wined3d: Prevent a recursive ENTER_GL before calling blitter->free_private.
[wine] / dlls / wined3d / arb_program_shader.c
1 /*
2  * Pixel and vertex shaders implementation using ARB_vertex_program
3  * and ARB_fragment_program GL extensions.
4  *
5  * Copyright 2002-2003 Jason Edmeades
6  * Copyright 2002-2003 Raphael Junqueira
7  * Copyright 2004 Christian Costa
8  * Copyright 2005 Oliver Stieber
9  * Copyright 2006 Ivan Gyurdiev
10  * Copyright 2006 Jason Green
11  * Copyright 2006 Henri Verbeet
12  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
13  *
14  * This library is free software; you can redistribute it and/or
15  * modify it under the terms of the GNU Lesser General Public
16  * License as published by the Free Software Foundation; either
17  * version 2.1 of the License, or (at your option) any later version.
18  *
19  * This library is distributed in the hope that it will be useful,
20  * but WITHOUT ANY WARRANTY; without even the implied warranty of
21  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
22  * Lesser General Public License for more details.
23  *
24  * You should have received a copy of the GNU Lesser General Public
25  * License along with this library; if not, write to the Free Software
26  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27  */
28
29 #include "config.h"
30
31 #include <math.h>
32 #include <stdio.h>
33
34 #include "wined3d_private.h"
35
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
39
40 #define GLINFO_LOCATION      (*gl_info)
41
42 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
43  * so upload them above that
44  */
45 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
46 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
47
48 /* ARB_program_shader private data */
49 struct shader_arb_priv {
50     GLuint                  current_vprogram_id;
51     GLuint                  current_fprogram_id;
52     GLuint                  depth_blt_vprogram_id;
53     GLuint                  depth_blt_fprogram_id;
54     BOOL                    use_arbfp_fixed_func;
55     struct hash_table_t     *fragment_shaders;
56 };
57
58 /********************************************************
59  * ARB_[vertex/fragment]_program helper functions follow
60  ********************************************************/
61
62 /** 
63  * Loads floating point constants into the currently set ARB_vertex/fragment_program.
64  * When constant_list == NULL, it will load all the constants.
65  *  
66  * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
67  *  or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
68  */
69 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, WineD3D_GL_Info *gl_info, GLuint target_type,
70         unsigned int max_constants, float* constants, char *dirty_consts) {
71     local_constant* lconst;
72     DWORD i, j;
73     unsigned int ret;
74
75     if (TRACE_ON(d3d_shader)) {
76         for(i = 0; i < max_constants; i++) {
77             if(!dirty_consts[i]) continue;
78             TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
79                         constants[i * 4 + 0], constants[i * 4 + 1],
80                         constants[i * 4 + 2], constants[i * 4 + 3]);
81         }
82     }
83     /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
84     if(target_type == GL_FRAGMENT_PROGRAM_ARB &&
85        WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1) {
86         float lcl_const[4];
87         for(i = 0; i < max_constants; i++) {
88             if(!dirty_consts[i]) continue;
89             dirty_consts[i] = 0;
90
91             j = 4 * i;
92             if(constants[j + 0] > 1.0) lcl_const[0] = 1.0;
93             else if(constants[j + 0] < -1.0) lcl_const[0] = -1.0;
94             else lcl_const[0] = constants[j + 0];
95
96             if(constants[j + 1] > 1.0) lcl_const[1] = 1.0;
97             else if(constants[j + 1] < -1.0) lcl_const[1] = -1.0;
98             else lcl_const[1] = constants[j + 1];
99
100             if(constants[j + 2] > 1.0) lcl_const[2] = 1.0;
101             else if(constants[j + 2] < -1.0) lcl_const[2] = -1.0;
102             else lcl_const[2] = constants[j + 2];
103
104             if(constants[j + 3] > 1.0) lcl_const[3] = 1.0;
105             else if(constants[j + 3] < -1.0) lcl_const[3] = -1.0;
106             else lcl_const[3] = constants[j + 3];
107
108             GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
109         }
110     } else {
111         if(GL_SUPPORT(EXT_GPU_PROGRAM_PARAMETERS)) {
112             /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
113              * or just reloading *all* constants at once
114              *
115             GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, 0, max_constants, constants));
116              */
117             for(i = 0; i < max_constants; i++) {
118                 if(!dirty_consts[i]) continue;
119
120                 /* Find the next block of dirty constants */
121                 dirty_consts[i] = 0;
122                 j = i;
123                 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
124                     dirty_consts[i] = 0;
125                 }
126
127                 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
128             }
129         } else {
130             for(i = 0; i < max_constants; i++) {
131                 if(dirty_consts[i]) {
132                     dirty_consts[i] = 0;
133                     GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
134                 }
135             }
136         }
137     }
138     checkGLcall("glProgramEnvParameter4fvARB()");
139
140     /* Load immediate constants */
141     if(This->baseShader.load_local_constsF) {
142         if (TRACE_ON(d3d_shader)) {
143             LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
144                 GLfloat* values = (GLfloat*)lconst->value;
145                 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
146                         values[0], values[1], values[2], values[3]);
147             }
148         }
149         /* Immediate constants are clamped for 1.X shaders at loading times */
150         ret = 0;
151         LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
152             dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
153             ret = max(ret, lconst->idx + 1);
154             GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
155         }
156         checkGLcall("glProgramEnvParameter4fvARB()");
157         return ret; /* The loaded immediate constants need reloading for the next shader */
158     } else {
159         return 0; /* No constants are dirty now */
160     }
161 }
162
163 /**
164  * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
165  * 
166  * We only support float constants in ARB at the moment, so don't 
167  * worry about the Integers or Booleans
168  */
169 static void shader_arb_load_constants(
170     IWineD3DDevice* device,
171     char usePixelShader,
172     char useVertexShader) {
173    
174     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device; 
175     IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
176     WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
177     unsigned char i;
178
179     if (useVertexShader) {
180         IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
181
182         /* Load DirectX 9 float constants for vertex shader */
183         deviceImpl->highest_dirty_vs_const = shader_arb_load_constantsF(
184                 vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
185                 deviceImpl->highest_dirty_vs_const,
186                 stateBlock->vertexShaderConstantF,
187                 deviceImpl->activeContext->vshader_const_dirty);
188
189         /* Upload the position fixup */
190         GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, ARB_SHADER_PRIVCONST_POS, deviceImpl->posFixup));
191     }
192
193     if (usePixelShader) {
194
195         IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
196         IWineD3DPixelShaderImpl *psi = (IWineD3DPixelShaderImpl *) pshader;
197
198         /* Load DirectX 9 float constants for pixel shader */
199         deviceImpl->highest_dirty_ps_const = shader_arb_load_constantsF(
200                 pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
201                 deviceImpl->highest_dirty_ps_const,
202                 stateBlock->pixelShaderConstantF,
203                 deviceImpl->activeContext->pshader_const_dirty);
204
205         for(i = 0; i < psi->numbumpenvmatconsts; i++) {
206             /* The state manager takes care that this function is always called if the bump env matrix changes
207              */
208             float *data = (float *) &stateBlock->textureState[(int) psi->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00];
209             GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->bumpenvmatconst[i].const_num, data));
210             deviceImpl->activeContext->pshader_const_dirty[psi->bumpenvmatconst[i].const_num] = 1;
211
212             if(psi->luminanceconst[i].const_num != -1) {
213                 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
214                  * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
215                  * don't care about them. The pointers are valid for sure because the stateblock is bigger.
216                  * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
217                  */
218                 float *scale = (float *) &stateBlock->textureState[(int) psi->luminanceconst[i].texunit][WINED3DTSS_BUMPENVLSCALE];
219                 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->luminanceconst[i].const_num, scale));
220                 deviceImpl->activeContext->pshader_const_dirty[psi->luminanceconst[i].const_num] = 1;
221             }
222         }
223
224         if(((IWineD3DPixelShaderImpl *) pshader)->srgb_enabled &&
225            !((IWineD3DPixelShaderImpl *) pshader)->srgb_mode_hardcoded) {
226             float comparison[4];
227             float mul_low[4];
228
229             if(stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE]) {
230                 comparison[0] = srgb_cmp; comparison[1] = srgb_cmp;
231                 comparison[2] = srgb_cmp; comparison[3] = srgb_cmp;
232
233                 mul_low[0] = srgb_mul_low; mul_low[1] = srgb_mul_low;
234                 mul_low[2] = srgb_mul_low; mul_low[3] = srgb_mul_low;
235             } else {
236                 comparison[0] = 1.0 / 0.0; comparison[1] = 1.0 / 0.0;
237                 comparison[2] = 1.0 / 0.0; comparison[3] = 1.0 / 0.0;
238
239                 mul_low[0] = 1.0; mul_low[1] = 1.0;
240                 mul_low[2] = 1.0; mul_low[3] = 1.0;
241             }
242             GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->srgb_cmp_const, comparison));
243             GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->srgb_low_const, mul_low));
244             checkGLcall("Load sRGB correction constants\n");
245             deviceImpl->activeContext->pshader_const_dirty[psi->srgb_low_const] = 1;
246             deviceImpl->activeContext->pshader_const_dirty[psi->srgb_cmp_const] = 1;
247
248         }
249     }
250 }
251
252 /* Generate the variable & register declarations for the ARB_vertex_program output target */
253 static void shader_generate_arb_declarations(
254     IWineD3DBaseShader *iface,
255     shader_reg_maps* reg_maps,
256     SHADER_BUFFER* buffer,
257     WineD3D_GL_Info* gl_info) {
258
259     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
260     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
261     DWORD i, cur;
262     char pshader = shader_is_pshader_version(This->baseShader.hex_version);
263     unsigned max_constantsF = min(This->baseShader.limits.constant_float, 
264             (pshader ? GL_LIMITS(pshader_constantsF) : GL_LIMITS(vshader_constantsF)));
265     UINT extra_constants_needed = 0;
266     local_constant* lconst;
267
268     /* Temporary Output register */
269     shader_addline(buffer, "TEMP TMP_OUT;\n");
270
271     for(i = 0; i < This->baseShader.limits.temporary; i++) {
272         if (reg_maps->temporary[i])
273             shader_addline(buffer, "TEMP R%u;\n", i);
274     }
275
276     for (i = 0; i < This->baseShader.limits.address; i++) {
277         if (reg_maps->address[i])
278             shader_addline(buffer, "ADDRESS A%d;\n", i);
279     }
280
281     for(i = 0; i < This->baseShader.limits.texcoord; i++) {
282         if (reg_maps->texcoord[i])
283             shader_addline(buffer,"TEMP T%u;\n", i);
284     }
285
286     /* Texture coordinate registers must be pre-loaded */
287     for (i = 0; i < This->baseShader.limits.texcoord; i++) {
288         if (reg_maps->texcoord[i])
289             shader_addline(buffer, "MOV T%u, fragment.texcoord[%u];\n", i, i);
290     }
291
292     for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
293         IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) This;
294         if(!reg_maps->bumpmat[i]) continue;
295
296         cur = ps->numbumpenvmatconsts;
297         ps->bumpenvmatconst[cur].const_num = -1;
298         ps->bumpenvmatconst[cur].texunit = i;
299         ps->luminanceconst[cur].const_num = -1;
300         ps->luminanceconst[cur].texunit = i;
301
302         /* If the shader does not use all available constants, use the next free constant to load the bump mapping environment matrix from
303          * the stateblock into the shader. If no constant is available don't load, texbem will then just sample the texture without applying
304          * bump mapping.
305          */
306         if(max_constantsF + extra_constants_needed < GL_LIMITS(pshader_constantsF)) {
307             ps->bumpenvmatconst[cur].const_num = max_constantsF + extra_constants_needed;
308             shader_addline(buffer, "PARAM bumpenvmat%d = program.env[%d];\n",
309                            i, ps->bumpenvmatconst[cur].const_num);
310             extra_constants_needed++;
311
312             if(reg_maps->luminanceparams && max_constantsF + extra_constants_needed < GL_LIMITS(pshader_constantsF)) {
313                 ((IWineD3DPixelShaderImpl *)This)->luminanceconst[cur].const_num = max_constantsF + extra_constants_needed;
314                 shader_addline(buffer, "PARAM luminance%d = program.env[%d];\n",
315                                i, ps->luminanceconst[cur].const_num);
316                 extra_constants_needed++;
317             } else if(reg_maps->luminanceparams) {
318                 FIXME("No free constant to load the luminance parameters\n");
319             }
320         } else {
321             FIXME("No free constant found to load environemnt bump mapping matrix into the shader. texbem instruction will not apply bump mapping\n");
322         }
323
324         ps->numbumpenvmatconsts = cur + 1;
325     }
326
327     if(device->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE] && pshader) {
328         IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This;
329         /* If there are 2 constants left to use, use them to pass the sRGB correction values in. This way
330          * srgb write correction can be turned on and off dynamically without recompilation. Otherwise
331          * hardcode them. The drawback of hardcoding is that the shader needs recompilation to turn sRGB
332          * off again
333          */
334         if(max_constantsF + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF) && FALSE) {
335             /* The idea is that if srgb is enabled, then disabled, the constant loading code
336              * can effectively disable sRGB correction by passing 1.0 and INF as the multiplication
337              * and comparison constants. If it disables it that way, the shader won't be recompiled
338              * and the code will stay in, so sRGB writing can be turned on again by setting the
339              * constants from the spec
340              */
341             ps_impl->srgb_mode_hardcoded = 0;
342             ps_impl->srgb_low_const = GL_LIMITS(pshader_constantsF) - extra_constants_needed;
343             ps_impl->srgb_cmp_const = GL_LIMITS(pshader_constantsF) - extra_constants_needed - 1;
344             shader_addline(buffer, "PARAM srgb_mul_low = program.env[%d];\n", ps_impl->srgb_low_const);
345             shader_addline(buffer, "PARAM srgb_comparison = program.env[%d];\n", ps_impl->srgb_cmp_const);
346         } else {
347             shader_addline(buffer, "PARAM srgb_mul_low = {%f, %f, %f, 1.0};\n",
348                            srgb_mul_low, srgb_mul_low, srgb_mul_low);
349             shader_addline(buffer, "PARAM srgb_comparison =  {%f, %f, %f, %f};\n",
350                            srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
351             ps_impl->srgb_mode_hardcoded = 1;
352         }
353         /* These can be hardcoded, they do not cause any harm because no fragment will enter the high
354          * path if the comparison value is set to INF
355          */
356         shader_addline(buffer, "PARAM srgb_pow =  {%f, %f, %f, 1.0};\n",
357                        srgb_pow, srgb_pow, srgb_pow);
358         shader_addline(buffer, "PARAM srgb_mul_hi =  {%f, %f, %f, 1.0};\n",
359                        srgb_mul_high, srgb_mul_high, srgb_mul_high);
360         shader_addline(buffer, "PARAM srgb_sub_hi =  {%f, %f, %f, 0.0};\n",
361                        srgb_sub_high, srgb_sub_high, srgb_sub_high);
362         ps_impl->srgb_enabled = 1;
363     } else if(pshader) {
364         IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This;
365
366         /* Do not write any srgb fixup into the shader to save shader size and processing time.
