5568             return; /* Instruction is handled */
5569         }
5570     }
5571
5572     if(priv->muted) return;
5573
5574     /* Select handler */
5575     hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
5576
5577     /* Unhandled opcode */
5578     if (!hw_fct)
5579     {
5580         FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
5581         return;
5582     }
5583     hw_fct(ins);
5584
5585     if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5586     {
5587         struct list *e = list_head(&priv->control_frames);
5588         control_frame = LIST_ENTRY(e, struct control_frame, entry);
5589         list_remove(&control_frame->entry);
5590         HeapFree(GetProcessHeap(), 0, control_frame);
5591         priv->loop_depth--;
5592     }
5593     else if(ins->handler_idx == WINED3DSIH_ENDIF)
5594     {
5595         /* Non-ifc ENDIFs don't reach that place because of the return in the if block above */
5596         struct list *e = list_head(&priv->control_frames);
5597         control_frame = LIST_ENTRY(e, struct control_frame, entry);
5598         list_remove(&control_frame->entry);
5599         HeapFree(GetProcessHeap(), 0, control_frame);
5600     }
5601
5602
5603     shader_arb_add_instruction_modifiers(ins);
5604 }
5605
5606 static void shader_arb_enable_fragment_pipe(void *shader_priv,
5607         const struct wined3d_gl_info *gl_info, BOOL enable)
5608 {
5609     struct shader_arb_priv *priv = shader_priv;
5610
5611     priv->fragment_pipe->enable_extension(gl_info, enable);
5612 }
5613
5614 static BOOL shader_arb_has_ffp_proj_control(void *shader_priv)
5615 {
5616     struct shader_arb_priv *priv = shader_priv;
5617
5618     return priv->fragment_pipe->ffp_proj_control;
5619 }
5620
5621 const struct wined3d_shader_backend_ops arb_program_shader_backend =
5622 {
5623     shader_arb_handle_instruction,
5624     shader_arb_select,
5625     shader_arb_select_depth_blt,
5626     shader_arb_deselect_depth_blt,
5627     shader_arb_update_float_vertex_constants,
5628     shader_arb_update_float_pixel_constants,
5629     shader_arb_load_constants,
5630     shader_arb_load_np2fixup_constants,
5631     shader_arb_destroy,
5632     shader_arb_alloc,
5633     shader_arb_free,
5634     shader_arb_context_destroyed,
5635     shader_arb_get_caps,
5636     shader_arb_color_fixup_supported,
5637     shader_arb_enable_fragment_pipe,
5638     shader_arb_has_ffp_proj_control,
5639 };
5640
5641 /* ARB_fragment_program fixed function pipeline replacement definitions */
5642 #define ARB_FFP_CONST_TFACTOR           0
5643 #define ARB_FFP_CONST_SPECULAR_ENABLE   ((ARB_FFP_CONST_TFACTOR) + 1)
5644 #define ARB_FFP_CONST_CONSTANT(i)       ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5645 #define ARB_FFP_CONST_BUMPMAT(i)        ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5646 #define ARB_FFP_CONST_LUMINANCE(i)      ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5647
5648 struct arbfp_ffp_desc
5649 {
5650     struct ffp_frag_desc parent;
5651     GLuint shader;
5652 };
5653
5654 /* Context activation and GL locking are done by the caller. */
5655 static void arbfp_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
5656 {
5657     if (enable)
5658     {
5659         gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
5660         checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5661     }
5662     else
5663     {
5664         gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
5665         checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5666     }
5667 }
5668
5669 static void *arbfp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5670 {
5671     struct shader_arb_priv *priv;
5672
5673     /* Share private data between the shader backend and the pipeline
5674      * replacement, if both are the arb implementation. This is needed to
5675      * figure out whether ARBfp should be disabled if no pixel shader is bound
5676      * or not. */
5677     if (shader_backend == &arb_program_shader_backend)
5678         priv = shader_priv;
5679     else if (!(priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv))))
5680         return NULL;
5681
5682     if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
5683     {
5684         ERR("Failed to initialize rbtree.\n");
5685         if (priv != shader_priv)
5686             HeapFree(GetProcessHeap(), 0, priv);
5687         return NULL;
5688     }
5689     priv->use_arbfp_fixed_func = TRUE;
5690
5691     return priv;
5692 }
5693
5694 /* Context activation is done by the caller. */
5695 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
5696 {
5697     const struct wined3d_gl_info *gl_info = context;
5698     struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
5699
5700     ENTER_GL();
5701     GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
5702     checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5703     HeapFree(GetProcessHeap(), 0, entry_arb);
5704     LEAVE_GL();
5705 }
5706
5707 /* Context activation is done by the caller. */
5708 static void arbfp_free(struct wined3d_device *device)
5709 {
5710     struct shader_arb_priv *priv = device->fragment_priv;
5711
5712     wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &device->adapter->gl_info);
5713     priv->use_arbfp_fixed_func = FALSE;
5714
5715     if (device->shader_backend != &arb_program_shader_backend)
5716     {
5717         HeapFree(GetProcessHeap(), 0, device->fragment_priv);
5718     }
5719 }
5720
5721 static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5722 {
5723     caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
5724     caps->TextureOpCaps =  WINED3DTEXOPCAPS_DISABLE                     |
5725                            WINED3DTEXOPCAPS_SELECTARG1                  |
5726                            WINED3DTEXOPCAPS_SELECTARG2                  |
5727                            WINED3DTEXOPCAPS_MODULATE4X                  |
5728                            WINED3DTEXOPCAPS_MODULATE2X                  |
5729                            WINED3DTEXOPCAPS_MODULATE                    |
5730                            WINED3DTEXOPCAPS_ADDSIGNED2X                 |
5731                            WINED3DTEXOPCAPS_ADDSIGNED                   |
5732                            WINED3DTEXOPCAPS_ADD                         |
5733                            WINED3DTEXOPCAPS_SUBTRACT                    |
5734                            WINED3DTEXOPCAPS_ADDSMOOTH                   |
5735                            WINED3DTEXOPCAPS_BLENDCURRENTALPHA           |
5736                            WINED3DTEXOPCAPS_BLENDFACTORALPHA            |
5737                            WINED3DTEXOPCAPS_BLENDTEXTUREALPHA           |
5738                            WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA           |
5739                            WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM         |
5740                            WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR      |
5741                            WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA      |
5742                            WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA   |
5743                            WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR   |
5744                            WINED3DTEXOPCAPS_DOTPRODUCT3                 |
5745                            WINED3DTEXOPCAPS_MULTIPLYADD                 |
5746                            WINED3DTEXOPCAPS_LERP                        |
5747                            WINED3DTEXOPCAPS_BUMPENVMAP                  |
5748                            WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
5749
5750     /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5751
5752     caps->MaxTextureBlendStages   = 8;
5753     caps->MaxSimultaneousTextures = min(gl_info->limits.fragment_samplers, 8);
5754 }
5755
5756 static void state_texfactor_arbfp(struct wined3d_context *context,
5757         const struct wined3d_state *state, DWORD state_id)
5758 {
5759     struct wined3d_device *device = context->swapchain->device;
5760     const struct wined3d_gl_info *gl_info = context->gl_info;
5761     float col[4];
5762
5763     /* Don't load the parameter if we're using an arbfp pixel shader,
5764      * otherwise we'll overwrite application provided constants. */
5765     if (device->shader_backend == &arb_program_shader_backend)
5766     {
5767         struct shader_arb_priv *priv;
5768
5769         if (use_ps(state)) return;
5770
5771         priv = device->shader_priv;
5772         priv->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
5773         priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
5774     }
5775
5776     D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
5777     GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
5778     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
5779 }
5780
5781 static void state_arb_specularenable(struct wined3d_context *context,
5782         const struct wined3d_state *state, DWORD state_id)
5783 {
5784     struct wined3d_device *device = context->swapchain->device;
5785     const struct wined3d_gl_info *gl_info = context->gl_info;
5786     float col[4];
5787
5788     /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5789      * application provided constants
5790      */
5791     if (device->shader_backend == &arb_program_shader_backend)
5792     {
5793         struct shader_arb_priv *priv;
5794
5795         if (use_ps(state)) return;
5796
5797         priv = device->shader_priv;
5798         priv->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
5799         priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
5800     }
5801
5802     if (state->render_states[WINED3D_RS_SPECULARENABLE])
5803     {
5804         /* The specular color has no alpha */
5805         col[0] = 1.0f; col[1] = 1.0f;
5806         col[2] = 1.0f; col[3] = 0.0f;
5807     } else {
5808         col[0] = 0.0f; col[1] = 0.0f;
5809         col[2] = 0.0f; col[3] = 0.0f;
5810     }
5811     GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
5812     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5813 }
5814
5815 static void set_bumpmat_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5816 {
5817     DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5818     struct wined3d_device *device = context->swapchain->device;
5819     const struct wined3d_gl_info *gl_info = context->gl_info;
5820     float mat[2][2];
5821
5822     if (use_ps(state))
5823     {
5824         if (stage && (state->pixel_shader->reg_maps.bumpmat & (1 << stage)))
5825         {
5826             /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
5827              * anyway
5828              */
5829             if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT))
5830                 context_apply_state(context, state, STATE_PIXELSHADERCONSTANT);
5831         }
5832
5833         if(device->shader_backend == &arb_program_shader_backend) {
5834             /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5835             return;
5836         }
5837     }
5838     else if (device->shader_backend == &arb_program_shader_backend)
5839     {
5840         struct shader_arb_priv *priv = device->shader_priv;
5841         priv->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
5842         priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
5843     }
5844
5845     mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]);
5846     mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]);
5847     mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]);
5848     mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]);
5849
5850     GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
5851     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5852 }
5853
5854 static void tex_bumpenvlum_arbfp(struct wined3d_context *context,
5855         const struct wined3d_state *state, DWORD state_id)
5856 {
