wined3d: Fix a typo.
[wine] / dlls / wined3d / glsl_shader.c
1 /*
2  * GLSL pixel and vertex shader implementation
3  *
4  * Copyright 2006 Jason Green
5  * Copyright 2006-2007 Henri Verbeet
6  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
7  * Copyright 2009 Henri Verbeet for CodeWeavers
8  *
9  * This library is free software; you can redistribute it and/or
10  * modify it under the terms of the GNU Lesser General Public
11  * License as published by the Free Software Foundation; either
12  * version 2.1 of the License, or (at your option) any later version.
13  *
14  * This library is distributed in the hope that it will be useful,
15  * but WITHOUT ANY WARRANTY; without even the implied warranty of
16  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
17  * Lesser General Public License for more details.
18  *
19  * You should have received a copy of the GNU Lesser General Public
20  * License along with this library; if not, write to the Free Software
21  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22  */
23
24 /*
25  * D3D shader asm has swizzles on source parameters, and write masks for
26  * destination parameters. GLSL uses swizzles for both. The result of this is
27  * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
28  * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
29  * mask for the destination parameter into account.
30  */
31
32 #include "config.h"
33 #include <limits.h>
34 #include <stdio.h>
35 #include "wined3d_private.h"
36
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
41
42 #define GLINFO_LOCATION      (*gl_info)
43
44 #define WINED3D_GLSL_SAMPLE_PROJECTED   0x1
45 #define WINED3D_GLSL_SAMPLE_RECT        0x2
46 #define WINED3D_GLSL_SAMPLE_LOD         0x4
47 #define WINED3D_GLSL_SAMPLE_GRAD        0x8
48
49 typedef struct {
50     char reg_name[150];
51     char mask_str[6];
52 } glsl_dst_param_t;
53
54 typedef struct {
55     char reg_name[150];
56     char param_str[200];
57 } glsl_src_param_t;
58
59 typedef struct {
60     const char *name;
61     DWORD coord_mask;
62 } glsl_sample_function_t;
63
64 enum heap_node_op
65 {
66     HEAP_NODE_TRAVERSE_LEFT,
67     HEAP_NODE_TRAVERSE_RIGHT,
68     HEAP_NODE_POP,
69 };
70
71 struct constant_entry
72 {
73     unsigned int idx;
74     unsigned int version;
75 };
76
77 struct constant_heap
78 {
79     struct constant_entry *entries;
80     unsigned int *positions;
81     unsigned int size;
82 };
83
84 /* GLSL shader private data */
85 struct shader_glsl_priv {
86     struct wined3d_shader_buffer shader_buffer;
87     struct wine_rb_tree program_lookup;
88     struct glsl_shader_prog_link *glsl_program;
89     struct constant_heap vconst_heap;
90     struct constant_heap pconst_heap;
91     unsigned char *stack;
92     GLhandleARB depth_blt_program[tex_type_count];
93     UINT next_constant_version;
94 };
95
96 /* Struct to maintain data about a linked GLSL program */
97 struct glsl_shader_prog_link {
98     struct wine_rb_entry        program_lookup_entry;
99     struct list                 vshader_entry;
100     struct list                 pshader_entry;
101     GLhandleARB                 programId;
102     GLint                       *vuniformF_locations;
103     GLint                       *puniformF_locations;
104     GLint                       vuniformI_locations[MAX_CONST_I];
105     GLint                       puniformI_locations[MAX_CONST_I];
106     GLint                       posFixup_location;
107     GLint                       np2Fixup_location;
108     GLint                       bumpenvmat_location[MAX_TEXTURES];
109     GLint                       luminancescale_location[MAX_TEXTURES];
110     GLint                       luminanceoffset_location[MAX_TEXTURES];
111     GLint                       ycorrection_location;
112     GLenum                      vertex_color_clamp;
113     IWineD3DVertexShader        *vshader;
114     IWineD3DPixelShader         *pshader;
115     struct vs_compile_args      vs_args;
116     struct ps_compile_args      ps_args;
117     UINT                        constant_version;
118     const struct ps_np2fixup_info *np2Fixup_info;
119 };
120
121 typedef struct {
122     IWineD3DVertexShader        *vshader;
123     IWineD3DPixelShader         *pshader;
124     struct ps_compile_args      ps_args;
125     struct vs_compile_args      vs_args;
126 } glsl_program_key_t;
127
128 struct shader_glsl_ctx_priv {
129     const struct vs_compile_args    *cur_vs_args;
130     const struct ps_compile_args    *cur_ps_args;
131     struct ps_np2fixup_info         *cur_np2fixup_info;
132 };
133
134 struct glsl_ps_compiled_shader
135 {
136     struct ps_compile_args          args;
137     struct ps_np2fixup_info         np2fixup;
138     GLhandleARB                     prgId;
139 };
140
141 struct glsl_pshader_private
142 {
143     struct glsl_ps_compiled_shader  *gl_shaders;
144     UINT                            num_gl_shaders, shader_array_size;
145 };
146
147 struct glsl_vs_compiled_shader
148 {
149     struct vs_compile_args          args;
150     GLhandleARB                     prgId;
151 };
152
153 struct glsl_vshader_private
154 {
155     struct glsl_vs_compiled_shader  *gl_shaders;
156     UINT                            num_gl_shaders, shader_array_size;
157 };
158
159 /* Extract a line from the info log.
160  * Note that this modifies the source string. */
161 static char *get_info_log_line(char **ptr)
162 {
163     char *p, *q;
164
165     p = *ptr;
166     if (!(q = strstr(p, "\n")))
167     {
168         if (!*p) return NULL;
169         *ptr += strlen(p);
170         return p;
171     }
172     *q = '\0';
173     *ptr = q + 1;
174
175     return p;
176 }
177
178 /** Prints the GLSL info log which will contain error messages if they exist */
179 /* GL locking is done by the caller */
180 static void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLhandleARB obj)
181 {
182     int infologLength = 0;
183     char *infoLog;
184     unsigned int i;
185     BOOL is_spam;
186
187     static const char * const spam[] =
188     {
189         "Vertex shader was successfully compiled to run on hardware.\n",    /* fglrx          */
190         "Fragment shader was successfully compiled to run on hardware.\n",  /* fglrx, with \n */
191         "Fragment shader was successfully compiled to run on hardware.",    /* fglrx, no \n   */
192         "Fragment shader(s) linked, vertex shader(s) linked. \n ",          /* fglrx, with \n */
193         "Fragment shader(s) linked, vertex shader(s) linked.",              /* fglrx, no \n   */
194         "Vertex shader(s) linked, no fragment shader(s) defined. \n ",      /* fglrx, with \n */
195         "Vertex shader(s) linked, no fragment shader(s) defined.",          /* fglrx, no \n   */
196         "Fragment shader(s) linked, no vertex shader(s) defined. \n ",      /* fglrx, with \n */
197         "Fragment shader(s) linked, no vertex shader(s) defined.",          /* fglrx, no \n   */
198     };
199
200     if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
201
202     GL_EXTCALL(glGetObjectParameterivARB(obj,
203                GL_OBJECT_INFO_LOG_LENGTH_ARB,
204                &infologLength));
205
206     /* A size of 1 is just a null-terminated string, so the log should be bigger than
207      * that if there are errors. */
208     if (infologLength > 1)
209     {
210         char *ptr, *line;
211
212         /* Fglrx doesn't terminate the string properly, but it tells us the proper length.
213          * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
214          */
215         infoLog = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, infologLength);
216         GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
217         is_spam = FALSE;
218
219         for(i = 0; i < sizeof(spam) / sizeof(spam[0]); i++) {
220             if(strcmp(infoLog, spam[i]) == 0) {
221                 is_spam = TRUE;
222                 break;
223             }
224         }
225
226         ptr = infoLog;
227         if (is_spam)
228         {
229             TRACE("Spam received from GLSL shader #%u:\n", obj);
230             while ((line = get_info_log_line(&ptr))) TRACE("    %s\n", line);
231         }
232         else
233         {
234             FIXME("Error received from GLSL shader #%u:\n", obj);
235             while ((line = get_info_log_line(&ptr))) FIXME("    %s\n", line);
236         }
237         HeapFree(GetProcessHeap(), 0, infoLog);
238     }
239 }
240
241 /**
242  * Loads (pixel shader) samplers
243  */
244 /* GL locking is done by the caller */
245 static void shader_glsl_load_psamplers(const struct wined3d_gl_info *gl_info,
246         DWORD *tex_unit_map, GLhandleARB programId)
247 {
248     GLint name_loc;
249     int i;
250     char sampler_name[20];
251
252     for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
253         snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
254         name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
255         if (name_loc != -1) {
256             DWORD mapped_unit = tex_unit_map[i];
257             if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->max_fragment_samplers)
258             {
259                 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
260                 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
261                 checkGLcall("glUniform1iARB");
262             } else {
263                 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
264             }
265         }
266     }
267 }
268
269 /* GL locking is done by the caller */
270 static void shader_glsl_load_vsamplers(const struct wined3d_gl_info *gl_info,
271         DWORD *tex_unit_map, GLhandleARB programId)
272 {
273     GLint name_loc;
274     char sampler_name[20];
275     int i;
276
277     for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
278         snprintf(sampler_name, sizeof(sampler_name), "Vsampler%d", i);
279         name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
280         if (name_loc != -1) {
281             DWORD mapped_unit = tex_unit_map[MAX_FRAGMENT_SAMPLERS + i];
282             if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->max_combined_samplers)
283             {
284                 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
285                 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
286                 checkGLcall("glUniform1iARB");
287             } else {
288                 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
289             }
290         }
291     }
292 }
293
294 /* GL locking is done by the caller */
295 static inline void walk_constant_heap(const struct wined3d_gl_info *gl_info, const float *constants,
296         const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
297 {
298     int stack_idx = 0;
299     unsigned int heap_idx = 1;
300     unsigned int idx;
301
302     if (heap->entries[heap_idx].version <= version) return;
303
304     idx = heap->entries[heap_idx].idx;
305     if (constant_locations[idx] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
306     stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
307
308     while (stack_idx >= 0)
309     {
310         /* Note that we fall through to the next case statement. */
311         switch(stack[stack_idx])
312         {
313             case HEAP_NODE_TRAVERSE_LEFT:
314             {
315                 unsigned int left_idx = heap_idx << 1;
316                 if (left_idx < heap->size && heap->entries[left_idx].version > version)
317                 {
318                     heap_idx = left_idx;
319                     idx = heap->entries[heap_idx].idx;
320                     if (constant_locations[idx] != -1)
321                         GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
322
323                     stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
324                     stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
325                     break;
326                 }
327             }
328
329             case HEAP_NODE_TRAVERSE_RIGHT:
330             {
331                 unsigned int right_idx = (heap_idx << 1) + 1;
332                 if (right_idx < heap->size && heap->entries[right_idx].version > version)
333                 {
334                     heap_idx = right_idx;
335                     idx = heap->entries[heap_idx].idx;
336                     if (constant_locations[idx] != -1)
337                         GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
338
339                     stack[stack_idx++] = HEAP_NODE_POP;
340                     stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
341                     break;
342                 }
343             }
344
345             case HEAP_NODE_POP:
346             {
347                 heap_idx >>= 1;
348                 --stack_idx;
349                 break;
350             }
351         }
352     }
353     checkGLcall("walk_constant_heap()");
354 }
355
356 /* GL locking is done by the caller */
357 static inline void apply_clamped_constant(const struct wined3d_gl_info *gl_info, GLint location, const GLfloat *data)
358 {
359     GLfloat clamped_constant[4];
360
361     if (location == -1) return;
362
363     clamped_constant[0] = data[0] < -1.0f ? -1.0f : data[0] > 1.0f ? 1.0f : data[0];
364     clamped_constant[1] = data[1] < -1.0f ? -1.0f : data[1] > 1.0f ? 1.0f : data[1];
365     clamped_constant[2] = data[2] < -1.0f ? -1.0f : data[2] > 1.0f ? 1.0f : data[2];
366     clamped_constant[3] = data[3] < -1.0f ? -1.0f : data[3] > 1.0f ? 1.0f : data[3];
367
368     GL_EXTCALL(glUniform4fvARB(location, 1, clamped_constant));
369 }
370
371 /* GL locking is done by the caller */
372 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info *gl_info, const float *constants,
373         const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
374 {
375     int stack_idx = 0;
376     unsigned int heap_idx = 1;
377     unsigned int idx;
378
379     if (heap->entries[heap_idx].version <= version) return;
380
381     idx = heap->entries[heap_idx].idx;
382     apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
383     stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
384
385     while (stack_idx >= 0)
386     {
387         /* Note that we fall through to the next case statement. */
388         switch(stack[stack_idx])
389         {
390             case HEAP_NODE_TRAVERSE_LEFT:
391             {
392                 unsigned int left_idx = heap_idx << 1;
393                 if (left_idx < heap->size && heap->entries[left_idx].version > version)
394                 {
395                     heap_idx = left_idx;
396                     idx = heap->entries[heap_idx].idx;
397                     apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
398
399                     stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
400                     stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
401                     break;
402                 }
403             }
404
405             case HEAP_NODE_TRAVERSE_RIGHT:
406             {
407                 unsigned int right_idx = (heap_idx << 1) + 1;
408                 if (right_idx < heap->size && heap->entries[right_idx].version > version)
409                 {
410                     heap_idx = right_idx;
411                     idx = heap->entries[heap_idx].idx;
412                     apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
413
414                     stack[stack_idx++] = HEAP_NODE_POP;
415                     stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
416                     break;
417                 }
418             }
419
420             case HEAP_NODE_POP:
421             {
422                 heap_idx >>= 1;
423                 --stack_idx;
424                 break;
425             }
426         }
427     }
428     checkGLcall("walk_constant_heap_clamped()");
429 }
430
431 /* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
432 /* GL locking is done by the caller */
433 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
434         const float *constants, const GLint *constant_locations, const struct constant_heap *heap,
435         unsigned char *stack, UINT version)
436 {
437     const local_constant *lconst;
438
439     /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
440     if (This->baseShader.reg_maps.shader_version.major == 1
441             && shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type))
442         walk_constant_heap_clamped(gl_info, constants, constant_locations, heap, stack, version);
443     else
444         walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version);
445
446     if (!This->baseShader.load_local_constsF)
447     {
448         TRACE("No need to load local float constants for this shader\n");
449         return;
450     }
451
452     /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
453     LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry)
454     {
455         GLint location = constant_locations[lconst->idx];
456         /* We found this uniform name in the program - go ahead and send the data */
457         if (location != -1) GL_EXTCALL(glUniform4fvARB(location, 1, (const GLfloat *)lconst->value));
458     }
459     checkGLcall("glUniform4fvARB()");
460 }
461
462 /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
463 /* GL locking is done by the caller */
464 static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
465         const GLint locations[MAX_CONST_I], const int *constants, WORD constants_set)
466 {
467     unsigned int i;
468     struct list* ptr;
469
470     for (i = 0; constants_set; constants_set >>= 1, ++i)
471     {
472         if (!(constants_set & 1)) continue;
473
474         TRACE_(d3d_constants)("Loading constants %u: %i, %i, %i, %i\n",
475                 i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
476
477         /* We found this uniform name in the program - go ahead and send the data */
478         GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
479         checkGLcall("glUniform4ivARB");
480     }
481
482     /* Load immediate constants */
483     ptr = list_head(&This->baseShader.constantsI);
484     while (ptr) {
485         const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
486         unsigned int idx = lconst->idx;
487         const GLint *values = (const GLint *)lconst->value;
488
489         TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
490             values[0], values[1], values[2], values[3]);
491
492         /* We found this uniform name in the program - go ahead and send the data */
493         GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values));
494         checkGLcall("glUniform4ivARB");
495         ptr = list_next(&This->baseShader.constantsI, ptr);
496     }
497 }
498
499 /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
500 /* GL locking is done by the caller */
501 static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
502         GLhandleARB programId, const BOOL *constants, WORD constants_set)
503 {
504     GLint tmp_loc;
505     unsigned int i;
506     char tmp_name[8];
507     const char *prefix;
508     struct list* ptr;
509
510     switch (This->baseShader.reg_maps.shader_version.type)
511     {
512         case WINED3D_SHADER_TYPE_VERTEX:
513             prefix = "VB";
514             break;
515
516         case WINED3D_SHADER_TYPE_GEOMETRY:
517             prefix = "GB";
518             break;
519
520         case WINED3D_SHADER_TYPE_PIXEL:
521             prefix = "PB";
522             break;
523
524         default:
525             FIXME("Unknown shader type %#x.\n",
526                     This->baseShader.reg_maps.shader_version.type);
527             prefix = "UB";
528             break;
529     }
530
531     /* TODO: Benchmark and see if it would be beneficial to store the
532      * locations of the constants to avoid looking up each time */
533     for (i = 0; constants_set; constants_set >>= 1, ++i)
534     {
535         if (!(constants_set & 1)) continue;
536
537         TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
538
539         /* TODO: Benchmark and see if it would be beneficial to store the
540          * locations of the constants to avoid looking up each time */
541         snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
542         tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
543         if (tmp_loc != -1)
544         {
545             /* We found this uniform name in the program - go ahead and send the data */
546             GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
547             checkGLcall("glUniform1ivARB");
548         }
549     }
550
551     /* Load immediate constants */
552     ptr = list_head(&This->baseShader.constantsB);
553     while (ptr) {
554         const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
555         unsigned int idx = lconst->idx;
556         const GLint *values = (const GLint *)lconst->value;
557
558         TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
559
560         snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
561         tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
562         if (tmp_loc != -1) {
563             /* We found this uniform name in the program - go ahead and send the data */
564             GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
565             checkGLcall("glUniform1ivARB");
566         }
567         ptr = list_next(&This->baseShader.constantsB, ptr);
568     }
569 }
570
571 static void reset_program_constant_version(struct wine_rb_entry *entry, void *context)
572 {
573     WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry)->constant_version = 0;
574 }
575
576 /**
577  * Loads the texture dimensions for NP2 fixup into the currently set GLSL program.
578  */
579 /* GL locking is done by the caller (state handler) */
580 static void shader_glsl_load_np2fixup_constants(
581     IWineD3DDevice* device,
582     char usePixelShader,
583     char useVertexShader) {
584
585     const IWineD3DDeviceImpl* deviceImpl = (const IWineD3DDeviceImpl*) device;
586     const struct glsl_shader_prog_link* prog = ((struct shader_glsl_priv *)(deviceImpl->shader_priv))->glsl_program;
587
588     if (!prog) {
589         /* No GLSL program set - nothing to do. */
590         return;
591     }
592
593     if (!usePixelShader) {
594         /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
595         return;
596     }
597
598     if (prog->ps_args.np2_fixup && -1 != prog->np2Fixup_location) {
599         const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
600         const IWineD3DStateBlockImpl* stateBlock = (const IWineD3DStateBlockImpl*) deviceImpl->stateBlock;
601         UINT i;
602         UINT fixup = prog->ps_args.np2_fixup;
603         GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
604
605         for (i = 0; fixup; fixup >>= 1, ++i) {
606             const unsigned char idx = prog->np2Fixup_info->idx[i];
607             const IWineD3DBaseTextureImpl* const tex = (const IWineD3DBaseTextureImpl*) stateBlock->textures[i];
608             GLfloat* tex_dim = &np2fixup_constants[(idx >> 1) * 4];
609
610             if (!tex) {
611                 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
612                 continue;
613             }
614
615             if (idx % 2) {
616                 tex_dim[2] = tex->baseTexture.pow2Matrix[0]; tex_dim[3] = tex->baseTexture.pow2Matrix[5];
617             } else {
618                 tex_dim[0] = tex->baseTexture.pow2Matrix[0]; tex_dim[1] = tex->baseTexture.pow2Matrix[5];
619             }
620         }
621
622         GL_EXTCALL(glUniform4fvARB(prog->np2Fixup_location, prog->np2Fixup_info->num_consts, np2fixup_constants));
623     }
624 }
625
626 /**
627  * Loads the app-supplied constants into the currently set GLSL program.