367          * As a consequence, we can't toggle srgb write on without recompilation
368          */
369         ps_impl->srgb_enabled = 0;
370         ps_impl->srgb_mode_hardcoded = 1;
371     }
372
373     /* Load local constants using the program-local space,
374      * this avoids reloading them each time the shader is used
375      */
376     if(!This->baseShader.load_local_constsF) {
377         LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
378             shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
379                            lconst->idx);
380         }
381     }
382
383     /* we use the array-based constants array if the local constants are marked for loading,
384      * because then we use indirect addressing, or when the local constant list is empty,
385      * because then we don't know if we're using indirect addressing or not. If we're hardcoding
386      * local constants do not declare the loaded constants as an array because ARB compilers usually
387      * do not optimize unused constants away
388      */
389     if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) {
390         /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
391         shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
392                     max_constantsF, max_constantsF - 1);
393     } else {
394         for(i = 0; i < max_constantsF; i++) {
395             if(!shader_constant_is_local(This, i)) {
396                 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
397             }
398         }
399     }
400 }
401
402 static const char * const shift_tab[] = {
403     "dummy",     /*  0 (none) */
404     "coefmul.x", /*  1 (x2)   */
405     "coefmul.y", /*  2 (x4)   */
406     "coefmul.z", /*  3 (x8)   */
407     "coefmul.w", /*  4 (x16)  */
408     "dummy",     /*  5 (x32)  */
409     "dummy",     /*  6 (x64)  */
410     "dummy",     /*  7 (x128) */
411     "dummy",     /*  8 (d256) */
412     "dummy",     /*  9 (d128) */
413     "dummy",     /* 10 (d64)  */
414     "dummy",     /* 11 (d32)  */
415     "coefdiv.w", /* 12 (d16)  */
416     "coefdiv.z", /* 13 (d8)   */
417     "coefdiv.y", /* 14 (d4)   */
418     "coefdiv.x"  /* 15 (d2)   */
419 };
420
421 static void shader_arb_get_write_mask(SHADER_OPCODE_ARG* arg, const DWORD param, char *write_mask) {
422     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) arg->shader;
423     char *ptr = write_mask;
424     char vshader = shader_is_vshader_version(This->baseShader.hex_version);
425
426     if(vshader && shader_get_regtype(param) == WINED3DSPR_ADDR) {
427         *ptr++ = '.';
428         *ptr++ = 'x';
429     } else if ((param & WINED3DSP_WRITEMASK_ALL) != WINED3DSP_WRITEMASK_ALL) {
430         *ptr++ = '.';
431         if (param & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
432         if (param & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
433         if (param & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
434         if (param & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
435     }
436
437     *ptr = '\0';
438 }
439
440 static void shader_arb_get_swizzle(const DWORD param, BOOL fixup, char *swizzle_str) {
441     /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
442      * but addressed as "rgba". To fix this we need to swap the register's x
443      * and z components. */
444     const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
445     char *ptr = swizzle_str;
446
447     /* swizzle bits fields: wwzzyyxx */
448     DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
449     DWORD swizzle_x = swizzle & 0x03;
450     DWORD swizzle_y = (swizzle >> 2) & 0x03;
451     DWORD swizzle_z = (swizzle >> 4) & 0x03;
452     DWORD swizzle_w = (swizzle >> 6) & 0x03;
453
454     /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
455      * generate a swizzle string. Unless we need to our own swizzling. */
456     if ((WINED3DSP_NOSWIZZLE >> WINED3DSP_SWIZZLE_SHIFT) != swizzle || fixup) {
457         *ptr++ = '.';
458         if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
459             *ptr++ = swizzle_chars[swizzle_x];
460         } else {
461             *ptr++ = swizzle_chars[swizzle_x];
462             *ptr++ = swizzle_chars[swizzle_y];
463             *ptr++ = swizzle_chars[swizzle_z];
464             *ptr++ = swizzle_chars[swizzle_w];
465         }
466     }
467
468     *ptr = '\0';
469 }
470
471 static void pshader_get_register_name(IWineD3DBaseShader* iface,
472     const DWORD param, char* regstr) {
473
474     DWORD reg = param & WINED3DSP_REGNUM_MASK;
475     DWORD regtype = shader_get_regtype(param);
476     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
477
478     switch (regtype) {
479     case WINED3DSPR_TEMP:
480         sprintf(regstr, "R%u", reg);
481     break;
482     case WINED3DSPR_INPUT:
483         if (reg==0) {
484             strcpy(regstr, "fragment.color.primary");
485         } else {
486             strcpy(regstr, "fragment.color.secondary");
487         }
488     break;
489     case WINED3DSPR_CONST:
490         if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) {
491             sprintf(regstr, "C[%u]", reg);
492         } else {
493             sprintf(regstr, "C%u", reg);
494         }
495     break;
496     case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
497         sprintf(regstr,"T%u", reg);
498     break;
499     case WINED3DSPR_COLOROUT:
500         if (reg == 0)
501             sprintf(regstr, "TMP_COLOR");
502         else {
503             /* TODO: See GL_ARB_draw_buffers */
504             FIXME("Unsupported write to render target %u\n", reg);
505             sprintf(regstr, "unsupported_register");
506         }
507     break;
508     case WINED3DSPR_DEPTHOUT:
509         sprintf(regstr, "result.depth");
510     break;
511     case WINED3DSPR_ATTROUT:
512         sprintf(regstr, "oD[%u]", reg);
513     break;
514     case WINED3DSPR_TEXCRDOUT:
515         sprintf(regstr, "oT[%u]", reg);
516     break;
517     default:
518         FIXME("Unhandled register name Type(%d)\n", regtype);
519         sprintf(regstr, "unrecognized_register");
520     break;
521     }
522 }
523
524 /* TODO: merge with pixel shader */
525 static void vshader_program_add_param(SHADER_OPCODE_ARG *arg, const DWORD param, BOOL is_input, char *hwLine) {
526
527   IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl*) arg->shader;
528
529   /* oPos, oFog and oPts in D3D */
530   static const char * const hwrastout_reg_names[] = { "TMP_OUT", "result.fogcoord", "result.pointsize" };
531
532   DWORD reg = param & WINED3DSP_REGNUM_MASK;
533   DWORD regtype = shader_get_regtype(param);
534   char  tmpReg[255];
535   BOOL is_color = FALSE;
536
537   if ((param & WINED3DSP_SRCMOD_MASK) == WINED3DSPSM_NEG) {
538       strcat(hwLine, " -");
539   } else {
540       strcat(hwLine, " ");
541   }
542
543   switch (regtype) {
544   case WINED3DSPR_TEMP:
545     sprintf(tmpReg, "R%u", reg);
546     strcat(hwLine, tmpReg);
547     break;
548   case WINED3DSPR_INPUT:
549
550     if (vshader_input_is_color((IWineD3DVertexShader*) This, reg))
551         is_color = TRUE;
552
553     sprintf(tmpReg, "vertex.attrib[%u]", reg);
554     strcat(hwLine, tmpReg);
555     break;
556   case WINED3DSPR_CONST:
557       if(param & WINED3DSHADER_ADDRMODE_RELATIVE) {
558           if(reg >= This->rel_offset) {
559               sprintf(tmpReg, "C[A0.x + %u]", reg - This->rel_offset);
560           } else {
561               sprintf(tmpReg, "C[A0.x - %u]", -reg + This->rel_offset);
562           }
563       } else {
564           if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) {
565               sprintf(tmpReg, "C[%u]", reg);
566           } else {
567               sprintf(tmpReg, "C%u", reg);
568           }
569       }
570     strcat(hwLine, tmpReg);
571     break;
572   case WINED3DSPR_ADDR: /*case D3DSPR_TEXTURE:*/
573     sprintf(tmpReg, "A%u", reg);
574     strcat(hwLine, tmpReg);
575     break;
576   case WINED3DSPR_RASTOUT:
577     sprintf(tmpReg, "%s", hwrastout_reg_names[reg]);
578     strcat(hwLine, tmpReg);
579     break;
580   case WINED3DSPR_ATTROUT:
581     if (reg==0) {
582        strcat(hwLine, "result.color.primary");
583     } else {
584        strcat(hwLine, "result.color.secondary");
585     }
586     break;
587   case WINED3DSPR_TEXCRDOUT:
588     sprintf(tmpReg, "result.texcoord[%u]", reg);
589     strcat(hwLine, tmpReg);
590     break;
591   default:
592     FIXME("Unknown reg type %d %d\n", regtype, reg);
593     strcat(hwLine, "unrecognized_register");
594     break;
595   }
596
597   if (!is_input) {
598     char write_mask[6];
599     shader_arb_get_write_mask(arg, param, write_mask);
600     strcat(hwLine, write_mask);
601   } else {
602     char swizzle[6];
603     shader_arb_get_swizzle(param, is_color, swizzle);
604     strcat(hwLine, swizzle);
605   }
606 }
607
608 static void shader_hw_sample(SHADER_OPCODE_ARG* arg, DWORD sampler_idx, const char *dst_str, const char *coord_reg, BOOL projected, BOOL bias) {
609     SHADER_BUFFER* buffer = arg->buffer;
610     DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
611     const char *tex_type;
612
613     switch(sampler_type) {
614         case WINED3DSTT_1D:
615             tex_type = "1D";
616             break;
617
618         case WINED3DSTT_2D:
619         {
620             IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) arg->shader;
621             IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
622             if(device->stateBlock->textures[sampler_idx] &&
623                IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
624                 tex_type = "RECT";
625             } else {
626                 tex_type = "2D";
627             }
628             break;
629         }
630
631         case WINED3DSTT_VOLUME:
632             tex_type = "3D";
633             break;
634
635         case WINED3DSTT_CUBE:
636             tex_type = "CUBE";
637             break;
638
639         default:
640             ERR("Unexpected texture type %d\n", sampler_type);
641             tex_type = "";
642     }
643
644     if (bias) {
645         /* Shouldn't be possible, but let's check for it */
646         if(projected) FIXME("Biased and Projected texture sampling\n");
647         /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
648         shader_addline(buffer, "TXB %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
649     } else if (projected) {
650         shader_addline(buffer, "TXP %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
651     } else {
652         shader_addline(buffer, "TEX %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
653     }
654 }
655
656 static void gen_color_correction(SHADER_BUFFER *buffer, const char *reg, const char *writemask,
657                                  const char *one, const char *two, WINED3DFORMAT fmt,
658                                  WineD3D_GL_Info *gl_info) {
659     switch(fmt) {
660         case WINED3DFMT_V8U8:
661         case WINED3DFMT_V16U16:
662             if(GL_SUPPORT(NV_TEXTURE_SHADER) ||
663               (GL_SUPPORT(ATI_ENVMAP_BUMPMAP) && fmt == WINED3DFMT_V8U8)) {
664                 if(0) {
665                     /* The 3rd channel returns 1.0 in d3d, but 0.0 in gl. Fix this while we're at it :-)
666                      * disabled until an application that needs it is found because it causes unneeded
667                      * shader recompilation in some game
668                      */
669                     if(strlen(writemask) >= 4) {
670                         shader_addline(buffer, "MOV %s.%c, %s;\n", reg, writemask[3], one);
671                     }
672                 }
673             } else {
674                 /* Correct the sign, but leave the blue as it is - it was loaded correctly already
675                  * ARB shaders are a bit picky wrt writemasks and swizzles. If we're free to scale
676                  * all registers, do so, this saves an instruction.
677                  */
678                 if(strlen(writemask) >= 5) {
679                     shader_addline(buffer, "MAD %s, %s, %s, -%s;\n", reg, reg, two, one);
680                 } else if(strlen(writemask) >= 3) {
681                     shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n",
682                                    reg, writemask[1],
683                                    reg, writemask[1],
684                                    two, one);
685                     shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n",
686                                    reg, writemask[2],
687                                    reg, writemask[2],
688                                    two, one);
689                 } else if(strlen(writemask) == 2) {
690                     shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n", reg, writemask[1],
691                                    reg, writemask[1], two, one);
692                 }
693             }
694             break;
695
696         case WINED3DFMT_X8L8V8U8:
697             if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
698                 /* Red and blue are the signed channels, fix them up; Blue(=L) is correct already,
699                  * and a(X) is always 1.0. Cannot do a full conversion due to L(blue)
700                  */
701                 if(strlen(writemask) >= 3) {
702                     shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n",
703                                    reg, writemask[1],
704                                    reg, writemask[1],
705                                    two, one);
706                     shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n",
707                                    reg, writemask[2],
708                                    reg, writemask[2],
709                                    two, one);
710                 } else if(strlen(writemask) == 2) {
711                     shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n",
712                                    reg, writemask[1],
713                                    reg, writemask[1],
714                                    two, one);
715                 }
716             }
717             break;
718
719         case WINED3DFMT_L6V5U5:
720             if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
721                 if(strlen(writemask) >= 4) {
722                     /* Swap y and z (U and L), and do a sign conversion on x and the new y(V and U) */
723                     shader_addline(buffer, "MOV TMP.g, %s.%c;\n",
724                                    reg, writemask[2]);
725                     shader_addline(buffer, "MAD %s.%c%c, %s.%c%c%c%c, %s, -%s;\n",
726                                    reg, writemask[1], writemask[2],
727                                    reg, writemask[3], writemask[1], writemask[3], writemask[1],
728                                    two, one);
729                     shader_addline(buffer, "MOV %s.%c, TMP.g;\n", reg,
730                                    writemask[3]);
731                 } else if(strlen(writemask) == 3) {
732                     /* This is bad: We have VL, but we need VU */
733                     FIXME("2 components sampled from a converted L6V5U5 texture\n");
734                 } else {
735                     shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n",
736                                    reg, writemask[1],
737                                    reg, writemask[1],
738                                    two, one);
739                 }
740             }
741             break;
742
743         case WINED3DFMT_Q8W8V8U8:
744             if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
745                 /* Correct the sign in all channels */
746                 switch(strlen(writemask)) {
747                     case 4:
748                         shader_addline(buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
749                                        reg, writemask[3],
750                                        reg, writemask[3]);
751                         /* drop through */
752                     case 3:
753                         shader_addline(buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
754                                        reg, writemask[2],
755                                        reg, writemask[2]);
756                         /* drop through */
757                     case 2:
758                         shader_addline(buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
759                                        reg, writemask[1],
760                                        reg, writemask[1]);
761                         break;
762
763                         /* Should not occur, since it's at minimum '.' and a letter */
764                     case 1:
765                         ERR("Unexpected writemask: \"%s\"\n", writemask);
766                         break;
767
768                     case 5:
769                     default:
770                         shader_addline(buffer, "MAD %s, %s, coefmul.x, -one;\n", reg, reg);
771                 }
772             }
773             break;
774
775         case WINED3DFMT_ATI2N:
776             /* GL_ATI_texture_compression_3dc returns the two channels as luminance-alpha,
777              * which means the first one is replicated across .rgb, and the 2nd one is in
778              * .a. We need the 2nd in .g
779              *
780              * GL_EXT_texture_compression_rgtc returns the values in .rg, however, they
781              * are swapped compared to d3d. So swap red and green.