5857     DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5858     struct wined3d_device *device = context->swapchain->device;
5859     const struct wined3d_gl_info *gl_info = context->gl_info;
5860     float param[4];
5861
5862     if (use_ps(state))
5863     {
5864         if (stage && (state->pixel_shader->reg_maps.luminanceparams & (1 << stage)))
5865         {
5866             /* The pixel shader has to know the luminance offset. Do a constants update if it
5867              * isn't scheduled anyway
5868              */
5869             if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT))
5870                 context_apply_state(context, state, STATE_PIXELSHADERCONSTANT);
5871         }
5872
5873         if(device->shader_backend == &arb_program_shader_backend) {
5874             /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5875             return;
5876         }
5877     }
5878     else if (device->shader_backend == &arb_program_shader_backend)
5879     {
5880         struct shader_arb_priv *priv = device->shader_priv;
5881         priv->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
5882         priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
5883     }
5884
5885     param[0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LSCALE]);
5886     param[1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LOFFSET]);
5887     param[2] = 0.0f;
5888     param[3] = 0.0f;
5889
5890     GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
5891     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5892 }
5893
5894 static const char *get_argreg(struct wined3d_shader_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
5895 {
5896     const char *ret;
5897
5898     if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
5899
5900     switch(arg & WINED3DTA_SELECTMASK) {
5901         case WINED3DTA_DIFFUSE:
5902             ret = "fragment.color.primary"; break;
5903
5904         case WINED3DTA_CURRENT:
5905             if (!stage) ret = "fragment.color.primary";
5906             else ret = "ret";
5907             break;
5908
5909         case WINED3DTA_TEXTURE:
5910             switch(stage) {
5911                 case 0: ret = "tex0"; break;
5912                 case 1: ret = "tex1"; break;
5913                 case 2: ret = "tex2"; break;
5914                 case 3: ret = "tex3"; break;
5915                 case 4: ret = "tex4"; break;
5916                 case 5: ret = "tex5"; break;
5917                 case 6: ret = "tex6"; break;
5918                 case 7: ret = "tex7"; break;
5919                 default: ret = "unknown texture";
5920             }
5921             break;
5922
5923         case WINED3DTA_TFACTOR:
5924             ret = "tfactor"; break;
5925
5926         case WINED3DTA_SPECULAR:
5927             ret = "fragment.color.secondary"; break;
5928
5929         case WINED3DTA_TEMP:
5930             ret = "tempreg"; break;
5931
5932         case WINED3DTA_CONSTANT:
5933             FIXME("Implement perstage constants\n");
5934             switch(stage) {
5935                 case 0: ret = "const0"; break;
5936                 case 1: ret = "const1"; break;
5937                 case 2: ret = "const2"; break;
5938                 case 3: ret = "const3"; break;
5939                 case 4: ret = "const4"; break;
5940                 case 5: ret = "const5"; break;
5941                 case 6: ret = "const6"; break;
5942                 case 7: ret = "const7"; break;
5943                 default: ret = "unknown constant";
5944             }
5945             break;
5946
5947         default:
5948             return "unknown";
5949     }
5950
5951     if(arg & WINED3DTA_COMPLEMENT) {
5952         shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
5953         if(argnum == 0) ret = "arg0";
5954         if(argnum == 1) ret = "arg1";
5955         if(argnum == 2) ret = "arg2";
5956     }
5957     if(arg & WINED3DTA_ALPHAREPLICATE) {
5958         shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
5959         if(argnum == 0) ret = "arg0";
5960         if(argnum == 1) ret = "arg1";
5961         if(argnum == 2) ret = "arg2";
5962     }
5963     return ret;
5964 }
5965
5966 static void gen_ffp_instr(struct wined3d_shader_buffer *buffer, unsigned int stage, BOOL color,
5967         BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
5968 {
5969     const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
5970     unsigned int mul = 1;
5971
5972     if(color && alpha) dstmask = "";
5973     else if(color) dstmask = ".xyz";
5974     else dstmask = ".w";
5975
5976     if(dst == tempreg) dstreg = "tempreg";
5977     else dstreg = "ret";
5978
5979     arg0 = get_argreg(buffer, 0, stage, dw_arg0);
5980     arg1 = get_argreg(buffer, 1, stage, dw_arg1);
5981     arg2 = get_argreg(buffer, 2, stage, dw_arg2);
5982
5983     switch (op)
5984     {
5985         case WINED3D_TOP_DISABLE:
5986             if (!stage)
5987                 shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
5988             break;
5989
5990         case WINED3D_TOP_SELECT_ARG2:
5991             arg1 = arg2;
5992             /* FALLTHROUGH */
5993         case WINED3D_TOP_SELECT_ARG1:
5994             shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
5995             break;
5996
5997         case WINED3D_TOP_MODULATE_4X:
5998             mul = 2;
5999             /* FALLTHROUGH */
6000         case WINED3D_TOP_MODULATE_2X:
6001             mul *= 2;
6002             /* FALLTHROUGH */
6003         case WINED3D_TOP_MODULATE:
6004             shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6005             break;
6006
6007         case WINED3D_TOP_ADD_SIGNED_2X:
6008             mul = 2;
6009             /* FALLTHROUGH */
6010         case WINED3D_TOP_ADD_SIGNED:
6011             shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6012             arg2 = "arg2";
6013             /* FALLTHROUGH */
6014         case WINED3D_TOP_ADD:
6015             shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6016             break;
6017
6018         case WINED3D_TOP_SUBTRACT:
6019             shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6020             break;
6021
6022         case WINED3D_TOP_ADD_SMOOTH:
6023             shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
6024             shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6025             break;
6026
6027         case WINED3D_TOP_BLEND_CURRENT_ALPHA:
6028             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
6029             shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6030             break;
6031         case WINED3D_TOP_BLEND_FACTOR_ALPHA:
6032             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
6033             shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6034             break;
6035         case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
6036             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6037             shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6038             break;
6039         case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
6040             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
6041             shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6042             break;
6043
6044         case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
6045             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6046             shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
6047             shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
6048             break;
6049
6050         /* D3DTOP_PREMODULATE ???? */
6051
6052         case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
6053             shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
6054             shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6055             break;
6056         case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
6057             shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
6058             break;
6059         case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
6060             shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
6061             shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
6062             break;
6063         case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
6064             shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
6065             break;
6066
6067         case WINED3D_TOP_DOTPRODUCT3:
6068             mul = 4;
6069             shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
6070             shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6071             shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
6072             break;
6073
6074         case WINED3D_TOP_MULTIPLY_ADD:
6075             shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
6076             break;
6077
6078         case WINED3D_TOP_LERP:
6079             /* The msdn is not quite right here */
6080             shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6081             break;
6082
6083         case WINED3D_TOP_BUMPENVMAP:
6084         case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
6085             /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
6086             break;
6087
6088         default:
6089             FIXME("Unhandled texture op %08x\n", op);
6090     }
6091
6092     if (mul == 2)
6093         shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", dstreg, dstmask, dstreg);
6094     else if (mul == 4)
6095         shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", dstreg, dstmask, dstreg);
6096 }
6097
6098 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, const struct wined3d_gl_info *gl_info)
6099 {
6100     unsigned int stage;
6101     struct wined3d_shader_buffer buffer;
6102     BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6103     BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6104     BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6105     UINT lowest_disabled_stage;
6106     const char *textype;
6107     const char *instr, *sat;
6108     char colorcor_dst[8];
6109     GLuint ret;
6110     DWORD arg0, arg1, arg2;
6111     BOOL tempreg_used = FALSE, tfactor_used = FALSE;
6112     BOOL op_equal;
6113     const char *final_combiner_src = "ret";
6114     GLint pos;
6115
6116     /* Find out which textures are read */
6117     for (stage = 0; stage < MAX_TEXTURES; ++stage)
6118     {
6119         if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6120             break;
6121         arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
6122         arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
6123         arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
6124         if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6125         if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6126         if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6127
6128         if (settings->op[stage].cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA)
6129             tex_read[stage] = TRUE;
6130         if (settings->op[stage].cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM)
6131             tex_read[stage] = TRUE;
6132         if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP)
6133         {
6134             bump_used[stage] = TRUE;
6135             tex_read[stage] = TRUE;
6136         }
6137         if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6138         {
6139             bump_used[stage] = TRUE;
6140             tex_read[stage] = TRUE;
6141             luminance_used[stage] = TRUE;
6142         }
6143         else if (settings->op[stage].cop == WINED3D_TOP_BLEND_FACTOR_ALPHA)
6144         {
6145             tfactor_used = TRUE;
6146         }
6147
6148         if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
6149             tfactor_used = TRUE;
6150         }
6151
6152         if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