628  */
629 /* GL locking is done by the caller (state handler) */
630 static void shader_glsl_load_constants(const struct wined3d_context *context,
631         char usePixelShader, char useVertexShader)
632 {
633     IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
634     const struct wined3d_gl_info *gl_info = context->gl_info;
635     IWineD3DStateBlockImpl* stateBlock = device->stateBlock;
636     struct shader_glsl_priv *priv = device->shader_priv;
637
638     GLhandleARB programId;
639     struct glsl_shader_prog_link *prog = priv->glsl_program;
640     UINT constant_version;
641     int i;
642
643     if (!prog) {
644         /* No GLSL program set - nothing to do. */
645         return;
646     }
647     programId = prog->programId;
648     constant_version = prog->constant_version;
649
650     if (useVertexShader) {
651         IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
652
653         /* Load DirectX 9 float constants/uniforms for vertex shader */
654         shader_glsl_load_constantsF(vshader, gl_info, stateBlock->vertexShaderConstantF,
655                 prog->vuniformF_locations, &priv->vconst_heap, priv->stack, constant_version);
656
657         /* Load DirectX 9 integer constants/uniforms for vertex shader */
658         shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations, stateBlock->vertexShaderConstantI,
659                 stateBlock->changed.vertexShaderConstantsI & vshader->baseShader.reg_maps.integer_constants);
660
661         /* Load DirectX 9 boolean constants/uniforms for vertex shader */
662         shader_glsl_load_constantsB(vshader, gl_info, programId, stateBlock->vertexShaderConstantB,
663                 stateBlock->changed.vertexShaderConstantsB & vshader->baseShader.reg_maps.boolean_constants);
664
665         /* Upload the position fixup params */
666         GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, &device->posFixup[0]));
667         checkGLcall("glUniform4fvARB");
668     }
669
670     if (usePixelShader) {
671
672         IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
673
674         /* Load DirectX 9 float constants/uniforms for pixel shader */
675         shader_glsl_load_constantsF(pshader, gl_info, stateBlock->pixelShaderConstantF,
676                 prog->puniformF_locations, &priv->pconst_heap, priv->stack, constant_version);
677
678         /* Load DirectX 9 integer constants/uniforms for pixel shader */
679         shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations, stateBlock->pixelShaderConstantI,
680                 stateBlock->changed.pixelShaderConstantsI & pshader->baseShader.reg_maps.integer_constants);
681
682         /* Load DirectX 9 boolean constants/uniforms for pixel shader */
683         shader_glsl_load_constantsB(pshader, gl_info, programId, stateBlock->pixelShaderConstantB,
684                 stateBlock->changed.pixelShaderConstantsB & pshader->baseShader.reg_maps.boolean_constants);
685
686         /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
687          * It can't be 0 for a valid texbem instruction.
688          */
689         for(i = 0; i < MAX_TEXTURES; i++) {
690             const float *data;
691
692             if(prog->bumpenvmat_location[i] == -1) continue;
693
694             data = (const float *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVMAT00];
695             GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data));
696             checkGLcall("glUniformMatrix2fvARB");
697
698             /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
699              * is set too, so we can check that in the needsbumpmat check
700              */
701             if(prog->luminancescale_location[i] != -1) {
702                 const GLfloat *scale = (const GLfloat *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVLSCALE];
703                 const GLfloat *offset = (const GLfloat *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVLOFFSET];
704
705                 GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale));
706                 checkGLcall("glUniform1fvARB");
707                 GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location[i], 1, offset));
708                 checkGLcall("glUniform1fvARB");
709             }
710         }
711
712         if(((IWineD3DPixelShaderImpl *) pshader)->vpos_uniform) {
713             float correction_params[4];
714
715             if (context->render_offscreen)
716             {
717                 correction_params[0] = 0.0f;
718                 correction_params[1] = 1.0f;
719             } else {
720                 /* position is window relative, not viewport relative */
721                 correction_params[0] = ((IWineD3DSurfaceImpl *)context->current_rt)->currentDesc.Height;
722                 correction_params[1] = -1.0f;
723             }
724             GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
725         }
726     }
727
728     if (priv->next_constant_version == UINT_MAX)
729     {
730         TRACE("Max constant version reached, resetting to 0.\n");
731         wine_rb_for_each_entry(&priv->program_lookup, reset_program_constant_version, NULL);
732         priv->next_constant_version = 1;
733     }
734     else
735     {
736         prog->constant_version = priv->next_constant_version++;
737     }
738 }
739
740 static inline void update_heap_entry(struct constant_heap *heap, unsigned int idx,
741         unsigned int heap_idx, DWORD new_version)
742 {
743     struct constant_entry *entries = heap->entries;
744     unsigned int *positions = heap->positions;
745     unsigned int parent_idx;
746
747     while (heap_idx > 1)
748     {
749         parent_idx = heap_idx >> 1;
750
751         if (new_version <= entries[parent_idx].version) break;
752
753         entries[heap_idx] = entries[parent_idx];
754         positions[entries[parent_idx].idx] = heap_idx;
755         heap_idx = parent_idx;
756     }
757
758     entries[heap_idx].version = new_version;
759     entries[heap_idx].idx = idx;
760     positions[idx] = heap_idx;
761 }
762
763 static void shader_glsl_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
764 {
765     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
766     struct shader_glsl_priv *priv = This->shader_priv;
767     struct constant_heap *heap = &priv->vconst_heap;
768     UINT i;
769
770     for (i = start; i < count + start; ++i)
771     {
772         if (!This->stateBlock->changed.vertexShaderConstantsF[i])
773             update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
774         else
775             update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
776     }
777 }
778
779 static void shader_glsl_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
780 {
781     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
782     struct shader_glsl_priv *priv = This->shader_priv;
783     struct constant_heap *heap = &priv->pconst_heap;
784     UINT i;
785
786     for (i = start; i < count + start; ++i)
787     {
788         if (!This->stateBlock->changed.pixelShaderConstantsF[i])
789             update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
790         else
791             update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
792     }
793 }
794
795 static unsigned int vec4_varyings(DWORD shader_major, const struct wined3d_gl_info *gl_info)
796 {
797     unsigned int ret = gl_info->max_glsl_varyings / 4;
798     /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
799     if(shader_major > 3) return ret;
800
801     /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
802     if (gl_info->quirks & WINED3D_QUIRK_GLSL_CLIP_VARYING) ret -= 1;
803     return ret;
804 }
805
806 /** Generate the variable & register declarations for the GLSL output target */
807 static void shader_generate_glsl_declarations(const struct wined3d_context *context,
808         struct wined3d_shader_buffer *buffer, IWineD3DBaseShader *iface,
809         const shader_reg_maps *reg_maps, struct shader_glsl_ctx_priv *ctx_priv)
810 {
811     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
812     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
813     const struct ps_compile_args *ps_args = ctx_priv->cur_ps_args;
814     const struct wined3d_gl_info *gl_info = context->gl_info;
815     unsigned int i, extra_constants_needed = 0;
816     const local_constant *lconst;
817     DWORD map;
818
819     /* There are some minor differences between pixel and vertex shaders */
820     char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
821     char prefix = pshader ? 'P' : 'V';
822
823     /* Prototype the subroutines */
824     for (i = 0, map = reg_maps->labels; map; map >>= 1, ++i)
825     {
826         if (map & 1) shader_addline(buffer, "void subroutine%u();\n", i);
827     }
828
829     /* Declare the constants (aka uniforms) */
830     if (This->baseShader.limits.constant_float > 0) {
831         unsigned max_constantsF;
832         /* Unless the shader uses indirect addressing, always declare the maximum array size and ignore that we need some
833          * uniforms privately. E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup and immediate values, still
834          * declare VC[256]. If the shader needs more uniforms than we have it won't work in any case. If it uses less, the
835          * compiler will figure out which uniforms are really used and strip them out. This allows a shader to use c255 on
836          * a dx9 card, as long as it doesn't also use all the other constants.
837          *
838          * If the shader uses indirect addressing the compiler must assume that all declared uniforms are used. In this case,
839          * declare only the amount that we're assured to have.
840          *
841          * Thus we run into problems in these two cases:
842          * 1) The shader really uses more uniforms than supported
843          * 2) The shader uses indirect addressing, less constants than supported, but uses a constant index > #supported consts
844          */
845         if(pshader) {
846             /* No indirect addressing here */
847             max_constantsF = gl_info->max_ps_glsl_constantsF;
848         }
849         else
850         {
851             if(This->baseShader.reg_maps.usesrelconstF) {
852                 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix).
853                  * Subtract another uniform for immediate values, which have to be loaded via uniform by the driver as well.
854                  * The shader code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex shader code, so one vec4 should be enough
855                  * (Unfortunately the Nvidia driver doesn't store 128 and -128 in one float).
856                  *
857                  * Writing gl_ClipPos requires one uniform for each clipplane as well.
858                  */
859                 max_constantsF = gl_info->max_vs_glsl_constantsF - 3 - gl_info->max_clipplanes;
860                 max_constantsF -= count_bits(This->baseShader.reg_maps.integer_constants);
861                 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
862                  * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
863                  * for now take this into account when calculating the number of available constants
864                  */
865                 max_constantsF -= count_bits(This->baseShader.reg_maps.boolean_constants);
866                 /* Set by driver quirks in directx.c */
867                 max_constantsF -= gl_info->reserved_glsl_constants;
868             }
869             else
870             {
871                 max_constantsF = gl_info->max_vs_glsl_constantsF;
872             }
873         }
874         max_constantsF = min(This->baseShader.limits.constant_float, max_constantsF);
875         shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF);
876     }
877
878     /* Always declare the full set of constants, the compiler can remove the unused ones because d3d doesn't(yet)
879      * support indirect int and bool constant addressing. This avoids problems if the app uses e.g. i0 and i9.
880      */
881     if (This->baseShader.limits.constant_int > 0 && This->baseShader.reg_maps.integer_constants)
882         shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, This->baseShader.limits.constant_int);
883
884     if (This->baseShader.limits.constant_bool > 0 && This->baseShader.reg_maps.boolean_constants)
885         shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool);
886
887     if(!pshader) {
888         shader_addline(buffer, "uniform vec4 posFixup;\n");
889         /* Predeclaration; This function is added at link time based on the pixel shader.
890          * VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have
891          * that. We know the input to the reorder function at vertex shader compile time, so
892          * we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just
893          * read gl_FrontColor. The output depends on the pixel shader. The reorder function for a
894          * 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader
895          * it will write to the varying array. Here we depend on the shader optimizer on sorting that
896          * out. The nvidia driver only does that if the parameter is inout instead of out, hence the
897          * inout.
898          */
899         if (reg_maps->shader_version.major >= 3)
900         {
901             shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT);
902         } else {
903             shader_addline(buffer, "void order_ps_input();\n");
904         }
905     } else {
906         for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
907         {
908             if (!(map & 1)) continue;
909
910             shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
911
912             if (reg_maps->luminanceparams & (1 << i))
913             {
914                 shader_addline(buffer, "uniform float luminancescale%d;\n", i);
915                 shader_addline(buffer, "uniform float luminanceoffset%d;\n", i);
916                 extra_constants_needed++;
917             }
918
919             extra_constants_needed++;
920         }
921
922         if (ps_args->srgb_correction)
923         {
924             shader_addline(buffer, "const vec4 srgb_const0 = vec4(%.8e, %.8e, %.8e, %.8e);\n",
925                     srgb_pow, srgb_mul_high, srgb_sub_high, srgb_mul_low);
926             shader_addline(buffer, "const vec4 srgb_const1 = vec4(%.8e, 0.0, 0.0, 0.0);\n",
927                     srgb_cmp);
928         }
929         if (reg_maps->vpos || reg_maps->usesdsy)
930         {
931             if (This->baseShader.limits.constant_float + extra_constants_needed + 1 < gl_info->max_ps_glsl_constantsF)
932             {
933                 shader_addline(buffer, "uniform vec4 ycorrection;\n");
934                 ((IWineD3DPixelShaderImpl *) This)->vpos_uniform = 1;
935                 extra_constants_needed++;
936             } else {
937                 /* This happens because we do not have proper tracking of the constant registers that are
938                  * actually used, only the max limit of the shader version
939                  */
940                 FIXME("Cannot find a free uniform for vpos correction params\n");
941                 shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
942                         context->render_offscreen ? 0.0f : ((IWineD3DSurfaceImpl *)device->render_targets[0])->currentDesc.Height,
943                         context->render_offscreen ? 1.0f : -1.0f);
944             }
945             shader_addline(buffer, "vec4 vpos;\n");
946         }
947     }
948
949     /* Declare texture samplers */
950     for (i = 0; i < This->baseShader.limits.sampler; i++) {
951         if (reg_maps->sampler_type[i])
952         {
953             switch (reg_maps->sampler_type[i])
954             {
955                 case WINED3DSTT_1D:
956                     shader_addline(buffer, "uniform sampler1D %csampler%u;\n", prefix, i);
957                     break;
958                 case WINED3DSTT_2D:
959                     if(device->stateBlock->textures[i] &&
960                        IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[i]) == GL_TEXTURE_RECTANGLE_ARB) {
961                         shader_addline(buffer, "uniform sampler2DRect %csampler%u;\n", prefix, i);
962                     } else {
963                         shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i);
964                     }
965                     break;
966                 case WINED3DSTT_CUBE:
967                     shader_addline(buffer, "uniform samplerCube %csampler%u;\n", prefix, i);
968                     break;
969                 case WINED3DSTT_VOLUME:
970                     shader_addline(buffer, "uniform sampler3D %csampler%u;\n", prefix, i);
971                     break;
972                 default:
973                     shader_addline(buffer, "uniform unsupported_sampler %csampler%u;\n", prefix, i);
974                     FIXME("Unrecognized sampler type: %#x\n", reg_maps->sampler_type[i]);
975                     break;
976             }
977         }
978     }
979
980     /* Declare uniforms for NP2 texcoord fixup:
981      * This is NOT done inside the loop that declares the texture samplers since the NP2 fixup code
982      * is currently only used for the GeforceFX series and when forcing the ARB_npot extension off.
983      * Modern cards just skip the code anyway, so put it inside a separate loop. */
984     if (pshader && ps_args->np2_fixup) {
985
986         struct ps_np2fixup_info* const fixup = ctx_priv->cur_np2fixup_info;
987         UINT cur = 0;
988
989         /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
990          * while D3D has them in the (normalized) [0,1]x[0,1] range.
991          * samplerNP2Fixup stores texture dimensions and is updated through
992          * shader_glsl_load_np2fixup_constants when the sampler changes. */
993
994         for (i = 0; i < This->baseShader.limits.sampler; ++i) {
995             if (reg_maps->sampler_type[i]) {
996                 if (!(ps_args->np2_fixup & (1 << i))) continue;
997
998                 if (WINED3DSTT_2D != reg_maps->sampler_type[i]) {
999                     FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
1000                     continue;
1001                 }
1002
1003                 fixup->idx[i] = cur++;
1004             }
1005         }
1006
1007         fixup->num_consts = (cur + 1) >> 1;
1008         shader_addline(buffer, "uniform vec4 %csamplerNP2Fixup[%u];\n", prefix, fixup->num_consts);
1009     }
1010
1011     /* Declare address variables */
1012     for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
1013     {
1014         if (map & 1) shader_addline(buffer, "ivec4 A%u;\n", i);
1015     }
1016
1017     /* Declare texture coordinate temporaries and initialize them */
1018     for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
1019     {
1020         if (map & 1) shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i);
1021     }
1022
1023     /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
1024      * helper function shader that is linked in at link time
1025      */
1026     if (pshader && reg_maps->shader_version.major >= 3)
1027     {
1028         if (use_vs(device->stateBlock))
1029         {
1030             shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
1031         } else {
1032             /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
1033              * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
1034              * pixel shader that reads the fixed function color into the packed input registers.
1035              */
1036             shader_addline(buffer, "vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
1037         }
1038     }
1039
1040     /* Declare output register temporaries */
1041     if(This->baseShader.limits.packed_output) {
1042         shader_addline(buffer, "vec4 OUT[%u];\n", This->baseShader.limits.packed_output);
1043     }
1044
1045     /* Declare temporary variables */
1046     for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
1047     {
1048         if (map & 1) shader_addline(buffer, "vec4 R%u;\n", i);
1049     }
1050
1051     /* Declare attributes */
1052     if (reg_maps->shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
1053     {
1054         for (i = 0, map = reg_maps->input_registers; map; map >>= 1, ++i)
1055         {
1056             if (map & 1) shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
1057         }
1058     }
1059
1060     /* Declare loop registers aLx */
1061     for (i = 0; i < reg_maps->loop_depth; i++) {
1062         shader_addline(buffer, "int aL%u;\n", i);
1063         shader_addline(buffer, "int tmpInt%u;\n", i);
1064     }
1065
1066     /* Temporary variables for matrix operations */
1067     shader_addline(buffer, "vec4 tmp0;\n");
1068     shader_addline(buffer, "vec4 tmp1;\n");
1069
1070     /* Local constants use a different name so they can be loaded once at shader link time
1071      * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
1072      * float -> string conversion can cause precision loss.
1073      */
1074     if(!This->baseShader.load_local_constsF) {
1075         LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
1076             shader_addline(buffer, "uniform vec4 %cLC%u;\n", prefix, lconst->idx);
1077         }
1078     }
1079
1080     /* Start the main program */
1081     shader_addline(buffer, "void main() {\n");
1082     if(pshader && reg_maps->vpos) {
1083         /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
1084          * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
1085          * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
1086          * precision troubles when we just substract 0.5.
1087          *
1088          * To deal with that just floor() the position. This will eliminate the fraction on all cards.
1089          *
1090          * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
1091          *
1092          * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
1093          * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
1094          * coordinates specify the pixel centers instead of the pixel corners. This code will behave
1095          * correctly on drivers that returns integer values.