782              */
783             if(GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
784                 shader_addline(buffer, "SWZ %s, %s, %c, %c, 1, 0;\n",
785                                reg, reg, writemask[2], writemask[1]);
786             } else {
787                 if(strlen(writemask) == 5) {
788                     shader_addline(buffer, "MOV %s.%c, %s.%c;\n",
789                                 reg, writemask[2], reg, writemask[4]);
790                 } else if(strlen(writemask) == 2) {
791                     /* Nothing to do */
792                 } else {
793                     /* This is bad: We have VL, but we need VU */
794                     FIXME("2 or 3 components sampled from a converted ATI2N texture\n");
795                 }
796             }
797             break;
798
799             /* stupid compiler */
800         default:
801             break;
802     }
803 }
804
805 static void shader_arb_color_correction(SHADER_OPCODE_ARG* arg) {
806     IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
807     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) shader->baseShader.device;
808     WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
809     WINED3DFORMAT fmt;
810     WINED3DFORMAT conversion_group;
811     IWineD3DBaseTextureImpl *texture;
812     UINT i;
813     BOOL recorded = FALSE;
814     DWORD sampler_idx;
815     DWORD hex_version = shader->baseShader.hex_version;
816     char reg[256];
817     char writemask[6];
818
819     switch(arg->opcode->opcode) {
820         case WINED3DSIO_TEX:
821             if (hex_version < WINED3DPS_VERSION(2,0)) {
822                 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
823             } else {
824                 sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
825             }
826             break;
827
828         case WINED3DSIO_TEXLDL:
829             FIXME("Add color fixup for vertex texture WINED3DSIO_TEXLDL\n");
830             return;
831
832         case WINED3DSIO_TEXDP3TEX:
833         case WINED3DSIO_TEXM3x3TEX:
834         case WINED3DSIO_TEXM3x3SPEC:
835         case WINED3DSIO_TEXM3x3VSPEC:
836         case WINED3DSIO_TEXBEM:
837         case WINED3DSIO_TEXREG2AR:
838         case WINED3DSIO_TEXREG2GB:
839         case WINED3DSIO_TEXREG2RGB:
840             sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
841             break;
842
843         default:
844             /* Not a texture sampling instruction, nothing to do */
845             return;
846     };
847
848     texture = (IWineD3DBaseTextureImpl *) deviceImpl->stateBlock->textures[sampler_idx];
849     if(texture) {
850         fmt = texture->resource.format;
851         conversion_group = texture->baseTexture.shader_conversion_group;
852     } else {
853         fmt = WINED3DFMT_UNKNOWN;
854         conversion_group = WINED3DFMT_UNKNOWN;
855     }
856
857     /* before doing anything, record the sampler with the format in the format conversion list,
858      * but check if it's not there already
859      */
860     for(i = 0; i < shader->baseShader.num_sampled_samplers; i++) {
861         if(shader->baseShader.sampled_samplers[i] == sampler_idx) {
862             recorded = TRUE;
863         }
864     }
865     if(!recorded) {
866         shader->baseShader.sampled_samplers[shader->baseShader.num_sampled_samplers] = sampler_idx;
867         shader->baseShader.num_sampled_samplers++;
868         shader->baseShader.sampled_format[sampler_idx] = conversion_group;
869     }
870
871     pshader_get_register_name(arg->shader, arg->dst, reg);
872     shader_arb_get_write_mask(arg, arg->dst, writemask);
873     if(strlen(writemask) == 0) strcpy(writemask, ".xyzw");
874
875     gen_color_correction(arg->buffer, reg, writemask, "one", "coefmul.x", fmt, gl_info);
876
877 }
878
879
880 static void pshader_gen_input_modifier_line (
881     IWineD3DBaseShader *iface,
882     SHADER_BUFFER* buffer,
883     const DWORD instr,
884     int tmpreg,
885     char *outregstr) {
886
887     /* Generate a line that does the input modifier computation and return the input register to use */
888     char regstr[256];
889     char swzstr[20];
890     int insert_line;
891
892     /* Assume a new line will be added */
893     insert_line = 1;
894
895     /* Get register name */
896     pshader_get_register_name(iface, instr, regstr);
897     shader_arb_get_swizzle(instr, FALSE, swzstr);
898
899     switch (instr & WINED3DSP_SRCMOD_MASK) {
900     case WINED3DSPSM_NONE:
901         sprintf(outregstr, "%s%s", regstr, swzstr);
902         insert_line = 0;
903         break;
904     case WINED3DSPSM_NEG:
905         sprintf(outregstr, "-%s%s", regstr, swzstr);
906         insert_line = 0;
907         break;
908     case WINED3DSPSM_BIAS:
909         shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
910         break;
911     case WINED3DSPSM_BIASNEG:
912         shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
913         break;
914     case WINED3DSPSM_SIGN:
915         shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr);
916         break;
917     case WINED3DSPSM_SIGNNEG:
918         shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr);
919         break;
920     case WINED3DSPSM_COMP:
921         shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr);
922         break;
923     case WINED3DSPSM_X2:
924         shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
925         break;
926     case WINED3DSPSM_X2NEG:
927         shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
928         break;
929     case WINED3DSPSM_DZ:
930         shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
931         shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
932         break;
933     case WINED3DSPSM_DW:
934         shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
935         shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
936         break;
937     default:
938         sprintf(outregstr, "%s%s", regstr, swzstr);
939         insert_line = 0;
940     }
941
942     /* Return modified or original register, with swizzle */
943     if (insert_line)
944         sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
945 }
946
947 static inline void pshader_gen_output_modifier_line(
948     SHADER_BUFFER* buffer,
949     int saturate,
950     char *write_mask,
951     int shift,
952     char *regstr) {
953
954     /* Generate a line that does the output modifier computation */
955     shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", saturate ? "_SAT" : "",
956         regstr, write_mask, regstr, shift_tab[shift]);
957 }
958
959 static void pshader_hw_bem(SHADER_OPCODE_ARG* arg) {
960     IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
961
962     SHADER_BUFFER* buffer = arg->buffer;
963     char dst_name[50];
964     char src_name[2][50];
965     char dst_wmask[20];
966     DWORD sampler_code = arg->dst & WINED3DSP_REGNUM_MASK;
967     BOOL has_bumpmat = FALSE;
968     int i;
969
970     for(i = 0; i < This->numbumpenvmatconsts; i++) {
971         if(This->bumpenvmatconst[i].const_num != -1 && This->bumpenvmatconst[i].texunit == sampler_code) {
972             has_bumpmat = TRUE;
973             break;
974         }
975     }
976
977     pshader_get_register_name(arg->shader, arg->dst, dst_name);
978     shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
979     strcat(dst_name, dst_wmask);
980
981     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]);
982     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]);
983
984     if(has_bumpmat) {
985         /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
986         shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
987         shader_addline(buffer, "DP3 TMP.r, TMP2, %s;\n", src_name[1]);
988         shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
989         shader_addline(buffer, "DP3 TMP.g, TMP2, %s;\n", src_name[1]);
990
991         shader_addline(buffer, "ADD %s, %s, TMP;\n", dst_name, src_name[0]);
992     } else {
993         shader_addline(buffer, "MOV %s, %s;\n", dst_name, src_name[0]);
994     }
995 }
996
997 static void pshader_hw_cnd(SHADER_OPCODE_ARG* arg) {
998
999     IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
1000     SHADER_BUFFER* buffer = arg->buffer;
1001     char dst_wmask[20];
1002     char dst_name[50];
1003     char src_name[3][50];
1004     BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
1005     DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1006
1007     /* FIXME: support output modifiers */
1008
1009     /* Handle output register */
1010     pshader_get_register_name(arg->shader, arg->dst, dst_name);
1011     shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
1012
1013     /* Generate input register names (with modifiers) */
1014     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]);
1015     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]);
1016     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[2], 2, src_name[2]);
1017
1018     /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
1019     if (shader->baseShader.hex_version <= WINED3DPS_VERSION(1, 3) &&
1020         arg->opcode_token & WINED3DSI_COISSUE) {
1021         shader_addline(buffer, "MOV%s %s%s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask, src_name[1]);
1022     } else {
1023         shader_addline(buffer, "ADD TMP, -%s, coefdiv.x;\n", src_name[0]);
1024         shader_addline(buffer, "CMP%s %s%s, TMP, %s, %s;\n",
1025                                 sat ? "_SAT" : "", dst_name, dst_wmask, src_name[1], src_name[2]);
1026     }
1027     if (shift != 0)
1028         pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
1029 }
1030
1031 static void pshader_hw_cmp(SHADER_OPCODE_ARG* arg) {
1032
1033     SHADER_BUFFER* buffer = arg->buffer;
1034     char dst_wmask[20];
1035     char dst_name[50];
1036     char src_name[3][50];
1037     DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1038     BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
1039
1040     /* FIXME: support output modifiers */
1041
1042     /* Handle output register */
1043     pshader_get_register_name(arg->shader, arg->dst, dst_name);
1044     shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
1045
1046     /* Generate input register names (with modifiers) */
1047     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]);
1048     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]);
1049     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[2], 2, src_name[2]);
1050
1051     shader_addline(buffer, "CMP%s %s%s, %s, %s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
1052                    src_name[0], src_name[2], src_name[1]);
1053
1054     if (shift != 0)
1055         pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
1056 }
1057
1058 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1059  * dst = dot2(src0, src1) + src2 */
1060 static void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg) {
1061     SHADER_BUFFER* buffer = arg->buffer;
1062     char dst_wmask[20];
1063     char dst_name[50];
1064     char src_name[3][50];
1065     DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1066     BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
1067
1068     pshader_get_register_name(arg->shader, arg->dst, dst_name);
1069     shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
1070
1071     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]);
1072     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]);
1073     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[2], 2, src_name[2]);
1074
1075     /* Emulate a DP2 with a DP3 and 0.0 */
1076     shader_addline(buffer, "MOV TMP, %s;\n", src_name[0]);
1077     shader_addline(buffer, "MOV TMP.z, 0.0;\n");
1078     shader_addline(buffer, "DP3 TMP2, TMP, %s;\n", src_name[1]);
1079     shader_addline(buffer, "ADD%s %s%s, TMP2, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask, src_name[2]);
1080
1081     if (shift != 0)
1082         pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
1083 }
1084
1085 /* Map the opcode 1-to-1 to the GL code */
1086 static void shader_hw_map2gl(SHADER_OPCODE_ARG* arg)
1087 {
1088     IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl*)arg->shader;
1089     CONST SHADER_OPCODE* curOpcode = arg->opcode;
1090     SHADER_BUFFER* buffer = arg->buffer;
1091     DWORD dst = arg->dst;
1092     DWORD* src = arg->src;
1093
1094     char tmpLine[256];
1095     unsigned int i;
1096
1097     if (shader_is_pshader_version(shader->baseShader.hex_version))
1098     {
1099         BOOL saturate = FALSE;
1100         BOOL centroid = FALSE;
1101         BOOL partialprecision = FALSE;
1102         DWORD shift;
1103
1104         strcpy(tmpLine, curOpcode->glname);
1105
1106         /* Process modifiers */
1107         if (dst & WINED3DSP_DSTMOD_MASK)
1108         {
1109             DWORD mask = dst & WINED3DSP_DSTMOD_MASK;
1110
1111             saturate = mask & WINED3DSPDM_SATURATE;
1112             centroid = mask & WINED3DSPDM_MSAMPCENTROID;
1113             partialprecision = mask & WINED3DSPDM_PARTIALPRECISION;
1114             mask &= ~(WINED3DSPDM_MSAMPCENTROID | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_SATURATE);
1115             if (mask)
1116                 FIXME("Unrecognized modifier(%#x)\n", mask >> WINED3DSP_DSTMOD_SHIFT);
1117
1118             if (centroid)
1119                 FIXME("Unhandled modifier(%#x)\n", mask >> WINED3DSP_DSTMOD_SHIFT);
1120         }
1121         shift = (dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1122
1123         /* Generate input and output registers */
1124         if (curOpcode->num_params > 0)
1125         {
1126             /* Output token related */
1127             char output_rname[256];
1128             char output_wmask[20];
1129             char operands[4][100];
1130
1131             /* Generate input register names (with modifiers) */
1132             for (i = 1; i < curOpcode->num_params; ++i)
1133                 pshader_gen_input_modifier_line(arg->shader, buffer, src[i-1], i-1, operands[i]);
1134
1135             /* Handle output register */
1136             pshader_get_register_name(arg->shader, dst, output_rname);
1137             strcpy(operands[0], output_rname);
1138             shader_arb_get_write_mask(arg, dst, output_wmask);
1139             strcat(operands[0], output_wmask);
1140
1141             if (saturate && (shift == 0))
1142                 strcat(tmpLine, "_SAT");
1143             strcat(tmpLine, " ");
1144             strcat(tmpLine, operands[0]);
1145             for (i = 1; i < curOpcode->num_params; i++)
1146             {
1147                 strcat(tmpLine, ", ");
1148                 strcat(tmpLine, operands[i]);
1149             }
1150             strcat(tmpLine,";\n");
1151             shader_addline(buffer, tmpLine);
1152
1153             /* A shift requires another line. */
1154             if (shift != 0)
1155                 pshader_gen_output_modifier_line(buffer, saturate, output_wmask, shift, output_rname);
1156         }
1157     } else {
1158         if ((curOpcode->opcode == WINED3DSIO_MOV && shader_get_regtype(dst) == WINED3DSPR_ADDR)
1159                 || curOpcode->opcode == WINED3DSIO_MOVA) {
1160             memset(tmpLine, 0, sizeof(tmpLine));
1161             if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
1162             {
1163                 vshader_program_add_param(arg, src[0], TRUE, tmpLine);
1164                 shader_addline(buffer, "ADD TMP.x, %s, helper_const.z;\n", tmpLine);
1165                 shader_addline(buffer, "ARL A0.x, TMP.x;\n");
1166             } else {
1167                 /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1168                  * with more than one component. Thus replicate the first source argument over all
1169                  * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc)
1170                  */
1171                 DWORD parm = src[0] & ~(WINED3DVS_SWIZZLE_MASK);
1172                 if((src[0] & WINED3DVS_X_W) == WINED3DVS_X_W) {
1173                     parm |= WINED3DVS_X_W | WINED3DVS_Y_W | WINED3DVS_Z_W | WINED3DVS_W_W;
1174                 } else if((src[0] & WINED3DVS_X_Z) == WINED3DVS_X_Z) {
1175                     parm |= WINED3DVS_X_Z | WINED3DVS_Y_Z | WINED3DVS_Z_Z | WINED3DVS_W_Z;
1176                 } else if((src[0] & WINED3DVS_X_Y) == WINED3DVS_X_Y) {
1177                     parm |= WINED3DVS_X_Y | WINED3DVS_Y_Y | WINED3DVS_Z_Y | WINED3DVS_W_Y;
1178                 } else if((src[0] & WINED3DVS_X_X) == WINED3DVS_X_X) {
1179                     parm |= WINED3DVS_X_X | WINED3DVS_Y_X | WINED3DVS_Z_X | WINED3DVS_W_X;
1180                 }
1181                 vshader_program_add_param(arg, parm, TRUE, tmpLine);
1182                 shader_addline(buffer, "ARL A0.x, %s;\n", tmpLine);
1183             }
1184             return;
1185         } else
1186             strcpy(tmpLine, curOpcode->glname);
1187
1188         if (curOpcode->num_params > 0)
1189         {
1190             vshader_program_add_param(arg, dst, FALSE, tmpLine);
1191             for (i = 1; i < curOpcode->num_params; ++i)
1192             {
1193                 strcat(tmpLine, ",");
1194                 vshader_program_add_param(arg, src[i-1], TRUE, tmpLine);
1195             }
1196         }
1197         shader_addline(buffer, "%s;\n", tmpLine);
1198     }
1199 }
1200
1201 static void pshader_hw_texkill(SHADER_OPCODE_ARG* arg) {
1202     IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1203     DWORD hex_version = This->baseShader.hex_version;
1204     SHADER_BUFFER* buffer = arg->buffer;
1205     char reg_dest[40];
1206
1207     /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1208      * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1209      */
1210     pshader_get_register_name(arg->shader, arg->dst, reg_dest);
1211
1212     if(hex_version >= WINED3DPS_VERSION(2,0)) {
1213         /* The arb backend doesn't claim ps 2.0 support, but try to eat what the app feeds to us */
1214         shader_addline(buffer, "KIL %s;\n", reg_dest);
1215     } else {
1216         /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1217          * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1218          */
1219         shader_addline(buffer, "MOV TMP, %s;\n", reg_dest);
1220         shader_addline(buffer, "MOV TMP.w, one.w;\n");
1221         shader_addline(buffer, "KIL TMP;\n");
1222     }
1223 }
1224
1225 static void pshader_hw_tex(SHADER_OPCODE_ARG* arg) {
1226     IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1227     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1228
1229     DWORD dst = arg->dst;
1230     DWORD* src = arg->src;
1231     SHADER_BUFFER* buffer = arg->buffer;
1232     DWORD hex_version = This->baseShader.hex_version;
1233     BOOL projected = FALSE, bias = FALSE;
1234
1235     char reg_dest[40];
1236     char reg_coord[40];
1237     DWORD reg_dest_code;
1238     DWORD reg_sampler_code;
1239
1240     /* All versions have a destination register */
1241     reg_dest_code = dst & WINED3DSP_REGNUM_MASK;
1242     pshader_get_register_name(arg->shader, dst, reg_dest);
1243
1244     /* 1.0-1.3: Use destination register as coordinate source.
1245        1.4+: Use provided coordinate source register. */
1246    if (hex_version < WINED3DPS_VERSION(1,4))
1247       strcpy(reg_coord, reg_dest);
1248    else
1249       pshader_gen_input_modifier_line(arg->shader, buffer, src[0], 0, reg_coord);
1250
1251   /* 1.0-1.4: Use destination register number as texture code.
1252      2.0+: Use provided sampler number as texure code. */
1253   if (hex_version < WINED3DPS_VERSION(2,0))
1254      reg_sampler_code = reg_dest_code;
1255   else
1256      reg_sampler_code = src[1] & WINED3DSP_REGNUM_MASK;
1257
1258   /* projection flag:
1259    * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1260    * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1261    * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1262    */
1263   if(hex_version < WINED3DPS_VERSION(1,4)) {
1264       DWORD flags = 0;
1265       if(reg_sampler_code < MAX_TEXTURES) {
1266         flags = deviceImpl->stateBlock->textureState[reg_sampler_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1267       }
1268       if (flags & WINED3DTTFF_PROJECTED) {
1269           projected = TRUE;
1270       }
1271   } else if(hex_version < WINED3DPS_VERSION(2,0)) {
1272       DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
1273       if (src_mod == WINED3DSPSM_DZ) {
1274           projected = TRUE;
1275       } else if(src_mod == WINED3DSPSM_DW) {
1276           projected = TRUE;
1277       }
1278   } else {
1279       if(arg->opcode_token & WINED3DSI_TEXLD_PROJECT) {
1280           projected = TRUE;
1281       }
1282       if(arg->opcode_token & WINED3DSI_TEXLD_BIAS) {
1283           bias = TRUE;
1284       }
1285   }
1286   shader_hw_sample(arg, reg_sampler_code, reg_dest, reg_coord, projected, bias);
1287 }
1288
1289 static void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg) {
1290
1291     IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1292     DWORD dst = arg->dst;
1293     SHADER_BUFFER* buffer = arg->buffer;
1294     DWORD hex_version = This->baseShader.hex_version;
1295
1296     char tmp[20];
1297     shader_arb_get_write_mask(arg, dst, tmp);
1298     if (hex_version != WINED3DPS_VERSION(1,4)) {
1299         DWORD reg = dst & WINED3DSP_REGNUM_MASK;
1300         shader_addline(buffer, "MOV_SAT T%u%s, fragment.texcoord[%u];\n", reg, tmp, reg);
1301     } else {
1302         DWORD reg1 = dst & WINED3DSP_REGNUM_MASK;
1303         char reg_src[40];
1304
1305         pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, reg_src);
1306         shader_addline(buffer, "MOV R%u%s, %s;\n", reg1, tmp, reg_src);
1307    }
1308 }
1309
1310 static void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg) {
1311
1312      SHADER_BUFFER* buffer = arg->buffer;
1313      IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1314      IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1315      DWORD flags;
1316
1317      DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
1318      char dst_str[8];
1319      char src_str[50];
1320
1321      sprintf(dst_str, "T%u", reg1);
1322      pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_str);
1323      shader_addline(buffer, "MOV TMP.r, %s.a;\n", src_str);
1324      shader_addline(buffer, "MOV TMP.g, %s.r;\n", src_str);
1325      flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1326      shader_hw_sample(arg, reg1, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1327 }
1328
1329 static void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg) {
1330
1331      SHADER_BUFFER* buffer = arg->buffer;
1332
1333      DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
1334      char dst_str[8];
1335      char src_str[50];
1336
1337      sprintf(dst_str, "T%u", reg1);
1338      pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_str);
1339      shader_addline(buffer, "MOV TMP.r, %s.g;\n", src_str);
1340      shader_addline(buffer, "MOV TMP.g, %s.b;\n", src_str);
1341      shader_hw_sample(arg, reg1, dst_str, "TMP", FALSE, FALSE);
1342 }
1343
1344 static void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg) {
1345
1346     SHADER_BUFFER* buffer = arg->buffer;
1347     DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
1348     char dst_str[8];
1349     char src_str[50];
1350
1351     sprintf(dst_str, "T%u", reg1);
1352     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_str);
1353     shader_hw_sample(arg, reg1, dst_str, src_str, FALSE, FALSE);
1354 }
1355
1356 static void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) {
1357     IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1358     BOOL has_bumpmat = FALSE;
1359     BOOL has_luminance = FALSE;
1360     int i;
1361
1362     DWORD dst = arg->dst;
1363     DWORD src = arg->src[0] & WINED3DSP_REGNUM_MASK;
1364     SHADER_BUFFER* buffer = arg->buffer;
1365
1366     char reg_coord[40];
1367     DWORD reg_dest_code;
1368
1369     /* All versions have a destination register */
1370     reg_dest_code = dst & WINED3DSP_REGNUM_MASK;
1371     /* Can directly use the name because texbem is only valid for <= 1.3 shaders */
1372     pshader_get_register_name(arg->shader, dst, reg_coord);
1373
1374     for(i = 0; i < This->numbumpenvmatconsts; i++) {
1375         if(This->bumpenvmatconst[i].const_num != -1 && reg_dest_code == This->bumpenvmatconst[i].texunit) {
1376             has_bumpmat = TRUE;
1377             break;
1378         }
1379     }
1380     for(i = 0; i < This->numbumpenvmatconsts; i++) {
1381         if(This->luminanceconst[i].const_num != -1 && reg_dest_code == This->luminanceconst[i].texunit) {
1382             has_luminance = TRUE;
1383             break;
1384         }
1385     }
1386
1387     if(has_bumpmat) {
1388         /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
1389
1390         shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
1391         shader_addline(buffer, "DP3 TMP.r, TMP2, T%u;\n", src);
1392         shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
1393         shader_addline(buffer, "DP3 TMP.g, TMP2, T%u;\n", src);
1394
1395         /* with projective textures, texbem only divides the static texture coord, not the displacement,
1396          * so we can't let the GL handle this.
