wined3d: Implement secondary color in the arbfp ffp pipeline.
[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 /********************************************************
43  * ARB_[vertex/fragment]_program helper functions follow
44  ********************************************************/
45
46 /** 
47  * Loads floating point constants into the currently set ARB_vertex/fragment_program.
48  * When constant_list == NULL, it will load all the constants.
49  *  
50  * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
51  *  or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
52  */
53 static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, WineD3D_GL_Info *gl_info, GLuint target_type,
54         unsigned int max_constants, float* constants, char *dirty_consts) {
55     local_constant* lconst;
56     DWORD i, j;
57     unsigned int ret;
58
59     if (TRACE_ON(d3d_shader)) {
60         for(i = 0; i < max_constants; i++) {
61             if(!dirty_consts[i]) continue;
62             TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
63                         constants[i * 4 + 0], constants[i * 4 + 1],
64                         constants[i * 4 + 2], constants[i * 4 + 3]);
65         }
66     }
67     /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
68     if(target_type == GL_FRAGMENT_PROGRAM_ARB &&
69        WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1) {
70         float lcl_const[4];
71         for(i = 0; i < max_constants; i++) {
72             if(!dirty_consts[i]) continue;
73             dirty_consts[i] = 0;
74
75             j = 4 * i;
76             if(constants[j + 0] > 1.0) lcl_const[0] = 1.0;
77             else if(constants[j + 0] < -1.0) lcl_const[0] = -1.0;
78             else lcl_const[0] = constants[j + 0];
79
80             if(constants[j + 1] > 1.0) lcl_const[1] = 1.0;
81             else if(constants[j + 1] < -1.0) lcl_const[1] = -1.0;
82             else lcl_const[1] = constants[j + 1];
83
84             if(constants[j + 2] > 1.0) lcl_const[2] = 1.0;
85             else if(constants[j + 2] < -1.0) lcl_const[2] = -1.0;
86             else lcl_const[2] = constants[j + 2];
87
88             if(constants[j + 3] > 1.0) lcl_const[3] = 1.0;
89             else if(constants[j + 3] < -1.0) lcl_const[3] = -1.0;
90             else lcl_const[3] = constants[j + 3];
91
92             GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
93         }
94     } else {
95         if(GL_SUPPORT(EXT_GPU_PROGRAM_PARAMETERS)) {
96             /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
97              * or just reloading *all* constants at once
98              *
99             GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, 0, max_constants, constants));
100              */
101             for(i = 0; i < max_constants; i++) {
102                 if(!dirty_consts[i]) continue;
103
104                 /* Find the next block of dirty constants */
105                 dirty_consts[i] = 0;
106                 j = i;
107                 for(i++; (i < max_constants) && dirty_consts[i]; i++) {
108                     dirty_consts[i] = 0;
109                 }
110
111                 GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
112             }
113         } else {
114             for(i = 0; i < max_constants; i++) {
115                 if(dirty_consts[i]) {
116                     dirty_consts[i] = 0;
117                     GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
118                 }
119             }
120         }
121     }
122     checkGLcall("glProgramEnvParameter4fvARB()");
123
124     /* Load immediate constants */
125     if(This->baseShader.load_local_constsF) {
126         if (TRACE_ON(d3d_shader)) {
127             LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
128                 GLfloat* values = (GLfloat*)lconst->value;
129                 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
130                         values[0], values[1], values[2], values[3]);
131             }
132         }
133         /* Immediate constants are clamped for 1.X shaders at loading times */
134         ret = 0;
135         LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
136             dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
137             ret = max(ret, lconst->idx + 1);
138             GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
139         }
140         checkGLcall("glProgramEnvParameter4fvARB()");
141         return ret; /* The loaded immediate constants need reloading for the next shader */
142     } else {
143         return 0; /* No constants are dirty now */
144     }
145 }
146
147 /**
148  * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
149  * 
150  * We only support float constants in ARB at the moment, so don't 
151  * worry about the Integers or Booleans
152  */
153 void shader_arb_load_constants(
154     IWineD3DDevice* device,
155     char usePixelShader,
156     char useVertexShader) {
157    
158     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device; 
159     IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
160     WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
161     unsigned char i;
162
163     if (useVertexShader) {
164         IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
165
166         /* Load DirectX 9 float constants for vertex shader */
167         deviceImpl->highest_dirty_vs_const = shader_arb_load_constantsF(
168                 vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
169                 deviceImpl->highest_dirty_vs_const,
170                 stateBlock->vertexShaderConstantF,
171                 deviceImpl->activeContext->vshader_const_dirty);
172
173         /* Upload the position fixup */
174         GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, ARB_SHADER_PRIVCONST_POS, deviceImpl->posFixup));
175     }
176
177     if (usePixelShader) {
178
179         IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
180         IWineD3DPixelShaderImpl *psi = (IWineD3DPixelShaderImpl *) pshader;
181
182         /* Load DirectX 9 float constants for pixel shader */
183         deviceImpl->highest_dirty_ps_const = shader_arb_load_constantsF(
184                 pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
185                 deviceImpl->highest_dirty_ps_const,
186                 stateBlock->pixelShaderConstantF,
187                 deviceImpl->activeContext->pshader_const_dirty);
188
189         for(i = 0; i < psi->numbumpenvmatconsts; i++) {
190             /* The state manager takes care that this function is always called if the bump env matrix changes
191              */
192             float *data = (float *) &stateBlock->textureState[(int) psi->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00];
193             GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->bumpenvmatconst[i].const_num, data));
194             deviceImpl->activeContext->pshader_const_dirty[psi->bumpenvmatconst[i].const_num] = 1;
195
196             if(psi->luminanceconst[i].const_num != -1) {
197                 /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
198                  * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
199                  * don't care about them. The pointers are valid for sure because the stateblock is bigger.
200                  * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
201                  */
202                 float *scale = (float *) &stateBlock->textureState[(int) psi->luminanceconst[i].texunit][WINED3DTSS_BUMPENVLSCALE];
203                 GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->luminanceconst[i].const_num, scale));
204                 deviceImpl->activeContext->pshader_const_dirty[psi->luminanceconst[i].const_num] = 1;
205             }
206         }
207
208         if(((IWineD3DPixelShaderImpl *) pshader)->srgb_enabled &&
209            !((IWineD3DPixelShaderImpl *) pshader)->srgb_mode_hardcoded) {
210             float comparison[4];
211             float mul_low[4];
212
213             if(stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE]) {
214                 comparison[0] = srgb_cmp; comparison[1] = srgb_cmp;
215                 comparison[2] = srgb_cmp; comparison[3] = srgb_cmp;
216
217                 mul_low[0] = srgb_mul_low; mul_low[1] = srgb_mul_low;
218                 mul_low[2] = srgb_mul_low; mul_low[3] = srgb_mul_low;
219             } else {
220                 comparison[0] = 1.0 / 0.0; comparison[1] = 1.0 / 0.0;
221                 comparison[2] = 1.0 / 0.0; comparison[3] = 1.0 / 0.0;
222
223                 mul_low[0] = 1.0; mul_low[1] = 1.0;
224                 mul_low[2] = 1.0; mul_low[3] = 1.0;
225             }
226             GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->srgb_cmp_const, comparison));
227             GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->srgb_low_const, mul_low));
228             checkGLcall("Load sRGB correction constants\n");
229             deviceImpl->activeContext->pshader_const_dirty[psi->srgb_low_const] = 1;
230             deviceImpl->activeContext->pshader_const_dirty[psi->srgb_cmp_const] = 1;
231
232         }
233     }
234 }
235
236 /* Generate the variable & register declarations for the ARB_vertex_program output target */
237 void shader_generate_arb_declarations(
238     IWineD3DBaseShader *iface,
239     shader_reg_maps* reg_maps,
240     SHADER_BUFFER* buffer,
241     WineD3D_GL_Info* gl_info) {
242
243     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
244     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
245     DWORD i, cur;
246     char pshader = shader_is_pshader_version(This->baseShader.hex_version);
247     unsigned max_constantsF = min(This->baseShader.limits.constant_float, 
248             (pshader ? GL_LIMITS(pshader_constantsF) : GL_LIMITS(vshader_constantsF)));
249     UINT extra_constants_needed = 0;
250     local_constant* lconst;
251
252     /* Temporary Output register */
253     shader_addline(buffer, "TEMP TMP_OUT;\n");
254
255     for(i = 0; i < This->baseShader.limits.temporary; i++) {
256         if (reg_maps->temporary[i])
257             shader_addline(buffer, "TEMP R%u;\n", i);
258     }
259
260     for (i = 0; i < This->baseShader.limits.address; i++) {
261         if (reg_maps->address[i])
262             shader_addline(buffer, "ADDRESS A%d;\n", i);
263     }
264
265     for(i = 0; i < This->baseShader.limits.texcoord; i++) {
266         if (reg_maps->texcoord[i])
267             shader_addline(buffer,"TEMP T%u;\n", i);
268     }
269
270     /* Texture coordinate registers must be pre-loaded */
271     for (i = 0; i < This->baseShader.limits.texcoord; i++) {
272         if (reg_maps->texcoord[i])
273             shader_addline(buffer, "MOV T%u, fragment.texcoord[%u];\n", i, i);
274     }
275
276     for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
277         IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) This;
278         if(!reg_maps->bumpmat[i]) continue;
279
280         cur = ps->numbumpenvmatconsts;
281         ps->bumpenvmatconst[cur].const_num = -1;
282         ps->bumpenvmatconst[cur].texunit = i;
283         ps->luminanceconst[cur].const_num = -1;
284         ps->luminanceconst[cur].texunit = i;
285
286         /* If the shader does not use all available constants, use the next free constant to load the bump mapping environment matrix from
287          * the stateblock into the shader. If no constant is available don't load, texbem will then just sample the texture without applying
288          * bump mapping.
289          */
290         if(max_constantsF + extra_constants_needed < GL_LIMITS(pshader_constantsF)) {
291             ps->bumpenvmatconst[cur].const_num = max_constantsF + extra_constants_needed;
292             shader_addline(buffer, "PARAM bumpenvmat%d = program.env[%d];\n",
293                            i, ps->bumpenvmatconst[cur].const_num);
294             extra_constants_needed++;
295
296             if(reg_maps->luminanceparams && max_constantsF + extra_constants_needed < GL_LIMITS(pshader_constantsF)) {
297                 ((IWineD3DPixelShaderImpl *)This)->luminanceconst[cur].const_num = max_constantsF + extra_constants_needed;
298                 shader_addline(buffer, "PARAM luminance%d = program.env[%d];\n",
299                                i, ps->luminanceconst[cur].const_num);
300                 extra_constants_needed++;
301             } else if(reg_maps->luminanceparams) {
302                 FIXME("No free constant to load the luminance parameters\n");
303             }
304         } else {
305             FIXME("No free constant found to load environemnt bump mapping matrix into the shader. texbem instruction will not apply bump mapping\n");
306         }
307
308         ps->numbumpenvmatconsts = cur + 1;
309     }
310
311     if(device->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE] && pshader) {
312         IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This;
313         /* If there are 2 constants left to use, use them to pass the sRGB correction values in. This way
314          * srgb write correction can be turned on and off dynamically without recompilation. Otherwise
315          * hardcode them. The drawback of hardcoding is that the shader needs recompilation to turn sRGB
316          * off again
317          */
318         if(max_constantsF + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF) && FALSE) {
319             /* The idea is that if srgb is enabled, then disabled, the constant loading code
320              * can effectively disable sRGB correction by passing 1.0 and INF as the multiplication
321              * and comparison constants. If it disables it that way, the shader won't be recompiled
322              * and the code will stay in, so sRGB writing can be turned on again by setting the
323              * constants from the spec
324              */
325             ps_impl->srgb_mode_hardcoded = 0;
326             ps_impl->srgb_low_const = GL_LIMITS(pshader_constantsF) - extra_constants_needed;
327             ps_impl->srgb_cmp_const = GL_LIMITS(pshader_constantsF) - extra_constants_needed - 1;
328             shader_addline(buffer, "PARAM srgb_mul_low = program.env[%d];\n", ps_impl->srgb_low_const);
329             shader_addline(buffer, "PARAM srgb_comparison = program.env[%d];\n", ps_impl->srgb_cmp_const);
330         } else {
331             shader_addline(buffer, "PARAM srgb_mul_low = {%f, %f, %f, 1.0};\n",
332                            srgb_mul_low, srgb_mul_low, srgb_mul_low);
333             shader_addline(buffer, "PARAM srgb_comparison =  {%f, %f, %f, %f};\n",
334                            srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
335             ps_impl->srgb_mode_hardcoded = 1;
336         }
337         /* These can be hardcoded, they do not cause any harm because no fragment will enter the high
338          * path if the comparison value is set to INF
339          */
340         shader_addline(buffer, "PARAM srgb_pow =  {%f, %f, %f, 1.0};\n",
341                        srgb_pow, srgb_pow, srgb_pow);
342         shader_addline(buffer, "PARAM srgb_mul_hi =  {%f, %f, %f, 1.0};\n",
343                        srgb_mul_high, srgb_mul_high, srgb_mul_high);
344         shader_addline(buffer, "PARAM srgb_sub_hi =  {%f, %f, %f, 0.0};\n",
345                        srgb_sub_high, srgb_sub_high, srgb_sub_high);
346         ps_impl->srgb_enabled = 1;
347     } else if(pshader) {
348         IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This;
349
350         /* Do not write any srgb fixup into the shader to save shader size and processing time.