1096          */
1097         shader_addline(buffer, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
1098     }
1099 }
1100
1101 /*****************************************************************************
1102  * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
1103  *
1104  * For more information, see http://wiki.winehq.org/DirectX-Shaders
1105  ****************************************************************************/
1106
1107 /* Prototypes */
1108 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1109         const struct wined3d_shader_src_param *wined3d_src, DWORD mask, glsl_src_param_t *glsl_src);
1110
1111 /** Used for opcode modifiers - They multiply the result by the specified amount */
1112 static const char * const shift_glsl_tab[] = {
1113     "",           /*  0 (none) */
1114     "2.0 * ",     /*  1 (x2)   */
1115     "4.0 * ",     /*  2 (x4)   */
1116     "8.0 * ",     /*  3 (x8)   */
1117     "16.0 * ",    /*  4 (x16)  */
1118     "32.0 * ",    /*  5 (x32)  */
1119     "",           /*  6 (x64)  */
1120     "",           /*  7 (x128) */
1121     "",           /*  8 (d256) */
1122     "",           /*  9 (d128) */
1123     "",           /* 10 (d64)  */
1124     "",           /* 11 (d32)  */
1125     "0.0625 * ",  /* 12 (d16)  */
1126     "0.125 * ",   /* 13 (d8)   */
1127     "0.25 * ",    /* 14 (d4)   */
1128     "0.5 * "      /* 15 (d2)   */
1129 };
1130
1131 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
1132 static void shader_glsl_gen_modifier(DWORD src_modifier, const char *in_reg, const char *in_regswizzle, char *out_str)
1133 {
1134     out_str[0] = 0;
1135
1136     switch (src_modifier)
1137     {
1138     case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
1139     case WINED3DSPSM_DW:
1140     case WINED3DSPSM_NONE:
1141         sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1142         break;
1143     case WINED3DSPSM_NEG:
1144         sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
1145         break;
1146     case WINED3DSPSM_NOT:
1147         sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
1148         break;
1149     case WINED3DSPSM_BIAS:
1150         sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1151         break;
1152     case WINED3DSPSM_BIASNEG:
1153         sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1154         break;
1155     case WINED3DSPSM_SIGN:
1156         sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1157         break;
1158     case WINED3DSPSM_SIGNNEG:
1159         sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1160         break;
1161     case WINED3DSPSM_COMP:
1162         sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
1163         break;
1164     case WINED3DSPSM_X2:
1165         sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
1166         break;
1167     case WINED3DSPSM_X2NEG:
1168         sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
1169         break;
1170     case WINED3DSPSM_ABS:
1171         sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
1172         break;
1173     case WINED3DSPSM_ABSNEG:
1174         sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
1175         break;
1176     default:
1177         FIXME("Unhandled modifier %u\n", src_modifier);
1178         sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1179     }
1180 }
1181
1182 /** Writes the GLSL variable name that corresponds to the register that the
1183  * DX opcode parameter is trying to access */
1184 static void shader_glsl_get_register_name(const struct wined3d_shader_register *reg,
1185         char *register_name, BOOL *is_color, const struct wined3d_shader_instruction *ins)
1186 {
1187     /* oPos, oFog and oPts in D3D */
1188     static const char * const hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
1189
1190     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1191     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1192     const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
1193     char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
1194
1195     *is_color = FALSE;
1196
1197     switch (reg->type)
1198     {
1199         case WINED3DSPR_TEMP:
1200             sprintf(register_name, "R%u", reg->idx);
1201             break;
1202
1203         case WINED3DSPR_INPUT:
1204             /* vertex shaders */
1205             if (!pshader)
1206             {
1207                 struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
1208                 if (priv->cur_vs_args->swizzle_map & (1 << reg->idx)) *is_color = TRUE;
1209                 sprintf(register_name, "attrib%u", reg->idx);
1210                 break;
1211             }
1212
1213             /* pixel shaders >= 3.0 */
1214             if (This->baseShader.reg_maps.shader_version.major >= 3)
1215             {
1216                 DWORD idx = ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg->idx];
1217                 unsigned int in_count = vec4_varyings(This->baseShader.reg_maps.shader_version.major, gl_info);
1218
1219                 if (reg->rel_addr)
1220                 {
1221                     glsl_src_param_t rel_param;
1222
1223                     shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1224
1225                     /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
1226                      * operation there */
1227                     if (idx)
1228                     {
1229                         if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count)
1230                         {
1231                             sprintf(register_name,
1232                                     "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
1233                                     rel_param.param_str, idx, in_count - 1, rel_param.param_str, idx, in_count,
1234                                     rel_param.param_str, idx);
1235                         }
1236                         else
1237                         {
1238                             sprintf(register_name, "IN[%s + %u]", rel_param.param_str, idx);
1239                         }
1240                     }
1241                     else
1242                     {
1243                         if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count)
1244                         {
1245                             sprintf(register_name, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
1246                                     rel_param.param_str, in_count - 1, rel_param.param_str, in_count,
1247                                     rel_param.param_str);
1248                         }
1249                         else
1250                         {
1251                             sprintf(register_name, "IN[%s]", rel_param.param_str);
1252                         }
1253                     }
1254                 }
1255                 else
1256                 {
1257                     if (idx == in_count) sprintf(register_name, "gl_Color");
1258                     else if (idx == in_count + 1) sprintf(register_name, "gl_SecondaryColor");
1259                     else sprintf(register_name, "IN[%u]", idx);
1260                 }
1261             }
1262             else
1263             {
1264                 if (reg->idx == 0) strcpy(register_name, "gl_Color");
1265                 else strcpy(register_name, "gl_SecondaryColor");
1266                 break;
1267             }
1268             break;
1269
1270         case WINED3DSPR_CONST:
1271             {
1272                 const char prefix = pshader ? 'P' : 'V';
1273
1274                 /* Relative addressing */
1275                 if (reg->rel_addr)
1276                 {
1277                     glsl_src_param_t rel_param;
1278                     shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1279                     if (reg->idx) sprintf(register_name, "%cC[%s + %u]", prefix, rel_param.param_str, reg->idx);
1280                     else sprintf(register_name, "%cC[%s]", prefix, rel_param.param_str);
1281                 }
1282                 else
1283                 {
1284                     if (shader_constant_is_local(This, reg->idx))
1285                         sprintf(register_name, "%cLC%u", prefix, reg->idx);
1286                     else
1287                         sprintf(register_name, "%cC[%u]", prefix, reg->idx);
1288                 }
1289             }
1290             break;
1291
1292         case WINED3DSPR_CONSTINT:
1293             if (pshader) sprintf(register_name, "PI[%u]", reg->idx);
1294             else sprintf(register_name, "VI[%u]", reg->idx);
1295             break;
1296
1297         case WINED3DSPR_CONSTBOOL:
1298             if (pshader) sprintf(register_name, "PB[%u]", reg->idx);
1299             else sprintf(register_name, "VB[%u]", reg->idx);
1300             break;
1301
1302         case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1303             if (pshader) sprintf(register_name, "T%u", reg->idx);
1304             else sprintf(register_name, "A%u", reg->idx);
1305             break;
1306
1307         case WINED3DSPR_LOOP:
1308             sprintf(register_name, "aL%u", This->baseShader.cur_loop_regno - 1);
1309             break;
1310
1311         case WINED3DSPR_SAMPLER:
1312             if (pshader) sprintf(register_name, "Psampler%u", reg->idx);
1313             else sprintf(register_name, "Vsampler%u", reg->idx);
1314             break;
1315
1316         case WINED3DSPR_COLOROUT:
1317             if (reg->idx >= gl_info->max_buffers)
1318                 WARN("Write to render target %u, only %d supported\n", reg->idx, gl_info->max_buffers);
1319
1320             sprintf(register_name, "gl_FragData[%u]", reg->idx);
1321             break;
1322
1323         case WINED3DSPR_RASTOUT:
1324             sprintf(register_name, "%s", hwrastout_reg_names[reg->idx]);
1325             break;
1326
1327         case WINED3DSPR_DEPTHOUT:
1328             sprintf(register_name, "gl_FragDepth");
1329             break;
1330
1331         case WINED3DSPR_ATTROUT:
1332             if (reg->idx == 0) sprintf(register_name, "gl_FrontColor");
1333             else sprintf(register_name, "gl_FrontSecondaryColor");
1334             break;
1335
1336         case WINED3DSPR_TEXCRDOUT:
1337             /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1338             if (This->baseShader.reg_maps.shader_version.major >= 3) sprintf(register_name, "OUT[%u]", reg->idx);
1339             else sprintf(register_name, "gl_TexCoord[%u]", reg->idx);
1340             break;
1341
1342         case WINED3DSPR_MISCTYPE:
1343             if (reg->idx == 0)
1344             {
1345                 /* vPos */
1346                 sprintf(register_name, "vpos");
1347             }
1348             else if (reg->idx == 1)
1349             {
1350                 /* Note that gl_FrontFacing is a bool, while vFace is
1351                  * a float for which the sign determines front/back */
1352                 sprintf(register_name, "(gl_FrontFacing ? 1.0 : -1.0)");
1353             }
1354             else
1355             {
1356                 FIXME("Unhandled misctype register %d\n", reg->idx);
1357                 sprintf(register_name, "unrecognized_register");
1358             }
1359             break;
1360
1361         case WINED3DSPR_IMMCONST:
1362             switch (reg->immconst_type)
1363             {
1364                 case WINED3D_IMMCONST_FLOAT:
1365                     sprintf(register_name, "%.8e", *(const float *)reg->immconst_data);
1366                     break;
1367
1368                 case WINED3D_IMMCONST_FLOAT4:
1369                     sprintf(register_name, "vec4(%.8e, %.8e, %.8e, %.8e)",
1370                             *(const float *)&reg->immconst_data[0], *(const float *)&reg->immconst_data[1],
1371                             *(const float *)&reg->immconst_data[2], *(const float *)&reg->immconst_data[3]);
1372                     break;
1373
1374                 default:
1375                     FIXME("Unhandled immconst type %#x\n", reg->immconst_type);
1376                     sprintf(register_name, "<unhandled_immconst_type %#x>", reg->immconst_type);
1377             }
1378             break;
1379
1380         default:
1381             FIXME("Unhandled register name Type(%d)\n", reg->type);
1382             sprintf(register_name, "unrecognized_register");
1383             break;
1384     }
1385 }
1386
1387 static void shader_glsl_write_mask_to_str(DWORD write_mask, char *str)
1388 {
1389     *str++ = '.';
1390     if (write_mask & WINED3DSP_WRITEMASK_0) *str++ = 'x';
1391     if (write_mask & WINED3DSP_WRITEMASK_1) *str++ = 'y';
1392     if (write_mask & WINED3DSP_WRITEMASK_2) *str++ = 'z';
1393     if (write_mask & WINED3DSP_WRITEMASK_3) *str++ = 'w';
1394     *str = '\0';
1395 }
1396
1397 /* Get the GLSL write mask for the destination register */
1398 static DWORD shader_glsl_get_write_mask(const struct wined3d_shader_dst_param *param, char *write_mask)
1399 {
1400     DWORD mask = param->write_mask;
1401
1402     if (shader_is_scalar(&param->reg))
1403     {
1404         mask = WINED3DSP_WRITEMASK_0;
1405         *write_mask = '\0';
1406     }
1407     else
1408     {
1409         shader_glsl_write_mask_to_str(mask, write_mask);
1410     }
1411
1412     return mask;
1413 }
1414
1415 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
1416     unsigned int size = 0;
1417
1418     if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
1419     if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
1420     if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
1421     if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
1422
1423     return size;
1424 }
1425
1426 static void shader_glsl_swizzle_to_str(const DWORD swizzle, BOOL fixup, DWORD mask, char *str)
1427 {
1428     /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1429      * but addressed as "rgba". To fix this we need to swap the register's x
1430      * and z components. */
1431     const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
1432
1433     *str++ = '.';
1434     /* swizzle bits fields: wwzzyyxx */
1435     if (mask & WINED3DSP_WRITEMASK_0) *str++ = swizzle_chars[swizzle & 0x03];
1436     if (mask & WINED3DSP_WRITEMASK_1) *str++ = swizzle_chars[(swizzle >> 2) & 0x03];
1437     if (mask & WINED3DSP_WRITEMASK_2) *str++ = swizzle_chars[(swizzle >> 4) & 0x03];
1438     if (mask & WINED3DSP_WRITEMASK_3) *str++ = swizzle_chars[(swizzle >> 6) & 0x03];
1439     *str = '\0';
1440 }
1441
1442 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param *param,
1443         BOOL fixup, DWORD mask, char *swizzle_str)
1444 {
1445     if (shader_is_scalar(&param->reg))
1446         *swizzle_str = '\0';
1447     else
1448         shader_glsl_swizzle_to_str(param->swizzle, fixup, mask, swizzle_str);
1449 }
1450
1451 /* From a given parameter token, generate the corresponding GLSL string.
1452  * Also, return the actual register name and swizzle in case the
1453  * caller needs this information as well. */
1454 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1455         const struct wined3d_shader_src_param *wined3d_src, DWORD mask, glsl_src_param_t *glsl_src)
1456 {
1457     BOOL is_color = FALSE;
1458     char swizzle_str[6];
1459
1460     glsl_src->reg_name[0] = '\0';
1461     glsl_src->param_str[0] = '\0';
1462     swizzle_str[0] = '\0';
1463
1464     shader_glsl_get_register_name(&wined3d_src->reg, glsl_src->reg_name, &is_color, ins);
1465     shader_glsl_get_swizzle(wined3d_src, is_color, mask, swizzle_str);
1466     shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, glsl_src->param_str);
1467 }
1468
1469 /* From a given parameter token, generate the corresponding GLSL string.
1470  * Also, return the actual register name and swizzle in case the
1471  * caller needs this information as well. */
1472 static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction *ins,
1473         const struct wined3d_shader_dst_param *wined3d_dst, glsl_dst_param_t *glsl_dst)
1474 {
1475     BOOL is_color = FALSE;
1476
1477     glsl_dst->mask_str[0] = '\0';
1478     glsl_dst->reg_name[0] = '\0';
1479
1480     shader_glsl_get_register_name(&wined3d_dst->reg, glsl_dst->reg_name, &is_color, ins);
1481     return shader_glsl_get_write_mask(wined3d_dst, glsl_dst->mask_str);
1482 }
1483
1484 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1485 static DWORD shader_glsl_append_dst_ext(struct wined3d_shader_buffer *buffer,
1486         const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *dst)
1487 {
1488     glsl_dst_param_t glsl_dst;
1489     DWORD mask;
1490
1491     mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst);
1492     if (mask) shader_addline(buffer, "%s%s = %s(", glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
1493
1494     return mask;
1495 }
1496
1497 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1498 static DWORD shader_glsl_append_dst(struct wined3d_shader_buffer *buffer, const struct wined3d_shader_instruction *ins)
1499 {
1500     return shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
1501 }
1502
1503 /** Process GLSL instruction modifiers */
1504 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins)
1505 {
1506     glsl_dst_param_t dst_param;
1507     DWORD modifiers;
1508
1509     if (!ins->dst_count) return;
1510
1511     modifiers = ins->dst[0].modifiers;
1512     if (!modifiers) return;
1513
1514     shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
1515
1516     if (modifiers & WINED3DSPDM_SATURATE)
1517     {
1518         /* _SAT means to clamp the value of the register to between 0 and 1 */
1519         shader_addline(ins->ctx->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
1520                 dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
1521     }
1522
1523     if (modifiers & WINED3DSPDM_MSAMPCENTROID)
1524     {
1525         FIXME("_centroid modifier not handled\n");
1526     }
1527
1528     if (modifiers & WINED3DSPDM_PARTIALPRECISION)
1529     {
1530         /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1531     }
1532 }
1533
1534 static inline const char *shader_get_comp_op(DWORD op)
1535 {
1536     switch (op) {
1537         case COMPARISON_GT: return ">";
1538         case COMPARISON_EQ: return "==";
1539         case COMPARISON_GE: return ">=";
1540         case COMPARISON_LT: return "<";
1541         case COMPARISON_NE: return "!=";
1542         case COMPARISON_LE: return "<=";
1543         default:
1544             FIXME("Unrecognized comparison value: %u\n", op);
1545             return "(\?\?)";
1546     }
1547 }
1548
1549 static void shader_glsl_get_sample_function(DWORD sampler_type, DWORD flags, glsl_sample_function_t *sample_function)
1550 {
1551     BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
1552     BOOL texrect = flags & WINED3D_GLSL_SAMPLE_RECT;
1553     BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD;
1554     BOOL grad = flags & WINED3D_GLSL_SAMPLE_GRAD;
1555
1556     /* Note that there's no such thing as a projected cube texture. */
1557     switch(sampler_type) {
1558         case WINED3DSTT_1D:
1559             if(lod) {
1560                 sample_function->name = projected ? "texture1DProjLod" : "texture1DLod";
1561             } else  if(grad) {
1562                 sample_function->name = projected ? "texture1DProjGradARB" : "texture1DGradARB";
1563             } else {
1564                 sample_function->name = projected ? "texture1DProj" : "texture1D";
1565             }
1566             sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
1567             break;
1568         case WINED3DSTT_2D:
1569             if(texrect) {
1570                 if(lod) {
1571                     sample_function->name = projected ? "texture2DRectProjLod" : "texture2DRectLod";
1572                 } else  if(grad) {
1573                     /* What good are texrect grad functions? I don't know, but GL_EXT_gpu_shader4 defines them.
1574                     * There is no GL_ARB_shader_texture_lod spec yet, so I don't know if they're defined there
1575                      */
1576                     sample_function->name = projected ? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
1577                 } else {
1578                     sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
1579                 }
1580             } else {
1581                 if(lod) {
1582                     sample_function->name = projected ? "texture2DProjLod" : "texture2DLod";
1583                 } else  if(grad) {
1584                     sample_function->name = projected ? "texture2DProjGradARB" : "texture2DGradARB";
1585                 } else {
1586                     sample_function->name = projected ? "texture2DProj" : "texture2D";
1587                 }
1588             }
1589             sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1590             break;
1591         case WINED3DSTT_CUBE:
1592             if(lod) {
1593                 sample_function->name = "textureCubeLod";
1594             } else if(grad) {
1595                 sample_function->name = "textureCubeGradARB";
1596             } else {
1597                 sample_function->name = "textureCube";
1598             }
1599             sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1600             break;
1601         case WINED3DSTT_VOLUME:
1602             if(lod) {
1603                 sample_function->name = projected ? "texture3DProjLod" : "texture3DLod";
1604             } else  if(grad) {
1605                 sample_function->name = projected ? "texture3DProjGradARB" : "texture3DGradARB";
1606             } else {
1607                 sample_function->name = projected ? "texture3DProj" : "texture3D";
1608             }
1609             sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1610             break;
1611         default:
1612             sample_function->name = "";
1613             sample_function->coord_mask = 0;
1614             FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
1615             break;
1616     }
1617 }
1618
1619 static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
1620         BOOL sign_fixup, enum fixup_channel_source channel_source)
1621 {
1622     switch(channel_source)
1623     {
1624         case CHANNEL_SOURCE_ZERO:
1625             strcat(arguments, "0.0");
1626             break;
1627
1628         case CHANNEL_SOURCE_ONE:
1629             strcat(arguments, "1.0");
1630             break;
1631
1632         case CHANNEL_SOURCE_X:
1633             strcat(arguments, reg_name);
1634             strcat(arguments, ".x");
1635             break;
1636
1637         case CHANNEL_SOURCE_Y:
1638             strcat(arguments, reg_name);
1639             strcat(arguments, ".y");
1640             break;
1641
1642         case CHANNEL_SOURCE_Z:
1643             strcat(arguments, reg_name);
1644             strcat(arguments, ".z");
1645             break;
1646
1647         case CHANNEL_SOURCE_W:
1648             strcat(arguments, reg_name);
1649             strcat(arguments, ".w");
1650             break;
1651
1652         default:
1653             FIXME("Unhandled channel source %#x\n", channel_source);
1654             strcat(arguments, "undefined");
1655             break;
1656     }
1657
1658     if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
1659 }
1660
1661 static void shader_glsl_color_correction(const struct wined3d_shader_instruction *ins, struct color_fixup_desc fixup)
1662 {
1663     struct wined3d_shader_dst_param dst;
1664     unsigned int mask_size, remaining;
1665     glsl_dst_param_t dst_param;
1666     char arguments[256];
1667     DWORD mask;
1668
1669     mask = 0;
1670     if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1671     if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1672     if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1673     if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1674     mask &= ins->dst[0].write_mask;
1675
1676     if (!mask) return; /* Nothing to do */
1677
1678     if (is_yuv_fixup(fixup))
1679     {
1680         enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
1681         FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
1682         return;
1683     }
1684
1685     mask_size = shader_glsl_get_write_mask_size(mask);
1686
1687     dst = ins->dst[0];
1688     dst.write_mask = mask;
1689     shader_glsl_add_dst_param(ins, &dst, &dst_param);
1690
1691     arguments[0] = '\0';
1692     remaining = mask_size;
1693     if (mask & WINED3DSP_WRITEMASK_0)
1694     {
1695         shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.x_sign_fixup, fixup.x_source);
1696         if (--remaining) strcat(arguments, ", ");
1697     }
1698     if (mask & WINED3DSP_WRITEMASK_1)
1699     {
1700         shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.y_sign_fixup, fixup.y_source);
1701         if (--remaining) strcat(arguments, ", ");
1702     }
1703     if (mask & WINED3DSP_WRITEMASK_2)
1704     {
1705         shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.z_sign_fixup, fixup.z_source);
1706         if (--remaining) strcat(arguments, ", ");
1707     }
1708     if (mask & WINED3DSP_WRITEMASK_3)
1709     {
1710         shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.w_sign_fixup, fixup.w_source);
1711         if (--remaining) strcat(arguments, ", ");
1712     }
1713
1714     if (mask_size > 1)
1715     {
1716         shader_addline(ins->ctx->buffer, "%s%s = vec%u(%s);\n",
1717                 dst_param.reg_name, dst_param.mask_str, mask_size, arguments);
1718     }
1719     else
1720     {
1721         shader_addline(ins->ctx->buffer, "%s%s = %s;\n", dst_param.reg_name, dst_param.mask_str, arguments);
1722     }
1723 }
1724
1725 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins,
1726         DWORD sampler, const glsl_sample_function_t *sample_function, DWORD swizzle,
1727         const char *dx, const char *dy,
1728         const char *bias, const char *coord_reg_fmt, ...)
