mshtml/tests: Fix some test failures on IE8.
[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
32 #include <math.h>
33 #include <stdio.h>
34
35 #include "wined3d_private.h"
36
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
41
42 #define GLINFO_LOCATION      (*gl_info)
43
44 /* GL locking for state handlers is done by the caller. */
45 static BOOL need_mova_const(IWineD3DBaseShader *shader, const WineD3D_GL_Info *gl_info) {
46     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) shader;
47     if(!This->baseShader.reg_maps.usesmova) return FALSE;
48     return !GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION);
49 }
50
51 static BOOL need_helper_const(const WineD3D_GL_Info *gl_info) {
52     if(!GL_SUPPORT(NV_VERTEX_PROGRAM)   || /* Need to init colors */
53        gl_info->arb_vs_offset_limit     || /* Have to init texcoords */
54        gl_info->set_texcoord_w) {          /* Load the immval offset */
55         return TRUE;
56     }
57     return FALSE;
58 }
59
60 static unsigned int reserved_vs_const(IWineD3DBaseShader *shader, const WineD3D_GL_Info *gl_info) {
61     unsigned int ret = 1;
62     /* We use one PARAM for the pos fixup, and in some cases one to load
63      * some immediate values into the shader
64      */
65     if(need_helper_const(gl_info)) ret++;
66     if(need_mova_const(shader, gl_info)) ret++;
67     return ret;
68 }
69
70 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
71  * so upload them above that
72  */
73 #define ARB_SHADER_PRIVCONST_BASE (GL_LIMITS(vshader_constantsF) - 1)
74 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
75
76 /* ARB_program_shader private data */
77 struct shader_arb_priv {
78     GLuint                  current_vprogram_id;
79     GLuint                  current_fprogram_id;
80     GLuint                  depth_blt_vprogram_id;
81     GLuint                  depth_blt_fprogram_id[tex_type_count];
82     BOOL                    use_arbfp_fixed_func;
83     struct hash_table_t     *fragment_shaders;
84 };
85
86 struct shader_arb_ctx_priv {
87     char addr_reg[20];
88     enum {
89         /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
90         ARB,
91         /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
92         NV2,
93         /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
94         NV3
95     } target_version;
96 };
97
98 /********************************************************
99  * ARB_[vertex/fragment]_program helper functions follow
100  ********************************************************/
101
102 /** 
103  * Loads floating point constants into the currently set ARB_vertex/fragment_program.
104  * When constant_list == NULL, it will load all the constants.
105  *  
106  * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
107  *  or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
108  */
109 /* GL locking is done by the caller */
110 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, const WineD3D_GL_Info *gl_info,
111         GLuint target_type, unsigned int max_constants, const float *constants, char *dirty_consts)
112 {
113     local_constant* lconst;
114     DWORD i, j;
115     unsigned int ret;
116
117     if (TRACE_ON(d3d_shader)) {
118         for(i = 0; i < max_constants; i++) {
119             if(!dirty_consts[i]) continue;
120             TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
121                         constants[i * 4 + 0], constants[i * 4 + 1],
122                         constants[i * 4 + 2], constants[i * 4 + 3]);
123         }
124     }
125     /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
126     if (target_type == GL_FRAGMENT_PROGRAM_ARB && This->baseShader.reg_maps.shader_version.major == 1)
127     {
128         float lcl_const[4];
129         for(i = 0; i < max_constants; i++) {
130             if(!dirty_consts[i]) continue;
131             dirty_consts[i] = 0;
132
133             j = 4 * i;
134             if(constants[j + 0] > 1.0) lcl_const[0] = 1.0;
135             else if(constants[j + 0] < -1.0) lcl_const[0] = -1.0;
136             else lcl_const[0] = constants[j + 0];
137
138             if(constants[j + 1] > 1.0) lcl_const[1] = 1.0;
139             else if(constants[j + 1] < -1.0) lcl_const[1] = -1.0;
140             else lcl_const[1] = constants[j + 1];
141
142             if(constants[j + 2] > 1.0) lcl_const[2] = 1.0;
143             else if(constants[j + 2] < -1.0) lcl_const[2] = -1.0;
144             else lcl_const[2] = constants[j + 2];
145
146             if(constants[j + 3] > 1.0) lcl_const[3] = 1.0;
147             else if(constants[j + 3] < -1.0) lcl_const[3] = -1.0;
148             else lcl_const[3] = constants[j + 3];
149
150             GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
151         }
152     } else {
153         if(GL_SUPPORT(EXT_GPU_PROGRAM_PARAMETERS)) {
154             /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
155              * or just reloading *all* constants at once
156              *
157             GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, 0, max_constants, constants));
158              */
159             for(i = 0; i < max_constants; i++) {
160                 if(!dirty_consts[i]) continue;
161
162                 /* Find the next block of dirty constants */
163                 dirty_consts[i] = 0;
164                 j = i;
165                 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
166                     dirty_consts[i] = 0;
167                 }
168
169                 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
170             }
171         } else {
172             for(i = 0; i < max_constants; i++) {
173                 if(dirty_consts[i]) {
174                     dirty_consts[i] = 0;
175                     GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
176                 }
177             }
178         }
179     }
180     checkGLcall("glProgramEnvParameter4fvARB()");
181
182     /* Load immediate constants */
183     if(This->baseShader.load_local_constsF) {
184         if (TRACE_ON(d3d_shader)) {
185             LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
186                 GLfloat* values = (GLfloat*)lconst->value;
187                 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
188                         values[0], values[1], values[2], values[3]);
189             }
190         }
191         /* Immediate constants are clamped for 1.X shaders at loading times */
192         ret = 0;
193         LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
194             dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
195             ret = max(ret, lconst->idx + 1);
196             GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
197         }
198         checkGLcall("glProgramEnvParameter4fvARB()");
199         return ret; /* The loaded immediate constants need reloading for the next shader */
200     } else {
201         return 0; /* No constants are dirty now */
202     }
203 }
204
205 /**
206  * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
207  */
208 static void shader_arb_load_np2fixup_constants(
209     IWineD3DDevice* device,
210     char usePixelShader,
211     char useVertexShader) {
212     /* not implemented */
213 }
214
215 static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl)
216 {
217     IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
218     IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
219     IWineD3DPixelShaderImpl *psi = (IWineD3DPixelShaderImpl *) pshader;
220     const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
221     unsigned char i;
222
223     for(i = 0; i < psi->numbumpenvmatconsts; i++)
224     {
225         /* The state manager takes care that this function is always called if the bump env matrix changes */
226         const float *data = (const float *)&stateBlock->textureState[(int) psi->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00];
227         GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->bumpenvmatconst[i].const_num, data));
228
229         if (psi->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
230         {
231             /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
232              * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
233              * don't care about them. The pointers are valid for sure because the stateblock is bigger.
234              * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
235             */
236             const float *scale = (const float *)&stateBlock->textureState[(int) psi->luminanceconst[i].texunit][WINED3DTSS_BUMPENVLSCALE];
237             GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->luminanceconst[i].const_num, scale));
238         }
239     }
240 }
241 /**
242  * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
243  * 
244  * We only support float constants in ARB at the moment, so don't 
245  * worry about the Integers or Booleans
246  */
247 /* GL locking is done by the caller (state handler) */
248 static void shader_arb_load_constants(
249     IWineD3DDevice* device,
250     char usePixelShader,
251     char useVertexShader) {
252    
253     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device; 
254     IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
255     const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
256
257     if (useVertexShader) {
258         IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
259
260         /* Load DirectX 9 float constants for vertex shader */
261         deviceImpl->highest_dirty_vs_const = shader_arb_load_constantsF(
262                 vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
263                 deviceImpl->highest_dirty_vs_const,
264                 stateBlock->vertexShaderConstantF,
265                 deviceImpl->activeContext->vshader_const_dirty);
266
267         /* Upload the position fixup */
268         GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, ARB_SHADER_PRIVCONST_POS, deviceImpl->posFixup));
269     }
270
271     if (usePixelShader) {
272         IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
273
274         /* Load DirectX 9 float constants for pixel shader */
275         deviceImpl->highest_dirty_ps_const = shader_arb_load_constantsF(
276                 pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
277                 deviceImpl->highest_dirty_ps_const,
278                 stateBlock->pixelShaderConstantF,
279                 deviceImpl->activeContext->pshader_const_dirty);
280         shader_arb_ps_local_constants(deviceImpl);
281     }
282 }
283
284 static void shader_arb_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
285 {
286     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
287
288     /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
289      * context. On a context switch the old context will be fully dirtified */
290     memset(This->activeContext->vshader_const_dirty + start, 1,
291             sizeof(*This->activeContext->vshader_const_dirty) * count);
292     This->highest_dirty_vs_const = max(This->highest_dirty_vs_const, start + count + 1);
293 }
294
295 static void shader_arb_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
296 {
297     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
298
299     /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
300      * context. On a context switch the old context will be fully dirtified */
301     memset(This->activeContext->pshader_const_dirty + start, 1,
302             sizeof(*This->activeContext->pshader_const_dirty) * count);
303     This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, start + count + 1);
304 }
305
306 static DWORD *local_const_mapping(IWineD3DBaseShaderImpl *This)
307 {
308     DWORD *ret;
309     DWORD idx = 0;
310     const local_constant *lconst;
311
312     if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) return NULL;
313
314     ret = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * This->baseShader.limits.temporary);
315     if(!ret) {
316         ERR("Out of memory\n");
317         return NULL;
318     }
319
320     LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
321         ret[lconst->idx] = idx++;
322     }
323     return ret;
324 }
325
326 /* Generate the variable & register declarations for the ARB_vertex_program output target */
327 static void shader_generate_arb_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
328         SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info, DWORD *lconst_map)
329 {
330     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
331     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
332     DWORD i, cur, next_local = 0;
333     char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
334     unsigned max_constantsF;
335     const local_constant *lconst;
336
337     /* In pixel shaders, all private constants are program local, we don't need anything
338      * from program.env. Thus we can advertise the full set of constants in pixel shaders.
339      * If we need a private constant the GL implementation will squeeze it in somewhere
340      *
341      * With vertex shaders we need the posFixup and on some GL implementations 4 helper
342      * immediate values. The posFixup is loaded using program.env for now, so always
343      * subtract one from the number of constants. If the shader uses indirect addressing,
344      * account for the helper const too because we have to declare all availabke d3d constants
345      * and don't know which are actually used.
346      */
347     if(pshader) {
348         max_constantsF = GL_LIMITS(pshader_constantsF);
349     } else {
350         if(This->baseShader.reg_maps.usesrelconstF) {
351             max_constantsF = GL_LIMITS(vshader_constantsF) - reserved_vs_const(iface, gl_info);
352         } else {
353             max_constantsF = GL_LIMITS(vshader_constantsF) - 1;
354         }
355         /* Temporary Output register */
356         shader_addline(buffer, "TEMP TMP_OUT;\n");
357     }
358
359     for(i = 0; i < This->baseShader.limits.temporary; i++) {
360         if (reg_maps->temporary[i])
361             shader_addline(buffer, "TEMP R%u;\n", i);
362     }
363
364     for (i = 0; i < This->baseShader.limits.address; i++) {
365         if (reg_maps->address[i])
366             shader_addline(buffer, "ADDRESS A%d;\n", i);
367     }
368
369     if(pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3) {
370         for(i = 0; i < This->baseShader.limits.texcoord; i++) {
371             if (reg_maps->texcoord[i] && pshader)
372                 shader_addline(buffer,"TEMP T%u;\n", i);
373         }
374     }
375
376     if(device->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE] && pshader) {
377         shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
378                        srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
379         shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
380                        srgb_sub_high, 0.0, 0.0, 0.0);
381     }
382
383     /* Load local constants using the program-local space,
384      * this avoids reloading them each time the shader is used
385      */
386     if(lconst_map) {
387         LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
388             shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
389                            lconst_map[lconst->idx]);
390             next_local = max(next_local, lconst_map[lconst->idx] + 1);
391         }
392     }
393
394     /* we use the array-based constants array if the local constants are marked for loading,
395      * because then we use indirect addressing, or when the local constant list is empty,
396      * because then we don't know if we're using indirect addressing or not. If we're hardcoding
397      * local constants do not declare the loaded constants as an array because ARB compilers usually
398      * do not optimize unused constants away
399      */
400     if(This->baseShader.reg_maps.usesrelconstF) {
401         /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
402         shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
403                     max_constantsF, max_constantsF - 1);
404     } else {
405         for(i = 0; i < max_constantsF; i++) {
406             DWORD idx, mask;
407             idx = i >> 5;
408             mask = 1 << (i & 0x1f);
409             if(!shader_constant_is_local(This, i) && (This->baseShader.reg_maps.constf[idx] & mask)) {
410                 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
411             }
412         }
413     }
414
415     for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
416         IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) This;
417         if(!reg_maps->bumpmat[i]) continue;
418
419         cur = ps->numbumpenvmatconsts;
420         ps->bumpenvmatconst[cur].const_num = -1;
421         ps->bumpenvmatconst[cur].texunit = i;
422         ps->luminanceconst[cur].const_num = -1;
423         ps->luminanceconst[cur].texunit = i;
424
425         /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
426          * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
427          * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
428          * textures due to conditional NP2 restrictions)
429          *
430          * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
431          * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
432          * their location is shader dependent anyway and they cannot be loaded globally.