351          * As a consequence, we can't toggle srgb write on without recompilation
352          */
353         ps_impl->srgb_enabled = 0;
354         ps_impl->srgb_mode_hardcoded = 1;
355     }
356
357     /* Load local constants using the program-local space,
358      * this avoids reloading them each time the shader is used
359      */
360     if(!This->baseShader.load_local_constsF) {
361         LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
362             shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
363                            lconst->idx);
364         }
365     }
366
367     /* we use the array-based constants array if the local constants are marked for loading,
368      * because then we use indirect addressing, or when the local constant list is empty,
369      * because then we don't know if we're using indirect addressing or not. If we're hardcoding
370      * local constants do not declare the loaded constants as an array because ARB compilers usually
371      * do not optimize unused constants away
372      */
373     if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) {
374         /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
375         shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
376                     max_constantsF, max_constantsF - 1);
377     } else {
378         for(i = 0; i < max_constantsF; i++) {
379             if(!shader_constant_is_local(This, i)) {
380                 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
381             }
382         }
383     }
384 }
385
386 static const char * const shift_tab[] = {
387     "dummy",     /*  0 (none) */
388     "coefmul.x", /*  1 (x2)   */
389     "coefmul.y", /*  2 (x4)   */
390     "coefmul.z", /*  3 (x8)   */
391     "coefmul.w", /*  4 (x16)  */
392     "dummy",     /*  5 (x32)  */
393     "dummy",     /*  6 (x64)  */
394     "dummy",     /*  7 (x128) */
395     "dummy",     /*  8 (d256) */
396     "dummy",     /*  9 (d128) */
397     "dummy",     /* 10 (d64)  */
398     "dummy",     /* 11 (d32)  */
399     "coefdiv.w", /* 12 (d16)  */
400     "coefdiv.z", /* 13 (d8)   */
401     "coefdiv.y", /* 14 (d4)   */
402     "coefdiv.x"  /* 15 (d2)   */
403 };
404
405 static void shader_arb_get_write_mask(SHADER_OPCODE_ARG* arg, const DWORD param, char *write_mask) {
406     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) arg->shader;
407     char *ptr = write_mask;
408     char vshader = shader_is_vshader_version(This->baseShader.hex_version);
409
410     if(vshader && shader_get_regtype(param) == WINED3DSPR_ADDR) {
411         *ptr++ = '.';
412         *ptr++ = 'x';
413     } else if ((param & WINED3DSP_WRITEMASK_ALL) != WINED3DSP_WRITEMASK_ALL) {
414         *ptr++ = '.';
415         if (param & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
416         if (param & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
417         if (param & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
418         if (param & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
419     }
420
421     *ptr = '\0';
422 }
423
424 static void shader_arb_get_swizzle(const DWORD param, BOOL fixup, char *swizzle_str) {
425     /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
426      * but addressed as "rgba". To fix this we need to swap the register's x
427      * and z components. */
428     const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
429     char *ptr = swizzle_str;
430
431     /* swizzle bits fields: wwzzyyxx */
432     DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
433     DWORD swizzle_x = swizzle & 0x03;
434     DWORD swizzle_y = (swizzle >> 2) & 0x03;
435     DWORD swizzle_z = (swizzle >> 4) & 0x03;
436     DWORD swizzle_w = (swizzle >> 6) & 0x03;
437
438     /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
439      * generate a swizzle string. Unless we need to our own swizzling. */
440     if ((WINED3DSP_NOSWIZZLE >> WINED3DSP_SWIZZLE_SHIFT) != swizzle || fixup) {
441         *ptr++ = '.';
442         if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
443             *ptr++ = swizzle_chars[swizzle_x];
444         } else {
445             *ptr++ = swizzle_chars[swizzle_x];
446             *ptr++ = swizzle_chars[swizzle_y];
447             *ptr++ = swizzle_chars[swizzle_z];
448             *ptr++ = swizzle_chars[swizzle_w];
449         }
450     }
451
452     *ptr = '\0';
453 }
454
455 static void pshader_get_register_name(IWineD3DBaseShader* iface,
456     const DWORD param, char* regstr) {
457
458     DWORD reg = param & WINED3DSP_REGNUM_MASK;
459     DWORD regtype = shader_get_regtype(param);
460     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
461
462     switch (regtype) {
463     case WINED3DSPR_TEMP:
464         sprintf(regstr, "R%u", reg);
465     break;
466     case WINED3DSPR_INPUT:
467         if (reg==0) {
468             strcpy(regstr, "fragment.color.primary");
469         } else {
470             strcpy(regstr, "fragment.color.secondary");
471         }
472     break;
473     case WINED3DSPR_CONST:
474         if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) {
475             sprintf(regstr, "C[%u]", reg);
476         } else {
477             sprintf(regstr, "C%u", reg);
478         }
479     break;
480     case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
481         sprintf(regstr,"T%u", reg);
482     break;
483     case WINED3DSPR_COLOROUT:
484         if (reg == 0)
485             sprintf(regstr, "TMP_COLOR");
486         else {
487             /* TODO: See GL_ARB_draw_buffers */
488             FIXME("Unsupported write to render target %u\n", reg);
489             sprintf(regstr, "unsupported_register");
490         }
491     break;
492     case WINED3DSPR_DEPTHOUT:
493         sprintf(regstr, "result.depth");
494     break;
495     case WINED3DSPR_ATTROUT:
496         sprintf(regstr, "oD[%u]", reg);
497     break;
498     case WINED3DSPR_TEXCRDOUT:
499         sprintf(regstr, "oT[%u]", reg);
500     break;
501     default:
502         FIXME("Unhandled register name Type(%d)\n", regtype);
503         sprintf(regstr, "unrecognized_register");
504     break;
505     }
506 }
507
508 /* TODO: merge with pixel shader */
509 static void vshader_program_add_param(SHADER_OPCODE_ARG *arg, const DWORD param, BOOL is_input, char *hwLine) {
510
511   IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl*) arg->shader;
512
513   /* oPos, oFog and oPts in D3D */
514   static const char * const hwrastout_reg_names[] = { "TMP_OUT", "result.fogcoord", "result.pointsize" };
515
516   DWORD reg = param & WINED3DSP_REGNUM_MASK;
517   DWORD regtype = shader_get_regtype(param);
518   char  tmpReg[255];
519   BOOL is_color = FALSE;
520
521   if ((param & WINED3DSP_SRCMOD_MASK) == WINED3DSPSM_NEG) {
522       strcat(hwLine, " -");
523   } else {
524       strcat(hwLine, " ");
525   }
526
527   switch (regtype) {
528   case WINED3DSPR_TEMP:
529     sprintf(tmpReg, "R%u", reg);
530     strcat(hwLine, tmpReg);
531     break;
532   case WINED3DSPR_INPUT:
533
534     if (vshader_input_is_color((IWineD3DVertexShader*) This, reg))
535         is_color = TRUE;
536
537     sprintf(tmpReg, "vertex.attrib[%u]", reg);
538     strcat(hwLine, tmpReg);
539     break;
540   case WINED3DSPR_CONST:
541       if(param & WINED3DSHADER_ADDRMODE_RELATIVE) {
542           if(reg >= This->rel_offset) {
543               sprintf(tmpReg, "C[A0.x + %u]", reg - This->rel_offset);
544           } else {
545               sprintf(tmpReg, "C[A0.x - %u]", -reg + This->rel_offset);
546           }
547       } else {
548           if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) {
549               sprintf(tmpReg, "C[%u]", reg);
550           } else {
551               sprintf(tmpReg, "C%u", reg);
552           }
553       }
554     strcat(hwLine, tmpReg);
555     break;
556   case WINED3DSPR_ADDR: /*case D3DSPR_TEXTURE:*/
557     sprintf(tmpReg, "A%u", reg);
558     strcat(hwLine, tmpReg);
559     break;
560   case WINED3DSPR_RASTOUT:
561     sprintf(tmpReg, "%s", hwrastout_reg_names[reg]);
562     strcat(hwLine, tmpReg);
563     break;
564   case WINED3DSPR_ATTROUT:
565     if (reg==0) {
566        strcat(hwLine, "result.color.primary");
567     } else {
568        strcat(hwLine, "result.color.secondary");
569     }
570     break;
571   case WINED3DSPR_TEXCRDOUT:
572     sprintf(tmpReg, "result.texcoord[%u]", reg);
573     strcat(hwLine, tmpReg);
574     break;
575   default:
576     FIXME("Unknown reg type %d %d\n", regtype, reg);
577     strcat(hwLine, "unrecognized_register");
578     break;
579   }
580
581   if (!is_input) {
582     char write_mask[6];
583     shader_arb_get_write_mask(arg, param, write_mask);
584     strcat(hwLine, write_mask);
585   } else {
586     char swizzle[6];
587     shader_arb_get_swizzle(param, is_color, swizzle);
588     strcat(hwLine, swizzle);
589   }
590 }
591
592 static void shader_hw_sample(SHADER_OPCODE_ARG* arg, DWORD sampler_idx, const char *dst_str, const char *coord_reg, BOOL projected, BOOL bias) {
593     SHADER_BUFFER* buffer = arg->buffer;
594     DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
595     const char *tex_type;
596
597     switch(sampler_type) {
598         case WINED3DSTT_1D:
599             tex_type = "1D";
600             break;
601
602         case WINED3DSTT_2D:
603         {
604             IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) arg->shader;
605             IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
606             if(device->stateBlock->textures[sampler_idx] &&
607                IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
608                 tex_type = "RECT";
609             } else {
610                 tex_type = "2D";
611             }
612             break;
613         }
614
615         case WINED3DSTT_VOLUME:
616             tex_type = "3D";
617             break;
618
619         case WINED3DSTT_CUBE:
620             tex_type = "CUBE";
621             break;
622
623         default:
624             ERR("Unexpected texture type %d\n", sampler_type);
625             tex_type = "";
626     }
627
628     if (bias) {
629         /* Shouldn't be possible, but let's check for it */
630         if(projected) FIXME("Biased and Projected texture sampling\n");
631         /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
632         shader_addline(buffer, "TXB %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
633     } else if (projected) {
634         shader_addline(buffer, "TXP %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
635     } else {
636         shader_addline(buffer, "TEX %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
637     }
638 }
639
640 static void gen_color_correction(SHADER_BUFFER *buffer, const char *reg, const char *writemask,
641                                  const char *one, const char *two, WINED3DFORMAT fmt,
642                                  WineD3D_GL_Info *gl_info) {
643     switch(fmt) {
644         case WINED3DFMT_V8U8:
645         case WINED3DFMT_V16U16:
646             if(GL_SUPPORT(NV_TEXTURE_SHADER) ||
647               (GL_SUPPORT(ATI_ENVMAP_BUMPMAP) && fmt == WINED3DFMT_V8U8)) {
648                 if(0) {
649                     /* The 3rd channel returns 1.0 in d3d, but 0.0 in gl. Fix this while we're at it :-)
650                      * disabled until an application that needs it is found because it causes unneeded
651                      * shader recompilation in some game
652                      */
653                     if(strlen(writemask) >= 4) {
654                         shader_addline(buffer, "MOV %s.%c, %s;\n", reg, writemask[3], one);
655                     }
656                 }
657             } else {
658                 /* Correct the sign, but leave the blue as it is - it was loaded correctly already
659                  * ARB shaders are a bit picky wrt writemasks and swizzles. If we're free to scale
660                  * all registers, do so, this saves an instruction.
661                  */
662                 if(strlen(writemask) >= 5) {
663                     shader_addline(buffer, "MAD %s, %s, %s, -%s;\n", reg, reg, two, one);
664                 } else if(strlen(writemask) >= 3) {
665                     shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n",
666                                    reg, writemask[1],
667                                    reg, writemask[1],
668                                    two, one);
669                     shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n",
670                                    reg, writemask[2],
671                                    reg, writemask[2],
672                                    two, one);
673                 } else if(strlen(writemask) == 2) {
674                     shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n", reg, writemask[1],
675                                    reg, writemask[1], two, one);
676                 }
677             }
678             break;
679
680         case WINED3DFMT_X8L8V8U8:
681             if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
682                 /* Red and blue are the signed channels, fix them up; Blue(=L) is correct already,
683                  * and a(X) is always 1.0. Cannot do a full conversion due to L(blue)
684                  */
685                 if(strlen(writemask) >= 3) {
686                     shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n",
687                                    reg, writemask[1],
688                                    reg, writemask[1],
689                                    two, one);
690                     shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n",
691                                    reg, writemask[2],
692                                    reg, writemask[2],
693                                    two, one);
694                 } else if(strlen(writemask) == 2) {
695                     shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n",
696                                    reg, writemask[1],
697                                    reg, writemask[1],
698                                    two, one);
699                 }
700             }
701             break;
702
703         case WINED3DFMT_L6V5U5:
704             if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
705                 if(strlen(writemask) >= 4) {
706                     /* Swap y and z (U and L), and do a sign conversion on x and the new y(V and U) */
707                     shader_addline(buffer, "MOV TMP.g, %s.%c;\n",
708                                    reg, writemask[2]);
709                     shader_addline(buffer, "MAD %s.%c%c, %s.%c%c, %s, -%s;\n",
710                                    reg, writemask[1], writemask[1],
711                                    reg, writemask[1], writemask[3],
712                                    two, one);
713                     shader_addline(buffer, "MOV %s.%c, TMP.g;\n", reg,
714                                    writemask[3]);
715                 } else if(strlen(writemask) == 3) {
716                     /* This is bad: We have VL, but we need VU */
717                     FIXME("2 components sampled from a converted L6V5U5 texture\n");
718                 } else {
719                     shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n",
720                                    reg, writemask[1],
721                                    reg, writemask[1],
722                                    two, one);
723                 }
724             }
725             break;
726
727         case WINED3DFMT_Q8W8V8U8:
728             if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
729                 /* Correct the sign in all channels */
730                 switch(strlen(writemask)) {
731                     case 4:
732                         shader_addline(buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
733                                        reg, writemask[3],
734                                        reg, writemask[3]);
735                         /* drop through */
736                     case 3:
737                         shader_addline(buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
738                                        reg, writemask[2],
739                                        reg, writemask[2]);
740                         /* drop through */
741                     case 2:
742                         shader_addline(buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
743                                        reg, writemask[1],
744                                        reg, writemask[1]);
745                         break;
746
747                         /* Should not occur, since it's at minimum '.' and a letter */
748                     case 1:
749                         ERR("Unexpected writemask: \"%s\"\n", writemask);
750                         break;
751
752                     case 5:
753                     default:
754                         shader_addline(buffer, "MAD %s, %s, coefmul.x, -one;\n", reg, reg);
755                 }
756             }
757             break;
758
759         case WINED3DFMT_ATI2N:
760             /* GL_ATI_texture_compression_3dc returns the two channels as luminance-alpha,
761              * which means the first one is replicated across .rgb, and the 2nd one is in
762              * .a. We need the 2nd in .g
763              *
764              * GL_EXT_texture_compression_rgtc returns the values in .rg, however, they
765              * are swapped compared to d3d. So swap red and green.
