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[wine] / dlls / wined3d / arb_program_shader.c
1 /*
2  * Pixel and vertex shaders implementation using ARB_vertex_program
3  * and ARB_fragment_program GL extensions.
4  *
5  * Copyright 2002-2003 Jason Edmeades
6  * Copyright 2002-2003 Raphael Junqueira
7  * Copyright 2004 Christian Costa
8  * Copyright 2005 Oliver Stieber
9  * Copyright 2006 Ivan Gyurdiev
10  * Copyright 2006 Jason Green
11  * Copyright 2006 Henri Verbeet
12  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
13  * Copyright 2009 Henri Verbeet for CodeWeavers
14  *
15  * This library is free software; you can redistribute it and/or
16  * modify it under the terms of the GNU Lesser General Public
17  * License as published by the Free Software Foundation; either
18  * version 2.1 of the License, or (at your option) any later version.
19  *
20  * This library is distributed in the hope that it will be useful,
21  * but WITHOUT ANY WARRANTY; without even the implied warranty of
22  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
23  * Lesser General Public License for more details.
24  *
25  * You should have received a copy of the GNU Lesser General Public
26  * License along with this library; if not, write to the Free Software
27  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28  */
29
30 #include "config.h"
31 #include "wine/port.h"
32
33 #include <math.h>
34 #include <stdio.h>
35
36 #include "wined3d_private.h"
37
38 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
41
42 static BOOL shader_is_pshader_version(enum wined3d_shader_type type)
43 {
44     return type == WINED3D_SHADER_TYPE_PIXEL;
45 }
46
47 static BOOL shader_is_vshader_version(enum wined3d_shader_type type)
48 {
49     return type == WINED3D_SHADER_TYPE_VERTEX;
50 }
51
52 /* Extract a line. Note that this modifies the source string. */
53 static char *get_line(char **ptr)
54 {
55     char *p, *q;
56
57     p = *ptr;
58     if (!(q = strstr(p, "\n")))
59     {
60         if (!*p) return NULL;
61         *ptr += strlen(p);
62         return p;
63     }
64     *q = '\0';
65     *ptr = q + 1;
66
67     return p;
68 }
69
70 static void shader_arb_dump_program_source(const char *source)
71 {
72     ULONG source_size;
73     char *ptr, *line, *tmp;
74
75     source_size = strlen(source) + 1;
76     tmp = HeapAlloc(GetProcessHeap(), 0, source_size);
77     if (!tmp)
78     {
79         ERR("Failed to allocate %u bytes for shader source.\n", source_size);
80         return;
81     }
82     memcpy(tmp, source, source_size);
83
84     ptr = tmp;
85     while ((line = get_line(&ptr))) FIXME("    %s\n", line);
86     FIXME("\n");
87
88     HeapFree(GetProcessHeap(), 0, tmp);
89 }
90
91 enum arb_helper_value
92 {
93     ARB_ZERO,
94     ARB_ONE,
95     ARB_TWO,
96     ARB_0001,
97     ARB_EPS,
98
99     ARB_VS_REL_OFFSET
100 };
101
102 static const char *arb_get_helper_value(enum wined3d_shader_type shader, enum arb_helper_value value)
103 {
104     if (shader == WINED3D_SHADER_TYPE_GEOMETRY)
105     {
106         ERR("Geometry shaders are unsupported\n");
107         return "bad";
108     }
109
110     if (shader == WINED3D_SHADER_TYPE_PIXEL)
111     {
112         switch (value)
113         {
114             case ARB_ZERO: return "ps_helper_const.x";
115             case ARB_ONE: return "ps_helper_const.y";
116             case ARB_TWO: return "coefmul.x";
117             case ARB_0001: return "ps_helper_const.xxxy";
118             case ARB_EPS: return "ps_helper_const.z";
119             default: break;
120         }
121     }
122     else
123     {
124         switch (value)
125         {
126             case ARB_ZERO: return "helper_const.x";
127             case ARB_ONE: return "helper_const.y";
128             case ARB_TWO: return "helper_const.z";
129             case ARB_EPS: return "helper_const.w";
130             case ARB_0001: return "helper_const.xxxy";
131             case ARB_VS_REL_OFFSET: return "rel_addr_const.y";
132         }
133     }
134     FIXME("Unmanaged %s shader helper constant requested: %u\n",
135           shader == WINED3D_SHADER_TYPE_PIXEL ? "pixel" : "vertex", value);
136     switch (value)
137     {
138         case ARB_ZERO: return "0.0";
139         case ARB_ONE: return "1.0";
140         case ARB_TWO: return "2.0";
141         case ARB_0001: return "{0.0, 0.0, 0.0, 1.0}";
142         case ARB_EPS: return "1e-8";
143         default: return "bad";
144     }
145 }
146
147 static inline BOOL ffp_clip_emul(const struct wined3d_state *state)
148 {
149     return state->lowest_disabled_stage < 7;
150 }
151
152 /* ARB_program_shader private data */
153
154 struct control_frame
155 {
156     struct                          list entry;
157     enum
158     {
159         IF,
160         IFC,
161         LOOP,
162         REP
163     } type;
164     BOOL                            muting;
165     BOOL                            outer_loop;
166     union
167     {
168         unsigned int                loop;
169         unsigned int                ifc;
170     } no;
171     struct wined3d_shader_loop_control loop_control;
172     BOOL                            had_else;
173 };
174
175 struct arb_ps_np2fixup_info
176 {
177     struct ps_np2fixup_info         super;
178     /* For ARB we need a offset value:
179      * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
180      * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
181      * array we need an offset to the index inside the program local parameter array. */
182     UINT                            offset;
183 };
184
185 struct arb_ps_compile_args
186 {
187     struct ps_compile_args          super;
188     WORD                            bools;
189     WORD                            clip;  /* only a boolean, use a WORD for alignment */
190     unsigned char                   loop_ctrl[MAX_CONST_I][3];
191 };
192
193 struct stb_const_desc
194 {
195     unsigned char           texunit;
196     UINT                    const_num;
197 };
198
199 struct arb_ps_compiled_shader
200 {
201     struct arb_ps_compile_args      args;
202     struct arb_ps_np2fixup_info     np2fixup_info;
203     struct stb_const_desc           bumpenvmatconst[MAX_TEXTURES];
204     struct stb_const_desc           luminanceconst[MAX_TEXTURES];
205     UINT                            int_consts[MAX_CONST_I];
206     GLuint                          prgId;
207     UINT                            ycorrection;
208     unsigned char                   numbumpenvmatconsts;
209     char                            num_int_consts;
210 };
211
212 struct arb_vs_compile_args
213 {
214     struct vs_compile_args          super;
215     union
216     {
217         struct
218         {
219             WORD                    bools;
220             unsigned char           clip_texcoord;
221             unsigned char           clipplane_mask;
222         }                           boolclip;
223         DWORD                       boolclip_compare;
224     } clip;
225     DWORD                           ps_signature;
226     union
227     {
228         unsigned char               samplers[4];
229         DWORD                       samplers_compare;
230     } vertex;
231     unsigned char                   loop_ctrl[MAX_CONST_I][3];
232 };
233
234 struct arb_vs_compiled_shader
235 {
236     struct arb_vs_compile_args      args;
237     GLuint                          prgId;
238     UINT                            int_consts[MAX_CONST_I];
239     char                            num_int_consts;
240     char                            need_color_unclamp;
241     UINT                            pos_fixup;
242 };
243
244 struct recorded_instruction
245 {
246     struct wined3d_shader_instruction ins;
247     struct list entry;
248 };
249
250 struct shader_arb_ctx_priv
251 {
252     char addr_reg[20];
253     enum
254     {
255         /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
256         ARB,
257         /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
258         NV2,
259         /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
260         NV3
261     } target_version;
262
263     const struct arb_vs_compile_args    *cur_vs_args;
264     const struct arb_ps_compile_args    *cur_ps_args;
265     const struct arb_ps_compiled_shader *compiled_fprog;
266     const struct arb_vs_compiled_shader *compiled_vprog;
267     struct arb_ps_np2fixup_info         *cur_np2fixup_info;
268     struct list                         control_frames;
269     struct list                         record;
270     BOOL                                recording;
271     BOOL                                muted;
272     unsigned int                        num_loops, loop_depth, num_ifcs;
273     int                                 aL;
274
275     unsigned int                        vs_clipplanes;
276     BOOL                                footer_written;
277     BOOL                                in_main_func;
278
279     /* For 3.0 vertex shaders */
280     const char                          *vs_output[MAX_REG_OUTPUT];
281     /* For 2.x and earlier vertex shaders */
282     const char                          *texcrd_output[8], *color_output[2], *fog_output;
283
284     /* 3.0 pshader input for compatibility with fixed function */
285     const char                          *ps_input[MAX_REG_INPUT];
286 };
287
288 struct ps_signature
289 {
290     struct wined3d_shader_signature_element *sig;
291     DWORD                               idx;
292     struct wine_rb_entry                entry;
293 };
294
295 struct arb_pshader_private {
296     struct arb_ps_compiled_shader   *gl_shaders;
297     UINT                            num_gl_shaders, shader_array_size;
298     DWORD                           input_signature_idx;
299     DWORD                           clipplane_emulation;
300     BOOL                            clamp_consts;
301 };
302
303 struct arb_vshader_private {
304     struct arb_vs_compiled_shader   *gl_shaders;
305     UINT                            num_gl_shaders, shader_array_size;
306     UINT rel_offset;
307 };
308
309 struct shader_arb_priv
310 {
311     GLuint                  current_vprogram_id;
312     GLuint                  current_fprogram_id;
313     const struct arb_ps_compiled_shader *compiled_fprog;
314     const struct arb_vs_compiled_shader *compiled_vprog;
315     GLuint                  depth_blt_vprogram_id;
316     GLuint                  depth_blt_fprogram_id_full[tex_type_count];
317     GLuint                  depth_blt_fprogram_id_masked[tex_type_count];
318     BOOL                    use_arbfp_fixed_func;
319     struct wine_rb_tree     fragment_shaders;
320     BOOL                    last_ps_const_clamped;
321     BOOL                    last_vs_color_unclamp;
322
323     struct wine_rb_tree     signature_tree;
324     DWORD ps_sig_number;
325
326     unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
327     char *vshader_const_dirty, *pshader_const_dirty;
328     const struct wined3d_context *last_context;
329
330     const struct fragment_pipeline *fragment_pipe;
331     BOOL ffp_proj_control;
332 };
333
334 /* Context activation for state handlers is done by the caller. */
335
336 static BOOL need_rel_addr_const(const struct arb_vshader_private *shader_data,
337         const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
338 {
339     if (shader_data->rel_offset) return TRUE;
340     if (!reg_maps->usesmova) return FALSE;
341     return !gl_info->supported[NV_VERTEX_PROGRAM2_OPTION];
342 }
343
344 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
345 static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
346 {
347     return gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
348             && !(gl_info->quirks & WINED3D_QUIRK_NV_CLIP_BROKEN);
349 }
350
351 static BOOL need_helper_const(const struct arb_vshader_private *shader_data,
352         const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
353 {
354     if (need_rel_addr_const(shader_data, reg_maps, gl_info)) return TRUE;
355     if (!gl_info->supported[NV_VERTEX_PROGRAM]) return TRUE; /* Need to init colors. */
356     if (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) return TRUE; /* Load the immval offset. */
357     if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) return TRUE; /* Have to init texcoords. */
358     if (!use_nv_clip(gl_info)) return TRUE; /* Init the clip texcoord */
359     if (reg_maps->usesnrm) return TRUE; /* 0.0 */
360     if (reg_maps->usespow) return TRUE; /* EPS, 0.0 and 1.0 */
361     if (reg_maps->fog) return TRUE; /* Clamping fog coord, 0.0 and 1.0 */
362     return FALSE;
363 }
364
365 static unsigned int reserved_vs_const(const struct arb_vshader_private *shader_data,
366         const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
367 {
368     unsigned int ret = 1;
369     /* We use one PARAM for the pos fixup, and in some cases one to load
370      * some immediate values into the shader. */
371     if (need_helper_const(shader_data, reg_maps, gl_info)) ++ret;
372     if (need_rel_addr_const(shader_data, reg_maps, gl_info)) ++ret;
373     return ret;
374 }
375
376 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
377  * When constant_list == NULL, it will load all the constants.
378  *
379  * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
380  *  or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
381  */
382 /* Context activation is done by the caller. */
383 static unsigned int shader_arb_load_constantsF(const struct wined3d_shader *shader,
384         const struct wined3d_gl_info *gl_info, GLuint target_type, unsigned int max_constants,
385         const float *constants, char *dirty_consts)
386 {
387     struct wined3d_shader_lconst *lconst;
388     DWORD i, j;
389     unsigned int ret;
390
391     if (TRACE_ON(d3d_constants))
392     {
393         for(i = 0; i < max_constants; i++) {
394             if(!dirty_consts[i]) continue;
395             TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
396                         constants[i * 4 + 0], constants[i * 4 + 1],
397                         constants[i * 4 + 2], constants[i * 4 + 3]);
398         }
399     }
400
401     i = 0;
402
403     /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
404     if (target_type == GL_FRAGMENT_PROGRAM_ARB && shader->reg_maps.shader_version.major == 1)
405     {
406         float lcl_const[4];
407         /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
408          * shaders, the first 8 constants are marked dirty for reload
409          */
410         for(; i < min(8, max_constants); i++) {
411             if(!dirty_consts[i]) continue;
412             dirty_consts[i] = 0;
413
414             j = 4 * i;
415             if (constants[j + 0] > 1.0f) lcl_const[0] = 1.0f;
416             else if (constants[j + 0] < -1.0f) lcl_const[0] = -1.0f;
417             else lcl_const[0] = constants[j + 0];
418
419             if (constants[j + 1] > 1.0f) lcl_const[1] = 1.0f;
420             else if (constants[j + 1] < -1.0f) lcl_const[1] = -1.0f;
421             else lcl_const[1] = constants[j + 1];
422
423             if (constants[j + 2] > 1.0f) lcl_const[2] = 1.0f;
424             else if (constants[j + 2] < -1.0f) lcl_const[2] = -1.0f;
425             else lcl_const[2] = constants[j + 2];
426
427             if (constants[j + 3] > 1.0f) lcl_const[3] = 1.0f;
428             else if (constants[j + 3] < -1.0f) lcl_const[3] = -1.0f;
429             else lcl_const[3] = constants[j + 3];
430
431             GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
432         }
433
434         /* If further constants are dirty, reload them without clamping.
435          *
436          * The alternative is not to touch them, but then we cannot reset the dirty constant count
437          * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
438          * above would always re-check the first 8 constants since max_constant remains at the init
439          * value
440          */
441     }
442
443     if (gl_info->supported[EXT_GPU_PROGRAM_PARAMETERS])
444     {
445         /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
446          * or just reloading *all* constants at once
447          *
448         GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
449          */
450         for(; i < max_constants; i++) {
451             if(!dirty_consts[i]) continue;
452
453             /* Find the next block of dirty constants */
454             dirty_consts[i] = 0;
455             j = i;
456             for(i++; (i < max_constants) && dirty_consts[i]; i++) {
457                 dirty_consts[i] = 0;
458             }
459
460             GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
461         }
462     } else {
463         for(; i < max_constants; i++) {
464             if(dirty_consts[i]) {
465                 dirty_consts[i] = 0;
466                 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
467             }
468         }
469     }
470     checkGLcall("glProgramEnvParameter4fvARB()");
471
472     /* Load immediate constants */
473     if (shader->load_local_constsF)
474     {
475         if (TRACE_ON(d3d_shader))
476         {
477             LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
478             {
479                 GLfloat* values = (GLfloat*)lconst->value;
480                 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
481                         values[0], values[1], values[2], values[3]);
482             }
483         }
484         /* Immediate constants are clamped for 1.X shaders at loading times */
485         ret = 0;
486         LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
487         {
488             dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
489             ret = max(ret, lconst->idx + 1);
490             GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
491         }
492         checkGLcall("glProgramEnvParameter4fvARB()");
493         return ret; /* The loaded immediate constants need reloading for the next shader */
494     } else {
495         return 0; /* No constants are dirty now */
496     }
497 }
498
499 /**
500  * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
501  */
502 static void shader_arb_load_np2fixup_constants(void *shader_priv,
503         const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
504 {
505     const struct shader_arb_priv * priv = shader_priv;
506
507     /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
508     if (!use_ps(state)) return;
509
510     if (priv->compiled_fprog && priv->compiled_fprog->np2fixup_info.super.active) {
511         const struct arb_ps_np2fixup_info* const fixup = &priv->compiled_fprog->np2fixup_info;
512         UINT i;
513         WORD active = fixup->super.active;
514         GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
515
516         for (i = 0; active; active >>= 1, ++i)
517         {
518             const struct wined3d_texture *tex = state->textures[i];
519             const unsigned char idx = fixup->super.idx[i];
520             GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
521
522             if (!(active & 1)) continue;
523
524             if (!tex) {
525                 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
526                 continue;
527             }
528
529             if (idx % 2)
530             {
531                 tex_dim[2] = tex->pow2_matrix[0];
532                 tex_dim[3] = tex->pow2_matrix[5];
533             }
534             else
535             {
536                 tex_dim[0] = tex->pow2_matrix[0];
537                 tex_dim[1] = tex->pow2_matrix[5];
538             }
539         }
540
541         for (i = 0; i < fixup->super.num_consts; ++i) {
542             GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
543                                                    fixup->offset + i, &np2fixup_constants[i * 4]));
544         }
545     }
546 }
547
548 /* Context activation is done by the caller. */
549 static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader *gl_shader,
550         const struct wined3d_context *context, const struct wined3d_state *state, UINT rt_height)
551 {
552     const struct wined3d_gl_info *gl_info = context->gl_info;
553     unsigned char i;
554
555     for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
556     {
557         int texunit = gl_shader->bumpenvmatconst[i].texunit;
558
559         /* The state manager takes care that this function is always called if the bump env matrix changes */
560         const float *data = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_MAT00];
561         GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
562                 gl_shader->bumpenvmatconst[i].const_num, data));
563
564         if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
565         {
566             /* WINED3D_TSS_BUMPENVLSCALE and WINED3D_TSS_BUMPENVLOFFSET are next to each other.
567              * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
568              * don't care about them. The pointers are valid for sure because the stateblock is bigger.
569              * (they're WINED3D_TSS_TEXTURETRANSFORMFLAGS and WINED3D_TSS_ADDRESSW, so most likely 0 or NaN
570             */
571             const float *scale = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_LSCALE];
572             GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
573                     gl_shader->luminanceconst[i].const_num, scale));
574         }
575     }
576     checkGLcall("Load bumpmap consts");
577
578     if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
579     {
580         /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
581         * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
582         * ycorrection.z: 1.0
583         * ycorrection.w: 0.0
584         */
585         float val[4];
586         val[0] = context->render_offscreen ? 0.0f : (float) rt_height;
587         val[1] = context->render_offscreen ? 1.0f : -1.0f;
588         val[2] = 1.0f;
589         val[3] = 0.0f;
590         GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
591         checkGLcall("y correction loading");
592     }
593
594     if (!gl_shader->num_int_consts) return;
595
596     for(i = 0; i < MAX_CONST_I; i++)
597     {
598         if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
599         {
600             float val[4];
601             val[0] = (float)state->ps_consts_i[4 * i];
602             val[1] = (float)state->ps_consts_i[4 * i + 1];
603             val[2] = (float)state->ps_consts_i[4 * i + 2];
604             val[3] = -1.0f;
605
606             GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
607         }
608     }
609     checkGLcall("Load ps int consts");
610 }
611
612 /* Context activation is done by the caller. */
613 static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *gl_shader,
614         const struct wined3d_context *context, const struct wined3d_state *state)
615 {
616     const struct wined3d_gl_info *gl_info = context->gl_info;
617     float position_fixup[4];
618     unsigned char i;
619
620     /* Upload the position fixup */
621     shader_get_position_fixup(context, state, position_fixup);
622     GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, position_fixup));
623
624     if (!gl_shader->num_int_consts) return;
625
626     for(i = 0; i < MAX_CONST_I; i++)
627     {
628         if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
629         {
630             float val[4];
631             val[0] = (float)state->vs_consts_i[4 * i];
632             val[1] = (float)state->vs_consts_i[4 * i + 1];
633             val[2] = (float)state->vs_consts_i[4 * i + 2];
634             val[3] = -1.0f;
635
636             GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
637         }
638     }
639     checkGLcall("Load vs int consts");
640 }
641
642 static void shader_arb_select(const struct wined3d_context *context, enum wined3d_shader_mode vertex_mode,
643         enum wined3d_shader_mode fragment_mode);
644
645 /**
646  * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
647  *
648  * We only support float constants in ARB at the moment, so don't
649  * worry about the Integers or Booleans
650  */
651 /* Context activation is done by the caller (state handler). */
652 static void shader_arb_load_constants_internal(const struct wined3d_context *context,
653         BOOL usePixelShader, BOOL useVertexShader, BOOL from_shader_select)
654 {
655     struct wined3d_device *device = context->swapchain->device;
656     const struct wined3d_stateblock *stateblock = device->stateBlock;
657     const struct wined3d_state *state = &stateblock->state;
658     const struct wined3d_gl_info *gl_info = context->gl_info;
659     struct shader_arb_priv *priv = device->shader_priv;
660
661     if (!from_shader_select)
662     {
663         const struct wined3d_shader *vshader = state->vertex_shader, *pshader = state->pixel_shader;
664         if (vshader
665                 && (stateblock->changed.vertexShaderConstantsB & vshader->reg_maps.boolean_constants
666                 || (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
667                 && (stateblock->changed.vertexShaderConstantsI
668                 & vshader->reg_maps.integer_constants & ~vshader->reg_maps.local_int_consts))))
669         {
670             TRACE("bool/integer vertex shader constants potentially modified, forcing shader reselection.\n");
671             shader_arb_select(context,
672                     useVertexShader ? WINED3D_SHADER_MODE_SHADER : WINED3D_SHADER_MODE_FFP,
673                     usePixelShader ? WINED3D_SHADER_MODE_SHADER : WINED3D_SHADER_MODE_FFP);
674         }
675         else if (pshader
676                 && (stateblock->changed.pixelShaderConstantsB & pshader->reg_maps.boolean_constants
677                 || (!gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION]
678                 && (stateblock->changed.pixelShaderConstantsI
679                 & pshader->reg_maps.integer_constants & ~pshader->reg_maps.local_int_consts))))
680         {
681             TRACE("bool/integer pixel shader constants potentially modified, forcing shader reselection.\n");
682             shader_arb_select(context,
683                     useVertexShader ? WINED3D_SHADER_MODE_SHADER : WINED3D_SHADER_MODE_FFP,
684                     usePixelShader ? WINED3D_SHADER_MODE_SHADER : WINED3D_SHADER_MODE_FFP);
685         }
686     }
687
688     if (context != priv->last_context)
689     {
690         memset(priv->vshader_const_dirty, 1,
691                 sizeof(*priv->vshader_const_dirty) * device->d3d_vshader_constantF);
692         priv->highest_dirty_vs_const = device->d3d_vshader_constantF;
693
694         memset(priv->pshader_const_dirty, 1,
695                 sizeof(*priv->pshader_const_dirty) * device->d3d_pshader_constantF);
696         priv->highest_dirty_ps_const = device->d3d_pshader_constantF;
697
698         priv->last_context = context;
699     }
700
701     if (useVertexShader)
702     {
703         struct wined3d_shader *vshader = state->vertex_shader;
704         const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
705
706         /* Load DirectX 9 float constants for vertex shader */
707         priv->highest_dirty_vs_const = shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
708                 priv->highest_dirty_vs_const, state->vs_consts_f, priv->vshader_const_dirty);
709         shader_arb_vs_local_constants(gl_shader, context, state);
710     }
711
712     if (usePixelShader)
713     {
714         struct wined3d_shader *pshader = state->pixel_shader;
715         const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
716         UINT rt_height = state->fb->render_targets[0]->resource.height;
717
718         /* Load DirectX 9 float constants for pixel shader */
719         priv->highest_dirty_ps_const = shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
720                 priv->highest_dirty_ps_const, state->ps_consts_f, priv->pshader_const_dirty);
721         shader_arb_ps_local_constants(gl_shader, context, state, rt_height);
722     }
723 }
724
725 static void shader_arb_load_constants(const struct wined3d_context *context, BOOL ps, BOOL vs)
726 {
727     shader_arb_load_constants_internal(context, ps, vs, FALSE);
728 }
729
730 static void shader_arb_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
731 {
732     struct wined3d_context *context = context_get_current();
733     struct shader_arb_priv *priv = device->shader_priv;
734
735     /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
736      * context. On a context switch the old context will be fully dirtified */
737     if (!context || context->swapchain->device != device) return;
738
739     memset(priv->vshader_const_dirty + start, 1, sizeof(*priv->vshader_const_dirty) * count);
740     priv->highest_dirty_vs_const = max(priv->highest_dirty_vs_const, start + count);
741 }
742
743 static void shader_arb_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
744 {
745     struct wined3d_context *context = context_get_current();
746     struct shader_arb_priv *priv = device->shader_priv;
747
748     /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
749      * context. On a context switch the old context will be fully dirtified */
750     if (!context || context->swapchain->device != device) return;
751
752     memset(priv->pshader_const_dirty + start, 1, sizeof(*priv->pshader_const_dirty) * count);
753     priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, start + count);
754 }
755
756 static DWORD *local_const_mapping(const struct wined3d_shader *shader)
757 {
758     const struct wined3d_shader_lconst *lconst;
759     DWORD *ret;
760     DWORD idx = 0;
761
762     if (shader->load_local_constsF || list_empty(&shader->constantsF))
763         return NULL;
764
765     ret = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * shader->limits.constant_float);
766     if (!ret)
767     {
768         ERR("Out of memory\n");
769         return NULL;
770     }
771
772     LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
773     {
774         ret[lconst->idx] = idx++;
775     }
776     return ret;
777 }
778
779 /* Generate the variable & register declarations for the ARB_vertex_program output target */
780 static DWORD shader_generate_arb_declarations(const struct wined3d_shader *shader,
781         const struct wined3d_shader_reg_maps *reg_maps, struct wined3d_shader_buffer *buffer,
782         const struct wined3d_gl_info *gl_info, const DWORD *lconst_map,
783         DWORD *num_clipplanes, const struct shader_arb_ctx_priv *ctx)
784 {
785     DWORD i, next_local = 0;
786     char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
787     const struct wined3d_shader_lconst *lconst;
788     unsigned max_constantsF;
789     DWORD map;
790
791     /* In pixel shaders, all private constants are program local, we don't need anything
792      * from program.env. Thus we can advertise the full set of constants in pixel shaders.
793      * If we need a private constant the GL implementation will squeeze it in somewhere
794      *
795      * With vertex shaders we need the posFixup and on some GL implementations 4 helper
796      * immediate values. The posFixup is loaded using program.env for now, so always
797      * subtract one from the number of constants. If the shader uses indirect addressing,
798      * account for the helper const too because we have to declare all available d3d constants
799      * and don't know which are actually used.