1729 {
1730     const char *sampler_base;
1731     char dst_swizzle[6];
1732     struct color_fixup_desc fixup;
1733     BOOL np2_fixup = FALSE;
1734     va_list args;
1735
1736     shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
1737
1738     if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1739     {
1740         const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
1741         fixup = priv->cur_ps_args->color_fixup[sampler];
1742         sampler_base = "Psampler";
1743
1744         if(priv->cur_ps_args->np2_fixup & (1 << sampler)) {
1745             if(bias) {
1746                 FIXME("Biased sampling from NP2 textures is unsupported\n");
1747             } else {
1748                 np2_fixup = TRUE;
1749             }
1750         }
1751     } else {
1752         sampler_base = "Vsampler";
1753         fixup = COLOR_FIXUP_IDENTITY; /* FIXME: Vshader color fixup */
1754     }
1755
1756     shader_glsl_append_dst(ins->ctx->buffer, ins);
1757
1758     shader_addline(ins->ctx->buffer, "%s(%s%u, ", sample_function->name, sampler_base, sampler);
1759
1760     va_start(args, coord_reg_fmt);
1761     shader_vaddline(ins->ctx->buffer, coord_reg_fmt, args);
1762     va_end(args);
1763
1764     if(bias) {
1765         shader_addline(ins->ctx->buffer, ", %s)%s);\n", bias, dst_swizzle);
1766     } else {
1767         if (np2_fixup) {
1768             const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
1769             const unsigned char idx = priv->cur_np2fixup_info->idx[sampler];
1770
1771             shader_addline(ins->ctx->buffer, " * PsamplerNP2Fixup[%u].%s)%s);\n", idx >> 1,
1772                            (idx % 2) ? "zw" : "xy", dst_swizzle);
1773         } else if(dx && dy) {
1774             shader_addline(ins->ctx->buffer, ", %s, %s)%s);\n", dx, dy, dst_swizzle);
1775         } else {
1776             shader_addline(ins->ctx->buffer, ")%s);\n", dst_swizzle);
1777         }
1778     }
1779
1780     if(!is_identity_fixup(fixup)) {
1781         shader_glsl_color_correction(ins, fixup);
1782     }
1783 }
1784
1785 /*****************************************************************************
1786  * Begin processing individual instruction opcodes
1787  ****************************************************************************/
1788
1789 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
1790 static void shader_glsl_arith(const struct wined3d_shader_instruction *ins)
1791 {
1792     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1793     glsl_src_param_t src0_param;
1794     glsl_src_param_t src1_param;
1795     DWORD write_mask;
1796     char op;
1797
1798     /* Determine the GLSL operator to use based on the opcode */
1799     switch (ins->handler_idx)
1800     {
1801         case WINED3DSIH_MUL: op = '*'; break;
1802         case WINED3DSIH_ADD: op = '+'; break;
1803         case WINED3DSIH_SUB: op = '-'; break;
1804         default:
1805             op = ' ';
1806             FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
1807             break;
1808     }
1809
1810     write_mask = shader_glsl_append_dst(buffer, ins);
1811     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
1812     shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
1813     shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
1814 }
1815
1816 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
1817 static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
1818 {
1819     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1820     glsl_src_param_t src0_param;
1821     DWORD write_mask;
1822
1823     write_mask = shader_glsl_append_dst(buffer, ins);
1824     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
1825
1826     /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
1827      * shader versions WINED3DSIO_MOVA is used for this. */
1828     if (ins->ctx->reg_maps->shader_version.major == 1
1829             && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
1830             && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1831     {
1832         /* This is a simple floor() */
1833         unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
1834         if (mask_size > 1) {
1835             shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
1836         } else {
1837             shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
1838         }
1839     }
1840     else if(ins->handler_idx == WINED3DSIH_MOVA)
1841     {
1842         /* We need to *round* to the nearest int here. */
1843         unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
1844         if (mask_size > 1) {
1845             shader_addline(buffer, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n", mask_size, src0_param.param_str, mask_size, src0_param.param_str);
1846         } else {
1847             shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param.param_str, src0_param.param_str);
1848         }
1849     } else {
1850         shader_addline(buffer, "%s);\n", src0_param.param_str);
1851     }
1852 }
1853
1854 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
1855 static void shader_glsl_dot(const struct wined3d_shader_instruction *ins)
1856 {
1857     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1858     glsl_src_param_t src0_param;
1859     glsl_src_param_t src1_param;
1860     DWORD dst_write_mask, src_write_mask;
1861     unsigned int dst_size = 0;
1862
1863     dst_write_mask = shader_glsl_append_dst(buffer, ins);
1864     dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1865
1866     /* dp3 works on vec3, dp4 on vec4 */
1867     if (ins->handler_idx == WINED3DSIH_DP4)
1868     {
1869         src_write_mask = WINED3DSP_WRITEMASK_ALL;
1870     } else {
1871         src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1872     }
1873
1874     shader_glsl_add_src_param(ins, &ins->src[0], src_write_mask, &src0_param);
1875     shader_glsl_add_src_param(ins, &ins->src[1], src_write_mask, &src1_param);
1876
1877     if (dst_size > 1) {
1878         shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1879     } else {
1880         shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
1881     }
1882 }
1883
1884 /* Note that this instruction has some restrictions. The destination write mask
1885  * can't contain the w component, and the source swizzles have to be .xyzw */
1886 static void shader_glsl_cross(const struct wined3d_shader_instruction *ins)
1887 {
1888     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1889     glsl_src_param_t src0_param;
1890     glsl_src_param_t src1_param;
1891     char dst_mask[6];
1892
1893     shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
1894     shader_glsl_append_dst(ins->ctx->buffer, ins);
1895     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
1896     shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
1897     shader_addline(ins->ctx->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
1898 }
1899
1900 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
1901  * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
1902  * GLSL uses the value as-is. */
1903 static void shader_glsl_pow(const struct wined3d_shader_instruction *ins)
1904 {
1905     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1906     glsl_src_param_t src0_param;
1907     glsl_src_param_t src1_param;
1908     DWORD dst_write_mask;
1909     unsigned int dst_size;
1910
1911     dst_write_mask = shader_glsl_append_dst(buffer, ins);
1912     dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1913
1914     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
1915     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
1916
1917     if (dst_size > 1) {
1918         shader_addline(buffer, "vec%d(pow(abs(%s), %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1919     } else {
1920         shader_addline(buffer, "pow(abs(%s), %s));\n", src0_param.param_str, src1_param.param_str);
1921     }
1922 }
1923
1924 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
1925  * Src0 is a scalar. Note that D3D uses the absolute of src0, while
1926  * GLSL uses the value as-is. */
1927 static void shader_glsl_log(const struct wined3d_shader_instruction *ins)
1928 {
1929     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1930     glsl_src_param_t src0_param;
1931     DWORD dst_write_mask;
1932     unsigned int dst_size;
1933
1934     dst_write_mask = shader_glsl_append_dst(buffer, ins);
1935     dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1936
1937     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
1938
1939     if (dst_size > 1) {
1940         shader_addline(buffer, "vec%d(log2(abs(%s))));\n", dst_size, src0_param.param_str);
1941     } else {
1942         shader_addline(buffer, "log2(abs(%s)));\n", src0_param.param_str);
1943     }
1944 }
1945
1946 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
1947 static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
1948 {
1949     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1950     glsl_src_param_t src_param;
1951     const char *instruction;
1952     DWORD write_mask;
1953     unsigned i;
1954
1955     /* Determine the GLSL function to use based on the opcode */
1956     /* TODO: Possibly make this a table for faster lookups */
1957     switch (ins->handler_idx)
1958     {
1959         case WINED3DSIH_MIN: instruction = "min"; break;
1960         case WINED3DSIH_MAX: instruction = "max"; break;
1961         case WINED3DSIH_ABS: instruction = "abs"; break;
1962         case WINED3DSIH_FRC: instruction = "fract"; break;
1963         case WINED3DSIH_NRM: instruction = "normalize"; break;
1964         case WINED3DSIH_EXP: instruction = "exp2"; break;
1965         case WINED3DSIH_DSX: instruction = "dFdx"; break;
1966         case WINED3DSIH_DSY: instruction = "ycorrection.y * dFdy"; break;
1967         default: instruction = "";
1968             FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
1969             break;
1970     }
1971
1972     write_mask = shader_glsl_append_dst(buffer, ins);
1973
1974     shader_addline(buffer, "%s(", instruction);
1975
1976     if (ins->src_count)
1977     {
1978         shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
1979         shader_addline(buffer, "%s", src_param.param_str);
1980         for (i = 1; i < ins->src_count; ++i)
1981         {
1982             shader_glsl_add_src_param(ins, &ins->src[i], write_mask, &src_param);
1983             shader_addline(buffer, ", %s", src_param.param_str);
1984         }
1985     }
1986
1987     shader_addline(buffer, "));\n");
1988 }
1989
1990 /** Process the WINED3DSIO_EXPP instruction in GLSL:
1991  * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
1992  *   dst.x = 2^(floor(src))
1993  *   dst.y = src - floor(src)
1994  *   dst.z = 2^src   (partial precision is allowed, but optional)
1995  *   dst.w = 1.0;
1996  * For 2.0 shaders, just do this (honoring writemask and swizzle):
1997  *   dst = 2^src;    (partial precision is allowed, but optional)
1998  */
1999 static void shader_glsl_expp(const struct wined3d_shader_instruction *ins)
2000 {
2001     glsl_src_param_t src_param;
2002
2003     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
2004
2005     if (ins->ctx->reg_maps->shader_version.major < 2)
2006     {
2007         char dst_mask[6];
2008
2009         shader_addline(ins->ctx->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
2010         shader_addline(ins->ctx->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
2011         shader_addline(ins->ctx->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
2012         shader_addline(ins->ctx->buffer, "tmp0.w = 1.0;\n");
2013
2014         shader_glsl_append_dst(ins->ctx->buffer, ins);
2015         shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2016         shader_addline(ins->ctx->buffer, "tmp0%s);\n", dst_mask);
2017     } else {
2018         DWORD write_mask;
2019         unsigned int mask_size;
2020
2021         write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2022         mask_size = shader_glsl_get_write_mask_size(write_mask);
2023
2024         if (mask_size > 1) {
2025             shader_addline(ins->ctx->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
2026         } else {
2027             shader_addline(ins->ctx->buffer, "exp2(%s));\n", src_param.param_str);
2028         }
2029     }
2030 }
2031
2032 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
2033 static void shader_glsl_rcp(const struct wined3d_shader_instruction *ins)
2034 {
2035     glsl_src_param_t src_param;
2036     DWORD write_mask;
2037     unsigned int mask_size;
2038
2039     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2040     mask_size = shader_glsl_get_write_mask_size(write_mask);
2041     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
2042
2043     if (mask_size > 1) {
2044         shader_addline(ins->ctx->buffer, "vec%d(1.0 / %s));\n", mask_size, src_param.param_str);
2045     } else {
2046         shader_addline(ins->ctx->buffer, "1.0 / %s);\n", src_param.param_str);
2047     }
2048 }
2049
2050 static void shader_glsl_rsq(const struct wined3d_shader_instruction *ins)
2051 {
2052     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2053     glsl_src_param_t src_param;
2054     DWORD write_mask;
2055     unsigned int mask_size;
2056
2057     write_mask = shader_glsl_append_dst(buffer, ins);
2058     mask_size = shader_glsl_get_write_mask_size(write_mask);
2059
2060     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
2061
2062     if (mask_size > 1) {
2063         shader_addline(buffer, "vec%d(inversesqrt(%s)));\n", mask_size, src_param.param_str);
2064     } else {
2065         shader_addline(buffer, "inversesqrt(%s));\n", src_param.param_str);
2066     }
2067 }
2068
2069 /** Process signed comparison opcodes in GLSL. */
2070 static void shader_glsl_compare(const struct wined3d_shader_instruction *ins)
2071 {
2072     glsl_src_param_t src0_param;
2073     glsl_src_param_t src1_param;
2074     DWORD write_mask;
2075     unsigned int mask_size;
2076
2077     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2078     mask_size = shader_glsl_get_write_mask_size(write_mask);
2079     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2080     shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2081
2082     if (mask_size > 1) {
2083         const char *compare;
2084
2085         switch(ins->handler_idx)
2086         {
2087             case WINED3DSIH_SLT: compare = "lessThan"; break;
2088             case WINED3DSIH_SGE: compare = "greaterThanEqual"; break;
2089             default: compare = "";
2090                 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
2091         }
2092
2093         shader_addline(ins->ctx->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
2094                 src0_param.param_str, src1_param.param_str);
2095     } else {
2096         switch(ins->handler_idx)
2097         {
2098             case WINED3DSIH_SLT:
2099                 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
2100                  * to return 0.0 but step returns 1.0 because step is not < x
2101                  * An alternative is a bvec compare padded with an unused second component.
2102                  * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
2103                  * issue. Playing with not() is not possible either because not() does not accept
2104                  * a scalar.
2105                  */
2106                 shader_addline(ins->ctx->buffer, "(%s < %s) ? 1.0 : 0.0);\n",
2107                         src0_param.param_str, src1_param.param_str);
2108                 break;
2109             case WINED3DSIH_SGE:
2110                 /* Here we can use the step() function and safe a conditional */
2111                 shader_addline(ins->ctx->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
2112                 break;
2113             default:
2114                 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
2115         }
2116
2117     }
2118 }
2119
2120 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
2121 static void shader_glsl_cmp(const struct wined3d_shader_instruction *ins)
2122 {
2123     glsl_src_param_t src0_param;
2124     glsl_src_param_t src1_param;
2125     glsl_src_param_t src2_param;
2126     DWORD write_mask, cmp_channel = 0;
2127     unsigned int i, j;
2128     char mask_char[6];
2129     BOOL temp_destination = FALSE;
2130
2131     if (shader_is_scalar(&ins->src[0].reg))
2132     {
2133         write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2134
2135         shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2136         shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2137         shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2138
2139         shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
2140                        src0_param.param_str, src1_param.param_str, src2_param.param_str);
2141     } else {
2142         DWORD dst_mask = ins->dst[0].write_mask;
2143         struct wined3d_shader_dst_param dst = ins->dst[0];
2144
2145         /* Cycle through all source0 channels */
2146         for (i=0; i<4; i++) {
2147             write_mask = 0;
2148             /* Find the destination channels which use the current source0 channel */
2149             for (j=0; j<4; j++) {
2150                 if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2151                 {
2152                     write_mask |= WINED3DSP_WRITEMASK_0 << j;
2153                     cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2154                 }
2155             }
2156             dst.write_mask = dst_mask & write_mask;
2157
2158             /* Splitting the cmp instruction up in multiple lines imposes a problem:
2159             * The first lines may overwrite source parameters of the following lines.
2160             * Deal with that by using a temporary destination register if needed
2161             */
2162             if ((ins->src[0].reg.idx == ins->dst[0].reg.idx
2163                     && ins->src[0].reg.type == ins->dst[0].reg.type)
2164                     || (ins->src[1].reg.idx == ins->dst[0].reg.idx
2165                     && ins->src[1].reg.type == ins->dst[0].reg.type)
2166                     || (ins->src[2].reg.idx == ins->dst[0].reg.idx
2167                     && ins->src[2].reg.type == ins->dst[0].reg.type))
2168             {
2169                 write_mask = shader_glsl_get_write_mask(&dst, mask_char);
2170                 if (!write_mask) continue;
2171                 shader_addline(ins->ctx->buffer, "tmp0%s = (", mask_char);
2172                 temp_destination = TRUE;
2173             } else {
2174                 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2175                 if (!write_mask) continue;
2176             }
2177
2178             shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2179             shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2180             shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2181
2182             shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
2183                         src0_param.param_str, src1_param.param_str, src2_param.param_str);
2184         }
2185
2186         if(temp_destination) {
2187             shader_glsl_get_write_mask(&ins->dst[0], mask_char);
2188             shader_glsl_append_dst(ins->ctx->buffer, ins);
2189             shader_addline(ins->ctx->buffer, "tmp0%s);\n", mask_char);
2190         }
2191     }
2192
2193 }
2194
2195 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
2196 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
2197  * the compare is done per component of src0. */
2198 static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins)
2199 {
2200     struct wined3d_shader_dst_param dst;
2201     glsl_src_param_t src0_param;
2202     glsl_src_param_t src1_param;
2203     glsl_src_param_t src2_param;
2204     DWORD write_mask, cmp_channel = 0;
2205     unsigned int i, j;
2206     DWORD dst_mask;
2207     DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2208             ins->ctx->reg_maps->shader_version.minor);
2209
2210     if (shader_version < WINED3D_SHADER_VERSION(1, 4))
2211     {
2212         write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2213         shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2214         shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2215         shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2216
2217         /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
2218         if (ins->coissue)
2219         {
2220             shader_addline(ins->ctx->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
2221         } else {
2222             shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2223                     src0_param.param_str, src1_param.param_str, src2_param.param_str);
2224         }
2225         return;
2226     }
2227     /* Cycle through all source0 channels */
2228     dst_mask = ins->dst[0].write_mask;
2229     dst = ins->dst[0];
2230     for (i=0; i<4; i++) {
2231         write_mask = 0;
2232         /* Find the destination channels which use the current source0 channel */
2233         for (j=0; j<4; j++) {
2234             if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2235             {
2236                 write_mask |= WINED3DSP_WRITEMASK_0 << j;
2237                 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2238             }
2239         }
2240
2241         dst.write_mask = dst_mask & write_mask;
2242         write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2243         if (!write_mask) continue;
2244
2245         shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2246         shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2247         shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2248
2249         shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2250                 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2251     }
2252 }
2253
2254 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
2255 static void shader_glsl_mad(const struct wined3d_shader_instruction *ins)
2256 {
2257     glsl_src_param_t src0_param;
2258     glsl_src_param_t src1_param;
2259     glsl_src_param_t src2_param;
2260     DWORD write_mask;
2261
2262     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2263     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2264     shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2265     shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2266     shader_addline(ins->ctx->buffer, "(%s * %s) + %s);\n",
2267             src0_param.param_str, src1_param.param_str, src2_param.param_str);
2268 }
2269
2270 /* Handles transforming all WINED3DSIO_M?x? opcodes for
2271    Vertex shaders to GLSL codes */
2272 static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
2273 {
2274     int i;
2275     int nComponents = 0;
2276     struct wined3d_shader_dst_param tmp_dst = {{0}};
2277     struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2278     struct wined3d_shader_instruction tmp_ins;
2279
2280     memset(&tmp_ins, 0, sizeof(tmp_ins));
2281
2282     /* Set constants for the temporary argument */
2283     tmp_ins.ctx = ins->ctx;
2284     tmp_ins.dst_count = 1;
2285     tmp_ins.dst = &tmp_dst;
2286     tmp_ins.src_count = 2;
2287     tmp_ins.src = tmp_src;
2288
2289     switch(ins->handler_idx)
2290     {
2291         case WINED3DSIH_M4x4:
2292             nComponents = 4;
2293             tmp_ins.handler_idx = WINED3DSIH_DP4;
2294             break;
2295         case WINED3DSIH_M4x3:
2296             nComponents = 3;
2297             tmp_ins.handler_idx = WINED3DSIH_DP4;
2298             break;
2299         case WINED3DSIH_M3x4:
2300             nComponents = 4;
2301             tmp_ins.handler_idx = WINED3DSIH_DP3;
2302             break;
2303         case WINED3DSIH_M3x3:
2304             nComponents = 3;
2305             tmp_ins.handler_idx = WINED3DSIH_DP3;
2306             break;
2307         case WINED3DSIH_M3x2:
2308             nComponents = 2;
2309             tmp_ins.handler_idx = WINED3DSIH_DP3;
2310             break;
2311         default:
2312             break;
2313     }
2314
2315     tmp_dst = ins->dst[0];
2316     tmp_src[0] = ins->src[0];
2317     tmp_src[1] = ins->src[1];
2318     for (i = 0; i < nComponents; ++i)
2319     {
2320         tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2321         shader_glsl_dot(&tmp_ins);
2322         ++tmp_src[1].reg.idx;
2323     }
2324 }
2325
2326 /**
2327     The LRP instruction performs a component-wise linear interpolation
2328     between the second and third operands using the first operand as the
2329     blend factor.  Equation:  (dst = src2 + src0 * (src1 - src2))
2330     This is equivalent to mix(src2, src1, src0);
2331 */
2332 static void shader_glsl_lrp(const struct wined3d_shader_instruction *ins)
2333 {
2334     glsl_src_param_t src0_param;
2335     glsl_src_param_t src1_param;
2336     glsl_src_param_t src2_param;
2337     DWORD write_mask;
2338
2339     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2340
2341     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2342     shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2343     shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2344
2345     shader_addline(ins->ctx->buffer, "mix(%s, %s, %s));\n",
2346             src2_param.param_str, src1_param.param_str, src0_param.param_str);
2347 }
2348
2349 /** Process the WINED3DSIO_LIT instruction in GLSL:
2350  * dst.x = dst.w = 1.0
2351  * dst.y = (src0.x > 0) ? src0.x
2352  * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
2353  *                                        where src.w is clamped at +- 128
2354  */
2355 static void shader_glsl_lit(const struct wined3d_shader_instruction *ins)
2356 {
2357     glsl_src_param_t src0_param;
2358     glsl_src_param_t src1_param;
2359     glsl_src_param_t src3_param;
2360     char dst_mask[6];
2361
2362     shader_glsl_append_dst(ins->ctx->buffer, ins);
2363     shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2364
2365     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2366     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src1_param);
2367     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src3_param);
2368
2369     /* The sdk specifies the instruction like this
2370      * dst.x = 1.0;
2371      * if(src.x > 0.0) dst.y = src.x
2372      * else dst.y = 0.0.
2373      * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
2374      * else dst.z = 0.0;
2375      * dst.w = 1.0;
2376      *
2377      * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
2378      * dst.x = 1.0                                  ... No further explanation needed
2379      * dst.y = max(src.y, 0.0);                     ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
2380      * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0;   ... 0 ^ power is 0, and otherwise we use y anyway
2381      * dst.w = 1.0.                                 ... Nothing fancy.
2382      *
2383      * So we still have one conditional in there. So do this:
2384      * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
2385      *
2386      * step(0.0, x) will return 1 if src.x > 0.0, and 0 otherwise. So if y is 0 we get pow(0.0 * 1.0, power),
2387      * which sets dst.z to 0. If y > 0, but x = 0.0, we get pow(y * 0.0, power), which results in 0 too.
2388      * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
2389      */
2390     shader_addline(ins->ctx->buffer,
2391             "vec4(1.0, max(%s, 0.0), pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
2392             src0_param.param_str, src1_param.param_str, src0_param.param_str, src3_param.param_str, dst_mask);
2393 }
2394
2395 /** Process the WINED3DSIO_DST instruction in GLSL:
2396  * dst.x = 1.0
2397  * dst.y = src0.x * src0.y
2398  * dst.z = src0.z
2399  * dst.w = src1.w
2400  */
2401 static void shader_glsl_dst(const struct wined3d_shader_instruction *ins)
2402 {
2403     glsl_src_param_t src0y_param;
2404     glsl_src_param_t src0z_param;
2405     glsl_src_param_t src1y_param;
2406     glsl_src_param_t src1w_param;
2407     char dst_mask[6];
2408
2409     shader_glsl_append_dst(ins->ctx->buffer, ins);
2410     shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2411
2412     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src0y_param);
2413     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &src0z_param);
2414     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_1, &src1y_param);
2415     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_3, &src1w_param);
2416
2417     shader_addline(ins->ctx->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
2418             src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
2419 }
2420
2421 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
2422  * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
2423  * can handle it.  But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
2424  *
2425  * dst.x = cos(src0.?)
2426  * dst.y = sin(src0.?)