766              */
767             if(GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
768                 shader_addline(buffer, "SWZ %s, %s, %c, %c, 1, 0;\n",
769                                reg, reg, writemask[2], writemask[1]);
770             } else {
771                 if(strlen(writemask) == 5) {
772                     shader_addline(buffer, "MOV %s.%c, %s.%c;\n",
773                                 reg, writemask[2], reg, writemask[4]);
774                 } else if(strlen(writemask) == 2) {
775                     /* Nothing to do */
776                 } else {
777                     /* This is bad: We have VL, but we need VU */
778                     FIXME("2 or 3 components sampled from a converted ATI2N texture\n");
779                 }
780             }
781             break;
782
783             /* stupid compiler */
784         default:
785             break;
786     }
787 }
788
789 static void shader_arb_color_correction(SHADER_OPCODE_ARG* arg) {
790     IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
791     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) shader->baseShader.device;
792     WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
793     WINED3DFORMAT fmt;
794     WINED3DFORMAT conversion_group;
795     IWineD3DBaseTextureImpl *texture;
796     UINT i;
797     BOOL recorded = FALSE;
798     DWORD sampler_idx;
799     DWORD hex_version = shader->baseShader.hex_version;
800     char reg[256];
801     char writemask[6];
802
803     switch(arg->opcode->opcode) {
804         case WINED3DSIO_TEX:
805             if (hex_version < WINED3DPS_VERSION(2,0)) {
806                 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
807             } else {
808                 sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
809             }
810             break;
811
812         case WINED3DSIO_TEXLDL:
813             FIXME("Add color fixup for vertex texture WINED3DSIO_TEXLDL\n");
814             return;
815
816         case WINED3DSIO_TEXDP3TEX:
817         case WINED3DSIO_TEXM3x3TEX:
818         case WINED3DSIO_TEXM3x3SPEC:
819         case WINED3DSIO_TEXM3x3VSPEC:
820         case WINED3DSIO_TEXBEM:
821         case WINED3DSIO_TEXREG2AR:
822         case WINED3DSIO_TEXREG2GB:
823         case WINED3DSIO_TEXREG2RGB:
824             sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
825             break;
826
827         default:
828             /* Not a texture sampling instruction, nothing to do */
829             return;
830     };
831
832     texture = (IWineD3DBaseTextureImpl *) deviceImpl->stateBlock->textures[sampler_idx];
833     if(texture) {
834         fmt = texture->resource.format;
835         conversion_group = texture->baseTexture.shader_conversion_group;
836     } else {
837         fmt = WINED3DFMT_UNKNOWN;
838         conversion_group = WINED3DFMT_UNKNOWN;
839     }
840
841     /* before doing anything, record the sampler with the format in the format conversion list,
842      * but check if it's not there already
843      */
844     for(i = 0; i < shader->baseShader.num_sampled_samplers; i++) {
845         if(shader->baseShader.sampled_samplers[i] == sampler_idx) {
846             recorded = TRUE;
847         }
848     }
849     if(!recorded) {
850         shader->baseShader.sampled_samplers[shader->baseShader.num_sampled_samplers] = sampler_idx;
851         shader->baseShader.num_sampled_samplers++;
852         shader->baseShader.sampled_format[sampler_idx] = conversion_group;
853     }
854
855     pshader_get_register_name(arg->shader, arg->dst, reg);
856     shader_arb_get_write_mask(arg, arg->dst, writemask);
857     if(strlen(writemask) == 0) strcpy(writemask, ".xyzw");
858
859     gen_color_correction(arg->buffer, reg, writemask, "one", "coefmul.x", fmt, gl_info);
860
861 }
862
863
864 static void pshader_gen_input_modifier_line (
865     IWineD3DBaseShader *iface,
866     SHADER_BUFFER* buffer,
867     const DWORD instr,
868     int tmpreg,
869     char *outregstr) {
870
871     /* Generate a line that does the input modifier computation and return the input register to use */
872     char regstr[256];
873     char swzstr[20];
874     int insert_line;
875
876     /* Assume a new line will be added */
877     insert_line = 1;
878
879     /* Get register name */
880     pshader_get_register_name(iface, instr, regstr);
881     shader_arb_get_swizzle(instr, FALSE, swzstr);
882
883     switch (instr & WINED3DSP_SRCMOD_MASK) {
884     case WINED3DSPSM_NONE:
885         sprintf(outregstr, "%s%s", regstr, swzstr);
886         insert_line = 0;
887         break;
888     case WINED3DSPSM_NEG:
889         sprintf(outregstr, "-%s%s", regstr, swzstr);
890         insert_line = 0;
891         break;
892     case WINED3DSPSM_BIAS:
893         shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
894         break;
895     case WINED3DSPSM_BIASNEG:
896         shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
897         break;
898     case WINED3DSPSM_SIGN:
899         shader_addline(buffer, "MAD T%c, %s, coefmul.x, -one.x;\n", 'A' + tmpreg, regstr);
900         break;
901     case WINED3DSPSM_SIGNNEG:
902         shader_addline(buffer, "MAD T%c, %s, -coefmul.x, one.x;\n", 'A' + tmpreg, regstr);
903         break;
904     case WINED3DSPSM_COMP:
905         shader_addline(buffer, "SUB T%c, one.x, %s;\n", 'A' + tmpreg, regstr);
906         break;
907     case WINED3DSPSM_X2:
908         shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
909         break;
910     case WINED3DSPSM_X2NEG:
911         shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
912         break;
913     case WINED3DSPSM_DZ:
914         shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
915         shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
916         break;
917     case WINED3DSPSM_DW:
918         shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
919         shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
920         break;
921     default:
922         sprintf(outregstr, "%s%s", regstr, swzstr);
923         insert_line = 0;
924     }
925
926     /* Return modified or original register, with swizzle */
927     if (insert_line)
928         sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
929 }
930
931 static inline void pshader_gen_output_modifier_line(
932     SHADER_BUFFER* buffer,
933     int saturate,
934     char *write_mask,
935     int shift,
936     char *regstr) {
937
938     /* Generate a line that does the output modifier computation */
939     shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", saturate ? "_SAT" : "",
940         regstr, write_mask, regstr, shift_tab[shift]);
941 }
942
943 void pshader_hw_bem(SHADER_OPCODE_ARG* arg) {
944     IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
945
946     SHADER_BUFFER* buffer = arg->buffer;
947     char dst_name[50];
948     char src_name[2][50];
949     char dst_wmask[20];
950     DWORD sampler_code = arg->dst & WINED3DSP_REGNUM_MASK;
951     BOOL has_bumpmat = FALSE;
952     int i;
953
954     for(i = 0; i < This->numbumpenvmatconsts; i++) {
955         if(This->bumpenvmatconst[i].const_num != -1 && This->bumpenvmatconst[i].texunit == sampler_code) {
956             has_bumpmat = TRUE;
957             break;
958         }
959     }
960
961     pshader_get_register_name(arg->shader, arg->dst, dst_name);
962     shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
963     strcat(dst_name, dst_wmask);
964
965     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]);
966     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]);
967
968     if(has_bumpmat) {
969         /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
970         shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
971         shader_addline(buffer, "DP3 TMP.r, TMP2, %s;\n", src_name[1]);
972         shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
973         shader_addline(buffer, "DP3 TMP.g, TMP2, %s;\n", src_name[1]);
974
975         shader_addline(buffer, "ADD %s, %s, TMP;\n", dst_name, src_name[0]);
976     } else {
977         shader_addline(buffer, "MOV %s, %s;\n", dst_name, src_name[0]);
978     }
979 }
980
981 void pshader_hw_cnd(SHADER_OPCODE_ARG* arg) {
982
983     IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
984     SHADER_BUFFER* buffer = arg->buffer;
985     char dst_wmask[20];
986     char dst_name[50];
987     char src_name[3][50];
988     BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
989     DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
990
991     /* FIXME: support output modifiers */
992
993     /* Handle output register */
994     pshader_get_register_name(arg->shader, arg->dst, dst_name);
995     shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
996
997     /* Generate input register names (with modifiers) */
998     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]);
999     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]);
1000     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[2], 2, src_name[2]);
1001
1002     /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
1003     if (shader->baseShader.hex_version <= WINED3DPS_VERSION(1, 3) &&
1004         arg->opcode_token & WINED3DSI_COISSUE) {
1005         shader_addline(buffer, "MOV%s %s%s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask, src_name[1]);
1006     } else {
1007         shader_addline(buffer, "ADD TMP, -%s, coefdiv.x;\n", src_name[0]);
1008         shader_addline(buffer, "CMP%s %s%s, TMP, %s, %s;\n",
1009                                 sat ? "_SAT" : "", dst_name, dst_wmask, src_name[1], src_name[2]);
1010     }
1011     if (shift != 0)
1012         pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
1013 }
1014
1015 void pshader_hw_cmp(SHADER_OPCODE_ARG* arg) {
1016
1017     SHADER_BUFFER* buffer = arg->buffer;
1018     char dst_wmask[20];
1019     char dst_name[50];
1020     char src_name[3][50];
1021     DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1022     BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
1023
1024     /* FIXME: support output modifiers */
1025
1026     /* Handle output register */
1027     pshader_get_register_name(arg->shader, arg->dst, dst_name);
1028     shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
1029
1030     /* Generate input register names (with modifiers) */
1031     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]);
1032     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]);
1033     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[2], 2, src_name[2]);
1034
1035     shader_addline(buffer, "CMP%s %s%s, %s, %s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
1036                    src_name[0], src_name[2], src_name[1]);
1037
1038     if (shift != 0)
1039         pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
1040 }
1041
1042 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1043  * dst = dot2(src0, src1) + src2 */
1044 void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg) {
1045     SHADER_BUFFER* buffer = arg->buffer;
1046     char dst_wmask[20];
1047     char dst_name[50];
1048     char src_name[3][50];
1049     DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1050     BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
1051
1052     pshader_get_register_name(arg->shader, arg->dst, dst_name);
1053     shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
1054
1055     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name[0]);
1056     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[1], 1, src_name[1]);
1057     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[2], 2, src_name[2]);
1058
1059     /* Emulate a DP2 with a DP3 and 0.0 */
1060     shader_addline(buffer, "MOV TMP, %s;\n", src_name[0]);
1061     shader_addline(buffer, "MOV TMP.z, 0.0;\n");
1062     shader_addline(buffer, "DP3 TMP2, TMP, %s;\n", src_name[1]);
1063     shader_addline(buffer, "ADD%s %s%s, TMP2, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask, src_name[2]);
1064
1065     if (shift != 0)
1066         pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
1067 }
1068
1069 /* Map the opcode 1-to-1 to the GL code */
1070 void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg) {
1071
1072      CONST SHADER_OPCODE* curOpcode = arg->opcode;
1073      SHADER_BUFFER* buffer = arg->buffer;
1074      DWORD dst = arg->dst;
1075      DWORD* src = arg->src;
1076
1077      unsigned int i;
1078      char tmpLine[256];
1079
1080      /* Output token related */
1081      char output_rname[256];
1082      char output_wmask[20];
1083      BOOL saturate = FALSE;
1084      BOOL centroid = FALSE;
1085      BOOL partialprecision = FALSE;
1086      DWORD shift;
1087
1088      strcpy(tmpLine, curOpcode->glname);
1089
1090      /* Process modifiers */
1091      if (0 != (dst & WINED3DSP_DSTMOD_MASK)) {
1092          DWORD mask = dst & WINED3DSP_DSTMOD_MASK;
1093
1094          saturate = mask & WINED3DSPDM_SATURATE;
1095          centroid = mask & WINED3DSPDM_MSAMPCENTROID;
1096          partialprecision = mask & WINED3DSPDM_PARTIALPRECISION;
1097          mask &= ~(WINED3DSPDM_MSAMPCENTROID | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_SATURATE);
1098          if (mask)
1099             FIXME("Unrecognized modifier(%#x)\n", mask >> WINED3DSP_DSTMOD_SHIFT);
1100
1101          if (centroid)
1102              FIXME("Unhandled modifier(%#x)\n", mask >> WINED3DSP_DSTMOD_SHIFT);
1103      }
1104      shift = (dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1105
1106       /* Generate input and output registers */
1107       if (curOpcode->num_params > 0) {
1108           char operands[4][100];
1109
1110           /* Generate input register names (with modifiers) */
1111           for (i = 1; i < curOpcode->num_params; ++i)
1112               pshader_gen_input_modifier_line(arg->shader, buffer, src[i-1], i-1, operands[i]);
1113
1114           /* Handle output register */
1115           pshader_get_register_name(arg->shader, dst, output_rname);
1116           strcpy(operands[0], output_rname);
1117           shader_arb_get_write_mask(arg, dst, output_wmask);
1118           strcat(operands[0], output_wmask);
1119
1120           if (saturate && (shift == 0))
1121              strcat(tmpLine, "_SAT");
1122           strcat(tmpLine, " ");
1123           strcat(tmpLine, operands[0]);
1124           for (i = 1; i < curOpcode->num_params; i++) {
1125               strcat(tmpLine, ", ");
1126               strcat(tmpLine, operands[i]);
1127           }
1128           strcat(tmpLine,";\n");
1129           shader_addline(buffer, tmpLine);
1130
1131           /* A shift requires another line. */
1132           if (shift != 0)
1133               pshader_gen_output_modifier_line(buffer, saturate, output_wmask, shift, output_rname);
1134       }
1135 }
1136
1137 void pshader_hw_texkill(SHADER_OPCODE_ARG* arg) {
1138     IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1139     DWORD hex_version = This->baseShader.hex_version;
1140     SHADER_BUFFER* buffer = arg->buffer;
1141     char reg_dest[40];
1142
1143     /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1144      * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1145      */
1146     pshader_get_register_name(arg->shader, arg->dst, reg_dest);
1147
1148     if(hex_version >= WINED3DPS_VERSION(2,0)) {
1149         /* The arb backend doesn't claim ps 2.0 support, but try to eat what the app feeds to us */
1150         shader_addline(buffer, "KIL %s;\n", reg_dest);
1151     } else {
1152         /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1153          * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1154          */
1155         shader_addline(buffer, "MOV TMP, %s;\n", reg_dest);
1156         shader_addline(buffer, "MOV TMP.w, one.w;\n");
1157         shader_addline(buffer, "KIL TMP;\n");
1158     }
1159 }
1160
1161 void pshader_hw_tex(SHADER_OPCODE_ARG* arg) {
1162     IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1163     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1164
1165     DWORD dst = arg->dst;
1166     DWORD* src = arg->src;
1167     SHADER_BUFFER* buffer = arg->buffer;
1168     DWORD hex_version = This->baseShader.hex_version;
1169     BOOL projected = FALSE, bias = FALSE;
1170
1171     char reg_dest[40];
1172     char reg_coord[40];
1173     DWORD reg_dest_code;
1174     DWORD reg_sampler_code;
1175
1176     /* All versions have a destination register */
1177     reg_dest_code = dst & WINED3DSP_REGNUM_MASK;
1178     pshader_get_register_name(arg->shader, dst, reg_dest);
1179
1180     /* 1.0-1.3: Use destination register as coordinate source.
1181        1.4+: Use provided coordinate source register. */
1182    if (hex_version < WINED3DPS_VERSION(1,4))
1183       strcpy(reg_coord, reg_dest);
1184    else
1185       pshader_gen_input_modifier_line(arg->shader, buffer, src[0], 0, reg_coord);
1186
1187   /* 1.0-1.4: Use destination register number as texture code.
1188      2.0+: Use provided sampler number as texure code. */
1189   if (hex_version < WINED3DPS_VERSION(2,0))
1190      reg_sampler_code = reg_dest_code;
1191   else
1192      reg_sampler_code = src[1] & WINED3DSP_REGNUM_MASK;
1193
1194   /* projection flag:
1195    * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1196    * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1197    * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1198    */
1199   if(hex_version < WINED3DPS_VERSION(1,4)) {
1200       DWORD flags = 0;
1201       if(reg_sampler_code < MAX_TEXTURES) {
1202         flags = deviceImpl->stateBlock->textureState[reg_sampler_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1203       }
1204       if (flags & WINED3DTTFF_PROJECTED) {
1205           projected = TRUE;
1206       }
1207   } else if(hex_version < WINED3DPS_VERSION(2,0)) {
1208       DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
1209       if (src_mod == WINED3DSPSM_DZ) {
1210           projected = TRUE;
1211       } else if(src_mod == WINED3DSPSM_DW) {
1212           projected = TRUE;
1213       }
1214   } else {
1215       if(arg->opcode_token & WINED3DSI_TEXLD_PROJECT) {
1216           projected = TRUE;
1217       }
1218       if(arg->opcode_token & WINED3DSI_TEXLD_BIAS) {
1219           bias = TRUE;
1220       }
1221   }
1222   shader_hw_sample(arg, reg_sampler_code, reg_dest, reg_coord, projected, bias);
1223 }
1224
1225 void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg) {
1226
1227     IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1228     DWORD dst = arg->dst;
1229     SHADER_BUFFER* buffer = arg->buffer;
1230     DWORD hex_version = This->baseShader.hex_version;
1231
1232     char tmp[20];
1233     shader_arb_get_write_mask(arg, dst, tmp);
1234     if (hex_version != WINED3DPS_VERSION(1,4)) {
1235         DWORD reg = dst & WINED3DSP_REGNUM_MASK;
1236         shader_addline(buffer, "MOV_SAT T%u%s, fragment.texcoord[%u];\n", reg, tmp, reg);
1237     } else {
1238         DWORD reg1 = dst & WINED3DSP_REGNUM_MASK;
1239         char reg_src[40];
1240
1241         pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, reg_src);
1242         shader_addline(buffer, "MOV R%u%s, %s;\n", reg1, tmp, reg_src);
1243    }
1244 }
1245
1246 void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg) {
1247
1248      SHADER_BUFFER* buffer = arg->buffer;
1249      IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1250      IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1251      DWORD flags;
1252
1253      DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
1254      char dst_str[8];
1255      char src_str[50];
1256
1257      sprintf(dst_str, "T%u", reg1);
1258      pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_str);
1259      shader_addline(buffer, "MOV TMP.r, %s.a;\n", src_str);
1260      shader_addline(buffer, "MOV TMP.g, %s.r;\n", src_str);
1261      flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1262      shader_hw_sample(arg, reg1, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1263 }
1264
1265 void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg) {
1266
1267      SHADER_BUFFER* buffer = arg->buffer;
1268
1269      DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
1270      char dst_str[8];
1271      char src_str[50];
1272
1273      sprintf(dst_str, "T%u", reg1);
1274      pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_str);
1275      shader_addline(buffer, "MOV TMP.r, %s.g;\n", src_str);
1276      shader_addline(buffer, "MOV TMP.g, %s.b;\n", src_str);
1277      shader_hw_sample(arg, reg1, dst_str, "TMP", FALSE, FALSE);
1278 }
1279
1280 void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg) {
1281
1282     SHADER_BUFFER* buffer = arg->buffer;
1283     DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
1284     char dst_str[8];
1285     char src_str[50];
1286
1287     sprintf(dst_str, "T%u", reg1);
1288     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_str);
1289     shader_hw_sample(arg, reg1, dst_str, src_str, FALSE, FALSE);
1290 }
1291
1292 void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) {
1293     IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1294     BOOL has_bumpmat = FALSE;
1295     BOOL has_luminance = FALSE;
1296     int i;
1297
1298     DWORD dst = arg->dst;
1299     DWORD src = arg->src[0] & WINED3DSP_REGNUM_MASK;
1300     SHADER_BUFFER* buffer = arg->buffer;
1301
1302     char reg_coord[40];
1303     DWORD reg_dest_code;
1304
1305     /* All versions have a destination register */
1306     reg_dest_code = dst & WINED3DSP_REGNUM_MASK;
1307     /* Can directly use the name because texbem is only valid for <= 1.3 shaders */
1308     pshader_get_register_name(arg->shader, dst, reg_coord);
1309
1310     for(i = 0; i < This->numbumpenvmatconsts; i++) {
1311         if(This->bumpenvmatconst[i].const_num != -1 && reg_dest_code == This->bumpenvmatconst[i].texunit) {
1312             has_bumpmat = TRUE;
1313             break;
1314         }
1315     }
1316     for(i = 0; i < This->numbumpenvmatconsts; i++) {
1317         if(This->luminanceconst[i].const_num != -1 && reg_dest_code == This->luminanceconst[i].texunit) {
1318             has_luminance = TRUE;
1319             break;
1320         }
1321     }
1322
1323     if(has_bumpmat) {
1324         /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
1325
1326         shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
1327         shader_addline(buffer, "DP3 TMP.r, TMP2, T%u;\n", src);
1328         shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
1329         shader_addline(buffer, "DP3 TMP.g, TMP2, T%u;\n", src);
1330
1331         /* with projective textures, texbem only divides the static texture coord, not the displacement,
1332          * so we can't let the GL handle this.