800      */
801     if (pshader)
802     {
803         max_constantsF = gl_info->limits.arb_ps_native_constants;
804         /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
805         if (max_constantsF < 24)
806             max_constantsF = gl_info->limits.arb_ps_float_constants;
807     }
808     else
809     {
810         const struct arb_vshader_private *shader_data = shader->backend_data;
811         max_constantsF = gl_info->limits.arb_vs_native_constants;
812         /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
813          * Also prevents max_constantsF from becoming less than 0 and
814          * wrapping . */
815         if (max_constantsF < 96)
816             max_constantsF = gl_info->limits.arb_vs_float_constants;
817
818         if (reg_maps->usesrelconstF)
819         {
820             DWORD highest_constf = 0, clip_limit;
821
822             max_constantsF -= reserved_vs_const(shader_data, reg_maps, gl_info);
823             max_constantsF -= count_bits(reg_maps->integer_constants);
824
825             for (i = 0; i < shader->limits.constant_float; ++i)
826             {
827                 DWORD idx = i >> 5;
828                 DWORD shift = i & 0x1f;
829                 if(reg_maps->constf[idx] & (1 << shift)) highest_constf = i;
830             }
831
832             if(use_nv_clip(gl_info) && ctx->target_version >= NV2)
833             {
834                 if(ctx->cur_vs_args->super.clip_enabled)
835                     clip_limit = gl_info->limits.clipplanes;
836                 else
837                     clip_limit = 0;
838             }
839             else
840             {
841                 unsigned int mask = ctx->cur_vs_args->clip.boolclip.clipplane_mask;
842                 clip_limit = min(count_bits(mask), 4);
843             }
844             *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
845             max_constantsF -= *num_clipplanes;
846             if(*num_clipplanes < clip_limit)
847             {
848                 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes, gl_info->limits.clipplanes);
849             }
850         }
851         else
852         {
853             if (ctx->target_version >= NV2) *num_clipplanes = gl_info->limits.clipplanes;
854             else *num_clipplanes = min(gl_info->limits.clipplanes, 4);
855         }
856     }
857
858     for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
859     {
860         if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i);
861     }
862
863     for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
864     {
865         if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i);
866     }
867
868     if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
869     {
870         for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
871         {
872             if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i);
873         }
874     }
875
876     /* Load local constants using the program-local space,
877      * this avoids reloading them each time the shader is used
878      */
879     if (lconst_map)
880     {
881         LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
882         {
883             shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
884                            lconst_map[lconst->idx]);
885             next_local = max(next_local, lconst_map[lconst->idx] + 1);
886         }
887     }
888
889     /* After subtracting privately used constants from the hardware limit(they are loaded as
890      * local constants), make sure the shader doesn't violate the env constant limit
891      */
892     if(pshader)
893     {
894         max_constantsF = min(max_constantsF, gl_info->limits.arb_ps_float_constants);
895     }
896     else
897     {
898         max_constantsF = min(max_constantsF, gl_info->limits.arb_vs_float_constants);
899     }
900
901     /* Avoid declaring more constants than needed */
902     max_constantsF = min(max_constantsF, shader->limits.constant_float);
903
904     /* we use the array-based constants array if the local constants are marked for loading,
905      * because then we use indirect addressing, or when the local constant list is empty,
906      * because then we don't know if we're using indirect addressing or not. If we're hardcoding
907      * local constants do not declare the loaded constants as an array because ARB compilers usually
908      * do not optimize unused constants away
909      */
910     if (reg_maps->usesrelconstF)
911     {
912         /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
913         shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
914                     max_constantsF, max_constantsF - 1);
915     } else {
916         for(i = 0; i < max_constantsF; i++) {
917             DWORD idx, mask;
918             idx = i >> 5;
919             mask = 1 << (i & 0x1f);
920             if (!shader_constant_is_local(shader, i) && (reg_maps->constf[idx] & mask))
921             {
922                 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
923             }
924         }
925     }
926
927     return next_local;
928 }
929
930 static const char * const shift_tab[] = {
931     "dummy",     /*  0 (none) */
932     "coefmul.x", /*  1 (x2)   */
933     "coefmul.y", /*  2 (x4)   */
934     "coefmul.z", /*  3 (x8)   */
935     "coefmul.w", /*  4 (x16)  */
936     "dummy",     /*  5 (x32)  */
937     "dummy",     /*  6 (x64)  */
938     "dummy",     /*  7 (x128) */
939     "dummy",     /*  8 (d256) */
940     "dummy",     /*  9 (d128) */
941     "dummy",     /* 10 (d64)  */
942     "dummy",     /* 11 (d32)  */
943     "coefdiv.w", /* 12 (d16)  */
944     "coefdiv.z", /* 13 (d8)   */
945     "coefdiv.y", /* 14 (d4)   */
946     "coefdiv.x"  /* 15 (d2)   */
947 };
948
949 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
950         const struct wined3d_shader_dst_param *dst, char *write_mask)
951 {
952     char *ptr = write_mask;
953
954     if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
955     {
956         *ptr++ = '.';
957         if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
958         if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
959         if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
960         if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
961     }
962
963     *ptr = '\0';
964 }
965
966 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
967 {
968     /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
969      * but addressed as "rgba". To fix this we need to swap the register's x
970      * and z components. */
971     const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
972     char *ptr = swizzle_str;
973
974     /* swizzle bits fields: wwzzyyxx */
975     DWORD swizzle = param->swizzle;
976     DWORD swizzle_x = swizzle & 0x03;
977     DWORD swizzle_y = (swizzle >> 2) & 0x03;
978     DWORD swizzle_z = (swizzle >> 4) & 0x03;
979     DWORD swizzle_w = (swizzle >> 6) & 0x03;
980
981     /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
982      * generate a swizzle string. Unless we need to our own swizzling. */
983     if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
984     {
985         *ptr++ = '.';
986         if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
987             *ptr++ = swizzle_chars[swizzle_x];
988         } else {
989             *ptr++ = swizzle_chars[swizzle_x];
990             *ptr++ = swizzle_chars[swizzle_y];
991             *ptr++ = swizzle_chars[swizzle_z];
992             *ptr++ = swizzle_chars[swizzle_w];
993         }
994     }
995
996     *ptr = '\0';
997 }
998
999 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
1000 {
1001     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1002     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1003
1004     if (!strcmp(priv->addr_reg, src)) return;
1005
1006     strcpy(priv->addr_reg, src);
1007     shader_addline(buffer, "ARL A0.x, %s;\n", src);
1008 }
1009
1010 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1011         const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
1012
1013 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
1014         const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
1015 {
1016     /* oPos, oFog and oPts in D3D */
1017     static const char * const rastout_reg_names[] = {"TMP_OUT", "TMP_FOGCOORD", "result.pointsize"};
1018     const struct wined3d_shader *shader = ins->ctx->shader;
1019     const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1020     BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1021     struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1022
1023     *is_color = FALSE;
1024
1025     switch (reg->type)
1026     {
1027         case WINED3DSPR_TEMP:
1028             sprintf(register_name, "R%u", reg->idx[0].offset);
1029             break;
1030
1031         case WINED3DSPR_INPUT:
1032             if (pshader)
1033             {
1034                 if (reg_maps->shader_version.major < 3)
1035                 {
1036                     if (!reg->idx[0].offset)
1037                         strcpy(register_name, "fragment.color.primary");
1038                     else
1039                         strcpy(register_name, "fragment.color.secondary");
1040                 }
1041                 else
1042                 {
1043                     if (reg->idx[0].rel_addr)
1044                     {
1045                         char rel_reg[50];
1046                         shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1047
1048                         if (!strcmp(rel_reg, "**aL_emul**"))
1049                         {
1050                             DWORD idx = ctx->aL + reg->idx[0].offset;
1051                             if(idx < MAX_REG_INPUT)
1052                             {
1053                                 strcpy(register_name, ctx->ps_input[idx]);
1054                             }
1055                             else
1056                             {
1057                                 ERR("Pixel shader input register out of bounds: %u\n", idx);
1058                                 sprintf(register_name, "out_of_bounds_%u", idx);
1059                             }
1060                         }
1061                         else if (reg_maps->input_registers & 0x0300)
1062                         {
1063                             /* There are two ways basically:
1064                              *
1065                              * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
1066                              *    That means trouble if the loop also contains a breakc or if the control values
1067                              *    aren't local constants.
1068                              * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
1069                              *    source dynamically. The trouble is that we cannot simply read aL.y because it
1070                              *    is an ADDRESS register. We could however push it, load .zw with a value and use
1071                              *    ADAC to load the condition code register and pop it again afterwards
1072                              */
1073                             FIXME("Relative input register addressing with more than 8 registers\n");
1074
1075                             /* This is better than nothing for now */
1076                             sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1077                         }
1078                         else if(ctx->cur_ps_args->super.vp_mode != vertexshader)
1079                         {
1080                             /* This is problematic because we'd have to consult the ctx->ps_input strings
1081                              * for where to find the varying. Some may be "0.0", others can be texcoords or
1082                              * colors. This needs either a pipeline replacement to make the vertex shader feed
1083                              * proper varyings, or loop unrolling
1084                              *
1085                              * For now use the texcoords and hope for the best
1086                              */
1087                             FIXME("Non-vertex shader varying input with indirect addressing\n");
1088                             sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1089                         }
1090                         else
1091                         {
1092                             /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
1093                              * pulls GL_NV_fragment_program2 in
1094                              */
1095                             sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1096                         }
1097                     }
1098                     else
1099                     {
1100                         if (reg->idx[0].offset < MAX_REG_INPUT)
1101                         {
1102                             strcpy(register_name, ctx->ps_input[reg->idx[0].offset]);
1103                         }
1104                         else
1105                         {
1106                             ERR("Pixel shader input register out of bounds: %u\n", reg->idx[0].offset);
1107                             sprintf(register_name, "out_of_bounds_%u", reg->idx[0].offset);
1108                         }
1109                     }
1110                 }
1111             }
1112             else
1113             {
1114                 if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx[0].offset))
1115                     *is_color = TRUE;
1116                 sprintf(register_name, "vertex.attrib[%u]", reg->idx[0].offset);
1117             }
1118             break;
1119
1120         case WINED3DSPR_CONST:
1121             if (!pshader && reg->idx[0].rel_addr)
1122             {
1123                 const struct arb_vshader_private *shader_data = shader->backend_data;
1124                 UINT rel_offset = shader_data->rel_offset;
1125                 BOOL aL = FALSE;
1126                 char rel_reg[50];
1127                 if (reg_maps->shader_version.major < 2)
1128                 {
1129                     sprintf(rel_reg, "A0.x");
1130                 }
1131                 else
1132                 {
1133                     shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
1134                     if (ctx->target_version == ARB)
1135                     {
1136                         if (!strcmp(rel_reg, "**aL_emul**"))
1137                         {
1138                             aL = TRUE;
1139                         } else {
1140                             shader_arb_request_a0(ins, rel_reg);
1141                             sprintf(rel_reg, "A0.x");
1142                         }
1143                     }
1144                 }
1145                 if (aL)
1146                     sprintf(register_name, "C[%u]", ctx->aL + reg->idx[0].offset);
1147                 else if (reg->idx[0].offset >= rel_offset)
1148                     sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx[0].offset - rel_offset);
1149                 else
1150                     sprintf(register_name, "C[%s - %u]", rel_reg, rel_offset - reg->idx[0].offset);
1151             }
1152             else
1153             {
1154                 if (reg_maps->usesrelconstF)
1155                     sprintf(register_name, "C[%u]", reg->idx[0].offset);
1156                 else
1157                     sprintf(register_name, "C%u", reg->idx[0].offset);
1158             }
1159             break;
1160
1161         case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1162             if (pshader)
1163             {
1164                 if (reg_maps->shader_version.major == 1
1165                         && reg_maps->shader_version.minor <= 3)
1166                     /* In ps <= 1.3, Tx is a temporary register as destination
1167                      * to all instructions, and as source to most instructions.
1168                      * For some instructions it is the texcoord input. Those
1169                      * instructions know about the special use. */
1170                     sprintf(register_name, "T%u", reg->idx[0].offset);
1171                 else
1172                     /* In ps 1.4 and 2.x Tx is always a (read-only) varying. */
1173                     sprintf(register_name, "fragment.texcoord[%u]", reg->idx[0].offset);
1174             }
1175             else
1176             {
1177                 if (reg_maps->shader_version.major == 1 || ctx->target_version >= NV2)
1178                     sprintf(register_name, "A%u", reg->idx[0].offset);
1179                 else
1180                     sprintf(register_name, "A%u_SHADOW", reg->idx[0].offset);
1181             }
1182             break;
1183
1184         case WINED3DSPR_COLOROUT:
1185             if (ctx->cur_ps_args->super.srgb_correction && !reg->idx[0].offset)
1186             {
1187                 strcpy(register_name, "TMP_COLOR");
1188             }
1189             else
1190             {
1191                 if (ctx->cur_ps_args->super.srgb_correction)
1192                     FIXME("sRGB correction on higher render targets.\n");
1193                 if (reg_maps->rt_mask > 1)
1194                     sprintf(register_name, "result.color[%u]", reg->idx[0].offset);
1195                 else
1196                     strcpy(register_name, "result.color");
1197             }
1198             break;
1199
1200         case WINED3DSPR_RASTOUT:
1201             if (reg->idx[0].offset == 1)
1202                 sprintf(register_name, "%s", ctx->fog_output);
1203             else
1204                 sprintf(register_name, "%s", rastout_reg_names[reg->idx[0].offset]);
1205             break;
1206
1207         case WINED3DSPR_DEPTHOUT:
1208             strcpy(register_name, "result.depth");
1209             break;
1210
1211         case WINED3DSPR_ATTROUT:
1212         /* case WINED3DSPR_OUTPUT: */
1213             if (pshader)
1214                 sprintf(register_name, "oD[%u]", reg->idx[0].offset);
1215             else
1216                 strcpy(register_name, ctx->color_output[reg->idx[0].offset]);
1217             break;
1218
1219         case WINED3DSPR_TEXCRDOUT:
1220             if (pshader)
1221                 sprintf(register_name, "oT[%u]", reg->idx[0].offset);
1222             else if (reg_maps->shader_version.major < 3)
1223                 strcpy(register_name, ctx->texcrd_output[reg->idx[0].offset]);
1224             else
1225                 strcpy(register_name, ctx->vs_output[reg->idx[0].offset]);
1226             break;
1227
1228         case WINED3DSPR_LOOP:
1229             if(ctx->target_version >= NV2)
1230             {
1231                 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1232                 if(pshader) sprintf(register_name, "A0.x");
1233                 else sprintf(register_name, "aL.y");
1234             }
1235             else
1236             {
1237                 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1238                  * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1239                  * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1240                  * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1241                  * indexing
1242                  */
1243                 sprintf(register_name, "**aL_emul**");
1244             }
1245
1246             break;
1247
1248         case WINED3DSPR_CONSTINT:
1249             sprintf(register_name, "I%u", reg->idx[0].offset);
1250             break;
1251
1252         case WINED3DSPR_MISCTYPE:
1253             if (!reg->idx[0].offset)
1254                 sprintf(register_name, "vpos");
1255             else if (reg->idx[0].offset == 1)
1256                 sprintf(register_name, "fragment.facing.x");
1257             else
1258                 FIXME("Unknown MISCTYPE register index %u.\n", reg->idx[0].offset);
1259             break;
1260
1261         default:
1262             FIXME("Unhandled register type %#x[%u].\n", reg->type, reg->idx[0].offset);
1263             sprintf(register_name, "unrecognized_register[%u]", reg->idx[0].offset);
1264             break;
1265     }
1266 }
1267
1268 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
1269         const struct wined3d_shader_dst_param *wined3d_dst, char *str)
1270 {
1271     char register_name[255];
1272     char write_mask[6];
1273     BOOL is_color;
1274
1275     shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
1276     strcpy(str, register_name);
1277
1278     shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
1279     strcat(str, write_mask);
1280 }
1281
1282 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
1283 {
1284     switch(channel_source)
1285     {
1286         case CHANNEL_SOURCE_ZERO: return "0";
1287         case CHANNEL_SOURCE_ONE: return "1";
1288         case CHANNEL_SOURCE_X: return "x";
1289         case CHANNEL_SOURCE_Y: return "y";
1290         case CHANNEL_SOURCE_Z: return "z";
1291         case CHANNEL_SOURCE_W: return "w";
1292         default:
1293             FIXME("Unhandled channel source %#x\n", channel_source);
1294             return "undefined";
1295     }
1296 }
1297
1298 static void gen_color_correction(struct wined3d_shader_buffer *buffer, const char *reg,
1299         DWORD dst_mask, const char *one, const char *two, struct color_fixup_desc fixup)
1300 {
1301     DWORD mask;
1302
1303     if (is_complex_fixup(fixup))
1304     {
1305         enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1306         FIXME("Complex fixup (%#x) not supported\n", complex_fixup);
1307         return;
1308     }
1309
1310     mask = 0;
1311     if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1312     if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1313     if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1314     if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1315     mask &= dst_mask;
1316
1317     if (mask)
1318     {
1319         shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
1320                 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
1321                 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
1322     }
1323
1324     mask = 0;
1325     if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
1326     if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
1327     if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
1328     if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
1329     mask &= dst_mask;
1330
1331     if (mask)
1332     {
1333         char reg_mask[6];
1334         char *ptr = reg_mask;
1335
1336         if (mask != WINED3DSP_WRITEMASK_ALL)
1337         {
1338             *ptr++ = '.';
1339             if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
1340             if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
1341             if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
1342             if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
1343         }
1344         *ptr = '\0';
1345
1346         shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
1347     }
1348 }
1349
1350 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1351 {
1352     DWORD mod;
1353     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1354     if (!ins->dst_count) return "";
1355
1356     mod = ins->dst[0].modifiers;
1357
1358     /* Silently ignore PARTIALPRECISION if its not supported */
1359     if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1360
1361     if(mod & WINED3DSPDM_MSAMPCENTROID)
1362     {
1363         FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1364         mod &= ~WINED3DSPDM_MSAMPCENTROID;
1365     }
1366
1367     switch(mod)
1368     {
1369         case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1370             return "H_SAT";
1371
1372         case WINED3DSPDM_SATURATE:
1373             return "_SAT";
1374
1375         case WINED3DSPDM_PARTIALPRECISION:
1376             return "H";
1377
1378         case 0:
1379             return "";
1380
1381         default:
1382             FIXME("Unknown modifiers 0x%08x\n", mod);
1383             return "";
1384     }
1385 }
1386
1387 #define TEX_PROJ        0x1
1388 #define TEX_BIAS        0x2
1389 #define TEX_LOD         0x4
1390 #define TEX_DERIV       0x10
1391
1392 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
1393         const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1394 {
1395     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1396     DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
1397     const struct wined3d_shader *shader = ins->ctx->shader;
1398     const struct wined3d_texture *texture;
1399     const char *tex_type;
1400     BOOL np2_fixup = FALSE;
1401     struct wined3d_device *device = shader->device;
1402     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1403     const char *mod;
1404     BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1405
1406     /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1407     if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
1408
1409     switch(sampler_type) {
1410         case WINED3DSTT_1D:
1411             tex_type = "1D";
1412             break;
1413
1414         case WINED3DSTT_2D:
1415             texture = device->stateBlock->state.textures[sampler_idx];
1416             if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
1417             {
1418                 tex_type = "RECT";
1419             } else {
1420                 tex_type = "2D";
1421             }
1422             if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1423             {
1424                 if (priv->cur_np2fixup_info->super.active & (1 << sampler_idx))
1425                 {
1426                     if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1427                     else np2_fixup = TRUE;
1428                 }
1429             }
1430             break;
1431
1432         case WINED3DSTT_VOLUME:
1433             tex_type = "3D";
1434             break;
1435
1436         case WINED3DSTT_CUBE:
1437             tex_type = "CUBE";
1438             break;
1439
1440         default:
1441             ERR("Unexpected texture type %d\n", sampler_type);
1442             tex_type = "";
1443     }
1444
1445     /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1446      * so don't use shader_arb_get_modifier
1447      */
1448     if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1449     else mod = "";
1450
1451     /* Fragment samplers always have indentity mapping */
1452     if(sampler_idx >= MAX_FRAGMENT_SAMPLERS)
1453     {
1454         sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
1455     }
1456
1457     if (flags & TEX_DERIV)
1458     {
1459         if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n");
1460         if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n");
1461         shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1462                        dsx, dsy,sampler_idx, tex_type);
1463     }
1464     else if(flags & TEX_LOD)
1465     {
1466         if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1467         if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1468         shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1469                        sampler_idx, tex_type);
1470     }
1471     else if (flags & TEX_BIAS)
1472     {
1473         /* Shouldn't be possible, but let's check for it */
1474         if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1475         /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1476         shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1477     }
1478     else if (flags & TEX_PROJ)
1479     {
1480         shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1481     }
1482     else
1483     {
1484         if (np2_fixup)
1485         {
1486             const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
1487             shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
1488                            (idx % 2) ? "zwxy" : "xyzw", coord_reg);
1489
1490             shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, dst_str, sampler_idx, tex_type);
1491         }
1492         else
1493             shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1494     }
1495
1496     if (pshader)
1497     {
1498         gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
1499                 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_ONE),
1500                 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_TWO),
1501                 priv->cur_ps_args->super.color_fixup[sampler_idx]);
1502     }
1503 }
1504
1505 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1506         const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1507 {
1508     /* Generate a line that does the input modifier computation and return the input register to use */
1509     BOOL is_color = FALSE;
1510     char regstr[256];
1511     char swzstr[20];
1512     int insert_line;
1513     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1514     struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1515     const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
1516     const char *two = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_TWO);
1517
1518     /* Assume a new line will be added */
1519     insert_line = 1;
1520
1521     /* Get register name */
1522     shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1523     shader_arb_get_swizzle(src, is_color, swzstr);
1524
1525     switch (src->modifiers)
1526     {
1527     case WINED3DSPSM_NONE:
1528         sprintf(outregstr, "%s%s", regstr, swzstr);
1529         insert_line = 0;
1530         break;
1531     case WINED3DSPSM_NEG:
1532         sprintf(outregstr, "-%s%s", regstr, swzstr);
1533         insert_line = 0;
1534         break;
1535     case WINED3DSPSM_BIAS:
1536         shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1537         break;
1538     case WINED3DSPSM_BIASNEG:
1539         shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1540         break;
1541     case WINED3DSPSM_SIGN:
1542         shader_addline(buffer, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg, regstr, two, one);
1543         break;
1544     case WINED3DSPSM_SIGNNEG:
1545         shader_addline(buffer, "MAD T%c, %s, -%s, %s;\n", 'A' + tmpreg, regstr, two, one);
1546         break;
1547     case WINED3DSPSM_COMP:
1548         shader_addline(buffer, "SUB T%c, %s, %s;\n", 'A' + tmpreg, one, regstr);
1549         break;
1550     case WINED3DSPSM_X2:
1551         shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1552         break;
1553     case WINED3DSPSM_X2NEG:
1554         shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1555         break;
1556     case WINED3DSPSM_DZ:
1557         shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1558         shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1559         break;
1560     case WINED3DSPSM_DW:
1561         shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1562         shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1563         break;
1564     case WINED3DSPSM_ABS:
1565         if(ctx->target_version >= NV2) {
1566             sprintf(outregstr, "|%s%s|", regstr, swzstr);
1567             insert_line = 0;
1568         } else {
1569             shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1570         }
1571         break;
1572     case WINED3DSPSM_ABSNEG:
1573         if(ctx->target_version >= NV2) {
1574             sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1575         } else {
1576             shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1577             sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1578         }
1579         insert_line = 0;
1580         break;
1581     default:
1582         sprintf(outregstr, "%s%s", regstr, swzstr);
1583         insert_line = 0;
1584     }
1585
1586     /* Return modified or original register, with swizzle */
1587     if (insert_line)
1588         sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1589 }
1590
1591 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1592 {
1593     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1594     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1595     DWORD sampler_code = dst->reg.idx[0].offset;
1596     char dst_name[50];
1597     char src_name[2][50];
1598
1599     shader_arb_get_dst_param(ins, dst, dst_name);
1600
1601     /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1602      *
1603      * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1604      * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1605      * temps is done.
1606      */
1607     shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1608     shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1609     shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1610     shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1611     shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1612
1613     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1614     shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1615 }
1616
1617 static DWORD negate_modifiers(DWORD mod, char *extra_char)
1618 {
1619     *extra_char = ' ';
1620     switch(mod)
1621     {
1622         case WINED3DSPSM_NONE:      return WINED3DSPSM_NEG;
1623         case WINED3DSPSM_NEG:       return WINED3DSPSM_NONE;
1624         case WINED3DSPSM_BIAS:      return WINED3DSPSM_BIASNEG;
1625         case WINED3DSPSM_BIASNEG:   return WINED3DSPSM_BIAS;
1626         case WINED3DSPSM_SIGN:      return WINED3DSPSM_SIGNNEG;
1627         case WINED3DSPSM_SIGNNEG:   return WINED3DSPSM_SIGN;
1628         case WINED3DSPSM_COMP:      *extra_char = '-'; return WINED3DSPSM_COMP;
1629         case WINED3DSPSM_X2:        return WINED3DSPSM_X2NEG;
1630         case WINED3DSPSM_X2NEG:     return WINED3DSPSM_X2;
1631         case WINED3DSPSM_DZ:        *extra_char = '-'; return WINED3DSPSM_DZ;
1632         case WINED3DSPSM_DW:        *extra_char = '-'; return WINED3DSPSM_DW;
1633         case WINED3DSPSM_ABS:       return WINED3DSPSM_ABSNEG;
1634         case WINED3DSPSM_ABSNEG:    return WINED3DSPSM_ABS;
1635     }
1636     FIXME("Unknown modifier %u\n", mod);
1637     return mod;
1638 }
1639
1640 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1641 {
1642     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1643     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1644     char dst_name[50];
1645     char src_name[3][50];
1646     DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1647             ins->ctx->reg_maps->shader_version.minor);
1648
1649     shader_arb_get_dst_param(ins, dst, dst_name);
1650     shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1651
1652     /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
1653     if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue)
1654     {
1655         shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1656     }
1657     else
1658     {
1659         struct wined3d_shader_src_param src0_copy = ins->src[0];
1660         char extra_neg;
1661
1662         /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1663         src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
1664
1665         shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
1666         shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1667         shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
1668         shader_addline(buffer, "CMP%s %s, TA, %s, %s;\n", shader_arb_get_modifier(ins),
1669                 dst_name, src_name[1], src_name[2]);
1670     }
1671 }
1672
1673 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1674 {
1675     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1676     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1677     char dst_name[50];
1678     char src_name[3][50];
1679
1680     shader_arb_get_dst_param(ins, dst, dst_name);
1681
1682     /* Generate input register names (with modifiers) */
1683     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1684     shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1685     shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1686
1687     shader_addline(buffer, "CMP%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1688             dst_name, src_name[0], src_name[2], src_name[1]);
1689 }
1690
1691 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1692  * dst = dot2(src0, src1) + src2 */
1693 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1694 {
1695     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1696     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1697     char dst_name[50];
1698     char src_name[3][50];
1699     struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1700
1701     shader_arb_get_dst_param(ins, dst, dst_name);
1702     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1703     shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1704
1705     if(ctx->target_version >= NV3)
1706     {
1707         /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1708         shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1709         shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1710                        dst_name, src_name[0], src_name[1], src_name[2]);
1711     }
1712     else if(ctx->target_version >= NV2)
1713     {
1714         /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1715          * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1716          * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1717          * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1718          *
1719          * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1720          *
1721          * .xyxy and other swizzles that we could get with this are not valid in
1722          * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1723          */
1724         struct wined3d_shader_src_param tmp_param = ins->src[1];
1725         DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1726         tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1727
1728         shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1729
1730         shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1731                        dst_name, src_name[2], src_name[0], src_name[1]);
1732     }
1733     else
1734     {
1735         shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1736         /* Emulate a DP2 with a DP3 and 0.0. Don't use the dest as temp register, it could be src[1] or src[2]
1737         * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1738         */
1739         shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1740         shader_addline(buffer, "MOV TA.z, 0.0;\n");
1741         shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1742         shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1743     }
1744 }
1745
1746 /* Map the opcode 1-to-1 to the GL code */
1747 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1748 {
1749     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1750     const char *instruction;
1751     char arguments[256], dst_str[50];
1752     unsigned int i;
1753     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1754
1755     switch (ins->handler_idx)
1756     {
1757         case WINED3DSIH_ABS: instruction = "ABS"; break;
1758         case WINED3DSIH_ADD: instruction = "ADD"; break;
1759         case WINED3DSIH_CRS: instruction = "XPD"; break;
1760         case WINED3DSIH_DP3: instruction = "DP3"; break;
1761         case WINED3DSIH_DP4: instruction = "DP4"; break;
1762         case WINED3DSIH_DST: instruction = "DST"; break;
1763         case WINED3DSIH_FRC: instruction = "FRC"; break;
1764         case WINED3DSIH_LIT: instruction = "LIT"; break;
1765         case WINED3DSIH_LRP: instruction = "LRP"; break;
1766         case WINED3DSIH_MAD: instruction = "MAD"; break;
1767         case WINED3DSIH_MAX: instruction = "MAX"; break;
1768         case WINED3DSIH_MIN: instruction = "MIN"; break;
1769         case WINED3DSIH_MOV: instruction = "MOV"; break;
1770         case WINED3DSIH_MUL: instruction = "MUL"; break;
1771         case WINED3DSIH_SGE: instruction = "SGE"; break;
1772         case WINED3DSIH_SLT: instruction = "SLT"; break;
1773         case WINED3DSIH_SUB: instruction = "SUB"; break;
1774         case WINED3DSIH_MOVA:instruction = "ARR"; break;
1775         case WINED3DSIH_DSX: instruction = "DDX"; break;
1776         default: instruction = "";
1777             FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1778             break;
1779     }
1780
1781     /* Note that shader_arb_add_dst_param() adds spaces. */
1782     arguments[0] = '\0';
1783     shader_arb_get_dst_param(ins, dst, dst_str);
1784     for (i = 0; i < ins->src_count; ++i)
1785     {
1786         char operand[100];
1787         strcat(arguments, ", ");
1788         shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1789         strcat(arguments, operand);
1790     }
1791     shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1792 }
1793
1794 static void shader_hw_nop(const struct wined3d_shader_instruction *ins) {}
1795
1796 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1797 {
1798     const struct wined3d_shader *shader = ins->ctx->shader;
1799     const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1800     BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1801     struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1802     const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
1803     const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
1804     const char *two = arb_get_helper_value(reg_maps->shader_version.type, ARB_TWO);
1805
1806     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1807     char src0_param[256];
1808
1809     if (ins->handler_idx == WINED3DSIH_MOVA)
1810     {
1811         const struct arb_vshader_private *shader_data = shader->backend_data;
1812         char write_mask[6];
1813         const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1814
1815         if(ctx->target_version >= NV2) {
1816             shader_hw_map2gl(ins);
1817             return;
1818         }
1819         shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1820         shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1821
1822         /* This implements the mova formula used in GLSL. The first two instructions
1823          * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1824          * in this case:
1825          * mova A0.x, 0.0
1826          *
1827          * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1828          *
1829          * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1830          * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1831          */
1832         shader_addline(buffer, "SGE A0_SHADOW%s, %s, %s;\n", write_mask, src0_param, zero);
1833         shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask, two, one);
1834
1835         shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1836         shader_addline(buffer, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask);
1837         shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1838         if (shader_data->rel_offset)
1839         {
1840             shader_addline(buffer, "ADD TA%s, TA, %s;\n", write_mask, offset);
1841         }
1842         shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1843
1844         ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1845     }
1846     else if (reg_maps->shader_version.major == 1
1847           && !shader_is_pshader_version(reg_maps->shader_version.type)
1848           && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1849     {
1850         const struct arb_vshader_private *shader_data = shader->backend_data;
1851         src0_param[0] = '\0';
1852
1853         if (shader_data->rel_offset)
1854         {
1855             const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1856             shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1857             shader_addline(buffer, "ADD TA.x, %s, %s;\n", src0_param, offset);
1858             shader_addline(buffer, "ARL A0.x, TA.x;\n");
1859         }
1860         else
1861         {
1862             /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1863              * with more than one component. Thus replicate the first source argument over all
1864              * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1865             struct wined3d_shader_src_param tmp_src = ins->src[0];
1866             tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1867             shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1868             shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1869         }
1870     }
1871     else if (ins->dst[0].reg.type == WINED3DSPR_COLOROUT && !ins->dst[0].reg.idx[0].offset && pshader)
1872     {
1873         if (ctx->cur_ps_args->super.srgb_correction && shader->u.ps.color0_mov)
1874         {
1875             shader_addline(buffer, "#mov handled in srgb write code\n");
1876             return;
1877         }
1878         shader_hw_map2gl(ins);
1879     }
1880     else
1881     {
1882         shader_hw_map2gl(ins);
1883     }
1884 }
1885
1886 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1887 {
1888     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1889     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1890     char reg_dest[40];
1891
1892     /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1893      * but >= 2.0 honors it (undocumented, but tested by the d3d9 testsuite)
1894      */
1895     shader_arb_get_dst_param(ins, dst, reg_dest);
1896
1897     if (ins->ctx->reg_maps->shader_version.major >= 2)
1898     {
1899         const char *kilsrc = "TA";
1900         BOOL is_color;
1901
1902         shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
1903         if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
1904         {
1905             kilsrc = reg_dest;
1906         }
1907         else
1908         {
1909             /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1910              * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1911              * masked out components to 0(won't kill)
1912              */
1913             char x = '0', y = '0', z = '0', w = '0';
1914             if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
1915             if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
1916             if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
1917             if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
1918             shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
1919         }
1920         shader_addline(buffer, "KIL %s;\n", kilsrc);
1921     }
1922     else
1923     {
1924         /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1925          * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1926          *
1927          * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1928          * or pass in any temporary register(in shader phase 2)
1929          */
1930         if (ins->ctx->reg_maps->shader_version.minor <= 3)
1931             sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx[0].offset);
1932         else
1933             shader_arb_get_dst_param(ins, dst, reg_dest);
1934         shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1935         shader_addline(buffer, "KIL TA;\n");
1936     }
1937 }
1938
1939 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1940 {
1941     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1942     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1943     DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1944             ins->ctx->reg_maps->shader_version.minor);
1945     struct wined3d_shader_src_param src;
1946
1947     char reg_dest[40];
1948     char reg_coord[40];
1949     DWORD reg_sampler_code;
1950     WORD myflags = 0;
1951     BOOL swizzle_coord = FALSE;
1952
1953     /* All versions have a destination register */
1954     shader_arb_get_dst_param(ins, dst, reg_dest);
1955
1956     /* 1.0-1.4: Use destination register number as texture code.