433          */
434         ps->bumpenvmatconst[cur].const_num = next_local++;
435         shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
436                        i, ps->bumpenvmatconst[cur].const_num);
437         ps->numbumpenvmatconsts = cur + 1;
438
439         if(!reg_maps->luminanceparams[i]) continue;
440
441         ((IWineD3DPixelShaderImpl *)This)->luminanceconst[cur].const_num = next_local++;
442         shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
443                         i, ps->luminanceconst[cur].const_num);
444     }
445
446 }
447
448 static const char * const shift_tab[] = {
449     "dummy",     /*  0 (none) */
450     "coefmul.x", /*  1 (x2)   */
451     "coefmul.y", /*  2 (x4)   */
452     "coefmul.z", /*  3 (x8)   */
453     "coefmul.w", /*  4 (x16)  */
454     "dummy",     /*  5 (x32)  */
455     "dummy",     /*  6 (x64)  */
456     "dummy",     /*  7 (x128) */
457     "dummy",     /*  8 (d256) */
458     "dummy",     /*  9 (d128) */
459     "dummy",     /* 10 (d64)  */
460     "dummy",     /* 11 (d32)  */
461     "coefdiv.w", /* 12 (d16)  */
462     "coefdiv.z", /* 13 (d8)   */
463     "coefdiv.y", /* 14 (d4)   */
464     "coefdiv.x"  /* 15 (d2)   */
465 };
466
467 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
468         const struct wined3d_shader_dst_param *dst, char *write_mask)
469 {
470     char *ptr = write_mask;
471
472     if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
473     {
474         *ptr++ = '.';
475         if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
476         if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
477         if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
478         if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
479     }
480
481     *ptr = '\0';
482 }
483
484 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
485 {
486     /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
487      * but addressed as "rgba". To fix this we need to swap the register's x
488      * and z components. */
489     const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
490     char *ptr = swizzle_str;
491
492     /* swizzle bits fields: wwzzyyxx */
493     DWORD swizzle = param->swizzle;
494     DWORD swizzle_x = swizzle & 0x03;
495     DWORD swizzle_y = (swizzle >> 2) & 0x03;
496     DWORD swizzle_z = (swizzle >> 4) & 0x03;
497     DWORD swizzle_w = (swizzle >> 6) & 0x03;
498
499     /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
500      * generate a swizzle string. Unless we need to our own swizzling. */
501     if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
502     {
503         *ptr++ = '.';
504         if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
505             *ptr++ = swizzle_chars[swizzle_x];
506         } else {
507             *ptr++ = swizzle_chars[swizzle_x];
508             *ptr++ = swizzle_chars[swizzle_y];
509             *ptr++ = swizzle_chars[swizzle_z];
510             *ptr++ = swizzle_chars[swizzle_w];
511         }
512     }
513
514     *ptr = '\0';
515 }
516
517 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
518 {
519     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
520     SHADER_BUFFER *buffer = ins->ctx->buffer;
521
522     if(strcmp(priv->addr_reg, src) == 0) return;
523
524     strcpy(priv->addr_reg, src);
525     shader_addline(buffer, "ARL A0.x, %s;\n", src);
526 }
527
528 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
529         const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
530
531 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
532         const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
533 {
534     /* oPos, oFog and oPts in D3D */
535     static const char * const rastout_reg_names[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
536     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
537     BOOL pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
538     struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
539
540     *is_color = FALSE;
541
542     switch (reg->type)
543     {
544         case WINED3DSPR_TEMP:
545             sprintf(register_name, "R%u", reg->idx);
546             break;
547
548         case WINED3DSPR_INPUT:
549             if (pshader)
550             {
551                 if (reg->idx == 0) strcpy(register_name, "fragment.color.primary");
552                 else strcpy(register_name, "fragment.color.secondary");
553             }
554             else
555             {
556                 if (((IWineD3DVertexShaderImpl *)This)->cur_args->swizzle_map & (1 << reg->idx)) *is_color = TRUE;
557                 sprintf(register_name, "vertex.attrib[%u]", reg->idx);
558             }
559             break;
560
561         case WINED3DSPR_CONST:
562             if (!pshader && reg->rel_addr)
563             {
564                 char rel_reg[50];
565                 UINT rel_offset = ((IWineD3DVertexShaderImpl *)This)->rel_offset;
566                 if(This->baseShader.reg_maps.shader_version.major < 2) {
567                     sprintf(rel_reg, "A0.x");
568                 } else {
569                     shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
570                     if(ctx->target_version == ARB) {
571                         shader_arb_request_a0(ins, rel_reg);
572                         sprintf(rel_reg, "A0.x");
573                     }
574                 }
575                 if (reg->idx >= rel_offset)
576                     sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx - rel_offset);
577                 else
578                     sprintf(register_name, "C[%s - %u]", rel_reg, -reg->idx + rel_offset);
579             }
580             else
581             {
582                 if (This->baseShader.reg_maps.usesrelconstF)
583                     sprintf(register_name, "C[%u]", reg->idx);
584                 else
585                     sprintf(register_name, "C%u", reg->idx);
586             }
587             break;
588
589         case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
590             if (pshader) {
591                 if(This->baseShader.reg_maps.shader_version.major == 1 &&
592                    This->baseShader.reg_maps.shader_version.minor <= 3) {
593                     /* In ps <= 1.3, Tx is a temporary register as destination to all instructions,
594                      * and as source to most instructions. For some instructions it is the texcoord
595                      * input. Those instructions know about the special use
596                      */
597                     sprintf(register_name, "T%u", reg->idx);
598                 } else {
599                     /* in ps 1.4 and 2.x Tx is always a (read-only) varying */
600                     sprintf(register_name, "fragment.texcoord[%u]", reg->idx);
601                 }
602             }
603             else
604             {
605                 if(This->baseShader.reg_maps.shader_version.major == 1 || ctx->target_version >= NV2)
606                 {
607                     sprintf(register_name, "A%u", reg->idx);
608                 }
609                 else
610                 {
611                     sprintf(register_name, "A%u_SHADOW", reg->idx);
612                 }
613             }
614             break;
615
616         case WINED3DSPR_COLOROUT:
617             if (reg->idx == 0)
618             {
619                 if(((IWineD3DPixelShaderImpl *)This)->cur_args->srgb_correction)
620                 {
621                     strcpy(register_name, "TMP_COLOR");
622                 }
623                 else
624                 {
625                     strcpy(register_name, "result.color");
626                 }
627             }
628             else
629             {
630                 /* TODO: See GL_ARB_draw_buffers */
631                 FIXME("Unsupported write to render target %u\n", reg->idx);
632                 sprintf(register_name, "unsupported_register");
633             }
634             break;
635
636         case WINED3DSPR_RASTOUT:
637             sprintf(register_name, "%s", rastout_reg_names[reg->idx]);
638             break;
639
640         case WINED3DSPR_DEPTHOUT:
641             strcpy(register_name, "result.depth");
642             break;
643
644         case WINED3DSPR_ATTROUT:
645             if (pshader) sprintf(register_name, "oD[%u]", reg->idx);
646             else if (reg->idx == 0) strcpy(register_name, "result.color.primary");
647             else strcpy(register_name, "result.color.secondary");
648             break;
649
650         case WINED3DSPR_TEXCRDOUT:
651             if (pshader) sprintf(register_name, "oT[%u]", reg->idx);
652             else sprintf(register_name, "result.texcoord[%u]", reg->idx);
653             break;
654
655         default:
656             FIXME("Unhandled register type %#x[%u]\n", reg->type, reg->idx);
657             sprintf(register_name, "unrecognized_register[%u]", reg->idx);
658             break;
659     }
660 }
661
662 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
663         const struct wined3d_shader_dst_param *wined3d_dst, char *str)
664 {
665     char register_name[255];
666     char write_mask[6];
667     BOOL is_color;
668
669     shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
670     strcpy(str, register_name);
671
672     shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
673     strcat(str, write_mask);
674 }
675
676 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
677 {
678     switch(channel_source)
679     {
680         case CHANNEL_SOURCE_ZERO: return "0";
681         case CHANNEL_SOURCE_ONE: return "1";
682         case CHANNEL_SOURCE_X: return "x";
683         case CHANNEL_SOURCE_Y: return "y";
684         case CHANNEL_SOURCE_Z: return "z";
685         case CHANNEL_SOURCE_W: return "w";
686         default:
687             FIXME("Unhandled channel source %#x\n", channel_source);
688             return "undefined";
689     }
690 }
691
692 static void gen_color_correction(SHADER_BUFFER *buffer, const char *reg, DWORD dst_mask,
693                                  const char *one, const char *two, struct color_fixup_desc fixup)
694 {
695     DWORD mask;
696
697     if (is_yuv_fixup(fixup))
698     {
699         enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
700         FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
701         return;
702     }
703
704     mask = 0;
705     if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
706     if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
707     if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
708     if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
709     mask &= dst_mask;
710
711     if (mask)
712     {
713         shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
714                 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
715                 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
716     }
717
718     mask = 0;
719     if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
720     if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
721     if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
722     if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
723     mask &= dst_mask;
724
725     if (mask)
726     {
727         char reg_mask[6];
728         char *ptr = reg_mask;
729
730         if (mask != WINED3DSP_WRITEMASK_ALL)
731         {
732             *ptr++ = '.';
733             if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
734             if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
735             if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
736             if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
737         }
738         *ptr = '\0';
739
740         shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
741     }
742 }
743
744 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
745         const char *dst_str, const char *coord_reg, BOOL projected, BOOL bias)
746 {
747     SHADER_BUFFER *buffer = ins->ctx->buffer;
748     DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
749     const char *tex_type;
750     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
751     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
752
753     switch(sampler_type) {
754         case WINED3DSTT_1D:
755             tex_type = "1D";
756             break;
757
758         case WINED3DSTT_2D:
759             if(device->stateBlock->textures[sampler_idx] &&
760                IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
761                 tex_type = "RECT";
762             } else {
763                 tex_type = "2D";
764             }
765             if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
766             {
767                const IWineD3DPixelShaderImpl* const ps = (const IWineD3DPixelShaderImpl*)This;
768                if(ps->cur_args->np2_fixup & (1 << sampler_idx)) {
769                    FIXME("NP2 texcoord fixup is currently not implemented in ARB mode (use GLSL instead).\n");
770                }
771             }
772             break;
773
774         case WINED3DSTT_VOLUME:
775             tex_type = "3D";
776             break;
777
778         case WINED3DSTT_CUBE:
779             tex_type = "CUBE";
780             break;
781
782         default:
783             ERR("Unexpected texture type %d\n", sampler_type);
784             tex_type = "";
785     }
786
787     if (bias) {
788         /* Shouldn't be possible, but let's check for it */
789         if(projected) FIXME("Biased and Projected texture sampling\n");
790         /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
791         shader_addline(buffer, "TXB %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
792     } else if (projected) {
793         shader_addline(buffer, "TXP %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
794     } else {
795         shader_addline(buffer, "TEX %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
796     }
797
798     if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
799     {
800         IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
801         gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
802                 "one", "coefmul.x", ps->cur_args->color_fixup[sampler_idx]);
803     }
804 }
805
806 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
807         const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
808 {
809     /* Generate a line that does the input modifier computation and return the input register to use */
810     BOOL is_color = FALSE;
811     char regstr[256];
812     char swzstr[20];
813     int insert_line;
814     SHADER_BUFFER *buffer = ins->ctx->buffer;
815     struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
816
817     /* Assume a new line will be added */
818     insert_line = 1;
819
820     /* Get register name */
821     shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
822     shader_arb_get_swizzle(src, is_color, swzstr);
823
824     switch (src->modifiers)
825     {
826     case WINED3DSPSM_NONE:
827         sprintf(outregstr, "%s%s", regstr, swzstr);
828         insert_line = 0;
829         break;
830     case WINED3DSPSM_NEG:
831         sprintf(outregstr, "-%s%s", regstr, swzstr);
832         insert_line = 0;
833         break;
834     case WINED3DSPSM_BIAS:
835         shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
836         break;
837     case WINED3DSPSM_BIASNEG:
838         shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
839         break;
840     case WINED3DSPSM_SIGN:
841         shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr);
842         break;
843     case WINED3DSPSM_SIGNNEG:
844         shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr);
845         break;
846     case WINED3DSPSM_COMP:
847         shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr);
848         break;
849     case WINED3DSPSM_X2:
850         shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
851         break;
852     case WINED3DSPSM_X2NEG:
853         shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
854         break;
855     case WINED3DSPSM_DZ:
856         shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
857         shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
858         break;
859     case WINED3DSPSM_DW:
860         shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
861         shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
862         break;
863     case WINED3DSPSM_ABS:
864         if(ctx->target_version >= NV2) {
865             sprintf(outregstr, "|%s%s|", regstr, swzstr);
866             insert_line = 0;
867         } else {
868             shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
869         }
870         break;
871     case WINED3DSPSM_ABSNEG:
872         if(ctx->target_version >= NV2) {
873             sprintf(outregstr, "-|%s%s|", regstr, swzstr);
874         } else {
875             shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
876             sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
877         }
878         insert_line = 0;
879         break;
880     default:
881         sprintf(outregstr, "%s%s", regstr, swzstr);
882         insert_line = 0;
883     }
884
885     /* Return modified or original register, with swizzle */
886     if (insert_line)
887         sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
888 }
889
890 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
891 {
892     DWORD mod;
893     const char *ret = "";
894     if (!ins->dst_count) return "";
895
896     mod = ins->dst[0].modifiers;
897     if(mod & WINED3DSPDM_SATURATE) {
898         ret = "_SAT";
899         mod &= ~WINED3DSPDM_SATURATE;
900     }
901     if(mod & WINED3DSPDM_PARTIALPRECISION) {
902         FIXME("Unhandled modifier WINED3DSPDM_PARTIALPRECISION\n");
903         mod &= ~WINED3DSPDM_PARTIALPRECISION;
904     }
905     if(mod & WINED3DSPDM_MSAMPCENTROID) {
906         FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
907         mod &= ~WINED3DSPDM_MSAMPCENTROID;
908     }
909     if(mod) {
910         FIXME("Unknown modifiers 0x%08x\n", mod);
911     }
912     return ret;
913 }
914
915 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
916 {
917     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
918     SHADER_BUFFER *buffer = ins->ctx->buffer;
919     char dst_name[50];
920     char src_name[2][50];
921     DWORD sampler_code = dst->reg.idx;
922
923     shader_arb_get_dst_param(ins, dst, dst_name);
924
925     /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
926      *
927      * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
928      * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
929      * temps is done.