1333          */
1334         if (((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS]
1335               & WINED3DTTFF_PROJECTED) {
1336             shader_addline(buffer, "RCP TMP2.a, %s.a;\n", reg_coord);
1337             shader_addline(buffer, "MUL TMP2.rg, %s, TMP2.a;\n", reg_coord);
1338             shader_addline(buffer, "ADD TMP.rg, TMP, TMP2;\n");
1339         } else {
1340             shader_addline(buffer, "ADD TMP.rg, TMP, %s;\n", reg_coord);
1341         }
1342
1343         shader_hw_sample(arg, reg_dest_code, reg_coord, "TMP", FALSE, FALSE);
1344
1345         if(arg->opcode->opcode == WINED3DSIO_TEXBEML && has_luminance) {
1346             shader_addline(buffer, "MAD TMP, T%u.z, luminance%d.x, luminance%d.y;\n",
1347                            src, reg_dest_code, reg_dest_code);
1348             shader_addline(buffer, "MUL %s, %s, TMP;\n", reg_coord, reg_coord);
1349         }
1350
1351     } else {
1352         DWORD tf;
1353         if(reg_dest_code < MAX_TEXTURES) {
1354             tf = ((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1355         } else {
1356             tf = 0;
1357         }
1358         /* Without a bump matrix loaded, just sample with the unmodified coordinates */
1359         shader_hw_sample(arg, reg_dest_code, reg_coord, reg_coord, tf & WINED3DTTFF_PROJECTED, FALSE);
1360     }
1361 }
1362
1363 void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg) {
1364
1365     DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1366     SHADER_BUFFER* buffer = arg->buffer;
1367     char src0_name[50];
1368
1369     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1370     shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", reg, src0_name);
1371 }
1372
1373 void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg) {
1374
1375     IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1376     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1377     DWORD flags;
1378     DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1379     SHADER_BUFFER* buffer = arg->buffer;
1380     char dst_str[8];
1381     char src0_name[50];
1382
1383     sprintf(dst_str, "T%u", reg);
1384     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1385     shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", reg, src0_name);
1386     flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1387     shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1388 }
1389
1390 void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg) {
1391
1392     IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1393     DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1394     SHADER_BUFFER* buffer = arg->buffer;
1395     SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1396     char src0_name[50];
1397
1398     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1399     shader_addline(buffer, "DP3 TMP.%c, T%u, %s;\n", 'x' + current_state->current_row, reg, src0_name);
1400     current_state->texcoord_w[current_state->current_row++] = reg;
1401 }
1402
1403 void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg) {
1404
1405     IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1406     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1407     DWORD flags;
1408     DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1409     SHADER_BUFFER* buffer = arg->buffer;
1410     SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1411     char dst_str[8];
1412     char src0_name[50];
1413
1414     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1415     shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
1416
1417     /* Sample the texture using the calculated coordinates */
1418     sprintf(dst_str, "T%u", reg);
1419     flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1420     shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1421     current_state->current_row = 0;
1422 }
1423
1424 void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
1425
1426     IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1427     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1428     DWORD flags;
1429     DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1430     SHADER_BUFFER* buffer = arg->buffer;
1431     SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1432     char dst_str[8];
1433     char src0_name[50];
1434
1435     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1436     shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
1437
1438     /* Construct the eye-ray vector from w coordinates */
1439     shader_addline(buffer, "MOV TMP2.x, fragment.texcoord[%u].w;\n", current_state->texcoord_w[0]);
1440     shader_addline(buffer, "MOV TMP2.y, fragment.texcoord[%u].w;\n", current_state->texcoord_w[1]);
1441     shader_addline(buffer, "MOV TMP2.z, fragment.texcoord[%u].w;\n", reg);
1442
1443     /* Calculate reflection vector
1444      */
1445     shader_addline(buffer, "DP3 TMP.w, TMP, TMP2;\n");
1446     /* The .w is ignored when sampling, so I can use TMP2.w to calculate dot(N, N) */
1447     shader_addline(buffer, "DP3 TMP2.w, TMP, TMP;\n");
1448     shader_addline(buffer, "RCP TMP2.w, TMP2.w;\n");
1449     shader_addline(buffer, "MUL TMP.w, TMP.w, TMP2.w;\n");
1450     shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
1451     shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -TMP2;\n");
1452
1453     /* Sample the texture using the calculated coordinates */
1454     sprintf(dst_str, "T%u", reg);
1455     flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1456     shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1457     current_state->current_row = 0;
1458 }
1459
1460 void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg) {
1461
1462     IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1463     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1464     DWORD flags;
1465     DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1466     DWORD reg3 = arg->src[1] & WINED3DSP_REGNUM_MASK;
1467     SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1468     SHADER_BUFFER* buffer = arg->buffer;
1469     char dst_str[8];
1470     char src0_name[50];
1471
1472     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0_name);
1473     shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
1474
1475     /* Calculate reflection vector.
1476      *
1477      *               dot(N, E)
1478      * TMP.xyz = 2 * --------- * N - E
1479      *               dot(N, N)
1480      *
1481      * Which normalizes the normal vector
1482      */
1483     shader_addline(buffer, "DP3 TMP.w, TMP, C[%u];\n", reg3);
1484     shader_addline(buffer, "DP3 TMP2.w, TMP, TMP;\n");
1485     shader_addline(buffer, "RCP TMP2.w, TMP2.w;\n");
1486     shader_addline(buffer, "MUL TMP.w, TMP.w, TMP2.w;\n");
1487     shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
1488     shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -C[%u];\n", reg3);
1489
1490     /* Sample the texture using the calculated coordinates */
1491     sprintf(dst_str, "T%u", reg);
1492     flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
1493     shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
1494     current_state->current_row = 0;
1495 }
1496
1497 void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg) {
1498     SHADER_BUFFER* buffer = arg->buffer;
1499     char dst_name[50];
1500
1501     /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
1502      * which is essentially an input, is the destination register because it is the first
1503      * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
1504      * here
1505      */
1506     pshader_get_register_name(arg->shader, arg->dst, dst_name);
1507
1508     /* According to the msdn, the source register(must be r5) is unusable after
1509      * the texdepth instruction, so we're free to modify it
1510      */
1511     shader_addline(buffer, "MIN %s.g, %s.g, one.g;\n", dst_name, dst_name);
1512
1513     /* How to deal with the special case dst_name.g == 0? if r != 0, then
1514      * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1515      * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1516      */
1517     shader_addline(buffer, "RCP %s.g, %s.g;\n", dst_name, dst_name);
1518     shader_addline(buffer, "MUL TMP.x, %s.r, %s.g;\n", dst_name, dst_name);
1519     shader_addline(buffer, "MIN TMP.x, TMP.x, one.r;\n");
1520     shader_addline(buffer, "MAX result.depth, TMP.x, 0.0;\n");
1521 }
1522
1523 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
1524  * Take a 3-component dot product of the TexCoord[dstreg] and src,
1525  * then perform a 1D texture lookup from stage dstregnum, place into dst. */
1526 void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg) {
1527     SHADER_BUFFER* buffer = arg->buffer;
1528     DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
1529     char src0[50];
1530     char dst_str[8];
1531
1532     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0);
1533     shader_addline(buffer, "MOV TMP, 0.0;\n");
1534     shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", sampler_idx, src0);
1535
1536     sprintf(dst_str, "T%u", sampler_idx);
1537     shader_hw_sample(arg, sampler_idx, dst_str, "TMP", FALSE /* Only one coord, can't be projected */, FALSE);
1538 }
1539
1540 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
1541  * Take a 3-component dot product of the TexCoord[dstreg] and src. */
1542 void pshader_hw_texdp3(SHADER_OPCODE_ARG* arg) {
1543     char src0[50];
1544     char dst_str[50];
1545     char dst_mask[6];
1546     DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
1547     SHADER_BUFFER* buffer = arg->buffer;
1548
1549     /* Handle output register */
1550     pshader_get_register_name(arg->shader, arg->dst, dst_str);
1551     shader_arb_get_write_mask(arg, arg->dst, dst_mask);
1552
1553     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0);
1554     shader_addline(buffer, "DP3 %s%s, T%u, %s;\n", dst_str, dst_mask, dstreg, src0);
1555
1556     /* TODO: Handle output modifiers */
1557 }
1558
1559 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
1560  * Perform the 3rd row of a 3x3 matrix multiply */
1561 void pshader_hw_texm3x3(SHADER_OPCODE_ARG* arg) {
1562     SHADER_BUFFER* buffer = arg->buffer;
1563     char dst_str[50];
1564     char dst_mask[6];
1565     char src0[50];
1566     DWORD dst_reg = arg->dst & WINED3DSP_REGNUM_MASK;
1567
1568     pshader_get_register_name(arg->shader, arg->dst, dst_str);
1569     shader_arb_get_write_mask(arg, arg->dst, dst_mask);
1570
1571     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0);
1572     shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", dst_reg, src0);
1573     shader_addline(buffer, "MOV %s%s, TMP;\n", dst_str, dst_mask);
1574
1575     /* TODO: Handle output modifiers */
1576 }
1577
1578 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
1579  * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
1580  * Calculate tmp0.y = TexCoord[dstreg] . src.xyz;  (tmp0.x has already been calculated)
1581  * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
1582  */
1583 void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG* arg) {
1584     SHADER_BUFFER* buffer = arg->buffer;
1585     DWORD dst_reg = arg->dst & WINED3DSP_REGNUM_MASK;
1586     char src0[50];
1587
1588     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src0);
1589     shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", dst_reg, src0);
1590
1591     /* How to deal with the special case dst_name.g == 0? if r != 0, then
1592      * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
1593      * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
1594      */
1595     shader_addline(buffer, "RCP TMP.y, TMP.y;\n");
1596     shader_addline(buffer, "MUL TMP.x, TMP.x, TMP.y;\n");
1597     shader_addline(buffer, "MIN TMP.x, TMP.x, one.r;\n");
1598     shader_addline(buffer, "MAX result.depth, TMP.x, 0.0;\n");
1599 }
1600
1601 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1602     Vertex/Pixel shaders to ARB_vertex_program codes */
1603 void shader_hw_mnxn(SHADER_OPCODE_ARG* arg) {
1604
1605     int i;
1606     int nComponents = 0;
1607     SHADER_OPCODE_ARG tmpArg;
1608
1609     memset(&tmpArg, 0, sizeof(SHADER_OPCODE_ARG));
1610
1611     /* Set constants for the temporary argument */
1612     tmpArg.shader      = arg->shader;
1613     tmpArg.buffer      = arg->buffer;
1614     tmpArg.src[0]      = arg->src[0];
1615     tmpArg.src_addr[0] = arg->src_addr[0];
1616     tmpArg.src_addr[1] = arg->src_addr[1];
1617     tmpArg.reg_maps = arg->reg_maps;
1618
1619     switch(arg->opcode->opcode) {
1620     case WINED3DSIO_M4x4:
1621         nComponents = 4;
1622         tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4);
1623         break;
1624     case WINED3DSIO_M4x3:
1625         nComponents = 3;
1626         tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4);
1627         break;
1628     case WINED3DSIO_M3x4:
1629         nComponents = 4;
1630         tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1631         break;
1632     case WINED3DSIO_M3x3:
1633         nComponents = 3;
1634         tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1635         break;
1636     case WINED3DSIO_M3x2:
1637         nComponents = 2;
1638         tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1639         break;
1640     default:
1641         break;
1642     }
1643
1644     for (i = 0; i < nComponents; i++) {
1645         tmpArg.dst = ((arg->dst) & ~WINED3DSP_WRITEMASK_ALL)|(WINED3DSP_WRITEMASK_0<<i);
1646         tmpArg.src[1] = arg->src[1]+i;
1647         vshader_hw_map2gl(&tmpArg);
1648     }
1649 }
1650
1651 void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg) {
1652     CONST SHADER_OPCODE* curOpcode = arg->opcode;
1653     SHADER_BUFFER* buffer = arg->buffer;
1654     DWORD dst = arg->dst;
1655     DWORD src = arg->src[0];
1656     DWORD swizzle = (src & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
1657
1658     char tmpLine[256];
1659
1660     strcpy(tmpLine, curOpcode->glname); /* Opcode */
1661     vshader_program_add_param(arg, dst, FALSE, tmpLine); /* Destination */
1662     strcat(tmpLine, ",");
1663     vshader_program_add_param(arg, src, TRUE, tmpLine);
1664     if ((WINED3DSP_NOSWIZZLE >> WINED3DSP_SWIZZLE_SHIFT) == swizzle) {
1665         /* Dx sdk says .x is used if no swizzle is given, but our test shows that
1666          * .w is used
1667          */
1668         strcat(tmpLine, ".w");
1669     }
1670
1671     shader_addline(buffer, "%s;\n", tmpLine);
1672 }
1673
1674 void shader_hw_nrm(SHADER_OPCODE_ARG* arg) {
1675     SHADER_BUFFER* buffer = arg->buffer;
1676     char dst_name[50];
1677     char src_name[50];
1678     char dst_wmask[20];
1679     DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1680     BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
1681
1682     pshader_get_register_name(arg->shader, arg->dst, dst_name);
1683     shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
1684
1685     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name);
1686     shader_addline(buffer, "DP3 TMP, %s, %s;\n", src_name, src_name);
1687     shader_addline(buffer, "RSQ TMP, TMP.x;\n");
1688     /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
1689     shader_addline(buffer, "MUL%s %s%s, %s, TMP;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
1690                    src_name);
1691
1692     if (shift != 0)
1693         pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
1694 }
1695
1696 void shader_hw_sincos(SHADER_OPCODE_ARG* arg) {
1697     /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
1698      * must contain fixed constants. So we need a separate function to filter those constants and
1699      * can't use map2gl
1700      */
1701     SHADER_BUFFER* buffer = arg->buffer;
1702     char dst_name[50];
1703     char src_name[50];
1704     char dst_wmask[20];
1705     DWORD shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1706     BOOL sat = (arg->dst & WINED3DSP_DSTMOD_MASK) & WINED3DSPDM_SATURATE;
1707
1708     pshader_get_register_name(arg->shader, arg->dst, dst_name);
1709     shader_arb_get_write_mask(arg, arg->dst, dst_wmask);
1710
1711     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_name);
1712     shader_addline(buffer, "SCS%s %s%s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
1713                    src_name);
1714
1715     if (shift != 0)
1716         pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
1717
1718 }
1719
1720 /* TODO: merge with pixel shader */
1721 /* Map the opcode 1-to-1 to the GL code */
1722 void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg) {
1723
1724     IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl*) arg->shader;
1725     CONST SHADER_OPCODE* curOpcode = arg->opcode;
1726     SHADER_BUFFER* buffer = arg->buffer;
1727     DWORD dst = arg->dst;
1728     DWORD* src = arg->src;
1729
1730     DWORD dst_regtype = shader_get_regtype(dst);
1731     char tmpLine[256];
1732     unsigned int i;
1733
1734     if ((curOpcode->opcode == WINED3DSIO_MOV && dst_regtype == WINED3DSPR_ADDR) || curOpcode->opcode == WINED3DSIO_MOVA) {
1735         memset(tmpLine, 0, sizeof(tmpLine));
1736         if(shader->rel_offset) {
1737             vshader_program_add_param(arg, src[0], TRUE, tmpLine);
1738             shader_addline(buffer, "ADD TMP.x, %s, helper_const.z;\n", tmpLine);
1739             shader_addline(buffer, "ARL A0.x, TMP.x;\n");
1740         } else {
1741             /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1742              * with more than one component. Thus replicate the first source argument over all