1957        2.0+: Use provided sampler number as texure code. */
1958     if (shader_version < WINED3D_SHADER_VERSION(2,0))
1959         reg_sampler_code = dst->reg.idx[0].offset;
1960     else
1961         reg_sampler_code = ins->src[1].reg.idx[0].offset;
1962
1963     /* 1.0-1.3: Use the texcoord varying.
1964        1.4+: Use provided coordinate source register. */
1965     if (shader_version < WINED3D_SHADER_VERSION(1,4))
1966         sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
1967     else {
1968         /* TEX is the only instruction that can handle DW and DZ natively */
1969         src = ins->src[0];
1970         if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
1971         if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
1972         shader_arb_get_src_param(ins, &src, 0, reg_coord);
1973     }
1974
1975     /* projection flag:
1976      * 1.1, 1.2, 1.3: Use WINED3D_TSS_TEXTURETRANSFORMFLAGS
1977      * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1978      * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1979      */
1980     if (shader_version < WINED3D_SHADER_VERSION(1,4))
1981     {
1982         DWORD flags = 0;
1983         if (reg_sampler_code < MAX_TEXTURES)
1984             flags = priv->cur_ps_args->super.tex_transform >> reg_sampler_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
1985         if (flags & WINED3D_PSARGS_PROJECTED)
1986         {
1987             myflags |= TEX_PROJ;
1988             if ((flags & ~WINED3D_PSARGS_PROJECTED) == WINED3D_TTFF_COUNT3)
1989                 swizzle_coord = TRUE;
1990         }
1991     }
1992     else if (shader_version < WINED3D_SHADER_VERSION(2,0))
1993     {
1994         enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
1995         if (src_mod == WINED3DSPSM_DZ)
1996         {
1997             swizzle_coord = TRUE;
1998             myflags |= TEX_PROJ;
1999         } else if(src_mod == WINED3DSPSM_DW) {
2000             myflags |= TEX_PROJ;
2001         }
2002     } else {
2003         if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
2004         if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
2005     }
2006
2007     if (swizzle_coord)
2008     {
2009         /* TXP cannot handle DZ natively, so move the z coordinate to .w.
2010          * reg_coord is a read-only varying register, so we need a temp reg */
2011         shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
2012         strcpy(reg_coord, "TA");
2013     }
2014
2015     shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
2016 }
2017
2018 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
2019 {
2020     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2021     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2022     DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2023             ins->ctx->reg_maps->shader_version.minor);
2024     char dst_str[50];
2025
2026     if (shader_version < WINED3D_SHADER_VERSION(1,4))
2027     {
2028         DWORD reg = dst->reg.idx[0].offset;
2029
2030         shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2031         shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
2032     } else {
2033         char reg_src[40];
2034
2035         shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
2036         shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2037         shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
2038     }
2039 }
2040
2041 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
2042 {
2043      struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2044      DWORD flags = 0;
2045
2046      DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2047      char dst_str[50];
2048      char src_str[50];
2049
2050      /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
2051      shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2052      shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2053      /* Move .x first in case src_str is "TA" */
2054      shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
2055      shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
2056      if (reg1 < MAX_TEXTURES)
2057      {
2058          struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2059          flags = priv->cur_ps_args->super.tex_transform >> reg1 * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2060      }
2061      shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2062 }
2063
2064 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
2065 {
2066      struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2067
2068      DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2069      char dst_str[50];
2070      char src_str[50];
2071
2072      /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
2073      shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2074      shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2075      shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
2076      shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
2077      shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
2078 }
2079
2080 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
2081 {
2082     DWORD reg1 = ins->dst[0].reg.idx[0].offset;
2083     char dst_str[50];
2084     char src_str[50];
2085
2086     /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
2087     shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2088     shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2089     shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
2090 }
2091
2092 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
2093 {
2094     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2095     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2096     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2097     char reg_coord[40], dst_reg[50], src_reg[50];
2098     DWORD reg_dest_code;
2099
2100     /* All versions have a destination register. The Tx where the texture coordinates come
2101      * from is the varying incarnation of the texture register
2102      */
2103     reg_dest_code = dst->reg.idx[0].offset;
2104     shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
2105     shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
2106     sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
2107
2108     /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
2109      * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
2110      *
2111      * GL_NV_fragment_program_option could handle this in one instruction via X2D:
2112      * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
2113      *
2114      * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
2115      * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
2116      * extension.
2117      */
2118     shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
2119     shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
2120     shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
2121     shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
2122
2123     /* with projective textures, texbem only divides the static texture coord, not the displacement,
2124      * so we can't let the GL handle this.
2125      */
2126     if ((priv->cur_ps_args->super.tex_transform >> reg_dest_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
2127             & WINED3D_PSARGS_PROJECTED)
2128     {
2129         shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
2130         shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
2131         shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
2132     } else {
2133         shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
2134     }
2135
2136     shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
2137
2138     if (ins->handler_idx == WINED3DSIH_TEXBEML)
2139     {
2140         /* No src swizzles are allowed, so this is ok */
2141         shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
2142                        src_reg, reg_dest_code, reg_dest_code);
2143         shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
2144     }
2145 }
2146
2147 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
2148 {
2149     DWORD reg = ins->dst[0].reg.idx[0].offset;
2150     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2151     char src0_name[50], dst_name[50];
2152     BOOL is_color;
2153     struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2154
2155     shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2156     /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2157      * T<reg+1> register. Use this register to store the calculated vector
2158      */
2159     tmp_reg.idx[0].offset = reg + 1;
2160     shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2161     shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2162 }
2163
2164 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
2165 {
2166     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2167     DWORD flags;
2168     DWORD reg = ins->dst[0].reg.idx[0].offset;
2169     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2170     char dst_str[50];
2171     char src0_name[50];
2172     char dst_reg[50];
2173     BOOL is_color;
2174
2175     /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2176     shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2177
2178     shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2179     shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2180     shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2181     flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2182     shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2183 }
2184
2185 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
2186 {
2187     struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2188     DWORD reg = ins->dst[0].reg.idx[0].offset;
2189     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2190     char src0_name[50], dst_name[50];
2191     struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2192     BOOL is_color;
2193
2194     /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2195      * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2196      * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2197      */
2198     tmp_reg.idx[0].offset = reg + 2 - tex_mx->current_row;
2199     shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2200
2201     shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2202     shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2203                    dst_name, 'x' + tex_mx->current_row, reg, src0_name);
2204     tex_mx->texcoord_w[tex_mx->current_row++] = reg;
2205 }
2206
2207 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
2208 {
2209     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2210     struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2211     DWORD flags;
2212     DWORD reg = ins->dst[0].reg.idx[0].offset;
2213     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2214     char dst_str[50];
2215     char src0_name[50], dst_name[50];
2216     BOOL is_color;
2217
2218     shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2219     shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2220     shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2221
2222     /* Sample the texture using the calculated coordinates */
2223     shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2224     flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2225     shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2226     tex_mx->current_row = 0;
2227 }
2228
2229 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2230 {
2231     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2232     struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2233     DWORD flags;
2234     DWORD reg = ins->dst[0].reg.idx[0].offset;
2235     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2236     char dst_str[50];
2237     char src0_name[50];
2238     char dst_reg[50];
2239     BOOL is_color;
2240
2241     /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2242      * components for temporary data storage
2243      */
2244     shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2245     shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2246     shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2247
2248     /* Construct the eye-ray vector from w coordinates */
2249     shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[0]);
2250     shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[1]);
2251     shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
2252
2253     /* Calculate reflection vector
2254      */
2255     shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
2256     /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2257     shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
2258     shader_addline(buffer, "RCP TB.w, TB.w;\n");
2259     shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
2260     shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2261     shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
2262
2263     /* Sample the texture using the calculated coordinates */
2264     shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2265     flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2266     shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2267     tex_mx->current_row = 0;
2268 }
2269
2270 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
2271 {
2272     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2273     struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2274     DWORD flags;
2275     DWORD reg = ins->dst[0].reg.idx[0].offset;
2276     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2277     char dst_str[50];
2278     char src0_name[50];
2279     char src1_name[50];
2280     char dst_reg[50];
2281     BOOL is_color;
2282
2283     shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2284     shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
2285     shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2286     /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2287     shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2288
2289     /* Calculate reflection vector.
2290      *
2291      *                   dot(N, E)
2292      * dst_reg.xyz = 2 * --------- * N - E
2293      *                   dot(N, N)
2294      *
2295      * Which normalizes the normal vector
2296      */
2297     shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
2298     shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
2299     shader_addline(buffer, "RCP TC.w, TC.w;\n");
2300     shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
2301     shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2302     shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
2303
2304     /* Sample the texture using the calculated coordinates */
2305     shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2306     flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2307     shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2308     tex_mx->current_row = 0;
2309 }
2310
2311 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
2312 {
2313     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2314     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2315     char dst_name[50];
2316     const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2317     const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2318
2319     /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2320      * which is essentially an input, is the destination register because it is the first
2321      * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2322      * here(writemasks/swizzles are not valid on texdepth)
2323      */
2324     shader_arb_get_dst_param(ins, dst, dst_name);
2325
2326     /* According to the msdn, the source register(must be r5) is unusable after
2327      * the texdepth instruction, so we're free to modify it
2328      */
2329     shader_addline(buffer, "MIN %s.y, %s.y, %s;\n", dst_name, dst_name, one);
2330
2331     /* How to deal with the special case dst_name.g == 0? if r != 0, then
2332      * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2333      * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2334      */
2335     shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2336     shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
2337     shader_addline(buffer, "MIN TA.x, TA.x, %s;\n", one);
2338     shader_addline(buffer, "MAX result.depth, TA.x, %s;\n", zero);
2339 }
2340
2341 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2342  * Take a 3-component dot product of the TexCoord[dstreg] and src,
2343  * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2344 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
2345 {
2346     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2347     DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
2348     char src0[50];
2349     char dst_str[50];
2350
2351     shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2352     shader_addline(buffer, "MOV TB, 0.0;\n");
2353     shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2354
2355     shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2356     shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
2357 }
2358
2359 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2360  * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2361 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
2362 {
2363     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2364     char src0[50];
2365     char dst_str[50];
2366     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2367
2368     /* Handle output register */
2369     shader_arb_get_dst_param(ins, dst, dst_str);
2370     shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2371     shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx[0].offset, src0);
2372 }
2373
2374 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2375  * Perform the 3rd row of a 3x3 matrix multiply */
2376 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
2377 {
2378     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2379     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2380     char dst_str[50], dst_name[50];
2381     char src0[50];
2382     BOOL is_color;
2383
2384     shader_arb_get_dst_param(ins, dst, dst_str);
2385     shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2386     shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2387     shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2388     shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2389 }
2390
2391 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2392  * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2393  * Calculate tmp0.y = TexCoord[dstreg] . src.xyz;  (tmp0.x has already been calculated)
2394  * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2395  */
2396 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
2397 {
2398     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2399     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2400     char src0[50], dst_name[50];
2401     BOOL is_color;
2402     const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2403     const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2404
2405     shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2406     shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2407     shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2408
2409     /* How to deal with the special case dst_name.g == 0? if r != 0, then
2410      * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2411      * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2412      */
2413     shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2414     shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2415     shader_addline(buffer, "MIN %s.x, %s.x, %s;\n", dst_name, dst_name, one);
2416     shader_addline(buffer, "MAX result.depth, %s.x, %s;\n", dst_name, zero);
2417 }
2418
2419 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2420     Vertex/Pixel shaders to ARB_vertex_program codes */
2421 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2422 {
2423     int i;
2424     int nComponents = 0;
2425     struct wined3d_shader_dst_param tmp_dst = {{0}};
2426     struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2427     struct wined3d_shader_instruction tmp_ins;
2428
2429     memset(&tmp_ins, 0, sizeof(tmp_ins));
2430
2431     /* Set constants for the temporary argument */
2432     tmp_ins.ctx = ins->ctx;
2433     tmp_ins.dst_count = 1;
2434     tmp_ins.dst = &tmp_dst;
2435     tmp_ins.src_count = 2;
2436     tmp_ins.src = tmp_src;
2437
2438     switch(ins->handler_idx)
2439     {
2440         case WINED3DSIH_M4x4:
2441             nComponents = 4;
2442             tmp_ins.handler_idx = WINED3DSIH_DP4;
2443             break;
2444         case WINED3DSIH_M4x3:
2445             nComponents = 3;
2446             tmp_ins.handler_idx = WINED3DSIH_DP4;
2447             break;
2448         case WINED3DSIH_M3x4:
2449             nComponents = 4;
2450             tmp_ins.handler_idx = WINED3DSIH_DP3;
2451             break;
2452         case WINED3DSIH_M3x3:
2453             nComponents = 3;
2454             tmp_ins.handler_idx = WINED3DSIH_DP3;
2455             break;
2456         case WINED3DSIH_M3x2:
2457             nComponents = 2;
2458             tmp_ins.handler_idx = WINED3DSIH_DP3;
2459             break;
2460         default:
2461             FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2462             break;
2463     }
2464
2465     tmp_dst = ins->dst[0];
2466     tmp_src[0] = ins->src[0];
2467     tmp_src[1] = ins->src[1];
2468     for (i = 0; i < nComponents; ++i)
2469     {
2470         tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2471         shader_hw_map2gl(&tmp_ins);
2472         ++tmp_src[1].reg.idx[0].offset;
2473     }
2474 }
2475
2476 static void shader_hw_rcp(const struct wined3d_shader_instruction *ins)
2477 {
2478     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2479
2480     char dst[50];
2481     char src[50];
2482
2483     shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2484     shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2485     if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2486     {
2487         /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2488          * .w is used
2489          */
2490         strcat(src, ".w");
2491     }
2492
2493     shader_addline(buffer, "RCP%s %s, %s;\n", shader_arb_get_modifier(ins), dst, src);
2494 }
2495
2496 static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
2497 {
2498     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2499     const char *instruction;
2500
2501     char dst[50];
2502     char src[50];
2503
2504     switch(ins->handler_idx)
2505     {
2506         case WINED3DSIH_RSQ:  instruction = "RSQ"; break;
2507         case WINED3DSIH_RCP:  instruction = "RCP"; break;
2508         case WINED3DSIH_EXP:  instruction = "EX2"; break;
2509         case WINED3DSIH_EXPP: instruction = "EXP"; break;
2510         default: instruction = "";
2511             FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2512             break;
2513     }
2514
2515     shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2516     shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2517     if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2518     {
2519         /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2520          * .w is used
2521          */
2522         strcat(src, ".w");
2523     }
2524
2525     shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
2526 }
2527
2528 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
2529 {
2530     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2531     char dst_name[50];
2532     char src_name[50];
2533     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2534     BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2535     const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2536
2537     shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2538     shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2539
2540     /* In D3D, NRM of a vector with length zero returns zero. Catch this situation, as
2541      * otherwise NRM or RSQ would return NaN */
2542     if(pshader && priv->target_version >= NV3)
2543     {
2544         /* GL_NV_fragment_program2's NRM needs protection against length zero vectors too
2545          *
2546          * TODO: Find out if DP3+NRM+MOV is really faster than DP3+RSQ+MUL
2547          */
2548         shader_addline(buffer, "DP3C TA, %s, %s;\n", src_name, src_name);
2549         shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2550         shader_addline(buffer, "MOV %s (EQ), %s;\n", dst_name, zero);
2551     }
2552     else if(priv->target_version >= NV2)
2553     {
2554         shader_addline(buffer, "DP3C TA.x, %s, %s;\n", src_name, src_name);
2555         shader_addline(buffer, "RSQ TA.x (NE), TA.x;\n");
2556         shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2557                        src_name);
2558     }
2559     else
2560     {
2561         const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2562
2563         shader_addline(buffer, "DP3 TA.x, %s, %s;\n", src_name, src_name);
2564         /* Pass any non-zero value to RSQ if the input vector has a length of zero. The
2565          * RSQ result doesn't matter, as long as multiplying it by 0 returns 0.
2566          */
2567         shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero);
2568         shader_addline(buffer, "MAD TA.x, %s, TA.y, TA.x;\n", one);
2569
2570         shader_addline(buffer, "RSQ TA.x, TA.x;\n");
2571         /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2572         shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2573                     src_name);
2574     }
2575 }
2576
2577 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2578 {
2579     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2580     char dst_name[50];
2581     char src_name[3][50];
2582
2583     /* ARB_fragment_program has a convenient LRP instruction */
2584     if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2585         shader_hw_map2gl(ins);
2586         return;
2587     }
2588
2589     shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2590     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2591     shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2592     shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2593
2594     shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2595     shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2596                    dst_name, src_name[0], src_name[2]);
2597 }
2598
2599 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2600 {
2601     /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2602      * must contain fixed constants. So we need a separate function to filter those constants and
2603      * can't use map2gl
2604      */
2605     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2606     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2607     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2608     char dst_name[50];
2609     char src_name0[50], src_name1[50], src_name2[50];
2610     BOOL is_color;
2611
2612     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2613     if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2614         shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2615         /* No modifiers are supported on SCS */
2616         shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2617
2618         if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2619         {
2620             shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2621             shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2622         }
2623     } else if(priv->target_version >= NV2) {
2624         shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2625
2626         /* Sincos writemask must be .x, .y or .xy */
2627         if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2628             shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2629         if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2630             shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2631     } else {
2632         /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2633          * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2634          *
2635          * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2636          * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2637          *
2638          * The constants we get are:
2639          *
2640          *  +1   +1,     -1     -1     +1      +1      -1       -1
2641          *      ---- ,  ---- , ---- , ----- , ----- , ----- , ------
2642          *      1!*2    2!*4   3!*8   4!*16   5!*32   6!*64   7!*128
2643          *
2644          * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2645          *
2646          * (x/2)^2 = x^2 / 4
2647          * (x/2)^3 = x^3 / 8
2648          * (x/2)^4 = x^4 / 16
2649          * (x/2)^5 = x^5 / 32
2650          * etc
2651          *
2652          * To get the final result:
2653          * sin(x) = 2 * sin(x/2) * cos(x/2)
2654          * cos(x) = cos(x/2)^2 - sin(x/2)^2
2655          * (from sin(x+y) and cos(x+y) rules)
2656          *
2657          * As per MSDN, dst.z is undefined after the operation, and so is
2658          * dst.x and dst.y if they're masked out by the writemask. Ie
2659          * sincos dst.y, src1, c0, c1
2660          * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2661          * vsa.exe also stops with an error if the dest register is the same register as the source
2662          * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2663          * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2664          */
2665         shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2666         shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2667         shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2668
2669         shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0);  /* x ^ 2 */
2670         shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0);           /* x ^ 3 */
2671         shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0);           /* x ^ 4 */
2672         shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0);           /* x ^ 5 */
2673         shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0);           /* x ^ 6 */
2674         shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0);           /* x ^ 7 */
2675
2676         /* sin(x/2)
2677          *
2678          * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2679          * properly merge that with MULs in the code above?
2680          * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2681          * we can merge the sine and cosine MAD rows to calculate them together.
2682          */
2683         shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2684         shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2685         shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2686         shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2687
2688         /* cos(x/2) */
2689         shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2690         shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2691         shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2692
2693         if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2694             /* cos x */
2695             shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2696             shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2697         }
2698         if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2699             /* sin x */
2700             shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2701             shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2702         }
2703     }
2704 }
2705
2706 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2707 {
2708     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2709     char dst_name[50];
2710     char src_name[50];
2711     struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2712
2713     shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2714     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2715
2716     /* SGN is only valid in vertex shaders */
2717     if(ctx->target_version >= NV2) {
2718         shader_addline(buffer, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2719         return;
2720     }
2721
2722     /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2723      * if SRC < 0.0,  SRC < -SRC = TRUE. If neither is true, src = 0.0
2724      */
2725     if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2726         shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2727     } else {
2728         /* src contains TA? Write to the dest first. This won't overwrite our destination.