6153         if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
6154             tempreg_used = TRUE;
6155         }
6156
6157         if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6158             continue;
6159         arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
6160         arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
6161         arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
6162         if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6163         if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6164         if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6165
6166         if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
6167             tempreg_used = TRUE;
6168         }
6169         if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
6170             tfactor_used = TRUE;
6171         }
6172     }
6173     lowest_disabled_stage = stage;
6174
6175     /* Shader header */
6176     if (!shader_buffer_init(&buffer))
6177     {
6178         ERR("Failed to initialize shader buffer.\n");
6179         return 0;
6180     }
6181
6182     shader_addline(&buffer, "!!ARBfp1.0\n");
6183
6184     switch(settings->fog) {
6185         case FOG_OFF:                                                         break;
6186         case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
6187         case FOG_EXP:    shader_addline(&buffer, "OPTION ARB_fog_exp;\n");    break;
6188         case FOG_EXP2:   shader_addline(&buffer, "OPTION ARB_fog_exp2;\n");   break;
6189         default: FIXME("Unexpected fog setting %d\n", settings->fog);
6190     }
6191
6192     shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
6193     shader_addline(&buffer, "TEMP TMP;\n");
6194     shader_addline(&buffer, "TEMP ret;\n");
6195     if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
6196     shader_addline(&buffer, "TEMP arg0;\n");
6197     shader_addline(&buffer, "TEMP arg1;\n");
6198     shader_addline(&buffer, "TEMP arg2;\n");
6199     for(stage = 0; stage < MAX_TEXTURES; stage++) {
6200         if(!tex_read[stage]) continue;
6201         shader_addline(&buffer, "TEMP tex%u;\n", stage);
6202         if(!bump_used[stage]) continue;
6203         shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
6204         if(!luminance_used[stage]) continue;
6205         shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
6206     }
6207     if(tfactor_used) {
6208         shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
6209     }
6210         shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
6211
6212     if(settings->sRGB_write) {
6213         shader_addline(&buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
6214                        srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
6215         shader_addline(&buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
6216                        srgb_sub_high, 0.0, 0.0, 0.0);
6217     }
6218
6219     if (lowest_disabled_stage < 7 && settings->emul_clipplanes)
6220         shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
6221
6222     /* Generate texture sampling instructions) */
6223     for (stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage)
6224     {
6225         if (!tex_read[stage])
6226             continue;
6227
6228         switch(settings->op[stage].tex_type) {
6229             case tex_1d:                    textype = "1D";     break;
6230             case tex_2d:                    textype = "2D";     break;
6231             case tex_3d:                    textype = "3D";     break;
6232             case tex_cube:                  textype = "CUBE";   break;
6233             case tex_rect:                  textype = "RECT";   break;
6234             default: textype = "unexpected_textype";   break;
6235         }
6236
6237         if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP
6238                 || settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6239             sat = "";
6240         else
6241             sat = "_SAT";
6242
6243         if(settings->op[stage].projected == proj_none) {
6244             instr = "TEX";
6245         } else if(settings->op[stage].projected == proj_count4 ||
6246                   settings->op[stage].projected == proj_count3) {
6247             instr = "TXP";
6248         } else {
6249             FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
6250             instr = "TXP";
6251         }
6252
6253         if (stage > 0
6254                 && (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP
6255                 || settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE))
6256         {
6257             shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
6258             shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
6259             shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
6260             shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
6261
6262             /* with projective textures, texbem only divides the static texture coord, not the displacement,
6263              * so multiply the displacement with the dividing parameter before passing it to TXP
6264              */
6265             if (settings->op[stage].projected != proj_none) {
6266                 if(settings->op[stage].projected == proj_count4) {
6267                     shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
6268                     shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
6269                 } else {
6270                     shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
6271                     shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
6272                 }
6273             } else {
6274                 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
6275             }
6276
6277             shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
6278                     instr, sat, stage, stage, textype);
6279             if (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6280             {
6281                 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
6282                                stage - 1, stage - 1, stage - 1);
6283                 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
6284             }
6285         } else if(settings->op[stage].projected == proj_count3) {
6286             shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
6287             shader_addline(&buffer, "MOV ret.w, ret.z;\n");
6288             shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
6289                             instr, sat, stage, stage, textype);
6290         } else {
6291             shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
6292                             instr, sat, stage, stage, stage, textype);
6293         }
6294
6295         sprintf(colorcor_dst, "tex%u", stage);
6296         gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
6297                 settings->op[stage].color_fixup);
6298     }
6299
6300     /* Generate the main shader */
6301     for (stage = 0; stage < MAX_TEXTURES; ++stage)
6302     {
6303         if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6304         {
6305             if (!stage)
6306                 final_combiner_src = "fragment.color.primary";
6307             break;
6308         }
6309
6310         if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6311                 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6312             op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
6313         else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6314                 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6315             op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
6316         else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6317                 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6318             op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
6319         else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6320                 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6321             op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
6322         else
6323             op_equal = settings->op[stage].aop   == settings->op[stage].cop
6324                     && settings->op[stage].carg0 == settings->op[stage].aarg0
6325                     && settings->op[stage].carg1 == settings->op[stage].aarg1
6326                     && settings->op[stage].carg2 == settings->op[stage].aarg2;
6327
6328         if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6329         {
6330             gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6331                           settings->op[stage].cop, settings->op[stage].carg0,
6332                           settings->op[stage].carg1, settings->op[stage].carg2);
6333             if (!stage)
6334                 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
6335         }
6336         else if (op_equal)
6337         {
6338             gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
6339                           settings->op[stage].cop, settings->op[stage].carg0,
6340                           settings->op[stage].carg1, settings->op[stage].carg2);
6341         } else {
6342             gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6343                           settings->op[stage].cop, settings->op[stage].carg0,
6344                           settings->op[stage].carg1, settings->op[stage].carg2);
6345             gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
6346                           settings->op[stage].aop, settings->op[stage].aarg0,
6347                           settings->op[stage].aarg1, settings->op[stage].aarg2);
6348         }
6349     }
6350
6351     if(settings->sRGB_write) {
6352         shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
6353         arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
6354         shader_addline(&buffer, "MOV result.color, ret;\n");
6355     } else {
6356         shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
6357     }
6358
6359     /* Footer */
6360     shader_addline(&buffer, "END\n");
6361
6362     /* Generate the shader */
6363     GL_EXTCALL(glGenProgramsARB(1, &ret));
6364     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
6365     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6366             strlen(buffer.buffer), buffer.buffer));
6367     checkGLcall("glProgramStringARB()");
6368
6369     gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6370     if (pos != -1)
6371     {
6372         FIXME("Fragment program error at position %d: %s\n\n", pos,
6373               debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6374         shader_arb_dump_program_source(buffer.buffer);
6375     }
6376     else
6377     {
6378         GLint native;
6379
6380         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
6381         checkGLcall("glGetProgramivARB()");
6382         if (!native) WARN("Program exceeds native resource limits.\n");
6383     }
6384
6385     shader_buffer_free(&buffer);
6386     return ret;
6387 }
6388
6389 static void fragment_prog_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6390 {
6391     const struct wined3d_device *device = context->swapchain->device;
6392     const struct wined3d_gl_info *gl_info = context->gl_info;
6393     struct shader_arb_priv *priv = device->fragment_priv;
6394     BOOL use_vshader = use_vs(state);
6395     BOOL use_pshader = use_ps(state);
6396     struct ffp_frag_settings settings;
6397     const struct arbfp_ffp_desc *desc;
6398     unsigned int i;
6399
6400     TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6401
6402     if (isStateDirty(context, STATE_RENDER(WINED3D_RS_FOGENABLE)))
6403     {
6404         if (!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6405         {
6406             /* Reload fixed function constants since they collide with the