1743              * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc)
1744              */
1745             DWORD parm = src[0] & ~(WINED3DVS_SWIZZLE_MASK);
1746                    if((src[0] & WINED3DVS_X_W) == WINED3DVS_X_W) {
1747                 parm |= WINED3DVS_X_W | WINED3DVS_Y_W | WINED3DVS_Z_W | WINED3DVS_W_W;
1748             } else if((src[0] & WINED3DVS_X_Z) == WINED3DVS_X_Z) {
1749                 parm |= WINED3DVS_X_Z | WINED3DVS_Y_Z | WINED3DVS_Z_Z | WINED3DVS_W_Z;
1750             } else if((src[0] & WINED3DVS_X_Y) == WINED3DVS_X_Y) {
1751                 parm |= WINED3DVS_X_Y | WINED3DVS_Y_Y | WINED3DVS_Z_Y | WINED3DVS_W_Y;
1752             } else if((src[0] & WINED3DVS_X_X) == WINED3DVS_X_X) {
1753                 parm |= WINED3DVS_X_X | WINED3DVS_Y_X | WINED3DVS_Z_X | WINED3DVS_W_X;
1754             }
1755             vshader_program_add_param(arg, parm, TRUE, tmpLine);
1756             shader_addline(buffer, "ARL A0.x, %s;\n", tmpLine);
1757         }
1758         return;
1759     } else
1760         strcpy(tmpLine, curOpcode->glname);
1761
1762     if (curOpcode->num_params > 0) {
1763         vshader_program_add_param(arg, dst, FALSE, tmpLine);
1764         for (i = 1; i < curOpcode->num_params; ++i) {
1765            strcat(tmpLine, ",");
1766            vshader_program_add_param(arg, src[i-1], TRUE, tmpLine);
1767         }
1768     }
1769    shader_addline(buffer, "%s;\n", tmpLine);
1770 }
1771
1772 static GLuint create_arb_blt_vertex_program(WineD3D_GL_Info *gl_info) {
1773     GLuint program_id = 0;
1774     const char *blt_vprogram =
1775         "!!ARBvp1.0\n"
1776         "PARAM c[1] = { { 1, 0.5 } };\n"
1777         "MOV result.position, vertex.position;\n"
1778         "MOV result.color, c[0].x;\n"
1779         "MAD result.texcoord[0].y, -vertex.position, c[0], c[0];\n"
1780         "MAD result.texcoord[0].x, vertex.position, c[0].y, c[0].y;\n"
1781         "END\n";
1782
1783     GL_EXTCALL(glGenProgramsARB(1, &program_id));
1784     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
1785     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_vprogram), blt_vprogram));
1786
1787     if (glGetError() == GL_INVALID_OPERATION) {
1788         GLint pos;
1789         glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
1790         FIXME("Vertex program error at position %d: %s\n", pos,
1791             debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
1792     }
1793
1794     return program_id;
1795 }
1796
1797 static GLuint create_arb_blt_fragment_program(WineD3D_GL_Info *gl_info) {
1798     GLuint program_id = 0;
1799     const char *blt_fprogram =
1800         "!!ARBfp1.0\n"
1801         "TEMP R0;\n"
1802         "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
1803         "MOV result.depth.z, R0.x;\n"
1804         "END\n";
1805
1806     GL_EXTCALL(glGenProgramsARB(1, &program_id));
1807     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
1808     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_fprogram), blt_fprogram));
1809
1810     if (glGetError() == GL_INVALID_OPERATION) {
1811         GLint pos;
1812         glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
1813         FIXME("Fragment program error at position %d: %s\n", pos,
1814             debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
1815     }
1816
1817     return program_id;
1818 }
1819
1820 static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
1821     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1822     struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv;
1823     WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1824
1825     if (useVS) {
1826         TRACE("Using vertex shader\n");
1827
1828         priv->current_vprogram_id = ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.prgId;
1829
1830         /* Bind the vertex program */
1831         GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
1832         checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
1833
1834         /* Enable OpenGL vertex programs */
1835         glEnable(GL_VERTEX_PROGRAM_ARB);
1836         checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1837         TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
1838     } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
1839         priv->current_vprogram_id = 0;
1840         glDisable(GL_VERTEX_PROGRAM_ARB);
1841         checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1842     }
1843
1844     if (usePS) {
1845         TRACE("Using pixel shader\n");
1846
1847         priv->current_fprogram_id = ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.prgId;
1848
1849         /* Bind the fragment program */
1850         GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
1851         checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
1852
1853         /* Enable OpenGL fragment programs */
1854         glEnable(GL_FRAGMENT_PROGRAM_ARB);
1855         checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1856         TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
1857     } else {
1858         priv->current_fprogram_id = 0;
1859
1860         if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && !priv->use_arbfp_fixed_func) {
1861             /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
1862              * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
1863              * replacement shader
1864              */
1865             glDisable(GL_FRAGMENT_PROGRAM_ARB);
1866             checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1867         }
1868     }
1869 }
1870
1871 static void shader_arb_select_depth_blt(IWineD3DDevice *iface) {
1872     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1873     struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv;
1874     WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1875
1876     if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
1877     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
1878     glEnable(GL_VERTEX_PROGRAM_ARB);
1879
1880     if (!priv->depth_blt_fprogram_id) priv->depth_blt_fprogram_id = create_arb_blt_fragment_program(gl_info);
1881     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->depth_blt_fprogram_id));
1882     glEnable(GL_FRAGMENT_PROGRAM_ARB);
1883 }
1884
1885 static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) {
1886     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1887     struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv;
1888     WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1889
1890     if (priv->current_vprogram_id) {
1891         GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
1892         checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
1893
1894         glEnable(GL_VERTEX_PROGRAM_ARB);
1895         checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
1896
1897         TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
1898     } else {
1899         glDisable(GL_VERTEX_PROGRAM_ARB);
1900         checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
1901     }
1902
1903     if (priv->current_fprogram_id) {
1904         GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
1905         checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
1906
1907         glEnable(GL_FRAGMENT_PROGRAM_ARB);
1908         checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
1909
1910         TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
1911     } else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
1912         glDisable(GL_FRAGMENT_PROGRAM_ARB);
1913         checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
1914     }
1915 }
1916
1917 static void shader_arb_cleanup(IWineD3DDevice *iface) {
1918     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1919     WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1920     if (GL_SUPPORT(ARB_VERTEX_PROGRAM)) glDisable(GL_VERTEX_PROGRAM_ARB);
1921     if (GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) glDisable(GL_FRAGMENT_PROGRAM_ARB);
1922 }
1923
1924 static void shader_arb_destroy(IWineD3DBaseShader *iface) {
1925     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
1926     WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *) This->baseShader.device)->adapter->gl_info;
1927
1928     ENTER_GL();
1929     GL_EXTCALL(glDeleteProgramsARB(1, &This->baseShader.prgId));
1930     checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->baseShader.prgId))");
1931     LEAVE_GL();
1932     This->baseShader.prgId = 0;
1933     This->baseShader.is_compiled = FALSE;
1934 }
1935
1936 static HRESULT shader_arb_alloc(IWineD3DDevice *iface) {
1937     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1938     This->shader_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
1939     return WINED3D_OK;
1940 }
1941
1942 static void shader_arb_free(IWineD3DDevice *iface) {
1943     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1944     WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
1945     struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv;
1946
1947     if(priv->depth_blt_vprogram_id) {
1948         GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
1949     }
1950     if(priv->depth_blt_fprogram_id) {
1951         GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id));
1952     }
1953
1954     HeapFree(GetProcessHeap(), 0, This->shader_priv);
1955 }
1956
1957 static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) {
1958     return TRUE;
1959 }
1960
1961 static void arbfp_add_sRGB_correction(SHADER_BUFFER *buffer, const char *fragcolor, const char *tmp1,
1962                                       const char *tmp2, const char *tmp3, const char *tmp4) {
1963     /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
1964
1965     /* Calculate the > 0.0031308 case */
1966     shader_addline(buffer, "POW %s.x, %s.x, srgb_pow.x;\n", tmp1, fragcolor);
1967     shader_addline(buffer, "POW %s.y, %s.y, srgb_pow.y;\n", tmp1, fragcolor);
1968     shader_addline(buffer, "POW %s.z, %s.z, srgb_pow.z;\n", tmp1, fragcolor);
1969     shader_addline(buffer, "MUL %s, %s, srgb_mul_hi;\n", tmp1, tmp1);
1970     shader_addline(buffer, "SUB %s, %s, srgb_sub_hi;\n", tmp1, tmp1);
1971     /* Calculate the < case */
1972     shader_addline(buffer, "MUL %s, srgb_mul_low, %s;\n", tmp2, fragcolor);
1973     /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
1974     shader_addline(buffer, "SLT %s, srgb_comparison, %s;\n", tmp3, fragcolor);
1975     shader_addline(buffer, "SGE %s, srgb_comparison, %s;\n", tmp4, fragcolor);
1976     /* Store the components > 0.0031308 in the destination */
1977     shader_addline(buffer, "MUL %s, %s, %s;\n", fragcolor, tmp1, tmp3);
1978     /* Add the components that are < 0.0031308 */
1979     shader_addline(buffer, "MAD result.color.xyz, %s, %s, %s;\n", tmp2, tmp4, fragcolor);
1980     /* [0.0;1.0] clamping. Not needed, this is done implicitly */
1981 }
1982
1983 static void shader_arb_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer) {
1984     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
1985     shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
1986     CONST DWORD *function = This->baseShader.function;
1987     const char *fragcolor;
1988     WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
1989     local_constant* lconst;
1990
1991     /*  Create the hw ARB shader */
1992     shader_addline(buffer, "!!ARBfp1.0\n");
1993
1994     shader_addline(buffer, "TEMP TMP;\n");     /* Used in matrix ops */
1995     shader_addline(buffer, "TEMP TMP2;\n");    /* Used in matrix ops */
1996     shader_addline(buffer, "TEMP TA;\n");      /* Used for modifiers */
1997     shader_addline(buffer, "TEMP TB;\n");      /* Used for modifiers */
1998     shader_addline(buffer, "TEMP TC;\n");      /* Used for modifiers */
1999     shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
2000     shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
2001     shader_addline(buffer, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
2002
2003     /* Base Declarations */
2004     shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION);
2005
2006     /* We need two variables for fog blending */
2007     shader_addline(buffer, "TEMP TMP_FOG;\n");
2008     if (This->baseShader.hex_version >= WINED3DPS_VERSION(2,0)) {
2009         shader_addline(buffer, "TEMP TMP_COLOR;\n");
2010     }
2011
2012     /* Base Shader Body */
2013     shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
2014
2015     /* calculate fog and blend it
2016      * NOTE: state.fog.params.y and state.fog.params.z don't hold fog start s and end e but
2017      * -1/(e-s) and e/(e-s) respectively.
2018      */
2019     shader_addline(buffer, "MAD_SAT TMP_FOG, fragment.fogcoord, state.fog.params.y, state.fog.params.z;\n");
2020
2021     if (This->baseShader.hex_version < WINED3DPS_VERSION(2,0)) {
2022         fragcolor = "R0";
2023     } else {
2024         fragcolor = "TMP_COLOR";
2025     }
2026     if(This->srgb_enabled) {
2027         arbfp_add_sRGB_correction(buffer, fragcolor, "TMP", "TMP2", "TA", "TB");
2028     }
2029     if (This->baseShader.hex_version < WINED3DPS_VERSION(3,0)) {
2030         shader_addline(buffer, "LRP result.color.rgb, TMP_FOG.x, %s, state.fog.color;\n", fragcolor);
2031         shader_addline(buffer, "MOV result.color.a, %s.a;\n", fragcolor);
2032     }
2033
2034     shader_addline(buffer, "END\n");
2035
2036     /* TODO: change to resource.glObjectHandle or something like that */
2037     GL_EXTCALL(glGenProgramsARB(1, &This->baseShader.prgId));
2038
2039     TRACE("Creating a hw pixel shader, prg=%d\n", This->baseShader.prgId);
2040     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, This->baseShader.prgId));
2041
2042     TRACE("Created hw pixel shader, prg=%d\n", This->baseShader.prgId);
2043     /* Create the program and check for errors */
2044     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2045                buffer->bsize, buffer->buffer));
2046
2047     if (glGetError() == GL_INVALID_OPERATION) {
2048         GLint errPos;
2049         glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
2050         FIXME("HW PixelShader Error at position %d: %s\n",
2051               errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2052         This->baseShader.prgId = -1;
2053     }
2054
2055     /* Load immediate constants */
2056     if(!This->baseShader.load_local_constsF) {
2057         LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2058             float *value = (float *) lconst->value;
2059             GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst->idx, value));
2060             checkGLcall("glProgramLocalParameter4fvARB");
2061         }
2062     }
2063 }
2064
2065 static void shader_arb_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer) {
2066     IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
2067     shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
2068     CONST DWORD *function = This->baseShader.function;
2069     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
2070     WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
2071     local_constant* lconst;
2072
2073     /*  Create the hw ARB shader */
2074     shader_addline(buffer, "!!ARBvp1.0\n");
2075     shader_addline(buffer, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This->rel_offset);
2076
2077     /* Mesa supports only 95 constants */
2078     if (GL_VEND(MESA) || GL_VEND(WINE))
2079         This->baseShader.limits.constant_float =
2080                 min(95, This->baseShader.limits.constant_float);
2081
2082     shader_addline(buffer, "TEMP TMP;\n");
2083
2084     /* Base Declarations */
2085     shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION);
2086
2087     /* We need a constant to fixup the final position */
2088     shader_addline(buffer, "PARAM posFixup = program.env[%d];\n", ARB_SHADER_PRIVCONST_POS);
2089
2090     /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
2091      * for output parameters. D3D in theory does not do that either, but some applications depend on a
2092      * proper initialization of the secondary color, and programs using the fixed function pipeline without
2093      * a replacement shader depend on the texcoord.w being set properly.
2094      *
2095      * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
2096      * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
2097      * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
2098      * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
2099      * this can eat a number of instructions, so skip it unless this cap is set as well
2100      */
2101     if(!GL_SUPPORT(NV_VERTEX_PROGRAM)) {
2102         shader_addline(buffer, "MOV result.color.secondary, -helper_const.wwwy;\n");
2103
2104         if((GLINFO_LOCATION).set_texcoord_w && !device->frag_pipe->ffp_proj_control) {
2105             int i;
2106             for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
2107                 if(This->baseShader.reg_maps.texcoord_mask[i] != 0 &&
2108                 This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
2109                     shader_addline(buffer, "MOV result.texcoord[%u].w, -helper_const.y;\n", i);
2110                 }
2111             }
2112         }
2113     }
2114
2115     /* Base Shader Body */
2116     shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
2117
2118     /* If this shader doesn't use fog copy the z coord to the fog coord so that we can use table fog */
2119     if (!reg_maps->fog)
2120         shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
2121
2122     /* Write the final position.