930      */
931     shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
932     shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
933     shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
934     shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
935     shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
936
937     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
938     shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
939 }
940
941 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
942 {
943     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
944     SHADER_BUFFER *buffer = ins->ctx->buffer;
945     char dst_name[50];
946     char src_name[3][50];
947     DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
948             ins->ctx->reg_maps->shader_version.minor);
949
950     shader_arb_get_dst_param(ins, dst, dst_name);
951     shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
952
953     /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
954     if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue)
955     {
956         shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
957     } else {
958         shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
959         shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
960         shader_addline(buffer, "ADD TA, -%s, coefdiv.x;\n", src_name[0]);
961         shader_addline(buffer, "CMP%s %s, TA, %s, %s;\n",
962                        shader_arb_get_modifier(ins), dst_name, src_name[1], src_name[2]);
963     }
964 }
965
966 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
967 {
968     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
969     SHADER_BUFFER *buffer = ins->ctx->buffer;
970     char dst_name[50];
971     char src_name[3][50];
972
973     shader_arb_get_dst_param(ins, dst, dst_name);
974
975     /* Generate input register names (with modifiers) */
976     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
977     shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
978     shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
979
980     shader_addline(buffer, "CMP%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins), dst_name,
981                    src_name[0], src_name[2], src_name[1]);
982 }
983
984 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
985  * dst = dot2(src0, src1) + src2 */
986 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
987 {
988     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
989     SHADER_BUFFER *buffer = ins->ctx->buffer;
990     char dst_name[50];
991     char src_name[3][50];
992
993     shader_arb_get_dst_param(ins, dst, dst_name);
994     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
995     shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
996     shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
997
998     /* 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]
999      * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1000      */
1001     shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1002     shader_addline(buffer, "MOV TA.z, 0.0;\n");
1003     shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1004     shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1005 }
1006
1007 /* Map the opcode 1-to-1 to the GL code */
1008 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1009 {
1010     SHADER_BUFFER *buffer = ins->ctx->buffer;
1011     const char *instruction;
1012     char arguments[256], dst_str[50];
1013     unsigned int i;
1014     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1015
1016     switch (ins->handler_idx)
1017     {
1018         case WINED3DSIH_ABS: instruction = "ABS"; break;
1019         case WINED3DSIH_ADD: instruction = "ADD"; break;
1020         case WINED3DSIH_CRS: instruction = "XPD"; break;
1021         case WINED3DSIH_DP3: instruction = "DP3"; break;
1022         case WINED3DSIH_DP4: instruction = "DP4"; break;
1023         case WINED3DSIH_DST: instruction = "DST"; break;
1024         case WINED3DSIH_EXP: instruction = "EX2"; break;
1025         case WINED3DSIH_EXPP: instruction = "EXP"; break;
1026         case WINED3DSIH_FRC: instruction = "FRC"; break;
1027         case WINED3DSIH_LIT: instruction = "LIT"; break;
1028         case WINED3DSIH_LOG: instruction = "LG2"; break;
1029         case WINED3DSIH_LOGP: instruction = "LOG"; break;
1030         case WINED3DSIH_LRP: instruction = "LRP"; break;
1031         case WINED3DSIH_MAD: instruction = "MAD"; break;
1032         case WINED3DSIH_MAX: instruction = "MAX"; break;
1033         case WINED3DSIH_MIN: instruction = "MIN"; break;
1034         case WINED3DSIH_MOV: instruction = "MOV"; break;
1035         case WINED3DSIH_MUL: instruction = "MUL"; break;
1036         case WINED3DSIH_POW: instruction = "POW"; break;
1037         case WINED3DSIH_SGE: instruction = "SGE"; break;
1038         case WINED3DSIH_SLT: instruction = "SLT"; break;
1039         case WINED3DSIH_SUB: instruction = "SUB"; break;
1040         case WINED3DSIH_MOVA:instruction = "ARR"; break;
1041         case WINED3DSIH_SGN: instruction = "SSG"; break;
1042         default: instruction = "";
1043             FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1044             break;
1045     }
1046
1047     /* Note that shader_arb_add_dst_param() adds spaces. */
1048     arguments[0] = '\0';
1049     shader_arb_get_dst_param(ins, dst, dst_str);
1050     for (i = 0; i < ins->src_count; ++i)
1051     {
1052         char operand[100];
1053         strcat(arguments, ", ");
1054         shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1055         strcat(arguments, operand);
1056     }
1057     shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1058 }
1059
1060 static void shader_hw_nop(const struct wined3d_shader_instruction *ins)
1061 {
1062     SHADER_BUFFER *buffer = ins->ctx->buffer;
1063     shader_addline(buffer, "NOP;\n");
1064 }
1065
1066 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1067 {
1068     IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1069
1070     SHADER_BUFFER *buffer = ins->ctx->buffer;
1071     char src0_param[256];
1072
1073     if(ins->handler_idx == WINED3DSIH_MOVA) {
1074         struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1075         struct wined3d_shader_src_param tmp_src = ins->src[0];
1076         char write_mask[6];
1077
1078         if(ctx->target_version >= NV2) {
1079             shader_hw_map2gl(ins);
1080             return;
1081         }
1082         tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1083         shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1084         shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1085
1086         /* This implements the mova formula used in GLSL. The first two instructions
1087          * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1088          * in this case:
1089          * mova A0.x, 0.0
1090          *
1091          * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1092          *
1093          * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1094          * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1095          */
1096         shader_addline(buffer, "SGE A0_SHADOW%s, %s, mova_const.y;\n", write_mask, src0_param);
1097         shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, mova_const.z, -mova_const.w;\n", write_mask);
1098
1099         shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1100         shader_addline(buffer, "ADD TA%s, TA, mova_const.x;\n", write_mask);
1101         shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1102         shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1103
1104         ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1105     } else if (ins->ctx->reg_maps->shader_version.major == 1
1106           && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
1107           && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1108     {
1109         src0_param[0] = '\0';
1110         if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
1111         {
1112             shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1113             shader_addline(buffer, "ADD TA.x, %s, helper_const.z;\n", src0_param);
1114             shader_addline(buffer, "ARL A0.x, TA.x;\n");
1115         }
1116         else
1117         {
1118             /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1119              * with more than one component. Thus replicate the first source argument over all
1120              * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1121             struct wined3d_shader_src_param tmp_src = ins->src[0];
1122             tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1123             shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1124             shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1125         }
1126     }
1127     else
1128     {
1129         shader_hw_map2gl(ins);
1130     }
1131 }
1132
1133 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1134 {
1135     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1136     SHADER_BUFFER *buffer = ins->ctx->buffer;
1137     char reg_dest[40];
1138
1139     /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1140      * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1141      */
1142     shader_arb_get_dst_param(ins, dst, reg_dest);
1143
1144     if (ins->ctx->reg_maps->shader_version.major >= 2)
1145     {
1146         /* The arb backend doesn't claim ps 2.0 support, but try to eat what the app feeds to us */
1147         shader_arb_get_dst_param(ins, dst, reg_dest);
1148         shader_addline(buffer, "KIL %s;\n", reg_dest);
1149     } else {
1150         /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1151          * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1152          *
1153          * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1154          * or pass in any temporary register(in shader phase 2)
1155          */
1156         if(ins->ctx->reg_maps->shader_version.minor <= 3) {
1157             sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx);
1158         } else {
1159             shader_arb_get_dst_param(ins, dst, reg_dest);
1160         }
1161         shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1162         shader_addline(buffer, "KIL TA;\n");
1163     }
1164 }
1165
1166 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1167 {
1168     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1169     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1170     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1171     DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1172             ins->ctx->reg_maps->shader_version.minor);
1173     BOOL projected = FALSE, bias = FALSE;
1174     struct wined3d_shader_src_param src;
1175
1176     char reg_dest[40];
1177     char reg_coord[40];
1178     DWORD reg_sampler_code;
1179
1180     /* All versions have a destination register */
1181     shader_arb_get_dst_param(ins, dst, reg_dest);
1182
1183     /* 1.0-1.4: Use destination register number as texture code.
1184        2.0+: Use provided sampler number as texure code. */
1185     if (shader_version < WINED3D_SHADER_VERSION(2,0))
1186         reg_sampler_code = dst->reg.idx;
1187     else
1188         reg_sampler_code = ins->src[1].reg.idx;
1189
1190     /* 1.0-1.3: Use the texcoord varying.
1191        1.4+: Use provided coordinate source register. */
1192     if (shader_version < WINED3D_SHADER_VERSION(1,4))
1193         sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
1194     else {
1195         /* TEX is the only instruction that can handle DW and DZ natively */
1196         src = ins->src[0];
1197         if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
1198         if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
1199         shader_arb_get_src_param(ins, &src, 0, reg_coord);
1200     }
1201
1202     /* projection flag:
1203      * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1204      * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1205      * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1206      */
1207     if (shader_version < WINED3D_SHADER_VERSION(1,4))
1208     {
1209         DWORD flags = 0;
1210         if(reg_sampler_code < MAX_TEXTURES) {
1211             flags = deviceImpl->stateBlock->textureState[reg_sampler_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1212         }
1213         if (flags & WINED3DTTFF_PROJECTED) {
1214             projected = TRUE;
1215         }
1216     }
1217     else if (shader_version < WINED3D_SHADER_VERSION(2,0))
1218     {
1219         DWORD src_mod = ins->src[0].modifiers;
1220         if (src_mod == WINED3DSPSM_DZ) {
1221             /* TXP cannot handle DZ natively, so move the z coordinate to .w. reg_coord is a read-only
1222              * varying register, so we need a temp reg
1223              */
1224             shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
1225             strcpy(reg_coord, "TA");
1226             projected = TRUE;
1227         } else if(src_mod == WINED3DSPSM_DW) {
1228             projected = TRUE;
1229         }
1230     } else {
1231         if (ins->flags & WINED3DSI_TEXLD_PROJECT) projected = TRUE;
1232         if (ins->flags & WINED3DSI_TEXLD_BIAS) bias = TRUE;
1233     }
1234     shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, projected, bias);
1235 }
1236
1237 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
1238 {
1239     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1240     SHADER_BUFFER *buffer = ins->ctx->buffer;
1241     DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1242             ins->ctx->reg_maps->shader_version.minor);
1243
1244     char tmp[20];
1245     shader_arb_get_write_mask(ins, dst, tmp);
1246     if (shader_version != WINED3D_SHADER_VERSION(1,4))
1247     {
1248         DWORD reg = dst->reg.idx;
1249         shader_addline(buffer, "MOV_SAT T%u%s, fragment.texcoord[%u];\n", reg, tmp, reg);
1250     } else {
1251         char reg_src[40];
1252
1253         shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
1254         shader_addline(buffer, "MOV R%u%s, %s;\n", dst->reg.idx, tmp, reg_src);
1255    }
1256 }
1257
1258 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
1259 {
1260      SHADER_BUFFER *buffer = ins->ctx->buffer;
1261      IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1262      IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1263      DWORD flags;
1264
1265      DWORD reg1 = ins->dst[0].reg.idx;
1266      char dst_str[50];
1267      char src_str[50];
1268
1269      /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
1270      shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1271      shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1272      /* Move .x first in case src_str is "TA" */
1273      shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
1274      shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
1275      flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1276      shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3DTTFF_PROJECTED, FALSE);
1277 }
1278
1279 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
1280 {
1281      SHADER_BUFFER *buffer = ins->ctx->buffer;
1282
1283      DWORD reg1 = ins->dst[0].reg.idx;
1284      char dst_str[50];
1285      char src_str[50];
1286
1287      /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
1288      shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1289      shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1290      shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
1291      shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
1292      shader_hw_sample(ins, reg1, dst_str, "TA", FALSE, FALSE);
1293 }
1294
1295 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
1296 {
1297     DWORD reg1 = ins->dst[0].reg.idx;
1298     char dst_str[50];
1299     char src_str[50];
1300
1301     /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
1302     shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1303     shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
1304     shader_hw_sample(ins, reg1, dst_str, src_str, FALSE, FALSE);
1305 }
1306
1307 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
1308 {
1309     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1310     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1311     DWORD src = ins->src[0].reg.idx;
1312     SHADER_BUFFER *buffer = ins->ctx->buffer;
1313     char reg_coord[40], dst_reg[50];
1314     DWORD reg_dest_code;
1315
1316     /* All versions have a destination register. The Tx where the texture coordinates come
1317      * from is the varying incarnation of the texture register
1318      */
1319     reg_dest_code = dst->reg.idx;
1320     shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
1321     sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
1322
1323     /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1324      * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
1325      */
1326     shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
1327     shader_addline(buffer, "DP3 TA.x, TB, T%u;\n", src);
1328     shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
1329     shader_addline(buffer, "DP3 TA.y, TB, T%u;\n", src);
1330
1331     /* with projective textures, texbem only divides the static texture coord, not the displacement,
1332      * so we can't let the GL handle this.
1333      */
1334     if (((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS]
1335             & WINED3DTTFF_PROJECTED) {
1336         shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
1337         shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
1338         shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
1339     } else {
1340         shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
1341     }
1342
1343     shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", FALSE, FALSE);
1344
1345     if (ins->handler_idx == WINED3DSIH_TEXBEML)
1346     {
1347         shader_addline(buffer, "MAD TA, T%u.z, luminance%d.x, luminance%d.y;\n",
1348                         src, reg_dest_code, reg_dest_code);
1349         shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
1350     }
1351 }
1352
1353 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
1354 {
1355     DWORD reg = ins->dst[0].reg.idx;
1356     SHADER_BUFFER *buffer = ins->ctx->buffer;
1357     char src0_name[50];
1358
1359     shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1360     /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
1361      * T<reg+1> register. Use this register to store the calculated vector
1362      */
1363     shader_addline(buffer, "DP3 T%u.x, fragment.texcoord[%u], %s;\n", reg + 1, reg, src0_name);
1364 }
1365
1366 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
1367 {
1368     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1369     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1370     DWORD flags;
1371     DWORD reg = ins->dst[0].reg.idx;
1372     SHADER_BUFFER *buffer = ins->ctx->buffer;
1373     char dst_str[50];
1374     char src0_name[50];
1375     char dst_reg[50];
1376
1377     /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
1378     sprintf(dst_reg, "T%u", reg);
1379
1380     shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1381     shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1382     shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
1383     flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1384     shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED, FALSE);
1385 }
1386
1387 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
1388 {
1389     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1390     DWORD reg = ins->dst[0].reg.idx;
1391     SHADER_BUFFER *buffer = ins->ctx->buffer;
1392     SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1393     char src0_name[50];
1394     unsigned int dst;
1395
1396     /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
1397      * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
1398      * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
1399      */
1400     dst = reg + 2 - current_state->current_row;
1401
1402     shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1403     shader_addline(buffer, "DP3 T%u.%c, fragment.texcoord[%u], %s;\n", dst, 'x' + current_state->current_row, reg, src0_name);
1404     current_state->texcoord_w[current_state->current_row++] = reg;
1405 }
1406
1407 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
1408 {
1409     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1410     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1411     DWORD flags;
1412     DWORD reg = ins->dst[0].reg.idx;
1413     SHADER_BUFFER *buffer = ins->ctx->buffer;
1414     SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1415     char dst_str[50];
1416     char dst_reg[8];
1417     char src0_name[50];
1418
1419     sprintf(dst_reg, "T%u", reg);
1420     shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1421     shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
1422
1423     /* Sample the texture using the calculated coordinates */
1424     shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1425     flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1426     shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED, FALSE);
1427     current_state->current_row = 0;
1428 }
1429
1430 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
1431 {
1432     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1433     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1434     DWORD flags;
1435     DWORD reg = ins->dst[0].reg.idx;
1436     SHADER_BUFFER *buffer = ins->ctx->buffer;
1437     SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1438     char dst_str[50];
1439     char src0_name[50];
1440     char dst_reg[8];
1441
1442     /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
1443      * components for temporary data storage
1444      */
1445     sprintf(dst_reg, "T%u", reg);
1446     shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1447     shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
1448
1449     /* Construct the eye-ray vector from w coordinates */
1450     shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", current_state->texcoord_w[0]);
1451     shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", current_state->texcoord_w[1]);
1452     shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
1453
1454     /* Calculate reflection vector
1455      */
1456     shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
1457     /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
1458     shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
1459     shader_addline(buffer, "RCP TB.w, TB.w;\n");
1460     shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
1461     shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
1462     shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
1463
1464     /* Sample the texture using the calculated coordinates */
1465     shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1466     flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1467     shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED, FALSE);
1468     current_state->current_row = 0;
1469 }
1470
1471 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
1472 {
1473     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1474     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1475     DWORD flags;
1476     DWORD reg = ins->dst[0].reg.idx;
1477     SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1478     SHADER_BUFFER *buffer = ins->ctx->buffer;
1479     char dst_str[50];
1480     char src0_name[50];
1481     char src1_name[50];
1482     char dst_reg[8];
1483
1484     shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
1485     shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
1486     /* Note: TMP.xy is input here, generated by two texm3x3pad instructions */
1487     sprintf(dst_reg, "T%u", reg);
1488     shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
1489
1490     /* Calculate reflection vector.