2427  * dst.z = dst.z
2428  * dst.w = dst.w
2429  */
2430 static void shader_glsl_sincos(const struct wined3d_shader_instruction *ins)
2431 {
2432     glsl_src_param_t src0_param;
2433     DWORD write_mask;
2434
2435     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2436     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2437
2438     switch (write_mask) {
2439         case WINED3DSP_WRITEMASK_0:
2440             shader_addline(ins->ctx->buffer, "cos(%s));\n", src0_param.param_str);
2441             break;
2442
2443         case WINED3DSP_WRITEMASK_1:
2444             shader_addline(ins->ctx->buffer, "sin(%s));\n", src0_param.param_str);
2445             break;
2446
2447         case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
2448             shader_addline(ins->ctx->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str);
2449             break;
2450
2451         default:
2452             ERR("Write mask should be .x, .y or .xy\n");
2453             break;
2454     }
2455 }
2456
2457 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
2458  * here. But those extra parameters require a dedicated function for sgn, since map2gl would
2459  * generate invalid code
2460  */
2461 static void shader_glsl_sgn(const struct wined3d_shader_instruction *ins)
2462 {
2463     glsl_src_param_t src0_param;
2464     DWORD write_mask;
2465
2466     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2467     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2468
2469     shader_addline(ins->ctx->buffer, "sign(%s));\n", src0_param.param_str);
2470 }
2471
2472 /** Process the WINED3DSIO_LOOP instruction in GLSL:
2473  * Start a for() loop where src1.y is the initial value of aL,
2474  *  increment aL by src1.z for a total of src1.x iterations.
2475  *  Need to use a temporary variable for this operation.
2476  */
2477 /* FIXME: I don't think nested loops will work correctly this way. */
2478 static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
2479 {
2480     glsl_src_param_t src1_param;
2481     IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2482     const DWORD *control_values = NULL;
2483     const local_constant *constant;
2484
2485     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
2486
2487     /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
2488      * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
2489      * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
2490      * addressing.
2491      */
2492     if (ins->src[1].reg.type == WINED3DSPR_CONSTINT)
2493     {
2494         LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry) {
2495             if (constant->idx == ins->src[1].reg.idx)
2496             {
2497                 control_values = constant->value;
2498                 break;
2499             }
2500         }
2501     }
2502
2503     if (control_values)
2504     {
2505         struct wined3d_shader_loop_control loop_control;
2506         loop_control.count = control_values[0];
2507         loop_control.start = control_values[1];
2508         loop_control.step = (int)control_values[2];
2509
2510         if (loop_control.step > 0)
2511         {
2512             shader_addline(ins->ctx->buffer, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d) {\n",
2513                     shader->baseShader.cur_loop_depth, loop_control.start,
2514                     shader->baseShader.cur_loop_depth, loop_control.count, loop_control.step, loop_control.start,
2515                     shader->baseShader.cur_loop_depth, loop_control.step);
2516         }
2517         else if (loop_control.step < 0)
2518         {
2519             shader_addline(ins->ctx->buffer, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d) {\n",
2520                     shader->baseShader.cur_loop_depth, loop_control.start,
2521                     shader->baseShader.cur_loop_depth, loop_control.count, loop_control.step, loop_control.start,
2522                     shader->baseShader.cur_loop_depth, loop_control.step);
2523         }
2524         else
2525         {
2526             shader_addline(ins->ctx->buffer, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++) {\n",
2527                     shader->baseShader.cur_loop_depth, loop_control.start, shader->baseShader.cur_loop_depth,
2528                     shader->baseShader.cur_loop_depth, loop_control.count,
2529                     shader->baseShader.cur_loop_depth);
2530         }
2531     } else {
2532         shader_addline(ins->ctx->buffer,
2533                 "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
2534                 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno,
2535                 src1_param.reg_name, shader->baseShader.cur_loop_depth, src1_param.reg_name,
2536                 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno, src1_param.reg_name);
2537     }
2538
2539     shader->baseShader.cur_loop_depth++;
2540     shader->baseShader.cur_loop_regno++;
2541 }
2542
2543 static void shader_glsl_end(const struct wined3d_shader_instruction *ins)
2544 {
2545     IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2546
2547     shader_addline(ins->ctx->buffer, "}\n");
2548
2549     if (ins->handler_idx == WINED3DSIH_ENDLOOP)
2550     {
2551         shader->baseShader.cur_loop_depth--;
2552         shader->baseShader.cur_loop_regno--;
2553     }
2554
2555     if (ins->handler_idx == WINED3DSIH_ENDREP)
2556     {
2557         shader->baseShader.cur_loop_depth--;
2558     }
2559 }
2560
2561 static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
2562 {
2563     IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2564     glsl_src_param_t src0_param;
2565     const DWORD *control_values = NULL;
2566     const local_constant *constant;
2567
2568     /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
2569     if (ins->src[0].reg.type == WINED3DSPR_CONSTINT)
2570     {
2571         LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry)
2572         {
2573             if (constant->idx == ins->src[0].reg.idx)
2574             {
2575                 control_values = constant->value;
2576                 break;
2577             }
2578         }
2579     }
2580
2581     if(control_values) {
2582         shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
2583                        shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
2584                        control_values[0], shader->baseShader.cur_loop_depth);
2585     } else {
2586         shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2587         shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2588                 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
2589                 src0_param.param_str, shader->baseShader.cur_loop_depth);
2590     }
2591     shader->baseShader.cur_loop_depth++;
2592 }
2593
2594 static void shader_glsl_if(const struct wined3d_shader_instruction *ins)
2595 {
2596     glsl_src_param_t src0_param;
2597
2598     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2599     shader_addline(ins->ctx->buffer, "if (%s) {\n", src0_param.param_str);
2600 }
2601
2602 static void shader_glsl_ifc(const struct wined3d_shader_instruction *ins)
2603 {
2604     glsl_src_param_t src0_param;
2605     glsl_src_param_t src1_param;
2606
2607     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2608     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2609
2610     shader_addline(ins->ctx->buffer, "if (%s %s %s) {\n",
2611             src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
2612 }
2613
2614 static void shader_glsl_else(const struct wined3d_shader_instruction *ins)
2615 {
2616     shader_addline(ins->ctx->buffer, "} else {\n");
2617 }
2618
2619 static void shader_glsl_break(const struct wined3d_shader_instruction *ins)
2620 {
2621     shader_addline(ins->ctx->buffer, "break;\n");
2622 }
2623
2624 /* FIXME: According to MSDN the compare is done per component. */
2625 static void shader_glsl_breakc(const struct wined3d_shader_instruction *ins)
2626 {
2627     glsl_src_param_t src0_param;
2628     glsl_src_param_t src1_param;
2629
2630     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2631     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2632
2633     shader_addline(ins->ctx->buffer, "if (%s %s %s) break;\n",
2634             src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
2635 }
2636
2637 static void shader_glsl_label(const struct wined3d_shader_instruction *ins)
2638 {
2639     shader_addline(ins->ctx->buffer, "}\n");
2640     shader_addline(ins->ctx->buffer, "void subroutine%u () {\n",  ins->src[0].reg.idx);
2641 }
2642
2643 static void shader_glsl_call(const struct wined3d_shader_instruction *ins)
2644 {
2645     shader_addline(ins->ctx->buffer, "subroutine%u();\n", ins->src[0].reg.idx);
2646 }
2647
2648 static void shader_glsl_callnz(const struct wined3d_shader_instruction *ins)
2649 {
2650     glsl_src_param_t src1_param;
2651
2652     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2653     shader_addline(ins->ctx->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, ins->src[0].reg.idx);
2654 }
2655
2656 static void shader_glsl_ret(const struct wined3d_shader_instruction *ins)
2657 {
2658     /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
2659      * function only suppresses the unhandled instruction warning
2660      */
2661 }
2662
2663 /*********************************************
2664  * Pixel Shader Specific Code begins here
2665  ********************************************/
2666 static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
2667 {
2668     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2669     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2670     DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2671             ins->ctx->reg_maps->shader_version.minor);
2672     glsl_sample_function_t sample_function;
2673     DWORD sample_flags = 0;
2674     WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
2675     DWORD sampler_idx;
2676     DWORD mask = 0, swizzle;
2677
2678     /* 1.0-1.4: Use destination register as sampler source.
2679      * 2.0+: Use provided sampler source. */
2680     if (shader_version < WINED3D_SHADER_VERSION(2,0)) sampler_idx = ins->dst[0].reg.idx;
2681     else sampler_idx = ins->src[1].reg.idx;
2682     sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
2683
2684     if (shader_version < WINED3D_SHADER_VERSION(1,4))
2685     {
2686         DWORD flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2687
2688         /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
2689         if (flags & WINED3DTTFF_PROJECTED && sampler_type != WINED3DSTT_CUBE) {
2690             sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2691             switch (flags & ~WINED3DTTFF_PROJECTED) {
2692                 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2693                 case WINED3DTTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break;
2694                 case WINED3DTTFF_COUNT3: mask = WINED3DSP_WRITEMASK_2; break;
2695                 case WINED3DTTFF_COUNT4:
2696                 case WINED3DTTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break;
2697             }
2698         }
2699     }
2700     else if (shader_version < WINED3D_SHADER_VERSION(2,0))
2701     {
2702         DWORD src_mod = ins->src[0].modifiers;
2703
2704         if (src_mod == WINED3DSPSM_DZ) {
2705             sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2706             mask = WINED3DSP_WRITEMASK_2;
2707         } else if (src_mod == WINED3DSPSM_DW) {
2708             sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2709             mask = WINED3DSP_WRITEMASK_3;
2710         }
2711     } else {
2712         if (ins->flags & WINED3DSI_TEXLD_PROJECT)
2713         {
2714             /* ps 2.0 texldp instruction always divides by the fourth component. */
2715             sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2716             mask = WINED3DSP_WRITEMASK_3;
2717         }
2718     }
2719
2720     if(deviceImpl->stateBlock->textures[sampler_idx] &&
2721        IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2722         sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
2723     }
2724
2725     shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
2726     mask |= sample_function.coord_mask;
2727
2728     if (shader_version < WINED3D_SHADER_VERSION(2,0)) swizzle = WINED3DSP_NOSWIZZLE;
2729     else swizzle = ins->src[1].swizzle;
2730
2731     /* 1.0-1.3: Use destination register as coordinate source.
2732        1.4+: Use provided coordinate source register. */
2733     if (shader_version < WINED3D_SHADER_VERSION(1,4))
2734     {
2735         char coord_mask[6];
2736         shader_glsl_write_mask_to_str(mask, coord_mask);
2737         shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
2738                 "T%u%s", sampler_idx, coord_mask);
2739     } else {
2740         glsl_src_param_t coord_param;
2741         shader_glsl_add_src_param(ins, &ins->src[0], mask, &coord_param);
2742         if (ins->flags & WINED3DSI_TEXLD_BIAS)
2743         {
2744             glsl_src_param_t bias;
2745             shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &bias);
2746             shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, bias.param_str,
2747                     "%s", coord_param.param_str);
2748         } else {
2749             shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
2750                     "%s", coord_param.param_str);
2751         }
2752     }
2753 }
2754
2755 static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
2756 {
2757     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2758     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2759     const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
2760     glsl_sample_function_t sample_function;
2761     glsl_src_param_t coord_param, dx_param, dy_param;
2762     DWORD sample_flags = WINED3D_GLSL_SAMPLE_GRAD;
2763     DWORD sampler_type;
2764     DWORD sampler_idx;
2765     DWORD swizzle = ins->src[1].swizzle;
2766
2767     if(!GL_SUPPORT(ARB_SHADER_TEXTURE_LOD)) {
2768         FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
2769         return shader_glsl_tex(ins);
2770     }
2771
2772     sampler_idx = ins->src[1].reg.idx;
2773     sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
2774     if(deviceImpl->stateBlock->textures[sampler_idx] &&
2775        IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2776         sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
2777     }
2778
2779     shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
2780     shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
2781     shader_glsl_add_src_param(ins, &ins->src[2], sample_function.coord_mask, &dx_param);
2782     shader_glsl_add_src_param(ins, &ins->src[3], sample_function.coord_mask, &dy_param);
2783
2784     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, dx_param.param_str, dy_param.param_str, NULL,
2785                                 "%s", coord_param.param_str);
2786 }
2787
2788 static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
2789 {
2790     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2791     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2792     const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
2793     glsl_sample_function_t sample_function;
2794     glsl_src_param_t coord_param, lod_param;
2795     DWORD sample_flags = WINED3D_GLSL_SAMPLE_LOD;
2796     DWORD sampler_type;
2797     DWORD sampler_idx;
2798     DWORD swizzle = ins->src[1].swizzle;
2799
2800     sampler_idx = ins->src[1].reg.idx;
2801     sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
2802     if(deviceImpl->stateBlock->textures[sampler_idx] &&
2803        IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2804         sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
2805     }
2806     shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
2807     shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
2808
2809     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
2810
2811     if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD]
2812             && shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
2813     {
2814         /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
2815          * However, they seem to work just fine in fragment shaders as well. */
2816         WARN("Using %s in fragment shader.\n", sample_function.name);
2817     }
2818     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, lod_param.param_str,
2819             "%s", coord_param.param_str);
2820 }
2821
2822 static void shader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
2823 {
2824     /* FIXME: Make this work for more than just 2D textures */
2825     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2826     DWORD write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2827
2828     if (!(ins->ctx->reg_maps->shader_version.major == 1 && ins->ctx->reg_maps->shader_version.minor == 4))
2829     {
2830         char dst_mask[6];
2831
2832         shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2833         shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
2834                 ins->dst[0].reg.idx, dst_mask);
2835     } else {
2836         DWORD reg = ins->src[0].reg.idx;
2837         DWORD src_mod = ins->src[0].modifiers;
2838         char dst_swizzle[6];
2839
2840         shader_glsl_get_swizzle(&ins->src[0], FALSE, write_mask, dst_swizzle);
2841
2842         if (src_mod == WINED3DSPSM_DZ) {
2843             glsl_src_param_t div_param;
2844             unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2845             shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &div_param);
2846
2847             if (mask_size > 1) {
2848                 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2849             } else {
2850                 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2851             }
2852         } else if (src_mod == WINED3DSPSM_DW) {
2853             glsl_src_param_t div_param;
2854             unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2855             shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &div_param);
2856
2857             if (mask_size > 1) {
2858                 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2859             } else {
2860                 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2861             }
2862         } else {
2863             shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
2864         }
2865     }
2866 }
2867
2868 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
2869  * Take a 3-component dot product of the TexCoord[dstreg] and src,
2870  * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2871 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
2872 {
2873     glsl_src_param_t src0_param;
2874     glsl_sample_function_t sample_function;
2875     DWORD sampler_idx = ins->dst[0].reg.idx;
2876     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2877     WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
2878     UINT mask_size;
2879
2880     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2881
2882     /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
2883      * scalar, and projected sampling would require 4.
2884      *
2885      * It is a dependent read - not valid with conditional NP2 textures
2886      */
2887     shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2888     mask_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
2889
2890     switch(mask_size)
2891     {
2892         case 1:
2893             shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
2894                     "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx, src0_param.param_str);
2895             break;
2896
2897         case 2:
2898             shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
2899                     "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str);
2900             break;
2901
2902         case 3:
2903             shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
2904                     "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str);
2905             break;
2906
2907         default:
2908             FIXME("Unexpected mask size %u\n", mask_size);
2909             break;
2910     }
2911 }
2912
2913 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
2914  * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2915 static void shader_glsl_texdp3(const struct wined3d_shader_instruction *ins)
2916 {
2917     glsl_src_param_t src0_param;
2918     DWORD dstreg = ins->dst[0].reg.idx;
2919     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2920     DWORD dst_mask;
2921     unsigned int mask_size;
2922
2923     dst_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2924     mask_size = shader_glsl_get_write_mask_size(dst_mask);
2925     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2926
2927     if (mask_size > 1) {
2928         shader_addline(ins->ctx->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
2929     } else {
2930         shader_addline(ins->ctx->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
2931     }
2932 }
2933
2934 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
2935  * Calculate the depth as dst.x / dst.y   */
2936 static void shader_glsl_texdepth(const struct wined3d_shader_instruction *ins)
2937 {
2938     glsl_dst_param_t dst_param;
2939
2940     shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
2941
2942     /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
2943      * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
2944      * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
2945      * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
2946      * >= 1.0 or < 0.0
2947      */
2948     shader_addline(ins->ctx->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
2949             dst_param.reg_name, dst_param.reg_name);
2950 }
2951
2952 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
2953  * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2954  * Calculate tmp0.y = TexCoord[dstreg] . src.xyz;  (tmp0.x has already been calculated)
2955  * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2956  */
2957 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction *ins)
2958 {
2959     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2960     DWORD dstreg = ins->dst[0].reg.idx;
2961     glsl_src_param_t src0_param;
2962
2963     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2964
2965     shader_addline(ins->ctx->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
2966     shader_addline(ins->ctx->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
2967 }
2968
2969 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
2970  * Calculate the 1st of a 2-row matrix multiplication. */
2971 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins)
2972 {
2973     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2974     DWORD reg = ins->dst[0].reg.idx;
2975     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2976     glsl_src_param_t src0_param;
2977
2978     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2979     shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2980 }
2981
2982 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
2983  * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
2984 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins)
2985 {
2986     IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2987     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2988     DWORD reg = ins->dst[0].reg.idx;
2989     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2990     SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2991     glsl_src_param_t src0_param;
2992
2993     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2994     shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state->current_row, reg, src0_param.param_str);
2995     current_state->texcoord_w[current_state->current_row++] = reg;
2996 }
2997
2998 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins)
2999 {
3000     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3001     DWORD reg = ins->dst[0].reg.idx;
3002     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3003     glsl_src_param_t src0_param;
3004     WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
3005     glsl_sample_function_t sample_function;
3006
3007     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3008     shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3009
3010     shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3011
3012     /* Sample the texture using the calculated coordinates */
3013     shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xy");
3014 }
3015
3016 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
3017  * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
3018 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins)
3019 {
3020     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3021     glsl_src_param_t src0_param;
3022     DWORD reg = ins->dst[0].reg.idx;
3023     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
3024     SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
3025     WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
3026     glsl_sample_function_t sample_function;
3027
3028     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3029     shader_addline(ins->ctx->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3030
3031     /* Dependent read, not valid with conditional NP2 */
3032     shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3033
3034     /* Sample the texture using the calculated coordinates */
3035     shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3036
3037     current_state->current_row = 0;
3038 }
3039
3040 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
3041  * Perform the 3rd row of a 3x3 matrix multiply */
3042 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
3043 {
3044     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3045     glsl_src_param_t src0_param;
3046     char dst_mask[6];
3047     DWORD reg = ins->dst[0].reg.idx;
3048     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
3049     SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
3050
3051     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3052
3053     shader_glsl_append_dst(ins->ctx->buffer, ins);
3054     shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3055     shader_addline(ins->ctx->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
3056
3057     current_state->current_row = 0;
3058 }
3059
3060 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
3061  * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3062 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins)
3063 {
3064     IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
3065     DWORD reg = ins->dst[0].reg.idx;
3066     glsl_src_param_t src0_param;
3067     glsl_src_param_t src1_param;
3068     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3069     SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
3070     WINED3DSAMPLER_TEXTURE_TYPE stype = ins->ctx->reg_maps->sampler_type[reg];
3071     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3072     glsl_sample_function_t sample_function;
3073
3074     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3075     shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
3076
3077     /* Perform the last matrix multiply operation */
3078     shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3079     /* Reflection calculation */
3080     shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
3081
3082     /* Dependent read, not valid with conditional NP2 */
3083     shader_glsl_get_sample_function(stype, 0, &sample_function);
3084
3085     /* Sample the texture */
3086     shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3087
3088     current_state->current_row = 0;
3089 }
3090
3091 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
3092  * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3093 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins)
3094 {
3095     IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
3096     DWORD reg = ins->dst[0].reg.idx;
3097     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3098     SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
3099     glsl_src_param_t src0_param;
3100     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3101     WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
3102     glsl_sample_function_t sample_function;
3103
3104     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3105
3106     /* Perform the last matrix multiply operation */
3107     shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
3108
3109     /* Construct the eye-ray vector from w coordinates */
3110     shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
3111             current_state->texcoord_w[0], current_state->texcoord_w[1], reg);
3112     shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
3113
3114     /* Dependent read, not valid with conditional NP2 */
3115     shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3116
3117     /* Sample the texture using the calculated coordinates */
3118     shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3119
3120     current_state->current_row = 0;
3121 }
3122
3123 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
3124  * Apply a fake bump map transform.
3125  * texbem is pshader <= 1.3 only, this saves a few version checks
3126  */
3127 static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins)
3128 {
3129     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
3130     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
3131     glsl_sample_function_t sample_function;
3132     glsl_src_param_t coord_param;
3133     WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
3134     DWORD sampler_idx;
3135     DWORD mask;
3136     DWORD flags;
3137     char coord_mask[6];
3138
3139     sampler_idx = ins->dst[0].reg.idx;
3140     flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
3141
3142     sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3143     /* Dependent read, not valid with conditional NP2 */
3144     shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3145     mask = sample_function.coord_mask;
3146
3147     shader_glsl_write_mask_to_str(mask, coord_mask);
3148
3149     /* with projective textures, texbem only divides the static texture coord, not the displacement,
3150          * so we can't let the GL handle this.