2123      *
2124      * OpenGL coordinates specify the center of the pixel while d3d coords specify
2125      * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
2126      * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
2127      * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
2128      */
2129     shader_addline(buffer, "MUL TMP, posFixup, TMP_OUT.w;\n");
2130     shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TMP.z;\n");
2131     shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TMP.w;\n");
2132
2133     /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
2134      * and the glsl equivalent
2135      */
2136     shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
2137
2138     shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
2139
2140     shader_addline(buffer, "END\n");
2141
2142     /* TODO: change to resource.glObjectHandle or something like that */
2143     GL_EXTCALL(glGenProgramsARB(1, &This->baseShader.prgId));
2144
2145     TRACE("Creating a hw vertex shader, prg=%d\n", This->baseShader.prgId);
2146     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, This->baseShader.prgId));
2147
2148     TRACE("Created hw vertex shader, prg=%d\n", This->baseShader.prgId);
2149     /* Create the program and check for errors */
2150     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
2151                buffer->bsize, buffer->buffer));
2152
2153     if (glGetError() == GL_INVALID_OPERATION) {
2154         GLint errPos;
2155         glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
2156         FIXME("HW VertexShader Error at position %d: %s\n",
2157               errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2158         This->baseShader.prgId = -1;
2159     }
2160
2161     /* Load immediate constants */
2162     if(!This->baseShader.load_local_constsF) {
2163         LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2164             float *value = (float *) lconst->value;
2165             GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst->idx, value));
2166         }
2167     }
2168 }
2169
2170 static void shader_arb_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *pCaps) {
2171     /* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps,
2172      * then overwrite the shader specific ones
2173      */
2174     none_shader_backend.shader_get_caps(devtype, gl_info, pCaps);
2175
2176     if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
2177         pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
2178         TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
2179         pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
2180     }
2181
2182     if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2183         pCaps->PixelShaderVersion    = WINED3DPS_VERSION(1,4);
2184         pCaps->PixelShader1xMaxValue = 8.0;
2185         TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
2186     }
2187 }
2188
2189 static BOOL shader_arb_conv_supported(WINED3DFORMAT fmt) {
2190     TRACE("Checking shader format support for format %s:", debug_d3dformat(fmt));
2191     switch(fmt) {
2192         case WINED3DFMT_V8U8:
2193         case WINED3DFMT_V16U16:
2194         case WINED3DFMT_X8L8V8U8:
2195         case WINED3DFMT_L6V5U5:
2196         case WINED3DFMT_Q8W8V8U8:
2197         case WINED3DFMT_ATI2N:
2198             TRACE("[OK]\n");
2199             return TRUE;
2200         default:
2201             TRACE("[FAILED\n");
2202             return FALSE;
2203     }
2204 }
2205
2206 const shader_backend_t arb_program_shader_backend = {
2207     shader_arb_select,
2208     shader_arb_select_depth_blt,
2209     shader_arb_deselect_depth_blt,
2210     shader_arb_load_constants,
2211     shader_arb_cleanup,
2212     shader_arb_color_correction,
2213     shader_arb_destroy,
2214     shader_arb_alloc,
2215     shader_arb_free,
2216     shader_arb_dirty_const,
2217     shader_arb_generate_pshader,
2218     shader_arb_generate_vshader,
2219     shader_arb_get_caps,
2220     shader_arb_conv_supported,
2221 };
2222
2223 /* ARB_fragment_program fixed function pipeline replacement definitions */
2224 #define ARB_FFP_CONST_TFACTOR           0
2225 #define ARB_FFP_CONST_SPECULAR_ENABLE   ((ARB_FFP_CONST_TFACTOR) + 1)
2226 #define ARB_FFP_CONST_CONSTANT(i)       ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
2227 #define ARB_FFP_CONST_BUMPMAT(i)        ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
2228 #define ARB_FFP_CONST_LUMINANCE(i)      ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
2229
2230 struct arbfp_ffp_desc
2231 {
2232     struct ffp_desc parent;
2233     GLuint shader;
2234     unsigned int num_textures_used;
2235 };
2236
2237 static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) {
2238     if(enable) {
2239         glEnable(GL_FRAGMENT_PROGRAM_ARB);
2240         checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
2241     } else {
2242         glDisable(GL_FRAGMENT_PROGRAM_ARB);
2243         checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
2244     }
2245 }
2246
2247 static HRESULT arbfp_alloc(IWineD3DDevice *iface) {
2248     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2249     struct shader_arb_priv *priv;
2250     /* Share private data between the shader backend and the pipeline replacement, if both
2251      * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
2252      * if no pixel shader is bound or not
2253      */
2254     if(This->shader_backend == &arb_program_shader_backend) {
2255         This->fragment_priv = This->shader_priv;
2256     } else {
2257         This->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
2258         if(!This->fragment_priv) return E_OUTOFMEMORY;
2259     }
2260     priv = (struct shader_arb_priv *) This->fragment_priv;
2261     priv->fragment_shaders = hash_table_create(ffp_program_key_hash, ffp_program_key_compare);
2262     priv->use_arbfp_fixed_func = TRUE;
2263     return WINED3D_OK;
2264 }
2265
2266 static void arbfp_free_ffpshader(void *value, void *gli) {
2267     WineD3D_GL_Info *gl_info = gli;
2268     struct arbfp_ffp_desc *entry_arb = value;
2269
2270     ENTER_GL();
2271     GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
2272     checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
2273     HeapFree(GetProcessHeap(), 0, entry_arb);
2274     LEAVE_GL();
2275 }
2276
2277 static void arbfp_free(IWineD3DDevice *iface) {
2278     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2279     struct shader_arb_priv *priv = (struct shader_arb_priv *) This->fragment_priv;
2280
2281     hash_table_destroy(priv->fragment_shaders, arbfp_free_ffpshader, &This->adapter->gl_info);
2282     priv->use_arbfp_fixed_func = FALSE;
2283
2284     if(This->shader_backend != &arb_program_shader_backend) {
2285         HeapFree(GetProcessHeap(), 0, This->fragment_priv);
2286     }
2287 }
2288
2289 static void arbfp_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct fragment_caps *caps) {
2290     caps->TextureOpCaps =  WINED3DTEXOPCAPS_DISABLE                     |
2291                            WINED3DTEXOPCAPS_SELECTARG1                  |
2292                            WINED3DTEXOPCAPS_SELECTARG2                  |
2293                            WINED3DTEXOPCAPS_MODULATE4X                  |
2294                            WINED3DTEXOPCAPS_MODULATE2X                  |
2295                            WINED3DTEXOPCAPS_MODULATE                    |
2296                            WINED3DTEXOPCAPS_ADDSIGNED2X                 |
2297                            WINED3DTEXOPCAPS_ADDSIGNED                   |
2298                            WINED3DTEXOPCAPS_ADD                         |
2299                            WINED3DTEXOPCAPS_SUBTRACT                    |
2300                            WINED3DTEXOPCAPS_ADDSMOOTH                   |
2301                            WINED3DTEXOPCAPS_BLENDCURRENTALPHA           |
2302                            WINED3DTEXOPCAPS_BLENDFACTORALPHA            |
2303                            WINED3DTEXOPCAPS_BLENDTEXTUREALPHA           |
2304                            WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA           |
2305                            WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM         |
2306                            WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR      |
2307                            WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA      |
2308                            WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA   |
2309                            WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR   |
2310                            WINED3DTEXOPCAPS_DOTPRODUCT3                 |
2311                            WINED3DTEXOPCAPS_MULTIPLYADD                 |
2312                            WINED3DTEXOPCAPS_LERP                        |
2313                            WINED3DTEXOPCAPS_BUMPENVMAP                  |
2314                            WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
2315
2316     /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
2317
2318     caps->MaxTextureBlendStages   = 8;
2319     caps->MaxSimultaneousTextures = min(GL_LIMITS(fragment_samplers), 8);
2320
2321     caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
2322 }
2323 #undef GLINFO_LOCATION
2324
2325 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
2326 static void state_texfactor_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2327     float col[4];
2328     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2329
2330     /* Do not overwrite pixel shader constants if a pshader is in use */
2331     if(use_ps(device)) return;
2332
2333     D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
2334     GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
2335     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
2336
2337     if(device->shader_backend == &arb_program_shader_backend) {
2338         device = stateblock->wineD3DDevice;
2339         device->activeContext->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
2340         device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
2341     }
2342 }
2343
2344 static void state_arb_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2345     float col[4];
2346     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2347
2348     /* Do not overwrite pixel shader constants if a pshader is in use */
2349     if(use_ps(device)) return;
2350
2351     if(stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
2352         /* The specular color has no alpha */
2353         col[0] = 1.0; col[1] = 1.0;
2354         col[2] = 1.0; col[3] = 0.0;
2355     } else {
2356         col[0] = 0.0; col[1] = 0.0;
2357         col[2] = 0.0; col[3] = 0.0;
2358     }
2359     GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
2360     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
2361
2362     if(device->shader_backend == &arb_program_shader_backend) {
2363         device = stateblock->wineD3DDevice;
2364         device->activeContext->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
2365         device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
2366     }
2367 }
2368
2369 static void set_bumpmat_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2370     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2371     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2372     float mat[2][2];
2373
2374     if(use_ps(device)) {
2375         if(stage != 0 &&
2376            ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) {
2377             /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
2378              * anyway
2379              */
2380             if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
2381                 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
2382             }
2383         }
2384         /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
2385         return;
2386     }
2387
2388     mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
2389     mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
2390     mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
2391     mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
2392
2393     GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
2394     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
2395
2396     if(device->shader_backend == &arb_program_shader_backend) {
2397         device->activeContext->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
2398         device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
2399     }
2400 }
2401
2402 static void tex_bumpenvlum_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2403     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2404     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2405     float param[4];
2406
2407     if(use_ps(device)) {
2408         if(stage != 0 &&
2409            ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
2410             /* The pixel shader has to know the luminance offset. Do a constants update if it
2411              * isn't scheduled anyway
2412              */
2413             if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) {
2414                 device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
2415             }
2416         }
2417         /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
2418         return;
2419     }
2420
2421     param[0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE]);
2422     param[1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET]);
2423     param[2] = 0.0;
2424     param[3] = 0.0;
2425
2426     GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
2427     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
2428
2429     if(device->shader_backend == &arb_program_shader_backend) {
2430         device->activeContext->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
2431         device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
2432     }
2433 }
2434
2435 static const char *get_argreg(SHADER_BUFFER *buffer, DWORD argnum, unsigned int stage, DWORD arg) {
2436     const char *ret;
2437
2438     if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
2439
2440     switch(arg & WINED3DTA_SELECTMASK) {
2441         case WINED3DTA_DIFFUSE:
2442             ret = "fragment.color.primary"; break;
2443
2444         case WINED3DTA_CURRENT:
2445             if(stage == 0) ret = "fragment.color.primary";
2446             else ret = "ret";
2447             break;
2448
2449         case WINED3DTA_TEXTURE:
2450             switch(stage) {
2451                 case 0: ret = "tex0"; break;
2452                 case 1: ret = "tex1"; break;
2453                 case 2: ret = "tex2"; break;
2454                 case 3: ret = "tex3"; break;
2455                 case 4: ret = "tex4"; break;
2456                 case 5: ret = "tex5"; break;
2457                 case 6: ret = "tex6"; break;
2458                 case 7: ret = "tex7"; break;
2459                 default: ret = "unknown texture";
2460             }
2461             break;
2462
2463         case WINED3DTA_TFACTOR:
2464             ret = "tfactor"; break;
2465
2466         case WINED3DTA_SPECULAR:
2467             ret = "fragment.color.secondary"; break;
2468
2469         case WINED3DTA_TEMP:
2470             ret = "tempreg"; break;
2471
2472         case WINED3DTA_CONSTANT:
2473             FIXME("Implement perstage constants\n");
2474             switch(stage) {
2475                 case 0: ret = "const0"; break;
2476                 case 1: ret = "const1"; break;
2477                 case 2: ret = "const2"; break;
2478                 case 3: ret = "const3"; break;
2479                 case 4: ret = "const4"; break;
2480                 case 5: ret = "const5"; break;
2481                 case 6: ret = "const6"; break;
2482                 case 7: ret = "const7"; break;
2483             }
2484         default:
2485             return "unknown";
2486     }
2487
2488     if(arg & WINED3DTA_COMPLEMENT) {
2489         shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
2490         if(argnum == 0) ret = "arg0";
2491         if(argnum == 1) ret = "arg1";
2492         if(argnum == 2) ret = "arg2";
2493     }
2494     if(arg & WINED3DTA_ALPHAREPLICATE) {
2495         shader_addline(buffer, "MOV arg%u, %s.a;\n", argnum, ret);
2496         if(argnum == 0) ret = "arg0";
2497         if(argnum == 1) ret = "arg1";
2498         if(argnum == 2) ret = "arg2";
2499     }
2500     return ret;
2501 }
2502
2503 static void gen_ffp_instr(SHADER_BUFFER *buffer, unsigned int stage, BOOL color, BOOL alpha,
2504                           DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2) {
2505     const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
2506     unsigned int mul = 1;
2507     BOOL mul_final_dest = FALSE;
2508
2509     if(color && alpha) dstmask = "";
2510     else if(color) dstmask = ".rgb";
2511     else dstmask = ".a";
2512
2513     if(dst == tempreg) dstreg = "tempreg";
2514     else dstreg = "ret";
2515
2516     arg0 = get_argreg(buffer, 0, stage, dw_arg0);
2517     arg1 = get_argreg(buffer, 1, stage, dw_arg1);
2518     arg2 = get_argreg(buffer, 2, stage, dw_arg2);
2519
2520     switch(op) {
2521         case WINED3DTOP_DISABLE:
2522             if(stage == 1) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
2523             break;
2524
2525         case WINED3DTOP_SELECTARG2:
2526             arg1 = arg2;
2527         case WINED3DTOP_SELECTARG1:
2528             shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
2529             break;
2530
2531         case WINED3DTOP_MODULATE4X:
2532             mul = 2;
2533         case WINED3DTOP_MODULATE2X:
2534             mul *= 2;
2535             if(strcmp(dstreg, "result.color") == 0) {
2536                 dstreg = "ret";
2537                 mul_final_dest = TRUE;
2538             }
2539         case WINED3DTOP_MODULATE:
2540             shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2541             break;
2542
2543         case WINED3DTOP_ADDSIGNED2X:
2544             mul = 2;
2545             if(strcmp(dstreg, "result.color") == 0) {
2546                 dstreg = "ret";
2547                 mul_final_dest = TRUE;
2548             }
2549         case WINED3DTOP_ADDSIGNED:
2550             shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
2551             arg2 = "arg2";
2552         case WINED3DTOP_ADD:
2553             shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2554             break;
2555
2556         case WINED3DTOP_SUBTRACT:
2557             shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
2558             break;
2559
2560         case WINED3DTOP_ADDSMOOTH:
2561             shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
2562             shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
2563             break;
2564
2565         case WINED3DTOP_BLENDCURRENTALPHA:
2566             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
2567             shader_addline(buffer, "LRP %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2568             break;
2569         case WINED3DTOP_BLENDFACTORALPHA:
2570             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
2571             shader_addline(buffer, "LRP %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2572             break;
2573         case WINED3DTOP_BLENDTEXTUREALPHA:
2574             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
2575             shader_addline(buffer, "LRP %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2576             break;
2577         case WINED3DTOP_BLENDDIFFUSEALPHA:
2578             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
2579             shader_addline(buffer, "LRP %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2580             break;
2581
2582         case WINED3DTOP_BLENDTEXTUREALPHAPM:
2583             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
2584             shader_addline(buffer, "SUB arg0.a, const.x, %s.a;\n", arg0);
2585             shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.a, %s;\n", dstreg, dstmask, arg2, arg1);
2586             break;
2587
2588         /* D3DTOP_PREMODULATE ???? */
2589
2590         case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2591             shader_addline(buffer, "SUB arg0.a, const.x, %s;\n", arg1);
2592             shader_addline(buffer, "MAD_SAT %s%s, arg0.a, %s, %s;\n", dstreg, dstmask, arg2, arg1);
2593             break;
2594         case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2595             shader_addline(buffer, "MAD_SAT %s%s, %s.a, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
2596             break;
2597         case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2598             shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
2599             shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.a;\n", dstreg, dstmask, arg2, arg1);
2600             break;
2601         case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2602             shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.a;\n", dstreg, dstmask, arg1, arg2, arg1);
2603             break;
2604
2605         case WINED3DTOP_DOTPRODUCT3:
2606             mul = 4;
2607             if(strcmp(dstreg, "result.color") == 0) {
2608                 dstreg = "ret";
2609                 mul_final_dest = TRUE;
2610             }
2611             shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
2612             shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
2613             shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
2614             break;
2615
2616         case WINED3DTOP_MULTIPLYADD:
2617             shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
2618             break;
2619
2620         case WINED3DTOP_LERP:
2621             /* The msdn is not quite right here */
2622             shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
2623             break;
2624
2625         case WINED3DTOP_BUMPENVMAP:
2626         case WINED3DTOP_BUMPENVMAPLUMINANCE:
2627             /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
2628             break;
2629
2630         default:
2631             FIXME("Unhandled texture op %08x\n", op);
2632     }
2633
2634     if(mul == 2) {
2635         shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
2636     } else if(mul == 4) {
2637         shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
2638     }
2639 }
2640
2641 /* The stateblock is passed for GLINFO_LOCATION */
2642 static GLuint gen_arbfp_ffp_shader(struct ffp_settings *settings, IWineD3DStateBlockImpl *stateblock) {
2643     unsigned int stage;
2644     SHADER_BUFFER buffer;
2645     BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
2646     BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
2647     BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
2648     const char *textype;
2649     const char *instr, *sat;
2650     char colorcor_dst[8];
2651     GLuint ret;
2652     DWORD arg0, arg1, arg2;
2653     BOOL tempreg_used = FALSE, tfactor_used = FALSE;
2654     BOOL op_equal;
2655     const char *final_combiner_src = "ret";
2656
2657     /* Find out which textures are read */
2658     for(stage = 0; stage < MAX_TEXTURES; stage++) {
2659         if(settings->op[stage].cop == WINED3DTOP_DISABLE) break;
2660         arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
2661         arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
2662         arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
2663         if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2664         if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2665         if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2666
2667         if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) tex_read[stage] = TRUE;
2668         if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHAPM) tex_read[stage] = TRUE;
2669         if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP) {
2670             bump_used[stage] = TRUE;
2671             tex_read[stage] = TRUE;
2672         }
2673         if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
2674             bump_used[stage] = TRUE;
2675             tex_read[stage] = TRUE;
2676             luminance_used[stage] = TRUE;
2677         } else if(settings->op[stage].cop == WINED3DTOP_BLENDFACTORALPHA) {
2678             tfactor_used = TRUE;
2679         }
2680
2681         if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
2682             tfactor_used = TRUE;
2683         }
2684
2685         if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
2686         if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
2687             tempreg_used = TRUE;
2688         }
2689
2690         if(settings->op[stage].aop == WINED3DTOP_DISABLE) continue;
2691         arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
2692         arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
2693         arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
2694         if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2695         if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2696         if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
2697
2698         if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
2699             tempreg_used = TRUE;
2700         }
2701         if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
2702             tfactor_used = TRUE;
2703         }
2704     }
2705
2706     /* Shader header */
2707     buffer.bsize = 0;
2708     buffer.lineNo = 0;
2709     buffer.newline = TRUE;
2710     buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
2711
2712     shader_addline(&buffer, "!!ARBfp1.0\n");
2713
2714     switch(settings->fog) {
2715         case FOG_OFF:                                                         break;
2716         case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
2717         case FOG_EXP:    shader_addline(&buffer, "OPTION ARB_fog_exp;\n");    break;
2718         case FOG_EXP2:   shader_addline(&buffer, "OPTION ARB_fog_exp2;\n");   break;
2719         default: FIXME("Unexpected fog setting %d\n", settings->fog);
2720     }
2721
2722     shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
2723     shader_addline(&buffer, "TEMP ret;\n");
2724     if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
2725     shader_addline(&buffer, "TEMP arg0;\n");
2726     shader_addline(&buffer, "TEMP arg1;\n");
2727     shader_addline(&buffer, "TEMP arg2;\n");
2728     for(stage = 0; stage < MAX_TEXTURES; stage++) {
2729         if(!tex_read[stage]) continue;
2730         shader_addline(&buffer, "TEMP tex%u;\n", stage);
2731         if(!bump_used[stage]) continue;
2732         shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
2733         if(!luminance_used[stage]) continue;
2734         shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
2735     }
2736     if(tfactor_used) {
2737         shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
2738     }
2739         shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
2740
2741     if(settings->sRGB_write) {
2742         shader_addline(&buffer, "PARAM srgb_mul_low = {%f, %f, %f, 1.0};\n",
2743                        srgb_mul_low, srgb_mul_low, srgb_mul_low);
2744         shader_addline(&buffer, "PARAM srgb_comparison =  {%f, %f, %f, %f};\n",
2745                        srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
2746         shader_addline(&buffer, "PARAM srgb_pow =  {%f, %f, %f, 1.0};\n",
2747                        srgb_pow, srgb_pow, srgb_pow);
2748         shader_addline(&buffer, "PARAM srgb_mul_hi =  {%f, %f, %f, 1.0};\n",
2749                        srgb_mul_high, srgb_mul_high, srgb_mul_high);
2750         shader_addline(&buffer, "PARAM srgb_sub_hi =  {%f, %f, %f, 0.0};\n",
2751                        srgb_sub_high, srgb_sub_high, srgb_sub_high);
2752     }
2753
2754     /* Generate texture sampling instructions) */
2755     for(stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3DTOP_DISABLE; stage++) {
2756         if(!tex_read[stage]) continue;
2757
2758         switch(settings->op[stage].tex_type) {
2759             case tex_1d:                    textype = "1D";     break;
2760             case tex_2d:                    textype = "2D";     break;
2761             case tex_3d:                    textype = "3D";     break;
2762             case tex_cube:                  textype = "CUBE";   break;
2763             case tex_rect:                  textype = "RECT";   break;
2764             default: textype = "unexpected_textype";   break;
2765         }
2766
2767         if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP ||
2768            settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
2769             sat = "";
2770         } else {
2771             sat = "_SAT";
2772         }
2773
2774         if(settings->op[stage].projected == proj_none) {
2775             instr = "TEX";
2776         } else if(settings->op[stage].projected == proj_count4 ||
2777                   settings->op[stage].projected == proj_count3) {
2778             instr = "TXP";
2779         } else {
2780             FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
2781             instr = "TXP";
2782         }
2783
2784         if(stage > 0 &&
2785            (settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
2786             settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
2787             shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
2788             shader_addline(&buffer, "DP3 ret.r, arg1, tex%u;\n", stage - 1);
2789             shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
2790             shader_addline(&buffer, "DP3 ret.g, arg1, tex%u;\n", stage - 1);
2791
2792             /* with projective textures, texbem only divides the static texture coord, not the displacement,
2793              * so we can't let the GL handle this.