1491      *
1492      *               dot(N, E)
1493      * TMP.xyz = 2 * --------- * N - E
1494      *               dot(N, N)
1495      *
1496      * Which normalizes the normal vector
1497      */
1498     shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
1499     shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
1500     shader_addline(buffer, "RCP TC.w, TC.w;\n");
1501     shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
1502     shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
1503     shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
1504
1505     /* Sample the texture using the calculated coordinates */
1506     shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1507     flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1508     shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED, FALSE);
1509     current_state->current_row = 0;
1510 }
1511
1512 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
1513 {
1514     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1515     SHADER_BUFFER *buffer = ins->ctx->buffer;
1516     char dst_name[50];
1517
1518     /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
1519      * which is essentially an input, is the destination register because it is the first
1520      * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
1521      * here(writemasks/swizzles are not valid on texdepth)
1522      */
1523     shader_arb_get_dst_param(ins, dst, dst_name);
1524
1525     /* According to the msdn, the source register(must be r5) is unusable after
1526      * the texdepth instruction, so we're free to modify it
1527      */
1528     shader_addline(buffer, "MIN %s.y, %s.y, one.y;\n", dst_name, dst_name);
1529
1530     /* How to deal with the special case dst_name.g == 0? if r != 0, then
1531      * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1532      * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1533      */
1534     shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
1535     shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
1536     shader_addline(buffer, "MIN TA.x, TA.x, one.x;\n");
1537     shader_addline(buffer, "MAX result.depth, TA.x, 0.0;\n");
1538 }
1539
1540 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
1541  * Take a 3-component dot product of the TexCoord[dstreg] and src,
1542  * then perform a 1D texture lookup from stage dstregnum, place into dst. */
1543 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
1544 {
1545     SHADER_BUFFER *buffer = ins->ctx->buffer;
1546     DWORD sampler_idx = ins->dst[0].reg.idx;
1547     char src0[50];
1548     char dst_str[50];
1549
1550     shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
1551     shader_addline(buffer, "MOV TB, 0.0;\n");
1552     shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
1553
1554     shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1555     shader_hw_sample(ins, sampler_idx, dst_str, "TB", FALSE /* Only one coord, can't be projected */, FALSE);
1556 }
1557
1558 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
1559  * Take a 3-component dot product of the TexCoord[dstreg] and src. */
1560 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
1561 {
1562     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1563     char src0[50];
1564     char dst_str[50];
1565     SHADER_BUFFER *buffer = ins->ctx->buffer;
1566
1567     /* Handle output register */
1568     shader_arb_get_dst_param(ins, dst, dst_str);
1569     shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
1570     shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx, src0);
1571 }
1572
1573 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
1574  * Perform the 3rd row of a 3x3 matrix multiply */
1575 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
1576 {
1577     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1578     SHADER_BUFFER *buffer = ins->ctx->buffer;
1579     char dst_str[50];
1580     char src0[50];
1581
1582     shader_arb_get_dst_param(ins, dst, dst_str);
1583     shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
1584     shader_addline(buffer, "DP3 T%u.z, fragment.texcoord[%u], %s;\n", dst->reg.idx, dst->reg.idx, src0);
1585     shader_addline(buffer, "MOV %s, T%u;\n", dst_str, dst->reg.idx);
1586 }
1587
1588 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
1589  * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
1590  * Calculate tmp0.y = TexCoord[dstreg] . src.xyz;  (tmp0.x has already been calculated)
1591  * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
1592  */
1593 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
1594 {
1595     SHADER_BUFFER *buffer = ins->ctx->buffer;
1596     DWORD dst_reg = ins->dst[0].reg.idx;
1597     char src0[50];
1598
1599     shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
1600     shader_addline(buffer, "DP3 T%u.y, fragment.texcoord[%u], %s;\n", dst_reg, dst_reg, src0);
1601
1602     /* How to deal with the special case dst_name.g == 0? if r != 0, then
1603      * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1604      * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1605      */
1606     shader_addline(buffer, "RCP T%u.y, T%u.y;\n", dst_reg, dst_reg);
1607     shader_addline(buffer, "MUL T%u.x, T%u.x, T%u.y;\n", dst_reg, dst_reg, dst_reg);
1608     shader_addline(buffer, "MIN T%u.x, T%u.x, one.x;\n", dst_reg, dst_reg);
1609     shader_addline(buffer, "MAX result.depth, T%u.x, 0.0;\n", dst_reg);
1610 }
1611
1612 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1613     Vertex/Pixel shaders to ARB_vertex_program codes */
1614 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
1615 {
1616     int i;
1617     int nComponents = 0;
1618     struct wined3d_shader_dst_param tmp_dst = {{0}};
1619     struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
1620     struct wined3d_shader_instruction tmp_ins;
1621
1622     memset(&tmp_ins, 0, sizeof(tmp_ins));
1623
1624     /* Set constants for the temporary argument */
1625     tmp_ins.ctx = ins->ctx;
1626     tmp_ins.dst_count = 1;
1627     tmp_ins.dst = &tmp_dst;
1628     tmp_ins.src_count = 2;
1629     tmp_ins.src = tmp_src;
1630
1631     switch(ins->handler_idx)
1632     {
1633         case WINED3DSIH_M4x4:
1634             nComponents = 4;
1635             tmp_ins.handler_idx = WINED3DSIH_DP4;
1636             break;
1637         case WINED3DSIH_M4x3:
1638             nComponents = 3;
1639             tmp_ins.handler_idx = WINED3DSIH_DP4;
1640             break;
1641         case WINED3DSIH_M3x4:
1642             nComponents = 4;
1643             tmp_ins.handler_idx = WINED3DSIH_DP3;
1644             break;
1645         case WINED3DSIH_M3x3:
1646             nComponents = 3;
1647             tmp_ins.handler_idx = WINED3DSIH_DP3;
1648             break;
1649         case WINED3DSIH_M3x2:
1650             nComponents = 2;
1651             tmp_ins.handler_idx = WINED3DSIH_DP3;
1652             break;
1653         default:
1654             FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1655             break;
1656     }
1657
1658     tmp_dst = ins->dst[0];
1659     tmp_src[0] = ins->src[0];
1660     tmp_src[1] = ins->src[1];
1661     for (i = 0; i < nComponents; i++) {
1662         tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
1663         shader_hw_map2gl(&tmp_ins);
1664         ++tmp_src[1].reg.idx;
1665     }
1666 }
1667
1668 static void shader_hw_rsq_rcp(const struct wined3d_shader_instruction *ins)
1669 {
1670     SHADER_BUFFER *buffer = ins->ctx->buffer;
1671     const char *instruction;
1672
1673     char dst[50];
1674     char src[50];
1675
1676     switch(ins->handler_idx)
1677     {
1678         case WINED3DSIH_RSQ: instruction = "RSQ"; break;
1679         case WINED3DSIH_RCP: instruction = "RCP"; break;
1680         default: instruction = "";
1681             FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1682             break;
1683     }
1684
1685     shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
1686     shader_arb_get_src_param(ins, &ins->src[0], 0, src);
1687     if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
1688     {
1689         /* Dx sdk says .x is used if no swizzle is given, but our test shows that
1690          * .w is used
1691          */
1692         strcat(src, ".w");
1693     }
1694
1695     shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
1696 }
1697
1698 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
1699 {
1700     SHADER_BUFFER *buffer = ins->ctx->buffer;
1701     char dst_name[50];
1702     char src_name[50];
1703
1704     shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
1705     shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
1706     shader_addline(buffer, "DP3 TA, %s, %s;\n", src_name, src_name);
1707     shader_addline(buffer, "RSQ TA, TA.x;\n");
1708     /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
1709     shader_addline(buffer, "MUL%s %s, %s, TA;\n", shader_arb_get_modifier(ins), dst_name,
1710                    src_name);
1711 }
1712
1713 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
1714 {
1715     /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
1716      * must contain fixed constants. So we need a separate function to filter those constants and
1717      * can't use map2gl
1718      */
1719     SHADER_BUFFER *buffer = ins->ctx->buffer;
1720     char dst_name[50];
1721     char src_name[50];
1722
1723     shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
1724     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
1725     shader_addline(buffer, "SCS%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name,
1726                    src_name);
1727 }
1728
1729 /* GL locking is done by the caller */
1730 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
1731 {
1732     SHADER_BUFFER *buffer = ins->ctx->buffer;
1733     char dst_name[50];
1734     char src_name[50];
1735     struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1736
1737     /* SGN is only valid in vertex shaders */
1738     if(ctx->target_version == NV2) {
1739         shader_hw_map2gl(ins);
1740         return;
1741     }
1742     shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
1743     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
1744
1745     FIXME("Emulated SGN untested\n");
1746     /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
1747      * if SRC < 0.0,  SRC < -SRC = TRUE. If neither is true, src = 0.0
1748      */
1749     if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
1750         shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
1751     } else {
1752         shader_addline(buffer, "SLT TB, -%s, %s;\n", src_name, src_name);
1753         shader_addline(buffer, "SLT TC,  %s, -%s;\n", src_name, src_name);
1754         shader_addline(buffer, "ADD %s, TB, -TC;\n", dst_name);
1755     }
1756 }
1757
1758 static GLuint create_arb_blt_vertex_program(const WineD3D_GL_Info *gl_info)
1759 {
1760     GLuint program_id = 0;
1761     const char *blt_vprogram =
1762         "!!ARBvp1.0\n"
1763         "PARAM c[1] = { { 1, 0.5 } };\n"
1764         "MOV result.position, vertex.position;\n"
1765         "MOV result.color, c[0].x;\n"
1766         "MOV result.texcoord[0], vertex.texcoord[0];\n"
1767         "END\n";
1768
1769     GL_EXTCALL(glGenProgramsARB(1, &program_id));
1770     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
1771     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_vprogram), blt_vprogram));
1772
1773     if (glGetError() == GL_INVALID_OPERATION) {
1774         GLint pos;
1775         glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
1776         FIXME("Vertex program error at position %d: %s\n", pos,
1777             debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
1778     }
1779
1780     return program_id;
1781 }
1782
1783 /* GL locking is done by the caller */
1784 static GLuint create_arb_blt_fragment_program(const WineD3D_GL_Info *gl_info, enum tex_types tex_type)
1785 {
1786     GLuint program_id = 0;
1787     static const char * const blt_fprograms[tex_type_count] =
1788     {
1789         /* tex_1d */
1790         NULL,
1791         /* tex_2d */
1792         "!!ARBfp1.0\n"
1793         "TEMP R0;\n"
1794         "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
1795         "MOV result.depth.z, R0.x;\n"
1796         "END\n",
1797         /* tex_3d */
1798         NULL,
1799         /* tex_cube */
1800         "!!ARBfp1.0\n"
1801         "TEMP R0;\n"
1802         "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
1803         "MOV result.depth.z, R0.x;\n"
1804         "END\n",
1805         /* tex_rect */
1806         "!!ARBfp1.0\n"
1807         "TEMP R0;\n"
1808         "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
1809         "MOV result.depth.z, R0.x;\n"
1810         "END\n",
1811     };
1812
1813     if (!blt_fprograms[tex_type])
1814     {
1815         FIXME("tex_type %#x not supported\n", tex_type);
1816         tex_type = tex_2d;
1817     }
1818
1819     GL_EXTCALL(glGenProgramsARB(1, &program_id));
1820     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
1821     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_fprograms[tex_type]), blt_fprograms[tex_type]));
1822
1823     if (glGetError() == GL_INVALID_OPERATION) {
1824         GLint pos;
1825         glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
1826         FIXME("Fragment program error at position %d: %s\n", pos,
1827             debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
1828     }
1829
1830     return program_id;
1831 }
1832
1833 /* GL locking is done by the caller */
1834 static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
1835     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1836     struct shader_arb_priv *priv = This->shader_priv;
1837     const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1838
1839     if (useVS) {
1840         struct vs_compile_args compile_args;
1841
1842         TRACE("Using vertex shader\n");
1843         find_vs_compile_args((IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader, This->stateBlock, &compile_args);
1844         priv->current_vprogram_id = find_gl_vshader((IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader, &compile_args);
1845
1846         /* Bind the vertex program */
1847         GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
1848         checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
1849
1850         /* Enable OpenGL vertex programs */
1851         glEnable(GL_VERTEX_PROGRAM_ARB);
1852         checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1853         TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
1854     } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
1855         priv->current_vprogram_id = 0;
1856         glDisable(GL_VERTEX_PROGRAM_ARB);
1857         checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1858     }
1859
1860     if (usePS) {
1861         struct ps_compile_args compile_args;
1862         TRACE("Using pixel shader\n");
1863         find_ps_compile_args((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader, This->stateBlock, &compile_args);
1864         priv->current_fprogram_id = find_gl_pshader((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader,
1865                                                     &compile_args);
1866
1867         /* Bind the fragment program */
1868         GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
1869         checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
1870
1871         if(!priv->use_arbfp_fixed_func) {
1872             /* Enable OpenGL fragment programs */
1873             glEnable(GL_FRAGMENT_PROGRAM_ARB);
1874             checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1875         }
1876         TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
1877
1878         shader_arb_ps_local_constants(This);
1879     } else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && !priv->use_arbfp_fixed_func) {
1880         /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
1881          * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
1882          * replacement shader
1883          */
1884         glDisable(GL_FRAGMENT_PROGRAM_ARB);
1885         checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1886         priv->current_fprogram_id = 0;
1887     }
1888 }
1889
1890 /* GL locking is done by the caller */
1891 static void shader_arb_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
1892     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1893     struct shader_arb_priv *priv = This->shader_priv;
1894     GLuint *blt_fprogram = &priv->depth_blt_fprogram_id[tex_type];
1895     const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1896
1897     if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
1898     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
1899     glEnable(GL_VERTEX_PROGRAM_ARB);
1900
1901     if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type);
1902     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
1903     glEnable(GL_FRAGMENT_PROGRAM_ARB);
1904 }
1905
1906 /* GL locking is done by the caller */
1907 static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) {
1908     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1909     struct shader_arb_priv *priv = This->shader_priv;
1910     const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1911
1912     if (priv->current_vprogram_id) {
1913         GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
1914         checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
1915
1916         glEnable(GL_VERTEX_PROGRAM_ARB);
1917         checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1918
1919         TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
1920     } else {
1921         glDisable(GL_VERTEX_PROGRAM_ARB);
1922         checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1923     }
1924
1925     if (priv->current_fprogram_id) {
1926         GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
1927         checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
1928
1929         glEnable(GL_FRAGMENT_PROGRAM_ARB);
1930         checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1931
1932         TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
1933     } else {
1934         glDisable(GL_FRAGMENT_PROGRAM_ARB);
1935         checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1936     }
1937 }
1938
1939 static void shader_arb_destroy(IWineD3DBaseShader *iface) {
1940     IWineD3DBaseShaderImpl *baseShader = (IWineD3DBaseShaderImpl *) iface;
1941     const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)baseShader->baseShader.device)->adapter->gl_info;
1942
1943     if (shader_is_pshader_version(baseShader->baseShader.reg_maps.shader_version.type))
1944     {
1945         IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
1946         UINT i;
1947
1948         ENTER_GL();
1949         for(i = 0; i < This->num_gl_shaders; i++) {
1950             GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId));
1951             checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId))");
1952         }
1953         LEAVE_GL();
1954         HeapFree(GetProcessHeap(), 0, This->gl_shaders);
1955         This->gl_shaders = NULL;
1956         This->num_gl_shaders = 0;
1957         This->shader_array_size = 0;
1958     } else {
1959         IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *) iface;
1960         UINT i;
1961
1962         ENTER_GL();
1963         for(i = 0; i < This->num_gl_shaders; i++) {
1964             GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId));
1965             checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId))");
1966         }
1967         LEAVE_GL();
1968         HeapFree(GetProcessHeap(), 0, This->gl_shaders);
1969         This->gl_shaders = NULL;
1970         This->num_gl_shaders = 0;
1971         This->shader_array_size = 0;
1972     }
1973 }
1974
1975 static HRESULT shader_arb_alloc(IWineD3DDevice *iface) {
1976     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1977     This->shader_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
1978     return WINED3D_OK;
1979 }
1980
1981 static void shader_arb_free(IWineD3DDevice *iface) {
1982     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1983     const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1984     struct shader_arb_priv *priv = This->shader_priv;
1985     int i;
1986
1987     ENTER_GL();
1988     if(priv->depth_blt_vprogram_id) {
1989         GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
1990     }
1991     for (i = 0; i < tex_type_count; ++i) {
1992         if (priv->depth_blt_fprogram_id[i]) {
1993             GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id[i]));
1994         }
1995     }
1996     LEAVE_GL();
1997
1998     HeapFree(GetProcessHeap(), 0, This->shader_priv);
1999 }
2000
2001 static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) {
2002     return TRUE;
2003 }
2004
2005 static void arbfp_add_sRGB_correction(SHADER_BUFFER *buffer, const char *fragcolor, const char *tmp1,
2006                                       const char *tmp2, const char *tmp3) {
2007     /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
2008
2009     /* Calculate the > 0.0031308 case */
2010     shader_addline(buffer, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1, fragcolor);
2011     shader_addline(buffer, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1, fragcolor);
2012     shader_addline(buffer, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1, fragcolor);
2013     shader_addline(buffer, "MUL %s, %s, srgb_consts1.w;\n", tmp1, tmp1);
2014     shader_addline(buffer, "SUB %s, %s, srgb_consts2.x;\n", tmp1, tmp1);
2015     /* Calculate the < case */
2016     shader_addline(buffer, "MUL %s, srgb_consts1.x, %s;\n", tmp2, fragcolor);
2017     /* Subtract the comparison value from the fragcolor and use CMP to pick either the > case * or the < case */
2018     shader_addline(buffer, "SUB %s, %s, srgb_consts1.y;\n", tmp3, fragcolor);
2019     shader_addline(buffer, "CMP result.color.xyz, %s, %s, %s;\n", tmp3, tmp2, tmp1);
2020 }
2021
2022 /* GL locking is done by the caller */
2023 static GLuint shader_arb_generate_pshader(IWineD3DPixelShader *iface,
2024         SHADER_BUFFER *buffer, const struct ps_compile_args *args)
2025 {
2026     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
2027     const shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
2028     CONST DWORD *function = This->baseShader.function;
2029     const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
2030     const local_constant *lconst;
2031     GLuint retval;
2032     const char *fragcolor;
2033     DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This);
2034     struct shader_arb_ctx_priv priv_ctx;
2035
2036     /*  Create the hw ARB shader */
2037     memset(&priv_ctx, 0, sizeof(priv_ctx));
2038     shader_addline(buffer, "!!ARBfp1.0\n");