6407              * pixel shader constants. */
6408             for (i = 0; i < MAX_TEXTURES; ++i)
6409             {
6410                 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6411             }
6412             state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6413             state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6414         }
6415         else if (use_pshader && !isStateDirty(context, context->state_table[STATE_VSHADER].representative))
6416         {
6417             device->shader_backend->shader_select(context, use_pshader, use_vshader);
6418         }
6419         return;
6420     }
6421
6422     if (!use_pshader)
6423     {
6424         /* Find or create a shader implementing the fixed function pipeline
6425          * settings, then activate it. */
6426         gen_ffp_frag_op(device, state, &settings, FALSE);
6427         desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
6428         if(!desc) {
6429             struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
6430             if (!new_desc)
6431             {
6432                 ERR("Out of memory\n");
6433                 return;
6434             }
6435
6436             memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
6437             new_desc->shader = gen_arbfp_ffp_shader(&settings, gl_info);
6438             add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
6439             TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
6440             desc = new_desc;
6441         }
6442
6443         /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active (however, note the
6444          * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6445          * deactivate it.
6446          */
6447         GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
6448         checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
6449         priv->current_fprogram_id = desc->shader;
6450
6451         if (device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6452         {
6453             /* Reload fixed function constants since they collide with the
6454              * pixel shader constants. */
6455             for (i = 0; i < MAX_TEXTURES; ++i)
6456             {
6457                 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6458             }
6459             state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6460             state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6461         }
6462         context->last_was_pshader = FALSE;
6463     } else {
6464         context->last_was_pshader = TRUE;
6465     }
6466
6467     /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
6468      * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function
6469      * replacement shader. If the shader backend is not ARB, it currently is important that the opengl implementation
6470      * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
6471      * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
6472      *
6473      * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
6474      * shader handler.
6475      */
6476     if (!isStateDirty(context, context->state_table[STATE_VSHADER].representative))
6477     {
6478         device->shader_backend->shader_select(context, use_pshader, use_vshader);
6479
6480         if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader))
6481             context_apply_state(context, state, STATE_VERTEXSHADERCONSTANT);
6482     }
6483     if (use_pshader)
6484         context_apply_state(context, state, STATE_PIXELSHADERCONSTANT);
6485 }
6486
6487 /* We can't link the fog states to the fragment state directly since the
6488  * vertex pipeline links them to FOGENABLE. A different linking in different
6489  * pipeline parts can't be expressed in the combined state table, so we need
6490  * to handle that with a forwarding function. The other invisible side effect
6491  * is that changing the fog start and fog end (which links to FOGENABLE in
6492  * vertex) results in the fragment_prog_arbfp function being called because
6493  * FOGENABLE is dirty, which calls this function here. */
6494 static void state_arbfp_fog(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6495 {
6496     enum fogsource new_source;
6497
6498     TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6499
6500     if (!isStateDirty(context, STATE_PIXELSHADER))
6501         fragment_prog_arbfp(context, state, state_id);
6502
6503     if (!state->render_states[WINED3D_RS_FOGENABLE])
6504         return;
6505
6506     if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
6507     {
6508         if (use_vs(state))
6509         {
6510             new_source = FOGSOURCE_VS;
6511         }
6512         else
6513         {
6514             if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
6515                 new_source = FOGSOURCE_COORD;
6516             else
6517                 new_source = FOGSOURCE_FFP;
6518         }
6519     }
6520     else
6521     {
6522         new_source = FOGSOURCE_FFP;
6523     }
6524
6525     if (new_source != context->fog_source)
6526     {
6527         context->fog_source = new_source;
6528         state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
6529     }
6530 }
6531
6532 static void textransform(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6533 {
6534     if (!isStateDirty(context, STATE_PIXELSHADER))
6535         fragment_prog_arbfp(context, state, state_id);
6536 }
6537
6538 static void state_srgbwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6539 {
6540     const struct wined3d_gl_info *gl_info = context->gl_info;
6541     const struct wined3d_surface *rt = state->fb->render_targets[0];
6542
6543     TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6544
6545     if (state->render_states[WINED3D_RS_SRGBWRITEENABLE]
6546             && rt->resource.format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
6547         gl_info->gl_ops.gl.p_glEnable(GL_FRAMEBUFFER_SRGB);
6548     else
6549         gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
6550 }
6551
6552 static const struct StateEntryTemplate arbfp_fragmentstate_template[] =
6553 {
6554     {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR),              { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR),             state_texfactor_arbfp   }, WINED3D_GL_EXT_NONE             },
6555     {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6556     {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6557     {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6558     {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6559     {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6560     {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6561     {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6562     {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6563     {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6564     {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00),    { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00),   set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
6565     {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01),    { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6566     {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10),    { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6567     {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11),    { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6568     {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE),   { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE),  tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
6569     {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET),  { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE),  NULL                    }, WINED3D_GL_EXT_NONE             },
6570     {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6571     {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6572     {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6573     {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6574     {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6575     {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6576     {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6577     {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6578     {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6579     {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00),    { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00),   set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
6580     {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01),    { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6581     {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10),    { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6582     {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11),    { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6583     {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE),   { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE),  tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
6584     {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET),  { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE),  NULL                    }, WINED3D_GL_EXT_NONE             },
6585     {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6586     {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6587     {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6588     {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6589     {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6590     {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6591     {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6592     {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6593     {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6594     {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00),    { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00),   set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
6595     {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01),    { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6596     {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10),    { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6597     {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11),    { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6598     {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE),   { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE),  tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
6599     {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET),  { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE),  NULL                    }, WINED3D_GL_EXT_NONE             },
6600     {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6601     {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6602     {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6603     {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6604     {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6605     {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6606     {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6607     {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6608     {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6609     {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00),    { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00),   set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
6610     {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01),    { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6611     {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10),    { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6612     {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11),    { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6613     {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE),   { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE),  tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