2794              */
2795             if (settings->op[stage].projected != proj_none) {
2796                 /* Note: Currently always divide by .a because the vertex pipeline moves the correct value
2797                  * into the 4th component
2798                  */
2799                 if(settings->op[stage].projected == proj_count4) {
2800                     shader_addline(&buffer, "RCP arg1.a, fragment.texcoord[%u].a;\n", stage);
2801                 } else {
2802                     shader_addline(&buffer, "RCP arg1.a, fragment.texcoord[%u].b;\n", stage);
2803                 }
2804                 shader_addline(&buffer, "MUL arg1.rg, fragment.texcoord[%u], arg1.a;\n", stage);
2805                 shader_addline(&buffer, "ADD ret, ret, arg1;\n");
2806             } else {
2807                 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
2808             }
2809
2810             shader_addline(&buffer, "TEX%s tex%u, ret, texture[%u], %s;\n",
2811                             sat, stage, stage, textype);
2812             if(settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
2813                 shader_addline(&buffer, "MAD_SAT ret.r, tex%u.b, luminance%u.r, luminance%u.g;\n",
2814                                stage - 1, stage - 1, stage - 1);
2815                 shader_addline(&buffer, "MUL tex%u, tex%u, ret.r;\n", stage, stage);
2816             }
2817         } else if(settings->op[stage].projected == proj_count3) {
2818             shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
2819             shader_addline(&buffer, "MOV ret.a, ret.b;\n");
2820             shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
2821                             instr, sat, stage, stage, textype);
2822         } else {
2823             shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
2824                             instr, sat, stage, stage, stage, textype);
2825         }
2826
2827         sprintf(colorcor_dst, "tex%u", stage);
2828         gen_color_correction(&buffer, colorcor_dst, ".rgba", "const.x", "const.y",
2829                                 settings->op[stage].color_correction, &GLINFO_LOCATION);
2830     }
2831
2832     /* Generate the main shader */
2833     for(stage = 0; stage < MAX_TEXTURES; stage++) {
2834         if(settings->op[stage].cop == WINED3DTOP_DISABLE) {
2835             if(stage == 0) {
2836                 final_combiner_src = "fragment.color.primary";
2837             }
2838             break;
2839         }
2840
2841         if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
2842            settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
2843             op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
2844         } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
2845                   settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
2846             op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
2847         } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
2848                   settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
2849             op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
2850         } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
2851                   settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
2852             op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
2853         } else {
2854             op_equal = settings->op[stage].aop   == settings->op[stage].cop &&
2855                        settings->op[stage].carg0 == settings->op[stage].aarg0 &&
2856                        settings->op[stage].carg1 == settings->op[stage].aarg1 &&
2857                        settings->op[stage].carg2 == settings->op[stage].aarg2;
2858         }
2859
2860         if(settings->op[stage].aop == WINED3DTOP_DISABLE) {
2861             gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
2862                           settings->op[stage].cop, settings->op[stage].carg0,
2863                           settings->op[stage].carg1, settings->op[stage].carg2);
2864             if(stage == 0) {
2865                 shader_addline(&buffer, "MOV ret.a, fragment.color.primary.a;\n");
2866             }
2867         } else if(op_equal) {
2868             gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
2869                           settings->op[stage].cop, settings->op[stage].carg0,
2870                           settings->op[stage].carg1, settings->op[stage].carg2);
2871         } else {
2872             gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
2873                           settings->op[stage].cop, settings->op[stage].carg0,
2874                           settings->op[stage].carg1, settings->op[stage].carg2);
2875             gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
2876                           settings->op[stage].aop, settings->op[stage].aarg0,
2877                           settings->op[stage].aarg1, settings->op[stage].aarg2);
2878         }
2879     }
2880
2881     if(settings->sRGB_write) {
2882         shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
2883         arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg");
2884         shader_addline(&buffer, "MOV result.color.a, ret.a;\n");
2885     } else {
2886         shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
2887     }
2888
2889     /* Footer */
2890     shader_addline(&buffer, "END\n");
2891
2892     /* Generate the shader */
2893     GL_EXTCALL(glGenProgramsARB(1, &ret));
2894     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
2895     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
2896
2897     if (glGetError() == GL_INVALID_OPERATION) {
2898         GLint pos;
2899         glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
2900         FIXME("Vertex program error at position %d: %s\n", pos,
2901               debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
2902     }
2903     return ret;
2904 }
2905
2906 static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2907     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
2908     struct shader_arb_priv *priv = (struct shader_arb_priv *) device->fragment_priv;
2909     BOOL use_pshader = use_ps(device);
2910     BOOL use_vshader = use_vs(device);
2911     struct ffp_settings settings;
2912     struct arbfp_ffp_desc *desc;
2913     unsigned int i;
2914
2915     if(isStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE))) {
2916         if(use_pshader) {
2917             IWineD3DPixelShader_CompileShader(stateblock->pixelShader);
2918         }
2919         return;
2920     }
2921
2922     if(use_pshader) {
2923         IWineD3DPixelShader_CompileShader(stateblock->pixelShader);
2924     } else {
2925         /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
2926         gen_ffp_op(stateblock, &settings, FALSE);
2927         desc = (struct arbfp_ffp_desc *) find_ffp_shader(priv->fragment_shaders, &settings);
2928         if(!desc) {
2929             desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*desc));
2930             if(!desc) {
2931                 ERR("Out of memory\n");
2932                 return;
2933             }
2934             desc->num_textures_used = 0;
2935             for(i = 0; i < GL_LIMITS(texture_stages); i++) {
2936                 if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
2937                 desc->num_textures_used = i;
2938             }
2939
2940             memcpy(&desc->parent.settings, &settings, sizeof(settings));
2941             desc->shader = gen_arbfp_ffp_shader(&settings, stateblock);
2942             add_ffp_shader(priv->fragment_shaders, &desc->parent);
2943             TRACE("Allocated fixed function replacement shader descriptor %p\n", desc);
2944         }
2945
2946         /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
2947          * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
2948          * deactivate it.
2949          */
2950         GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
2951         checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
2952
2953         if(device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
2954             /* Reload fixed function constants since they collide with the pixel shader constants */
2955             for(i = 0; i < MAX_TEXTURES; i++) {
2956                 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
2957             }
2958             state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
2959             state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
2960         }
2961     }
2962
2963     /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
2964      * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
2965      * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
2966      * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
2967      * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
2968      *
2969      * Don't call shader_select if the vertex shader is dirty, because some shader backends(GLSL) need both shaders
2970      * to be compiled before activating them(needs some cleanups in the shader backend interface)
2971      */
2972     if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
2973         device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
2974
2975         if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
2976             device->StateTable[STATE_VERTEXSHADERCONSTANT].apply(STATE_VERTEXSHADERCONSTANT, stateblock, context);
2977         }
2978     }
2979     if(use_pshader) {
2980         device->StateTable[STATE_PIXELSHADERCONSTANT].apply(STATE_PIXELSHADERCONSTANT, stateblock, context);
2981     }
2982 }
2983
2984 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
2985  * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
2986  * state table, so we need to handle that with a forwarding function. The other invisible side effect
2987  * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
2988  * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
2989  */
2990 static void state_arbfp_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2991     if(!isStateDirty(context, STATE_PIXELSHADER)) {
2992         fragment_prog_arbfp(state, stateblock, context);
2993     }
2994 }
2995
2996 static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2997     if(!isStateDirty(context, STATE_PIXELSHADER)) {
2998         fragment_prog_arbfp(state, stateblock, context);
2999     }
3000 }
3001
3002 #undef GLINFO_LOCATION
3003
3004 static const struct StateEntryTemplate arbfp_fragmentstate_template[] = {
3005     {STATE_RENDER(WINED3DRS_TEXTUREFACTOR),               { STATE_RENDER(WINED3DRS_TEXTUREFACTOR),              state_texfactor_arbfp   }, 0                               },
3006     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3007     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3008     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3009     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3010     {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3011     {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3012     {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3013     {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3014     {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3015     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3016     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3017     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3018     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3019     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3020     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3021     {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3022     {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3023     {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3024     {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3025     {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3026     {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3027     {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3028     {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3029     {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3030     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3031     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3032     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3033     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3034     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3035     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3036     {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3037     {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3038     {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3039     {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3040     {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3041     {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3042     {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3043     {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3044     {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3045     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3046     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3047     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3048     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3049     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3050     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3051     {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3052     {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3053     {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3054     {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3055     {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3056     {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3057     {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3058     {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3059     {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3060     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3061     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3062     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3063     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3064     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3065     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3066     {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3067     {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3068     {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3069     {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3070     {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3071     {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3072     {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3073     {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3074     {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3075     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3076     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3077     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3078     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3079     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3080     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3081     {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3082     {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3083     {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3084     {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3085     {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3086     {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3087     {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3088     {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3089     {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3090     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3091     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3092     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3093     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3094     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3095     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3096     {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3097     {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3098     {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3099     {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3100     {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3101     {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3102     {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3103     {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3104     {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3105     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3106     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3107     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3108     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3109     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3110     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3111     {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3112     {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3113     {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3114     {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3115     {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3116     {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3117     {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3118     {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3119     {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3120     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3121     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3122     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3123     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
3124     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3125     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
3126     { STATE_SAMPLER(0),                                   { STATE_SAMPLER(0),                                   sampler_texdim          }, 0                               },
3127     { STATE_SAMPLER(1),                                   { STATE_SAMPLER(1),                                   sampler_texdim          }, 0                               },
3128     { STATE_SAMPLER(2),                                   { STATE_SAMPLER(2),                                   sampler_texdim          }, 0                               },
3129     { STATE_SAMPLER(3),                                   { STATE_SAMPLER(3),                                   sampler_texdim          }, 0                               },
3130     { STATE_SAMPLER(4),                                   { STATE_SAMPLER(4),                                   sampler_texdim          }, 0                               },
3131     { STATE_SAMPLER(5),                                   { STATE_SAMPLER(5),                                   sampler_texdim          }, 0                               },
3132     { STATE_SAMPLER(6),                                   { STATE_SAMPLER(6),                                   sampler_texdim          }, 0                               },
3133     { STATE_SAMPLER(7),                                   { STATE_SAMPLER(7),                                   sampler_texdim          }, 0                               },
3134     { STATE_PIXELSHADER,                                  { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3135     { STATE_RENDER(WINED3DRS_FOGENABLE),                  { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_arbfp_fog         }, 0                               },
3136     { STATE_RENDER(WINED3DRS_FOGTABLEMODE),               { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_arbfp_fog         }, 0                               },
3137     { STATE_RENDER(WINED3DRS_FOGVERTEXMODE),              { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_arbfp_fog         }, 0                               },
3138     { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE),            { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
3139     {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3140     {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3141     {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3142     {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3143     {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3144     {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3145     {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3146     {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
3147     { STATE_RENDER(WINED3DRS_SPECULARENABLE),             { STATE_RENDER(WINED3DRS_SPECULARENABLE),             state_arb_specularenable}, 0                               },
3148     {0 /* Terminate */,                                   { 0,                                                  0                       }, 0                               },
3149 };
3150
3151 const struct fragment_pipeline arbfp_fragment_pipeline = {
3152     arbfp_enable,
3153     arbfp_get_caps,
3154     arbfp_alloc,
3155     arbfp_free,
3156     shader_arb_conv_supported,
3157     arbfp_fragmentstate_template,
3158     TRUE /* We can disable projected textures */
3159 };
3160
3161 #define GLINFO_LOCATION device->adapter->gl_info
3162
3163 struct arbfp_blit_priv {
3164     GLenum yuy2_rect_shader, yuy2_2d_shader;
3165     GLenum uyvy_rect_shader, uyvy_2d_shader;
3166     GLenum yv12_rect_shader, yv12_2d_shader;
3167 };
3168
3169 static HRESULT arbfp_blit_alloc(IWineD3DDevice *iface) {
3170     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3171     device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
3172     if(!device->blit_priv) {
3173         ERR("Out of memory\n");
3174         return E_OUTOFMEMORY;
3175     }
3176     return WINED3D_OK;
3177 }
3178 static void arbfp_blit_free(IWineD3DDevice *iface) {
3179     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3180     struct arbfp_blit_priv *priv = (struct arbfp_blit_priv *) device->blit_priv;
3181
3182     ENTER_GL();
3183     GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
3184     GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
3185     GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
3186     GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
3187     GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
3188     GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
3189     checkGLcall("Delete yuv programs\n");
3190     LEAVE_GL();
3191 }
3192
3193 BOOL gen_planar_yuv_read(SHADER_BUFFER *buffer, WINED3DFORMAT fmt, GLenum textype, char *luminance) {
3194     char chroma;
3195     const char *tex, *texinstr;
3196
3197     if(fmt == WINED3DFMT_UYVY) {
3198         chroma = 'r';
3199         *luminance = 'a';
3200     } else {
3201         chroma = 'a';
3202         *luminance = 'r';
3203     }
3204     switch(textype) {
3205         case GL_TEXTURE_2D:             tex = "2D";     texinstr = "TXP"; break;
3206         case GL_TEXTURE_RECTANGLE_ARB:  tex = "RECT";   texinstr = "TEX"; break;
3207         default:
3208             /* This is more tricky than just replacing the texture type - we have to navigate
3209              * properly in the texture to find the correct chroma values
3210              */
3211             FIXME("Implement yuv correction for non-2d, non-rect textures\n");
3212             return FALSE;
3213     }
3214
3215     /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
3216      * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
3217      * filtering when we sample the texture.