2039     if(GL_SUPPORT(NV_FRAGMENT_PROGRAM_OPTION)) {
2040         shader_addline(buffer, "OPTION NV_fragment_program;\n");
2041         priv_ctx.target_version = NV2;
2042     } else {
2043         priv_ctx.target_version = ARB;
2044     }
2045
2046     if (reg_maps->shader_version.major < 3)
2047     {
2048         switch(args->fog) {
2049             case FOG_OFF:
2050                 break;
2051             case FOG_LINEAR:
2052                 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
2053                 break;
2054             case FOG_EXP:
2055                 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
2056                 break;
2057             case FOG_EXP2:
2058                 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
2059                 break;
2060         }
2061     }
2062
2063     shader_addline(buffer, "TEMP TA;\n");      /* Used for modifiers */
2064     shader_addline(buffer, "TEMP TB;\n");      /* Used for modifiers */
2065     shader_addline(buffer, "TEMP TC;\n");      /* Used for modifiers */
2066     shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
2067     shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
2068     shader_addline(buffer, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
2069
2070     if (reg_maps->shader_version.major < 2)
2071     {
2072         fragcolor = "R0";
2073     } else {
2074         if(args->srgb_correction) {
2075             shader_addline(buffer, "TEMP TMP_COLOR;\n");
2076             fragcolor = "TMP_COLOR";
2077         } else {
2078             fragcolor = "result.color";
2079         }
2080     }
2081
2082     /* Base Declarations */
2083     shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, lconst_map);
2084
2085     /* Base Shader Body */
2086     shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
2087
2088     if(args->srgb_correction) {
2089         arbfp_add_sRGB_correction(buffer, fragcolor, "TA", "TB", "TC");
2090         shader_addline(buffer, "MOV result.color.a, %s;\n", fragcolor);
2091     } else if(reg_maps->shader_version.major < 2) {
2092         shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
2093     }
2094     shader_addline(buffer, "END\n");
2095
2096     /* TODO: change to resource.glObjectHandle or something like that */
2097     GL_EXTCALL(glGenProgramsARB(1, &retval));
2098
2099     TRACE("Creating a hw pixel shader, prg=%d\n", retval);
2100     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
2101
2102     TRACE("Created hw pixel shader, prg=%d\n", retval);
2103     /* Create the program and check for errors */
2104     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2105                buffer->bsize, buffer->buffer));
2106
2107     if (glGetError() == GL_INVALID_OPERATION) {
2108         GLint errPos;
2109         glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
2110         FIXME("HW PixelShader Error at position %d: %s\n",
2111               errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2112         retval = 0;
2113     }
2114
2115     /* Load immediate constants */
2116     if(lconst_map) {
2117         LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2118             const float *value = (const float *)lconst->value;
2119             GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst_map[lconst->idx], value));
2120             checkGLcall("glProgramLocalParameter4fvARB");
2121         }
2122         HeapFree(GetProcessHeap(), 0, lconst_map);
2123     }
2124
2125     return retval;
2126 }
2127
2128 /* GL locking is done by the caller */
2129 static GLuint shader_arb_generate_vshader(IWineD3DVertexShader *iface,
2130         SHADER_BUFFER *buffer, const struct vs_compile_args *args)
2131 {
2132     IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
2133     const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
2134     CONST DWORD *function = This->baseShader.function;
2135     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
2136     const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
2137     const local_constant *lconst;
2138     GLuint ret;
2139     DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This);
2140     struct shader_arb_ctx_priv priv_ctx;
2141
2142     memset(&priv_ctx, 0, sizeof(priv_ctx));
2143     /*  Create the hw ARB shader */
2144     shader_addline(buffer, "!!ARBvp1.0\n");
2145
2146     if(GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION)) {
2147         shader_addline(buffer, "OPTION NV_vertex_program2;\n");
2148         priv_ctx.target_version = NV2;
2149     } else {
2150         priv_ctx.target_version = ARB;
2151     }
2152
2153     if(need_helper_const(gl_info)) {
2154         shader_addline(buffer, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This->rel_offset);
2155     }
2156     if(need_mova_const((IWineD3DBaseShader *) iface, gl_info)) {
2157         shader_addline(buffer, "PARAM mova_const = { 0.5, 0.0, 2.0, 1.0 };\n");
2158         shader_addline(buffer, "TEMP A0_SHADOW;\n");
2159     }
2160
2161     /* Mesa supports only 95 constants */
2162     if (GL_VEND(MESA) || GL_VEND(WINE))
2163         This->baseShader.limits.constant_float =
2164                 min(95, This->baseShader.limits.constant_float);
2165
2166     shader_addline(buffer, "TEMP TA;\n");
2167
2168     /* Base Declarations */
2169     shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, lconst_map);
2170
2171     /* We need a constant to fixup the final position */
2172     shader_addline(buffer, "PARAM posFixup = program.env[%d];\n", ARB_SHADER_PRIVCONST_POS);
2173
2174     /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
2175      * for output parameters. D3D in theory does not do that either, but some applications depend on a
2176      * proper initialization of the secondary color, and programs using the fixed function pipeline without
2177      * a replacement shader depend on the texcoord.w being set properly.
2178      *
2179      * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
2180      * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
2181      * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
2182      * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
2183      * this can eat a number of instructions, so skip it unless this cap is set as well
2184      */
2185     if(!GL_SUPPORT(NV_VERTEX_PROGRAM)) {
2186         shader_addline(buffer, "MOV result.color.secondary, -helper_const.wwwy;\n");
2187
2188         if((GLINFO_LOCATION).set_texcoord_w && !device->frag_pipe->ffp_proj_control) {
2189             int i;
2190             for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
2191                 if(This->baseShader.reg_maps.texcoord_mask[i] != 0 &&
2192                 This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
2193                     shader_addline(buffer, "MOV result.texcoord[%u].w, -helper_const.y;\n", i);
2194                 }
2195             }
2196         }
2197     }
2198
2199     /* Base Shader Body */
2200     shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
2201
2202     /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
2203      * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
2204      * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
2205      * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
2206      */
2207     if(args->fog_src == VS_FOG_Z) {
2208         shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
2209     } else if (!reg_maps->fog) {
2210         /* posFixup.x is always 1.0, so we can savely use it */
2211         shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
2212     }
2213
2214     /* Write the final position.
2215      *
2216      * OpenGL coordinates specify the center of the pixel while d3d coords specify
2217      * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
2218      * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
2219      * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
2220      */
2221     shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
2222     shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
2223     shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
2224
2225     /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
2226      * and the glsl equivalent
2227      */
2228     if(need_helper_const(gl_info)) {
2229         shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
2230     } else {
2231         shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
2232         shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
2233     }
2234
2235     shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
2236
2237     shader_addline(buffer, "END\n");
2238
2239     /* TODO: change to resource.glObjectHandle or something like that */
2240     GL_EXTCALL(glGenProgramsARB(1, &ret));
2241
2242     TRACE("Creating a hw vertex shader, prg=%d\n", ret);
2243     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
2244
2245     TRACE("Created hw vertex shader, prg=%d\n", ret);
2246     /* Create the program and check for errors */
2247     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2248                buffer->bsize, buffer->buffer));
2249
2250     if (glGetError() == GL_INVALID_OPERATION) {
2251         GLint errPos;
2252         glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
2253         FIXME("HW VertexShader Error at position %d: %s\n",
2254               errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2255         ret = -1;
2256     } else {
2257         /* Load immediate constants */
2258         if(lconst_map) {
2259             LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2260                 const float *value = (const float *)lconst->value;
2261                 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst_map[lconst->idx], value));
2262             }
2263         }
2264     }
2265     HeapFree(GetProcessHeap(), 0, lconst_map);
2266
2267     return ret;
2268 }
2269
2270 static void shader_arb_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
2271 {
2272     /* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps,
2273      * then overwrite the shader specific ones
2274      */
2275     none_shader_backend.shader_get_caps(devtype, gl_info, pCaps);
2276
2277     if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
2278         pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
2279         TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
2280         pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF) - 1;
2281     }
2282
2283     if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2284         pCaps->PixelShaderVersion    = WINED3DPS_VERSION(1,4);
2285         pCaps->PixelShader1xMaxValue = 8.0;
2286         TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
2287         pCaps->MaxPixelShaderConst = GL_LIMITS(pshader_constantsF);
2288     }
2289
2290     pCaps->VSClipping = FALSE; /* TODO: GL_NV_vertex_program2_option provides this */
2291 }
2292
2293 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
2294 {
2295     if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
2296     {
2297         TRACE("Checking support for color_fixup:\n");
2298         dump_color_fixup_desc(fixup);
2299     }
2300
2301     /* We support everything except YUV conversions. */
2302     if (!is_yuv_fixup(fixup))
2303     {
2304         TRACE("[OK]\n");
2305         return TRUE;
2306     }
2307
2308     TRACE("[FAILED]\n");
2309     return FALSE;
2310 }
2311
2312 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
2313     DWORD shift;
2314     char write_mask[20], regstr[50];
2315     SHADER_BUFFER *buffer = ins->ctx->buffer;
2316     BOOL is_color = FALSE;
2317     const struct wined3d_shader_dst_param *dst;
2318
2319     if (!ins->dst_count) return;
2320
2321     dst = &ins->dst[0];
2322     shift = dst->shift;
2323     if(shift == 0) return; /* Saturate alone is handled by the instructions */
2324
2325     shader_arb_get_write_mask(ins, dst, write_mask);
2326     shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
2327
2328     /* Generate a line that does the output modifier computation
2329      * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
2330      * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
2331      */
2332     shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
2333                    regstr, write_mask, regstr, shift_tab[shift]);
2334 }
2335
2336 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
2337 {
2338     /* WINED3DSIH_ABS           */ shader_hw_map2gl,
2339     /* WINED3DSIH_ADD           */ shader_hw_map2gl,
2340     /* WINED3DSIH_BEM           */ pshader_hw_bem,
2341     /* WINED3DSIH_BREAK         */ NULL,
2342     /* WINED3DSIH_BREAKC        */ NULL,
2343     /* WINED3DSIH_BREAKP        */ NULL,
2344     /* WINED3DSIH_CALL          */ NULL,
2345     /* WINED3DSIH_CALLNZ        */ NULL,
2346     /* WINED3DSIH_CMP           */ pshader_hw_cmp,
2347     /* WINED3DSIH_CND           */ pshader_hw_cnd,
2348     /* WINED3DSIH_CRS           */ shader_hw_map2gl,
2349     /* WINED3DSIH_DCL           */ NULL,
2350     /* WINED3DSIH_DEF           */ NULL,
2351     /* WINED3DSIH_DEFB          */ NULL,
2352     /* WINED3DSIH_DEFI          */ NULL,
2353     /* WINED3DSIH_DP2ADD        */ pshader_hw_dp2add,
2354     /* WINED3DSIH_DP3           */ shader_hw_map2gl,
2355     /* WINED3DSIH_DP4           */ shader_hw_map2gl,
2356     /* WINED3DSIH_DST           */ shader_hw_map2gl,
2357     /* WINED3DSIH_DSX           */ NULL,
2358     /* WINED3DSIH_DSY           */ NULL,
2359     /* WINED3DSIH_ELSE          */ NULL,
2360     /* WINED3DSIH_ENDIF         */ NULL,
2361     /* WINED3DSIH_ENDLOOP       */ NULL,
2362     /* WINED3DSIH_ENDREP        */ NULL,
2363     /* WINED3DSIH_EXP           */ shader_hw_map2gl,
2364     /* WINED3DSIH_EXPP          */ shader_hw_map2gl,
2365     /* WINED3DSIH_FRC           */ shader_hw_map2gl,
2366     /* WINED3DSIH_IF            */ NULL,
2367     /* WINED3DSIH_IFC           */ NULL,
2368     /* WINED3DSIH_LABEL         */ NULL,
2369     /* WINED3DSIH_LIT           */ shader_hw_map2gl,
2370     /* WINED3DSIH_LOG           */ shader_hw_map2gl,
2371     /* WINED3DSIH_LOGP          */ shader_hw_map2gl,
2372     /* WINED3DSIH_LOOP          */ NULL,
2373     /* WINED3DSIH_LRP           */ shader_hw_map2gl,
2374     /* WINED3DSIH_M3x2          */ shader_hw_mnxn,
2375     /* WINED3DSIH_M3x3          */ shader_hw_mnxn,
2376     /* WINED3DSIH_M3x4          */ shader_hw_mnxn,
2377     /* WINED3DSIH_M4x3          */ shader_hw_mnxn,
2378     /* WINED3DSIH_M4x4          */ shader_hw_mnxn,
2379     /* WINED3DSIH_MAD           */ shader_hw_map2gl,
2380     /* WINED3DSIH_MAX           */ shader_hw_map2gl,
2381     /* WINED3DSIH_MIN           */ shader_hw_map2gl,
2382     /* WINED3DSIH_MOV           */ shader_hw_mov,
2383     /* WINED3DSIH_MOVA          */ shader_hw_mov,
2384     /* WINED3DSIH_MUL           */ shader_hw_map2gl,
2385     /* WINED3DSIH_NOP           */ shader_hw_nop,
2386     /* WINED3DSIH_NRM           */ shader_hw_nrm,
2387     /* WINED3DSIH_PHASE         */ NULL,
2388     /* WINED3DSIH_POW           */ shader_hw_map2gl,
2389     /* WINED3DSIH_RCP           */ shader_hw_rsq_rcp,
2390     /* WINED3DSIH_REP           */ NULL,
2391     /* WINED3DSIH_RET           */ NULL,
2392     /* WINED3DSIH_RSQ           */ shader_hw_rsq_rcp,
2393     /* WINED3DSIH_SETP          */ NULL,
2394     /* WINED3DSIH_SGE           */ shader_hw_map2gl,
2395     /* WINED3DSIH_SGN           */ shader_hw_sgn,
2396     /* WINED3DSIH_SINCOS        */ shader_hw_sincos,
2397     /* WINED3DSIH_SLT           */ shader_hw_map2gl,
2398     /* WINED3DSIH_SUB           */ shader_hw_map2gl,
2399     /* WINED3DSIH_TEX           */ pshader_hw_tex,
2400     /* WINED3DSIH_TEXBEM        */ pshader_hw_texbem,
2401     /* WINED3DSIH_TEXBEML       */ pshader_hw_texbem,
2402     /* WINED3DSIH_TEXCOORD      */ pshader_hw_texcoord,
2403     /* WINED3DSIH_TEXDEPTH      */ pshader_hw_texdepth,
2404     /* WINED3DSIH_TEXDP3        */ pshader_hw_texdp3,
2405     /* WINED3DSIH_TEXDP3TEX     */ pshader_hw_texdp3tex,
2406     /* WINED3DSIH_TEXKILL       */ pshader_hw_texkill,
2407     /* WINED3DSIH_TEXLDD        */ NULL,
2408     /* WINED3DSIH_TEXLDL        */ NULL,
2409     /* WINED3DSIH_TEXM3x2DEPTH  */ pshader_hw_texm3x2depth,
2410     /* WINED3DSIH_TEXM3x2PAD    */ pshader_hw_texm3x2pad,
2411     /* WINED3DSIH_TEXM3x2TEX    */ pshader_hw_texm3x2tex,
2412     /* WINED3DSIH_TEXM3x3       */ pshader_hw_texm3x3,
2413     /* WINED3DSIH_TEXM3x3DIFF   */ NULL,
2414     /* WINED3DSIH_TEXM3x3PAD    */ pshader_hw_texm3x3pad,
2415     /* WINED3DSIH_TEXM3x3SPEC   */ pshader_hw_texm3x3spec,
2416     /* WINED3DSIH_TEXM3x3TEX    */ pshader_hw_texm3x3tex,
2417     /* WINED3DSIH_TEXM3x3VSPEC  */ pshader_hw_texm3x3vspec,
2418     /* WINED3DSIH_TEXREG2AR     */ pshader_hw_texreg2ar,
2419     /* WINED3DSIH_TEXREG2GB     */ pshader_hw_texreg2gb,
2420     /* WINED3DSIH_TEXREG2RGB    */ pshader_hw_texreg2rgb,
2421 };
2422
2423 const shader_backend_t arb_program_shader_backend = {
2424     shader_arb_instruction_handler_table,
2425     shader_arb_select,
2426     shader_arb_select_depth_blt,
2427     shader_arb_deselect_depth_blt,
2428     shader_arb_update_float_vertex_constants,
2429     shader_arb_update_float_pixel_constants,
2430     shader_arb_load_constants,
2431     shader_arb_load_np2fixup_constants,
2432     shader_arb_destroy,
2433     shader_arb_alloc,
2434     shader_arb_free,
2435     shader_arb_dirty_const,
2436     shader_arb_generate_pshader,
2437     shader_arb_generate_vshader,
2438     shader_arb_get_caps,
2439     shader_arb_color_fixup_supported,
2440     shader_arb_add_instruction_modifiers,
2441 };
2442
2443 /* ARB_fragment_program fixed function pipeline replacement definitions */
2444 #define ARB_FFP_CONST_TFACTOR           0
2445 #define ARB_FFP_CONST_SPECULAR_ENABLE   ((ARB_FFP_CONST_TFACTOR) + 1)
2446 #define ARB_FFP_CONST_CONSTANT(i)       ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
2447 #define ARB_FFP_CONST_BUMPMAT(i)        ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
2448 #define ARB_FFP_CONST_LUMINANCE(i)      ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
2449
2450 struct arbfp_ffp_desc
2451 {
2452     struct ffp_frag_desc parent;
2453     GLuint shader;
2454     unsigned int num_textures_used;
2455 };
2456
2457 static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) {
2458     ENTER_GL();
2459     if(enable) {
2460         glEnable(GL_FRAGMENT_PROGRAM_ARB);
2461         checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
2462     } else {
2463         glDisable(GL_FRAGMENT_PROGRAM_ARB);
2464         checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
2465     }
2466     LEAVE_GL();
2467 }
2468
2469 static HRESULT arbfp_alloc(IWineD3DDevice *iface) {
2470     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2471     struct shader_arb_priv *priv;
2472     /* Share private data between the shader backend and the pipeline replacement, if both
2473      * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
2474      * if no pixel shader is bound or not
2475      */
2476     if(This->shader_backend == &arb_program_shader_backend) {
2477         This->fragment_priv = This->shader_priv;
2478     } else {
2479         This->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
2480         if(!This->fragment_priv) return E_OUTOFMEMORY;
2481     }
2482     priv = This->fragment_priv;
2483     priv->fragment_shaders = hash_table_create(ffp_frag_program_key_hash, ffp_frag_program_key_compare);
2484     priv->use_arbfp_fixed_func = TRUE;
2485     return WINED3D_OK;
2486 }
2487
2488 static void arbfp_free_ffpshader(void *value, void *gli) {
2489     const WineD3D_GL_Info *gl_info = gli;
2490     struct arbfp_ffp_desc *entry_arb = value;
2491
2492     ENTER_GL();
2493     GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
2494     checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
2495     HeapFree(GetProcessHeap(), 0, entry_arb);
2496     LEAVE_GL();
2497 }
2498
2499 static void arbfp_free(IWineD3DDevice *iface) {
2500     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2501     struct shader_arb_priv *priv = This->fragment_priv;
2502
2503     hash_table_destroy(priv->fragment_shaders, arbfp_free_ffpshader, &This->adapter->gl_info);
2504     priv->use_arbfp_fixed_func = FALSE;
2505
2506     if(This->shader_backend != &arb_program_shader_backend) {
2507         HeapFree(GetProcessHeap(), 0, This->fragment_priv);
2508     }
2509 }
2510
2511 static void arbfp_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps)
2512 {
2513     caps->TextureOpCaps =  WINED3DTEXOPCAPS_DISABLE                     |
2514                            WINED3DTEXOPCAPS_SELECTARG1                  |
2515                            WINED3DTEXOPCAPS_SELECTARG2                  |
2516                            WINED3DTEXOPCAPS_MODULATE4X                  |
2517                            WINED3DTEXOPCAPS_MODULATE2X                  |
2518                            WINED3DTEXOPCAPS_MODULATE                    |
2519                            WINED3DTEXOPCAPS_ADDSIGNED2X                 |
2520                            WINED3DTEXOPCAPS_ADDSIGNED                   |
2521                            WINED3DTEXOPCAPS_ADD                         |
2522                            WINED3DTEXOPCAPS_SUBTRACT                    |
2523                            WINED3DTEXOPCAPS_ADDSMOOTH                   |
2524                            WINED3DTEXOPCAPS_BLENDCURRENTALPHA           |
2525                            WINED3DTEXOPCAPS_BLENDFACTORALPHA            |
2526                            WINED3DTEXOPCAPS_BLENDTEXTUREALPHA           |
2527                            WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA           |
2528                            WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM         |
2529                            WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR      |
2530                            WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA      |
2531                            WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA   |
2532                            WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR   |
2533                            WINED3DTEXOPCAPS_DOTPRODUCT3                 |
2534                            WINED3DTEXOPCAPS_MULTIPLYADD                 |
2535                            WINED3DTEXOPCAPS_LERP                        |
2536                            WINED3DTEXOPCAPS_BUMPENVMAP                  |
2537                            WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
2538
2539     /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
2540
2541     caps->MaxTextureBlendStages   = 8;
2542     caps->MaxSimultaneousTextures = min(GL_LIMITS(fragment_samplers), 8);
2543
2544     caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
2545 }
2546 #undef GLINFO_LOCATION
2547