1397          */
1398         if (((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS]
1399               & WINED3DTTFF_PROJECTED) {
1400             shader_addline(buffer, "RCP TMP2.a, %s.a;\n", reg_coord);
1401             shader_addline(buffer, "MUL TMP2.rg, %s, TMP2.a;\n", reg_coord);
1402             shader_addline(buffer, "ADD TMP.rg, TMP, TMP2;\n");
1403         } else {
1404             shader_addline(buffer, "ADD TMP.rg, TMP, %s;\n", reg_coord);
1405         }
1406
1407         shader_hw_sample(arg, reg_dest_code, reg_coord, "TMP", FALSE, FALSE);
1408
1409         if(arg->opcode->opcode == WINED3DSIO_TEXBEML && has_luminance) {
1410             shader_addline(buffer, "MAD TMP, T%u.z, luminance%d.x, luminance%d.y;\n",
1411                            src, reg_dest_code, reg_dest_code);
1412             shader_addline(buffer, "MUL %s, %s, TMP;\n", reg_coord, reg_coord);
1413         }
1414
1415     } else {
1416         DWORD tf;
1417         if(reg_dest_code < MAX_TEXTURES) {
1418             tf = ((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1419         } else {
1420             tf = 0;
1421         }
1422         /* Without a bump matrix loaded, just sample with the unmodified coordinates */
1423         shader_hw_sample(arg, reg_dest_code, reg_coord, reg_coord, tf & WINED3DTTFF_PROJECTED, FALSE);
1424     }
1425 }
1426
1427 static void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg) {
1428
1429     DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1430     SHADER_BUFFER* buffer = arg->buffer;
1431     char src0_name[50];
1432
1433     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1434     shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", reg, src0_name);
1435 }
1436
1437 static void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg) {
1438
1439     IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1440     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1441     DWORD flags;
1442     DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1443     SHADER_BUFFER* buffer = arg->buffer;
1444     char dst_str[8];
1445     char src0_name[50];
1446
1447     sprintf(dst_str, "T%u", reg);
1448     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1449     shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", reg, src0_name);
1450     flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1451     shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1452 }
1453
1454 static void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg) {
1455
1456     IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1457     DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1458     SHADER_BUFFER* buffer = arg->buffer;
1459     SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1460     char src0_name[50];
1461
1462     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1463     shader_addline(buffer, "DP3 TMP.%c, T%u, %s;\n", 'x' + current_state->current_row, reg, src0_name);
1464     current_state->texcoord_w[current_state->current_row++] = reg;
1465 }
1466
1467 static void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg) {
1468
1469     IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1470     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1471     DWORD flags;
1472     DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1473     SHADER_BUFFER* buffer = arg->buffer;
1474     SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1475     char dst_str[8];
1476     char src0_name[50];
1477
1478     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1479     shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
1480
1481     /* Sample the texture using the calculated coordinates */
1482     sprintf(dst_str, "T%u", reg);
1483     flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1484     shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1485     current_state->current_row = 0;
1486 }
1487
1488 static void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
1489
1490     IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1491     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1492     DWORD flags;
1493     DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1494     SHADER_BUFFER* buffer = arg->buffer;
1495     SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1496     char dst_str[8];
1497     char src0_name[50];
1498
1499     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1500     shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
1501
1502     /* Construct the eye-ray vector from w coordinates */
1503     shader_addline(buffer, "MOV TMP2.x, fragment.texcoord[%u].w;\n", current_state->texcoord_w[0]);
1504     shader_addline(buffer, "MOV TMP2.y, fragment.texcoord[%u].w;\n", current_state->texcoord_w[1]);
1505     shader_addline(buffer, "MOV TMP2.z, fragment.texcoord[%u].w;\n", reg);
1506
1507     /* Calculate reflection vector
1508      */
1509     shader_addline(buffer, "DP3 TMP.w, TMP, TMP2;\n");
1510     /* The .w is ignored when sampling, so I can use TMP2.w to calculate dot(N, N) */
1511     shader_addline(buffer, "DP3 TMP2.w, TMP, TMP;\n");
1512     shader_addline(buffer, "RCP TMP2.w, TMP2.w;\n");
1513     shader_addline(buffer, "MUL TMP.w, TMP.w, TMP2.w;\n");
1514     shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
1515     shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -TMP2;\n");
1516
1517     /* Sample the texture using the calculated coordinates */
1518     sprintf(dst_str, "T%u", reg);
1519     flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1520     shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1521     current_state->current_row = 0;
1522 }
1523
1524 static void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg) {
1525
1526     IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1527     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1528     DWORD flags;
1529     DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1530     DWORD reg3 = arg->src[1] & WINED3DSP_REGNUM_MASK;
1531     SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1532     SHADER_BUFFER* buffer = arg->buffer;
1533     char dst_str[8];
1534     char src0_name[50];
1535
1536     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1537     shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
1538
1539     /* Calculate reflection vector.
1540      *
1541      *               dot(N, E)
1542      * TMP.xyz = 2 * --------- * N - E
1543      *               dot(N, N)
1544      *
1545      * Which normalizes the normal vector
1546      */
1547     shader_addline(buffer, "DP3 TMP.w, TMP, C[%u];\n", reg3);
1548     shader_addline(buffer, "DP3 TMP2.w, TMP, TMP;\n");
1549     shader_addline(buffer, "RCP TMP2.w, TMP2.w;\n");
1550     shader_addline(buffer, "MUL TMP.w, TMP.w, TMP2.w;\n");
1551     shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
1552     shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -C[%u];\n", reg3);
1553
1554     /* Sample the texture using the calculated coordinates */
1555     sprintf(dst_str, "T%u", reg);
1556     flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1557     shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1558     current_state->current_row = 0;
1559 }
1560
1561 static void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg) {
1562     SHADER_BUFFER* buffer = arg->buffer;
1563     char dst_name[50];
1564
1565     /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
1566      * which is essentially an input, is the destination register because it is the first
1567      * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
1568      * here
1569      */
1570     pshader_get_register_name(arg->shader, arg->dst, dst_name);
1571
1572     /* According to the msdn, the source register(must be r5) is unusable after
1573      * the texdepth instruction, so we're free to modify it
1574      */
1575     shader_addline(buffer, "MIN %s.g, %s.g, one.g;\n", dst_name, dst_name);
1576
1577     /* How to deal with the special case dst_name.g == 0? if r != 0, then
1578      * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1579      * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1580      */
1581     shader_addline(buffer, "RCP %s.g, %s.g;\n", dst_name, dst_name);
1582     shader_addline(buffer, "MUL TMP.x, %s.r, %s.g;\n", dst_name, dst_name);
1583     shader_addline(buffer, "MIN TMP.x, TMP.x, one.r;\n");
1584     shader_addline(buffer, "MAX result.depth, TMP.x, 0.0;\n");
1585 }
1586
1587 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
1588  * Take a 3-component dot product of the TexCoord[dstreg] and src,
1589  * then perform a 1D texture lookup from stage dstregnum, place into dst. */
1590 static void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg) {
1591     SHADER_BUFFER* buffer = arg->buffer;
1592     DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
1593     char src0[50];
1594     char dst_str[8];
1595
1596     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0);
1597     shader_addline(buffer, "MOV TMP, 0.0;\n");
1598     shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", sampler_idx, src0);
1599
1600     sprintf(dst_str, "T%u", sampler_idx);
1601     shader_hw_sample(arg, sampler_idx, dst_str, "TMP", FALSE /* Only one coord, can't be projected */, FALSE);
1602 }
1603
1604 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
1605  * Take a 3-component dot product of the TexCoord[dstreg] and src. */
1606 static void pshader_hw_texdp3(SHADER_OPCODE_ARG* arg) {
1607     char src0[50];
1608     char dst_str[50];
1609     char dst_mask[6];
1610     DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
1611     SHADER_BUFFER* buffer = arg->buffer;
1612
1613     /* Handle output register */
1614     pshader_get_register_name(arg->shader, arg->dst, dst_str);
1615     shader_arb_get_write_mask(arg, arg->dst, dst_mask);
1616
1617     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0);
1618     shader_addline(buffer, "DP3 %s%s, T%u, %s;\n", dst_str, dst_mask, dstreg, src0);
1619
1620     /* TODO: Handle output modifiers */
1621 }
1622
1623 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
1624  * Perform the 3rd row of a 3x3 matrix multiply */
1625 static void pshader_hw_texm3x3(SHADER_OPCODE_ARG* arg) {
1626     SHADER_BUFFER* buffer = arg->buffer;
1627     char dst_str[50];
1628     char dst_mask[6];
1629     char src0[50];
1630     DWORD dst_reg = arg->dst & WINED3DSP_REGNUM_MASK;
1631
1632     pshader_get_register_name(arg->shader, arg->dst, dst_str);
1633     shader_arb_get_write_mask(arg, arg->dst, dst_mask);
1634
1635     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0);
1636     shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", dst_reg, src0);
1637     shader_addline(buffer, "MOV %s%s, TMP;\n", dst_str, dst_mask);
1638
1639     /* TODO: Handle output modifiers */
1640 }
1641
1642 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
1643  * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
1644  * Calculate tmp0.y = TexCoord[dstreg] . src.xyz;  (tmp0.x has already been calculated)
1645  * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
1646  */
1647 static void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG* arg) {
1648     SHADER_BUFFER* buffer = arg->buffer;
1649     DWORD dst_reg = arg->dst & WINED3DSP_REGNUM_MASK;
1650     char src0[50];
1651
1652     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0);
1653     shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", dst_reg, src0);
1654
1655     /* How to deal with the special case dst_name.g == 0? if r != 0, then
1656      * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1657      * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1658      */
1659     shader_addline(buffer, "RCP TMP.y, TMP.y;\n");
1660     shader_addline(buffer, "MUL TMP.x, TMP.x, TMP.y;\n");
1661     shader_addline(buffer, "MIN TMP.x, TMP.x, one.r;\n");
1662     shader_addline(buffer, "MAX result.depth, TMP.x, 0.0;\n");
1663 }
1664
1665 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1666     Vertex/Pixel shaders to ARB_vertex_program codes */
1667 static void shader_hw_mnxn(SHADER_OPCODE_ARG* arg) {
1668
1669     int i;
1670     int nComponents = 0;
1671     SHADER_OPCODE_ARG tmpArg;
1672
1673     memset(&tmpArg, 0, sizeof(SHADER_OPCODE_ARG));
1674
1675     /* Set constants for the temporary argument */
1676     tmpArg.shader      = arg->shader;
1677     tmpArg.buffer      = arg->buffer;
1678     tmpArg.src[0]      = arg->src[0];
1679     tmpArg.src_addr[0] = arg->src_addr[0];
1680     tmpArg.src_addr[1] = arg->src_addr[1];
1681     tmpArg.reg_maps = arg->reg_maps;
1682
1683     switch(arg->opcode->opcode) {
1684     case WINED3DSIO_M4x4:
1685         nComponents = 4;
1686         tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4);
1687         break;
1688     case WINED3DSIO_M4x3:
1689         nComponents = 3;
1690         tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4);
1691         break;
1692     case WINED3DSIO_M3x4:
1693         nComponents = 4;
1694         tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1695         break;
1696     case WINED3DSIO_M3x3:
1697         nComponents = 3;
1698         tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1699         break;
1700     case WINED3DSIO_M3x2:
1701         nComponents = 2;
1702         tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1703         break;
1704     default:
1705         break;
1706     }
1707
1708     for (i = 0; i < nComponents; i++) {
1709         tmpArg.dst = ((arg->dst) & ~WINED3DSP_WRITEMASK_ALL)|(WINED3DSP_WRITEMASK_0<<i);
1710         tmpArg.src[1] = arg->src[1]+i;
1711         shader_hw_map2gl(&tmpArg);
1712     }
1713 }
1714
1715 static void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg) {
1716     CONST SHADER_OPCODE* curOpcode = arg->opcode;
1717     SHADER_BUFFER* buffer = arg->buffer;
1718     DWORD dst = arg->dst;
1719     DWORD src = arg->src[0];
1720     DWORD swizzle = (src & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
1721
1722     char tmpLine[256];
1723
1724     strcpy(tmpLine, curOpcode->glname); /* Opcode */
1725     vshader_program_add_param(arg, dst, FALSE, tmpLine); /* Destination */
1726     strcat(tmpLine, ",");
1727     vshader_program_add_param(arg, src, TRUE, tmpLine);
1728     if ((WINED3DSP_NOSWIZZLE >> WINED3DSP_SWIZZLE_SHIFT) == swizzle) {
1729         /* Dx sdk says .x is used if no swizzle is given, but our test shows that
1730          * .w is used
1731          */
1732         strcat(tmpLine, ".w");
1733     }
1734
1735     shader_addline(buffer, "%s;\n", tmpLine);
1736 }
1737
1738 static void shader_hw_nrm(SHADER_OPCODE_ARG* arg) {
1739     SHADER_BUFFER* buffer = arg->buffer;
1740     char dst_name[50];
1741     char src_name[50];
1742     char dst_wmask[20];
1743     DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1744     BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
1745
1746     pshader_get_register_name(arg->shader, arg->dst, dst_name);
1747     shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
1748
1749     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name);
1750     shader_addline(buffer, "DP3 TMP, %s, %s;\n", src_name, src_name);
1751     shader_addline(buffer, "RSQ TMP, TMP.x;\n");
1752     /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
1753     shader_addline(buffer, "MUL%s %s%s, %s, TMP;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
1754                    src_name);
1755
1756     if (shift != 0)
1757         pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
1758 }
1759
1760 static void shader_hw_sincos(SHADER_OPCODE_ARG* arg) {
1761     /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
1762      * must contain fixed constants. So we need a separate function to filter those constants and
1763      * can't use map2gl
1764      */
1765     SHADER_BUFFER* buffer = arg->buffer;
1766     char dst_name[50];
1767     char src_name[50];
1768     char dst_wmask[20];
1769     DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1770     BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
1771
1772     pshader_get_register_name(arg->shader, arg->dst, dst_name);
1773     shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
1774
1775     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name);
1776     shader_addline(buffer, "SCS%s %s%s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
1777                    src_name);
1778
1779     if (shift != 0)
1780         pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
1781
1782 }
1783
1784 static GLuint create_arb_blt_vertex_program(WineD3D_GL_Info *gl_info) {
1785     GLuint program_id = 0;
1786     const char *blt_vprogram =
1787         "!!ARBvp1.0\n"
1788         "PARAM c[1] = { { 1, 0.5 } };\n"
1789         "MOV result.position, vertex.position;\n"
1790         "MOV result.color, c[0].x;\n"
1791         "MAD result.texcoord[0].y, -vertex.position, c[0], c[0];\n"
1792         "MAD result.texcoord[0].x, vertex.position, c[0].y, c[0].y;\n"
1793         "END\n";
1794
1795     GL_EXTCALL(glGenProgramsARB(1, &program_id));
1796     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
1797     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_vprogram), blt_vprogram));
1798
1799     if (glGetError() == GL_INVALID_OPERATION) {
1800         GLint pos;
1801         glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
1802         FIXME("Vertex program error at position %d: %s\n", pos,
1803             debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
1804     }
1805
1806     return program_id;
1807 }
1808
1809 static GLuint create_arb_blt_fragment_program(WineD3D_GL_Info *gl_info) {
1810     GLuint program_id = 0;
1811     const char *blt_fprogram =
1812         "!!ARBfp1.0\n"
1813         "TEMP R0;\n"
1814         "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
1815         "MOV result.depth.z, R0.x;\n"
1816         "END\n";
1817
1818     GL_EXTCALL(glGenProgramsARB(1, &program_id));
1819     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
1820     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_fprogram), blt_fprogram));
1821
1822     if (glGetError() == GL_INVALID_OPERATION) {
1823         GLint pos;
1824         glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
1825         FIXME("Fragment program error at position %d: %s\n", pos,
1826             debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
1827     }
1828
1829     return program_id;
1830 }
1831
1832 static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
1833     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1834     struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv;
1835     WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1836
1837     if (useVS) {
1838         TRACE("Using vertex shader\n");
1839
1840         priv->current_vprogram_id = ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.prgId;
1841
1842         /* Bind the vertex program */
1843         GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
1844         checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
1845
1846         /* Enable OpenGL vertex programs */
1847         glEnable(GL_VERTEX_PROGRAM_ARB);
1848         checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1849         TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
1850     } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
1851         priv->current_vprogram_id = 0;
1852         glDisable(GL_VERTEX_PROGRAM_ARB);
1853         checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1854     }
1855
1856     if (usePS) {
1857         TRACE("Using pixel shader\n");
1858
1859         priv->current_fprogram_id = ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.prgId;
1860
1861         /* Bind the fragment program */
1862         GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
1863         checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
1864
1865         /* Enable OpenGL fragment programs */
1866         glEnable(GL_FRAGMENT_PROGRAM_ARB);
1867         checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1868         TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
1869     } else {
1870         priv->current_fprogram_id = 0;
1871
1872         if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && !priv->use_arbfp_fixed_func) {
1873             /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
1874              * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
1875              * replacement shader
1876              */
1877             glDisable(GL_FRAGMENT_PROGRAM_ARB);
1878             checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1879         }
1880     }
1881 }
1882
1883 static void shader_arb_select_depth_blt(IWineD3DDevice *iface) {
1884     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1885     struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv;
1886     WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1887
1888     if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
1889     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
1890     glEnable(GL_VERTEX_PROGRAM_ARB);
1891
1892     if (!priv->depth_blt_fprogram_id) priv->depth_blt_fprogram_id = create_arb_blt_fragment_program(gl_info);
1893     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->depth_blt_fprogram_id));
1894     glEnable(GL_FRAGMENT_PROGRAM_ARB);
1895 }
1896
1897 static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) {
1898     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1899     struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv;
1900     WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1901
1902     if (priv->current_vprogram_id) {
1903         GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
1904         checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
1905
1906         glEnable(GL_VERTEX_PROGRAM_ARB);
1907         checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1908
1909         TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
1910     } else {
1911         glDisable(GL_VERTEX_PROGRAM_ARB);
1912         checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1913     }
1914
1915     if (priv->current_fprogram_id) {
1916         GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
1917         checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
1918
1919         glEnable(GL_FRAGMENT_PROGRAM_ARB);
1920         checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1921
1922         TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
1923     } else if(!priv->use_arbfp_fixed_func) {
1924         glDisable(GL_FRAGMENT_PROGRAM_ARB);
1925         checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1926     }
1927 }
1928
1929 static void shader_arb_cleanup(IWineD3DDevice *iface) {
1930     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1931     WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1932     if (GL_SUPPORT(ARB_VERTEX_PROGRAM)) glDisable(GL_VERTEX_PROGRAM_ARB);