2729          * Then use TA, and calculate the final result
2730          *
2731          * Not reading from TA? Store the first result in TA to avoid overwriting the
2732          * destination if src reg = dst reg
2733          */
2734         if(strstr(src_name, "TA"))
2735         {
2736             shader_addline(buffer, "SLT %s,  %s, -%s;\n", dst_name, src_name, src_name);
2737             shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2738             shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
2739         }
2740         else
2741         {
2742             shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2743             shader_addline(buffer, "SLT %s,  %s, -%s;\n", dst_name, src_name, src_name);
2744             shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
2745         }
2746     }
2747 }
2748
2749 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2750 {
2751     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2752     char src[50];
2753     char dst[50];
2754     char dst_name[50];
2755     BOOL is_color;
2756
2757     shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2758     shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2759     shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2760
2761     shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2762     shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2763 }
2764
2765 static DWORD abs_modifier(DWORD mod, BOOL *need_abs)
2766 {
2767     *need_abs = FALSE;
2768
2769     switch(mod)
2770     {
2771         case WINED3DSPSM_NONE:      return WINED3DSPSM_ABS;
2772         case WINED3DSPSM_NEG:       return WINED3DSPSM_ABS;
2773         case WINED3DSPSM_BIAS:      *need_abs = TRUE; return WINED3DSPSM_BIAS;
2774         case WINED3DSPSM_BIASNEG:   *need_abs = TRUE; return WINED3DSPSM_BIASNEG;
2775         case WINED3DSPSM_SIGN:      *need_abs = TRUE; return WINED3DSPSM_SIGN;
2776         case WINED3DSPSM_SIGNNEG:   *need_abs = TRUE; return WINED3DSPSM_SIGNNEG;
2777         case WINED3DSPSM_COMP:      *need_abs = TRUE; return WINED3DSPSM_COMP;
2778         case WINED3DSPSM_X2:        *need_abs = TRUE; return WINED3DSPSM_X2;
2779         case WINED3DSPSM_X2NEG:     *need_abs = TRUE; return WINED3DSPSM_X2NEG;
2780         case WINED3DSPSM_DZ:        *need_abs = TRUE; return WINED3DSPSM_DZ;
2781         case WINED3DSPSM_DW:        *need_abs = TRUE; return WINED3DSPSM_DW;
2782         case WINED3DSPSM_ABS:       return WINED3DSPSM_ABS;
2783         case WINED3DSPSM_ABSNEG:    return WINED3DSPSM_ABS;
2784     }
2785     FIXME("Unknown modifier %u\n", mod);
2786     return mod;
2787 }
2788
2789 static void shader_hw_log(const struct wined3d_shader_instruction *ins)
2790 {
2791     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2792     char src0[50], dst[50];
2793     struct wined3d_shader_src_param src0_copy = ins->src[0];
2794     BOOL need_abs = FALSE;
2795     const char *instr;
2796
2797     switch(ins->handler_idx)
2798     {
2799         case WINED3DSIH_LOG:  instr = "LG2"; break;
2800         case WINED3DSIH_LOGP: instr = "LOG"; break;
2801         default:
2802             ERR("Unexpected instruction %d\n", ins->handler_idx);
2803             return;
2804     }
2805
2806     /* LOG and LOGP operate on the absolute value of the input */
2807     src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2808
2809     shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2810     shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2811
2812     if(need_abs)
2813     {
2814         shader_addline(buffer, "ABS TA, %s;\n", src0);
2815         shader_addline(buffer, "%s%s %s, TA;\n", instr, shader_arb_get_modifier(ins), dst);
2816     }
2817     else
2818     {
2819         shader_addline(buffer, "%s%s %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0);
2820     }
2821 }
2822
2823 static void shader_hw_pow(const struct wined3d_shader_instruction *ins)
2824 {
2825     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2826     char src0[50], src1[50], dst[50];
2827     struct wined3d_shader_src_param src0_copy = ins->src[0];
2828     BOOL need_abs = FALSE;
2829     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2830     const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2831
2832     /* POW operates on the absolute value of the input */
2833     src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2834
2835     shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2836     shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2837     shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
2838
2839     if (need_abs)
2840         shader_addline(buffer, "ABS TA.x, %s;\n", src0);
2841     else
2842         shader_addline(buffer, "MOV TA.x, %s;\n", src0);
2843
2844     if (priv->target_version >= NV2)
2845     {
2846         shader_addline(buffer, "MOVC TA.y, %s;\n", src1);
2847         shader_addline(buffer, "POW%s %s, TA.x, TA.y;\n", shader_arb_get_modifier(ins), dst);
2848         shader_addline(buffer, "MOV %s (EQ.y), %s;\n", dst, one);
2849     }
2850     else
2851     {
2852         const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2853         const char *flt_eps = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_EPS);
2854
2855         shader_addline(buffer, "ABS TA.y, %s;\n", src1);
2856         shader_addline(buffer, "SGE TA.y, -TA.y, %s;\n", zero);
2857         /* Possibly add flt_eps to avoid getting float special values */
2858         shader_addline(buffer, "MAD TA.z, TA.y, %s, %s;\n", flt_eps, src1);
2859         shader_addline(buffer, "POW%s TA.x, TA.x, TA.z;\n", shader_arb_get_modifier(ins));
2860         shader_addline(buffer, "MAD TA.x, -TA.x, TA.y, TA.x;\n");
2861         shader_addline(buffer, "MAD %s, TA.y, %s, TA.x;\n", dst, one);
2862     }
2863 }
2864
2865 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2866 {
2867     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2868     char src_name[50];
2869     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2870
2871     /* src0 is aL */
2872     shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2873
2874     if(vshader)
2875     {
2876         struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2877         struct list *e = list_head(&priv->control_frames);
2878         struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2879
2880         if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2881         /* The constant loader makes sure to load -1 into iX.w */
2882         shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2883         shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2884         shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2885     }
2886     else
2887     {
2888         shader_addline(buffer, "LOOP %s;\n", src_name);
2889     }
2890 }
2891
2892 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2893 {
2894     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2895     char src_name[50];
2896     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2897
2898     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2899
2900     /* The constant loader makes sure to load -1 into iX.w */
2901     if(vshader)
2902     {
2903         struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2904         struct list *e = list_head(&priv->control_frames);
2905         struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2906
2907         if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2908
2909         shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2910         shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2911         shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2912     }
2913     else
2914     {
2915         shader_addline(buffer, "REP %s;\n", src_name);
2916     }
2917 }
2918
2919 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2920 {
2921     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2922     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2923
2924     if(vshader)
2925     {
2926         struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2927         struct list *e = list_head(&priv->control_frames);
2928         struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2929
2930         shader_addline(buffer, "ARAC aL.xy, aL;\n");
2931         shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2932         shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2933
2934         if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2935     }
2936     else
2937     {
2938         shader_addline(buffer, "ENDLOOP;\n");
2939     }
2940 }
2941
2942 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2943 {
2944     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2945     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2946
2947     if(vshader)
2948     {
2949         struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2950         struct list *e = list_head(&priv->control_frames);
2951         struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2952
2953         shader_addline(buffer, "ARAC aL.xy, aL;\n");
2954         shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2955         shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2956
2957         if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2958     }
2959     else
2960     {
2961         shader_addline(buffer, "ENDREP;\n");
2962     }
2963 }
2964
2965 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2966 {
2967     struct control_frame *control_frame;
2968
2969     LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2970     {
2971         if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2972     }
2973     ERR("Could not find loop for break\n");
2974     return NULL;
2975 }
2976
2977 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2978 {
2979     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2980     const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2981     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2982
2983     if(vshader)
2984     {
2985         shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->no.loop);
2986     }
2987     else
2988     {
2989         shader_addline(buffer, "BRK;\n");
2990     }
2991 }
2992
2993 static const char *get_compare(enum wined3d_shader_rel_op op)
2994 {
2995     switch (op)
2996     {
2997         case WINED3D_SHADER_REL_OP_GT: return "GT";
2998         case WINED3D_SHADER_REL_OP_EQ: return "EQ";
2999         case WINED3D_SHADER_REL_OP_GE: return "GE";
3000         case WINED3D_SHADER_REL_OP_LT: return "LT";
3001         case WINED3D_SHADER_REL_OP_NE: return "NE";
3002         case WINED3D_SHADER_REL_OP_LE: return "LE";
3003         default:
3004             FIXME("Unrecognized operator %#x.\n", op);
3005             return "(\?\?)";
3006     }
3007 }
3008
3009 static enum wined3d_shader_rel_op invert_compare(enum wined3d_shader_rel_op op)
3010 {
3011     switch (op)
3012     {
3013         case WINED3D_SHADER_REL_OP_GT: return WINED3D_SHADER_REL_OP_LE;
3014         case WINED3D_SHADER_REL_OP_EQ: return WINED3D_SHADER_REL_OP_NE;
3015         case WINED3D_SHADER_REL_OP_GE: return WINED3D_SHADER_REL_OP_LT;
3016         case WINED3D_SHADER_REL_OP_LT: return WINED3D_SHADER_REL_OP_GE;
3017         case WINED3D_SHADER_REL_OP_NE: return WINED3D_SHADER_REL_OP_EQ;
3018         case WINED3D_SHADER_REL_OP_LE: return WINED3D_SHADER_REL_OP_GT;
3019         default:
3020             FIXME("Unrecognized operator %#x.\n", op);
3021             return -1;
3022     }
3023 }
3024
3025 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
3026 {
3027     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3028     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3029     const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
3030     char src_name0[50];
3031     char src_name1[50];
3032     const char *comp = get_compare(ins->flags);
3033
3034     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3035     shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3036
3037     if(vshader)
3038     {
3039         /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
3040          * away the subtraction result
3041          */
3042         shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3043         shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->no.loop, comp);
3044     }
3045     else
3046     {
3047         shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3048         shader_addline(buffer, "BRK (%s.x);\n", comp);
3049     }
3050 }
3051
3052 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
3053 {
3054     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3055     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3056     struct list *e = list_head(&priv->control_frames);
3057     struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3058     const char *comp;
3059     char src_name0[50];
3060     char src_name1[50];
3061     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3062
3063     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3064     shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3065
3066     if(vshader)
3067     {
3068         /* Invert the flag. We jump to the else label if the condition is NOT true */
3069         comp = get_compare(invert_compare(ins->flags));
3070         shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3071         shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->no.ifc, comp);
3072     }
3073     else
3074     {
3075         comp = get_compare(ins->flags);
3076         shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3077         shader_addline(buffer, "IF %s.x;\n", comp);
3078     }
3079 }
3080
3081 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
3082 {
3083     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3084     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3085     struct list *e = list_head(&priv->control_frames);
3086     struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3087     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3088
3089     if(vshader)
3090     {
3091         shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->no.ifc);
3092         shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3093         control_frame->had_else = TRUE;
3094     }
3095     else
3096     {
3097         shader_addline(buffer, "ELSE;\n");
3098     }
3099 }
3100
3101 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
3102 {
3103     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3104     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3105     struct list *e = list_head(&priv->control_frames);
3106     struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3107     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3108
3109     if(vshader)
3110     {
3111         if(control_frame->had_else)
3112         {
3113             shader_addline(buffer, "ifc_%u_endif:\n", control_frame->no.ifc);
3114         }
3115         else
3116         {
3117             shader_addline(buffer, "#No else branch. else is endif\n");
3118             shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3119         }
3120     }
3121     else
3122     {
3123         shader_addline(buffer, "ENDIF;\n");
3124     }
3125 }
3126
3127 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
3128 {
3129     DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3130     char reg_dest[40];
3131     char reg_src[3][40];
3132     WORD flags = TEX_DERIV;
3133
3134     shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3135     shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
3136     shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
3137     shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
3138
3139     if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3140     if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3141
3142     shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
3143 }
3144
3145 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
3146 {
3147     DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
3148     char reg_dest[40];
3149     char reg_coord[40];
3150     WORD flags = TEX_LOD;
3151
3152     shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3153     shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
3154
3155     if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3156     if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3157
3158     shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
3159 }
3160
3161 static void shader_hw_label(const struct wined3d_shader_instruction *ins)
3162 {
3163     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3164     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3165
3166     priv->in_main_func = FALSE;
3167     /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
3168      * subroutine, don't generate a label that will make GL complain
3169      */
3170     if(priv->target_version == ARB) return;
3171
3172     shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx[0].offset);
3173 }
3174
3175 static void vshader_add_footer(struct shader_arb_ctx_priv *priv_ctx,
3176         const struct arb_vshader_private *shader_data, const struct arb_vs_compile_args *args,
3177         const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info,
3178         struct wined3d_shader_buffer *buffer)
3179 {
3180     unsigned int i;
3181
3182     /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3183      * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3184      * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3185      * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3186      */
3187     if (args->super.fog_src == VS_FOG_Z)
3188     {
3189         shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
3190     }
3191     else
3192     {
3193         if (!reg_maps->fog)
3194         {
3195             /* posFixup.x is always 1.0, so we can safely use it */
3196             shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3197         }
3198         else
3199         {
3200             /* Clamp fogcoord */
3201             const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
3202             const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
3203
3204             shader_addline(buffer, "MIN TMP_FOGCOORD.x, TMP_FOGCOORD.x, %s;\n", one);
3205             shader_addline(buffer, "MAX result.fogcoord.x, TMP_FOGCOORD.x, %s;\n", zero);
3206         }
3207     }
3208
3209     /* Clipplanes are always stored without y inversion */
3210     if (use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
3211     {
3212         if (args->super.clip_enabled)
3213         {
3214             for (i = 0; i < priv_ctx->vs_clipplanes; i++)
3215             {
3216                 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
3217             }
3218         }
3219     }
3220     else if (args->clip.boolclip.clip_texcoord)
3221     {
3222         unsigned int cur_clip = 0;
3223         char component[4] = {'x', 'y', 'z', 'w'};
3224         const char *zero = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ZERO);
3225
3226         for (i = 0; i < gl_info->limits.clipplanes; ++i)
3227         {
3228             if (args->clip.boolclip.clipplane_mask & (1 << i))
3229             {
3230                 shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3231                                component[cur_clip++], i);
3232             }
3233         }
3234         switch (cur_clip)
3235         {
3236             case 0:
3237                 shader_addline(buffer, "MOV TA, %s;\n", zero);
3238                 break;
3239             case 1:
3240                 shader_addline(buffer, "MOV TA.yzw, %s;\n", zero);
3241                 break;
3242             case 2:
3243                 shader_addline(buffer, "MOV TA.zw, %s;\n", zero);
3244                 break;
3245             case 3:
3246                 shader_addline(buffer, "MOV TA.w, %s;\n", zero);
3247                 break;
3248         }
3249         shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
3250                        args->clip.boolclip.clip_texcoord - 1);
3251     }
3252
3253     /* Write the final position.
3254      *
3255      * OpenGL coordinates specify the center of the pixel while d3d coords specify
3256      * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3257      * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3258      * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3259      */
3260     shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
3261     shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3262     shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3263
3264     /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3265      * and the glsl equivalent
3266      */
3267     if (need_helper_const(shader_data, reg_maps, gl_info))
3268     {
3269         const char *two = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_TWO);
3270         shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two);
3271     }
3272     else
3273     {
3274         shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3275         shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3276     }
3277
3278     shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
3279
3280     priv_ctx->footer_written = TRUE;
3281 }
3282
3283 static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
3284 {
3285     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3286     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3287     const struct wined3d_shader *shader = ins->ctx->shader;
3288     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3289
3290     if(priv->target_version == ARB) return;
3291
3292     if(vshader)
3293     {
3294         if (priv->in_main_func) vshader_add_footer(priv, shader->backend_data,
3295                 priv->cur_vs_args, ins->ctx->reg_maps, ins->ctx->gl_info, buffer);
3296     }
3297
3298     shader_addline(buffer, "RET;\n");
3299 }
3300
3301 static void shader_hw_call(const struct wined3d_shader_instruction *ins)
3302 {
3303     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3304     shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx[0].offset);
3305 }
3306
3307 /* Context activation is done by the caller. */
3308 static GLuint create_arb_blt_vertex_program(const struct wined3d_gl_info *gl_info)
3309 {
3310     GLuint program_id = 0;
3311     GLint pos;
3312
3313     const char *blt_vprogram =
3314         "!!ARBvp1.0\n"
3315         "PARAM c[1] = { { 1, 0.5 } };\n"
3316         "MOV result.position, vertex.position;\n"
3317         "MOV result.color, c[0].x;\n"
3318         "MOV result.texcoord[0], vertex.texcoord[0];\n"
3319         "END\n";
3320
3321     GL_EXTCALL(glGenProgramsARB(1, &program_id));
3322     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
3323     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3324             strlen(blt_vprogram), blt_vprogram));
3325     checkGLcall("glProgramStringARB()");
3326
3327     gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3328     if (pos != -1)
3329     {
3330         FIXME("Vertex program error at position %d: %s\n\n", pos,
3331             debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3332         shader_arb_dump_program_source(blt_vprogram);
3333     }
3334     else
3335     {
3336         GLint native;
3337
3338         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3339         checkGLcall("glGetProgramivARB()");
3340         if (!native) WARN("Program exceeds native resource limits.\n");
3341     }
3342
3343     return program_id;
3344 }
3345
3346 /* Context activation is done by the caller. */
3347 static GLuint create_arb_blt_fragment_program(const struct wined3d_gl_info *gl_info,
3348         enum tex_types tex_type, BOOL masked)
3349 {
3350     GLuint program_id = 0;
3351     const char *fprogram;
3352     GLint pos;
3353
3354     static const char * const blt_fprograms_full[tex_type_count] =
3355     {
3356         /* tex_1d */
3357         NULL,
3358         /* tex_2d */
3359         "!!ARBfp1.0\n"
3360         "TEMP R0;\n"
3361         "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3362         "MOV result.depth.z, R0.x;\n"
3363         "END\n",
3364         /* tex_3d */
3365         NULL,
3366         /* tex_cube */
3367         "!!ARBfp1.0\n"
3368         "TEMP R0;\n"
3369         "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3370         "MOV result.depth.z, R0.x;\n"
3371         "END\n",
3372         /* tex_rect */
3373         "!!ARBfp1.0\n"
3374         "TEMP R0;\n"
3375         "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3376         "MOV result.depth.z, R0.x;\n"
3377         "END\n",
3378     };
3379
3380     static const char * const blt_fprograms_masked[tex_type_count] =
3381     {
3382         /* tex_1d */
3383         NULL,
3384         /* tex_2d */
3385         "!!ARBfp1.0\n"
3386         "PARAM mask = program.local[0];\n"
3387         "TEMP R0;\n"
3388         "SLT R0.xy, fragment.position, mask.zwzw;\n"
3389         "MUL R0.x, R0.x, R0.y;\n"
3390         "KIL -R0.x;\n"
3391         "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3392         "MOV result.depth.z, R0.x;\n"
3393         "END\n",
3394         /* tex_3d */
3395         NULL,
3396         /* tex_cube */
3397         "!!ARBfp1.0\n"
3398         "PARAM mask = program.local[0];\n"
3399         "TEMP R0;\n"
3400         "SLT R0.xy, fragment.position, mask.zwzw;\n"
3401         "MUL R0.x, R0.x, R0.y;\n"
3402         "KIL -R0.x;\n"
3403         "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3404         "MOV result.depth.z, R0.x;\n"
3405         "END\n",
3406         /* tex_rect */
3407         "!!ARBfp1.0\n"
3408         "PARAM mask = program.local[0];\n"
3409         "TEMP R0;\n"
3410         "SLT R0.xy, fragment.position, mask.zwzw;\n"
3411         "MUL R0.x, R0.x, R0.y;\n"
3412         "KIL -R0.x;\n"
3413         "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3414         "MOV result.depth.z, R0.x;\n"
3415         "END\n",
3416     };
3417
3418     fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3419     if (!fprogram)
3420     {
3421         FIXME("tex_type %#x not supported, falling back to tex_2d\n", tex_type);
3422         tex_type = tex_2d;
3423         fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3424     }
3425
3426     GL_EXTCALL(glGenProgramsARB(1, &program_id));
3427     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
3428     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fprogram), fprogram));
3429     checkGLcall("glProgramStringARB()");
3430
3431     gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3432     if (pos != -1)
3433     {
3434         FIXME("Fragment program error at position %d: %s\n\n", pos,
3435             debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3436         shader_arb_dump_program_source(fprogram);
3437     }
3438     else
3439     {
3440         GLint native;
3441
3442         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3443         checkGLcall("glGetProgramivARB()");
3444         if (!native) WARN("Program exceeds native resource limits.\n");
3445     }
3446
3447     return program_id;
3448 }
3449
3450 static void arbfp_add_sRGB_correction(struct wined3d_shader_buffer *buffer, const char *fragcolor,
3451         const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
3452 {
3453     /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3454
3455     if(condcode)
3456     {
3457         /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3458         shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.y;\n", tmp1, fragcolor);
3459         /* Calculate the > 0.0031308 case */
3460         shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts1.z;\n", fragcolor, fragcolor);
3461         shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts1.z;\n", fragcolor, fragcolor);
3462         shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts1.z;\n", fragcolor, fragcolor);
3463         shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts1.w;\n", fragcolor, fragcolor);
3464         shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts2.x;\n", fragcolor, fragcolor);
3465         /* Calculate the < case */
3466         shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts1.x, %s;\n", fragcolor, fragcolor);
3467     }
3468     else
3469     {
3470         /* Calculate the > 0.0031308 case */
3471         shader_addline(buffer, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1, fragcolor);
3472         shader_addline(buffer, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1, fragcolor);
3473         shader_addline(buffer, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1, fragcolor);
3474         shader_addline(buffer, "MUL %s, %s, srgb_consts1.w;\n", tmp1, tmp1);
3475         shader_addline(buffer, "SUB %s, %s, srgb_consts2.x;\n", tmp1, tmp1);
3476         /* Calculate the < case */
3477         shader_addline(buffer, "MUL %s, srgb_consts1.x, %s;\n", tmp2, fragcolor);
3478         /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3479         shader_addline(buffer, "SLT %s, srgb_consts1.y, %s;\n", tmp3, fragcolor);
3480         shader_addline(buffer, "SGE %s, srgb_consts1.y, %s;\n", tmp4, fragcolor);
3481         /* Store the components > 0.0031308 in the destination */
3482         shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
3483         /* Add the components that are < 0.0031308 */
3484         shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
3485         /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3486         * result.color writes(.rgb first, then .a), or handle overwriting already written
3487         * components. The assembler uses a temporary register in this case, which is usually
3488         * not allocated from one of our registers that were used earlier.
3489         */
3490     }
3491     /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3492 }
3493
3494 static const DWORD *find_loop_control_values(const struct wined3d_shader *shader, DWORD idx)
3495 {
3496     const struct wined3d_shader_lconst *constant;
3497
3498     LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
3499     {
3500         if (constant->idx == idx)
3501         {
3502             return constant->value;
3503         }
3504     }
3505     return NULL;
3506 }
3507
3508 static void init_ps_input(const struct wined3d_shader *shader,
3509         const struct arb_ps_compile_args *args, struct shader_arb_ctx_priv *priv)
3510 {
3511     static const char * const texcoords[8] =
3512     {
3513         "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3514         "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3515     };
3516     unsigned int i;
3517     const struct wined3d_shader_signature_element *sig = shader->input_signature;
3518     const char *semantic_name;
3519     DWORD semantic_idx;
3520
3521     switch(args->super.vp_mode)
3522     {
3523         case pretransformed:
3524         case fixedfunction:
3525             /* The pixelshader has to collect the varyings on its own. In any case properly load
3526              * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3527              * other attribs to 0.0.
3528              *
3529              * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3530              * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3531              * load the texcoord attrib pointers to match the pixel shader signature
3532              */
3533             for(i = 0; i < MAX_REG_INPUT; i++)
3534             {
3535                 semantic_name = sig[i].semantic_name;
3536                 semantic_idx = sig[i].semantic_idx;
3537                 if (!semantic_name) continue;
3538
3539                 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
3540                 {
3541                     if (!semantic_idx) priv->ps_input[i] = "fragment.color.primary";
3542                     else if(semantic_idx == 1) priv->ps_input[i] = "fragment.color.secondary";
3543                     else priv->ps_input[i] = "0.0";
3544                 }
3545                 else if(args->super.vp_mode == fixedfunction)
3546                 {
3547                     priv->ps_input[i] = "0.0";
3548                 }
3549                 else if(shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
3550                 {
3551                     if(semantic_idx < 8) priv->ps_input[i] = texcoords[semantic_idx];
3552                     else priv->ps_input[i] = "0.0";
3553                 }
3554                 else if(shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
3555                 {
3556                     if (!semantic_idx) priv->ps_input[i] = "fragment.fogcoord";
3557                     else priv->ps_input[i] = "0.0";
3558                 }
3559                 else
3560                 {
3561                     priv->ps_input[i] = "0.0";
3562                 }
3563
3564                 TRACE("v%u, semantic %s%u is %s\n", i, semantic_name, semantic_idx, priv->ps_input[i]);
3565             }
3566             break;
3567
3568         case vertexshader:
3569             /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3570              * fragment.color
3571              */
3572             for(i = 0; i < 8; i++)
3573             {
3574                 priv->ps_input[i] = texcoords[i];
3575             }
3576             priv->ps_input[8] = "fragment.color.primary";
3577             priv->ps_input[9] = "fragment.color.secondary";
3578             break;
3579     }
3580 }
3581
3582 /* Context activation is done by the caller. */
3583 static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader,
3584         const struct wined3d_gl_info *gl_info, struct wined3d_shader_buffer *buffer,
3585         const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
3586 {
3587     const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
3588     const struct wined3d_shader_lconst *lconst;
3589     const DWORD *function = shader->function;
3590     GLuint retval;
3591     char fragcolor[16];
3592     DWORD *lconst_map = local_const_mapping(shader), next_local;
3593     struct shader_arb_ctx_priv priv_ctx;
3594     BOOL dcl_td = FALSE;
3595     BOOL want_nv_prog = FALSE;
3596     struct arb_pshader_private *shader_priv = shader->backend_data;
3597     GLint errPos;
3598     DWORD map;
3599
3600     char srgbtmp[4][4];
3601     unsigned int i, found = 0;
3602
3603     for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
3604     {
3605         if (!(map & 1)
3606                 || (shader->u.ps.color0_mov && i == shader->u.ps.color0_reg)
3607                 || (reg_maps->shader_version.major < 2 && !i))
3608             continue;
3609
3610         sprintf(srgbtmp[found], "R%u", i);
3611         ++found;
3612         if (found == 4) break;
3613     }
3614
3615     switch(found) {
3616         case 0:
3617             sprintf(srgbtmp[0], "TA");
3618             sprintf(srgbtmp[1], "TB");
3619             sprintf(srgbtmp[2], "TC");
3620             sprintf(srgbtmp[3], "TD");
3621             dcl_td = TRUE;
3622             break;
3623         case 1:
3624             sprintf(srgbtmp[1], "TA");
3625             sprintf(srgbtmp[2], "TB");
3626             sprintf(srgbtmp[3], "TC");
3627             break;
3628         case 2:
3629             sprintf(srgbtmp[2], "TA");
3630             sprintf(srgbtmp[3], "TB");
3631             break;
3632         case 3:
3633             sprintf(srgbtmp[3], "TA");
3634             break;
3635         case 4:
3636             break;
3637     }
3638
3639     /*  Create the hw ARB shader */
3640     memset(&priv_ctx, 0, sizeof(priv_ctx));
3641     priv_ctx.cur_ps_args = args;
3642     priv_ctx.compiled_fprog = compiled;
3643     priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
3644     init_ps_input(shader, args, &priv_ctx);
3645     list_init(&priv_ctx.control_frames);
3646
3647     /* Avoid enabling NV_fragment_program* if we do not need it.
3648      *
3649      * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3650      * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3651      * is faster than what we gain from using higher native instructions. There are some things though
3652      * that cannot be emulated. In that case enable the extensions.
3653      * If the extension is enabled, instruction handlers that support both ways will use it.
3654      *
3655      * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3656      * So enable the best we can get.
3657      */
3658     if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
3659        reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall)
3660     {
3661         want_nv_prog = TRUE;
3662     }
3663
3664     shader_addline(buffer, "!!ARBfp1.0\n");
3665     if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM2])
3666     {
3667         shader_addline(buffer, "OPTION NV_fragment_program2;\n");
3668         priv_ctx.target_version = NV3;
3669     }
3670     else if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
3671     {
3672         shader_addline(buffer, "OPTION NV_fragment_program;\n");
3673         priv_ctx.target_version = NV2;
3674     } else {
3675         if(want_nv_prog)
3676         {
3677             /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3678              * limits properly
3679              */
3680             ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3681             ERR("Try GLSL\n");
3682         }
3683         priv_ctx.target_version = ARB;
3684     }
3685
3686     if (reg_maps->rt_mask > 1)
3687     {
3688         shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
3689     }
3690
3691     if (reg_maps->shader_version.major < 3)
3692     {
3693         switch(args->super.fog) {
3694             case FOG_OFF:
3695                 break;
3696             case FOG_LINEAR:
3697                 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
3698                 break;
3699             case FOG_EXP:
3700                 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
3701                 break;
3702             case FOG_EXP2:
3703                 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
3704                 break;
3705         }
3706     }
3707
3708     /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3709      * unused temps away(but occupies them for the whole shader if they're used once). Always
3710      * declaring them avoids tricky bookkeeping work
3711      */
3712     shader_addline(buffer, "TEMP TA;\n");      /* Used for modifiers */
3713     shader_addline(buffer, "TEMP TB;\n");      /* Used for modifiers */
3714     shader_addline(buffer, "TEMP TC;\n");      /* Used for modifiers */
3715     if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
3716     shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3717     shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3718     shader_addline(buffer, "PARAM ps_helper_const = { 0.0, 1.0, %1.10f, 0.0 };\n", eps);
3719
3720     if (reg_maps->shader_version.major < 2)
3721     {
3722         strcpy(fragcolor, "R0");
3723     }
3724     else
3725     {
3726         if (args->super.srgb_correction)
3727         {
3728             if (shader->u.ps.color0_mov)
3729             {
3730                 sprintf(fragcolor, "R%u", shader->u.ps.color0_reg);
3731             }
3732             else
3733             {
3734                 shader_addline(buffer, "TEMP TMP_COLOR;\n");
3735                 strcpy(fragcolor, "TMP_COLOR");
3736             }
3737         } else {
3738             strcpy(fragcolor, "result.color");
3739         }
3740     }
3741
3742     if(args->super.srgb_correction) {
3743         shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
3744                        srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
3745         shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
3746                        srgb_sub_high, 0.0, 0.0, 0.0);
3747     }
3748
3749     /* Base Declarations */
3750     next_local = shader_generate_arb_declarations(shader, reg_maps,
3751             buffer, gl_info, lconst_map, NULL, &priv_ctx);
3752
3753     for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
3754     {
3755         unsigned char bump_const;
3756
3757         if (!(map & 1)) continue;
3758
3759         bump_const = compiled->numbumpenvmatconsts;
3760         compiled->bumpenvmatconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3761         compiled->bumpenvmatconst[bump_const].texunit = i;
3762         compiled->luminanceconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3763         compiled->luminanceconst[bump_const].texunit = i;
3764
3765         /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3766          * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3767          * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3768          * textures due to conditional NP2 restrictions)
3769          *
3770          * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3771          * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3772          * their location is shader dependent anyway and they cannot be loaded globally.