6614     {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET),  { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE),  NULL                    }, WINED3D_GL_EXT_NONE             },
6615     {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6616     {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6617     {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6618     {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6619     {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6620     {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6621     {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6622     {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6623     {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6624     {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00),    { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00),   set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
6625     {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01),    { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6626     {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10),    { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6627     {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11),    { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6628     {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE),   { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE),  tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
6629     {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET),  { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE),  NULL                    }, WINED3D_GL_EXT_NONE             },
6630     {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6631     {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6632     {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6633     {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6634     {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6635     {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6636     {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6637     {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6638     {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6639     {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00),    { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00),   set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
6640     {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01),    { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6641     {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10),    { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6642     {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11),    { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6643     {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE),   { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE),  tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
6644     {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET),  { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE),  NULL                    }, WINED3D_GL_EXT_NONE             },
6645     {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6646     {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6647     {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6648     {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6649     {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6650     {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6651     {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6652     {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6653     {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6654     {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00),    { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00),   set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
6655     {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01),    { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6656     {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10),    { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6657     {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11),    { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6658     {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE),   { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE),  tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
6659     {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET),  { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE),  NULL                    }, WINED3D_GL_EXT_NONE             },
6660     {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6661     {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6662     {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6663     {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6664     {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6665     {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6666     {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6667     {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6668     {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6669     {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00),    { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00),   set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
6670     {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01),    { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6671     {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10),    { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6672     {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11),    { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6673     {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE),   { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE),  tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
6674     {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET),  { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE),  NULL                    }, WINED3D_GL_EXT_NONE             },
6675     {STATE_PIXELSHADER,                                   { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
6676     {STATE_RENDER(WINED3D_RS_FOGENABLE),                  { STATE_RENDER(WINED3D_RS_FOGENABLE),                 state_arbfp_fog         }, WINED3D_GL_EXT_NONE             },
6677     {STATE_RENDER(WINED3D_RS_FOGTABLEMODE),               { STATE_RENDER(WINED3D_RS_FOGENABLE),                 NULL                    }, WINED3D_GL_EXT_NONE             },
6678     {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE),              { STATE_RENDER(WINED3D_RS_FOGENABLE),                 NULL                    }, WINED3D_GL_EXT_NONE             },
6679     {STATE_RENDER(WINED3D_RS_FOGSTART),                   { STATE_RENDER(WINED3D_RS_FOGSTART),                  state_fogstartend       }, WINED3D_GL_EXT_NONE             },
6680     {STATE_RENDER(WINED3D_RS_FOGEND),                     { STATE_RENDER(WINED3D_RS_FOGSTART),                  NULL                    }, WINED3D_GL_EXT_NONE             },
6681     {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE),            { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE),           state_srgbwrite         }, ARB_FRAMEBUFFER_SRGB            },
6682     {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE),            { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6683     {STATE_RENDER(WINED3D_RS_FOGCOLOR),                   { STATE_RENDER(WINED3D_RS_FOGCOLOR),                  state_fogcolor          }, WINED3D_GL_EXT_NONE             },
6684     {STATE_RENDER(WINED3D_RS_FOGDENSITY),                 { STATE_RENDER(WINED3D_RS_FOGDENSITY),                state_fogdensity        }, WINED3D_GL_EXT_NONE             },
6685     {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
6686     {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
6687     {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
6688     {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
6689     {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
6690     {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
6691     {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
6692     {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
6693     {STATE_RENDER(WINED3D_RS_SPECULARENABLE),             { STATE_RENDER(WINED3D_RS_SPECULARENABLE),            state_arb_specularenable}, WINED3D_GL_EXT_NONE             },
6694     {0 /* Terminate */,                                   { 0,                                                  0                       }, WINED3D_GL_EXT_NONE             },
6695 };
6696
6697 const struct fragment_pipeline arbfp_fragment_pipeline = {
6698     arbfp_enable,
6699     arbfp_get_caps,
6700     arbfp_alloc,
6701     arbfp_free,
6702     shader_arb_color_fixup_supported,
6703     arbfp_fragmentstate_template,
6704     TRUE /* We can disable projected textures */
6705 };
6706
6707 struct arbfp_blit_priv {
6708     GLenum yuy2_rect_shader, yuy2_2d_shader;
6709     GLenum uyvy_rect_shader, uyvy_2d_shader;
6710     GLenum yv12_rect_shader, yv12_2d_shader;
6711     GLenum p8_rect_shader, p8_2d_shader;
6712     GLuint palette_texture;
6713 };
6714
6715 static HRESULT arbfp_blit_alloc(struct wined3d_device *device)
6716 {
6717     device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
6718     if(!device->blit_priv) {
6719         ERR("Out of memory\n");
6720         return E_OUTOFMEMORY;
6721     }
6722     return WINED3D_OK;
6723 }
6724
6725 /* Context activation is done by the caller. */
6726 static void arbfp_blit_free(struct wined3d_device *device)
6727 {
6728     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6729     struct arbfp_blit_priv *priv = device->blit_priv;
6730
6731     ENTER_GL();
6732     GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
6733     GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
6734     GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
6735     GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
6736     GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
6737     GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
6738     GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_rect_shader));
6739     GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_2d_shader));
6740     checkGLcall("Delete yuv and p8 programs");
6741
6742     if (priv->palette_texture)
6743         gl_info->gl_ops.gl.p_glDeleteTextures(1, &priv->palette_texture);
6744     LEAVE_GL();
6745
6746     HeapFree(GetProcessHeap(), 0, device->blit_priv);
6747     device->blit_priv = NULL;
6748 }
6749
6750 static BOOL gen_planar_yuv_read(struct wined3d_shader_buffer *buffer, enum complex_fixup fixup,
6751         GLenum textype, char *luminance)
6752 {
6753     char chroma;
6754     const char *tex, *texinstr;
6755
6756     if (fixup == COMPLEX_FIXUP_UYVY) {
6757         chroma = 'x';
6758         *luminance = 'w';
6759     } else {
6760         chroma = 'w';
6761         *luminance = 'x';
6762     }
6763     switch(textype) {
6764         case GL_TEXTURE_2D:             tex = "2D";     texinstr = "TXP"; break;
6765         case GL_TEXTURE_RECTANGLE_ARB:  tex = "RECT";   texinstr = "TEX"; break;
6766         default:
6767             /* This is more tricky than just replacing the texture type - we have to navigate
6768              * properly in the texture to find the correct chroma values
6769              */
6770             FIXME("Implement yuv correction for non-2d, non-rect textures\n");
6771             return FALSE;
6772     }
6773
6774     /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6775      * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6776      * filtering when we sample the texture.