3218      *
3219      * These are the rules for reading the chroma:
3220      *
3221      * Even pixel: Cr
3222      * Even pixel: U
3223      * Odd pixel: V
3224      *
3225      * So we have to get the sampling x position in non-normalized coordinates in integers
3226      */
3227     if(textype != GL_TEXTURE_RECTANGLE_ARB) {
3228         shader_addline(buffer, "MUL texcrd.rg, fragment.texcoord[0], size.x;\n");
3229         shader_addline(buffer, "MOV texcrd.a, size.x;\n");
3230     } else {
3231         shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
3232     }
3233     /* We must not allow filtering between pixel x and x+1, this would mix U and V
3234      * Vertical filtering is ok. However, bear in mind that the pixel center is at
3235      * 0.5, so add 0.5.
3236      */
3237     shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
3238     shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
3239
3240     /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
3241      * even and odd pixels respectively
3242      */
3243     shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
3244     shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
3245
3246     /* Sample Pixel 1 */
3247     shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
3248
3249     /* Put the value into either of the chroma values */
3250     shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
3251     shader_addline(buffer, "MUL chroma.r, luminance.%c, temp.x;\n", chroma);
3252     shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
3253     shader_addline(buffer, "MUL chroma.g, luminance.%c, temp.x;\n", chroma);
3254
3255     /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
3256      * the pixel right to the current one. Otherwise, sample the left pixel.
3257      * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
3258      */
3259     shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
3260     shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
3261     shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
3262
3263     /* Put the value into the other chroma */
3264     shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
3265     shader_addline(buffer, "MAD chroma.g, luminance.%c, temp.x, chroma.g;\n", chroma);
3266     shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
3267     shader_addline(buffer, "MAD chroma.r, luminance.%c, temp.x, chroma.r;\n", chroma);
3268
3269     /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
3270      * the current one and lerp the two U and V values
3271      */
3272
3273     /* This gives the correctly filtered luminance value */
3274     shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
3275
3276     return TRUE;
3277 }
3278
3279 BOOL gen_yv12_read(SHADER_BUFFER *buffer, WINED3DFORMAT fmt, GLenum textype, char *luminance) {
3280     const char *tex;
3281
3282     switch(textype) {
3283         case GL_TEXTURE_2D:             tex = "2D";     break;
3284         case GL_TEXTURE_RECTANGLE_ARB:  tex = "RECT";   break;
3285         default:
3286             FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
3287             return FALSE;
3288     }
3289
3290     /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
3291      * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
3292      * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
3293      * pitch of the luminance plane, the packing into the gl texture is a bit
3294      * unfortunate. If the whole texture is interpreted as luminance data it looks
3295      * approximately like this:
3296      *
3297      *        +----------------------------------+----
3298      *        |                                  |
3299      *        |                                  |
3300      *        |                                  |
3301      *        |                                  |
3302      *        |                                  |   2
3303      *        |            LUMINANCE             |   -
3304      *        |                                  |   3
3305      *        |                                  |
3306      *        |                                  |
3307      *        |                                  |
3308      *        |                                  |
3309      *        +----------------+-----------------+----
3310      *        |                |                 |
3311      *        |  U even rows   |  U odd rows     |
3312      *        |                |                 |   1
3313      *        +----------------+------------------   -
3314      *        |                |                 |   3
3315      *        |  V even rows   |  V odd rows     |
3316      *        |                |                 |
3317      *        +----------------+-----------------+----
3318      *        |                |                 |
3319      *        |     0.5        |       0.5       |
3320      *
3321      * So it appears as if there are 4 chroma images, but in fact the odd rows
3322      * in the chroma images are in the same row as the even ones. So its is
3323      * kinda tricky to read
3324      *
3325      * When reading from rectangle textures, keep in mind that the input y coordinates
3326      * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
3327      */
3328     shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
3329                    2.0 / 3.0, 1.0 / 6.0, (2.0 / 3.0) + (1.0 / 6.0), 1.0 / 3.0);
3330
3331     shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
3332     /* the chroma planes have only half the width */
3333     shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
3334
3335     /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
3336      * the coordinate. Also read the right side of the image when reading odd lines
3337      *
3338      * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
3339      * bleeding
3340      */
3341     if(textype == GL_TEXTURE_2D) {
3342
3343         shader_addline(buffer, "RCP chroma.w, size.y;\n");
3344
3345         shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
3346
3347         shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
3348         shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
3349
3350         /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
3351         shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
3352         shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
3353         shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
3354         shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
3355
3356         /* clamp, keep the half pixel origin in mind */
3357         shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
3358         shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
3359         shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
3360         shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
3361     } else {
3362         /* Read from [size - size+size/4] */
3363         shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
3364         shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
3365
3366         /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
3367         shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
3368         shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
3369         shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
3370         shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
3371         shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
3372
3373         /* Make sure to read exactly from the pixel center */
3374         shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
3375         shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
3376
3377         /* Clamp */
3378         shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
3379         shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
3380         shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
3381         shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
3382         shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
3383     }
3384     /* Read the texture, put the result into the output register */
3385     shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
3386     shader_addline(buffer, "MOV chroma.r, temp.a;\n");
3387
3388     /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
3389      * No need to clamp because we're just reusing the already clamped value from above
3390      */
3391     if(textype == GL_TEXTURE_2D) {
3392         shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
3393     } else {
3394         shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
3395     }
3396     shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
3397     shader_addline(buffer, "MOV chroma.g, temp.a;\n");
3398
3399     /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
3400      * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
3401      * values due to filtering
3402      */
3403     shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
3404     if(textype == GL_TEXTURE_2D) {
3405         /* Multiply the y coordinate by 2/3 and clamp it */
3406         shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
3407         shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
3408         shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
3409         shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
3410     } else {
3411         /* Reading from texture_rectangles is pretty streightforward, just use the unmodified
3412          * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
3413          * is bigger
3414          */
3415         shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
3416         shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
3417         shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
3418     }
3419     *luminance = 'a';
3420
3421     return TRUE;
3422 }
3423
3424 GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, WINED3DFORMAT fmt, GLenum textype) {
3425     GLenum shader;
3426     SHADER_BUFFER buffer;
3427     char luminance_component;
3428     struct arbfp_blit_priv *priv = (struct arbfp_blit_priv *) device->blit_priv;
3429
3430     /* Shader header */
3431     buffer.bsize = 0;
3432     buffer.lineNo = 0;
3433     buffer.newline = TRUE;
3434     buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
3435
3436     GL_EXTCALL(glGenProgramsARB(1, &shader));
3437     checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
3438     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
3439     checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
3440     if(!shader) return 0;
3441
3442     /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
3443      * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
3444      * two chroma(U and V) values. Each macropixel has two luminance values, one for
3445      * each single pixel it contains, and one U and one V value shared between both
3446      * pixels.
3447      *
3448      * The data is loaded into an A8L8 texture. With YUY2, the luminance component
3449      * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
3450      * take the format into account when generating the read swizzles
3451      *
3452      * Reading the Y value is streightforward - just sample the texture. The hardware
3453      * takes care of filtering in the horizontal and vertical direction.
3454      *
3455      * Reading the U and V values is harder. We have to avoid filtering horizontally,
3456      * because that would mix the U and V values of one pixel or two adjacent pixels.
3457      * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
3458      * regardless of the filtering setting. Vertical filtering works automatically
3459      * though - the U and V values of two rows are mixed nicely.
3460      *
3461      * Appart of avoiding filtering issues, the code has to know which value it just
3462      * read, and where it can find the other one. To determine this, it checks if
3463      * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
3464      *
3465      * Handling horizontal filtering of U and V values requires reading a 2nd pair
3466      * of pixels, extracting U and V and mixing them. This is not implemented yet.
3467      *
3468      * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
3469      * with width / 2. This way one read gives all 3 values, finding U and V is easy
3470      * in an unfiltered situation. Finding the luminance on the other hand requires
3471      * finding out if it is an odd or even pixel. The real drawback of this approach
3472      * is filtering. This would have to be emulated completely in the shader, reading
3473      * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
3474      * vertically. Beyond that it would require adjustments to the texture handling
3475      * code to deal with the width scaling
3476      */
3477     shader_addline(&buffer, "!!ARBfp1.0\n");
3478     shader_addline(&buffer, "TEMP luminance;\n");
3479     shader_addline(&buffer, "TEMP temp;\n");
3480     shader_addline(&buffer, "TEMP chroma;\n");
3481     shader_addline(&buffer, "TEMP texcrd;\n");
3482     shader_addline(&buffer, "TEMP texcrd2;\n");
3483     shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
3484     shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
3485     shader_addline(&buffer, "PARAM size = program.local[0];\n");
3486
3487     if(fmt == WINED3DFMT_UYVY || fmt ==WINED3DFMT_YUY2) {
3488         if(gen_planar_yuv_read(&buffer, fmt, textype, &luminance_component) == FALSE) {
3489             return 0;
3490         }
3491     } else {
3492         if(gen_yv12_read(&buffer, fmt, textype, &luminance_component) == FALSE) {
3493             return 0;
3494         }
3495     }
3496
3497     /* Calculate the final result. Formula is taken from
3498      * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
3499      * ranges from -0.5 to 0.5
3500      */
3501     shader_addline(&buffer, "SUB chroma.rg, chroma, coef.y;\n");
3502
3503     shader_addline(&buffer, "MAD result.color.r, chroma.r, yuv_coef.x, luminance.%c;\n", luminance_component);
3504     shader_addline(&buffer, "MAD temp.r, -chroma.g, yuv_coef.y, luminance.%c;\n", luminance_component);
3505     shader_addline(&buffer, "MAD result.color.g, -chroma.r, yuv_coef.z, temp.r;\n");
3506     shader_addline(&buffer, "MAD result.color.b, chroma.g, yuv_coef.w, luminance.%c;\n", luminance_component);
3507     shader_addline(&buffer, "END\n");
3508
3509     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(buffer.buffer), buffer.buffer));
3510
3511     if (glGetError() == GL_INVALID_OPERATION) {
3512         GLint pos;
3513         glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3514         FIXME("Fragment program error at position %d: %s\n", pos,
3515               debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3516     }
3517
3518     if(fmt == WINED3DFMT_YUY2) {
3519         if(textype == GL_TEXTURE_RECTANGLE_ARB) {
3520             priv->yuy2_rect_shader = shader;
3521         } else {
3522             priv->yuy2_2d_shader = shader;
3523         }
3524     } else if(fmt == WINED3DFMT_UYVY) {
3525         if(textype == GL_TEXTURE_RECTANGLE_ARB) {
3526             priv->uyvy_rect_shader = shader;
3527         } else {
3528             priv->uyvy_2d_shader = shader;
3529         }
3530     } else {
3531         if(textype == GL_TEXTURE_RECTANGLE_ARB) {
3532             priv->yv12_rect_shader = shader;
3533         } else {
3534             priv->yv12_2d_shader = shader;
3535         }
3536     }
3537     return shader;
3538 }
3539
3540 static HRESULT arbfp_blit_set(IWineD3DDevice *iface, WINED3DFORMAT fmt, GLenum textype, UINT width, UINT height) {
3541     GLenum shader;
3542     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3543     float size[4] = {width, height, 1, 1};
3544     struct arbfp_blit_priv *priv = (struct arbfp_blit_priv *) device->blit_priv;
3545     const GlPixelFormatDesc *glDesc;
3546
3547     getFormatDescEntry(fmt, &GLINFO_LOCATION, &glDesc);
3548
3549     if(glDesc->conversion_group != WINED3DFMT_YUY2 && glDesc->conversion_group != WINED3DFMT_UYVY &&
3550        glDesc->conversion_group != WINED3DFMT_YV12) {
3551         ERR("Format: %s\n", debug_d3dformat(glDesc->conversion_group));
3552         /* Don't bother setting up a shader for unconverted formats */
3553         glEnable(textype);
3554         checkGLcall("glEnable(textype)");
3555         return WINED3D_OK;
3556     }
3557
3558     if(glDesc->conversion_group == WINED3DFMT_YUY2) {
3559         if(textype == GL_TEXTURE_RECTANGLE_ARB) {
3560             shader = priv->yuy2_rect_shader;
3561         } else {
3562             shader = priv->yuy2_2d_shader;
3563         }
3564     } else if(glDesc->conversion_group == WINED3DFMT_UYVY) {
3565         if(textype == GL_TEXTURE_RECTANGLE_ARB) {
3566             shader = priv->uyvy_rect_shader;
3567         } else {
3568             shader = priv->uyvy_2d_shader;
3569         }
3570     } else {
3571         if(textype == GL_TEXTURE_RECTANGLE_ARB) {
3572             shader = priv->yv12_rect_shader;
3573         } else {
3574             shader = priv->yv12_2d_shader;
3575         }
3576     }
3577
3578     if(!shader) {
3579         shader = gen_yuv_shader(device, glDesc->conversion_group, textype);
3580     }
3581
3582     glEnable(GL_FRAGMENT_PROGRAM_ARB);
3583     checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
3584     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
3585     checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
3586     GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
3587     checkGLcall("glProgramLocalParameter4fvARB");
3588
3589     return WINED3D_OK;
3590 }
3591
3592 static void arbfp_blit_unset(IWineD3DDevice *iface) {
3593     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
3594     glDisable(GL_FRAGMENT_PROGRAM_ARB);
3595     checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
3596     glDisable(GL_TEXTURE_2D);
3597     checkGLcall("glDisable(GL_TEXTURE_2D)");
3598     if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3599         glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3600         checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3601     }
3602     if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
3603         glDisable(GL_TEXTURE_RECTANGLE_ARB);
3604         checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3605     }
3606 }
3607
3608 static BOOL arbfp_blit_conv_supported(WINED3DFORMAT fmt) {
3609     TRACE("Checking blit format support for format %s:", debug_d3dformat(fmt));
3610     switch(fmt) {
3611         case WINED3DFMT_YUY2:
3612         case WINED3DFMT_UYVY:
3613         case WINED3DFMT_YV12:
3614             TRACE("[OK]\n");
3615             return TRUE;
3616         default:
3617             TRACE("[FAILED]\n");
3618             return FALSE;
3619     }
3620 }
3621
3622 const struct blit_shader arbfp_blit = {
3623     arbfp_blit_alloc,
3624     arbfp_blit_free,
3625     arbfp_blit_set,
3626     arbfp_blit_unset,
3627     arbfp_blit_conv_supported
3628 };
3629
3630 #undef GLINFO_LOCATION