2548 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
2549 static void state_texfactor_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2550     float col[4];
2551     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2552
2553     /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
2554      * application provided constants
2555      */
2556     if(device->shader_backend == &arb_program_shader_backend) {
2557         if (use_ps(stateblock)) return;
2558
2559         device = stateblock->wineD3DDevice;
2560         device->activeContext->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
2561         device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
2562     }
2563
2564     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
2565     GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
2566     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
2567
2568 }
2569
2570 static void state_arb_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2571     float col[4];
2572     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2573
2574     /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
2575      * application provided constants
2576      */
2577     if(device->shader_backend == &arb_program_shader_backend) {
2578         if (use_ps(stateblock)) return;
2579
2580         device = stateblock->wineD3DDevice;
2581         device->activeContext->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
2582         device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
2583     }
2584
2585     if(stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
2586         /* The specular color has no alpha */
2587         col[0] = 1.0; col[1] = 1.0;
2588         col[2] = 1.0; col[3] = 0.0;
2589     } else {
2590         col[0] = 0.0; col[1] = 0.0;
2591         col[2] = 0.0; col[3] = 0.0;
2592     }
2593     GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
2594     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
2595 }
2596
2597 static void set_bumpmat_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2598     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
2599     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2600     float mat[2][2];
2601
2602     if (use_ps(stateblock))
2603     {
2604         if(stage != 0 &&
2605            ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) {
2606             /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
2607              * anyway
2608              */
2609             if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
2610                 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
2611             }
2612         }
2613
2614         if(device->shader_backend == &arb_program_shader_backend) {
2615             /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
2616             return;
2617         }
2618     } else if(device->shader_backend == &arb_program_shader_backend) {
2619         device->activeContext->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
2620         device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
2621     }
2622
2623     mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
2624     mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
2625     mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
2626     mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
2627
2628     GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
2629     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
2630 }
2631
2632 static void tex_bumpenvlum_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2633     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
2634     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2635     float param[4];
2636
2637     if (use_ps(stateblock))
2638     {
2639         if(stage != 0 &&
2640            ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
2641             /* The pixel shader has to know the luminance offset. Do a constants update if it
2642              * isn't scheduled anyway
2643              */
2644             if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
2645                 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
2646             }
2647         }
2648
2649         if(device->shader_backend == &arb_program_shader_backend) {
2650             /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
2651             return;
2652         }
2653     } else if(device->shader_backend == &arb_program_shader_backend) {
2654         device->activeContext->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
2655         device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
2656     }
2657
2658     param[0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE]);
2659     param[1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET]);
2660     param[2] = 0.0;
2661     param[3] = 0.0;
2662
2663     GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
2664     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
2665 }
2666
2667 static const char *get_argreg(SHADER_BUFFER *buffer, DWORD argnum, unsigned int stage, DWORD arg) {
2668     const char *ret;
2669
2670     if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
2671
2672     switch(arg & WINED3DTA_SELECTMASK) {
2673         case WINED3DTA_DIFFUSE:
2674             ret = "fragment.color.primary"; break;
2675
2676         case WINED3DTA_CURRENT:
2677             if(stage == 0) ret = "fragment.color.primary";
2678             else ret = "ret";
2679             break;
2680
2681         case WINED3DTA_TEXTURE:
2682             switch(stage) {
2683                 case 0: ret = "tex0"; break;
2684                 case 1: ret = "tex1"; break;
2685                 case 2: ret = "tex2"; break;
2686                 case 3: ret = "tex3"; break;
2687                 case 4: ret = "tex4"; break;
2688                 case 5: ret = "tex5"; break;
2689                 case 6: ret = "tex6"; break;
2690                 case 7: ret = "tex7"; break;
2691                 default: ret = "unknown texture";
2692             }
2693             break;
2694
2695         case WINED3DTA_TFACTOR:
2696             ret = "tfactor"; break;
2697
2698         case WINED3DTA_SPECULAR:
2699             ret = "fragment.color.secondary"; break;
2700
2701         case WINED3DTA_TEMP:
2702             ret = "tempreg"; break;
2703
2704         case WINED3DTA_CONSTANT:
2705             FIXME("Implement perstage constants\n");
2706             switch(stage) {
2707                 case 0: ret = "const0"; break;
2708                 case 1: ret = "const1"; break;
2709                 case 2: ret = "const2"; break;
2710                 case 3: ret = "const3"; break;
2711                 case 4: ret = "const4"; break;
2712                 case 5: ret = "const5"; break;
2713                 case 6: ret = "const6"; break;
2714                 case 7: ret = "const7"; break;
2715                 default: ret = "unknown constant";
2716             }
2717             break;
2718
2719         default:
2720             return "unknown";
2721     }
2722
2723     if(arg & WINED3DTA_COMPLEMENT) {
2724         shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
2725         if(argnum == 0) ret = "arg0";
2726         if(argnum == 1) ret = "arg1";
2727         if(argnum == 2) ret = "arg2";
2728     }
2729     if(arg & WINED3DTA_ALPHAREPLICATE) {
2730         shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
2731         if(argnum == 0) ret = "arg0";
2732         if(argnum == 1) ret = "arg1";
2733         if(argnum == 2) ret = "arg2";
2734     }
2735     return ret;
2736 }
2737
2738 static void gen_ffp_instr(SHADER_BUFFER *buffer, unsigned int stage, BOOL color, BOOL alpha,
2739                           DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2) {
2740     const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
2741     unsigned int mul = 1;
2742     BOOL mul_final_dest = FALSE;
2743
2744     if(color && alpha) dstmask = "";
2745     else if(color) dstmask = ".xyz";
2746     else dstmask = ".w";
2747
2748     if(dst == tempreg) dstreg = "tempreg";
2749     else dstreg = "ret";
2750
2751     arg0 = get_argreg(buffer, 0, stage, dw_arg0);
2752     arg1 = get_argreg(buffer, 1, stage, dw_arg1);
2753     arg2 = get_argreg(buffer, 2, stage, dw_arg2);
2754
2755     switch(op) {
2756         case WINED3DTOP_DISABLE:
2757             if(stage == 0) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
2758             break;
2759
2760         case WINED3DTOP_SELECTARG2:
2761             arg1 = arg2;
2762         case WINED3DTOP_SELECTARG1:
2763             shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
2764             break;
2765
2766         case WINED3DTOP_MODULATE4X:
2767             mul = 2;
2768         case WINED3DTOP_MODULATE2X:
2769             mul *= 2;
2770             if(strcmp(dstreg, "result.color") == 0) {
2771                 dstreg = "ret";
2772                 mul_final_dest = TRUE;
2773             }
2774         case WINED3DTOP_MODULATE:
2775             shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2776             break;
2777
2778         case WINED3DTOP_ADDSIGNED2X:
2779             mul = 2;
2780             if(strcmp(dstreg, "result.color") == 0) {
2781                 dstreg = "ret";
2782                 mul_final_dest = TRUE;
2783             }
2784         case WINED3DTOP_ADDSIGNED:
2785             shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
2786             arg2 = "arg2";
2787         case WINED3DTOP_ADD:
2788             shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2789             break;
2790
2791         case WINED3DTOP_SUBTRACT:
2792             shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2793             break;
2794
2795         case WINED3DTOP_ADDSMOOTH:
2796             shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
2797             shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
2798             break;
2799
2800         case WINED3DTOP_BLENDCURRENTALPHA:
2801             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
2802             shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2803             break;
2804         case WINED3DTOP_BLENDFACTORALPHA:
2805             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
2806             shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2807             break;
2808         case WINED3DTOP_BLENDTEXTUREALPHA:
2809             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
2810             shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2811             break;
2812         case WINED3DTOP_BLENDDIFFUSEALPHA:
2813             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
2814             shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2815             break;
2816
2817         case WINED3DTOP_BLENDTEXTUREALPHAPM:
2818             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
2819             shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
2820             shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
2821             break;
2822
2823         /* D3DTOP_PREMODULATE ???? */
2824
2825         case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2826             shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
2827             shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
2828             break;
2829         case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2830             shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
2831             break;
2832         case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2833             shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
2834             shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
2835             break;
2836         case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2837             shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
2838             break;
2839
2840         case WINED3DTOP_DOTPRODUCT3:
2841             mul = 4;
2842             if(strcmp(dstreg, "result.color") == 0) {
2843                 dstreg = "ret";
2844                 mul_final_dest = TRUE;
2845             }
2846             shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
2847             shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
2848             shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
2849             break;
2850
2851         case WINED3DTOP_MULTIPLYADD:
2852             shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
2853             break;
2854
2855         case WINED3DTOP_LERP:
2856             /* The msdn is not quite right here */
2857             shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2858             break;
2859
2860         case WINED3DTOP_BUMPENVMAP:
2861         case WINED3DTOP_BUMPENVMAPLUMINANCE:
2862             /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
2863             break;
2864
2865         default:
2866             FIXME("Unhandled texture op %08x\n", op);
2867     }
2868
2869     if(mul == 2) {
2870         shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
2871     } else if(mul == 4) {
2872         shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
2873     }
2874 }
2875
2876 /* The stateblock is passed for GLINFO_LOCATION */
2877 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWineD3DStateBlockImpl *stateblock)
2878 {
2879     unsigned int stage;
2880     SHADER_BUFFER buffer;
2881     BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
2882     BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
2883     BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
2884     const char *textype;
2885     const char *instr, *sat;
2886     char colorcor_dst[8];
2887     GLuint ret;
2888     DWORD arg0, arg1, arg2;
2889     BOOL tempreg_used = FALSE, tfactor_used = FALSE;
2890     BOOL op_equal;
2891     const char *final_combiner_src = "ret";
2892
2893     /* Find out which textures are read */
2894     for(stage = 0; stage < MAX_TEXTURES; stage++) {
2895         if(settings->op[stage].cop == WINED3DTOP_DISABLE) break;
2896         arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
2897         arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
2898         arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
2899         if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2900         if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2901         if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2902
2903         if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) tex_read[stage] = TRUE;
2904         if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHAPM) tex_read[stage] = TRUE;
2905         if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP) {
2906             bump_used[stage] = TRUE;
2907             tex_read[stage] = TRUE;
2908         }
2909         if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
2910             bump_used[stage] = TRUE;
2911             tex_read[stage] = TRUE;
2912             luminance_used[stage] = TRUE;
2913         } else if(settings->op[stage].cop == WINED3DTOP_BLENDFACTORALPHA) {
2914             tfactor_used = TRUE;
2915         }
2916
2917         if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
2918             tfactor_used = TRUE;
2919         }
2920
2921         if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
2922         if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
2923             tempreg_used = TRUE;
2924         }
2925
2926         if(settings->op[stage].aop == WINED3DTOP_DISABLE) continue;
2927         arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
2928         arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
2929         arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
2930         if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2931         if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2932         if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2933
2934         if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
2935             tempreg_used = TRUE;
2936         }
2937         if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
2938             tfactor_used = TRUE;
2939         }
2940     }
2941
2942     /* Shader header */
2943     shader_buffer_init(&buffer);
2944
2945     shader_addline(&buffer, "!!ARBfp1.0\n");
2946
2947     switch(settings->fog) {
2948         case FOG_OFF:                                                         break;
2949         case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
2950         case FOG_EXP:    shader_addline(&buffer, "OPTION ARB_fog_exp;\n");    break;
2951         case FOG_EXP2:   shader_addline(&buffer, "OPTION ARB_fog_exp2;\n");   break;
2952         default: FIXME("Unexpected fog setting %d\n", settings->fog);
2953     }
2954
2955     shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
2956     shader_addline(&buffer, "TEMP TMP;\n");
2957     shader_addline(&buffer, "TEMP ret;\n");
2958     if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
2959     shader_addline(&buffer, "TEMP arg0;\n");
2960     shader_addline(&buffer, "TEMP arg1;\n");
2961     shader_addline(&buffer, "TEMP arg2;\n");
2962     for(stage = 0; stage < MAX_TEXTURES; stage++) {
2963         if(!tex_read[stage]) continue;
2964         shader_addline(&buffer, "TEMP tex%u;\n", stage);
2965         if(!bump_used[stage]) continue;
2966         shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
2967         if(!luminance_used[stage]) continue;
2968         shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
2969     }
2970     if(tfactor_used) {
2971         shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
2972     }
2973         shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
2974
2975     if(settings->sRGB_write) {
2976         shader_addline(&buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
2977                        srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
2978         shader_addline(&buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
2979                        srgb_sub_high, 0.0, 0.0, 0.0);
2980     }
2981
2982     /* Generate texture sampling instructions) */
2983     for(stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3DTOP_DISABLE; stage++) {
2984         if(!tex_read[stage]) continue;
2985
2986         switch(settings->op[stage].tex_type) {
2987             case tex_1d:                    textype = "1D";     break;
2988             case tex_2d:                    textype = "2D";     break;
2989             case tex_3d:                    textype = "3D";     break;
2990             case tex_cube:                  textype = "CUBE";   break;
2991             case tex_rect:                  textype = "RECT";   break;
2992             default: textype = "unexpected_textype";   break;
2993         }
2994
2995         if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP ||
2996            settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
2997             sat = "";
2998         } else {
2999             sat = "_SAT";
3000         }
3001
3002         if(settings->op[stage].projected == proj_none) {
3003             instr = "TEX";
3004         } else if(settings->op[stage].projected == proj_count4 ||
3005                   settings->op[stage].projected == proj_count3) {
3006             instr = "TXP";
3007         } else {
3008             FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
3009             instr = "TXP";
3010         }
3011
3012         if(stage > 0 &&
3013            (settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
3014             settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
3015             shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
3016             shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
3017             shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
3018             shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
3019
3020             /* with projective textures, texbem only divides the static texture coord, not the displacement,
3021              * so multiply the displacement with the dividing parameter before passing it to TXP
3022              */
3023             if (settings->op[stage].projected != proj_none) {
3024                 if(settings->op[stage].projected == proj_count4) {
3025                     shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
3026                     shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
3027                 } else {
3028                     shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
3029                     shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
3030                 }
3031             } else {
3032                 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
3033             }
3034
3035             shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
3036                            instr, sat, stage, stage, textype);
3037             if(settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
3038                 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
3039                                stage - 1, stage - 1, stage - 1);
3040                 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
3041             }
3042         } else if(settings->op[stage].projected == proj_count3) {
3043             shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
3044             shader_addline(&buffer, "MOV ret.w, ret.z;\n");
3045             shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
3046                             instr, sat, stage, stage, textype);
3047         } else {
3048             shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
3049                             instr, sat, stage, stage, stage, textype);
3050         }
3051
3052         sprintf(colorcor_dst, "tex%u", stage);
3053         gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
3054                 settings->op[stage].color_fixup);
3055     }
3056
3057     /* Generate the main shader */
3058     for(stage = 0; stage < MAX_TEXTURES; stage++) {
3059         if(settings->op[stage].cop == WINED3DTOP_DISABLE) {
3060             if(stage == 0) {
3061                 final_combiner_src = "fragment.color.primary";
3062             }
3063             break;
3064         }
3065
3066         if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
3067            settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
3068             op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
3069         } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
3070                   settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
3071             op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
3072         } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
3073                   settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