1933     if (GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) glDisable(GL_FRAGMENT_PROGRAM_ARB);
1934 }
1935
1936 static void shader_arb_destroy(IWineD3DBaseShader *iface) {
1937     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
1938     WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *) This->baseShader.device)->adapter->gl_info;
1939
1940     ENTER_GL();
1941     GL_EXTCALL(glDeleteProgramsARB(1, &This->baseShader.prgId));
1942     checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->baseShader.prgId))");
1943     LEAVE_GL();
1944     This->baseShader.prgId = 0;
1945     This->baseShader.is_compiled = FALSE;
1946 }
1947
1948 static HRESULT shader_arb_alloc(IWineD3DDevice *iface) {
1949     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1950     This->shader_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
1951     return WINED3D_OK;
1952 }
1953
1954 static void shader_arb_free(IWineD3DDevice *iface) {
1955     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1956     WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1957     struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv;
1958
1959     if(priv->depth_blt_vprogram_id) {
1960         GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
1961     }
1962     if(priv->depth_blt_fprogram_id) {
1963         GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id));
1964     }
1965
1966     HeapFree(GetProcessHeap(), 0, This->shader_priv);
1967 }
1968
1969 static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) {
1970     return TRUE;
1971 }
1972
1973 static void arbfp_add_sRGB_correction(SHADER_BUFFER *buffer, const char *fragcolor, const char *tmp1,
1974                                       const char *tmp2, const char *tmp3, const char *tmp4) {
1975     /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
1976
1977     /* Calculate the > 0.0031308 case */
1978     shader_addline(buffer, "POW %s.x, %s.x, srgb_pow.x;\n", tmp1, fragcolor);
1979     shader_addline(buffer, "POW %s.y, %s.y, srgb_pow.y;\n", tmp1, fragcolor);
1980     shader_addline(buffer, "POW %s.z, %s.z, srgb_pow.z;\n", tmp1, fragcolor);
1981     shader_addline(buffer, "MUL %s, %s, srgb_mul_hi;\n", tmp1, tmp1);
1982     shader_addline(buffer, "SUB %s, %s, srgb_sub_hi;\n", tmp1, tmp1);
1983     /* Calculate the < case */
1984     shader_addline(buffer, "MUL %s, srgb_mul_low, %s;\n", tmp2, fragcolor);
1985     /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
1986     shader_addline(buffer, "SLT %s, srgb_comparison, %s;\n", tmp3, fragcolor);
1987     shader_addline(buffer, "SGE %s, srgb_comparison, %s;\n", tmp4, fragcolor);
1988     /* Store the components > 0.0031308 in the destination */
1989     shader_addline(buffer, "MUL %s, %s, %s;\n", fragcolor, tmp1, tmp3);
1990     /* Add the components that are < 0.0031308 */
1991     shader_addline(buffer, "MAD result.color.xyz, %s, %s, %s;\n", tmp2, tmp4, fragcolor);
1992     /* [0.0;1.0] clamping. Not needed, this is done implicitly */
1993 }
1994
1995 static void shader_arb_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer) {
1996     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
1997     shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
1998     CONST DWORD *function = This->baseShader.function;
1999     const char *fragcolor;
2000     WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
2001     local_constant* lconst;
2002
2003     /*  Create the hw ARB shader */
2004     shader_addline(buffer, "!!ARBfp1.0\n");
2005
2006     shader_addline(buffer, "TEMP TMP;\n");     /* Used in matrix ops */
2007     shader_addline(buffer, "TEMP TMP2;\n");    /* Used in matrix ops */
2008     shader_addline(buffer, "TEMP TA;\n");      /* Used for modifiers */
2009     shader_addline(buffer, "TEMP TB;\n");      /* Used for modifiers */
2010     shader_addline(buffer, "TEMP TC;\n");      /* Used for modifiers */
2011     shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
2012     shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
2013     shader_addline(buffer, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
2014
2015     /* Base Declarations */
2016     shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION);
2017
2018     /* We need two variables for fog blending */
2019     shader_addline(buffer, "TEMP TMP_FOG;\n");
2020     if (This->baseShader.hex_version >= WINED3DPS_VERSION(2,0)) {
2021         shader_addline(buffer, "TEMP TMP_COLOR;\n");
2022     }
2023
2024     /* Base Shader Body */
2025     shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
2026
2027     /* calculate fog and blend it
2028      * NOTE: state.fog.params.y and state.fog.params.z don't hold fog start s and end e but
2029      * -1/(e-s) and e/(e-s) respectively.
2030      */
2031     shader_addline(buffer, "MAD_SAT TMP_FOG, fragment.fogcoord, state.fog.params.y, state.fog.params.z;\n");
2032
2033     if (This->baseShader.hex_version < WINED3DPS_VERSION(2,0)) {
2034         fragcolor = "R0";
2035     } else {
2036         fragcolor = "TMP_COLOR";
2037     }
2038     if(This->srgb_enabled) {
2039         arbfp_add_sRGB_correction(buffer, fragcolor, "TMP", "TMP2", "TA", "TB");
2040     }
2041     if (This->baseShader.hex_version < WINED3DPS_VERSION(3,0)) {
2042         shader_addline(buffer, "LRP result.color.rgb, TMP_FOG.x, %s, state.fog.color;\n", fragcolor);
2043         shader_addline(buffer, "MOV result.color.a, %s.a;\n", fragcolor);
2044     }
2045
2046     shader_addline(buffer, "END\n");
2047
2048     /* TODO: change to resource.glObjectHandle or something like that */
2049     GL_EXTCALL(glGenProgramsARB(1, &This->baseShader.prgId));
2050
2051     TRACE("Creating a hw pixel shader, prg=%d\n", This->baseShader.prgId);
2052     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, This->baseShader.prgId));
2053
2054     TRACE("Created hw pixel shader, prg=%d\n", This->baseShader.prgId);
2055     /* Create the program and check for errors */
2056     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2057                buffer->bsize, buffer->buffer));
2058
2059     if (glGetError() == GL_INVALID_OPERATION) {
2060         GLint errPos;
2061         glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
2062         FIXME("HW PixelShader Error at position %d: %s\n",
2063               errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2064         This->baseShader.prgId = -1;
2065     }
2066
2067     /* Load immediate constants */
2068     if(!This->baseShader.load_local_constsF) {
2069         LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2070             float *value = (float *) lconst->value;
2071             GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst->idx, value));
2072             checkGLcall("glProgramLocalParameter4fvARB");
2073         }
2074     }
2075 }
2076
2077 static void shader_arb_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer) {
2078     IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
2079     shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
2080     CONST DWORD *function = This->baseShader.function;
2081     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
2082     WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
2083     local_constant* lconst;
2084
2085     /*  Create the hw ARB shader */
2086     shader_addline(buffer, "!!ARBvp1.0\n");
2087     shader_addline(buffer, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This->rel_offset);
2088
2089     /* Mesa supports only 95 constants */
2090     if (GL_VEND(MESA) || GL_VEND(WINE))
2091         This->baseShader.limits.constant_float =
2092                 min(95, This->baseShader.limits.constant_float);
2093
2094     shader_addline(buffer, "TEMP TMP;\n");
2095
2096     /* Base Declarations */
2097     shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION);
2098
2099     /* We need a constant to fixup the final position */
2100     shader_addline(buffer, "PARAM posFixup = program.env[%d];\n", ARB_SHADER_PRIVCONST_POS);
2101
2102     /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
2103      * for output parameters. D3D in theory does not do that either, but some applications depend on a
2104      * proper initialization of the secondary color, and programs using the fixed function pipeline without
2105      * a replacement shader depend on the texcoord.w being set properly.
2106      *
2107      * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
2108      * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
2109      * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
2110      * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
2111      * this can eat a number of instructions, so skip it unless this cap is set as well
2112      */
2113     if(!GL_SUPPORT(NV_VERTEX_PROGRAM)) {
2114         shader_addline(buffer, "MOV result.color.secondary, -helper_const.wwwy;\n");
2115
2116         if((GLINFO_LOCATION).set_texcoord_w && !device->frag_pipe->ffp_proj_control) {
2117             int i;
2118             for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
2119                 if(This->baseShader.reg_maps.texcoord_mask[i] != 0 &&
2120                 This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
2121                     shader_addline(buffer, "MOV result.texcoord[%u].w, -helper_const.y;\n", i);
2122                 }
2123             }
2124         }
2125     }
2126
2127     /* Base Shader Body */
2128     shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
2129
2130     /* If this shader doesn't use fog copy the z coord to the fog coord so that we can use table fog */
2131     if (!reg_maps->fog)
2132         shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
2133
2134     /* Write the final position.
2135      *
2136      * OpenGL coordinates specify the center of the pixel while d3d coords specify
2137      * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
2138      * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
2139      * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
2140      */
2141     shader_addline(buffer, "MUL TMP, posFixup, TMP_OUT.w;\n");
2142     shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TMP.z;\n");
2143     shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TMP.w;\n");
2144
2145     /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
2146      * and the glsl equivalent
2147      */
2148     shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
2149
2150     shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
2151
2152     shader_addline(buffer, "END\n");
2153
2154     /* TODO: change to resource.glObjectHandle or something like that */
2155     GL_EXTCALL(glGenProgramsARB(1, &This->baseShader.prgId));
2156
2157     TRACE("Creating a hw vertex shader, prg=%d\n", This->baseShader.prgId);
2158     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, This->baseShader.prgId));
2159
2160     TRACE("Created hw vertex shader, prg=%d\n", This->baseShader.prgId);
2161     /* Create the program and check for errors */
2162     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2163                buffer->bsize, buffer->buffer));
2164
2165     if (glGetError() == GL_INVALID_OPERATION) {
2166         GLint errPos;
2167         glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
2168         FIXME("HW VertexShader Error at position %d: %s\n",
2169               errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2170         This->baseShader.prgId = -1;
2171     }
2172
2173     /* Load immediate constants */
2174     if(!This->baseShader.load_local_constsF) {
2175         LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2176             float *value = (float *) lconst->value;
2177             GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst->idx, value));
2178         }
2179     }
2180 }
2181
2182 static void shader_arb_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *pCaps) {
2183     /* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps,
2184      * then overwrite the shader specific ones
2185      */
2186     none_shader_backend.shader_get_caps(devtype, gl_info, pCaps);
2187
2188     if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
2189         pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
2190         TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
2191         pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
2192     }
2193
2194     if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2195         pCaps->PixelShaderVersion    = WINED3DPS_VERSION(1,4);
2196         pCaps->PixelShader1xMaxValue = 8.0;
2197         TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
2198     }
2199 }
2200
2201 static BOOL shader_arb_conv_supported(WINED3DFORMAT fmt) {
2202     TRACE("Checking shader format support for format %s:", debug_d3dformat(fmt));
2203     switch(fmt) {
2204         case WINED3DFMT_V8U8:
2205         case WINED3DFMT_V16U16:
2206         case WINED3DFMT_X8L8V8U8:
2207         case WINED3DFMT_L6V5U5:
2208         case WINED3DFMT_Q8W8V8U8:
2209         case WINED3DFMT_ATI2N:
2210             TRACE("[OK]\n");
2211             return TRUE;
2212         default:
2213             TRACE("[FAILED\n");
2214             return FALSE;
2215     }
2216 }
2217
2218 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
2219 {
2220     /* WINED3DSIH_ABS           */ shader_hw_map2gl,
2221     /* WINED3DSIH_ADD           */ shader_hw_map2gl,
2222     /* WINED3DSIH_BEM           */ pshader_hw_bem,
2223     /* WINED3DSIH_BREAK         */ NULL,
2224     /* WINED3DSIH_BREAKC        */ NULL,
2225     /* WINED3DSIH_BREAKP        */ NULL,
2226     /* WINED3DSIH_CALL          */ NULL,
2227     /* WINED3DSIH_CALLNZ        */ NULL,
2228     /* WINED3DSIH_CMP           */ pshader_hw_cmp,
2229     /* WINED3DSIH_CND           */ pshader_hw_cnd,
2230     /* WINED3DSIH_CRS           */ shader_hw_map2gl,
2231     /* WINED3DSIH_DCL           */ NULL,
2232     /* WINED3DSIH_DEF           */ NULL,
2233     /* WINED3DSIH_DEFB          */ NULL,
2234     /* WINED3DSIH_DEFI          */ NULL,
2235     /* WINED3DSIH_DP2ADD        */ pshader_hw_dp2add,
2236     /* WINED3DSIH_DP3           */ shader_hw_map2gl,
2237     /* WINED3DSIH_DP4           */ shader_hw_map2gl,
2238     /* WINED3DSIH_DST           */ shader_hw_map2gl,
2239     /* WINED3DSIH_DSX           */ NULL,
2240     /* WINED3DSIH_DSY           */ NULL,
2241     /* WINED3DSIH_ELSE          */ NULL,
2242     /* WINED3DSIH_ENDIF         */ NULL,
2243     /* WINED3DSIH_ENDLOOP       */ NULL,
2244     /* WINED3DSIH_ENDREP        */ NULL,
2245     /* WINED3DSIH_EXP           */ shader_hw_map2gl,
2246     /* WINED3DSIH_EXPP          */ shader_hw_map2gl,
2247     /* WINED3DSIH_FRC           */ shader_hw_map2gl,
2248     /* WINED3DSIH_IF            */ NULL,
2249     /* WINED3DSIH_IFC           */ NULL,
2250     /* WINED3DSIH_LABEL         */ NULL,
2251     /* WINED3DSIH_LIT           */ shader_hw_map2gl,
2252     /* WINED3DSIH_LOG           */ shader_hw_map2gl,
2253     /* WINED3DSIH_LOGP          */ shader_hw_map2gl,
2254     /* WINED3DSIH_LOOP          */ NULL,
2255     /* WINED3DSIH_LRP           */ shader_hw_map2gl,
2256     /* WINED3DSIH_M3x2          */ shader_hw_mnxn,
2257     /* WINED3DSIH_M3x3          */ shader_hw_mnxn,
2258     /* WINED3DSIH_M3x4          */ shader_hw_mnxn,
2259     /* WINED3DSIH_M4x3          */ shader_hw_mnxn,
2260     /* WINED3DSIH_M4x4          */ shader_hw_mnxn,
2261     /* WINED3DSIH_MAD           */ shader_hw_map2gl,
2262     /* WINED3DSIH_MAX           */ shader_hw_map2gl,
2263     /* WINED3DSIH_MIN           */ shader_hw_map2gl,
2264     /* WINED3DSIH_MOV           */ shader_hw_map2gl,
2265     /* WINED3DSIH_MOVA          */ shader_hw_map2gl,
2266     /* WINED3DSIH_MUL           */ shader_hw_map2gl,
2267     /* WINED3DSIH_NOP           */ shader_hw_map2gl,
2268     /* WINED3DSIH_NRM           */ shader_hw_nrm,
2269     /* WINED3DSIH_PHASE         */ NULL,
2270     /* WINED3DSIH_POW           */ shader_hw_map2gl,
2271     /* WINED3DSIH_RCP           */ vshader_hw_rsq_rcp,
2272     /* WINED3DSIH_REP           */ NULL,
2273     /* WINED3DSIH_RET           */ NULL,
2274     /* WINED3DSIH_RSQ           */ vshader_hw_rsq_rcp,
2275     /* WINED3DSIH_SETP          */ NULL,
2276     /* WINED3DSIH_SGE           */ shader_hw_map2gl,
2277     /* WINED3DSIH_SGN           */ NULL,
2278     /* WINED3DSIH_SINCOS        */ shader_hw_sincos,
2279     /* WINED3DSIH_SLT           */ shader_hw_map2gl,
2280     /* WINED3DSIH_SUB           */ shader_hw_map2gl,
2281     /* WINED3DSIH_TEX           */ pshader_hw_tex,
2282     /* WINED3DSIH_TEXBEM        */ pshader_hw_texbem,
2283     /* WINED3DSIH_TEXBEML       */ pshader_hw_texbem,
2284     /* WINED3DSIH_TEXCOORD      */ pshader_hw_texcoord,
2285     /* WINED3DSIH_TEXDEPTH      */ pshader_hw_texdepth,
2286     /* WINED3DSIH_TEXDP3        */ pshader_hw_texdp3,
2287     /* WINED3DSIH_TEXDP3TEX     */ pshader_hw_texdp3tex,
2288     /* WINED3DSIH_TEXKILL       */ pshader_hw_texkill,
2289     /* WINED3DSIH_TEXLDD        */ NULL,
2290     /* WINED3DSIH_TEXLDL        */ NULL,
2291     /* WINED3DSIH_TEXM3x2DEPTH  */ pshader_hw_texm3x2depth,
2292     /* WINED3DSIH_TEXM3x2PAD    */ pshader_hw_texm3x2pad,
2293     /* WINED3DSIH_TEXM3x2TEX    */ pshader_hw_texm3x2tex,
2294     /* WINED3DSIH_TEXM3x3       */ pshader_hw_texm3x3,
2295     /* WINED3DSIH_TEXM3x3DIFF   */ NULL,
2296     /* WINED3DSIH_TEXM3x3PAD    */ pshader_hw_texm3x3pad,
2297     /* WINED3DSIH_TEXM3x3SPEC   */ pshader_hw_texm3x3spec,
2298     /* WINED3DSIH_TEXM3x3TEX    */ pshader_hw_texm3x3tex,
2299     /* WINED3DSIH_TEXM3x3VSPEC  */ pshader_hw_texm3x3vspec,
2300     /* WINED3DSIH_TEXREG2AR     */ pshader_hw_texreg2ar,
2301     /* WINED3DSIH_TEXREG2GB     */ pshader_hw_texreg2gb,
2302     /* WINED3DSIH_TEXREG2RGB    */ pshader_hw_texreg2rgb,
2303 };
2304
2305 const shader_backend_t arb_program_shader_backend = {
2306     shader_arb_instruction_handler_table,
2307     shader_arb_select,
2308     shader_arb_select_depth_blt,
2309     shader_arb_deselect_depth_blt,
2310     shader_arb_load_constants,
2311     shader_arb_cleanup,
2312     shader_arb_color_correction,
2313     shader_arb_destroy,
2314     shader_arb_alloc,
2315     shader_arb_free,
2316     shader_arb_dirty_const,
2317     shader_arb_generate_pshader,
2318     shader_arb_generate_vshader,
2319     shader_arb_get_caps,
2320     shader_arb_conv_supported,
2321 };
2322
2323 /* ARB_fragment_program fixed function pipeline replacement definitions */
2324 #define ARB_FFP_CONST_TFACTOR           0
2325 #define ARB_FFP_CONST_SPECULAR_ENABLE   ((ARB_FFP_CONST_TFACTOR) + 1)
2326 #define ARB_FFP_CONST_CONSTANT(i)       ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
2327 #define ARB_FFP_CONST_BUMPMAT(i)        ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
2328 #define ARB_FFP_CONST_LUMINANCE(i)      ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
2329
2330 struct arbfp_ffp_desc
2331 {
2332     struct ffp_desc parent;
2333     GLuint shader;
2334     unsigned int num_textures_used;
2335 };
2336
2337 static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) {
2338     if(enable) {
2339         glEnable(GL_FRAGMENT_PROGRAM_ARB);
2340         checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
2341     } else {
2342         glDisable(GL_FRAGMENT_PROGRAM_ARB);
2343         checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
2344     }
2345 }
2346
2347 static HRESULT arbfp_alloc(IWineD3DDevice *iface) {
2348     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2349     struct shader_arb_priv *priv;
2350     /* Share private data between the shader backend and the pipeline replacement, if both
2351      * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
2352      * if no pixel shader is bound or not
2353      */
2354     if(This->shader_backend == &arb_program_shader_backend) {
2355         This->fragment_priv = This->shader_priv;
2356     } else {
2357         This->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
2358         if(!This->fragment_priv) return E_OUTOFMEMORY;
2359     }
2360     priv = (struct shader_arb_priv *) This->fragment_priv;
2361     priv->fragment_shaders = hash_table_create(ffp_program_key_hash, ffp_program_key_compare);
2362     priv->use_arbfp_fixed_func = TRUE;
2363     return WINED3D_OK;
2364 }
2365
2366 static void arbfp_free_ffpshader(void *value, void *gli) {
2367     WineD3D_GL_Info *gl_info = gli;
2368     struct arbfp_ffp_desc *entry_arb = value;
2369
2370     ENTER_GL();
2371     GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
2372     checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
2373     HeapFree(GetProcessHeap(), 0, entry_arb);
2374     LEAVE_GL();
2375 }
2376
2377 static void arbfp_free(IWineD3DDevice *iface) {
2378     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2379     struct shader_arb_priv *priv = (struct shader_arb_priv *) This->fragment_priv;
2380
2381     hash_table_destroy(priv->fragment_shaders, arbfp_free_ffpshader, &This->adapter->gl_info);
2382     priv->use_arbfp_fixed_func = FALSE;
2383
2384     if(This->shader_backend != &arb_program_shader_backend) {
2385         HeapFree(GetProcessHeap(), 0, This->fragment_priv);
2386     }
2387 }
2388
2389 static void arbfp_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct fragment_caps *caps) {
2390     caps->TextureOpCaps =  WINED3DTEXOPCAPS_DISABLE                     |
2391                            WINED3DTEXOPCAPS_SELECTARG1                  |
2392                            WINED3DTEXOPCAPS_SELECTARG2                  |
2393                            WINED3DTEXOPCAPS_MODULATE4X                  |
2394                            WINED3DTEXOPCAPS_MODULATE2X                  |
2395                            WINED3DTEXOPCAPS_MODULATE                    |
2396                            WINED3DTEXOPCAPS_ADDSIGNED2X                 |
2397                            WINED3DTEXOPCAPS_ADDSIGNED                   |
2398                            WINED3DTEXOPCAPS_ADD                         |
2399                            WINED3DTEXOPCAPS_SUBTRACT                    |
2400                            WINED3DTEXOPCAPS_ADDSMOOTH                   |
2401                            WINED3DTEXOPCAPS_BLENDCURRENTALPHA           |
2402                            WINED3DTEXOPCAPS_BLENDFACTORALPHA            |
2403                            WINED3DTEXOPCAPS_BLENDTEXTUREALPHA           |
2404                            WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA           |
2405                            WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM         |
2406                            WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR      |
2407                            WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA      |
2408                            WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA   |