3151          */
3152     if (flags & WINED3DTTFF_PROJECTED) {
3153         DWORD div_mask=0;
3154         char coord_div_mask[3];
3155         switch (flags & ~WINED3DTTFF_PROJECTED) {
3156             case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
3157             case WINED3DTTFF_COUNT2: div_mask = WINED3DSP_WRITEMASK_1; break;
3158             case WINED3DTTFF_COUNT3: div_mask = WINED3DSP_WRITEMASK_2; break;
3159             case WINED3DTTFF_COUNT4:
3160             case WINED3DTTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break;
3161         }
3162         shader_glsl_write_mask_to_str(div_mask, coord_div_mask);
3163         shader_addline(ins->ctx->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
3164     }
3165
3166     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &coord_param);
3167
3168     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3169             "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
3170             coord_param.param_str, coord_mask);
3171
3172     if (ins->handler_idx == WINED3DSIH_TEXBEML)
3173     {
3174         glsl_src_param_t luminance_param;
3175         glsl_dst_param_t dst_param;
3176
3177         shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &luminance_param);
3178         shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3179
3180         shader_addline(ins->ctx->buffer, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
3181                 dst_param.reg_name, dst_param.mask_str,
3182                 luminance_param.param_str, sampler_idx, sampler_idx);
3183     }
3184 }
3185
3186 static void shader_glsl_bem(const struct wined3d_shader_instruction *ins)
3187 {
3188     glsl_src_param_t src0_param, src1_param;
3189     DWORD sampler_idx = ins->dst[0].reg.idx;
3190
3191     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
3192     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
3193
3194     shader_glsl_append_dst(ins->ctx->buffer, ins);
3195     shader_addline(ins->ctx->buffer, "%s + bumpenvmat%d * %s);\n",
3196             src0_param.param_str, sampler_idx, src1_param.param_str);
3197 }
3198
3199 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
3200  * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
3201 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
3202 {
3203     glsl_src_param_t src0_param;
3204     DWORD sampler_idx = ins->dst[0].reg.idx;
3205     WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3206     glsl_sample_function_t sample_function;
3207
3208     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
3209
3210     shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3211     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3212             "%s.wx", src0_param.reg_name);
3213 }
3214
3215 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
3216  * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
3217 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
3218 {
3219     glsl_src_param_t src0_param;
3220     DWORD sampler_idx = ins->dst[0].reg.idx;
3221     WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3222     glsl_sample_function_t sample_function;
3223
3224     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
3225
3226     shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3227     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3228             "%s.yz", src0_param.reg_name);
3229 }
3230
3231 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
3232  * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
3233 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins)
3234 {
3235     glsl_src_param_t src0_param;
3236     DWORD sampler_idx = ins->dst[0].reg.idx;
3237     WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3238     glsl_sample_function_t sample_function;
3239
3240     /* Dependent read, not valid with conditional NP2 */
3241     shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3242     shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &src0_param);
3243
3244     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3245             "%s", src0_param.param_str);
3246 }
3247
3248 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
3249  * If any of the first 3 components are < 0, discard this pixel */
3250 static void shader_glsl_texkill(const struct wined3d_shader_instruction *ins)
3251 {
3252     glsl_dst_param_t dst_param;
3253
3254     /* The argument is a destination parameter, and no writemasks are allowed */
3255     shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3256     if (ins->ctx->reg_maps->shader_version.major >= 2)
3257     {
3258         /* 2.0 shaders compare all 4 components in texkill */
3259         shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
3260     } else {
3261         /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
3262          * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
3263          * 4 components are defined, only the first 3 are used
3264          */
3265         shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
3266     }
3267 }
3268
3269 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
3270  * dst = dot2(src0, src1) + src2 */
3271 static void shader_glsl_dp2add(const struct wined3d_shader_instruction *ins)
3272 {
3273     glsl_src_param_t src0_param;
3274     glsl_src_param_t src1_param;
3275     glsl_src_param_t src2_param;
3276     DWORD write_mask;
3277     unsigned int mask_size;
3278
3279     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3280     mask_size = shader_glsl_get_write_mask_size(write_mask);
3281
3282     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
3283     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
3284     shader_glsl_add_src_param(ins, &ins->src[2], WINED3DSP_WRITEMASK_0, &src2_param);
3285
3286     if (mask_size > 1) {
3287         shader_addline(ins->ctx->buffer, "vec%d(dot(%s, %s) + %s));\n",
3288                 mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str);
3289     } else {
3290         shader_addline(ins->ctx->buffer, "dot(%s, %s) + %s);\n",
3291                 src0_param.param_str, src1_param.param_str, src2_param.param_str);
3292     }
3293 }
3294
3295 static void shader_glsl_input_pack(IWineD3DPixelShader *iface, struct wined3d_shader_buffer *buffer,
3296         const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps,
3297         enum vertexprocessing_mode vertexprocessing)
3298 {
3299     unsigned int i;
3300     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
3301     WORD map = reg_maps->input_registers;
3302
3303     for (i = 0; map; map >>= 1, ++i)
3304     {
3305         const char *semantic_name;
3306         UINT semantic_idx;
3307         char reg_mask[6];
3308
3309         /* Unused */
3310         if (!(map & 1)) continue;
3311
3312         semantic_name = input_signature[i].semantic_name;
3313         semantic_idx = input_signature[i].semantic_idx;
3314         shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
3315
3316         if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3317         {
3318             if (semantic_idx < 8 && vertexprocessing == pretransformed)
3319                 shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
3320                         This->input_reg_map[i], reg_mask, semantic_idx, reg_mask);
3321             else
3322                 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3323                         This->input_reg_map[i], reg_mask, reg_mask);
3324         }
3325         else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3326         {
3327             if (semantic_idx == 0)
3328                 shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
3329                         This->input_reg_map[i], reg_mask, reg_mask);
3330             else if (semantic_idx == 1)
3331                 shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
3332                         This->input_reg_map[i], reg_mask, reg_mask);
3333             else
3334                 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3335                         This->input_reg_map[i], reg_mask, reg_mask);
3336         }
3337         else
3338         {
3339             shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3340                     This->input_reg_map[i], reg_mask, reg_mask);
3341         }
3342     }
3343 }
3344
3345 /*********************************************
3346  * Vertex Shader Specific Code begins here
3347  ********************************************/
3348
3349 static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry) {
3350     glsl_program_key_t key;
3351
3352     key.vshader = entry->vshader;
3353     key.pshader = entry->pshader;
3354     key.vs_args = entry->vs_args;
3355     key.ps_args = entry->ps_args;
3356
3357     if (wine_rb_put(&priv->program_lookup, &key, &entry->program_lookup_entry) == -1)
3358     {
3359         ERR("Failed to insert program entry.\n");
3360     }
3361 }
3362
3363 static struct glsl_shader_prog_link *get_glsl_program_entry(struct shader_glsl_priv *priv,
3364         IWineD3DVertexShader *vshader, IWineD3DPixelShader *pshader, struct vs_compile_args *vs_args,
3365         struct ps_compile_args *ps_args) {
3366     struct wine_rb_entry *entry;
3367     glsl_program_key_t key;
3368
3369     key.vshader = vshader;
3370     key.pshader = pshader;
3371     key.vs_args = *vs_args;
3372     key.ps_args = *ps_args;
3373
3374     entry = wine_rb_get(&priv->program_lookup, &key);
3375     return entry ? WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry) : NULL;
3376 }
3377
3378 /* GL locking is done by the caller */
3379 static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const struct wined3d_gl_info *gl_info,
3380         struct glsl_shader_prog_link *entry)
3381 {
3382     glsl_program_key_t key;
3383
3384     key.vshader = entry->vshader;
3385     key.pshader = entry->pshader;
3386     key.vs_args = entry->vs_args;
3387     key.ps_args = entry->ps_args;
3388     wine_rb_remove(&priv->program_lookup, &key);
3389
3390     GL_EXTCALL(glDeleteObjectARB(entry->programId));
3391     if (entry->vshader) list_remove(&entry->vshader_entry);
3392     if (entry->pshader) list_remove(&entry->pshader_entry);
3393     HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations);
3394     HeapFree(GetProcessHeap(), 0, entry->puniformF_locations);
3395     HeapFree(GetProcessHeap(), 0, entry);
3396 }
3397
3398 static void handle_ps3_input(struct wined3d_shader_buffer *buffer, const struct wined3d_gl_info *gl_info, const DWORD *map,
3399         const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps_in,
3400         const struct wined3d_shader_signature_element *output_signature, const struct shader_reg_maps *reg_maps_out)
3401 {
3402     unsigned int i, j;
3403     const char *semantic_name_in, *semantic_name_out;
3404     UINT semantic_idx_in, semantic_idx_out;
3405     DWORD *set;
3406     DWORD in_idx;
3407     unsigned int in_count = vec4_varyings(3, gl_info);
3408     char reg_mask[6], reg_mask_out[6];
3409     char destination[50];
3410     WORD input_map, output_map;
3411
3412     set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (in_count + 2));
3413
3414     if (!output_signature)
3415     {
3416         /* Save gl_FrontColor & gl_FrontSecondaryColor before overwriting them. */
3417         shader_addline(buffer, "vec4 front_color = gl_FrontColor;\n");
3418         shader_addline(buffer, "vec4 front_secondary_color = gl_FrontSecondaryColor;\n");
3419     }
3420
3421     input_map = reg_maps_in->input_registers;
3422     for (i = 0; input_map; input_map >>= 1, ++i)
3423     {
3424         if (!(input_map & 1)) continue;
3425
3426         in_idx = map[i];
3427         if (in_idx >= (in_count + 2)) {
3428             FIXME("More input varyings declared than supported, expect issues\n");
3429             continue;
3430         }
3431         else if (map[i] == ~0U)
3432         {
3433             /* Declared, but not read register */
3434             continue;
3435         }
3436
3437         if (in_idx == in_count) {
3438             sprintf(destination, "gl_FrontColor");
3439         } else if (in_idx == in_count + 1) {
3440             sprintf(destination, "gl_FrontSecondaryColor");
3441         } else {
3442             sprintf(destination, "IN[%u]", in_idx);
3443         }
3444
3445         semantic_name_in = input_signature[i].semantic_name;
3446         semantic_idx_in = input_signature[i].semantic_idx;
3447         set[map[i]] = input_signature[i].mask;
3448         shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
3449
3450         if (!output_signature)
3451         {
3452             if (shader_match_semantic(semantic_name_in, WINED3DDECLUSAGE_COLOR))
3453             {
3454                 if (semantic_idx_in == 0)
3455                     shader_addline(buffer, "%s%s = front_color%s;\n",
3456                             destination, reg_mask, reg_mask);
3457                 else if (semantic_idx_in == 1)
3458                     shader_addline(buffer, "%s%s = front_secondary_color%s;\n",
3459                             destination, reg_mask, reg_mask);
3460                 else
3461                     shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3462                             destination, reg_mask, reg_mask);
3463             }
3464             else if (shader_match_semantic(semantic_name_in, WINED3DDECLUSAGE_TEXCOORD))
3465             {
3466                 if (semantic_idx_in < 8)
3467                 {
3468                     shader_addline(buffer, "%s%s = gl_TexCoord[%u]%s;\n",
3469                             destination, reg_mask, semantic_idx_in, reg_mask);
3470                 }
3471                 else
3472                 {
3473                     shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3474                             destination, reg_mask, reg_mask);
3475                 }
3476             }
3477             else if (shader_match_semantic(semantic_name_in, WINED3DDECLUSAGE_FOG))
3478             {
3479                 shader_addline(buffer, "%s%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
3480                         destination, reg_mask, reg_mask);
3481             }
3482             else
3483             {
3484                 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3485                         destination, reg_mask, reg_mask);
3486             }
3487         } else {
3488             BOOL found = FALSE;
3489
3490             output_map = reg_maps_out->output_registers;
3491             for (j = 0; output_map; output_map >>= 1, ++j)
3492             {
3493                 if (!(output_map & 1)) continue;
3494
3495                 semantic_name_out = output_signature[j].semantic_name;
3496                 semantic_idx_out = output_signature[j].semantic_idx;
3497                 shader_glsl_write_mask_to_str(output_signature[j].mask, reg_mask_out);
3498
3499                 if (semantic_idx_in == semantic_idx_out
3500                         && !strcmp(semantic_name_in, semantic_name_out))
3501                 {
3502                     shader_addline(buffer, "%s%s = OUT[%u]%s;\n",
3503                             destination, reg_mask, j, reg_mask);
3504                     found = TRUE;
3505                 }
3506             }
3507             if(!found) {
3508                 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3509                                destination, reg_mask, reg_mask);
3510             }
3511         }
3512     }
3513
3514     /* This is solely to make the compiler / linker happy and avoid warning about undefined
3515      * varyings. It shouldn't result in any real code executed on the GPU, since all read
3516      * input varyings are assigned above, if the optimizer works properly.
3517      */
3518     for(i = 0; i < in_count + 2; i++) {
3519         if (set[i] && set[i] != WINED3DSP_WRITEMASK_ALL)
3520         {
3521             unsigned int size = 0;
3522             memset(reg_mask, 0, sizeof(reg_mask));
3523             if(!(set[i] & WINED3DSP_WRITEMASK_0)) {
3524                 reg_mask[size] = 'x';
3525                 size++;
3526             }
3527             if(!(set[i] & WINED3DSP_WRITEMASK_1)) {
3528                 reg_mask[size] = 'y';
3529                 size++;
3530             }
3531             if(!(set[i] & WINED3DSP_WRITEMASK_2)) {
3532                 reg_mask[size] = 'z';
3533                 size++;
3534             }
3535             if(!(set[i] & WINED3DSP_WRITEMASK_3)) {
3536                 reg_mask[size] = 'w';
3537                 size++;
3538             }
3539
3540             if (i == in_count) {
3541                 sprintf(destination, "gl_FrontColor");
3542             } else if (i == in_count + 1) {
3543                 sprintf(destination, "gl_FrontSecondaryColor");
3544             } else {
3545                 sprintf(destination, "IN[%u]", i);
3546             }
3547
3548             if (size == 1) {
3549                 shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
3550             } else {
3551                 shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
3552             }
3553         }
3554     }
3555
3556     HeapFree(GetProcessHeap(), 0, set);
3557 }
3558
3559 /* GL locking is done by the caller */
3560 static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer *buffer,
3561         IWineD3DVertexShader *vertexshader, IWineD3DPixelShader *pixelshader, const struct wined3d_gl_info *gl_info)
3562 {
3563     GLhandleARB ret = 0;
3564     IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) vertexshader;
3565     IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pixelshader;
3566     IWineD3DDeviceImpl *device;
3567     DWORD vs_major = vs->baseShader.reg_maps.shader_version.major;
3568     DWORD ps_major = ps ? ps->baseShader.reg_maps.shader_version.major : 0;
3569     unsigned int i;
3570     const char *semantic_name;
3571     UINT semantic_idx;
3572     char reg_mask[6];
3573     const struct wined3d_shader_signature_element *output_signature;
3574
3575     shader_buffer_clear(buffer);
3576
3577     shader_addline(buffer, "#version 120\n");
3578
3579     if(vs_major < 3 && ps_major < 3) {
3580         /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them.
3581          * Take care about the texcoord .w fixup though if we're using the fixed function fragment pipeline
3582          */
3583         device = (IWineD3DDeviceImpl *) vs->baseShader.device;
3584         if ((gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W)
3585                 && ps_major == 0 && vs_major > 0 && !device->frag_pipe->ffp_proj_control)
3586         {
3587             shader_addline(buffer, "void order_ps_input() {\n");
3588             for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
3589                 if(vs->baseShader.reg_maps.texcoord_mask[i] != 0 &&
3590                    vs->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
3591                     shader_addline(buffer, "gl_TexCoord[%u].w = 1.0;\n", i);
3592                 }
3593             }
3594             shader_addline(buffer, "}\n");
3595         } else {
3596             shader_addline(buffer, "void order_ps_input() { /* do nothing */ }\n");
3597         }
3598     } else if(ps_major < 3 && vs_major >= 3) {
3599         WORD map = vs->baseShader.reg_maps.output_registers;
3600
3601         /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
3602         output_signature = vs->output_signature;
3603
3604         shader_addline(buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3605         for (i = 0; map; map >>= 1, ++i)
3606         {
3607             DWORD write_mask;
3608
3609             if (!(map & 1)) continue;
3610
3611             semantic_name = output_signature[i].semantic_name;
3612             semantic_idx = output_signature[i].semantic_idx;
3613             write_mask = output_signature[i].mask;
3614             shader_glsl_write_mask_to_str(write_mask, reg_mask);
3615
3616             if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3617             {
3618                 if (semantic_idx == 0)
3619                     shader_addline(buffer, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3620                 else if (semantic_idx == 1)
3621                     shader_addline(buffer, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3622             }
3623             else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3624             {
3625                 shader_addline(buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3626             }
3627             else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3628             {
3629                 if (semantic_idx < 8)
3630                 {
3631                     if (!(gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) || ps_major > 0)
3632                         write_mask |= WINED3DSP_WRITEMASK_3;
3633
3634                     shader_addline(buffer, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
3635                             semantic_idx, reg_mask, i, reg_mask);
3636                     if (!(write_mask & WINED3DSP_WRITEMASK_3))
3637                         shader_addline(buffer, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx);
3638                 }
3639             }
3640             else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3641             {
3642                 shader_addline(buffer, "gl_PointSize = OUT[%u].x;\n", i);
3643             }
3644             else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3645             {
3646                 shader_addline(buffer, "gl_FogFragCoord = OUT[%u].%c;\n", i, reg_mask[1]);
3647             }
3648         }
3649         shader_addline(buffer, "}\n");
3650
3651     } else if(ps_major >= 3 && vs_major >= 3) {
3652         WORD map = vs->baseShader.reg_maps.output_registers;
3653
3654         output_signature = vs->output_signature;
3655
3656         /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3657         shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info));
3658         shader_addline(buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3659
3660         /* First, sort out position and point size. Those are not passed to the pixel shader */
3661         for (i = 0; map; map >>= 1, ++i)
3662         {
3663             if (!(map & 1)) continue;
3664
3665             semantic_name = output_signature[i].semantic_name;
3666             shader_glsl_write_mask_to_str(output_signature[i].mask, reg_mask);
3667
3668             if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3669             {
3670                 shader_addline(buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3671             }
3672             else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3673             {
3674                 shader_addline(buffer, "gl_PointSize = OUT[%u].x;\n", i);
3675             }
3676         }
3677
3678         /* Then, fix the pixel shader input */
3679         handle_ps3_input(buffer, gl_info, ps->input_reg_map, ps->input_signature,
3680                 &ps->baseShader.reg_maps, output_signature, &vs->baseShader.reg_maps);
3681
3682         shader_addline(buffer, "}\n");
3683     } else if(ps_major >= 3 && vs_major < 3) {
3684         shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info));
3685         shader_addline(buffer, "void order_ps_input() {\n");
3686         /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
3687          * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
3688          * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
3689          */
3690         handle_ps3_input(buffer, gl_info, ps->input_reg_map, ps->input_signature,
3691                 &ps->baseShader.reg_maps, NULL, NULL);
3692         shader_addline(buffer, "}\n");
3693     } else {
3694         ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major, ps_major);
3695     }
3696
3697     ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3698     checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
3699     GL_EXTCALL(glShaderSourceARB(ret, 1, (const char**)&buffer->buffer, NULL));
3700     checkGLcall("glShaderSourceARB(ret, 1, &buffer->buffer, NULL)");
3701     GL_EXTCALL(glCompileShaderARB(ret));
3702     checkGLcall("glCompileShaderARB(ret)");
3703
3704     return ret;
3705 }
3706
3707 /* GL locking is done by the caller */
3708 static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const struct wined3d_gl_info *gl_info,
3709         GLhandleARB programId, char prefix)
3710 {
3711     const local_constant *lconst;
3712     GLint tmp_loc;
3713     const float *value;
3714     char glsl_name[8];
3715
3716     LIST_FOR_EACH_ENTRY(lconst, &shader->baseShader.constantsF, local_constant, entry) {
3717         value = (const float *)lconst->value;
3718         snprintf(glsl_name, sizeof(glsl_name), "%cLC%u", prefix, lconst->idx);
3719         tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3720         GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
3721     }
3722     checkGLcall("Hardcoding local constants");
3723 }
3724
3725 /* GL locking is done by the caller */
3726 static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context,
3727         struct wined3d_shader_buffer *buffer, IWineD3DPixelShaderImpl *This,
3728         const struct ps_compile_args *args, struct ps_np2fixup_info *np2fixup_info)
3729 {
3730     const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3731     const struct wined3d_gl_info *gl_info = context->gl_info;
3732     CONST DWORD *function = This->baseShader.function;
3733     struct shader_glsl_ctx_priv priv_ctx;
3734
3735     /* Create the hw GLSL shader object and assign it as the shader->prgId */
3736     GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
3737
3738     memset(&priv_ctx, 0, sizeof(priv_ctx));
3739     priv_ctx.cur_ps_args = args;
3740     priv_ctx.cur_np2fixup_info = np2fixup_info;
3741
3742     shader_addline(buffer, "#version 120\n");
3743
3744     if(GL_SUPPORT(ARB_SHADER_TEXTURE_LOD) && reg_maps->usestexldd) {
3745         shader_addline(buffer, "#extension GL_ARB_shader_texture_lod : enable\n");
3746     }
3747     if (GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
3748         /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
3749          * drivers write a warning if we don't do so
3750          */
3751         shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
3752     }
3753
3754     /* Base Declarations */
3755     shader_generate_glsl_declarations(context, buffer, (IWineD3DBaseShader *)This, reg_maps, &priv_ctx);
3756
3757     /* Pack 3.0 inputs */
3758     if (reg_maps->shader_version.major >= 3 && args->vp_mode != vertexshader)
3759     {
3760         shader_glsl_input_pack((IWineD3DPixelShader *) This, buffer, This->input_signature, reg_maps, args->vp_mode);
3761     }
3762
3763     /* Base Shader Body */
3764     shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
3765
3766     /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
3767     if (reg_maps->shader_version.major < 2)
3768     {
3769         /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
3770         shader_addline(buffer, "gl_FragData[0] = R0;\n");
3771     }
3772
3773     if (args->srgb_correction)
3774     {
3775         shader_addline(buffer, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
3776         shader_addline(buffer, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
3777         shader_addline(buffer, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
3778         shader_addline(buffer, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
3779         shader_addline(buffer, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
3780         shader_addline(buffer, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
3781     }
3782     /* Pixel shader < 3.0 do not replace the fog stage.