3074             op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
3075         } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
3076                   settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
3077             op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
3078         } else {
3079             op_equal = settings->op[stage].aop   == settings->op[stage].cop &&
3080                        settings->op[stage].carg0 == settings->op[stage].aarg0 &&
3081                        settings->op[stage].carg1 == settings->op[stage].aarg1 &&
3082                        settings->op[stage].carg2 == settings->op[stage].aarg2;
3083         }
3084
3085         if(settings->op[stage].aop == WINED3DTOP_DISABLE) {
3086             gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
3087                           settings->op[stage].cop, settings->op[stage].carg0,
3088                           settings->op[stage].carg1, settings->op[stage].carg2);
3089             if(stage == 0) {
3090                 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
3091             }
3092         } else if(op_equal) {
3093             gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
3094                           settings->op[stage].cop, settings->op[stage].carg0,
3095                           settings->op[stage].carg1, settings->op[stage].carg2);
3096         } else {
3097             gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
3098                           settings->op[stage].cop, settings->op[stage].carg0,
3099                           settings->op[stage].carg1, settings->op[stage].carg2);
3100             gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
3101                           settings->op[stage].aop, settings->op[stage].aarg0,
3102                           settings->op[stage].aarg1, settings->op[stage].aarg2);
3103         }
3104     }
3105
3106     if(settings->sRGB_write) {
3107         shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
3108         arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2");
3109         shader_addline(&buffer, "MOV result.color.w, ret.w;\n");
3110     } else {
3111         shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
3112     }
3113
3114     /* Footer */
3115     shader_addline(&buffer, "END\n");
3116
3117     /* Generate the shader */
3118     GL_EXTCALL(glGenProgramsARB(1, &ret));
3119     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
3120     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
3121
3122     if (glGetError() == GL_INVALID_OPERATION) {
3123         GLint pos;
3124         glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3125         FIXME("Fragment program error at position %d: %s\n", pos,
3126               debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3127     }
3128     shader_buffer_free(&buffer);
3129     return ret;
3130 }
3131
3132 static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3133     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3134     struct shader_arb_priv *priv = device->fragment_priv;
3135     BOOL use_pshader = use_ps(stateblock);
3136     BOOL use_vshader = use_vs(stateblock);
3137     struct ffp_frag_settings settings;
3138     const struct arbfp_ffp_desc *desc;
3139     unsigned int i;
3140
3141     TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
3142
3143     if(isStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE))) {
3144         if(!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
3145             /* Reload fixed function constants since they collide with the pixel shader constants */
3146             for(i = 0; i < MAX_TEXTURES; i++) {
3147                 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
3148             }
3149             state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
3150             state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
3151         } else if(use_pshader && !isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
3152             device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
3153         }
3154         return;
3155     }
3156
3157     if(!use_pshader) {
3158         /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
3159         gen_ffp_frag_op(stateblock, &settings, FALSE);
3160         desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(priv->fragment_shaders, &settings);
3161         if(!desc) {
3162             struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
3163             if (!new_desc)
3164             {
3165                 ERR("Out of memory\n");
3166                 return;
3167             }
3168             new_desc->num_textures_used = 0;
3169             for(i = 0; i < GL_LIMITS(texture_stages); i++) {
3170                 if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
3171                 new_desc->num_textures_used = i;
3172             }
3173
3174             memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
3175             new_desc->shader = gen_arbfp_ffp_shader(&settings, stateblock);
3176             add_ffp_frag_shader(priv->fragment_shaders, &new_desc->parent);
3177             TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
3178             desc = new_desc;
3179         }
3180
3181         /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
3182          * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
3183          * deactivate it.
3184          */
3185         GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
3186         checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
3187         priv->current_fprogram_id = desc->shader;
3188
3189         if(device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
3190             /* Reload fixed function constants since they collide with the pixel shader constants */
3191             for(i = 0; i < MAX_TEXTURES; i++) {
3192                 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
3193             }
3194             state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
3195             state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
3196         }
3197         context->last_was_pshader = FALSE;
3198     } else {
3199         context->last_was_pshader = TRUE;
3200     }
3201
3202     /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
3203      * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
3204      * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
3205      * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
3206      * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
3207      *
3208      * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
3209      * shader handler
3210      */
3211     if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
3212         device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
3213
3214         if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
3215             device->StateTable[STATE_VERTEXSHADERCONSTANT].apply(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3216         }
3217     }
3218     if(use_pshader) {
3219         device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
3220     }
3221 }
3222
3223 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
3224  * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
3225  * state table, so we need to handle that with a forwarding function. The other invisible side effect
3226  * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
3227  * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
3228  */
3229 static void state_arbfp_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3230     enum fogsource new_source;
3231
3232     TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
3233
3234     if(!isStateDirty(context, STATE_PIXELSHADER)) {
3235         fragment_prog_arbfp(state, stateblock, context);
3236     }
3237
3238     if(!stateblock->renderState[WINED3DRS_FOGENABLE]) return;
3239
3240     if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
3241         if(use_vs(stateblock)) {
3242             new_source = FOGSOURCE_VS;
3243         } else {
3244             if(stateblock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw) {
3245                 new_source = FOGSOURCE_COORD;
3246             } else {
3247                 new_source = FOGSOURCE_FFP;
3248             }
3249         }
3250     } else {
3251         new_source = FOGSOURCE_FFP;
3252     }
3253     if(new_source != context->fog_source) {
3254         context->fog_source = new_source;
3255         state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
3256     }
3257 }
3258
3259 static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3260     if(!isStateDirty(context, STATE_PIXELSHADER)) {
3261         fragment_prog_arbfp(state, stateblock, context);
3262     }
3263 }
3264
3265 #undef GLINFO_LOCATION
3266
3267 static const struct StateEntryTemplate arbfp_fragmentstate_template[] = {
3268     {STATE_RENDER(WINED3DRS_TEXTUREFACTOR),               { STATE_RENDER(WINED3DRS_TEXTUREFACTOR),              state_texfactor_arbfp   }, 0                               },
3269     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3270     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3271     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3272     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3273     {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3274     {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3275     {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3276     {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3277     {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3278     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3279     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3280     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3281     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3282     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3283     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3284     {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3285     {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3286     {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3287     {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3288     {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3289     {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3290     {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3291     {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3292     {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3293     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3294     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3295     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3296     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3297     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3298     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3299     {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3300     {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3301     {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3302     {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3303     {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3304     {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3305     {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3306     {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3307     {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3308     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3309     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3310     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3311     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3312     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3313     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3314     {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3315     {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3316     {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3317     {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3318     {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3319     {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3320     {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3321     {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3322     {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3323     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3324     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3325     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3326     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3327     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3328     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3329     {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3330     {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3331     {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3332     {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3333     {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3334     {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3335     {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3336     {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3337     {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3338     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3339     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3340     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3341     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3342     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3343     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3344     {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3345     {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3346     {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3347     {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3348     {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3349     {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3350     {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3351     {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3352     {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3353     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3354     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3355     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3356     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3357     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3358     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3359     {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3360     {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3361     {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3362     {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3363     {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3364     {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3365     {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3366     {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3367     {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3368     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3369     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3370     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3371     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3372     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3373     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3374     {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3375     {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3376     {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3377     {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3378     {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3379     {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3380     {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3381     {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3382     {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3383     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3384     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3385     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3386     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3387     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3388     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3389     {STATE_SAMPLER(0),                                    { STATE_SAMPLER(0),                                   sampler_texdim          }, 0                               },
3390     {STATE_SAMPLER(1),                                    { STATE_SAMPLER(1),                                   sampler_texdim          }, 0                               },
3391     {STATE_SAMPLER(2),                                    { STATE_SAMPLER(2),                                   sampler_texdim          }, 0                               },
3392     {STATE_SAMPLER(3),                                    { STATE_SAMPLER(3),                                   sampler_texdim          }, 0                               },
3393     {STATE_SAMPLER(4),                                    { STATE_SAMPLER(4),                                   sampler_texdim          }, 0                               },
3394     {STATE_SAMPLER(5),                                    { STATE_SAMPLER(5),                                   sampler_texdim          }, 0                               },
3395     {STATE_SAMPLER(6),                                    { STATE_SAMPLER(6),                                   sampler_texdim          }, 0                               },
3396     {STATE_SAMPLER(7),                                    { STATE_SAMPLER(7),                                   sampler_texdim          }, 0                               },
3397     {STATE_PIXELSHADER,                                   { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3398     {STATE_RENDER(WINED3DRS_FOGENABLE),                   { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_arbfp_fog         }, 0                               },
3399     {STATE_RENDER(WINED3DRS_FOGTABLEMODE),                { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_arbfp_fog         }, 0                               },
3400     {STATE_RENDER(WINED3DRS_FOGVERTEXMODE),               { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_arbfp_fog         }, 0                               },
3401     {STATE_RENDER(WINED3DRS_FOGSTART),                    { STATE_RENDER(WINED3DRS_FOGSTART),                   state_fogstartend       }, 0                               },
3402     {STATE_RENDER(WINED3DRS_FOGEND),                      { STATE_RENDER(WINED3DRS_FOGSTART),                   state_fogstartend       }, 0                               },
3403     {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE),             { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3404     {STATE_RENDER(WINED3DRS_FOGCOLOR),                    { STATE_RENDER(WINED3DRS_FOGCOLOR),                   state_fogcolor          }, 0                               },
3405     {STATE_RENDER(WINED3DRS_FOGDENSITY),                  { STATE_RENDER(WINED3DRS_FOGDENSITY),                 state_fogdensity        }, 0                               },
3406     {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3407     {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3408     {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3409     {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3410     {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3411     {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3412     {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3413     {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3414     {STATE_RENDER(WINED3DRS_SPECULARENABLE),              { STATE_RENDER(WINED3DRS_SPECULARENABLE),             state_arb_specularenable}, 0                               },
3415     {0 /* Terminate */,                                   { 0,                                                  0                       }, 0                               },
3416 };
3417
3418 const struct fragment_pipeline arbfp_fragment_pipeline = {
3419     arbfp_enable,
3420     arbfp_get_caps,
3421     arbfp_alloc,
3422     arbfp_free,
3423     shader_arb_color_fixup_supported,
3424     arbfp_fragmentstate_template,
3425     TRUE /* We can disable projected textures */
3426 };
3427
3428 #define GLINFO_LOCATION device->adapter->gl_info
3429
3430 struct arbfp_blit_priv {
3431     GLenum yuy2_rect_shader, yuy2_2d_shader;
3432     GLenum uyvy_rect_shader, uyvy_2d_shader;
3433     GLenum yv12_rect_shader, yv12_2d_shader;
3434 };
3435
3436 static HRESULT arbfp_blit_alloc(IWineD3DDevice *iface) {
3437     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3438     device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
3439     if(!device->blit_priv) {
3440         ERR("Out of memory\n");
3441         return E_OUTOFMEMORY;
3442     }
3443     return WINED3D_OK;
3444 }
3445 static void arbfp_blit_free(IWineD3DDevice *iface) {
3446     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3447     struct arbfp_blit_priv *priv = device->blit_priv;
3448
3449     ENTER_GL();
3450     GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
3451     GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
3452     GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
3453     GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
3454     GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
3455     GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
3456     checkGLcall("Delete yuv programs\n");
3457     LEAVE_GL();
3458 }
3459
3460 static BOOL gen_planar_yuv_read(SHADER_BUFFER *buffer, enum yuv_fixup yuv_fixup, GLenum textype, char *luminance)
3461 {
3462     char chroma;
3463     const char *tex, *texinstr;
3464
3465     if (yuv_fixup == YUV_FIXUP_UYVY) {
3466         chroma = 'x';
3467         *luminance = 'w';
3468     } else {
3469         chroma = 'w';
3470         *luminance = 'x';
3471     }
3472     switch(textype) {
3473         case GL_TEXTURE_2D:             tex = "2D";     texinstr = "TXP"; break;
3474         case GL_TEXTURE_RECTANGLE_ARB:  tex = "RECT";   texinstr = "TEX"; break;
3475         default:
3476             /* This is more tricky than just replacing the texture type - we have to navigate
3477              * properly in the texture to find the correct chroma values
3478              */
3479             FIXME("Implement yuv correction for non-2d, non-rect textures\n");
3480             return FALSE;
3481     }
3482
3483     /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
3484      * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
3485      * filtering when we sample the texture.