6777      *
6778      * These are the rules for reading the chroma:
6779      *
6780      * Even pixel: Cr
6781      * Even pixel: U
6782      * Odd pixel: V
6783      *
6784      * So we have to get the sampling x position in non-normalized coordinates in integers
6785      */
6786     if(textype != GL_TEXTURE_RECTANGLE_ARB) {
6787         shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6788         shader_addline(buffer, "MOV texcrd.w, size.x;\n");
6789     } else {
6790         shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6791     }
6792     /* We must not allow filtering between pixel x and x+1, this would mix U and V
6793      * Vertical filtering is ok. However, bear in mind that the pixel center is at
6794      * 0.5, so add 0.5.
6795      */
6796     shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
6797     shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
6798
6799     /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
6800      * even and odd pixels respectively
6801      */
6802     shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
6803     shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
6804
6805     /* Sample Pixel 1 */
6806     shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6807
6808     /* Put the value into either of the chroma values */
6809     shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6810     shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
6811     shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6812     shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
6813
6814     /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
6815      * the pixel right to the current one. Otherwise, sample the left pixel.
6816      * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
6817      */
6818     shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
6819     shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
6820     shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6821
6822     /* Put the value into the other chroma */
6823     shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6824     shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
6825     shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6826     shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
6827
6828     /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
6829      * the current one and lerp the two U and V values
6830      */
6831
6832     /* This gives the correctly filtered luminance value */
6833     shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
6834
6835     return TRUE;
6836 }
6837
6838 static BOOL gen_yv12_read(struct wined3d_shader_buffer *buffer, GLenum textype, char *luminance)
6839 {
6840     const char *tex;
6841
6842     switch(textype) {
6843         case GL_TEXTURE_2D:             tex = "2D";     break;
6844         case GL_TEXTURE_RECTANGLE_ARB:  tex = "RECT";   break;
6845         default:
6846             FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
6847             return FALSE;
6848     }
6849
6850     /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
6851      * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
6852      * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
6853      * pitch of the luminance plane, the packing into the gl texture is a bit
6854      * unfortunate. If the whole texture is interpreted as luminance data it looks
6855      * approximately like this:
6856      *
6857      *        +----------------------------------+----
6858      *        |                                  |
6859      *        |                                  |
6860      *        |                                  |
6861      *        |                                  |
6862      *        |                                  |   2
6863      *        |            LUMINANCE             |   -
6864      *        |                                  |   3
6865      *        |                                  |
6866      *        |                                  |
6867      *        |                                  |
6868      *        |                                  |
6869      *        +----------------+-----------------+----
6870      *        |                |                 |
6871      *        |  U even rows   |  U odd rows     |
6872      *        |                |                 |   1
6873      *        +----------------+------------------   -
6874      *        |                |                 |   3
6875      *        |  V even rows   |  V odd rows     |
6876      *        |                |                 |
6877      *        +----------------+-----------------+----
6878      *        |                |                 |
6879      *        |     0.5        |       0.5       |
6880      *
6881      * So it appears as if there are 4 chroma images, but in fact the odd rows
6882      * in the chroma images are in the same row as the even ones. So its is
6883      * kinda tricky to read
6884      *
6885      * When reading from rectangle textures, keep in mind that the input y coordinates
6886      * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
6887      */
6888     shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
6889             2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f);
6890
6891     shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6892     /* the chroma planes have only half the width */
6893     shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
6894
6895     /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
6896      * the coordinate. Also read the right side of the image when reading odd lines
6897      *
6898      * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
6899      * bleeding
6900      */
6901     if(textype == GL_TEXTURE_2D) {
6902
6903         shader_addline(buffer, "RCP chroma.w, size.y;\n");
6904
6905         shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
6906
6907         shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
6908         shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
6909
6910         /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6911         shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6912         shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6913         shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6914         shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6915
6916         /* clamp, keep the half pixel origin in mind */
6917         shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
6918         shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6919         shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
6920         shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6921     } else {
6922         /* Read from [size - size+size/4] */
6923         shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6924         shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
6925
6926         /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6927         shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6928         shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6929         shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6930         shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
6931         shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6932
6933         /* Make sure to read exactly from the pixel center */
6934         shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6935         shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
6936
6937         /* Clamp */
6938         shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
6939         shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
6940         shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6941         shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
6942         shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6943     }
6944     /* Read the texture, put the result into the output register */
6945     shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6946     shader_addline(buffer, "MOV chroma.x, temp.w;\n");
6947
6948     /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
6949      * No need to clamp because we're just reusing the already clamped value from above
6950      */
6951     if(textype == GL_TEXTURE_2D) {
6952         shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
6953     } else {
6954         shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
6955     }
6956     shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6957     shader_addline(buffer, "MOV chroma.y, temp.w;\n");
6958
6959     /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
6960      * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
6961      * values due to filtering
6962      */
6963     shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6964     if(textype == GL_TEXTURE_2D) {
6965         /* Multiply the y coordinate by 2/3 and clamp it */
6966         shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
6967         shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
6968         shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6969         shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6970     } else {
6971         /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
6972          * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
6973          * is bigger
6974          */
6975         shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
6976         shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
6977         shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6978     }
6979     *luminance = 'a';
6980
6981     return TRUE;
6982 }
6983
6984 static GLuint gen_p8_shader(struct arbfp_blit_priv *priv,
6985         const struct wined3d_gl_info *gl_info, GLenum textype)