3783      * This implements linear fog computation and blending.
3784      * TODO: non linear fog
3785      * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
3786      * -1/(e-s) and e/(e-s) respectively.
3787      */
3788     if (reg_maps->shader_version.major < 3)
3789     {
3790         switch(args->fog) {
3791             case FOG_OFF: break;
3792             case FOG_LINEAR:
3793                 shader_addline(buffer, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
3794                 shader_addline(buffer, "float fogend = gl_Fog.end * -fogstart;\n");
3795                 shader_addline(buffer, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
3796                 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
3797                 break;
3798             case FOG_EXP:
3799                 /* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
3800                 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
3801                 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
3802                 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
3803                 break;
3804             case FOG_EXP2:
3805                 /* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
3806                 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
3807                 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
3808                 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
3809                 break;
3810         }
3811     }
3812
3813     shader_addline(buffer, "}\n");
3814
3815     TRACE("Compiling shader object %u\n", shader_obj);
3816     GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
3817     GL_EXTCALL(glCompileShaderARB(shader_obj));
3818     print_glsl_info_log(gl_info, shader_obj);
3819
3820     /* Store the shader object */
3821     return shader_obj;
3822 }
3823
3824 /* GL locking is done by the caller */
3825 static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context,
3826         struct wined3d_shader_buffer *buffer, IWineD3DVertexShaderImpl *This,
3827         const struct vs_compile_args *args)
3828 {
3829     const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3830     const struct wined3d_gl_info *gl_info = context->gl_info;
3831     CONST DWORD *function = This->baseShader.function;
3832     struct shader_glsl_ctx_priv priv_ctx;
3833
3834     /* Create the hw GLSL shader program and assign it as the shader->prgId */
3835     GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3836
3837     shader_addline(buffer, "#version 120\n");
3838
3839     memset(&priv_ctx, 0, sizeof(priv_ctx));
3840     priv_ctx.cur_vs_args = args;
3841
3842     /* Base Declarations */
3843     shader_generate_glsl_declarations(context, buffer, (IWineD3DBaseShader *)This, reg_maps, &priv_ctx);
3844
3845     /* Base Shader Body */
3846     shader_generate_main((IWineD3DBaseShader*)This, buffer, reg_maps, function, &priv_ctx);
3847
3848     /* Unpack 3.0 outputs */
3849     if (reg_maps->shader_version.major >= 3) shader_addline(buffer, "order_ps_input(OUT);\n");
3850     else shader_addline(buffer, "order_ps_input();\n");
3851
3852     /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3853      * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3854      * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3855      * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3856      */
3857     if(args->fog_src == VS_FOG_Z) {
3858         shader_addline(buffer, "gl_FogFragCoord = gl_Position.z;\n");
3859     } else if (!reg_maps->fog) {
3860         shader_addline(buffer, "gl_FogFragCoord = 0.0;\n");
3861     }
3862
3863     /* Write the final position.
3864      *
3865      * OpenGL coordinates specify the center of the pixel while d3d coords specify
3866      * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3867      * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3868      * contains 1.0 to allow a mad.
3869      */
3870     shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
3871     shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
3872     shader_addline(buffer, "gl_ClipVertex = gl_Position;\n");
3873
3874     /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3875      *
3876      * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
3877      * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
3878      * which is the same as z = z * 2 - w.
3879      */
3880     shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
3881
3882     shader_addline(buffer, "}\n");
3883
3884     TRACE("Compiling shader object %u\n", shader_obj);
3885     GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
3886     GL_EXTCALL(glCompileShaderARB(shader_obj));
3887     print_glsl_info_log(gl_info, shader_obj);
3888
3889     return shader_obj;
3890 }
3891
3892 static GLhandleARB find_glsl_pshader(const struct wined3d_context *context,
3893         struct wined3d_shader_buffer *buffer, IWineD3DPixelShaderImpl *shader,
3894         const struct ps_compile_args *args, const struct ps_np2fixup_info **np2fixup_info)
3895 {
3896     UINT i;
3897     DWORD new_size;
3898     struct glsl_ps_compiled_shader *new_array;
3899     struct glsl_pshader_private    *shader_data;
3900     struct ps_np2fixup_info        *np2fixup = NULL;
3901     GLhandleARB ret;
3902
3903     if (!shader->baseShader.backend_data)
3904     {
3905         shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
3906         if (!shader->baseShader.backend_data)
3907         {
3908             ERR("Failed to allocate backend data.\n");
3909             return 0;
3910         }
3911     }
3912     shader_data = shader->baseShader.backend_data;
3913
3914     /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
3915      * so a linear search is more performant than a hashmap or a binary search
3916      * (cache coherency etc)
3917      */
3918     for(i = 0; i < shader_data->num_gl_shaders; i++) {
3919         if(memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)) == 0) {
3920             if(args->np2_fixup) *np2fixup_info = &shader_data->gl_shaders[i].np2fixup;
3921             return shader_data->gl_shaders[i].prgId;
3922         }
3923     }
3924
3925     TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
3926     if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
3927         if (shader_data->num_gl_shaders)
3928         {
3929             new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
3930             new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
3931                                     new_size * sizeof(*shader_data->gl_shaders));
3932         } else {
3933             new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
3934             new_size = 1;
3935         }
3936
3937         if(!new_array) {
3938             ERR("Out of memory\n");
3939             return 0;
3940         }
3941         shader_data->gl_shaders = new_array;
3942         shader_data->shader_array_size = new_size;
3943     }
3944
3945     shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
3946
3947     memset(&shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup, 0, sizeof(struct ps_np2fixup_info));
3948     if (args->np2_fixup) np2fixup = &shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup;
3949
3950     pixelshader_update_samplers(&shader->baseShader.reg_maps,
3951             ((IWineD3DDeviceImpl *)shader->baseShader.device)->stateBlock->textures);
3952
3953     shader_buffer_clear(buffer);
3954     ret = shader_glsl_generate_pshader(context, buffer, shader, args, np2fixup);
3955     shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
3956     *np2fixup_info = np2fixup;
3957
3958     return ret;
3959 }
3960
3961 static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const struct vs_compile_args *new,
3962                                  const DWORD use_map) {
3963     if((stored->swizzle_map & use_map) != new->swizzle_map) return FALSE;
3964     return stored->fog_src == new->fog_src;
3965 }
3966
3967 static GLhandleARB find_glsl_vshader(const struct wined3d_context *context,
3968         struct wined3d_shader_buffer *buffer, IWineD3DVertexShaderImpl *shader,
3969         const struct vs_compile_args *args)
3970 {
3971     UINT i;
3972     DWORD new_size;
3973     struct glsl_vs_compiled_shader *new_array;
3974     DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
3975     struct glsl_vshader_private *shader_data;
3976     GLhandleARB ret;
3977
3978     if (!shader->baseShader.backend_data)
3979     {
3980         shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
3981         if (!shader->baseShader.backend_data)
3982         {
3983             ERR("Failed to allocate backend data.\n");
3984             return 0;
3985         }
3986     }
3987     shader_data = shader->baseShader.backend_data;
3988
3989     /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
3990      * so a linear search is more performant than a hashmap or a binary search
3991      * (cache coherency etc)
3992      */
3993     for(i = 0; i < shader_data->num_gl_shaders; i++) {
3994         if(vs_args_equal(&shader_data->gl_shaders[i].args, args, use_map)) {
3995             return shader_data->gl_shaders[i].prgId;
3996         }
3997     }
3998
3999     TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
4000
4001     if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4002         if (shader_data->num_gl_shaders)
4003         {
4004             new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4005             new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
4006                                     new_size * sizeof(*shader_data->gl_shaders));
4007         } else {
4008             new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
4009             new_size = 1;
4010         }
4011
4012         if(!new_array) {
4013             ERR("Out of memory\n");
4014             return 0;
4015         }
4016         shader_data->gl_shaders = new_array;
4017         shader_data->shader_array_size = new_size;
4018     }
4019
4020     shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4021
4022     shader_buffer_clear(buffer);
4023     ret = shader_glsl_generate_vshader(context, buffer, shader, args);
4024     shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
4025
4026     return ret;
4027 }
4028
4029 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
4030  * It sets the programId on the current StateBlock (because it should be called
4031  * inside of the DrawPrimitive() part of the render loop).
4032  *
4033  * If a program for the given combination does not exist, create one, and store
4034  * the program in the hash table.  If it creates a program, it will link the
4035  * given objects, too.
4036  */
4037
4038 /* GL locking is done by the caller */
4039 static void set_glsl_shader_program(const struct wined3d_context *context,
4040         IWineD3DDeviceImpl *device, BOOL use_ps, BOOL use_vs)
4041 {
4042     IWineD3DVertexShader *vshader = use_vs ? device->stateBlock->vertexShader : NULL;
4043     IWineD3DPixelShader *pshader = use_ps ? device->stateBlock->pixelShader : NULL;
4044     const struct wined3d_gl_info *gl_info = context->gl_info;
4045     struct shader_glsl_priv *priv = device->shader_priv;
4046     struct glsl_shader_prog_link *entry    = NULL;
4047     GLhandleARB programId                  = 0;
4048     GLhandleARB reorder_shader_id          = 0;
4049     unsigned int i;
4050     char glsl_name[8];
4051     struct ps_compile_args ps_compile_args;
4052     struct vs_compile_args vs_compile_args;
4053
4054     if (vshader) find_vs_compile_args((IWineD3DVertexShaderImpl *)vshader, device->stateBlock, &vs_compile_args);
4055     if (pshader) find_ps_compile_args((IWineD3DPixelShaderImpl *)pshader, device->stateBlock, &ps_compile_args);
4056
4057     entry = get_glsl_program_entry(priv, vshader, pshader, &vs_compile_args, &ps_compile_args);
4058     if (entry) {
4059         priv->glsl_program = entry;
4060         return;
4061     }
4062
4063     /* If we get to this point, then no matching program exists, so we create one */
4064     programId = GL_EXTCALL(glCreateProgramObjectARB());
4065     TRACE("Created new GLSL shader program %u\n", programId);
4066
4067     /* Create the entry */
4068     entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
4069     entry->programId = programId;
4070     entry->vshader = vshader;
4071     entry->pshader = pshader;
4072     entry->vs_args = vs_compile_args;
4073     entry->ps_args = ps_compile_args;
4074     entry->constant_version = 0;
4075     entry->np2Fixup_info = NULL;
4076     /* Add the hash table entry */
4077     add_glsl_program_entry(priv, entry);
4078
4079     /* Set the current program */
4080     priv->glsl_program = entry;
4081
4082     /* Attach GLSL vshader */
4083     if (vshader)
4084     {
4085         GLhandleARB vshader_id = find_glsl_vshader(context, &priv->shader_buffer,
4086                 (IWineD3DVertexShaderImpl *)vshader, &vs_compile_args);
4087         WORD map = ((IWineD3DBaseShaderImpl *)vshader)->baseShader.reg_maps.input_registers;
4088         char tmp_name[10];
4089
4090         reorder_shader_id = generate_param_reorder_function(&priv->shader_buffer, vshader, pshader, gl_info);
4091         TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
4092         GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
4093         checkGLcall("glAttachObjectARB");
4094         /* Flag the reorder function for deletion, then it will be freed automatically when the program
4095          * is destroyed
4096          */
4097         GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
4098
4099         TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
4100         GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
4101         checkGLcall("glAttachObjectARB");
4102
4103         /* Bind vertex attributes to a corresponding index number to match
4104          * the same index numbers as ARB_vertex_programs (makes loading
4105          * vertex attributes simpler).  With this method, we can use the
4106          * exact same code to load the attributes later for both ARB and
4107          * GLSL shaders.
4108          *
4109          * We have to do this here because we need to know the Program ID
4110          * in order to make the bindings work, and it has to be done prior
4111          * to linking the GLSL program. */
4112         for (i = 0; map; map >>= 1, ++i)
4113         {
4114             if (!(map & 1)) continue;
4115
4116             snprintf(tmp_name, sizeof(tmp_name), "attrib%u", i);
4117             GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
4118         }
4119         checkGLcall("glBindAttribLocationARB");
4120
4121         list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry);
4122     }
4123
4124     /* Attach GLSL pshader */
4125     if (pshader)
4126     {
4127         GLhandleARB pshader_id = find_glsl_pshader(context, &priv->shader_buffer,
4128                 (IWineD3DPixelShaderImpl *)pshader, &ps_compile_args, &entry->np2Fixup_info);
4129         TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
4130         GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
4131         checkGLcall("glAttachObjectARB");
4132
4133         list_add_head(&((IWineD3DBaseShaderImpl *)pshader)->baseShader.linked_programs, &entry->pshader_entry);
4134     }
4135
4136     /* Link the program */
4137     TRACE("Linking GLSL shader program %u\n", programId);
4138     GL_EXTCALL(glLinkProgramARB(programId));
4139     print_glsl_info_log(gl_info, programId);
4140
4141     entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * gl_info->max_vs_glsl_constantsF);
4142     for (i = 0; i < gl_info->max_vs_glsl_constantsF; ++i)
4143     {
4144         snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
4145         entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4146     }
4147     for (i = 0; i < MAX_CONST_I; ++i)
4148     {
4149         snprintf(glsl_name, sizeof(glsl_name), "VI[%i]", i);
4150         entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4151     }
4152     entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * gl_info->max_ps_glsl_constantsF);
4153     for (i = 0; i < gl_info->max_ps_glsl_constantsF; ++i)
4154     {
4155         snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
4156         entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4157     }
4158     for (i = 0; i < MAX_CONST_I; ++i)
4159     {
4160         snprintf(glsl_name, sizeof(glsl_name), "PI[%i]", i);
4161         entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4162     }
4163
4164     if(pshader) {
4165         char name[32];
4166
4167         for(i = 0; i < MAX_TEXTURES; i++) {
4168             sprintf(name, "bumpenvmat%u", i);
4169             entry->bumpenvmat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4170             sprintf(name, "luminancescale%u", i);
4171             entry->luminancescale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4172             sprintf(name, "luminanceoffset%u", i);
4173             entry->luminanceoffset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4174         }
4175
4176         if (ps_compile_args.np2_fixup) {
4177             if (entry->np2Fixup_info) {
4178                 entry->np2Fixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "PsamplerNP2Fixup"));
4179             } else {
4180                 FIXME("NP2 texcoord fixup needed for this pixelshader, but no fixup uniform found.\n");
4181             }
4182         }
4183     }
4184
4185     entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
4186     entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
4187     checkGLcall("Find glsl program uniform locations");
4188
4189     if (pshader
4190             && ((IWineD3DPixelShaderImpl *)pshader)->baseShader.reg_maps.shader_version.major >= 3
4191             && ((IWineD3DPixelShaderImpl *)pshader)->declared_in_count > vec4_varyings(3, gl_info))
4192     {
4193         TRACE("Shader %d needs vertex color clamping disabled\n", programId);
4194         entry->vertex_color_clamp = GL_FALSE;
4195     } else {
4196         entry->vertex_color_clamp = GL_FIXED_ONLY_ARB;
4197     }
4198
4199     /* Set the shader to allow uniform loading on it */
4200     GL_EXTCALL(glUseProgramObjectARB(programId));
4201     checkGLcall("glUseProgramObjectARB(programId)");
4202
4203     /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
4204      * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
4205      * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
4206      * vertex shader with fixed function pixel processing is used we make sure that the card
4207      * supports enough samplers to allow the max number of vertex samplers with all possible
4208      * fixed function fragment processing setups. So once the program is linked these samplers
4209      * won't change.