3486      *
3487      * These are the rules for reading the chroma:
3488      *
3489      * Even pixel: Cr
3490      * Even pixel: U
3491      * Odd pixel: V
3492      *
3493      * So we have to get the sampling x position in non-normalized coordinates in integers
3494      */
3495     if(textype != GL_TEXTURE_RECTANGLE_ARB) {
3496         shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
3497         shader_addline(buffer, "MOV texcrd.w, size.x;\n");
3498     } else {
3499         shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
3500     }
3501     /* We must not allow filtering between pixel x and x+1, this would mix U and V
3502      * Vertical filtering is ok. However, bear in mind that the pixel center is at
3503      * 0.5, so add 0.5.
3504      */
3505     shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
3506     shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
3507
3508     /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
3509      * even and odd pixels respectively
3510      */
3511     shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
3512     shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
3513
3514     /* Sample Pixel 1 */
3515     shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
3516
3517     /* Put the value into either of the chroma values */
3518     shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
3519     shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
3520     shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
3521     shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
3522
3523     /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
3524      * the pixel right to the current one. Otherwise, sample the left pixel.
3525      * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
3526      */
3527     shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
3528     shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
3529     shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
3530
3531     /* Put the value into the other chroma */
3532     shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
3533     shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
3534     shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
3535     shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
3536
3537     /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
3538      * the current one and lerp the two U and V values
3539      */
3540
3541     /* This gives the correctly filtered luminance value */
3542     shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
3543
3544     return TRUE;
3545 }
3546
3547 static BOOL gen_yv12_read(SHADER_BUFFER *buffer, GLenum textype, char *luminance)
3548 {
3549     const char *tex;
3550
3551     switch(textype) {
3552         case GL_TEXTURE_2D:             tex = "2D";     break;
3553         case GL_TEXTURE_RECTANGLE_ARB:  tex = "RECT";   break;
3554         default:
3555             FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
3556             return FALSE;
3557     }
3558
3559     /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
3560      * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
3561      * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
3562      * pitch of the luminance plane, the packing into the gl texture is a bit
3563      * unfortunate. If the whole texture is interpreted as luminance data it looks
3564      * approximately like this:
3565      *
3566      *        +----------------------------------+----
3567      *        |                                  |
3568      *        |                                  |
3569      *        |                                  |
3570      *        |                                  |
3571      *        |                                  |   2
3572      *        |            LUMINANCE             |   -
3573      *        |                                  |   3
3574      *        |                                  |
3575      *        |                                  |
3576      *        |                                  |
3577      *        |                                  |
3578      *        +----------------+-----------------+----
3579      *        |                |                 |
3580      *        |  U even rows   |  U odd rows     |
3581      *        |                |                 |   1
3582      *        +----------------+------------------   -
3583      *        |                |                 |   3
3584      *        |  V even rows   |  V odd rows     |
3585      *        |                |                 |
3586      *        +----------------+-----------------+----
3587      *        |                |                 |
3588      *        |     0.5        |       0.5       |
3589      *
3590      * So it appears as if there are 4 chroma images, but in fact the odd rows
3591      * in the chroma images are in the same row as the even ones. So its is
3592      * kinda tricky to read
3593      *
3594      * When reading from rectangle textures, keep in mind that the input y coordinates
3595      * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
3596      */
3597     shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
3598                    2.0 / 3.0, 1.0 / 6.0, (2.0 / 3.0) + (1.0 / 6.0), 1.0 / 3.0);
3599
3600     shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
3601     /* the chroma planes have only half the width */
3602     shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
3603
3604     /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
3605      * the coordinate. Also read the right side of the image when reading odd lines
3606      *
3607      * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
3608      * bleeding
3609      */
3610     if(textype == GL_TEXTURE_2D) {
3611
3612         shader_addline(buffer, "RCP chroma.w, size.y;\n");
3613
3614         shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
3615
3616         shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
3617         shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
3618
3619         /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
3620         shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
3621         shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
3622         shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
3623         shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
3624
3625         /* clamp, keep the half pixel origin in mind */
3626         shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
3627         shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
3628         shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
3629         shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
3630     } else {
3631         /* Read from [size - size+size/4] */
3632         shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
3633         shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
3634
3635         /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
3636         shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
3637         shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
3638         shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
3639         shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
3640         shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
3641
3642         /* Make sure to read exactly from the pixel center */
3643         shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
3644         shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
3645
3646         /* Clamp */
3647         shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
3648         shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
3649         shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
3650         shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
3651         shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
3652     }
3653     /* Read the texture, put the result into the output register */
3654     shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
3655     shader_addline(buffer, "MOV chroma.x, temp.w;\n");
3656
3657     /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
3658      * No need to clamp because we're just reusing the already clamped value from above
3659      */
3660     if(textype == GL_TEXTURE_2D) {
3661         shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
3662     } else {
3663         shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
3664     }
3665     shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
3666     shader_addline(buffer, "MOV chroma.y, temp.w;\n");
3667
3668     /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
3669      * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
3670      * values due to filtering
3671      */
3672     shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
3673     if(textype == GL_TEXTURE_2D) {
3674         /* Multiply the y coordinate by 2/3 and clamp it */
3675         shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
3676         shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
3677         shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
3678         shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
3679     } else {
3680         /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
3681          * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
3682          * is bigger
3683          */
3684         shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
3685         shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
3686         shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
3687     }
3688     *luminance = 'a';
3689
3690     return TRUE;
3691 }
3692
3693 static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, enum yuv_fixup yuv_fixup, GLenum textype)
3694 {
3695     GLenum shader;
3696     SHADER_BUFFER buffer;
3697     char luminance_component;
3698     struct arbfp_blit_priv *priv = device->blit_priv;
3699
3700     /* Shader header */
3701     shader_buffer_init(&buffer);
3702
3703     ENTER_GL();
3704     GL_EXTCALL(glGenProgramsARB(1, &shader));
3705     checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
3706     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
3707     checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
3708     LEAVE_GL();
3709     if(!shader) {
3710         shader_buffer_free(&buffer);
3711         return 0;
3712     }
3713
3714     /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
3715      * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
3716      * two chroma(U and V) values. Each macropixel has two luminance values, one for
3717      * each single pixel it contains, and one U and one V value shared between both
3718      * pixels.
3719      *
3720      * The data is loaded into an A8L8 texture. With YUY2, the luminance component
3721      * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
3722      * take the format into account when generating the read swizzles
3723      *
3724      * Reading the Y value is straightforward - just sample the texture. The hardware
3725      * takes care of filtering in the horizontal and vertical direction.
3726      *
3727      * Reading the U and V values is harder. We have to avoid filtering horizontally,
3728      * because that would mix the U and V values of one pixel or two adjacent pixels.
3729      * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
3730      * regardless of the filtering setting. Vertical filtering works automatically
3731      * though - the U and V values of two rows are mixed nicely.
3732      *
3733      * Appart of avoiding filtering issues, the code has to know which value it just
3734      * read, and where it can find the other one. To determine this, it checks if
3735      * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
3736      *
3737      * Handling horizontal filtering of U and V values requires reading a 2nd pair
3738      * of pixels, extracting U and V and mixing them. This is not implemented yet.
3739      *
3740      * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
3741      * with width / 2. This way one read gives all 3 values, finding U and V is easy
3742      * in an unfiltered situation. Finding the luminance on the other hand requires
3743      * finding out if it is an odd or even pixel. The real drawback of this approach
3744      * is filtering. This would have to be emulated completely in the shader, reading
3745      * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
3746      * vertically. Beyond that it would require adjustments to the texture handling
3747      * code to deal with the width scaling
3748      */
3749     shader_addline(&buffer, "!!ARBfp1.0\n");
3750     shader_addline(&buffer, "TEMP luminance;\n");
3751     shader_addline(&buffer, "TEMP temp;\n");
3752     shader_addline(&buffer, "TEMP chroma;\n");
3753     shader_addline(&buffer, "TEMP texcrd;\n");
3754     shader_addline(&buffer, "TEMP texcrd2;\n");
3755     shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
3756     shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
3757     shader_addline(&buffer, "PARAM size = program.local[0];\n");
3758
3759     switch (yuv_fixup)
3760     {
3761         case YUV_FIXUP_UYVY:
3762         case YUV_FIXUP_YUY2:
3763             if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
3764             {
3765                 shader_buffer_free(&buffer);
3766                 return 0;
3767             }
3768             break;
3769
3770         case YUV_FIXUP_YV12:
3771             if (!gen_yv12_read(&buffer, textype, &luminance_component))
3772             {
3773                 shader_buffer_free(&buffer);
3774                 return 0;
3775             }
3776             break;
3777
3778         default:
3779             FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
3780             shader_buffer_free(&buffer);
3781             return 0;
3782     }
3783
3784     /* Calculate the final result. Formula is taken from
3785      * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
3786      * ranges from -0.5 to 0.5
3787      */
3788     shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
3789
3790     shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
3791     shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
3792     shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
3793     shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
3794     shader_addline(&buffer, "END\n");
3795
3796     ENTER_GL();
3797     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
3798
3799     if (glGetError() == GL_INVALID_OPERATION) {
3800         GLint pos;
3801         glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3802         FIXME("Fragment program error at position %d: %s\n", pos,
3803               debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3804     }
3805     shader_buffer_free(&buffer);
3806     LEAVE_GL();
3807
3808     switch (yuv_fixup)
3809     {
3810         case YUV_FIXUP_YUY2:
3811             if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
3812             else priv->yuy2_2d_shader = shader;
3813             break;
3814
3815         case YUV_FIXUP_UYVY:
3816             if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
3817             else priv->uyvy_2d_shader = shader;
3818             break;
3819
3820         case YUV_FIXUP_YV12:
3821             if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
3822             else priv->yv12_2d_shader = shader;
3823             break;
3824     }
3825
3826     return shader;
3827 }
3828
3829 static HRESULT arbfp_blit_set(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
3830         GLenum textype, UINT width, UINT height)
3831 {
3832     GLenum shader;
3833     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3834     float size[4] = {width, height, 1, 1};
3835     struct arbfp_blit_priv *priv = device->blit_priv;
3836     enum yuv_fixup yuv_fixup;
3837
3838     if (!is_yuv_fixup(format_desc->color_fixup))
3839     {
3840         TRACE("Fixup:\n");
3841         dump_color_fixup_desc(format_desc->color_fixup);
3842         /* Don't bother setting up a shader for unconverted formats */
3843         ENTER_GL();
3844         glEnable(textype);
3845         checkGLcall("glEnable(textype)");
3846         LEAVE_GL();
3847         return WINED3D_OK;
3848     }
3849
3850     yuv_fixup = get_yuv_fixup(format_desc->color_fixup);
3851
3852     switch(yuv_fixup)
3853     {
3854         case YUV_FIXUP_YUY2:
3855             shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
3856             break;
3857
3858         case YUV_FIXUP_UYVY:
3859             shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
3860             break;
3861
3862         case YUV_FIXUP_YV12:
3863             shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
3864             break;
3865
3866         default:
3867             FIXME("Unsupported YUV fixup %#x, not setting a shader\n", yuv_fixup);
3868             ENTER_GL();
3869             glEnable(textype);
3870             checkGLcall("glEnable(textype)");
3871             LEAVE_GL();
3872             return E_NOTIMPL;
3873     }
3874
3875     if (!shader) shader = gen_yuv_shader(device, yuv_fixup, textype);
3876
3877     ENTER_GL();
3878     glEnable(GL_FRAGMENT_PROGRAM_ARB);
3879     checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
3880     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
3881     checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
3882     GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
3883     checkGLcall("glProgramLocalParameter4fvARB");
3884     LEAVE_GL();
3885
3886     return WINED3D_OK;
3887 }
3888
3889 static void arbfp_blit_unset(IWineD3DDevice *iface) {
3890     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3891
3892     ENTER_GL();
3893     glDisable(GL_FRAGMENT_PROGRAM_ARB);
3894     checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
3895     glDisable(GL_TEXTURE_2D);
3896     checkGLcall("glDisable(GL_TEXTURE_2D)");
3897     if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3898         glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3899         checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3900     }
3901     if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
3902         glDisable(GL_TEXTURE_RECTANGLE_ARB);
3903         checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3904     }
3905     LEAVE_GL();
3906 }
3907
3908 static BOOL arbfp_blit_color_fixup_supported(struct color_fixup_desc fixup)
3909 {
3910     enum yuv_fixup yuv_fixup;
3911
3912     if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
3913     {
3914         TRACE("Checking support for fixup:\n");
3915         dump_color_fixup_desc(fixup);
3916     }
3917
3918     if (is_identity_fixup(fixup))
3919     {
3920         TRACE("[OK]\n");
3921         return TRUE;
3922     }
3923
3924     /* We only support YUV conversions. */
3925     if (!is_yuv_fixup(fixup))
3926     {
3927         TRACE("[FAILED]\n");
3928         return FALSE;
3929     }
3930
3931     yuv_fixup = get_yuv_fixup(fixup);
3932     switch(yuv_fixup)
3933     {
3934         case YUV_FIXUP_YUY2:
3935         case YUV_FIXUP_UYVY:
3936         case YUV_FIXUP_YV12:
3937             TRACE("[OK]\n");
3938             return TRUE;
3939
3940         default:
3941             FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
3942             TRACE("[FAILED]\n");
3943             return FALSE;
3944     }
3945 }
3946
3947 const struct blit_shader arbfp_blit = {
3948     arbfp_blit_alloc,
3949     arbfp_blit_free,
3950     arbfp_blit_set,
3951     arbfp_blit_unset,
3952     arbfp_blit_color_fixup_supported,
3953 };
3954
3955 #undef GLINFO_LOCATION