6986 {
6987     GLenum shader;
6988     struct wined3d_shader_buffer buffer;
6989     GLint pos;
6990
6991     /* Shader header */
6992     if (!shader_buffer_init(&buffer))
6993     {
6994         ERR("Failed to initialize shader buffer.\n");
6995         return 0;
6996     }
6997
6998     ENTER_GL();
6999     GL_EXTCALL(glGenProgramsARB(1, &shader));
7000     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7001     LEAVE_GL();
7002     if(!shader) {
7003         shader_buffer_free(&buffer);
7004         return 0;
7005     }
7006
7007     shader_addline(&buffer, "!!ARBfp1.0\n");
7008     shader_addline(&buffer, "TEMP index;\n");
7009
7010     /* { 255/256, 0.5/255*255/256, 0, 0 } */
7011     shader_addline(&buffer, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
7012
7013     /* The alpha-component contains the palette index */
7014     if(textype == GL_TEXTURE_RECTANGLE_ARB)
7015         shader_addline(&buffer, "TXP index, fragment.texcoord[0], texture[0], RECT;\n");
7016     else
7017         shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], 2D;\n");
7018
7019     /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
7020     shader_addline(&buffer, "MAD index.a, index.a, constants.x, constants.y;\n");
7021
7022     /* Use the alpha-component as an index in the palette to get the final color */
7023     shader_addline(&buffer, "TEX result.color, index.a, texture[1], 1D;\n");
7024     shader_addline(&buffer, "END\n");
7025
7026     ENTER_GL();
7027     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
7028             strlen(buffer.buffer), buffer.buffer));
7029     checkGLcall("glProgramStringARB()");
7030
7031     gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
7032     if (pos != -1)
7033     {
7034         FIXME("Fragment program error at position %d: %s\n\n", pos,
7035               debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
7036         shader_arb_dump_program_source(buffer.buffer);
7037     }
7038
7039     if (textype == GL_TEXTURE_RECTANGLE_ARB)
7040         priv->p8_rect_shader = shader;
7041     else
7042         priv->p8_2d_shader = shader;
7043
7044     shader_buffer_free(&buffer);
7045     LEAVE_GL();
7046
7047     return shader;
7048 }
7049
7050 /* Context activation is done by the caller. */
7051 static void upload_palette(const struct wined3d_surface *surface, struct wined3d_context *context)
7052 {
7053     BYTE table[256][4];
7054     struct wined3d_device *device = surface->resource.device;
7055     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
7056     struct arbfp_blit_priv *priv = device->blit_priv;
7057     BOOL colorkey = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) != 0;
7058
7059     d3dfmt_p8_init_palette(surface, table, colorkey);
7060
7061     ENTER_GL();
7062
7063     if (gl_info->supported[APPLE_CLIENT_STORAGE])
7064     {
7065         gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
7066         checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
7067     }
7068
7069     if (!priv->palette_texture)
7070         gl_info->gl_ops.gl.p_glGenTextures(1, &priv->palette_texture);
7071
7072     GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
7073     gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, priv->palette_texture);
7074
7075     gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
7076
7077     gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
7078     /* Make sure we have discrete color levels. */
7079     gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
7080     gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
7081     /* Upload the palette */
7082     /* TODO: avoid unneeded uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
7083     gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table);
7084
7085     if (gl_info->supported[APPLE_CLIENT_STORAGE])
7086     {
7087         gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
7088         checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
7089     }
7090
7091     /* Switch back to unit 0 in which the 2D texture will be stored. */
7092     context_active_texture(context, gl_info, 0);
7093     LEAVE_GL();
7094 }
7095
7096 /* Context activation is done by the caller. */
7097 static GLuint gen_yuv_shader(struct arbfp_blit_priv *priv, const struct wined3d_gl_info *gl_info,
7098         enum complex_fixup yuv_fixup, GLenum textype)
7099 {
7100     GLenum shader;
7101     struct wined3d_shader_buffer buffer;
7102     char luminance_component;
7103     GLint pos;
7104
7105     /* Shader header */
7106     if (!shader_buffer_init(&buffer))
7107     {
7108         ERR("Failed to initialize shader buffer.\n");
7109         return 0;
7110     }
7111
7112     ENTER_GL();
7113     GL_EXTCALL(glGenProgramsARB(1, &shader));
7114     checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
7115     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7116     checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7117     LEAVE_GL();
7118     if(!shader) {
7119         shader_buffer_free(&buffer);
7120         return 0;
7121     }
7122
7123     /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
7124      * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
7125      * two chroma(U and V) values. Each macropixel has two luminance values, one for
7126      * each single pixel it contains, and one U and one V value shared between both
7127      * pixels.
7128      *
7129      * The data is loaded into an A8L8 texture. With YUY2, the luminance component
7130      * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
7131      * take the format into account when generating the read swizzles
7132      *
7133      * Reading the Y value is straightforward - just sample the texture. The hardware
7134      * takes care of filtering in the horizontal and vertical direction.
7135      *
7136      * Reading the U and V values is harder. We have to avoid filtering horizontally,
7137      * because that would mix the U and V values of one pixel or two adjacent pixels.
7138      * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
7139      * regardless of the filtering setting. Vertical filtering works automatically
7140      * though - the U and V values of two rows are mixed nicely.
7141      *
7142      * Apart of avoiding filtering issues, the code has to know which value it just
7143      * read, and where it can find the other one. To determine this, it checks if
7144      * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
7145      *
7146      * Handling horizontal filtering of U and V values requires reading a 2nd pair
7147      * of pixels, extracting U and V and mixing them. This is not implemented yet.
7148      *
7149      * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
7150      * with width / 2. This way one read gives all 3 values, finding U and V is easy
7151      * in an unfiltered situation. Finding the luminance on the other hand requires
7152      * finding out if it is an odd or even pixel. The real drawback of this approach
7153      * is filtering. This would have to be emulated completely in the shader, reading
7154      * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
7155      * vertically. Beyond that it would require adjustments to the texture handling
7156      * code to deal with the width scaling
7157      */
7158     shader_addline(&buffer, "!!ARBfp1.0\n");
7159     shader_addline(&buffer, "TEMP luminance;\n");
7160     shader_addline(&buffer, "TEMP temp;\n");
7161     shader_addline(&buffer, "TEMP chroma;\n");
7162     shader_addline(&buffer, "TEMP texcrd;\n");
7163     shader_addline(&buffer, "TEMP texcrd2;\n");
7164     shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
7165     shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
7166     shader_addline(&buffer, "PARAM size = program.local[0];\n");
7167
7168     switch (yuv_fixup)
7169     {
7170         case COMPLEX_FIXUP_UYVY:
7171         case COMPLEX_FIXUP_YUY2:
7172             if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
7173             {
7174                 shader_buffer_free(&buffer);
7175                 return 0;
7176             }
7177             break;
7178
7179         case COMPLEX_FIXUP_YV12:
7180             if (!gen_yv12_read(&buffer, textype, &luminance_component))
7181             {
7182                 shader_buffer_free(&buffer);
7183                 return 0;
7184             }
7185             break;
7186
7187         default:
7188             FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
7189             shader_buffer_free(&buffer);
7190             return 0;
7191     }
7192
7193     /* Calculate the final result. Formula is taken from
7194      * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
7195      * ranges from -0.5 to 0.5
7196      */
7197     shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
7198
7199     shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
7200     shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
7201     shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
7202     shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
7203     shader_addline(&buffer, "END\n");
7204
7205     ENTER_GL();
7206     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
7207             strlen(buffer.buffer), buffer.buffer));
7208     checkGLcall("glProgramStringARB()");
7209
7210     gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
7211     if (pos != -1)
7212     {
7213         FIXME("Fragment program error at position %d: %s\n\n", pos,
7214               debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
7215         shader_arb_dump_program_source(buffer.buffer);
7216     }
7217     else
7218     {
7219         GLint native;
7220
7221         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
7222         checkGLcall("glGetProgramivARB()");
7223         if (!native) WARN("Program exceeds native resource limits.\n");