3773          */
3774         compiled->bumpenvmatconst[bump_const].const_num = next_local++;
3775         shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
3776                        i, compiled->bumpenvmatconst[bump_const].const_num);
3777         compiled->numbumpenvmatconsts = bump_const + 1;
3778
3779         if (!(reg_maps->luminanceparams & (1 << i))) continue;
3780
3781         compiled->luminanceconst[bump_const].const_num = next_local++;
3782         shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
3783                        i, compiled->luminanceconst[bump_const].const_num);
3784     }
3785
3786     for(i = 0; i < MAX_CONST_I; i++)
3787     {
3788         compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3789         if (reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
3790         {
3791             const DWORD *control_values = find_loop_control_values(shader, i);
3792
3793             if(control_values)
3794             {
3795                 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3796                                 control_values[0], control_values[1], control_values[2]);
3797             }
3798             else
3799             {
3800                 compiled->int_consts[i] = next_local;
3801                 compiled->num_int_consts++;
3802                 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3803             }
3804         }
3805     }
3806
3807     if(reg_maps->vpos || reg_maps->usesdsy)
3808     {
3809         compiled->ycorrection = next_local;
3810         shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
3811
3812         if(reg_maps->vpos)
3813         {
3814             shader_addline(buffer, "TEMP vpos;\n");
3815             /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3816              * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3817              * ycorrection.z: 1.0
3818              * ycorrection.w: 0.0
3819              */
3820             shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3821             shader_addline(buffer, "FLR vpos.xy, vpos;\n");
3822         }
3823     }
3824     else
3825     {
3826         compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
3827     }
3828
3829     /* Load constants to fixup NP2 texcoords if there are still free constants left:
3830      * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3831      * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3832      * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3833      * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3834      * shader compilation errors and the subsequent errors when drawing with this shader. */
3835     if (priv_ctx.cur_ps_args->super.np2_fixup) {
3836         unsigned char cur_fixup_sampler = 0;
3837
3838         struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
3839         const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
3840         const UINT max_lconsts = gl_info->limits.arb_ps_local_constants;
3841
3842         fixup->offset = next_local;
3843         fixup->super.active = 0;
3844
3845         for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
3846             if (!(map & (1 << i))) continue;
3847
3848             if (fixup->offset + (cur_fixup_sampler >> 1) < max_lconsts) {
3849                 fixup->super.active |= (1 << i);
3850                 fixup->super.idx[i] = cur_fixup_sampler++;
3851             } else {
3852                 FIXME("No free constant found to load NP2 fixup data into shader. "
3853                       "Sampling from this texture will probably look wrong.\n");
3854                 break;
3855             }
3856         }
3857
3858         fixup->super.num_consts = (cur_fixup_sampler + 1) >> 1;
3859         if (fixup->super.num_consts) {
3860             shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3861                            fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
3862         }
3863     }
3864
3865     if (shader_priv->clipplane_emulation != ~0U && args->clip)
3866     {
3867         shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
3868     }
3869
3870     /* Base Shader Body */
3871     shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
3872
3873     if(args->super.srgb_correction) {
3874         arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
3875                                   priv_ctx.target_version >= NV2);
3876     }
3877
3878     if(strcmp(fragcolor, "result.color")) {
3879         shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3880     }
3881     shader_addline(buffer, "END\n");
3882
3883     /* TODO: change to resource.glObjectHandle or something like that */
3884     GL_EXTCALL(glGenProgramsARB(1, &retval));
3885
3886     TRACE("Creating a hw pixel shader, prg=%d\n", retval);
3887     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
3888
3889     TRACE("Created hw pixel shader, prg=%d\n", retval);
3890     /* Create the program and check for errors */
3891     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3892                buffer->bsize, buffer->buffer));
3893     checkGLcall("glProgramStringARB()");
3894
3895     gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
3896     if (errPos != -1)
3897     {
3898         FIXME("HW PixelShader Error at position %d: %s\n\n",
3899               errPos, debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3900         shader_arb_dump_program_source(buffer->buffer);
3901         retval = 0;
3902     }
3903     else
3904     {
3905         GLint native;
3906
3907         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3908         checkGLcall("glGetProgramivARB()");
3909         if (!native) WARN("Program exceeds native resource limits.\n");
3910     }
3911
3912     /* Load immediate constants */
3913     if (lconst_map)
3914     {
3915         LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
3916         {
3917             const float *value = (const float *)lconst->value;
3918             GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst_map[lconst->idx], value));
3919             checkGLcall("glProgramLocalParameter4fvARB");
3920         }
3921         HeapFree(GetProcessHeap(), 0, lconst_map);
3922     }
3923
3924     return retval;
3925 }
3926
3927 static int compare_sig(const struct wined3d_shader_signature_element *sig1, const struct wined3d_shader_signature_element *sig2)
3928 {
3929     unsigned int i;
3930     int ret;
3931
3932     for(i = 0; i < MAX_REG_INPUT; i++)
3933     {
3934         if (!sig1[i].semantic_name || !sig2[i].semantic_name)
3935         {
3936             /* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */
3937             if(sig1[i].semantic_name != sig2[i].semantic_name) return sig1[i].semantic_name < sig2[i].semantic_name ? -1 : 1;
3938             continue;
3939         }
3940
3941         if ((ret = strcmp(sig1[i].semantic_name, sig2[i].semantic_name))) return ret;
3942         if(sig1[i].semantic_idx    != sig2[i].semantic_idx)    return sig1[i].semantic_idx    < sig2[i].semantic_idx    ? -1 : 1;
3943         if(sig1[i].sysval_semantic != sig2[i].sysval_semantic) return sig1[i].sysval_semantic < sig2[i].sysval_semantic ? -1 : 1;
3944         if(sig1[i].component_type  != sig2[i].component_type)  return sig1[i].component_type  < sig2[i].component_type  ? -1 : 1;
3945         if(sig1[i].register_idx    != sig2[i].register_idx)    return sig1[i].register_idx    < sig2[i].register_idx    ? -1 : 1;
3946         if(sig1[i].mask            != sig2[i].mask)            return sig1[i].mask            < sig2[i].mask            ? -1 : 1;
3947     }
3948     return 0;
3949 }
3950
3951 static struct wined3d_shader_signature_element *clone_sig(const struct wined3d_shader_signature_element *sig)
3952 {
3953     struct wined3d_shader_signature_element *new;
3954     int i;
3955     char *name;
3956
3957     new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*new) * MAX_REG_INPUT);
3958     for(i = 0; i < MAX_REG_INPUT; i++)
3959     {
3960         if (!sig[i].semantic_name) continue;
3961
3962         new[i] = sig[i];
3963         /* Clone the semantic string */
3964         name = HeapAlloc(GetProcessHeap(), 0, strlen(sig[i].semantic_name) + 1);
3965         strcpy(name, sig[i].semantic_name);
3966         new[i].semantic_name = name;
3967     }
3968     return new;
3969 }
3970
3971 static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature_element *sig)
3972 {
3973     struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
3974     struct ps_signature *found_sig;
3975
3976     if (entry)
3977     {
3978         found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
3979         TRACE("Found existing signature %u\n", found_sig->idx);
3980         return found_sig->idx;
3981     }
3982     found_sig = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*sig));
3983     found_sig->sig = clone_sig(sig);
3984     found_sig->idx = priv->ps_sig_number++;
3985     TRACE("New signature stored and assigned number %u\n", found_sig->idx);
3986     if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
3987     {
3988         ERR("Failed to insert program entry.\n");
3989     }
3990     return found_sig->idx;
3991 }
3992
3993 static void init_output_registers(const struct wined3d_shader *shader, DWORD sig_num,
3994         struct shader_arb_ctx_priv *priv_ctx, struct arb_vs_compiled_shader *compiled)
3995 {
3996     unsigned int i, j;
3997     static const char * const texcoords[8] =
3998     {
3999         "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
4000         "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
4001     };
4002     struct wined3d_device *device = shader->device;
4003     const struct wined3d_shader_signature_element *sig;
4004     const char *semantic_name;
4005     DWORD semantic_idx, reg_idx;
4006
4007     /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
4008      * and varying 9 to result.color.secondary
4009      */
4010     static const char * const decl_idx_to_string[MAX_REG_INPUT] =
4011     {
4012         "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
4013         "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
4014         "result.color.primary", "result.color.secondary"
4015     };
4016
4017     if(sig_num == ~0)
4018     {
4019         TRACE("Pixel shader uses builtin varyings\n");
4020         /* Map builtins to builtins */
4021         for(i = 0; i < 8; i++)
4022         {
4023             priv_ctx->texcrd_output[i] = texcoords[i];
4024         }
4025         priv_ctx->color_output[0] = "result.color.primary";
4026         priv_ctx->color_output[1] = "result.color.secondary";
4027         priv_ctx->fog_output = "TMP_FOGCOORD";
4028
4029         /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
4030         for (i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); ++i)
4031         {
4032             semantic_name = shader->output_signature[i].semantic_name;
4033             if (!semantic_name) continue;
4034
4035             if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION))
4036             {
4037                 TRACE("o%u is TMP_OUT\n", i);
4038                 if (!shader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "TMP_OUT";
4039                 else priv_ctx->vs_output[i] = "TA";
4040             }
4041             else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE))
4042             {
4043                 TRACE("o%u is result.pointsize\n", i);
4044                 if (!shader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "result.pointsize";
4045                 else priv_ctx->vs_output[i] = "TA";
4046             }
4047             else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
4048             {
4049                 TRACE("o%u is result.color.?, idx %u\n", i, shader->output_signature[i].semantic_idx);
4050                 if (!shader->output_signature[i].semantic_idx)
4051                     priv_ctx->vs_output[i] = "result.color.primary";
4052                 else if (shader->output_signature[i].semantic_idx == 1)
4053                     priv_ctx->vs_output[i] = "result.color.secondary";
4054                 else priv_ctx->vs_output[i] = "TA";
4055             }
4056             else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4057             {
4058                 TRACE("o%u is %s\n", i, texcoords[shader->output_signature[i].semantic_idx]);
4059                 if (shader->output_signature[i].semantic_idx >= 8) priv_ctx->vs_output[i] = "TA";
4060                 else priv_ctx->vs_output[i] = texcoords[shader->output_signature[i].semantic_idx];
4061             }
4062             else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
4063             {
4064                 TRACE("o%u is result.fogcoord\n", i);
4065                 if (shader->output_signature[i].semantic_idx > 0) priv_ctx->vs_output[i] = "TA";
4066                 else priv_ctx->vs_output[i] = "result.fogcoord";
4067             }
4068             else
4069             {
4070                 priv_ctx->vs_output[i] = "TA";
4071             }
4072         }
4073         return;
4074     }
4075
4076     /* Instead of searching for the signature in the signature list, read the one from the current pixel shader.
4077      * Its maybe not the shader where the signature came from, but it is the same signature and faster to find
4078      */
4079     sig = device->stateBlock->state.pixel_shader->input_signature;
4080     TRACE("Pixel shader uses declared varyings\n");
4081
4082     /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
4083     for(i = 0; i < 8; i++)
4084     {
4085         priv_ctx->texcrd_output[i] = "TA";
4086     }
4087     priv_ctx->color_output[0] = "TA";
4088     priv_ctx->color_output[1] = "TA";
4089     priv_ctx->fog_output = "TA";
4090
4091     for(i = 0; i < MAX_REG_INPUT; i++)
4092     {
4093         semantic_name = sig[i].semantic_name;
4094         semantic_idx = sig[i].semantic_idx;
4095         reg_idx = sig[i].register_idx;
4096         if (!semantic_name) continue;
4097
4098         /* If a declared input register is not written by builtin arguments, don't write to it.
4099          * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
4100          *
4101          * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
4102          * to TMP_OUT in any case
4103          */
4104         if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4105         {
4106             if (semantic_idx < 8)
4107                 priv_ctx->texcrd_output[semantic_idx] = decl_idx_to_string[reg_idx];
4108         }
4109         else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
4110         {
4111             if (semantic_idx < 2)
4112                 priv_ctx->color_output[semantic_idx] = decl_idx_to_string[reg_idx];
4113         }
4114         else if(shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
4115         {
4116             if (!semantic_idx)
4117                 priv_ctx->fog_output = decl_idx_to_string[reg_idx];
4118         }
4119         else
4120         {
4121             continue;
4122         }
4123
4124         if (!strcmp(decl_idx_to_string[reg_idx], "result.color.primary")
4125                 || !strcmp(decl_idx_to_string[reg_idx], "result.color.secondary"))
4126         {
4127             compiled->need_color_unclamp = TRUE;
4128         }
4129     }
4130
4131     /* Map declared to declared */
4132     for (i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); ++i)
4133     {
4134         /* Write unread output to TA to throw them away */
4135         priv_ctx->vs_output[i] = "TA";
4136         semantic_name = shader->output_signature[i].semantic_name;
4137         if (!semantic_name) continue;
4138
4139         if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION)
4140                 && !shader->output_signature[i].semantic_idx)
4141         {
4142             priv_ctx->vs_output[i] = "TMP_OUT";
4143             continue;
4144         }
4145         else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE)
4146                 && !shader->output_signature[i].semantic_idx)
4147         {
4148             priv_ctx->vs_output[i] = "result.pointsize";
4149             continue;
4150         }
4151
4152         for(j = 0; j < MAX_REG_INPUT; j++)
4153         {
4154             if (!sig[j].semantic_name) continue;
4155
4156             if (!strcmp(sig[j].semantic_name, semantic_name)
4157                     && sig[j].semantic_idx == shader->output_signature[i].semantic_idx)
4158             {
4159                 priv_ctx->vs_output[i] = decl_idx_to_string[sig[j].register_idx];
4160
4161                 if (!strcmp(priv_ctx->vs_output[i], "result.color.primary")
4162                         || !strcmp(priv_ctx->vs_output[i], "result.color.secondary"))
4163                 {
4164                     compiled->need_color_unclamp = TRUE;
4165                 }
4166             }
4167         }
4168     }
4169 }
4170
4171 /* Context activation is done by the caller. */
4172 static GLuint shader_arb_generate_vshader(const struct wined3d_shader *shader,
4173         const struct wined3d_gl_info *gl_info, struct wined3d_shader_buffer *buffer,
4174         const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled)
4175 {
4176     const struct arb_vshader_private *shader_data = shader->backend_data;
4177     const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4178     struct shader_arb_priv *priv = shader->device->shader_priv;
4179     const struct wined3d_shader_lconst *lconst;
4180     const DWORD *function = shader->function;
4181     GLuint ret;
4182     DWORD next_local, *lconst_map = local_const_mapping(shader);
4183     struct shader_arb_ctx_priv priv_ctx;
4184     unsigned int i;
4185     GLint errPos;
4186
4187     memset(&priv_ctx, 0, sizeof(priv_ctx));
4188     priv_ctx.cur_vs_args = args;
4189     list_init(&priv_ctx.control_frames);
4190     init_output_registers(shader, args->ps_signature, &priv_ctx, compiled);
4191
4192     /*  Create the hw ARB shader */
4193     shader_addline(buffer, "!!ARBvp1.0\n");
4194
4195     /* Always enable the NV extension if available. Unlike fragment shaders, there is no
4196      * mesurable performance penalty, and we can always make use of it for clipplanes.
4197      */
4198     if (gl_info->supported[NV_VERTEX_PROGRAM3])
4199     {
4200         shader_addline(buffer, "OPTION NV_vertex_program3;\n");
4201         priv_ctx.target_version = NV3;
4202         shader_addline(buffer, "ADDRESS aL;\n");
4203     }
4204     else if (gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4205     {
4206         shader_addline(buffer, "OPTION NV_vertex_program2;\n");
4207         priv_ctx.target_version = NV2;
4208         shader_addline(buffer, "ADDRESS aL;\n");
4209     } else {
4210         priv_ctx.target_version = ARB;
4211     }
4212
4213     shader_addline(buffer, "TEMP TMP_OUT;\n");
4214     if (reg_maps->fog)
4215         shader_addline(buffer, "TEMP TMP_FOGCOORD;\n");
4216     if (need_helper_const(shader_data, reg_maps, gl_info))
4217     {
4218         shader_addline(buffer, "PARAM helper_const = { 0.0, 1.0, 2.0, %1.10f};\n", eps);
4219     }
4220     if (need_rel_addr_const(shader_data, reg_maps, gl_info))
4221     {
4222         shader_addline(buffer, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", shader_data->rel_offset);
4223         shader_addline(buffer, "TEMP A0_SHADOW;\n");
4224     }
4225
4226     shader_addline(buffer, "TEMP TA;\n");
4227     shader_addline(buffer, "TEMP TB;\n");
4228
4229     /* Base Declarations */
4230     next_local = shader_generate_arb_declarations(shader, reg_maps, buffer,
4231             gl_info, lconst_map, &priv_ctx.vs_clipplanes, &priv_ctx);
4232
4233     for(i = 0; i < MAX_CONST_I; i++)
4234     {
4235         compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
4236         if(reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
4237         {
4238             const DWORD *control_values = find_loop_control_values(shader, i);
4239
4240             if(control_values)
4241             {
4242                 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
4243                                 control_values[0], control_values[1], control_values[2]);
4244             }
4245             else
4246             {
4247                 compiled->int_consts[i] = next_local;
4248                 compiled->num_int_consts++;
4249                 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
4250             }
4251         }
4252     }
4253
4254     /* We need a constant to fixup the final position */
4255     shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
4256     compiled->pos_fixup = next_local++;
4257
4258     /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
4259      * for output parameters. D3D in theory does not do that either, but some applications depend on a
4260      * proper initialization of the secondary color, and programs using the fixed function pipeline without
4261      * a replacement shader depend on the texcoord.w being set properly.
4262      *
4263      * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
4264      * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
4265      * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
4266      * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4267      * this can eat a number of instructions, so skip it unless this cap is set as well
4268      */
4269     if (!gl_info->supported[NV_VERTEX_PROGRAM])
4270     {
4271         const char *color_init = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_0001);
4272         shader_addline(buffer, "MOV result.color.secondary, %s;\n", color_init);
4273
4274         if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W && !priv->ffp_proj_control)
4275         {
4276             int i;
4277             const char *one = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ONE);
4278             for(i = 0; i < min(8, MAX_REG_TEXCRD); i++)
4279             {
4280                 if (reg_maps->texcoord_mask[i] && reg_maps->texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL)
4281                     shader_addline(buffer, "MOV result.texcoord[%u].w, %s\n", i, one);
4282             }
4283         }
4284     }
4285
4286     /* The shader starts with the main function */
4287     priv_ctx.in_main_func = TRUE;
4288     /* Base Shader Body */
4289     shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
4290
4291     if (!priv_ctx.footer_written) vshader_add_footer(&priv_ctx,
4292             shader_data, args, reg_maps, gl_info, buffer);
4293
4294     shader_addline(buffer, "END\n");
4295
4296     /* TODO: change to resource.glObjectHandle or something like that */
4297     GL_EXTCALL(glGenProgramsARB(1, &ret));
4298
4299     TRACE("Creating a hw vertex shader, prg=%d\n", ret);
4300     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
4301
4302     TRACE("Created hw vertex shader, prg=%d\n", ret);
4303     /* Create the program and check for errors */
4304     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
4305                buffer->bsize, buffer->buffer));
4306     checkGLcall("glProgramStringARB()");
4307
4308     gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
4309     if (errPos != -1)
4310     {
4311         FIXME("HW VertexShader Error at position %d: %s\n\n",
4312               errPos, debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
4313         shader_arb_dump_program_source(buffer->buffer);
4314         ret = -1;
4315     }
4316     else
4317     {
4318         GLint native;
4319
4320         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
4321         checkGLcall("glGetProgramivARB()");
4322         if (!native) WARN("Program exceeds native resource limits.\n");
4323
4324         /* Load immediate constants */
4325         if (lconst_map)
4326         {
4327             LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
4328             {
4329                 const float *value = (const float *)lconst->value;
4330                 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst_map[lconst->idx], value));
4331             }
4332         }
4333     }
4334     HeapFree(GetProcessHeap(), 0, lconst_map);
4335
4336     return ret;
4337 }
4338
4339 /* Context activation is done by the caller. */
4340 static struct arb_ps_compiled_shader *find_arb_pshader(struct wined3d_shader *shader,
4341         const struct arb_ps_compile_args *args)
4342 {
4343     struct wined3d_device *device = shader->device;
4344     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4345     UINT i;
4346     DWORD new_size;
4347     struct arb_ps_compiled_shader *new_array;
4348     struct wined3d_shader_buffer buffer;
4349     struct arb_pshader_private *shader_data;
4350     GLuint ret;
4351
4352     if (!shader->backend_data)
4353     {
4354         struct shader_arb_priv *priv = device->shader_priv;
4355
4356         shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4357         shader_data = shader->backend_data;
4358         shader_data->clamp_consts = shader->reg_maps.shader_version.major == 1;
4359
4360         if (shader->reg_maps.shader_version.major < 3)
4361             shader_data->input_signature_idx = ~0;
4362         else
4363             shader_data->input_signature_idx = find_input_signature(priv, shader->input_signature);
4364
4365         TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
4366
4367         if (!device->vs_clipping)
4368             shader_data->clipplane_emulation = shader_find_free_input_register(&shader->reg_maps,
4369                     gl_info->limits.texture_stages - 1);
4370         else
4371             shader_data->clipplane_emulation = ~0U;
4372     }
4373     shader_data = shader->backend_data;
4374
4375     /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4376      * so a linear search is more performant than a hashmap or a binary search
4377      * (cache coherency etc)
4378      */
4379     for (i = 0; i < shader_data->num_gl_shaders; ++i)
4380     {
4381         if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)))
4382             return &shader_data->gl_shaders[i];
4383     }
4384
4385     TRACE("No matching GL shader found, compiling a new shader\n");
4386     if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4387         if (shader_data->num_gl_shaders)
4388         {
4389             new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4390             new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4391                                     new_size * sizeof(*shader_data->gl_shaders));
4392         } else {
4393             new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4394             new_size = 1;
4395         }
4396
4397         if(!new_array) {
4398             ERR("Out of memory\n");
4399             return 0;
4400         }
4401         shader_data->gl_shaders = new_array;
4402         shader_data->shader_array_size = new_size;
4403     }
4404
4405     shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4406
4407     pixelshader_update_samplers(&shader->reg_maps, device->stateBlock->state.textures);
4408
4409     if (!shader_buffer_init(&buffer))
4410     {
4411         ERR("Failed to initialize shader buffer.\n");
4412         return 0;
4413     }
4414
4415     ret = shader_arb_generate_pshader(shader, gl_info, &buffer, args,
4416             &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4417     shader_buffer_free(&buffer);
4418     shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4419
4420     return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4421 }
4422
4423 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
4424                                  const DWORD use_map, BOOL skip_int) {
4425     if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
4426     if(stored->super.clip_enabled != new->super.clip_enabled) return FALSE;
4427     if(stored->super.fog_src != new->super.fog_src) return FALSE;
4428     if(stored->clip.boolclip_compare != new->clip.boolclip_compare) return FALSE;
4429     if(stored->ps_signature != new->ps_signature) return FALSE;
4430     if(stored->vertex.samplers_compare != new->vertex.samplers_compare) return FALSE;
4431     if(skip_int) return TRUE;
4432
4433     return !memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl));
4434 }
4435
4436 static struct arb_vs_compiled_shader *find_arb_vshader(struct wined3d_shader *shader,
4437         const struct arb_vs_compile_args *args)
4438 {
4439     struct wined3d_device *device = shader->device;
4440     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4441     DWORD use_map = device->strided_streams.use_map;
4442     UINT i;
4443     DWORD new_size;
4444     struct arb_vs_compiled_shader *new_array;
4445     struct wined3d_shader_buffer buffer;
4446     struct arb_vshader_private *shader_data;
4447     GLuint ret;
4448
4449     if (!shader->backend_data)
4450     {
4451         const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4452
4453         shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4454         shader_data = shader->backend_data;
4455
4456         if ((gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
4457                 && reg_maps->min_rel_offset <= reg_maps->max_rel_offset)
4458         {
4459             if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 127)
4460             {
4461                 FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
4462                 FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
4463                 FIXME("Min: %u, Max: %u.\n", reg_maps->min_rel_offset, reg_maps->max_rel_offset);
4464             }
4465             else if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 63)
4466                 shader_data->rel_offset = reg_maps->min_rel_offset + 63;
4467             else if (reg_maps->max_rel_offset > 63)
4468                 shader_data->rel_offset = reg_maps->min_rel_offset;
4469         }
4470     }
4471     shader_data = shader->backend_data;
4472
4473     /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4474      * so a linear search is more performant than a hashmap or a binary search
4475      * (cache coherency etc)
4476      */
4477     for(i = 0; i < shader_data->num_gl_shaders; i++) {
4478         if (vs_args_equal(&shader_data->gl_shaders[i].args, args,
4479                 use_map, gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]))
4480         {
4481             return &shader_data->gl_shaders[i];
4482         }
4483     }
4484
4485     TRACE("No matching GL shader found, compiling a new shader\n");
4486
4487     if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4488         if (shader_data->num_gl_shaders)
4489         {
4490             new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4491             new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4492                                     new_size * sizeof(*shader_data->gl_shaders));
4493         } else {
4494             new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4495             new_size = 1;
4496         }
4497
4498         if(!new_array) {
4499             ERR("Out of memory\n");
4500             return 0;
4501         }
4502         shader_data->gl_shaders = new_array;
4503         shader_data->shader_array_size = new_size;
4504     }
4505
4506     shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4507
4508     if (!shader_buffer_init(&buffer))
4509     {
4510         ERR("Failed to initialize shader buffer.\n");
4511         return 0;
4512     }
4513
4514     ret = shader_arb_generate_vshader(shader, gl_info, &buffer, args,
4515             &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4516     shader_buffer_free(&buffer);
4517     shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4518
4519     return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4520 }
4521
4522 static void find_arb_ps_compile_args(const struct wined3d_state *state,
4523         const struct wined3d_shader *shader, struct arb_ps_compile_args *args)
4524 {
4525     struct wined3d_device *device = shader->device;
4526     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4527     int i;
4528     WORD int_skip;
4529
4530     find_ps_compile_args(state, shader, &args->super);
4531
4532     /* This forces all local boolean constants to 1 to make them stateblock independent */
4533     args->bools = shader->reg_maps.local_bool_consts;
4534
4535     for(i = 0; i < MAX_CONST_B; i++)
4536     {
4537         if (state->ps_consts_b[i])
4538             args->bools |= ( 1 << i);
4539     }
4540
4541     /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4542      * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4543      * duplicate the shader than have a no-op KIL instruction in every shader
4544      */
4545     if (!device->vs_clipping && use_vs(state)
4546             && state->render_states[WINED3D_RS_CLIPPING]
4547             && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
4548         args->clip = 1;
4549     else
4550         args->clip = 0;
4551
4552     /* Skip if unused or local, or supported natively */
4553     int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4554     if (int_skip == 0xffff || gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
4555     {
4556         memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4557         return;
4558     }
4559
4560     for(i = 0; i < MAX_CONST_I; i++)
4561     {
4562         if(int_skip & (1 << i))
4563         {
4564             args->loop_ctrl[i][0] = 0;
4565             args->loop_ctrl[i][1] = 0;
4566             args->loop_ctrl[i][2] = 0;
4567         }
4568         else
4569         {
4570             args->loop_ctrl[i][0] = state->ps_consts_i[i * 4];
4571             args->loop_ctrl[i][1] = state->ps_consts_i[i * 4 + 1];
4572             args->loop_ctrl[i][2] = state->ps_consts_i[i * 4 + 2];
4573         }
4574     }
4575 }
4576
4577 static void find_arb_vs_compile_args(const struct wined3d_state *state,
4578         const struct wined3d_shader *shader, struct arb_vs_compile_args *args)
4579 {
4580     struct wined3d_device *device = shader->device;
4581     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4582     int i;
4583     WORD int_skip;
4584
4585     find_vs_compile_args(state, shader, &args->super);
4586
4587     args->clip.boolclip_compare = 0;
4588     if (use_ps(state))
4589     {
4590         const struct wined3d_shader *ps = state->pixel_shader;
4591         const struct arb_pshader_private *shader_priv = ps->backend_data;
4592         args->ps_signature = shader_priv->input_signature_idx;
4593
4594         args->clip.boolclip.clip_texcoord = shader_priv->clipplane_emulation + 1;
4595     }
4596     else
4597     {
4598         args->ps_signature = ~0;
4599         if (!device->vs_clipping && device->adapter->fragment_pipe == &arbfp_fragment_pipeline)
4600         {
4601             args->clip.boolclip.clip_texcoord = ffp_clip_emul(state) ? gl_info->limits.texture_stages : 0;
4602         }
4603         /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4604     }
4605
4606     if (args->clip.boolclip.clip_texcoord)
4607     {
4608         if (state->render_states[WINED3D_RS_CLIPPING])
4609             args->clip.boolclip.clipplane_mask = (unsigned char)state->render_states[WINED3D_RS_CLIPPLANEENABLE];
4610         /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4611     }
4612
4613     /* This forces all local boolean constants to 1 to make them stateblock independent */
4614     args->clip.boolclip.bools = shader->reg_maps.local_bool_consts;
4615     /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4616     for(i = 0; i < MAX_CONST_B; i++)
4617     {
4618         if (state->vs_consts_b[i])
4619             args->clip.boolclip.bools |= ( 1 << i);
4620     }
4621
4622     args->vertex.samplers[0] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 0];
4623     args->vertex.samplers[1] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 1];
4624     args->vertex.samplers[2] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 2];
4625     args->vertex.samplers[3] = 0;
4626
4627     /* Skip if unused or local */
4628     int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4629     /* This is about flow control, not clipping. */
4630     if (int_skip == 0xffff || gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4631     {
4632         memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4633         return;
4634     }
4635
4636     for(i = 0; i < MAX_CONST_I; i++)
4637     {
4638         if(int_skip & (1 << i))
4639         {
4640             args->loop_ctrl[i][0] = 0;
4641             args->loop_ctrl[i][1] = 0;
4642             args->loop_ctrl[i][2] = 0;
4643         }
4644         else
4645         {
4646             args->loop_ctrl[i][0] = state->vs_consts_i[i * 4];
4647             args->loop_ctrl[i][1] = state->vs_consts_i[i * 4 + 1];
4648             args->loop_ctrl[i][2] = state->vs_consts_i[i * 4 + 2];
4649         }
4650     }
4651 }
4652
4653 /* Context activation is done by the caller. */
4654 static void shader_arb_select(const struct wined3d_context *context, enum wined3d_shader_mode vertex_mode,
4655         enum wined3d_shader_mode fragment_mode)
4656 {
4657     struct wined3d_device *device = context->swapchain->device;
4658     struct shader_arb_priv *priv = device->shader_priv;
4659     const struct wined3d_gl_info *gl_info = context->gl_info;
4660     const struct wined3d_state *state = &device->stateBlock->state;
4661     int i;
4662
4663     /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4664     if (fragment_mode == WINED3D_SHADER_MODE_SHADER)
4665     {
4666         struct wined3d_shader *ps = state->pixel_shader;
4667         struct arb_ps_compile_args compile_args;
4668         struct arb_ps_compiled_shader *compiled;
4669
4670         TRACE("Using pixel shader %p.\n", ps);
4671         find_arb_ps_compile_args(state, ps, &compile_args);
4672         compiled = find_arb_pshader(ps, &compile_args);
4673         priv->current_fprogram_id = compiled->prgId;