2409                            WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR   |
2410                            WINED3DTEXOPCAPS_DOTPRODUCT3                 |
2411                            WINED3DTEXOPCAPS_MULTIPLYADD                 |
2412                            WINED3DTEXOPCAPS_LERP                        |
2413                            WINED3DTEXOPCAPS_BUMPENVMAP                  |
2414                            WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
2415
2416     /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
2417
2418     caps->MaxTextureBlendStages   = 8;
2419     caps->MaxSimultaneousTextures = min(GL_LIMITS(fragment_samplers), 8);
2420
2421     caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
2422 }
2423 #undef GLINFO_LOCATION
2424
2425 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
2426 static void state_texfactor_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2427     float col[4];
2428     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2429
2430     /* Do not overwrite pixel shader constants if a pshader is in use */
2431     if(use_ps(device)) return;
2432
2433     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
2434     GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
2435     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
2436
2437     if(device->shader_backend == &arb_program_shader_backend) {
2438         device = stateblock->wineD3DDevice;
2439         device->activeContext->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
2440         device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
2441     }
2442 }
2443
2444 static void state_arb_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2445     float col[4];
2446     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2447
2448     /* Do not overwrite pixel shader constants if a pshader is in use */
2449     if(use_ps(device)) return;
2450
2451     if(stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
2452         /* The specular color has no alpha */
2453         col[0] = 1.0; col[1] = 1.0;
2454         col[2] = 1.0; col[3] = 0.0;
2455     } else {
2456         col[0] = 0.0; col[1] = 0.0;
2457         col[2] = 0.0; col[3] = 0.0;
2458     }
2459     GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
2460     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
2461
2462     if(device->shader_backend == &arb_program_shader_backend) {
2463         device = stateblock->wineD3DDevice;
2464         device->activeContext->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
2465         device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
2466     }
2467 }
2468
2469 static void set_bumpmat_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2470     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2471     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2472     float mat[2][2];
2473
2474     if(use_ps(device)) {
2475         if(stage != 0 &&
2476            ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) {
2477             /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
2478              * anyway
2479              */
2480             if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
2481                 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
2482             }
2483         }
2484         /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
2485         return;
2486     }
2487
2488     mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
2489     mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
2490     mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
2491     mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
2492
2493     GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
2494     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
2495
2496     if(device->shader_backend == &arb_program_shader_backend) {
2497         device->activeContext->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
2498         device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
2499     }
2500 }
2501
2502 static void tex_bumpenvlum_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2503     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2504     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2505     float param[4];
2506
2507     if(use_ps(device)) {
2508         if(stage != 0 &&
2509            ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
2510             /* The pixel shader has to know the luminance offset. Do a constants update if it
2511              * isn't scheduled anyway
2512              */
2513             if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
2514                 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
2515             }
2516         }
2517         /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
2518         return;
2519     }
2520
2521     param[0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE]);
2522     param[1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET]);
2523     param[2] = 0.0;
2524     param[3] = 0.0;
2525
2526     GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
2527     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
2528
2529     if(device->shader_backend == &arb_program_shader_backend) {
2530         device->activeContext->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
2531         device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
2532     }
2533 }
2534
2535 static const char *get_argreg(SHADER_BUFFER *buffer, DWORD argnum, unsigned int stage, DWORD arg) {
2536     const char *ret;
2537
2538     if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
2539
2540     switch(arg & WINED3DTA_SELECTMASK) {
2541         case WINED3DTA_DIFFUSE:
2542             ret = "fragment.color.primary"; break;
2543
2544         case WINED3DTA_CURRENT:
2545             if(stage == 0) ret = "fragment.color.primary";
2546             else ret = "ret";
2547             break;
2548
2549         case WINED3DTA_TEXTURE:
2550             switch(stage) {
2551                 case 0: ret = "tex0"; break;
2552                 case 1: ret = "tex1"; break;
2553                 case 2: ret = "tex2"; break;
2554                 case 3: ret = "tex3"; break;
2555                 case 4: ret = "tex4"; break;
2556                 case 5: ret = "tex5"; break;
2557                 case 6: ret = "tex6"; break;
2558                 case 7: ret = "tex7"; break;
2559                 default: ret = "unknown texture";
2560             }
2561             break;
2562
2563         case WINED3DTA_TFACTOR:
2564             ret = "tfactor"; break;
2565
2566         case WINED3DTA_SPECULAR:
2567             ret = "fragment.color.secondary"; break;
2568
2569         case WINED3DTA_TEMP:
2570             ret = "tempreg"; break;
2571
2572         case WINED3DTA_CONSTANT:
2573             FIXME("Implement perstage constants\n");
2574             switch(stage) {
2575                 case 0: ret = "const0"; break;
2576                 case 1: ret = "const1"; break;
2577                 case 2: ret = "const2"; break;
2578                 case 3: ret = "const3"; break;
2579                 case 4: ret = "const4"; break;
2580                 case 5: ret = "const5"; break;
2581                 case 6: ret = "const6"; break;
2582                 case 7: ret = "const7"; break;
2583             }
2584         default:
2585             return "unknown";
2586     }
2587
2588     if(arg & WINED3DTA_COMPLEMENT) {
2589         shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
2590         if(argnum == 0) ret = "arg0";
2591         if(argnum == 1) ret = "arg1";
2592         if(argnum == 2) ret = "arg2";
2593     }
2594     if(arg & WINED3DTA_ALPHAREPLICATE) {
2595         shader_addline(buffer, "MOV arg%u, %s.a;\n", argnum, ret);
2596         if(argnum == 0) ret = "arg0";
2597         if(argnum == 1) ret = "arg1";
2598         if(argnum == 2) ret = "arg2";
2599     }
2600     return ret;
2601 }
2602
2603 static void gen_ffp_instr(SHADER_BUFFER *buffer, unsigned int stage, BOOL color, BOOL alpha,
2604                           DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2) {
2605     const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
2606     unsigned int mul = 1;
2607     BOOL mul_final_dest = FALSE;
2608
2609     if(color && alpha) dstmask = "";
2610     else if(color) dstmask = ".rgb";
2611     else dstmask = ".a";
2612
2613     if(dst == tempreg) dstreg = "tempreg";
2614     else dstreg = "ret";
2615
2616     arg0 = get_argreg(buffer, 0, stage, dw_arg0);
2617     arg1 = get_argreg(buffer, 1, stage, dw_arg1);
2618     arg2 = get_argreg(buffer, 2, stage, dw_arg2);
2619
2620     switch(op) {
2621         case WINED3DTOP_DISABLE:
2622             if(stage == 1) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
2623             break;
2624
2625         case WINED3DTOP_SELECTARG2:
2626             arg1 = arg2;
2627         case WINED3DTOP_SELECTARG1:
2628             shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
2629             break;
2630
2631         case WINED3DTOP_MODULATE4X:
2632             mul = 2;
2633         case WINED3DTOP_MODULATE2X:
2634             mul *= 2;
2635             if(strcmp(dstreg, "result.color") == 0) {
2636                 dstreg = "ret";
2637                 mul_final_dest = TRUE;
2638             }
2639         case WINED3DTOP_MODULATE:
2640             shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2641             break;
2642
2643         case WINED3DTOP_ADDSIGNED2X:
2644             mul = 2;
2645             if(strcmp(dstreg, "result.color") == 0) {
2646                 dstreg = "ret";
2647                 mul_final_dest = TRUE;
2648             }
2649         case WINED3DTOP_ADDSIGNED:
2650             shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
2651             arg2 = "arg2";
2652         case WINED3DTOP_ADD:
2653             shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2654             break;
2655
2656         case WINED3DTOP_SUBTRACT:
2657             shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2658             break;
2659
2660         case WINED3DTOP_ADDSMOOTH:
2661             shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
2662             shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
2663             break;
2664
2665         case WINED3DTOP_BLENDCURRENTALPHA:
2666             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
2667             shader_addline(buffer, "LRP %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2668             break;
2669         case WINED3DTOP_BLENDFACTORALPHA:
2670             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
2671             shader_addline(buffer, "LRP %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2672             break;
2673         case WINED3DTOP_BLENDTEXTUREALPHA:
2674             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
2675             shader_addline(buffer, "LRP %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2676             break;
2677         case WINED3DTOP_BLENDDIFFUSEALPHA:
2678             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
2679             shader_addline(buffer, "LRP %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2680             break;
2681
2682         case WINED3DTOP_BLENDTEXTUREALPHAPM:
2683             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
2684             shader_addline(buffer, "SUB arg0.a, const.x, %s.a;\n", arg0);
2685             shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.a, %s;\n", dstreg, dstmask, arg2, arg1);
2686             break;
2687
2688         /* D3DTOP_PREMODULATE ???? */
2689
2690         case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2691             shader_addline(buffer, "SUB arg0.a, const.x, %s;\n", arg1);
2692             shader_addline(buffer, "MAD_SAT %s%s, arg0.a, %s, %s;\n", dstreg, dstmask, arg2, arg1);
2693             break;
2694         case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2695             shader_addline(buffer, "MAD_SAT %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
2696             break;
2697         case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2698             shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
2699             shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.a;\n", dstreg, dstmask, arg2, arg1);
2700             break;
2701         case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2702             shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.a;\n", dstreg, dstmask, arg1, arg2, arg1);
2703             break;
2704
2705         case WINED3DTOP_DOTPRODUCT3:
2706             mul = 4;
2707             if(strcmp(dstreg, "result.color") == 0) {
2708                 dstreg = "ret";
2709                 mul_final_dest = TRUE;
2710             }
2711             shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
2712             shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
2713             shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
2714             break;
2715
2716         case WINED3DTOP_MULTIPLYADD:
2717             shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
2718             break;
2719
2720         case WINED3DTOP_LERP:
2721             /* The msdn is not quite right here */
2722             shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2723             break;
2724
2725         case WINED3DTOP_BUMPENVMAP:
2726         case WINED3DTOP_BUMPENVMAPLUMINANCE:
2727             /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
2728             break;
2729
2730         default:
2731             FIXME("Unhandled texture op %08x\n", op);
2732     }
2733
2734     if(mul == 2) {
2735         shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
2736     } else if(mul == 4) {
2737         shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
2738     }
2739 }
2740
2741 /* The stateblock is passed for GLINFO_LOCATION */
2742 static GLuint gen_arbfp_ffp_shader(struct ffp_settings *settings, IWineD3DStateBlockImpl *stateblock) {
2743     unsigned int stage;
2744     SHADER_BUFFER buffer;
2745     BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
2746     BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
2747     BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
2748     const char *textype;
2749     const char *instr, *sat;
2750     char colorcor_dst[8];
2751     GLuint ret;
2752     DWORD arg0, arg1, arg2;
2753     BOOL tempreg_used = FALSE, tfactor_used = FALSE;
2754     BOOL op_equal;
2755     const char *final_combiner_src = "ret";
2756
2757     /* Find out which textures are read */
2758     for(stage = 0; stage < MAX_TEXTURES; stage++) {
2759         if(settings->op[stage].cop == WINED3DTOP_DISABLE) break;
2760         arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
2761         arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
2762         arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
2763         if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2764         if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2765         if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2766
2767         if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) tex_read[stage] = TRUE;
2768         if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHAPM) tex_read[stage] = TRUE;
2769         if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP) {
2770             bump_used[stage] = TRUE;
2771             tex_read[stage] = TRUE;
2772         }
2773         if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
2774             bump_used[stage] = TRUE;
2775             tex_read[stage] = TRUE;
2776             luminance_used[stage] = TRUE;
2777         } else if(settings->op[stage].cop == WINED3DTOP_BLENDFACTORALPHA) {
2778             tfactor_used = TRUE;
2779         }
2780
2781         if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
2782             tfactor_used = TRUE;
2783         }
2784
2785         if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
2786         if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
2787             tempreg_used = TRUE;
2788         }
2789
2790         if(settings->op[stage].aop == WINED3DTOP_DISABLE) continue;
2791         arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
2792         arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
2793         arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
2794         if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2795         if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2796         if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2797
2798         if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
2799             tempreg_used = TRUE;
2800         }
2801         if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
2802             tfactor_used = TRUE;
2803         }
2804     }
2805
2806     /* Shader header */
2807     buffer.bsize = 0;
2808     buffer.lineNo = 0;
2809     buffer.newline = TRUE;
2810     buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
2811
2812     shader_addline(&buffer, "!!ARBfp1.0\n");
2813
2814     switch(settings->fog) {
2815         case FOG_OFF:                                                         break;
2816         case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
2817         case FOG_EXP:    shader_addline(&buffer, "OPTION ARB_fog_exp;\n");    break;
2818         case FOG_EXP2:   shader_addline(&buffer, "OPTION ARB_fog_exp2;\n");   break;
2819         default: FIXME("Unexpected fog setting %d\n", settings->fog);
2820     }
2821
2822     shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
2823     shader_addline(&buffer, "TEMP TMP;\n");
2824     shader_addline(&buffer, "TEMP ret;\n");
2825     if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
2826     shader_addline(&buffer, "TEMP arg0;\n");
2827     shader_addline(&buffer, "TEMP arg1;\n");
2828     shader_addline(&buffer, "TEMP arg2;\n");
2829     for(stage = 0; stage < MAX_TEXTURES; stage++) {
2830         if(!tex_read[stage]) continue;
2831         shader_addline(&buffer, "TEMP tex%u;\n", stage);
2832         if(!bump_used[stage]) continue;
2833         shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
2834         if(!luminance_used[stage]) continue;
2835         shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
2836     }
2837     if(tfactor_used) {
2838         shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
2839     }
2840         shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
2841
2842     if(settings->sRGB_write) {
2843         shader_addline(&buffer, "PARAM srgb_mul_low = {%f, %f, %f, 1.0};\n",
2844                        srgb_mul_low, srgb_mul_low, srgb_mul_low);
2845         shader_addline(&buffer, "PARAM srgb_comparison =  {%f, %f, %f, %f};\n",
2846                        srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
2847         shader_addline(&buffer, "PARAM srgb_pow =  {%f, %f, %f, 1.0};\n",
2848                        srgb_pow, srgb_pow, srgb_pow);
2849         shader_addline(&buffer, "PARAM srgb_mul_hi =  {%f, %f, %f, 1.0};\n",
2850                        srgb_mul_high, srgb_mul_high, srgb_mul_high);
2851         shader_addline(&buffer, "PARAM srgb_sub_hi =  {%f, %f, %f, 0.0};\n",
2852                        srgb_sub_high, srgb_sub_high, srgb_sub_high);
2853     }
2854
2855     /* Generate texture sampling instructions) */
2856     for(stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3DTOP_DISABLE; stage++) {
2857         if(!tex_read[stage]) continue;
2858
2859         switch(settings->op[stage].tex_type) {
2860             case tex_1d:                    textype = "1D";     break;
2861             case tex_2d:                    textype = "2D";     break;
2862             case tex_3d:                    textype = "3D";     break;
2863             case tex_cube:                  textype = "CUBE";   break;
2864             case tex_rect:                  textype = "RECT";   break;
2865             default: textype = "unexpected_textype";   break;
2866         }
2867
2868         if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP ||
2869            settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
2870             sat = "";
2871         } else {
2872             sat = "_SAT";
2873         }
2874
2875         if(settings->op[stage].projected == proj_none) {
2876             instr = "TEX";
2877         } else if(settings->op[stage].projected == proj_count4 ||
2878                   settings->op[stage].projected == proj_count3) {
2879             instr = "TXP";
2880         } else {
2881             FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
2882             instr = "TXP";
2883         }
2884
2885         if(stage > 0 &&
2886            (settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
2887             settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
2888             shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
2889             shader_addline(&buffer, "DP3 ret.r, arg1, tex%u;\n", stage - 1);
2890             shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
2891             shader_addline(&buffer, "DP3 ret.g, arg1, tex%u;\n", stage - 1);
2892
2893             /* with projective textures, texbem only divides the static texture coord, not the displacement,
2894              * so multiply the displacement with the dividing parameter before passing it to TXP
2895              */
2896             if (settings->op[stage].projected != proj_none) {
2897                 if(settings->op[stage].projected == proj_count4) {
2898                     shader_addline(&buffer, "MOV ret.a, fragment.texcoord[%u].a;\n", stage);
2899                     shader_addline(&buffer, "MUL ret.rgb, ret, fragment.texcoord[%u].a, fragment.texcoord[%u];\n", stage, stage);
2900                 } else {
2901                     shader_addline(&buffer, "MOV ret.a, fragment.texcoord[%u].b;\n", stage);
2902                     shader_addline(&buffer, "MAD ret.rgb, ret, fragment.texcoord[%u].b, fragment.texcoord[%u];\n", stage, stage);
2903                 }
2904             } else {
2905                 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
2906             }
2907
2908             shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
2909                            instr, sat, stage, stage, textype);
2910             if(settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
2911                 shader_addline(&buffer, "MAD_SAT ret.r, tex%u.b, luminance%u.r, luminance%u.g;\n",
2912                                stage - 1, stage - 1, stage - 1);
2913                 shader_addline(&buffer, "MUL tex%u, tex%u, ret.r;\n", stage, stage);
2914             }
2915         } else if(settings->op[stage].projected == proj_count3) {