7224     }
7225
7226     shader_buffer_free(&buffer);
7227     LEAVE_GL();
7228
7229     switch (yuv_fixup)
7230     {
7231         case COMPLEX_FIXUP_YUY2:
7232             if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
7233             else priv->yuy2_2d_shader = shader;
7234             break;
7235
7236         case COMPLEX_FIXUP_UYVY:
7237             if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
7238             else priv->uyvy_2d_shader = shader;
7239             break;
7240
7241         case COMPLEX_FIXUP_YV12:
7242             if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
7243             else priv->yv12_2d_shader = shader;
7244             break;
7245         default:
7246             ERR("Unsupported complex fixup: %d\n", yuv_fixup);
7247     }
7248
7249     return shader;
7250 }
7251
7252 /* Context activation is done by the caller. */
7253 static HRESULT arbfp_blit_set(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface)
7254 {
7255     GLenum shader;
7256     float size[4] = {(float) surface->pow2Width, (float) surface->pow2Height, 1.0f, 1.0f};
7257     struct arbfp_blit_priv *priv = blit_priv;
7258     enum complex_fixup fixup;
7259     const struct wined3d_gl_info *gl_info = context->gl_info;
7260     GLenum textype;
7261
7262     if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
7263         textype = surface->container.u.texture->target;
7264     else
7265         textype = surface->texture_target;
7266
7267     if (surface->flags & SFLAG_CONVERTED)
7268     {
7269         ENTER_GL();
7270         gl_info->gl_ops.gl.p_glEnable(textype);
7271         checkGLcall("glEnable(textype)");
7272         LEAVE_GL();
7273         return WINED3D_OK;
7274     }
7275
7276     if (!is_complex_fixup(surface->resource.format->color_fixup))
7277     {
7278         TRACE("Fixup:\n");
7279         dump_color_fixup_desc(surface->resource.format->color_fixup);
7280         /* Don't bother setting up a shader for unconverted formats */
7281         ENTER_GL();
7282         gl_info->gl_ops.gl.p_glEnable(textype);
7283         checkGLcall("glEnable(textype)");
7284         LEAVE_GL();
7285         return WINED3D_OK;
7286     }
7287
7288     fixup = get_complex_fixup(surface->resource.format->color_fixup);
7289
7290     switch(fixup)
7291     {
7292         case COMPLEX_FIXUP_YUY2:
7293             shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
7294             break;
7295
7296         case COMPLEX_FIXUP_UYVY:
7297             shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
7298             break;
7299
7300         case COMPLEX_FIXUP_YV12:
7301             shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
7302             break;
7303
7304         case COMPLEX_FIXUP_P8:
7305             shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->p8_rect_shader : priv->p8_2d_shader;
7306             if (!shader) shader = gen_p8_shader(priv, gl_info, textype);
7307
7308             upload_palette(surface, context);
7309             break;
7310
7311         default:
7312             FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup);
7313             ENTER_GL();
7314             gl_info->gl_ops.gl.p_glEnable(textype);
7315             checkGLcall("glEnable(textype)");
7316             LEAVE_GL();
7317             return E_NOTIMPL;
7318     }
7319
7320     if (!shader) shader = gen_yuv_shader(priv, gl_info, fixup, textype);
7321
7322     ENTER_GL();
7323     gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
7324     checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
7325     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7326     checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7327     GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
7328     checkGLcall("glProgramLocalParameter4fvARB");
7329     LEAVE_GL();
7330
7331     return WINED3D_OK;
7332 }
7333
7334 /* Context activation is done by the caller. */
7335 static void arbfp_blit_unset(const struct wined3d_gl_info *gl_info)
7336 {
7337     ENTER_GL();
7338     gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
7339     checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
7340     gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
7341     checkGLcall("glDisable(GL_TEXTURE_2D)");
7342     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
7343     {
7344         gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
7345         checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
7346     }
7347     if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
7348     {
7349         gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
7350         checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
7351     }
7352     LEAVE_GL();
7353 }
7354
7355 static BOOL arbfp_blit_supported(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
7356         const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
7357         const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
7358 {
7359     enum complex_fixup src_fixup;
7360
7361     if (!gl_info->supported[ARB_FRAGMENT_PROGRAM])
7362         return FALSE;
7363
7364     if (blit_op != WINED3D_BLIT_OP_COLOR_BLIT)
7365     {
7366         TRACE("Unsupported blit_op=%d\n", blit_op);
7367         return FALSE;
7368     }
7369
7370     if (src_pool == WINED3D_POOL_SYSTEM_MEM || dst_pool == WINED3D_POOL_SYSTEM_MEM)
7371         return FALSE;
7372
7373     src_fixup = get_complex_fixup(src_format->color_fixup);
7374     if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
7375     {
7376         TRACE("Checking support for fixup:\n");
7377         dump_color_fixup_desc(src_format->color_fixup);
7378     }
7379
7380     if (!is_identity_fixup(dst_format->color_fixup))
7381     {
7382         TRACE("Destination fixups are not supported\n");
7383         return FALSE;
7384     }
7385
7386     if (is_identity_fixup(src_format->color_fixup))
7387     {
7388         TRACE("[OK]\n");
7389         return TRUE;
7390     }
7391
7392      /* We only support YUV conversions. */
7393     if (!is_complex_fixup(src_format->color_fixup))
7394     {
7395         TRACE("[FAILED]\n");
7396         return FALSE;
7397     }
7398
7399     switch(src_fixup)
7400     {
7401         case COMPLEX_FIXUP_YUY2:
7402         case COMPLEX_FIXUP_UYVY:
7403         case COMPLEX_FIXUP_YV12:
7404         case COMPLEX_FIXUP_P8:
7405             TRACE("[OK]\n");
7406             return TRUE;
7407
7408         default:
7409             FIXME("Unsupported YUV fixup %#x\n", src_fixup);
7410             TRACE("[FAILED]\n");
7411             return FALSE;
7412     }
7413 }
7414
7415 HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
7416         struct wined3d_surface *src_surface, const RECT *src_rect_in,
7417         struct wined3d_surface *dst_surface, const RECT *dst_rect_in)
7418 {
7419     struct wined3d_context *context;
7420     RECT src_rect = *src_rect_in;
7421     RECT dst_rect = *dst_rect_in;
7422
7423     /* Now load the surface */
7424     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
7425             && (src_surface->flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) == SFLAG_INDRAWABLE)
7426     {
7427         /* Without FBO blits transferring from the drawable to the texture is
7428          * expensive, because we have to flip the data in sysmem. Since we can
7429          * flip in the blitter, we don't actually need that flip anyway. So we
7430          * use the surface's texture as scratch texture, and flip the source
7431          * rectangle instead. */
7432         surface_load_fb_texture(src_surface, FALSE);
7433
7434         src_rect.top = src_surface->resource.height - src_rect.top;
7435         src_rect.bottom = src_surface->resource.height - src_rect.bottom;
7436     }
7437     else
7438         surface_internal_preload(src_surface, SRGB_RGB);
7439
7440     /* Activate the destination context, set it up for blitting */
7441     context = context_acquire(device, dst_surface);
7442     context_apply_blit_state(context, device);
7443
7444     if (!surface_is_offscreen(dst_surface))
7445         surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
7446
7447     arbfp_blit_set(device->blit_priv, context, src_surface);
7448
7449     ENTER_GL();
7450
7451     /* Draw a textured quad */
7452     draw_textured_quad(src_surface, context, &src_rect, &dst_rect, filter);
7453
7454     LEAVE_GL();
7455
7456     /* Leave the opengl state valid for blitting */
7457     arbfp_blit_unset(context->gl_info);
7458
7459     if (wined3d_settings.strict_draw_ordering
7460             || (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
7461             && (dst_surface->container.u.swapchain->front_buffer == dst_surface)))
7462         context->gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
7463
7464     context_release(context);
7465
7466     surface_modify_location(dst_surface, dst_surface->draw_binding, TRUE);
7467     return WINED3D_OK;
7468 }
7469
7470 /* Do not call while under the GL lock. */
7471 static HRESULT arbfp_blit_color_fill(struct wined3d_device *device, struct wined3d_surface *dst_surface,
7472         const RECT *dst_rect, const struct wined3d_color *color)
7473 {
7474     FIXME("Color filling not implemented by arbfp_blit\n");
7475     return WINED3DERR_INVALIDCALL;
7476 }
7477
7478 /* Do not call while under the GL lock. */
7479 static HRESULT arbfp_blit_depth_fill(struct wined3d_device *device,
7480         struct wined3d_surface *surface, const RECT *rect, float depth)
7481 {
7482     FIXME("Depth filling not implemented by arbfp_blit.\n");
7483     return WINED3DERR_INVALIDCALL;
7484 }
7485
7486 const struct blit_shader arbfp_blit = {
7487     arbfp_blit_alloc,
7488     arbfp_blit_free,
7489     arbfp_blit_set,
7490     arbfp_blit_unset,
7491     arbfp_blit_supported,
7492     arbfp_blit_color_fill,
7493     arbfp_blit_depth_fill,
7494 };