4210      */
4211     if (vshader) shader_glsl_load_vsamplers(gl_info, device->texUnitMap, programId);
4212     if (pshader) shader_glsl_load_psamplers(gl_info, device->texUnitMap, programId);
4213
4214     /* If the local constants do not have to be loaded with the environment constants,
4215      * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
4216      * later
4217      */
4218     if(pshader && !((IWineD3DPixelShaderImpl*)pshader)->baseShader.load_local_constsF) {
4219         hardcode_local_constants((IWineD3DBaseShaderImpl *) pshader, gl_info, programId, 'P');
4220     }
4221     if(vshader && !((IWineD3DVertexShaderImpl*)vshader)->baseShader.load_local_constsF) {
4222         hardcode_local_constants((IWineD3DBaseShaderImpl *) vshader, gl_info, programId, 'V');
4223     }
4224 }
4225
4226 /* GL locking is done by the caller */
4227 static GLhandleARB create_glsl_blt_shader(const struct wined3d_gl_info *gl_info, enum tex_types tex_type)
4228 {
4229     GLhandleARB program_id;
4230     GLhandleARB vshader_id, pshader_id;
4231     static const char *blt_vshader[] =
4232     {
4233         "#version 120\n"
4234         "void main(void)\n"
4235         "{\n"
4236         "    gl_Position = gl_Vertex;\n"
4237         "    gl_FrontColor = vec4(1.0);\n"
4238         "    gl_TexCoord[0] = gl_MultiTexCoord0;\n"
4239         "}\n"
4240     };
4241
4242     static const char *blt_pshaders[tex_type_count] =
4243     {
4244         /* tex_1d */
4245         NULL,
4246         /* tex_2d */
4247         "#version 120\n"
4248         "uniform sampler2D sampler;\n"
4249         "void main(void)\n"
4250         "{\n"
4251         "    gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4252         "}\n",
4253         /* tex_3d */
4254         NULL,
4255         /* tex_cube */
4256         "#version 120\n"
4257         "uniform samplerCube sampler;\n"
4258         "void main(void)\n"
4259         "{\n"
4260         "    gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4261         "}\n",
4262         /* tex_rect */
4263         "#version 120\n"
4264         "#extension GL_ARB_texture_rectangle : enable\n"
4265         "uniform sampler2DRect sampler;\n"
4266         "void main(void)\n"
4267         "{\n"
4268         "    gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4269         "}\n",
4270     };
4271
4272     if (!blt_pshaders[tex_type])
4273     {
4274         FIXME("tex_type %#x not supported\n", tex_type);
4275         tex_type = tex_2d;
4276     }
4277
4278     vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
4279     GL_EXTCALL(glShaderSourceARB(vshader_id, 1, blt_vshader, NULL));
4280     GL_EXTCALL(glCompileShaderARB(vshader_id));
4281
4282     pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
4283     GL_EXTCALL(glShaderSourceARB(pshader_id, 1, &blt_pshaders[tex_type], NULL));
4284     GL_EXTCALL(glCompileShaderARB(pshader_id));
4285
4286     program_id = GL_EXTCALL(glCreateProgramObjectARB());
4287     GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
4288     GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
4289     GL_EXTCALL(glLinkProgramARB(program_id));
4290
4291     print_glsl_info_log(gl_info, program_id);
4292
4293     /* Once linked we can mark the shaders for deletion. They will be deleted once the program
4294      * is destroyed
4295      */
4296     GL_EXTCALL(glDeleteObjectARB(vshader_id));
4297     GL_EXTCALL(glDeleteObjectARB(pshader_id));
4298     return program_id;
4299 }
4300
4301 /* GL locking is done by the caller */
4302 static void shader_glsl_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
4303 {
4304     IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
4305     const struct wined3d_gl_info *gl_info = context->gl_info;
4306     struct shader_glsl_priv *priv = device->shader_priv;
4307     GLhandleARB program_id = 0;
4308     GLenum old_vertex_color_clamp, current_vertex_color_clamp;
4309
4310     old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
4311
4312     if (useVS || usePS) set_glsl_shader_program(context, device, usePS, useVS);
4313     else priv->glsl_program = NULL;
4314
4315     current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
4316
4317     if (old_vertex_color_clamp != current_vertex_color_clamp) {
4318         if (GL_SUPPORT(ARB_COLOR_BUFFER_FLOAT)) {
4319             GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp));
4320             checkGLcall("glClampColorARB");
4321         } else {
4322             FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4323         }
4324     }
4325
4326     program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
4327     if (program_id) TRACE("Using GLSL program %u\n", program_id);
4328     GL_EXTCALL(glUseProgramObjectARB(program_id));
4329     checkGLcall("glUseProgramObjectARB");
4330
4331     /* In case that NP2 texcoord fixup data is found for the selected program, trigger a reload of the
4332      * constants. This has to be done because it can't be guaranteed that sampler() (from state.c) is
4333      * called between selecting the shader and using it, which results in wrong fixup for some frames. */
4334     if (priv->glsl_program && priv->glsl_program->np2Fixup_info)
4335     {
4336         shader_glsl_load_np2fixup_constants((IWineD3DDevice *)device, usePS, useVS);
4337     }
4338 }
4339
4340 /* GL locking is done by the caller */
4341 static void shader_glsl_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
4342     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4343     const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4344     struct shader_glsl_priv *priv = This->shader_priv;
4345     GLhandleARB *blt_program = &priv->depth_blt_program[tex_type];
4346
4347     if (!*blt_program) {
4348         GLint loc;
4349         *blt_program = create_glsl_blt_shader(gl_info, tex_type);
4350         loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "sampler"));
4351         GL_EXTCALL(glUseProgramObjectARB(*blt_program));
4352         GL_EXTCALL(glUniform1iARB(loc, 0));
4353     } else {
4354         GL_EXTCALL(glUseProgramObjectARB(*blt_program));
4355     }
4356 }
4357
4358 /* GL locking is done by the caller */
4359 static void shader_glsl_deselect_depth_blt(IWineD3DDevice *iface) {
4360     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4361     const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4362     struct shader_glsl_priv *priv = This->shader_priv;
4363     GLhandleARB program_id;
4364
4365     program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
4366     if (program_id) TRACE("Using GLSL program %u\n", program_id);
4367
4368     GL_EXTCALL(glUseProgramObjectARB(program_id));
4369     checkGLcall("glUseProgramObjectARB");
4370 }
4371
4372 static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
4373     const struct list *linked_programs;
4374     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
4375     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
4376     struct shader_glsl_priv *priv = device->shader_priv;
4377     const struct wined3d_context *context;
4378     const struct wined3d_gl_info *gl_info;
4379     IWineD3DPixelShaderImpl *ps = NULL;
4380     IWineD3DVertexShaderImpl *vs = NULL;
4381
4382     /* Note: Do not use QueryInterface here to find out which shader type this is because this code
4383      * can be called from IWineD3DBaseShader::Release
4384      */
4385     char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
4386
4387     if(pshader) {
4388         struct glsl_pshader_private *shader_data;
4389         ps = (IWineD3DPixelShaderImpl *) This;
4390         shader_data = ps->baseShader.backend_data;
4391         if(!shader_data || shader_data->num_gl_shaders == 0)
4392         {
4393             HeapFree(GetProcessHeap(), 0, shader_data);
4394             ps->baseShader.backend_data = NULL;
4395             return;
4396         }
4397
4398         context = ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
4399         gl_info = context->gl_info;
4400
4401         if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->pshader == iface)
4402         {
4403             ENTER_GL();
4404             shader_glsl_select(context, FALSE, FALSE);
4405             LEAVE_GL();
4406         }
4407     } else {
4408         struct glsl_vshader_private *shader_data;
4409         vs = (IWineD3DVertexShaderImpl *) This;
4410         shader_data = vs->baseShader.backend_data;
4411         if(!shader_data || shader_data->num_gl_shaders == 0)
4412         {
4413             HeapFree(GetProcessHeap(), 0, shader_data);
4414             vs->baseShader.backend_data = NULL;
4415             return;
4416         }
4417
4418         context = ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
4419         gl_info = context->gl_info;
4420
4421         if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->vshader == iface)
4422         {
4423             ENTER_GL();
4424             shader_glsl_select(context, FALSE, FALSE);
4425             LEAVE_GL();
4426         }
4427     }
4428
4429     linked_programs = &This->baseShader.linked_programs;
4430
4431     TRACE("Deleting linked programs\n");
4432     if (linked_programs->next) {
4433         struct glsl_shader_prog_link *entry, *entry2;
4434
4435         ENTER_GL();
4436         if(pshader) {
4437             LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) {
4438                 delete_glsl_program_entry(priv, gl_info, entry);
4439             }
4440         } else {
4441             LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) {
4442                 delete_glsl_program_entry(priv, gl_info, entry);
4443             }
4444         }
4445         LEAVE_GL();
4446     }
4447
4448     if(pshader) {
4449         UINT i;
4450         struct glsl_pshader_private *shader_data = ps->baseShader.backend_data;
4451
4452         ENTER_GL();
4453         for(i = 0; i < shader_data->num_gl_shaders; i++) {
4454             TRACE("deleting pshader %u\n", shader_data->gl_shaders[i].prgId);
4455             GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
4456             checkGLcall("glDeleteObjectARB");
4457         }
4458         LEAVE_GL();
4459         HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4460         HeapFree(GetProcessHeap(), 0, shader_data);
4461         ps->baseShader.backend_data = NULL;
4462     } else {
4463         UINT i;
4464         struct glsl_vshader_private *shader_data = vs->baseShader.backend_data;
4465
4466         ENTER_GL();
4467         for(i = 0; i < shader_data->num_gl_shaders; i++) {
4468             TRACE("deleting vshader %u\n", shader_data->gl_shaders[i].prgId);
4469             GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
4470             checkGLcall("glDeleteObjectARB");
4471         }
4472         LEAVE_GL();
4473         HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4474         HeapFree(GetProcessHeap(), 0, shader_data);
4475         vs->baseShader.backend_data = NULL;
4476     }
4477 }
4478
4479 static int glsl_program_key_compare(const void *key, const struct wine_rb_entry *entry)
4480 {
4481     const glsl_program_key_t *k = key;
4482     const struct glsl_shader_prog_link *prog = WINE_RB_ENTRY_VALUE(entry,
4483             const struct glsl_shader_prog_link, program_lookup_entry);
4484     int cmp;
4485
4486     if (k->vshader > prog->vshader) return 1;
4487     else if (k->vshader < prog->vshader) return -1;
4488
4489     if (k->pshader > prog->pshader) return 1;
4490     else if (k->pshader < prog->pshader) return -1;
4491
4492     if (k->vshader && (cmp = memcmp(&k->vs_args, &prog->vs_args, sizeof(prog->vs_args)))) return cmp;
4493     if (k->pshader && (cmp = memcmp(&k->ps_args, &prog->ps_args, sizeof(prog->ps_args)))) return cmp;
4494
4495     return 0;
4496 }
4497
4498 static BOOL constant_heap_init(struct constant_heap *heap, unsigned int constant_count)
4499 {
4500     SIZE_T size = (constant_count + 1) * sizeof(*heap->entries) + constant_count * sizeof(*heap->positions);
4501     void *mem = HeapAlloc(GetProcessHeap(), 0, size);
4502
4503     if (!mem)
4504     {
4505         ERR("Failed to allocate memory\n");
4506         return FALSE;
4507     }
4508
4509     heap->entries = mem;
4510     heap->entries[1].version = 0;
4511     heap->positions = (unsigned int *)(heap->entries + constant_count + 1);
4512     heap->size = 1;
4513
4514     return TRUE;
4515 }
4516
4517 static void constant_heap_free(struct constant_heap *heap)
4518 {
4519     HeapFree(GetProcessHeap(), 0, heap->entries);
4520 }
4521
4522 static const struct wine_rb_functions wined3d_glsl_program_rb_functions =
4523 {
4524     wined3d_rb_alloc,
4525     wined3d_rb_realloc,
4526     wined3d_rb_free,
4527     glsl_program_key_compare,
4528 };
4529
4530 static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {
4531     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4532     const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4533     struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
4534     SIZE_T stack_size = wined3d_log2i(max(gl_info->max_vs_glsl_constantsF, gl_info->max_ps_glsl_constantsF)) + 1;
4535
4536     if (!shader_buffer_init(&priv->shader_buffer))
4537     {
4538         ERR("Failed to initialize shader buffer.\n");
4539         goto fail;
4540     }
4541
4542     priv->stack = HeapAlloc(GetProcessHeap(), 0, stack_size * sizeof(*priv->stack));
4543     if (!priv->stack)
4544     {
4545         ERR("Failed to allocate memory.\n");
4546         goto fail;
4547     }
4548
4549     if (!constant_heap_init(&priv->vconst_heap, gl_info->max_vs_glsl_constantsF))
4550     {
4551         ERR("Failed to initialize vertex shader constant heap\n");
4552         goto fail;
4553     }
4554
4555     if (!constant_heap_init(&priv->pconst_heap, gl_info->max_ps_glsl_constantsF))
4556     {
4557         ERR("Failed to initialize pixel shader constant heap\n");
4558         goto fail;
4559     }
4560
4561     if (wine_rb_init(&priv->program_lookup, &wined3d_glsl_program_rb_functions) == -1)
4562     {
4563         ERR("Failed to initialize rbtree.\n");
4564         goto fail;
4565     }
4566
4567     priv->next_constant_version = 1;
4568
4569     This->shader_priv = priv;
4570     return WINED3D_OK;
4571
4572 fail:
4573     constant_heap_free(&priv->pconst_heap);
4574     constant_heap_free(&priv->vconst_heap);
4575     HeapFree(GetProcessHeap(), 0, priv->stack);
4576     shader_buffer_free(&priv->shader_buffer);
4577     HeapFree(GetProcessHeap(), 0, priv);
4578     return E_OUTOFMEMORY;
4579 }
4580
4581 /* Context activation is done by the caller. */
4582 static void shader_glsl_free(IWineD3DDevice *iface) {
4583     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4584     const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4585     struct shader_glsl_priv *priv = This->shader_priv;
4586     int i;
4587
4588     ENTER_GL();
4589     for (i = 0; i < tex_type_count; ++i)
4590     {
4591         if (priv->depth_blt_program[i])
4592         {
4593             GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program[i]));
4594         }
4595     }
4596     LEAVE_GL();
4597
4598     wine_rb_destroy(&priv->program_lookup, NULL, NULL);
4599     constant_heap_free(&priv->pconst_heap);
4600     constant_heap_free(&priv->vconst_heap);
4601     HeapFree(GetProcessHeap(), 0, priv->stack);
4602     shader_buffer_free(&priv->shader_buffer);
4603
4604     HeapFree(GetProcessHeap(), 0, This->shader_priv);
4605     This->shader_priv = NULL;
4606 }
4607
4608 static BOOL shader_glsl_dirty_const(IWineD3DDevice *iface) {
4609     /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
4610     return FALSE;
4611 }
4612
4613 static void shader_glsl_get_caps(WINED3DDEVTYPE devtype,
4614         const struct wined3d_gl_info *gl_info, struct shader_caps *pCaps)
4615 {
4616     /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
4617      * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support based
4618      * on the version of NV_vertex_program.
4619      * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
4620      * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
4621      * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
4622      * of native instructions, so use that here. For more info see the pixel shader versioning code below.
4623      */
4624     if ((gl_info->supported[NV_VERTEX_PROGRAM2] && !gl_info->supported[NV_VERTEX_PROGRAM3])
4625             || gl_info->max_ps_arb_instructions <= 512)
4626         pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
4627     else
4628         pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
4629     TRACE_(d3d_caps)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps->VertexShaderVersion >> 8) & 0xff, pCaps->VertexShaderVersion & 0xff);
4630     pCaps->MaxVertexShaderConst = gl_info->max_vs_glsl_constantsF;
4631
4632     /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
4633      * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
4634      * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
4635      * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
4636      * in max native instructions. Intel and others also offer the info in this extension but they
4637      * don't support GLSL (at least on Windows).
4638      *
4639      * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
4640      * of instructions is 512 or less we have to do with ps2.0 hardware.
4641      * NOTE: ps3.0 hardware requires 512 or more instructions but ati and nvidia offer 'enough' (1024 vs 4096) on their most basic ps3.0 hardware.
4642      */
4643     if ((gl_info->supported[NV_FRAGMENT_PROGRAM] && !gl_info->supported[NV_FRAGMENT_PROGRAM2])
4644             || (gl_info->max_ps_arb_instructions <= 512))
4645         pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
4646     else
4647         pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
4648
4649     pCaps->MaxPixelShaderConst = gl_info->max_ps_glsl_constantsF;
4650
4651     /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
4652      * Direct3D minimum requirement.
4653      *
4654      * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
4655      * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
4656      *
4657      * The problem is that the refrast clamps temporary results in the shader to
4658      * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
4659      * then applications may miss the clamping behavior. On the other hand, if it is smaller,
4660      * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
4661      * offer a way to query this.
4662      */
4663     pCaps->PixelShader1xMaxValue = 8.0;
4664     TRACE_(d3d_caps)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps->PixelShaderVersion >> 8) & 0xff, pCaps->PixelShaderVersion & 0xff);
4665
4666     pCaps->VSClipping = TRUE;
4667 }
4668
4669 static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
4670 {
4671     if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
4672     {
4673         TRACE("Checking support for fixup:\n");
4674         dump_color_fixup_desc(fixup);
4675     }
4676
4677     /* We support everything except YUV conversions. */
4678     if (!is_yuv_fixup(fixup))
4679     {
4680         TRACE("[OK]\n");
4681         return TRUE;
4682     }
4683
4684     TRACE("[FAILED]\n");
4685     return FALSE;
4686 }
4687
4688 static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4689 {
4690     /* WINED3DSIH_ABS           */ shader_glsl_map2gl,
4691     /* WINED3DSIH_ADD           */ shader_glsl_arith,
4692     /* WINED3DSIH_BEM           */ shader_glsl_bem,
4693     /* WINED3DSIH_BREAK         */ shader_glsl_break,
4694     /* WINED3DSIH_BREAKC        */ shader_glsl_breakc,
4695     /* WINED3DSIH_BREAKP        */ NULL,
4696     /* WINED3DSIH_CALL          */ shader_glsl_call,
4697     /* WINED3DSIH_CALLNZ        */ shader_glsl_callnz,
4698     /* WINED3DSIH_CMP           */ shader_glsl_cmp,
4699     /* WINED3DSIH_CND           */ shader_glsl_cnd,
4700     /* WINED3DSIH_CRS           */ shader_glsl_cross,
4701     /* WINED3DSIH_DCL           */ NULL,
4702     /* WINED3DSIH_DEF           */ NULL,
4703     /* WINED3DSIH_DEFB          */ NULL,
4704     /* WINED3DSIH_DEFI          */ NULL,
4705     /* WINED3DSIH_DP2ADD        */ shader_glsl_dp2add,
4706     /* WINED3DSIH_DP3           */ shader_glsl_dot,
4707     /* WINED3DSIH_DP4           */ shader_glsl_dot,
4708     /* WINED3DSIH_DST           */ shader_glsl_dst,
4709     /* WINED3DSIH_DSX           */ shader_glsl_map2gl,
4710     /* WINED3DSIH_DSY           */ shader_glsl_map2gl,
4711     /* WINED3DSIH_ELSE          */ shader_glsl_else,
4712     /* WINED3DSIH_ENDIF         */ shader_glsl_end,
4713     /* WINED3DSIH_ENDLOOP       */ shader_glsl_end,
4714     /* WINED3DSIH_ENDREP        */ shader_glsl_end,
4715     /* WINED3DSIH_EXP           */ shader_glsl_map2gl,
4716     /* WINED3DSIH_EXPP          */ shader_glsl_expp,
4717     /* WINED3DSIH_FRC           */ shader_glsl_map2gl,
4718     /* WINED3DSIH_IF            */ shader_glsl_if,
4719     /* WINED3DSIH_IFC           */ shader_glsl_ifc,
4720     /* WINED3DSIH_LABEL         */ shader_glsl_label,
4721     /* WINED3DSIH_LIT           */ shader_glsl_lit,
4722     /* WINED3DSIH_LOG           */ shader_glsl_log,
4723     /* WINED3DSIH_LOGP          */ shader_glsl_log,
4724     /* WINED3DSIH_LOOP          */ shader_glsl_loop,
4725     /* WINED3DSIH_LRP           */ shader_glsl_lrp,
4726     /* WINED3DSIH_M3x2          */ shader_glsl_mnxn,
4727     /* WINED3DSIH_M3x3          */ shader_glsl_mnxn,
4728     /* WINED3DSIH_M3x4          */ shader_glsl_mnxn,
4729     /* WINED3DSIH_M4x3          */ shader_glsl_mnxn,
4730     /* WINED3DSIH_M4x4          */ shader_glsl_mnxn,
4731     /* WINED3DSIH_MAD           */ shader_glsl_mad,
4732     /* WINED3DSIH_MAX           */ shader_glsl_map2gl,
4733     /* WINED3DSIH_MIN           */ shader_glsl_map2gl,
4734     /* WINED3DSIH_MOV           */ shader_glsl_mov,
4735     /* WINED3DSIH_MOVA          */ shader_glsl_mov,
4736     /* WINED3DSIH_MUL           */ shader_glsl_arith,
4737     /* WINED3DSIH_NOP           */ NULL,
4738     /* WINED3DSIH_NRM           */ shader_glsl_map2gl,
4739     /* WINED3DSIH_PHASE         */ NULL,
4740     /* WINED3DSIH_POW           */ shader_glsl_pow,
4741     /* WINED3DSIH_RCP           */ shader_glsl_rcp,
4742     /* WINED3DSIH_REP           */ shader_glsl_rep,
4743     /* WINED3DSIH_RET           */ shader_glsl_ret,
4744     /* WINED3DSIH_RSQ           */ shader_glsl_rsq,
4745     /* WINED3DSIH_SETP          */ NULL,
4746     /* WINED3DSIH_SGE           */ shader_glsl_compare,
4747     /* WINED3DSIH_SGN           */ shader_glsl_sgn,
4748     /* WINED3DSIH_SINCOS        */ shader_glsl_sincos,
4749     /* WINED3DSIH_SLT           */ shader_glsl_compare,
4750     /* WINED3DSIH_SUB           */ shader_glsl_arith,
4751     /* WINED3DSIH_TEX           */ shader_glsl_tex,
4752     /* WINED3DSIH_TEXBEM        */ shader_glsl_texbem,
4753     /* WINED3DSIH_TEXBEML       */ shader_glsl_texbem,
4754     /* WINED3DSIH_TEXCOORD      */ shader_glsl_texcoord,
4755     /* WINED3DSIH_TEXDEPTH      */ shader_glsl_texdepth,
4756     /* WINED3DSIH_TEXDP3        */ shader_glsl_texdp3,
4757     /* WINED3DSIH_TEXDP3TEX     */ shader_glsl_texdp3tex,
4758     /* WINED3DSIH_TEXKILL       */ shader_glsl_texkill,
4759     /* WINED3DSIH_TEXLDD        */ shader_glsl_texldd,
4760     /* WINED3DSIH_TEXLDL        */ shader_glsl_texldl,
4761     /* WINED3DSIH_TEXM3x2DEPTH  */ shader_glsl_texm3x2depth,
4762     /* WINED3DSIH_TEXM3x2PAD    */ shader_glsl_texm3x2pad,
4763     /* WINED3DSIH_TEXM3x2TEX    */ shader_glsl_texm3x2tex,
4764     /* WINED3DSIH_TEXM3x3       */ shader_glsl_texm3x3,
4765     /* WINED3DSIH_TEXM3x3DIFF   */ NULL,
4766     /* WINED3DSIH_TEXM3x3PAD    */ shader_glsl_texm3x3pad,
4767     /* WINED3DSIH_TEXM3x3SPEC   */ shader_glsl_texm3x3spec,
4768     /* WINED3DSIH_TEXM3x3TEX    */ shader_glsl_texm3x3tex,
4769     /* WINED3DSIH_TEXM3x3VSPEC  */ shader_glsl_texm3x3vspec,
4770     /* WINED3DSIH_TEXREG2AR     */ shader_glsl_texreg2ar,
4771     /* WINED3DSIH_TEXREG2GB     */ shader_glsl_texreg2gb,
4772     /* WINED3DSIH_TEXREG2RGB    */ shader_glsl_texreg2rgb,
4773 };
4774
4775 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction *ins) {
4776     SHADER_HANDLER hw_fct;
4777
4778     /* Select handler */
4779     hw_fct = shader_glsl_instruction_handler_table[ins->handler_idx];
4780
4781     /* Unhandled opcode */
4782     if (!hw_fct)
4783     {
4784         FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
4785         return;
4786     }
4787     hw_fct(ins);
4788
4789     shader_glsl_add_instruction_modifiers(ins);
4790 }
4791
4792 const shader_backend_t glsl_shader_backend = {
4793     shader_glsl_handle_instruction,
4794     shader_glsl_select,
4795     shader_glsl_select_depth_blt,
4796     shader_glsl_deselect_depth_blt,
4797     shader_glsl_update_float_vertex_constants,
4798     shader_glsl_update_float_pixel_constants,
4799     shader_glsl_load_constants,
4800     shader_glsl_load_np2fixup_constants,
4801     shader_glsl_destroy,
4802     shader_glsl_alloc,
4803     shader_glsl_free,
4804     shader_glsl_dirty_const,
4805     shader_glsl_get_caps,
4806     shader_glsl_color_fixup_supported,
4807 };