2916             shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
2917             shader_addline(&buffer, "MOV ret.a, ret.b;\n");
2918             shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
2919                             instr, sat, stage, stage, textype);
2920         } else {
2921             shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
2922                             instr, sat, stage, stage, stage, textype);
2923         }
2924
2925         sprintf(colorcor_dst, "tex%u", stage);
2926         gen_color_correction(&buffer, colorcor_dst, ".rgba", "const.x", "const.y",
2927                                 settings->op[stage].color_correction, &GLINFO_LOCATION);
2928     }
2929
2930     /* Generate the main shader */
2931     for(stage = 0; stage < MAX_TEXTURES; stage++) {
2932         if(settings->op[stage].cop == WINED3DTOP_DISABLE) {
2933             if(stage == 0) {
2934                 final_combiner_src = "fragment.color.primary";
2935             }
2936             break;
2937         }
2938
2939         if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
2940            settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
2941             op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
2942         } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
2943                   settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
2944             op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
2945         } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
2946                   settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
2947             op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
2948         } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
2949                   settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
2950             op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
2951         } else {
2952             op_equal = settings->op[stage].aop   == settings->op[stage].cop &&
2953                        settings->op[stage].carg0 == settings->op[stage].aarg0 &&
2954                        settings->op[stage].carg1 == settings->op[stage].aarg1 &&
2955                        settings->op[stage].carg2 == settings->op[stage].aarg2;
2956         }
2957
2958         if(settings->op[stage].aop == WINED3DTOP_DISABLE) {
2959             gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
2960                           settings->op[stage].cop, settings->op[stage].carg0,
2961                           settings->op[stage].carg1, settings->op[stage].carg2);
2962             if(stage == 0) {
2963                 shader_addline(&buffer, "MOV ret.a, fragment.color.primary.a;\n");
2964             }
2965         } else if(op_equal) {
2966             gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
2967                           settings->op[stage].cop, settings->op[stage].carg0,
2968                           settings->op[stage].carg1, settings->op[stage].carg2);
2969         } else {
2970             gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
2971                           settings->op[stage].cop, settings->op[stage].carg0,
2972                           settings->op[stage].carg1, settings->op[stage].carg2);
2973             gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
2974                           settings->op[stage].aop, settings->op[stage].aarg0,
2975                           settings->op[stage].aarg1, settings->op[stage].aarg2);
2976         }
2977     }
2978
2979     if(settings->sRGB_write) {
2980         shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
2981         arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg");
2982         shader_addline(&buffer, "MOV result.color.a, ret.a;\n");
2983     } else {
2984         shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
2985     }
2986
2987     /* Footer */
2988     shader_addline(&buffer, "END\n");
2989
2990     /* Generate the shader */
2991     GL_EXTCALL(glGenProgramsARB(1, &ret));
2992     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
2993     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
2994
2995     if (glGetError() == GL_INVALID_OPERATION) {
2996         GLint pos;
2997         glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
2998         FIXME("Fragment program error at position %d: %s\n", pos,
2999               debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3000     }
3001     HeapFree(GetProcessHeap(), 0, buffer.buffer);
3002     return ret;
3003 }
3004
3005 static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3006     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3007     struct shader_arb_priv *priv = (struct shader_arb_priv *) device->fragment_priv;
3008     BOOL use_pshader = use_ps(device);
3009     BOOL use_vshader = use_vs(device);
3010     struct ffp_settings settings;
3011     struct arbfp_ffp_desc *desc;
3012     unsigned int i;
3013
3014     if(isStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE))) {
3015         if(use_pshader) {
3016             IWineD3DPixelShader_CompileShader(stateblock->pixelShader);
3017         } else if(device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
3018             /* Reload fixed function constants since they collide with the pixel shader constants */
3019             for(i = 0; i < MAX_TEXTURES; i++) {
3020                 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
3021             }
3022             state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
3023             state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
3024         }
3025         return;
3026     }
3027
3028     if(use_pshader) {
3029         IWineD3DPixelShader_CompileShader(stateblock->pixelShader);
3030     } else {
3031         /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
3032         gen_ffp_op(stateblock, &settings, FALSE);
3033         desc = (struct arbfp_ffp_desc *) find_ffp_shader(priv->fragment_shaders, &settings);
3034         if(!desc) {
3035             desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*desc));
3036             if(!desc) {
3037                 ERR("Out of memory\n");
3038                 return;
3039             }
3040             desc->num_textures_used = 0;
3041             for(i = 0; i < GL_LIMITS(texture_stages); i++) {
3042                 if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
3043                 desc->num_textures_used = i;
3044             }
3045
3046             memcpy(&desc->parent.settings, &settings, sizeof(settings));
3047             desc->shader = gen_arbfp_ffp_shader(&settings, stateblock);
3048             add_ffp_shader(priv->fragment_shaders, &desc->parent);
3049             TRACE("Allocated fixed function replacement shader descriptor %p\n", desc);
3050         }
3051
3052         /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
3053          * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
3054          * deactivate it.
3055          */
3056         GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
3057         checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
3058
3059         if(device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
3060             /* Reload fixed function constants since they collide with the pixel shader constants */
3061             for(i = 0; i < MAX_TEXTURES; i++) {
3062                 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
3063             }
3064             state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
3065             state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
3066         }
3067     }
3068
3069     /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
3070      * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
3071      * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
3072      * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
3073      * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
3074      *
3075      * Don't call shader_select if the vertex shader is dirty, because some shader backends(GLSL) need both shaders
3076      * to be compiled before activating them(needs some cleanups in the shader backend interface)
3077      */
3078     if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
3079         device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
3080
3081         if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
3082             device->StateTable[STATE_VERTEXSHADERCONSTANT].apply(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3083         }
3084     }
3085     if(use_pshader) {
3086         device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
3087     }
3088 }
3089
3090 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
3091  * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
3092  * state table, so we need to handle that with a forwarding function. The other invisible side effect
3093  * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
3094  * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
3095  */
3096 static void state_arbfp_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3097     if(!isStateDirty(context, STATE_PIXELSHADER)) {
3098         fragment_prog_arbfp(state, stateblock, context);
3099     }
3100 }
3101
3102 static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3103     if(!isStateDirty(context, STATE_PIXELSHADER)) {
3104         fragment_prog_arbfp(state, stateblock, context);
3105     }
3106 }
3107
3108 #undef GLINFO_LOCATION
3109
3110 static const struct StateEntryTemplate arbfp_fragmentstate_template[] = {
3111     {STATE_RENDER(WINED3DRS_TEXTUREFACTOR),               { STATE_RENDER(WINED3DRS_TEXTUREFACTOR),              state_texfactor_arbfp   }, 0                               },
3112     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3113     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3114     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3115     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3116     {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3117     {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3118     {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3119     {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3120     {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3121     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3122     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3123     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3124     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3125     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3126     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3127     {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3128     {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3129     {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3130     {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3131     {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3132     {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3133     {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3134     {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3135     {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3136     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3137     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3138     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3139     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3140     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3141     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3142     {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3143     {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3144     {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3145     {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3146     {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3147     {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3148     {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3149     {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3150     {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3151     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3152     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3153     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3154     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3155     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3156     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3157     {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3158     {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3159     {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3160     {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3161     {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3162     {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3163     {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3164     {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3165     {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3166     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3167     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3168     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3169     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3170     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3171     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3172     {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3173     {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3174     {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3175     {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3176     {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3177     {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3178     {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3179     {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3180     {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3181     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3182     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3183     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3184     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3185     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3186     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3187     {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3188     {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3189     {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3190     {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3191     {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3192     {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3193     {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3194     {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3195     {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3196     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3197     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3198     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3199     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3200     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3201     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3202     {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3203     {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3204     {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3205     {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3206     {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3207     {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3208     {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3209     {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3210     {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3211     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3212     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3213     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3214     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3215     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3216     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3217     {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3218     {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3219     {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3220     {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3221     {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3222     {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3223     {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3224     {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3225     {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3226     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3227     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3228     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3229     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3230     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3231     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3232     { STATE_SAMPLER(0),                                   { STATE_SAMPLER(0),                                   sampler_texdim          }, 0                               },
3233     { STATE_SAMPLER(1),                                   { STATE_SAMPLER(1),                                   sampler_texdim          }, 0                               },
3234     { STATE_SAMPLER(2),                                   { STATE_SAMPLER(2),                                   sampler_texdim          }, 0                               },
3235     { STATE_SAMPLER(3),                                   { STATE_SAMPLER(3),                                   sampler_texdim          }, 0                               },
3236     { STATE_SAMPLER(4),                                   { STATE_SAMPLER(4),                                   sampler_texdim          }, 0                               },
3237     { STATE_SAMPLER(5),                                   { STATE_SAMPLER(5),                                   sampler_texdim          }, 0                               },
3238     { STATE_SAMPLER(6),                                   { STATE_SAMPLER(6),                                   sampler_texdim          }, 0                               },
3239     { STATE_SAMPLER(7),                                   { STATE_SAMPLER(7),                                   sampler_texdim          }, 0                               },
3240     { STATE_PIXELSHADER,                                  { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3241     { STATE_RENDER(WINED3DRS_FOGENABLE),                  { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_arbfp_fog         }, 0                               },
3242     { STATE_RENDER(WINED3DRS_FOGTABLEMODE),               { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_arbfp_fog         }, 0                               },
3243     { STATE_RENDER(WINED3DRS_FOGVERTEXMODE),              { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_arbfp_fog         }, 0                               },
3244     { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE),            { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3245     {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3246     {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3247     {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3248     {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3249     {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3250     {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3251     {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3252     {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3253     { STATE_RENDER(WINED3DRS_SPECULARENABLE),             { STATE_RENDER(WINED3DRS_SPECULARENABLE),             state_arb_specularenable}, 0                               },
3254     {0 /* Terminate */,                                   { 0,                                                  0                       }, 0                               },
3255 };
3256
3257 const struct fragment_pipeline arbfp_fragment_pipeline = {
3258     arbfp_enable,
3259     arbfp_get_caps,
3260     arbfp_alloc,
3261     arbfp_free,
3262     shader_arb_conv_supported,
3263     arbfp_fragmentstate_template,
3264     TRUE /* We can disable projected textures */
3265 };
3266
3267 #define GLINFO_LOCATION device->adapter->gl_info
3268
3269 struct arbfp_blit_priv {
3270     GLenum yuy2_rect_shader, yuy2_2d_shader;
3271     GLenum uyvy_rect_shader, uyvy_2d_shader;
3272     GLenum yv12_rect_shader, yv12_2d_shader;
3273 };
3274
3275 static HRESULT arbfp_blit_alloc(IWineD3DDevice *iface) {
3276     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3277     device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
3278     if(!device->blit_priv) {
3279         ERR("Out of memory\n");
3280         return E_OUTOFMEMORY;
3281     }
3282     return WINED3D_OK;
3283 }
3284 static void arbfp_blit_free(IWineD3DDevice *iface) {
3285     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3286     struct arbfp_blit_priv *priv = (struct arbfp_blit_priv *) device->blit_priv;
3287
3288     ENTER_GL();
3289     GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
3290     GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
3291     GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
3292     GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
3293     GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
3294     GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
3295     checkGLcall("Delete yuv programs\n");
3296     LEAVE_GL();
3297 }
3298
3299 static BOOL gen_planar_yuv_read(SHADER_BUFFER *buffer, WINED3DFORMAT fmt, GLenum textype, char *luminance) {
3300     char chroma;
3301     const char *tex, *texinstr;
3302
3303     if(fmt == WINED3DFMT_UYVY) {
3304         chroma = 'r';
3305         *luminance = 'a';
3306     } else {
3307         chroma = 'a';
3308         *luminance = 'r';
3309     }
3310     switch(textype) {
3311         case GL_TEXTURE_2D:             tex = "2D";     texinstr = "TXP"; break;
3312         case GL_TEXTURE_RECTANGLE_ARB:  tex = "RECT";   texinstr = "TEX"; break;
3313         default:
3314             /* This is more tricky than just replacing the texture type - we have to navigate
3315              * properly in the texture to find the correct chroma values
3316              */
3317             FIXME("Implement yuv correction for non-2d, non-rect textures\n");
3318             return FALSE;
3319     }
3320
3321     /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
3322      * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
3323      * filtering when we sample the texture.