4674         priv->compiled_fprog = compiled;
4675
4676         /* Bind the fragment program */
4677         GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4678         checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4679
4680         if (!priv->use_arbfp_fixed_func)
4681             priv->fragment_pipe->enable_extension(gl_info, FALSE);
4682
4683         /* Enable OpenGL fragment programs. */
4684         gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
4685         checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4686
4687         TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n",
4688                 device, priv->current_fprogram_id);
4689
4690         /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4691          * a 1.x and newer shader, reload the first 8 constants
4692          */
4693         if (priv->last_ps_const_clamped != ((struct arb_pshader_private *)ps->backend_data)->clamp_consts)
4694         {
4695             priv->last_ps_const_clamped = ((struct arb_pshader_private *)ps->backend_data)->clamp_consts;
4696             priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, 8);
4697             for(i = 0; i < 8; i++)
4698             {
4699                 priv->pshader_const_dirty[i] = 1;
4700             }
4701             /* Also takes care of loading local constants */
4702             shader_arb_load_constants_internal(context, TRUE, FALSE, TRUE);
4703         }
4704         else
4705         {
4706             UINT rt_height = state->fb->render_targets[0]->resource.height;
4707             shader_arb_ps_local_constants(compiled, context, state, rt_height);
4708         }
4709
4710         /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4711         if (compiled->np2fixup_info.super.active)
4712             shader_arb_load_np2fixup_constants(priv, gl_info, state);
4713     }
4714     else
4715     {
4716         if (gl_info->supported[ARB_FRAGMENT_PROGRAM] && !priv->use_arbfp_fixed_func)
4717         {
4718             /* Disable only if we're not using arbfp fixed function fragment
4719              * processing. If this is used, keep GL_FRAGMENT_PROGRAM_ARB
4720              * enabled, and the fixed function pipeline will bind the fixed
4721              * function replacement shader. */
4722             gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4723             checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4724             priv->current_fprogram_id = 0;
4725         }
4726         priv->fragment_pipe->enable_extension(gl_info, fragment_mode == WINED3D_SHADER_MODE_FFP);
4727     }
4728
4729     if (vertex_mode == WINED3D_SHADER_MODE_SHADER)
4730     {
4731         struct wined3d_shader *vs = state->vertex_shader;
4732         struct arb_vs_compile_args compile_args;
4733         struct arb_vs_compiled_shader *compiled;
4734
4735         TRACE("Using vertex shader %p\n", vs);
4736         find_arb_vs_compile_args(state, vs, &compile_args);
4737         compiled = find_arb_vshader(vs, &compile_args);
4738         priv->current_vprogram_id = compiled->prgId;
4739         priv->compiled_vprog = compiled;
4740
4741         /* Bind the vertex program */
4742         GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4743         checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4744
4745         /* Enable OpenGL vertex programs */
4746         gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB);
4747         checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4748         TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", device, priv->current_vprogram_id);
4749         shader_arb_vs_local_constants(compiled, context, state);
4750
4751         if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
4752             priv->last_vs_color_unclamp = compiled->need_color_unclamp;
4753
4754             if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4755             {
4756                 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp));
4757                 checkGLcall("glClampColorARB");
4758             } else {
4759                 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4760             }
4761         }
4762     }
4763     else if (gl_info->supported[ARB_VERTEX_PROGRAM])
4764     {
4765         priv->current_vprogram_id = 0;
4766         gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4767         checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4768     }
4769 }
4770
4771 /* Context activation is done by the caller. */
4772 static void shader_arb_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
4773         enum tex_types tex_type, const SIZE *ds_mask_size)
4774 {
4775     const float mask[] = {0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy};
4776     BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
4777     struct shader_arb_priv *priv = shader_priv;
4778     GLuint *blt_fprogram;
4779
4780     if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
4781     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
4782     gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB);
4783
4784     blt_fprogram = masked ? &priv->depth_blt_fprogram_id_masked[tex_type] : &priv->depth_blt_fprogram_id_full[tex_type];
4785     if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type, masked);
4786     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
4787     if (masked) GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, mask));
4788     gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
4789 }
4790
4791 /* Context activation is done by the caller. */
4792 static void shader_arb_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info)
4793 {
4794     struct shader_arb_priv *priv = shader_priv;
4795
4796     if (priv->current_vprogram_id) {
4797         GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4798         checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
4799
4800         TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB.\n", priv->current_vprogram_id);
4801     }
4802     else
4803     {
4804         gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
4805         checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4806     }
4807
4808     if (priv->current_fprogram_id) {
4809         GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4810         checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
4811
4812         TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB.\n", priv->current_fprogram_id);
4813     }
4814     else if(!priv->use_arbfp_fixed_func)
4815     {
4816         gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
4817         checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4818     }
4819 }
4820
4821 static void shader_arb_destroy(struct wined3d_shader *shader)
4822 {
4823     struct wined3d_device *device = shader->device;
4824     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4825
4826     if (shader_is_pshader_version(shader->reg_maps.shader_version.type))
4827     {
4828         struct arb_pshader_private *shader_data = shader->backend_data;
4829         UINT i;
4830
4831         if(!shader_data) return; /* This can happen if a shader was never compiled */
4832
4833         if (shader_data->num_gl_shaders)
4834         {
4835             struct wined3d_context *context = context_acquire(device, NULL);
4836
4837             for (i = 0; i < shader_data->num_gl_shaders; ++i)
4838             {
4839                 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4840                 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4841             }
4842
4843             context_release(context);
4844         }
4845
4846         HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4847         HeapFree(GetProcessHeap(), 0, shader_data);
4848         shader->backend_data = NULL;
4849     }
4850     else
4851     {
4852         struct arb_vshader_private *shader_data = shader->backend_data;
4853         UINT i;
4854
4855         if(!shader_data) return; /* This can happen if a shader was never compiled */
4856
4857         if (shader_data->num_gl_shaders)
4858         {
4859             struct wined3d_context *context = context_acquire(device, NULL);
4860
4861             for (i = 0; i < shader_data->num_gl_shaders; ++i)
4862             {
4863                 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4864                 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4865             }
4866
4867             context_release(context);
4868         }
4869
4870         HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4871         HeapFree(GetProcessHeap(), 0, shader_data);
4872         shader->backend_data = NULL;
4873     }
4874 }
4875
4876 static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
4877 {
4878     struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4879     return compare_sig(key, e->sig);
4880 }
4881
4882 static const struct wine_rb_functions sig_tree_functions =
4883 {
4884     wined3d_rb_alloc,
4885     wined3d_rb_realloc,
4886     wined3d_rb_free,
4887     sig_tree_compare
4888 };
4889
4890 static HRESULT shader_arb_alloc(struct wined3d_device *device, const struct fragment_pipeline *fragment_pipe)
4891 {
4892     struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
4893     struct fragment_caps fragment_caps;
4894     void *fragment_priv;
4895
4896     if (!(fragment_priv = fragment_pipe->alloc_private(&arb_program_shader_backend, priv)))
4897     {
4898         ERR("Failed to initialize fragment pipe.\n");
4899         HeapFree(GetProcessHeap(), 0, priv);
4900         return E_FAIL;
4901     }
4902
4903     priv->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
4904             sizeof(*priv->vshader_const_dirty) * device->d3d_vshader_constantF);
4905     if (!priv->vshader_const_dirty)
4906         goto fail;
4907     memset(priv->vshader_const_dirty, 1,
4908            sizeof(*priv->vshader_const_dirty) * device->d3d_vshader_constantF);
4909
4910     priv->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
4911             sizeof(*priv->pshader_const_dirty) * device->d3d_pshader_constantF);
4912     if (!priv->pshader_const_dirty)
4913         goto fail;
4914     memset(priv->pshader_const_dirty, 1,
4915             sizeof(*priv->pshader_const_dirty) * device->d3d_pshader_constantF);
4916
4917     if(wine_rb_init(&priv->signature_tree, &sig_tree_functions) == -1)
4918     {
4919         ERR("RB tree init failed\n");
4920         goto fail;
4921     }
4922
4923     fragment_pipe->get_caps(&device->adapter->gl_info, &fragment_caps);
4924     priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
4925     device->fragment_priv = fragment_priv;
4926     priv->fragment_pipe = fragment_pipe;
4927     device->shader_priv = priv;
4928     return WINED3D_OK;
4929
4930 fail:
4931     HeapFree(GetProcessHeap(), 0, priv->pshader_const_dirty);
4932     HeapFree(GetProcessHeap(), 0, priv->vshader_const_dirty);
4933     fragment_pipe->free_private(device);
4934     HeapFree(GetProcessHeap(), 0, priv);
4935     return E_OUTOFMEMORY;
4936 }
4937
4938 static void release_signature(struct wine_rb_entry *entry, void *context)
4939 {
4940     struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4941     int i;
4942     for(i = 0; i < MAX_REG_INPUT; i++)
4943     {
4944         HeapFree(GetProcessHeap(), 0, (char *) sig->sig[i].semantic_name);
4945     }
4946     HeapFree(GetProcessHeap(), 0, sig->sig);
4947     HeapFree(GetProcessHeap(), 0, sig);
4948 }
4949
4950 /* Context activation is done by the caller. */
4951 static void shader_arb_free(struct wined3d_device *device)
4952 {
4953     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4954     struct shader_arb_priv *priv = device->shader_priv;
4955     int i;
4956
4957     if (priv->depth_blt_vprogram_id)
4958         GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
4959
4960     for (i = 0; i < tex_type_count; ++i)
4961     {
4962         if (priv->depth_blt_fprogram_id_full[i])
4963         {
4964             GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_full[i]));
4965         }
4966         if (priv->depth_blt_fprogram_id_masked[i])
4967         {
4968             GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_masked[i]));
4969         }
4970     }
4971
4972     wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
4973     HeapFree(GetProcessHeap(), 0, priv->pshader_const_dirty);
4974     HeapFree(GetProcessHeap(), 0, priv->vshader_const_dirty);
4975     priv->fragment_pipe->free_private(device);
4976     HeapFree(GetProcessHeap(), 0, device->shader_priv);
4977 }
4978
4979 static void shader_arb_context_destroyed(void *shader_priv, const struct wined3d_context *context)
4980 {
4981     struct shader_arb_priv *priv = shader_priv;
4982
4983     if (priv->last_context == context)
4984         priv->last_context = NULL;
4985 }
4986
4987 static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
4988 {
4989     if (gl_info->supported[ARB_VERTEX_PROGRAM])
4990     {
4991         DWORD vs_consts;
4992         UINT vs_version;
4993
4994         /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
4995          * for vertex programs. If the native limit is less than that it's
4996          * not very useful, and e.g. Mesa swrast returns 0, probably to
4997          * indicate it's a software implementation. */
4998         if (gl_info->limits.arb_vs_native_constants < 96)
4999             vs_consts = gl_info->limits.arb_vs_float_constants;
5000         else
5001             vs_consts = min(gl_info->limits.arb_vs_float_constants, gl_info->limits.arb_vs_native_constants);
5002
5003         if (gl_info->supported[NV_VERTEX_PROGRAM3])
5004         {
5005             vs_version = 3;
5006             TRACE("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
5007         }
5008         else if (vs_consts >= 256)
5009         {
5010             /* Shader Model 2.0 requires at least 256 vertex shader constants */
5011             vs_version = 2;
5012             TRACE("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
5013         }
5014         else
5015         {
5016             vs_version = 1;
5017             TRACE("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
5018         }
5019         caps->vs_version = min(wined3d_settings.max_sm_vs, vs_version);
5020         caps->vs_uniform_count = vs_consts;
5021     }
5022     else
5023     {
5024         caps->vs_version = 0;
5025         caps->vs_uniform_count = 0;
5026     }
5027
5028     caps->gs_version = 0;
5029
5030     if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
5031     {
5032         DWORD ps_consts;
5033         UINT ps_version;
5034
5035         /* Similar as above for vertex programs, but the minimum for fragment
5036          * programs is 24. */
5037         if (gl_info->limits.arb_ps_native_constants < 24)
5038             ps_consts = gl_info->limits.arb_ps_float_constants;
5039         else
5040             ps_consts = min(gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_native_constants);
5041
5042         if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
5043         {
5044             ps_version = 3;
5045             TRACE("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
5046         }
5047         else if (ps_consts >= 32)
5048         {
5049             /* Shader Model 2.0 requires at least 32 pixel shader constants */
5050             ps_version = 2;
5051             TRACE("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
5052         }
5053         else
5054         {
5055             ps_version = 1;
5056             TRACE("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
5057         }
5058         caps->ps_version = min(wined3d_settings.max_sm_ps, ps_version);
5059         caps->ps_uniform_count = ps_consts;
5060         caps->ps_1x_max_value = 8.0f;
5061     }
5062     else
5063     {
5064         caps->ps_version = 0;
5065         caps->ps_uniform_count = 0;
5066         caps->ps_1x_max_value = 0.0f;
5067     }
5068
5069     caps->wined3d_caps = WINED3D_SHADER_CAP_SRGB_WRITE;
5070     if (use_nv_clip(gl_info))
5071         caps->wined3d_caps |= WINED3D_SHADER_CAP_VS_CLIPPING;
5072 }
5073
5074 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
5075 {
5076     if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
5077     {
5078         TRACE("Checking support for color_fixup:\n");
5079         dump_color_fixup_desc(fixup);
5080     }
5081
5082     /* We support everything except complex conversions. */
5083     if (!is_complex_fixup(fixup))
5084     {
5085         TRACE("[OK]\n");
5086         return TRUE;
5087     }
5088
5089     TRACE("[FAILED]\n");
5090     return FALSE;
5091 }
5092
5093 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
5094     DWORD shift;
5095     char write_mask[20], regstr[50];
5096     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
5097     BOOL is_color = FALSE;
5098     const struct wined3d_shader_dst_param *dst;
5099
5100     if (!ins->dst_count) return;
5101
5102     dst = &ins->dst[0];
5103     shift = dst->shift;
5104     if (!shift) return; /* Saturate alone is handled by the instructions */
5105
5106     shader_arb_get_write_mask(ins, dst, write_mask);
5107     shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
5108
5109     /* Generate a line that does the output modifier computation
5110      * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
5111      * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
5112      */
5113     shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
5114                    regstr, write_mask, regstr, shift_tab[shift]);
5115 }
5116
5117 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
5118 {
5119     /* WINED3DSIH_ABS                   */ shader_hw_map2gl,
5120     /* WINED3DSIH_ADD                   */ shader_hw_map2gl,
5121     /* WINED3DSIH_AND                   */ NULL,
5122     /* WINED3DSIH_BEM                   */ pshader_hw_bem,
5123     /* WINED3DSIH_BREAK                 */ shader_hw_break,
5124     /* WINED3DSIH_BREAKC                */ shader_hw_breakc,
5125     /* WINED3DSIH_BREAKP                */ NULL,
5126     /* WINED3DSIH_CALL                  */ shader_hw_call,
5127     /* WINED3DSIH_CALLNZ                */ NULL,
5128     /* WINED3DSIH_CMP                   */ pshader_hw_cmp,
5129     /* WINED3DSIH_CND                   */ pshader_hw_cnd,
5130     /* WINED3DSIH_CRS                   */ shader_hw_map2gl,
5131     /* WINED3DSIH_CUT                   */ NULL,
5132     /* WINED3DSIH_DCL                   */ shader_hw_nop,
5133     /* WINED3DSIH_DCL_CONSTANT_BUFFER   */ shader_hw_nop,
5134     /* WINED3DSIH_DCL_INPUT_PRIMITIVE   */ shader_hw_nop,
5135     /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY   */ shader_hw_nop,
5136     /* WINED3DSIH_DCL_VERTICES_OUT      */ shader_hw_nop,
5137     /* WINED3DSIH_DEF                   */ shader_hw_nop,
5138     /* WINED3DSIH_DEFB                  */ shader_hw_nop,
5139     /* WINED3DSIH_DEFI                  */ shader_hw_nop,
5140     /* WINED3DSIH_DIV                   */ NULL,
5141     /* WINED3DSIH_DP2ADD                */ pshader_hw_dp2add,
5142     /* WINED3DSIH_DP3                   */ shader_hw_map2gl,
5143     /* WINED3DSIH_DP4                   */ shader_hw_map2gl,
5144     /* WINED3DSIH_DST                   */ shader_hw_map2gl,
5145     /* WINED3DSIH_DSX                   */ shader_hw_map2gl,
5146     /* WINED3DSIH_DSY                   */ shader_hw_dsy,
5147     /* WINED3DSIH_ELSE                  */ shader_hw_else,
5148     /* WINED3DSIH_EMIT                  */ NULL,
5149     /* WINED3DSIH_ENDIF                 */ shader_hw_endif,
5150     /* WINED3DSIH_ENDLOOP               */ shader_hw_endloop,
5151     /* WINED3DSIH_ENDREP                */ shader_hw_endrep,
5152     /* WINED3DSIH_EQ                    */ NULL,
5153     /* WINED3DSIH_EXP                   */ shader_hw_scalar_op,
5154     /* WINED3DSIH_EXPP                  */ shader_hw_scalar_op,
5155     /* WINED3DSIH_FRC                   */ shader_hw_map2gl,
5156     /* WINED3DSIH_FTOI                  */ NULL,
5157     /* WINED3DSIH_GE                    */ NULL,
5158     /* WINED3DSIH_IADD                  */ NULL,
5159     /* WINED3DSIH_IEQ                   */ NULL,
5160     /* WINED3DSIH_IF                    */ NULL /* Hardcoded into the shader */,
5161     /* WINED3DSIH_IFC                   */ shader_hw_ifc,
5162     /* WINED3DSIH_IGE                   */ NULL,
5163     /* WINED3DSIH_IMUL                  */ NULL,
5164     /* WINED3DSIH_ITOF                  */ NULL,
5165     /* WINED3DSIH_LABEL                 */ shader_hw_label,
5166     /* WINED3DSIH_LD                    */ NULL,
5167     /* WINED3DSIH_LIT                   */ shader_hw_map2gl,
5168     /* WINED3DSIH_LOG                   */ shader_hw_log,
5169     /* WINED3DSIH_LOGP                  */ shader_hw_log,
5170     /* WINED3DSIH_LOOP                  */ shader_hw_loop,
5171     /* WINED3DSIH_LRP                   */ shader_hw_lrp,
5172     /* WINED3DSIH_LT                    */ NULL,
5173     /* WINED3DSIH_M3x2                  */ shader_hw_mnxn,
5174     /* WINED3DSIH_M3x3                  */ shader_hw_mnxn,
5175     /* WINED3DSIH_M3x4                  */ shader_hw_mnxn,
5176     /* WINED3DSIH_M4x3                  */ shader_hw_mnxn,
5177     /* WINED3DSIH_M4x4                  */ shader_hw_mnxn,
5178     /* WINED3DSIH_MAD                   */ shader_hw_map2gl,
5179     /* WINED3DSIH_MAX                   */ shader_hw_map2gl,
5180     /* WINED3DSIH_MIN                   */ shader_hw_map2gl,
5181     /* WINED3DSIH_MOV                   */ shader_hw_mov,
5182     /* WINED3DSIH_MOVA                  */ shader_hw_mov,
5183     /* WINED3DSIH_MOVC                  */ NULL,
5184     /* WINED3DSIH_MUL                   */ shader_hw_map2gl,
5185     /* WINED3DSIH_NOP                   */ shader_hw_nop,
5186     /* WINED3DSIH_NRM                   */ shader_hw_nrm,
5187     /* WINED3DSIH_PHASE                 */ shader_hw_nop,
5188     /* WINED3DSIH_POW                   */ shader_hw_pow,
5189     /* WINED3DSIH_RCP                   */ shader_hw_rcp,
5190     /* WINED3DSIH_REP                   */ shader_hw_rep,
5191     /* WINED3DSIH_RET                   */ shader_hw_ret,
5192     /* WINED3DSIH_ROUND_NI              */ NULL,
5193     /* WINED3DSIH_RSQ                   */ shader_hw_scalar_op,
5194     /* WINED3DSIH_SAMPLE                */ NULL,
5195     /* WINED3DSIH_SAMPLE_GRAD           */ NULL,
5196     /* WINED3DSIH_SAMPLE_LOD            */ NULL,
5197     /* WINED3DSIH_SETP                  */ NULL,
5198     /* WINED3DSIH_SGE                   */ shader_hw_map2gl,
5199     /* WINED3DSIH_SGN                   */ shader_hw_sgn,
5200     /* WINED3DSIH_SINCOS                */ shader_hw_sincos,
5201     /* WINED3DSIH_SLT                   */ shader_hw_map2gl,
5202     /* WINED3DSIH_SQRT                  */ NULL,
5203     /* WINED3DSIH_SUB                   */ shader_hw_map2gl,
5204     /* WINED3DSIH_TEX                   */ pshader_hw_tex,
5205     /* WINED3DSIH_TEXBEM                */ pshader_hw_texbem,
5206     /* WINED3DSIH_TEXBEML               */ pshader_hw_texbem,
5207     /* WINED3DSIH_TEXCOORD              */ pshader_hw_texcoord,
5208     /* WINED3DSIH_TEXDEPTH              */ pshader_hw_texdepth,
5209     /* WINED3DSIH_TEXDP3                */ pshader_hw_texdp3,
5210     /* WINED3DSIH_TEXDP3TEX             */ pshader_hw_texdp3tex,
5211     /* WINED3DSIH_TEXKILL               */ pshader_hw_texkill,
5212     /* WINED3DSIH_TEXLDD                */ shader_hw_texldd,
5213     /* WINED3DSIH_TEXLDL                */ shader_hw_texldl,
5214     /* WINED3DSIH_TEXM3x2DEPTH          */ pshader_hw_texm3x2depth,
5215     /* WINED3DSIH_TEXM3x2PAD            */ pshader_hw_texm3x2pad,
5216     /* WINED3DSIH_TEXM3x2TEX            */ pshader_hw_texm3x2tex,
5217     /* WINED3DSIH_TEXM3x3               */ pshader_hw_texm3x3,
5218     /* WINED3DSIH_TEXM3x3DIFF           */ NULL,
5219     /* WINED3DSIH_TEXM3x3PAD            */ pshader_hw_texm3x3pad,
5220     /* WINED3DSIH_TEXM3x3SPEC           */ pshader_hw_texm3x3spec,
5221     /* WINED3DSIH_TEXM3x3TEX            */ pshader_hw_texm3x3tex,
5222     /* WINED3DSIH_TEXM3x3VSPEC          */ pshader_hw_texm3x3vspec,
5223     /* WINED3DSIH_TEXREG2AR             */ pshader_hw_texreg2ar,
5224     /* WINED3DSIH_TEXREG2GB             */ pshader_hw_texreg2gb,
5225     /* WINED3DSIH_TEXREG2RGB            */ pshader_hw_texreg2rgb,
5226     /* WINED3DSIH_UDIV                  */ NULL,
5227     /* WINED3DSIH_USHR                  */ NULL,
5228     /* WINED3DSIH_UTOF                  */ NULL,
5229     /* WINED3DSIH_XOR                   */ NULL,
5230 };
5231
5232 static BOOL get_bool_const(const struct wined3d_shader_instruction *ins,
5233         const struct wined3d_shader *shader, DWORD idx)
5234 {
5235     const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5236     BOOL vshader = shader_is_vshader_version(reg_maps->shader_version.type);
5237     const struct wined3d_shader_lconst *constant;
5238     WORD bools = 0;
5239     WORD flag = (1 << idx);
5240     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5241
5242     if (reg_maps->local_bool_consts & flag)
5243     {
5244         /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
5245         LIST_FOR_EACH_ENTRY(constant, &shader->constantsB, struct wined3d_shader_lconst, entry)
5246         {
5247             if (constant->idx == idx)
5248             {
5249                 return constant->value[0];
5250             }
5251         }
5252         ERR("Local constant not found\n");
5253         return FALSE;
5254     }
5255     else
5256     {
5257         if(vshader) bools = priv->cur_vs_args->clip.boolclip.bools;
5258         else bools = priv->cur_ps_args->bools;
5259         return bools & flag;
5260     }
5261 }
5262
5263 static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
5264         const struct wined3d_shader *shader, UINT idx, struct wined3d_shader_loop_control *loop_control)
5265 {
5266     const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5267     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5268
5269     /* Integer constants can either be a local constant, or they can be stored in the shader
5270      * type specific compile args. */
5271     if (reg_maps->local_int_consts & (1 << idx))
5272     {
5273         const struct wined3d_shader_lconst *constant;
5274
5275         LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
5276         {
5277             if (constant->idx == idx)
5278             {
5279                 loop_control->count = constant->value[0];
5280                 loop_control->start = constant->value[1];
5281                 /* Step is signed. */
5282                 loop_control->step = (int)constant->value[2];
5283                 return;
5284             }
5285         }
5286         /* If this happens the flag was set incorrectly */
5287         ERR("Local constant not found\n");
5288         loop_control->count = 0;
5289         loop_control->start = 0;
5290         loop_control->step = 0;
5291         return;
5292     }
5293
5294     switch (reg_maps->shader_version.type)
5295     {
5296         case WINED3D_SHADER_TYPE_VERTEX:
5297             /* Count and aL start value are unsigned */
5298             loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
5299             loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
5300             /* Step is signed. */
5301             loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
5302             break;
5303
5304         case WINED3D_SHADER_TYPE_PIXEL:
5305             loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
5306             loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
5307             loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
5308             break;
5309
5310         default:
5311             FIXME("Unhandled shader type %#x.\n", reg_maps->shader_version.type);
5312             break;
5313     }
5314 }
5315
5316 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
5317 {
5318     unsigned int i;
5319     struct wined3d_shader_dst_param *dst_param = NULL;
5320     struct wined3d_shader_src_param *src_param = NULL, *rel_addr = NULL;
5321     struct recorded_instruction *rec = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*rec));
5322     if(!rec)
5323     {
5324         ERR("Out of memory\n");
5325         return;
5326     }
5327
5328     rec->ins = *ins;
5329     dst_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param));
5330     if(!dst_param) goto free;
5331     *dst_param = *ins->dst;
5332     if (ins->dst->reg.idx[0].rel_addr)
5333     {
5334         rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
5335         if (!rel_addr)
5336             goto free;
5337         *rel_addr = *ins->dst->reg.idx[0].rel_addr;
5338         dst_param->reg.idx[0].rel_addr = rel_addr;
5339     }
5340     rec->ins.dst = dst_param;
5341
5342     src_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param) * ins->src_count);
5343     if (!src_param)
5344         goto free;
5345     for (i = 0; i < ins->src_count; ++i)
5346     {
5347         src_param[i] = ins->src[i];
5348         if (ins->src[i].reg.idx[0].rel_addr)
5349         {
5350             rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
5351             if (!rel_addr)
5352                 goto free;
5353             *rel_addr = *ins->src[i].reg.idx[0].rel_addr;
5354             src_param[i].reg.idx[0].rel_addr = rel_addr;
5355         }
5356     }
5357     rec->ins.src = src_param;
5358     list_add_tail(list, &rec->entry);
5359     return;
5360
5361 free:
5362     ERR("Out of memory\n");
5363     if(dst_param)
5364     {
5365         HeapFree(GetProcessHeap(), 0, (void *)dst_param->reg.idx[0].rel_addr);
5366         HeapFree(GetProcessHeap(), 0, dst_param);
5367     }
5368     if(src_param)
5369     {
5370         for(i = 0; i < ins->src_count; i++)
5371         {
5372             HeapFree(GetProcessHeap(), 0, (void *)src_param[i].reg.idx[0].rel_addr);
5373         }
5374         HeapFree(GetProcessHeap(), 0, src_param);
5375     }
5376     HeapFree(GetProcessHeap(), 0, rec);
5377 }
5378
5379 static void free_recorded_instruction(struct list *list)
5380 {
5381     struct recorded_instruction *rec_ins, *entry2;
5382     unsigned int i;
5383
5384     LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
5385     {
5386         list_remove(&rec_ins->entry);
5387         if (rec_ins->ins.dst)
5388         {
5389             HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.dst->reg.idx[0].rel_addr);
5390             HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.dst);
5391         }
5392         if (rec_ins->ins.src)
5393         {
5394             for (i = 0; i < rec_ins->ins.src_count; ++i)
5395             {
5396                 HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.src[i].reg.idx[0].rel_addr);
5397             }
5398             HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.src);
5399         }
5400         HeapFree(GetProcessHeap(), 0, rec_ins);
5401     }
5402 }
5403
5404 static void pop_control_frame(const struct wined3d_shader_instruction *ins)
5405 {
5406     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5407     struct control_frame *control_frame;
5408
5409     if (ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5410     {
5411         struct list *e = list_head(&priv->control_frames);
5412         control_frame = LIST_ENTRY(e, struct control_frame, entry);
5413         list_remove(&control_frame->entry);
5414         HeapFree(GetProcessHeap(), 0, control_frame);
5415         priv->loop_depth--;
5416     }
5417     else if (ins->handler_idx == WINED3DSIH_ENDIF)
5418     {
5419         /* Non-ifc ENDIFs were already handled previously. */
5420         struct list *e = list_head(&priv->control_frames);
5421         control_frame = LIST_ENTRY(e, struct control_frame, entry);
5422         list_remove(&control_frame->entry);
5423         HeapFree(GetProcessHeap(), 0, control_frame);
5424     }
5425 }
5426
5427 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
5428     SHADER_HANDLER hw_fct;
5429     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5430     const struct wined3d_shader *shader = ins->ctx->shader;
5431     struct control_frame *control_frame;
5432     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
5433     BOOL bool_const;
5434
5435     if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
5436     {
5437         control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5438         list_add_head(&priv->control_frames, &control_frame->entry);
5439
5440         if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
5441         if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
5442
5443         if(priv->target_version >= NV2)
5444         {
5445             control_frame->no.loop = priv->num_loops++;
5446             priv->loop_depth++;
5447         }
5448         else
5449         {
5450             /* Don't bother recording when we're in a not used if branch */
5451             if(priv->muted)
5452             {
5453                 return;
5454             }
5455
5456             if(!priv->recording)
5457             {
5458                 list_init(&priv->record);
5459                 priv->recording = TRUE;
5460                 control_frame->outer_loop = TRUE;
5461                 get_loop_control_const(ins, shader, ins->src[0].reg.idx[0].offset, &control_frame->loop_control);
5462                 return; /* Instruction is handled */
5463             }
5464             /* Record this loop in the outer loop's recording */
5465         }
5466     }
5467     else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5468     {
5469         if(priv->target_version >= NV2)
5470         {
5471             /* Nothing to do. The control frame is popped after the HW instr handler */
5472         }
5473         else
5474         {
5475             struct list *e = list_head(&priv->control_frames);
5476             control_frame = LIST_ENTRY(e, struct control_frame, entry);
5477             list_remove(&control_frame->entry);
5478
5479             if(control_frame->outer_loop)
5480             {
5481                 unsigned int iteration;
5482                 int aL = 0;
5483                 struct list copy;
5484
5485                 /* Turn off recording before playback */
5486                 priv->recording = FALSE;
5487
5488                 /* Move the recorded instructions to a separate list and get them out of the private data
5489                  * structure. If there are nested loops, the shader_arb_handle_instruction below will
5490                  * be recorded again, thus priv->record might be overwritten
5491                  */
5492                 list_init(&copy);
5493                 list_move_tail(&copy, &priv->record);
5494                 list_init(&priv->record);
5495
5496                 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5497                 {
5498                     shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5499                                    control_frame->loop_control.count, control_frame->loop_control.start,
5500                                    control_frame->loop_control.step);
5501                     aL = control_frame->loop_control.start;
5502                 }
5503                 else
5504                 {
5505                     shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
5506                 }
5507
5508                 for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
5509                 {
5510                     struct recorded_instruction *rec_ins;
5511                     if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5512                     {
5513                         priv->aL = aL;
5514                         shader_addline(buffer, "#Iteration %u, aL=%d\n", iteration, aL);
5515                     }
5516                     else
5517                     {
5518                         shader_addline(buffer, "#Iteration %u\n", iteration);
5519                     }
5520
5521                     LIST_FOR_EACH_ENTRY(rec_ins, &copy, struct recorded_instruction, entry)
5522                     {
5523                         shader_arb_handle_instruction(&rec_ins->ins);
5524                     }
5525
5526                     if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5527                     {
5528                         aL += control_frame->loop_control.step;
5529                     }
5530                 }
5531                 shader_addline(buffer, "#end loop/rep\n");
5532
5533                 free_recorded_instruction(&copy);
5534                 HeapFree(GetProcessHeap(), 0, control_frame);
5535                 return; /* Instruction is handled */
5536             }
5537             else
5538             {
5539                 /* This is a nested loop. Proceed to the normal recording function */
5540                 HeapFree(GetProcessHeap(), 0, control_frame);
5541             }
5542         }
5543     }
5544
5545     if(priv->recording)
5546     {
5547         record_instruction(&priv->record, ins);
5548         return;
5549     }
5550
5551     /* boolean if */
5552     if(ins->handler_idx == WINED3DSIH_IF)
5553     {
5554         control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5555         list_add_head(&priv->control_frames, &control_frame->entry);
5556         control_frame->type = IF;
5557
5558         bool_const = get_bool_const(ins, shader, ins->src[0].reg.idx[0].offset);
5559         if (ins->src[0].modifiers == WINED3DSPSM_NOT)
5560             bool_const = !bool_const;
5561         if (!priv->muted && !bool_const)
5562         {
5563             shader_addline(buffer, "#if(FALSE){\n");
5564             priv->muted = TRUE;
5565             control_frame->muting = TRUE;
5566         }
5567         else shader_addline(buffer, "#if(TRUE) {\n");
5568
5569         return; /* Instruction is handled */
5570     }
5571     else if(ins->handler_idx == WINED3DSIH_IFC)
5572     {
5573         /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5574         control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5575         control_frame->type = IFC;
5576         control_frame->no.ifc = priv->num_ifcs++;
5577         list_add_head(&priv->control_frames, &control_frame->entry);
5578     }
5579     else if(ins->handler_idx == WINED3DSIH_ELSE)
5580     {
5581         struct list *e = list_head(&priv->control_frames);
5582         control_frame = LIST_ENTRY(e, struct control_frame, entry);
5583
5584         if(control_frame->type == IF)
5585         {
5586             shader_addline(buffer, "#} else {\n");
5587             if(!priv->muted && !control_frame->muting)
5588             {
5589                 priv->muted = TRUE;
5590                 control_frame->muting = TRUE;
5591             }
5592             else if(control_frame->muting) priv->muted = FALSE;
5593             return; /* Instruction is handled. */
5594         }
5595         /* In case of an ifc, generate a HW shader instruction */
5596         if (control_frame->type != IFC)
5597             ERR("Control frame does not match.\n");
5598     }
5599     else if(ins->handler_idx == WINED3DSIH_ENDIF)
5600     {
5601         struct list *e = list_head(&priv->control_frames);
5602         control_frame = LIST_ENTRY(e, struct control_frame, entry);
5603
5604         if(control_frame->type == IF)
5605         {
5606             shader_addline(buffer, "#} endif\n");
5607             if(control_frame->muting) priv->muted = FALSE;
5608             list_remove(&control_frame->entry);
5609             HeapFree(GetProcessHeap(), 0, control_frame);
5610             return; /* Instruction is handled */
5611         }
5612         /* In case of an ifc, generate a HW shader instruction */
5613         if (control_frame->type != IFC)
5614             ERR("Control frame does not match.\n");
5615     }
5616
5617     if(priv->muted)
5618     {
5619         pop_control_frame(ins);
5620         return;
5621     }
5622
5623     /* Select handler */
5624     hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
5625
5626     /* Unhandled opcode */
5627     if (!hw_fct)
5628     {
5629         FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
5630         return;
5631     }
5632     hw_fct(ins);
5633
5634     pop_control_frame(ins);
5635
5636     shader_arb_add_instruction_modifiers(ins);
5637 }
5638
5639 static BOOL shader_arb_has_ffp_proj_control(void *shader_priv)
5640 {
5641     struct shader_arb_priv *priv = shader_priv;
5642
5643     return priv->ffp_proj_control;
5644 }
5645
5646 const struct wined3d_shader_backend_ops arb_program_shader_backend =
5647 {
5648     shader_arb_handle_instruction,
5649     shader_arb_select,
5650     shader_arb_select_depth_blt,
5651     shader_arb_deselect_depth_blt,
5652     shader_arb_update_float_vertex_constants,
5653     shader_arb_update_float_pixel_constants,
5654     shader_arb_load_constants,
5655     shader_arb_load_np2fixup_constants,
5656     shader_arb_destroy,
5657     shader_arb_alloc,
5658     shader_arb_free,
5659     shader_arb_context_destroyed,
5660     shader_arb_get_caps,
5661     shader_arb_color_fixup_supported,
5662     shader_arb_has_ffp_proj_control,
5663 };
5664
5665 /* ARB_fragment_program fixed function pipeline replacement definitions */
5666 #define ARB_FFP_CONST_TFACTOR           0
5667 #define ARB_FFP_CONST_SPECULAR_ENABLE   ((ARB_FFP_CONST_TFACTOR) + 1)
5668 #define ARB_FFP_CONST_CONSTANT(i)       ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5669 #define ARB_FFP_CONST_BUMPMAT(i)        ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5670 #define ARB_FFP_CONST_LUMINANCE(i)      ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5671
5672 struct arbfp_ffp_desc
5673 {
5674     struct ffp_frag_desc parent;
5675     GLuint shader;
5676 };
5677
5678 /* Context activation is done by the caller. */
5679 static void arbfp_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
5680 {
5681     if (enable)
5682     {
5683         gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
5684         checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5685     }
5686     else
5687     {
5688         gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
5689         checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5690     }
5691 }
5692
5693 static void *arbfp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5694 {
5695     struct shader_arb_priv *priv;
5696
5697     /* Share private data between the shader backend and the pipeline
5698      * replacement, if both are the arb implementation. This is needed to
5699      * figure out whether ARBfp should be disabled if no pixel shader is bound
5700      * or not. */
5701     if (shader_backend == &arb_program_shader_backend)
5702         priv = shader_priv;
5703     else if (!(priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv))))
5704         return NULL;
5705
5706     if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
5707     {
5708         ERR("Failed to initialize rbtree.\n");
5709         if (priv != shader_priv)
5710             HeapFree(GetProcessHeap(), 0, priv);
5711         return NULL;
5712     }
5713     priv->use_arbfp_fixed_func = TRUE;
5714
5715     return priv;
5716 }
5717
5718 /* Context activation is done by the caller. */
5719 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
5720 {
5721     const struct wined3d_gl_info *gl_info = context;
5722     struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
5723
5724     GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
5725     checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5726     HeapFree(GetProcessHeap(), 0, entry_arb);
5727 }
5728
5729 /* Context activation is done by the caller. */
5730 static void arbfp_free(struct wined3d_device *device)
5731 {
5732     struct shader_arb_priv *priv = device->fragment_priv;
5733
5734     wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &device->adapter->gl_info);
5735     priv->use_arbfp_fixed_func = FALSE;
5736
5737     if (device->shader_backend != &arb_program_shader_backend)
5738     {
5739         HeapFree(GetProcessHeap(), 0, device->fragment_priv);
5740     }
5741 }
5742
5743 static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5744 {
5745     caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL
5746             | WINED3D_FRAGMENT_CAP_SRGB_WRITE;
5747     caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
5748     caps->TextureOpCaps =  WINED3DTEXOPCAPS_DISABLE                     |
5749                            WINED3DTEXOPCAPS_SELECTARG1                  |
5750                            WINED3DTEXOPCAPS_SELECTARG2                  |
5751                            WINED3DTEXOPCAPS_MODULATE4X                  |
5752                            WINED3DTEXOPCAPS_MODULATE2X                  |
5753                            WINED3DTEXOPCAPS_MODULATE                    |
5754                            WINED3DTEXOPCAPS_ADDSIGNED2X                 |
5755                            WINED3DTEXOPCAPS_ADDSIGNED                   |
5756                            WINED3DTEXOPCAPS_ADD                         |
5757                            WINED3DTEXOPCAPS_SUBTRACT                    |
5758                            WINED3DTEXOPCAPS_ADDSMOOTH                   |
5759                            WINED3DTEXOPCAPS_BLENDCURRENTALPHA           |
5760                            WINED3DTEXOPCAPS_BLENDFACTORALPHA            |
5761                            WINED3DTEXOPCAPS_BLENDTEXTUREALPHA           |
5762                            WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA           |
5763                            WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM         |
5764                            WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR      |
5765                            WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA      |
5766                            WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA   |
5767                            WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR   |
5768                            WINED3DTEXOPCAPS_DOTPRODUCT3                 |
5769                            WINED3DTEXOPCAPS_MULTIPLYADD                 |
5770                            WINED3DTEXOPCAPS_LERP                        |
5771                            WINED3DTEXOPCAPS_BUMPENVMAP                  |
5772                            WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
5773
5774     /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5775
5776     caps->MaxTextureBlendStages   = 8;
5777     caps->MaxSimultaneousTextures = min(gl_info->limits.fragment_samplers, 8);
5778 }
5779
5780 static void state_texfactor_arbfp(struct wined3d_context *context,
5781         const struct wined3d_state *state, DWORD state_id)
5782 {
5783     struct wined3d_device *device = context->swapchain->device;
5784     const struct wined3d_gl_info *gl_info = context->gl_info;
5785     float col[4];
5786
5787     /* Don't load the parameter if we're using an arbfp pixel shader,
5788      * otherwise we'll overwrite application provided constants. */
5789     if (device->shader_backend == &arb_program_shader_backend)
5790     {
5791         struct shader_arb_priv *priv;
5792
5793         if (use_ps(state)) return;
5794
5795         priv = device->shader_priv;
5796         priv->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
5797         priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
5798     }
5799
5800     D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
5801     GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
5802     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
5803 }
5804
5805 static void state_arb_specularenable(struct wined3d_context *context,
5806         const struct wined3d_state *state, DWORD state_id)
5807 {
5808     struct wined3d_device *device = context->swapchain->device;
5809     const struct wined3d_gl_info *gl_info = context->gl_info;
5810     float col[4];
5811
5812     /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5813      * application provided constants
5814      */
5815     if (device->shader_backend == &arb_program_shader_backend)
5816     {
5817         struct shader_arb_priv *priv;
5818
5819         if (use_ps(state)) return;
5820
5821         priv = device->shader_priv;
5822         priv->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
5823         priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
5824     }
5825
5826     if (state->render_states[WINED3D_RS_SPECULARENABLE])
5827     {
5828         /* The specular color has no alpha */
5829         col[0] = 1.0f; col[1] = 1.0f;
5830         col[2] = 1.0f; col[3] = 0.0f;
5831     } else {
5832         col[0] = 0.0f; col[1] = 0.0f;
5833         col[2] = 0.0f; col[3] = 0.0f;
5834     }
5835     GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
5836     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5837 }
5838
5839 static void set_bumpmat_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5840 {
5841     DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5842     struct wined3d_device *device = context->swapchain->device;
5843     const struct wined3d_gl_info *gl_info = context->gl_info;
5844     float mat[2][2];
5845
5846     if (use_ps(state))
5847     {
5848         /* The pixel shader has to know the bump env matrix. Do a constants
5849          * update. */
5850         if (stage && (state->pixel_shader->reg_maps.bumpmat & (1 << stage)))
5851             context->load_constants = 1;
5852
5853         if(device->shader_backend == &arb_program_shader_backend) {
5854             /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5855             return;
5856         }
5857     }
5858     else if (device->shader_backend == &arb_program_shader_backend)
5859     {
5860         struct shader_arb_priv *priv = device->shader_priv;
5861         priv->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
5862         priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
5863     }
5864
5865     mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]);
5866     mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]);
5867     mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]);
5868     mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]);
5869
5870     GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
5871     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5872 }
5873
5874 static void tex_bumpenvlum_arbfp(struct wined3d_context *context,
5875         const struct wined3d_state *state, DWORD state_id)
5876 {
5877     DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5878     struct wined3d_device *device = context->swapchain->device;
5879     const struct wined3d_gl_info *gl_info = context->gl_info;
5880     float param[4];
5881
5882     if (use_ps(state))
5883     {
5884         /* The pixel shader has to know the luminance offset. Do a constants
5885          * update. */
5886         if (stage && (state->pixel_shader->reg_maps.luminanceparams & (1 << stage)))
5887             context->load_constants = 1;
5888
5889         if(device->shader_backend == &arb_program_shader_backend) {
5890             /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5891             return;
5892         }
5893     }
5894     else if (device->shader_backend == &arb_program_shader_backend)
5895     {
5896         struct shader_arb_priv *priv = device->shader_priv;
5897         priv->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
5898         priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
5899     }
5900
5901     param[0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LSCALE]);
5902     param[1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LOFFSET]);
5903     param[2] = 0.0f;
5904     param[3] = 0.0f;
5905
5906     GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
5907     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5908 }
5909
5910 static const char *get_argreg(struct wined3d_shader_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
5911 {
5912     const char *ret;
5913
5914     if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
5915
5916     switch(arg & WINED3DTA_SELECTMASK) {
5917         case WINED3DTA_DIFFUSE:
5918             ret = "fragment.color.primary"; break;
5919
5920         case WINED3DTA_CURRENT:
5921             if (!stage) ret = "fragment.color.primary";
5922             else ret = "ret";
5923             break;
5924
5925         case WINED3DTA_TEXTURE:
5926             switch(stage) {
5927                 case 0: ret = "tex0"; break;
5928                 case 1: ret = "tex1"; break;
5929                 case 2: ret = "tex2"; break;
5930                 case 3: ret = "tex3"; break;
5931                 case 4: ret = "tex4"; break;
5932                 case 5: ret = "tex5"; break;
5933                 case 6: ret = "tex6"; break;
5934                 case 7: ret = "tex7"; break;
5935                 default: ret = "unknown texture";
5936             }
5937             break;
5938
5939         case WINED3DTA_TFACTOR:
5940             ret = "tfactor"; break;
5941
5942         case WINED3DTA_SPECULAR:
5943             ret = "fragment.color.secondary"; break;
5944
5945         case WINED3DTA_TEMP:
5946             ret = "tempreg"; break;
5947
5948         case WINED3DTA_CONSTANT:
5949             FIXME("Implement perstage constants\n");
5950             switch(stage) {
5951                 case 0: ret = "const0"; break;
5952                 case 1: ret = "const1"; break;
5953                 case 2: ret = "const2"; break;
5954                 case 3: ret = "const3"; break;
5955                 case 4: ret = "const4"; break;
5956                 case 5: ret = "const5"; break;
5957                 case 6: ret = "const6"; break;
5958                 case 7: ret = "const7"; break;
5959                 default: ret = "unknown constant";
5960             }
5961             break;
5962
5963         default:
5964             return "unknown";
5965     }
5966
5967     if(arg & WINED3DTA_COMPLEMENT) {
5968         shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
5969         if(argnum == 0) ret = "arg0";
5970         if(argnum == 1) ret = "arg1";
5971         if(argnum == 2) ret = "arg2";
5972     }
5973     if(arg & WINED3DTA_ALPHAREPLICATE) {
5974         shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
5975         if(argnum == 0) ret = "arg0";
5976         if(argnum == 1) ret = "arg1";
5977         if(argnum == 2) ret = "arg2";
5978     }
5979     return ret;
5980 }
5981
5982 static void gen_ffp_instr(struct wined3d_shader_buffer *buffer, unsigned int stage, BOOL color,
5983         BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
5984 {
5985     const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
5986     unsigned int mul = 1;
5987
5988     if(color && alpha) dstmask = "";
5989     else if(color) dstmask = ".xyz";
5990     else dstmask = ".w";
5991
5992     if(dst == tempreg) dstreg = "tempreg";
5993     else dstreg = "ret";
5994
5995     arg0 = get_argreg(buffer, 0, stage, dw_arg0);
5996     arg1 = get_argreg(buffer, 1, stage, dw_arg1);
5997     arg2 = get_argreg(buffer, 2, stage, dw_arg2);
5998
5999     switch (op)
6000     {
6001         case WINED3D_TOP_DISABLE:
6002             if (!stage)
6003                 shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
6004             break;
6005
6006         case WINED3D_TOP_SELECT_ARG2:
6007             arg1 = arg2;
6008             /* FALLTHROUGH */
6009         case WINED3D_TOP_SELECT_ARG1:
6010             shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
6011             break;
6012
6013         case WINED3D_TOP_MODULATE_4X:
6014             mul = 2;
6015             /* FALLTHROUGH */
6016         case WINED3D_TOP_MODULATE_2X:
6017             mul *= 2;
6018             /* FALLTHROUGH */
6019         case WINED3D_TOP_MODULATE:
6020             shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6021             break;
6022
6023         case WINED3D_TOP_ADD_SIGNED_2X:
6024             mul = 2;
6025             /* FALLTHROUGH */
6026         case WINED3D_TOP_ADD_SIGNED:
6027             shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6028             arg2 = "arg2";
6029             /* FALLTHROUGH */
6030         case WINED3D_TOP_ADD:
6031             shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6032             break;
6033
6034         case WINED3D_TOP_SUBTRACT:
6035             shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6036             break;
6037
6038         case WINED3D_TOP_ADD_SMOOTH:
6039             shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
6040             shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6041             break;
6042
6043         case WINED3D_TOP_BLEND_CURRENT_ALPHA:
6044             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
6045             shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6046             break;
6047         case WINED3D_TOP_BLEND_FACTOR_ALPHA:
6048             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
6049             shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6050             break;
6051         case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
6052             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6053             shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6054             break;
6055         case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
6056             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
6057             shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6058             break;
6059
6060         case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
6061             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
6062             shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
6063             shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
6064             break;
6065
6066         /* D3DTOP_PREMODULATE ???? */
6067
6068         case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
6069             shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
6070             shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
6071             break;
6072         case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
6073             shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
6074             break;
6075         case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
6076             shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
6077             shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
6078             break;
6079         case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
6080             shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
6081             break;
6082
6083         case WINED3D_TOP_DOTPRODUCT3:
6084             mul = 4;
6085             shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
6086             shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
6087             shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
6088             break;
6089
6090         case WINED3D_TOP_MULTIPLY_ADD:
6091             shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
6092             break;
6093
6094         case WINED3D_TOP_LERP:
6095             /* The msdn is not quite right here */
6096             shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
6097             break;
6098
6099         case WINED3D_TOP_BUMPENVMAP:
6100         case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
6101             /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
6102             break;
6103
6104         default:
6105             FIXME("Unhandled texture op %08x\n", op);
6106     }
6107
6108     if (mul == 2)
6109         shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", dstreg, dstmask, dstreg);
6110     else if (mul == 4)
6111         shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", dstreg, dstmask, dstreg);
6112 }
6113
6114 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, const struct wined3d_gl_info *gl_info)
6115 {
6116     unsigned int stage;
6117     struct wined3d_shader_buffer buffer;
6118     BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6119     BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6120     BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6121     UINT lowest_disabled_stage;
6122     const char *textype;
6123     const char *instr, *sat;
6124     char colorcor_dst[8];
6125     GLuint ret;
6126     DWORD arg0, arg1, arg2;
6127     BOOL tempreg_used = FALSE, tfactor_used = FALSE;
6128     BOOL op_equal;
6129     const char *final_combiner_src = "ret";
6130     GLint pos;
6131
6132     /* Find out which textures are read */
6133     for (stage = 0; stage < MAX_TEXTURES; ++stage)
6134     {
6135         if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6136             break;
6137         arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
6138         arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
6139         arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
6140         if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6141         if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6142         if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6143
6144         if (settings->op[stage].cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA)
6145             tex_read[stage] = TRUE;
6146         if (settings->op[stage].cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM)
6147             tex_read[stage] = TRUE;
6148         if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP)
6149         {
6150             bump_used[stage] = TRUE;
6151             tex_read[stage] = TRUE;
6152         }
6153         if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6154         {
6155             bump_used[stage] = TRUE;
6156             tex_read[stage] = TRUE;
6157             luminance_used[stage] = TRUE;
6158         }
6159         else if (settings->op[stage].cop == WINED3D_TOP_BLEND_FACTOR_ALPHA)
6160         {
6161             tfactor_used = TRUE;
6162         }
6163
6164         if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
6165             tfactor_used = TRUE;
6166         }
6167
6168         if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
6169         if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
6170             tempreg_used = TRUE;
6171         }
6172
6173         if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6174             continue;
6175         arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
6176         arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
6177         arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
6178         if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6179         if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6180         if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6181
6182         if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
6183             tempreg_used = TRUE;
6184         }
6185         if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
6186             tfactor_used = TRUE;
6187         }
6188     }
6189     lowest_disabled_stage = stage;
6190
6191     /* Shader header */
6192     if (!shader_buffer_init(&buffer))
6193     {
6194         ERR("Failed to initialize shader buffer.\n");
6195         return 0;
6196     }
6197
6198     shader_addline(&buffer, "!!ARBfp1.0\n");
6199
6200     switch(settings->fog) {
6201         case FOG_OFF:                                                         break;
6202         case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
6203         case FOG_EXP:    shader_addline(&buffer, "OPTION ARB_fog_exp;\n");    break;
6204         case FOG_EXP2:   shader_addline(&buffer, "OPTION ARB_fog_exp2;\n");   break;
6205         default: FIXME("Unexpected fog setting %d\n", settings->fog);
6206     }
6207
6208     shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
6209     shader_addline(&buffer, "TEMP TMP;\n");
6210     shader_addline(&buffer, "TEMP ret;\n");
6211     if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
6212     shader_addline(&buffer, "TEMP arg0;\n");
6213     shader_addline(&buffer, "TEMP arg1;\n");
6214     shader_addline(&buffer, "TEMP arg2;\n");
6215     for(stage = 0; stage < MAX_TEXTURES; stage++) {
6216         if(!tex_read[stage]) continue;
6217         shader_addline(&buffer, "TEMP tex%u;\n", stage);
6218         if(!bump_used[stage]) continue;
6219         shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
6220         if(!luminance_used[stage]) continue;
6221         shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
6222     }
6223     if(tfactor_used) {
6224         shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
6225     }
6226     shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
6227
6228     if(settings->sRGB_write) {
6229         shader_addline(&buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
6230                        srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
6231         shader_addline(&buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
6232                        srgb_sub_high, 0.0, 0.0, 0.0);
6233     }
6234
6235     if (lowest_disabled_stage < 7 && settings->emul_clipplanes)
6236         shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
6237
6238     /* Generate texture sampling instructions) */
6239     for (stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage)
6240     {
6241         if (!tex_read[stage])
6242             continue;
6243
6244         switch(settings->op[stage].tex_type) {
6245             case tex_1d:                    textype = "1D";     break;
6246             case tex_2d:                    textype = "2D";     break;
6247             case tex_3d:                    textype = "3D";     break;
6248             case tex_cube:                  textype = "CUBE";   break;
6249             case tex_rect:                  textype = "RECT";   break;
6250             default: textype = "unexpected_textype";   break;
6251         }
6252
6253         if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP
6254                 || settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6255             sat = "";
6256         else
6257             sat = "_SAT";
6258
6259         if(settings->op[stage].projected == proj_none) {
6260             instr = "TEX";
6261         } else if(settings->op[stage].projected == proj_count4 ||
6262                   settings->op[stage].projected == proj_count3) {
6263             instr = "TXP";
6264         } else {
6265             FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
6266             instr = "TXP";
6267         }
6268
6269         if (stage > 0
6270                 && (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP
6271                 || settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE))
6272         {
6273             shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
6274             shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
6275             shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
6276             shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
6277
6278             /* with projective textures, texbem only divides the static texture coord, not the displacement,
6279              * so multiply the displacement with the dividing parameter before passing it to TXP
6280              */
6281             if (settings->op[stage].projected != proj_none) {
6282                 if(settings->op[stage].projected == proj_count4) {
6283                     shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
6284                     shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
6285                 } else {
6286                     shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
6287                     shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
6288                 }
6289             } else {
6290                 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
6291             }
6292
6293             shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
6294                     instr, sat, stage, stage, textype);
6295             if (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
6296             {
6297                 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
6298                                stage - 1, stage - 1, stage - 1);
6299                 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
6300             }
6301         } else if(settings->op[stage].projected == proj_count3) {
6302             shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
6303             shader_addline(&buffer, "MOV ret.w, ret.z;\n");
6304             shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
6305                             instr, sat, stage, stage, textype);
6306         } else {
6307             shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
6308                             instr, sat, stage, stage, stage, textype);
6309         }
6310
6311         sprintf(colorcor_dst, "tex%u", stage);
6312         gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
6313                 settings->op[stage].color_fixup);
6314     }
6315
6316     /* Generate the main shader */
6317     for (stage = 0; stage < MAX_TEXTURES; ++stage)
6318     {
6319         if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6320         {
6321             if (!stage)
6322                 final_combiner_src = "fragment.color.primary";
6323             break;
6324         }
6325
6326         if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6327                 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6328             op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
6329         else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6330                 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6331             op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
6332         else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6333                 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6334             op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
6335         else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6336                 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6337             op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
6338         else
6339             op_equal = settings->op[stage].aop   == settings->op[stage].cop
6340                     && settings->op[stage].carg0 == settings->op[stage].aarg0
6341                     && settings->op[stage].carg1 == settings->op[stage].aarg1
6342                     && settings->op[stage].carg2 == settings->op[stage].aarg2;
6343
6344         if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6345         {
6346             gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6347                           settings->op[stage].cop, settings->op[stage].carg0,
6348                           settings->op[stage].carg1, settings->op[stage].carg2);
6349             if (!stage)
6350                 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
6351         }
6352         else if (op_equal)
6353         {
6354             gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
6355                           settings->op[stage].cop, settings->op[stage].carg0,
6356                           settings->op[stage].carg1, settings->op[stage].carg2);
6357         } else {
6358             gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6359                           settings->op[stage].cop, settings->op[stage].carg0,
6360                           settings->op[stage].carg1, settings->op[stage].carg2);
6361             gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
6362                           settings->op[stage].aop, settings->op[stage].aarg0,
6363                           settings->op[stage].aarg1, settings->op[stage].aarg2);
6364         }
6365     }
6366
6367     if(settings->sRGB_write) {
6368         shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
6369         arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
6370         shader_addline(&buffer, "MOV result.color, ret;\n");
6371     } else {
6372         shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
6373     }
6374
6375     /* Footer */
6376     shader_addline(&buffer, "END\n");
6377
6378     /* Generate the shader */
6379     GL_EXTCALL(glGenProgramsARB(1, &ret));
6380     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
6381     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6382             strlen(buffer.buffer), buffer.buffer));
6383     checkGLcall("glProgramStringARB()");
6384
6385     gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6386     if (pos != -1)
6387     {
6388         FIXME("Fragment program error at position %d: %s\n\n", pos,
6389               debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6390         shader_arb_dump_program_source(buffer.buffer);
6391     }
6392     else
6393     {
6394         GLint native;
6395
6396         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
6397         checkGLcall("glGetProgramivARB()");
6398         if (!native) WARN("Program exceeds native resource limits.\n");
6399     }
6400
6401     shader_buffer_free(&buffer);
6402     return ret;
6403 }
6404
6405 static void fragment_prog_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6406 {
6407     const struct wined3d_device *device = context->swapchain->device;
6408     const struct wined3d_gl_info *gl_info = context->gl_info;
6409     struct shader_arb_priv *priv = device->fragment_priv;
6410     BOOL use_pshader = use_ps(state);
6411     struct ffp_frag_settings settings;
6412     const struct arbfp_ffp_desc *desc;
6413     unsigned int i;
6414
6415     TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6416
6417     if (isStateDirty(context, STATE_RENDER(WINED3D_RS_FOGENABLE)))
6418     {
6419         if (!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6420         {
6421             /* Reload fixed function constants since they collide with the
6422              * pixel shader constants. */
6423             for (i = 0; i < MAX_TEXTURES; ++i)
6424             {
6425                 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6426             }
6427             state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6428             state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6429         }
6430         else if (use_pshader)
6431         {
6432             context->select_shader = 1;
6433         }
6434         return;
6435     }
6436
6437     if (!use_pshader)
6438     {
6439         /* Find or create a shader implementing the fixed function pipeline
6440          * settings, then activate it. */
6441         gen_ffp_frag_op(device, state, &settings, FALSE);
6442         desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
6443         if(!desc) {
6444             struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
6445             if (!new_desc)
6446             {
6447                 ERR("Out of memory\n");
6448                 return;
6449             }
6450
6451             new_desc->parent.settings = settings;
6452             new_desc->shader = gen_arbfp_ffp_shader(&settings, gl_info);
6453             add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
6454             TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
6455             desc = new_desc;
6456         }
6457
6458         /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active (however, note the
6459          * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6460          * deactivate it.