3324      *
3325      * These are the rules for reading the chroma:
3326      *
3327      * Even pixel: Cr
3328      * Even pixel: U
3329      * Odd pixel: V
3330      *
3331      * So we have to get the sampling x position in non-normalized coordinates in integers
3332      */
3333     if(textype != GL_TEXTURE_RECTANGLE_ARB) {
3334         shader_addline(buffer, "MUL texcrd.rg, fragment.texcoord[0], size.x;\n");
3335         shader_addline(buffer, "MOV texcrd.a, size.x;\n");
3336     } else {
3337         shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
3338     }
3339     /* We must not allow filtering between pixel x and x+1, this would mix U and V
3340      * Vertical filtering is ok. However, bear in mind that the pixel center is at
3341      * 0.5, so add 0.5.
3342      */
3343     shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
3344     shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
3345
3346     /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
3347      * even and odd pixels respectively
3348      */
3349     shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
3350     shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
3351
3352     /* Sample Pixel 1 */
3353     shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
3354
3355     /* Put the value into either of the chroma values */
3356     shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
3357     shader_addline(buffer, "MUL chroma.r, luminance.%c, temp.x;\n", chroma);
3358     shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
3359     shader_addline(buffer, "MUL chroma.g, luminance.%c, temp.x;\n", chroma);
3360
3361     /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
3362      * the pixel right to the current one. Otherwise, sample the left pixel.
3363      * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
3364      */
3365     shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
3366     shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
3367     shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
3368
3369     /* Put the value into the other chroma */
3370     shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
3371     shader_addline(buffer, "MAD chroma.g, luminance.%c, temp.x, chroma.g;\n", chroma);
3372     shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
3373     shader_addline(buffer, "MAD chroma.r, luminance.%c, temp.x, chroma.r;\n", chroma);
3374
3375     /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
3376      * the current one and lerp the two U and V values
3377      */
3378
3379     /* This gives the correctly filtered luminance value */
3380     shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
3381
3382     return TRUE;
3383 }
3384
3385 static BOOL gen_yv12_read(SHADER_BUFFER *buffer, WINED3DFORMAT fmt, GLenum textype, char *luminance) {
3386     const char *tex;
3387
3388     switch(textype) {
3389         case GL_TEXTURE_2D:             tex = "2D";     break;
3390         case GL_TEXTURE_RECTANGLE_ARB:  tex = "RECT";   break;
3391         default:
3392             FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
3393             return FALSE;
3394     }
3395
3396     /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
3397      * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
3398      * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
3399      * pitch of the luminance plane, the packing into the gl texture is a bit
3400      * unfortunate. If the whole texture is interpreted as luminance data it looks
3401      * approximately like this:
3402      *
3403      *        +----------------------------------+----
3404      *        |                                  |
3405      *        |                                  |
3406      *        |                                  |
3407      *        |                                  |
3408      *        |                                  |   2
3409      *        |            LUMINANCE             |   -
3410      *        |                                  |   3
3411      *        |                                  |
3412      *        |                                  |
3413      *        |                                  |
3414      *        |                                  |
3415      *        +----------------+-----------------+----
3416      *        |                |                 |
3417      *        |  U even rows   |  U odd rows     |
3418      *        |                |                 |   1
3419      *        +----------------+------------------   -
3420      *        |                |                 |   3
3421      *        |  V even rows   |  V odd rows     |
3422      *        |                |                 |
3423      *        +----------------+-----------------+----
3424      *        |                |                 |
3425      *        |     0.5        |       0.5       |
3426      *
3427      * So it appears as if there are 4 chroma images, but in fact the odd rows
3428      * in the chroma images are in the same row as the even ones. So its is
3429      * kinda tricky to read
3430      *
3431      * When reading from rectangle textures, keep in mind that the input y coordinates
3432      * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
3433      */
3434     shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
3435                    2.0 / 3.0, 1.0 / 6.0, (2.0 / 3.0) + (1.0 / 6.0), 1.0 / 3.0);
3436
3437     shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
3438     /* the chroma planes have only half the width */
3439     shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
3440
3441     /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
3442      * the coordinate. Also read the right side of the image when reading odd lines
3443      *
3444      * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
3445      * bleeding
3446      */
3447     if(textype == GL_TEXTURE_2D) {
3448
3449         shader_addline(buffer, "RCP chroma.w, size.y;\n");
3450
3451         shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
3452
3453         shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
3454         shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
3455
3456         /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
3457         shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
3458         shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
3459         shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
3460         shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
3461
3462         /* clamp, keep the half pixel origin in mind */
3463         shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
3464         shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
3465         shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
3466         shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
3467     } else {
3468         /* Read from [size - size+size/4] */
3469         shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
3470         shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
3471
3472         /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
3473         shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
3474         shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
3475         shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
3476         shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
3477         shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
3478
3479         /* Make sure to read exactly from the pixel center */
3480         shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
3481         shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
3482
3483         /* Clamp */
3484         shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
3485         shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
3486         shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
3487         shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
3488         shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
3489     }
3490     /* Read the texture, put the result into the output register */
3491     shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
3492     shader_addline(buffer, "MOV chroma.r, temp.a;\n");
3493
3494     /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
3495      * No need to clamp because we're just reusing the already clamped value from above
3496      */
3497     if(textype == GL_TEXTURE_2D) {
3498         shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
3499     } else {
3500         shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
3501     }
3502     shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
3503     shader_addline(buffer, "MOV chroma.g, temp.a;\n");
3504
3505     /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
3506      * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
3507      * values due to filtering
3508      */
3509     shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
3510     if(textype == GL_TEXTURE_2D) {
3511         /* Multiply the y coordinate by 2/3 and clamp it */
3512         shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
3513         shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
3514         shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
3515         shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
3516     } else {
3517         /* Reading from texture_rectangles is pretty streightforward, just use the unmodified
3518          * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
3519          * is bigger
3520          */
3521         shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
3522         shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
3523         shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
3524     }
3525     *luminance = 'a';
3526
3527     return TRUE;
3528 }
3529
3530 static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, WINED3DFORMAT fmt, GLenum textype) {
3531     GLenum shader;
3532     SHADER_BUFFER buffer;
3533     char luminance_component;
3534     struct arbfp_blit_priv *priv = (struct arbfp_blit_priv *) device->blit_priv;
3535
3536     /* Shader header */
3537     buffer.bsize = 0;
3538     buffer.lineNo = 0;
3539     buffer.newline = TRUE;
3540     buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
3541
3542     ENTER_GL();
3543     GL_EXTCALL(glGenProgramsARB(1, &shader));
3544     checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
3545     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
3546     checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
3547     LEAVE_GL();
3548     if(!shader) {
3549         HeapFree(GetProcessHeap(), 0, buffer.buffer);
3550         return 0;
3551     }
3552
3553     /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
3554      * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
3555      * two chroma(U and V) values. Each macropixel has two luminance values, one for
3556      * each single pixel it contains, and one U and one V value shared between both
3557      * pixels.
3558      *
3559      * The data is loaded into an A8L8 texture. With YUY2, the luminance component
3560      * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
3561      * take the format into account when generating the read swizzles
3562      *
3563      * Reading the Y value is streightforward - just sample the texture. The hardware
3564      * takes care of filtering in the horizontal and vertical direction.
3565      *
3566      * Reading the U and V values is harder. We have to avoid filtering horizontally,
3567      * because that would mix the U and V values of one pixel or two adjacent pixels.
3568      * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
3569      * regardless of the filtering setting. Vertical filtering works automatically
3570      * though - the U and V values of two rows are mixed nicely.
3571      *
3572      * Appart of avoiding filtering issues, the code has to know which value it just
3573      * read, and where it can find the other one. To determine this, it checks if
3574      * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
3575      *
3576      * Handling horizontal filtering of U and V values requires reading a 2nd pair
3577      * of pixels, extracting U and V and mixing them. This is not implemented yet.
3578      *
3579      * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
3580      * with width / 2. This way one read gives all 3 values, finding U and V is easy
3581      * in an unfiltered situation. Finding the luminance on the other hand requires
3582      * finding out if it is an odd or even pixel. The real drawback of this approach
3583      * is filtering. This would have to be emulated completely in the shader, reading
3584      * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
3585      * vertically. Beyond that it would require adjustments to the texture handling
3586      * code to deal with the width scaling
3587      */
3588     shader_addline(&buffer, "!!ARBfp1.0\n");
3589     shader_addline(&buffer, "TEMP luminance;\n");
3590     shader_addline(&buffer, "TEMP temp;\n");
3591     shader_addline(&buffer, "TEMP chroma;\n");
3592     shader_addline(&buffer, "TEMP texcrd;\n");
3593     shader_addline(&buffer, "TEMP texcrd2;\n");
3594     shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
3595     shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
3596     shader_addline(&buffer, "PARAM size = program.local[0];\n");
3597
3598     if(fmt == WINED3DFMT_UYVY || fmt ==WINED3DFMT_YUY2) {
3599         if(gen_planar_yuv_read(&buffer, fmt, textype, &luminance_component) == FALSE) {
3600             HeapFree(GetProcessHeap(), 0, buffer.buffer);
3601             return 0;
3602         }
3603     } else {
3604         if(gen_yv12_read(&buffer, fmt, textype, &luminance_component) == FALSE) {
3605             HeapFree(GetProcessHeap(), 0, buffer.buffer);
3606             return 0;
3607         }
3608     }
3609
3610     /* Calculate the final result. Formula is taken from
3611      * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
3612      * ranges from -0.5 to 0.5
3613      */
3614     shader_addline(&buffer, "SUB chroma.rg, chroma, coef.y;\n");
3615
3616     shader_addline(&buffer, "MAD result.color.r, chroma.r, yuv_coef.x, luminance.%c;\n", luminance_component);
3617     shader_addline(&buffer, "MAD temp.r, -chroma.g, yuv_coef.y, luminance.%c;\n", luminance_component);
3618     shader_addline(&buffer, "MAD result.color.g, -chroma.r, yuv_coef.z, temp.r;\n");
3619     shader_addline(&buffer, "MAD result.color.b, chroma.g, yuv_coef.w, luminance.%c;\n", luminance_component);
3620     shader_addline(&buffer, "END\n");
3621
3622     ENTER_GL();
3623     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
3624
3625     if (glGetError() == GL_INVALID_OPERATION) {
3626         GLint pos;
3627         glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3628         FIXME("Fragment program error at position %d: %s\n", pos,
3629               debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3630     }
3631     HeapFree(GetProcessHeap(), 0, buffer.buffer);
3632     LEAVE_GL();
3633
3634     if(fmt == WINED3DFMT_YUY2) {
3635         if(textype == GL_TEXTURE_RECTANGLE_ARB) {
3636             priv->yuy2_rect_shader = shader;
3637         } else {
3638             priv->yuy2_2d_shader = shader;
3639         }
3640     } else if(fmt == WINED3DFMT_UYVY) {
3641         if(textype == GL_TEXTURE_RECTANGLE_ARB) {
3642             priv->uyvy_rect_shader = shader;
3643         } else {
3644             priv->uyvy_2d_shader = shader;
3645         }
3646     } else {
3647         if(textype == GL_TEXTURE_RECTANGLE_ARB) {
3648             priv->yv12_rect_shader = shader;
3649         } else {
3650             priv->yv12_2d_shader = shader;
3651         }
3652     }
3653     return shader;
3654 }
3655
3656 static HRESULT arbfp_blit_set(IWineD3DDevice *iface, WINED3DFORMAT fmt, GLenum textype, UINT width, UINT height) {
3657     GLenum shader;
3658     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3659     float size[4] = {width, height, 1, 1};
3660     struct arbfp_blit_priv *priv = (struct arbfp_blit_priv *) device->blit_priv;
3661     const GlPixelFormatDesc *glDesc;
3662
3663     getFormatDescEntry(fmt, &GLINFO_LOCATION, &glDesc);
3664
3665     if(glDesc->conversion_group != WINED3DFMT_YUY2 && glDesc->conversion_group != WINED3DFMT_UYVY &&
3666        glDesc->conversion_group != WINED3DFMT_YV12) {
3667         TRACE("Format: %s\n", debug_d3dformat(glDesc->conversion_group));
3668         /* Don't bother setting up a shader for unconverted formats */
3669         ENTER_GL();
3670         glEnable(textype);
3671         checkGLcall("glEnable(textype)");
3672         LEAVE_GL();
3673         return WINED3D_OK;
3674     }
3675
3676     if(glDesc->conversion_group == WINED3DFMT_YUY2) {
3677         if(textype == GL_TEXTURE_RECTANGLE_ARB) {
3678             shader = priv->yuy2_rect_shader;
3679         } else {
3680             shader = priv->yuy2_2d_shader;
3681         }
3682     } else if(glDesc->conversion_group == WINED3DFMT_UYVY) {
3683         if(textype == GL_TEXTURE_RECTANGLE_ARB) {
3684             shader = priv->uyvy_rect_shader;
3685         } else {
3686             shader = priv->uyvy_2d_shader;
3687         }
3688     } else {
3689         if(textype == GL_TEXTURE_RECTANGLE_ARB) {
3690             shader = priv->yv12_rect_shader;
3691         } else {
3692             shader = priv->yv12_2d_shader;
3693         }
3694     }
3695
3696     if(!shader) {
3697         shader = gen_yuv_shader(device, glDesc->conversion_group, textype);
3698     }
3699
3700     ENTER_GL();
3701     glEnable(GL_FRAGMENT_PROGRAM_ARB);
3702     checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
3703     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
3704     checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
3705     GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
3706     checkGLcall("glProgramLocalParameter4fvARB");
3707     LEAVE_GL();
3708
3709     return WINED3D_OK;
3710 }
3711
3712 static void arbfp_blit_unset(IWineD3DDevice *iface) {
3713     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3714
3715     ENTER_GL();
3716     glDisable(GL_FRAGMENT_PROGRAM_ARB);
3717     checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
3718     glDisable(GL_TEXTURE_2D);
3719     checkGLcall("glDisable(GL_TEXTURE_2D)");
3720     if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3721         glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3722         checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3723     }
3724     if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
3725         glDisable(GL_TEXTURE_RECTANGLE_ARB);
3726         checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3727     }
3728     LEAVE_GL();
3729 }
3730
3731 static BOOL arbfp_blit_conv_supported(WINED3DFORMAT fmt) {
3732     TRACE("Checking blit format support for format %s:", debug_d3dformat(fmt));
3733     switch(fmt) {
3734         case WINED3DFMT_YUY2:
3735         case WINED3DFMT_UYVY:
3736         case WINED3DFMT_YV12:
3737             TRACE("[OK]\n");
3738             return TRUE;
3739         default:
3740             TRACE("[FAILED]\n");
3741             return FALSE;
3742     }
3743 }
3744
3745 const struct blit_shader arbfp_blit = {
3746     arbfp_blit_alloc,
3747     arbfp_blit_free,
3748     arbfp_blit_set,
3749     arbfp_blit_unset,
3750     arbfp_blit_conv_supported
3751 };
3752
3753 #undef GLINFO_LOCATION