6461          */
6462         GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
6463         checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
6464         priv->current_fprogram_id = desc->shader;
6465
6466         if (device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
6467         {
6468             /* Reload fixed function constants since they collide with the
6469              * pixel shader constants. */
6470             for (i = 0; i < MAX_TEXTURES; ++i)
6471             {
6472                 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
6473             }
6474             state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
6475             state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
6476         }
6477         context->last_was_pshader = FALSE;
6478     } else {
6479         context->last_was_pshader = TRUE;
6480     }
6481
6482     context->select_shader = 1;
6483     context->load_constants = 1;
6484 }
6485
6486 /* We can't link the fog states to the fragment state directly since the
6487  * vertex pipeline links them to FOGENABLE. A different linking in different
6488  * pipeline parts can't be expressed in the combined state table, so we need
6489  * to handle that with a forwarding function. The other invisible side effect
6490  * is that changing the fog start and fog end (which links to FOGENABLE in
6491  * vertex) results in the fragment_prog_arbfp function being called because
6492  * FOGENABLE is dirty, which calls this function here. */
6493 static void state_arbfp_fog(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6494 {
6495     enum fogsource new_source;
6496
6497     TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
6498
6499     if (!isStateDirty(context, STATE_PIXELSHADER))
6500         fragment_prog_arbfp(context, state, state_id);
6501
6502     if (!state->render_states[WINED3D_RS_FOGENABLE])
6503         return;
6504
6505     if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
6506     {
6507         if (use_vs(state))
6508         {
6509             new_source = FOGSOURCE_VS;
6510         }
6511         else
6512         {
6513             if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
6514                 new_source = FOGSOURCE_COORD;
6515             else
6516                 new_source = FOGSOURCE_FFP;
6517         }
6518     }
6519     else
6520     {
6521         new_source = FOGSOURCE_FFP;
6522     }
6523
6524     if (new_source != context->fog_source)
6525     {
6526         context->fog_source = new_source;
6527         state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
6528     }
6529 }
6530
6531 static void textransform(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
6532 {
6533     if (!isStateDirty(context, STATE_PIXELSHADER))
6534         fragment_prog_arbfp(context, state, state_id);
6535 }
6536
6537 static const struct StateEntryTemplate arbfp_fragmentstate_template[] =
6538 {
6539     {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR),              { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR),             state_texfactor_arbfp   }, WINED3D_GL_EXT_NONE             },
6540     {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6541     {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6542     {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6543     {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6544     {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6545     {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6546     {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6547     {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6548     {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6549     {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00),    { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00),   set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
6550     {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01),    { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6551     {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10),    { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6552     {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11),    { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6553     {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE),   { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE),  tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
6554     {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET),  { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE),  NULL                    }, WINED3D_GL_EXT_NONE             },
6555     {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6556     {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6557     {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6558     {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6559     {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6560     {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6561     {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6562     {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6563     {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6564     {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00),    { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00),   set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
6565     {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01),    { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6566     {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10),    { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6567     {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11),    { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6568     {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE),   { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE),  tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
6569     {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET),  { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE),  NULL                    }, WINED3D_GL_EXT_NONE             },
6570     {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6571     {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6572     {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6573     {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6574     {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6575     {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6576     {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6577     {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6578     {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6579     {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00),    { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00),   set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
6580     {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01),    { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6581     {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10),    { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6582     {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11),    { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6583     {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE),   { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE),  tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
6584     {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET),  { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE),  NULL                    }, WINED3D_GL_EXT_NONE             },
6585     {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6586     {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6587     {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6588     {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6589     {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6590     {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6591     {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6592     {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6593     {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6594     {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00),    { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00),   set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
6595     {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01),    { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6596     {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10),    { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6597     {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11),    { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6598     {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE),   { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE),  tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
6599     {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET),  { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE),  NULL                    }, WINED3D_GL_EXT_NONE             },
6600     {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6601     {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6602     {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6603     {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6604     {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6605     {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6606     {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6607     {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6608     {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6609     {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00),    { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00),   set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
6610     {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01),    { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6611     {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10),    { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6612     {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11),    { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6613     {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE),   { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE),  tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
6614     {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET),  { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE),  NULL                    }, WINED3D_GL_EXT_NONE             },
6615     {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6616     {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6617     {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6618     {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6619     {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6620     {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6621     {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6622     {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6623     {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6624     {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00),    { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00),   set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
6625     {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01),    { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6626     {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10),    { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6627     {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11),    { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6628     {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE),   { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE),  tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
6629     {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET),  { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE),  NULL                    }, WINED3D_GL_EXT_NONE             },
6630     {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6631     {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6632     {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6633     {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6634     {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6635     {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6636     {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6637     {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6638     {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6639     {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00),    { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00),   set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
6640     {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01),    { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6641     {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10),    { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6642     {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11),    { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6643     {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE),   { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE),  tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
6644     {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET),  { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE),  NULL                    }, WINED3D_GL_EXT_NONE             },
6645     {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6646     {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6647     {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6648     {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6649     {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6650     {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6651     {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6652     {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6653     {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6654     {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00),    { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00),   set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
6655     {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01),    { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6656     {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10),    { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6657     {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11),    { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
6658     {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE),   { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE),  tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
6659     {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET),  { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE),  NULL                    }, WINED3D_GL_EXT_NONE             },
6660     {STATE_PIXELSHADER,                                   { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
6661     {STATE_RENDER(WINED3D_RS_FOGENABLE),                  { STATE_RENDER(WINED3D_RS_FOGENABLE),                 state_arbfp_fog         }, WINED3D_GL_EXT_NONE             },
6662     {STATE_RENDER(WINED3D_RS_FOGTABLEMODE),               { STATE_RENDER(WINED3D_RS_FOGENABLE),                 NULL                    }, WINED3D_GL_EXT_NONE             },
6663     {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE),              { STATE_RENDER(WINED3D_RS_FOGENABLE),                 NULL                    }, WINED3D_GL_EXT_NONE             },
6664     {STATE_RENDER(WINED3D_RS_FOGSTART),                   { STATE_RENDER(WINED3D_RS_FOGSTART),                  state_fogstartend       }, WINED3D_GL_EXT_NONE             },
6665     {STATE_RENDER(WINED3D_RS_FOGEND),                     { STATE_RENDER(WINED3D_RS_FOGSTART),                  NULL                    }, WINED3D_GL_EXT_NONE             },
6666     {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE),            { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE),           state_srgbwrite         }, ARB_FRAMEBUFFER_SRGB            },
6667     {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE),            { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6668     {STATE_RENDER(WINED3D_RS_FOGCOLOR),                   { STATE_RENDER(WINED3D_RS_FOGCOLOR),                  state_fogcolor          }, WINED3D_GL_EXT_NONE             },
6669     {STATE_RENDER(WINED3D_RS_FOGDENSITY),                 { STATE_RENDER(WINED3D_RS_FOGDENSITY),                state_fogdensity        }, WINED3D_GL_EXT_NONE             },
6670     {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
6671     {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
6672     {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
6673     {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
6674     {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
6675     {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
6676     {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
6677     {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
6678     {STATE_RENDER(WINED3D_RS_SPECULARENABLE),             { STATE_RENDER(WINED3D_RS_SPECULARENABLE),            state_arb_specularenable}, WINED3D_GL_EXT_NONE             },
6679     {0 /* Terminate */,                                   { 0,                                                  0                       }, WINED3D_GL_EXT_NONE             },
6680 };
6681
6682 const struct fragment_pipeline arbfp_fragment_pipeline = {
6683     arbfp_enable,
6684     arbfp_get_caps,
6685     arbfp_alloc,
6686     arbfp_free,
6687     shader_arb_color_fixup_supported,
6688     arbfp_fragmentstate_template,
6689 };
6690
6691 struct arbfp_blit_priv {
6692     GLenum yuy2_rect_shader, yuy2_2d_shader;
6693     GLenum uyvy_rect_shader, uyvy_2d_shader;
6694     GLenum yv12_rect_shader, yv12_2d_shader;
6695     GLenum p8_rect_shader, p8_2d_shader;
6696     GLuint palette_texture;
6697 };
6698
6699 static HRESULT arbfp_blit_alloc(struct wined3d_device *device)
6700 {
6701     device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
6702     if(!device->blit_priv) {
6703         ERR("Out of memory\n");
6704         return E_OUTOFMEMORY;
6705     }
6706     return WINED3D_OK;
6707 }
6708
6709 /* Context activation is done by the caller. */
6710 static void arbfp_blit_free(struct wined3d_device *device)
6711 {
6712     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6713     struct arbfp_blit_priv *priv = device->blit_priv;
6714
6715     GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
6716     GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
6717     GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
6718     GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
6719     GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
6720     GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
6721     GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_rect_shader));
6722     GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_2d_shader));
6723     checkGLcall("Delete yuv and p8 programs");
6724
6725     if (priv->palette_texture)
6726         gl_info->gl_ops.gl.p_glDeleteTextures(1, &priv->palette_texture);
6727
6728     HeapFree(GetProcessHeap(), 0, device->blit_priv);
6729     device->blit_priv = NULL;
6730 }
6731
6732 static BOOL gen_planar_yuv_read(struct wined3d_shader_buffer *buffer, enum complex_fixup fixup,
6733         GLenum textype, char *luminance)
6734 {
6735     char chroma;
6736     const char *tex, *texinstr;
6737
6738     if (fixup == COMPLEX_FIXUP_UYVY) {
6739         chroma = 'x';
6740         *luminance = 'w';
6741     } else {
6742         chroma = 'w';
6743         *luminance = 'x';
6744     }
6745     switch(textype) {
6746         case GL_TEXTURE_2D:             tex = "2D";     texinstr = "TXP"; break;
6747         case GL_TEXTURE_RECTANGLE_ARB:  tex = "RECT";   texinstr = "TEX"; break;
6748         default:
6749             /* This is more tricky than just replacing the texture type - we have to navigate
6750              * properly in the texture to find the correct chroma values
6751              */
6752             FIXME("Implement yuv correction for non-2d, non-rect textures\n");
6753             return FALSE;
6754     }
6755
6756     /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6757      * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6758      * filtering when we sample the texture.
6759      *
6760      * These are the rules for reading the chroma:
6761      *
6762      * Even pixel: Cr
6763      * Even pixel: U
6764      * Odd pixel: V
6765      *
6766      * So we have to get the sampling x position in non-normalized coordinates in integers
6767      */
6768     if(textype != GL_TEXTURE_RECTANGLE_ARB) {
6769         shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6770         shader_addline(buffer, "MOV texcrd.w, size.x;\n");
6771     } else {
6772         shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6773     }
6774     /* We must not allow filtering between pixel x and x+1, this would mix U and V
6775      * Vertical filtering is ok. However, bear in mind that the pixel center is at
6776      * 0.5, so add 0.5.
6777      */
6778     shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
6779     shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
6780
6781     /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
6782      * even and odd pixels respectively
6783      */
6784     shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
6785     shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
6786
6787     /* Sample Pixel 1 */
6788     shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6789
6790     /* Put the value into either of the chroma values */
6791     shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6792     shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
6793     shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6794     shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
6795
6796     /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
6797      * the pixel right to the current one. Otherwise, sample the left pixel.
6798      * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
6799      */
6800     shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
6801     shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
6802     shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6803
6804     /* Put the value into the other chroma */
6805     shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6806     shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
6807     shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6808     shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
6809
6810     /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
6811      * the current one and lerp the two U and V values
6812      */
6813
6814     /* This gives the correctly filtered luminance value */
6815     shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
6816
6817     return TRUE;
6818 }
6819
6820 static BOOL gen_yv12_read(struct wined3d_shader_buffer *buffer, GLenum textype, char *luminance)
6821 {
6822     const char *tex;
6823
6824     switch(textype) {
6825         case GL_TEXTURE_2D:             tex = "2D";     break;
6826         case GL_TEXTURE_RECTANGLE_ARB:  tex = "RECT";   break;
6827         default:
6828             FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
6829             return FALSE;
6830     }
6831
6832     /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
6833      * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
6834      * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
6835      * pitch of the luminance plane, the packing into the gl texture is a bit
6836      * unfortunate. If the whole texture is interpreted as luminance data it looks
6837      * approximately like this:
6838      *
6839      *        +----------------------------------+----
6840      *        |                                  |
6841      *        |                                  |
6842      *        |                                  |
6843      *        |                                  |
6844      *        |                                  |   2
6845      *        |            LUMINANCE             |   -
6846      *        |                                  |   3
6847      *        |                                  |
6848      *        |                                  |
6849      *        |                                  |
6850      *        |                                  |
6851      *        +----------------+-----------------+----
6852      *        |                |                 |
6853      *        |  U even rows   |  U odd rows     |
6854      *        |                |                 |   1
6855      *        +----------------+------------------   -
6856      *        |                |                 |   3
6857      *        |  V even rows   |  V odd rows     |
6858      *        |                |                 |
6859      *        +----------------+-----------------+----
6860      *        |                |                 |
6861      *        |     0.5        |       0.5       |
6862      *
6863      * So it appears as if there are 4 chroma images, but in fact the odd rows
6864      * in the chroma images are in the same row as the even ones. So its is
6865      * kinda tricky to read
6866      *
6867      * When reading from rectangle textures, keep in mind that the input y coordinates
6868      * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
6869      */
6870     shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
6871             2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f);
6872
6873     shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6874     /* the chroma planes have only half the width */
6875     shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
6876
6877     /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
6878      * the coordinate. Also read the right side of the image when reading odd lines
6879      *
6880      * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
6881      * bleeding
6882      */
6883     if(textype == GL_TEXTURE_2D) {
6884
6885         shader_addline(buffer, "RCP chroma.w, size.y;\n");
6886
6887         shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
6888
6889         shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
6890         shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
6891
6892         /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6893         shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6894         shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6895         shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6896         shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6897
6898         /* clamp, keep the half pixel origin in mind */
6899         shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
6900         shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6901         shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
6902         shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6903     } else {
6904         /* Read from [size - size+size/4] */
6905         shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6906         shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
6907
6908         /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6909         shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6910         shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6911         shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6912         shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
6913         shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6914
6915         /* Make sure to read exactly from the pixel center */
6916         shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6917         shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
6918
6919         /* Clamp */
6920         shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
6921         shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
6922         shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6923         shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
6924         shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6925     }
6926     /* Read the texture, put the result into the output register */
6927     shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6928     shader_addline(buffer, "MOV chroma.x, temp.w;\n");
6929
6930     /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
6931      * No need to clamp because we're just reusing the already clamped value from above
6932      */
6933     if(textype == GL_TEXTURE_2D) {
6934         shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
6935     } else {
6936         shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
6937     }
6938     shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6939     shader_addline(buffer, "MOV chroma.y, temp.w;\n");
6940
6941     /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
6942      * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
6943      * values due to filtering
6944      */
6945     shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6946     if(textype == GL_TEXTURE_2D) {
6947         /* Multiply the y coordinate by 2/3 and clamp it */
6948         shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
6949         shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
6950         shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6951         shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6952     } else {
6953         /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
6954          * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
6955          * is bigger
6956          */
6957         shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
6958         shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
6959         shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6960     }
6961     *luminance = 'a';
6962
6963     return TRUE;
6964 }
6965
6966 static GLuint gen_p8_shader(struct arbfp_blit_priv *priv,
6967         const struct wined3d_gl_info *gl_info, GLenum textype)
6968 {
6969     GLenum shader;
6970     struct wined3d_shader_buffer buffer;
6971     GLint pos;
6972
6973     /* Shader header */
6974     if (!shader_buffer_init(&buffer))
6975     {
6976         ERR("Failed to initialize shader buffer.\n");
6977         return 0;
6978     }
6979
6980     GL_EXTCALL(glGenProgramsARB(1, &shader));
6981     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
6982     if (!shader)
6983     {
6984         shader_buffer_free(&buffer);
6985         return 0;
6986     }
6987
6988     shader_addline(&buffer, "!!ARBfp1.0\n");
6989     shader_addline(&buffer, "TEMP index;\n");
6990
6991     /* { 255/256, 0.5/255*255/256, 0, 0 } */
6992     shader_addline(&buffer, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
6993
6994     /* The alpha-component contains the palette index */
6995     if(textype == GL_TEXTURE_RECTANGLE_ARB)
6996         shader_addline(&buffer, "TXP index, fragment.texcoord[0], texture[0], RECT;\n");
6997     else
6998         shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], 2D;\n");
6999
7000     /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
7001     shader_addline(&buffer, "MAD index.a, index.a, constants.x, constants.y;\n");
7002
7003     /* Use the alpha-component as an index in the palette to get the final color */
7004     shader_addline(&buffer, "TEX result.color, index.a, texture[1], 1D;\n");
7005     shader_addline(&buffer, "END\n");
7006
7007     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
7008             strlen(buffer.buffer), buffer.buffer));
7009     checkGLcall("glProgramStringARB()");
7010
7011     gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
7012     if (pos != -1)
7013     {
7014         FIXME("Fragment program error at position %d: %s\n\n", pos,
7015               debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
7016         shader_arb_dump_program_source(buffer.buffer);
7017     }
7018
7019     if (textype == GL_TEXTURE_RECTANGLE_ARB)
7020         priv->p8_rect_shader = shader;
7021     else
7022         priv->p8_2d_shader = shader;
7023
7024     shader_buffer_free(&buffer);
7025
7026     return shader;
7027 }
7028
7029 /* Context activation is done by the caller. */
7030 static void upload_palette(const struct wined3d_surface *surface, struct wined3d_context *context)
7031 {
7032     BYTE table[256][4];
7033     struct wined3d_device *device = surface->resource.device;
7034     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
7035     struct arbfp_blit_priv *priv = device->blit_priv;
7036     BOOL colorkey = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) != 0;
7037
7038     d3dfmt_p8_init_palette(surface, table, colorkey);
7039
7040     if (gl_info->supported[APPLE_CLIENT_STORAGE])
7041     {
7042         gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
7043         checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
7044     }
7045
7046     if (!priv->palette_texture)
7047         gl_info->gl_ops.gl.p_glGenTextures(1, &priv->palette_texture);
7048
7049     GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
7050     gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, priv->palette_texture);
7051
7052     gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
7053
7054     gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
7055     /* Make sure we have discrete color levels. */
7056     gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
7057     gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
7058     /* Upload the palette */
7059     /* TODO: avoid unneeded uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
7060     gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table);
7061
7062     if (gl_info->supported[APPLE_CLIENT_STORAGE])
7063     {
7064         gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
7065         checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
7066     }
7067
7068     /* Switch back to unit 0 in which the 2D texture will be stored. */
7069     context_active_texture(context, gl_info, 0);
7070 }
7071
7072 /* Context activation is done by the caller. */
7073 static GLuint gen_yuv_shader(struct arbfp_blit_priv *priv, const struct wined3d_gl_info *gl_info,
7074         enum complex_fixup yuv_fixup, GLenum textype)
7075 {
7076     GLenum shader;
7077     struct wined3d_shader_buffer buffer;
7078     char luminance_component;
7079     GLint pos;
7080
7081     /* Shader header */
7082     if (!shader_buffer_init(&buffer))
7083     {
7084         ERR("Failed to initialize shader buffer.\n");
7085         return 0;
7086     }
7087
7088     GL_EXTCALL(glGenProgramsARB(1, &shader));
7089     checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
7090     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7091     checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7092     if (!shader)
7093     {
7094         shader_buffer_free(&buffer);
7095         return 0;
7096     }
7097
7098     /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
7099      * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
7100      * two chroma(U and V) values. Each macropixel has two luminance values, one for
7101      * each single pixel it contains, and one U and one V value shared between both
7102      * pixels.
7103      *
7104      * The data is loaded into an A8L8 texture. With YUY2, the luminance component
7105      * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
7106      * take the format into account when generating the read swizzles
7107      *
7108      * Reading the Y value is straightforward - just sample the texture. The hardware
7109      * takes care of filtering in the horizontal and vertical direction.
7110      *
7111      * Reading the U and V values is harder. We have to avoid filtering horizontally,
7112      * because that would mix the U and V values of one pixel or two adjacent pixels.
7113      * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
7114      * regardless of the filtering setting. Vertical filtering works automatically
7115      * though - the U and V values of two rows are mixed nicely.
7116      *
7117      * Apart of avoiding filtering issues, the code has to know which value it just
7118      * read, and where it can find the other one. To determine this, it checks if
7119      * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
7120      *
7121      * Handling horizontal filtering of U and V values requires reading a 2nd pair
7122      * of pixels, extracting U and V and mixing them. This is not implemented yet.
7123      *
7124      * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
7125      * with width / 2. This way one read gives all 3 values, finding U and V is easy
7126      * in an unfiltered situation. Finding the luminance on the other hand requires
7127      * finding out if it is an odd or even pixel. The real drawback of this approach
7128      * is filtering. This would have to be emulated completely in the shader, reading
7129      * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
7130      * vertically. Beyond that it would require adjustments to the texture handling
7131      * code to deal with the width scaling
7132      */
7133     shader_addline(&buffer, "!!ARBfp1.0\n");
7134     shader_addline(&buffer, "TEMP luminance;\n");
7135     shader_addline(&buffer, "TEMP temp;\n");
7136     shader_addline(&buffer, "TEMP chroma;\n");
7137     shader_addline(&buffer, "TEMP texcrd;\n");
7138     shader_addline(&buffer, "TEMP texcrd2;\n");
7139     shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
7140     shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
7141     shader_addline(&buffer, "PARAM size = program.local[0];\n");
7142
7143     switch (yuv_fixup)
7144     {
7145         case COMPLEX_FIXUP_UYVY:
7146         case COMPLEX_FIXUP_YUY2:
7147             if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
7148             {
7149                 shader_buffer_free(&buffer);
7150                 return 0;
7151             }
7152             break;
7153
7154         case COMPLEX_FIXUP_YV12:
7155             if (!gen_yv12_read(&buffer, textype, &luminance_component))
7156             {
7157                 shader_buffer_free(&buffer);
7158                 return 0;
7159             }
7160             break;
7161
7162         default:
7163             FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
7164             shader_buffer_free(&buffer);
7165             return 0;
7166     }
7167
7168     /* Calculate the final result. Formula is taken from
7169      * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
7170      * ranges from -0.5 to 0.5
7171      */
7172     shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
7173
7174     shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
7175     shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
7176     shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
7177     shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
7178     shader_addline(&buffer, "END\n");
7179
7180     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
7181             strlen(buffer.buffer), buffer.buffer));
7182     checkGLcall("glProgramStringARB()");
7183
7184     gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
7185     if (pos != -1)
7186     {
7187         FIXME("Fragment program error at position %d: %s\n\n", pos,
7188               debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
7189         shader_arb_dump_program_source(buffer.buffer);
7190     }
7191     else
7192     {
7193         GLint native;
7194
7195         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
7196         checkGLcall("glGetProgramivARB()");
7197         if (!native) WARN("Program exceeds native resource limits.\n");
7198     }
7199
7200     shader_buffer_free(&buffer);
7201
7202     switch (yuv_fixup)
7203     {
7204         case COMPLEX_FIXUP_YUY2:
7205             if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
7206             else priv->yuy2_2d_shader = shader;
7207             break;
7208
7209         case COMPLEX_FIXUP_UYVY:
7210             if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
7211             else priv->uyvy_2d_shader = shader;
7212             break;
7213
7214         case COMPLEX_FIXUP_YV12:
7215             if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
7216             else priv->yv12_2d_shader = shader;
7217             break;
7218         default:
7219             ERR("Unsupported complex fixup: %d\n", yuv_fixup);
7220     }
7221
7222     return shader;
7223 }
7224
7225 /* Context activation is done by the caller. */
7226 static HRESULT arbfp_blit_set(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface)
7227 {
7228     GLenum shader;
7229     float size[4] = {(float) surface->pow2Width, (float) surface->pow2Height, 1.0f, 1.0f};
7230     struct arbfp_blit_priv *priv = blit_priv;
7231     enum complex_fixup fixup;
7232     const struct wined3d_gl_info *gl_info = context->gl_info;
7233     GLenum textype;
7234
7235     if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
7236         textype = surface->container.u.texture->target;
7237     else
7238         textype = surface->texture_target;
7239
7240     if (surface->flags & SFLAG_CONVERTED)
7241     {
7242         gl_info->gl_ops.gl.p_glEnable(textype);
7243         checkGLcall("glEnable(textype)");
7244         return WINED3D_OK;
7245     }
7246
7247     if (!is_complex_fixup(surface->resource.format->color_fixup))
7248     {
7249         TRACE("Fixup:\n");
7250         dump_color_fixup_desc(surface->resource.format->color_fixup);
7251         /* Don't bother setting up a shader for unconverted formats */
7252         gl_info->gl_ops.gl.p_glEnable(textype);
7253         checkGLcall("glEnable(textype)");
7254         return WINED3D_OK;
7255     }
7256
7257     fixup = get_complex_fixup(surface->resource.format->color_fixup);
7258
7259     switch(fixup)
7260     {
7261         case COMPLEX_FIXUP_YUY2:
7262             shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
7263             break;
7264
7265         case COMPLEX_FIXUP_UYVY:
7266             shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
7267             break;
7268
7269         case COMPLEX_FIXUP_YV12:
7270             shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
7271             break;
7272
7273         case COMPLEX_FIXUP_P8:
7274             shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->p8_rect_shader : priv->p8_2d_shader;
7275             if (!shader) shader = gen_p8_shader(priv, gl_info, textype);
7276
7277             upload_palette(surface, context);
7278             break;
7279
7280         default:
7281             FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup);
7282             gl_info->gl_ops.gl.p_glEnable(textype);
7283             checkGLcall("glEnable(textype)");
7284             return E_NOTIMPL;
7285     }
7286
7287     if (!shader) shader = gen_yuv_shader(priv, gl_info, fixup, textype);
7288
7289     gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
7290     checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
7291     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7292     checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7293     GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
7294     checkGLcall("glProgramLocalParameter4fvARB");
7295
7296     return WINED3D_OK;
7297 }
7298
7299 /* Context activation is done by the caller. */
7300 static void arbfp_blit_unset(const struct wined3d_gl_info *gl_info)
7301 {
7302     gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
7303     checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
7304     gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
7305     checkGLcall("glDisable(GL_TEXTURE_2D)");
7306     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
7307     {
7308         gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
7309         checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
7310     }
7311     if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
7312     {
7313         gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
7314         checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
7315     }
7316 }
7317
7318 static BOOL arbfp_blit_supported(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
7319         const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
7320         const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
7321 {
7322     enum complex_fixup src_fixup;
7323
7324     if (!gl_info->supported[ARB_FRAGMENT_PROGRAM])
7325         return FALSE;
7326
7327     if (blit_op != WINED3D_BLIT_OP_COLOR_BLIT)
7328     {
7329         TRACE("Unsupported blit_op=%d\n", blit_op);
7330         return FALSE;
7331     }
7332
7333     if (src_pool == WINED3D_POOL_SYSTEM_MEM || dst_pool == WINED3D_POOL_SYSTEM_MEM)
7334         return FALSE;
7335
7336     src_fixup = get_complex_fixup(src_format->color_fixup);
7337     if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
7338     {
7339         TRACE("Checking support for fixup:\n");
7340         dump_color_fixup_desc(src_format->color_fixup);
7341     }
7342
7343     if (!is_identity_fixup(dst_format->color_fixup))
7344     {
7345         TRACE("Destination fixups are not supported\n");
7346         return FALSE;
7347     }
7348
7349     if (is_identity_fixup(src_format->color_fixup))
7350     {
7351         TRACE("[OK]\n");
7352         return TRUE;
7353     }
7354
7355      /* We only support YUV conversions. */
7356     if (!is_complex_fixup(src_format->color_fixup))
7357     {
7358         TRACE("[FAILED]\n");
7359         return FALSE;
7360     }
7361
7362     switch(src_fixup)
7363     {
7364         case COMPLEX_FIXUP_YUY2:
7365         case COMPLEX_FIXUP_UYVY:
7366         case COMPLEX_FIXUP_YV12:
7367         case COMPLEX_FIXUP_P8:
7368             TRACE("[OK]\n");
7369             return TRUE;
7370
7371         default:
7372             FIXME("Unsupported YUV fixup %#x\n", src_fixup);
7373             TRACE("[FAILED]\n");
7374             return FALSE;
7375     }
7376 }
7377
7378 HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
7379         struct wined3d_surface *src_surface, const RECT *src_rect_in,
7380         struct wined3d_surface *dst_surface, const RECT *dst_rect_in)
7381 {
7382     struct wined3d_context *context;
7383     RECT src_rect = *src_rect_in;
7384     RECT dst_rect = *dst_rect_in;
7385
7386     /* Now load the surface */
7387     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
7388             && (src_surface->flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) == SFLAG_INDRAWABLE)
7389     {
7390         /* Without FBO blits transferring from the drawable to the texture is
7391          * expensive, because we have to flip the data in sysmem. Since we can
7392          * flip in the blitter, we don't actually need that flip anyway. So we
7393          * use the surface's texture as scratch texture, and flip the source
7394          * rectangle instead. */
7395         surface_load_fb_texture(src_surface, FALSE);
7396
7397         src_rect.top = src_surface->resource.height - src_rect.top;
7398         src_rect.bottom = src_surface->resource.height - src_rect.bottom;
7399     }
7400     else
7401         surface_internal_preload(src_surface, SRGB_RGB);
7402
7403     /* Activate the destination context, set it up for blitting */
7404     context = context_acquire(device, dst_surface);
7405     context_apply_blit_state(context, device);
7406
7407     if (!surface_is_offscreen(dst_surface))
7408         surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
7409
7410     arbfp_blit_set(device->blit_priv, context, src_surface);
7411
7412     /* Draw a textured quad */
7413     draw_textured_quad(src_surface, context, &src_rect, &dst_rect, filter);
7414
7415     /* Leave the opengl state valid for blitting */
7416     arbfp_blit_unset(context->gl_info);
7417
7418     if (wined3d_settings.strict_draw_ordering
7419             || (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
7420             && (dst_surface->container.u.swapchain->front_buffer == dst_surface)))
7421         context->gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
7422
7423     context_release(context);
7424
7425     surface_modify_location(dst_surface, dst_surface->draw_binding, TRUE);
7426     return WINED3D_OK;
7427 }
7428
7429 /* Do not call while under the GL lock. */
7430 static HRESULT arbfp_blit_color_fill(struct wined3d_device *device, struct wined3d_surface *dst_surface,
7431         const RECT *dst_rect, const struct wined3d_color *color)
7432 {
7433     FIXME("Color filling not implemented by arbfp_blit\n");
7434     return WINED3DERR_INVALIDCALL;
7435 }
7436
7437 /* Do not call while under the GL lock. */
7438 static HRESULT arbfp_blit_depth_fill(struct wined3d_device *device,
7439         struct wined3d_surface *surface, const RECT *rect, float depth)
7440 {
7441     FIXME("Depth filling not implemented by arbfp_blit.\n");
7442     return WINED3DERR_INVALIDCALL;
7443 }
7444
7445 const struct blit_shader arbfp_blit = {
7446     arbfp_blit_alloc,
7447     arbfp_blit_free,
7448     arbfp_blit_set,
7449     arbfp_blit_unset,
7450     arbfp_blit_supported,
7451     arbfp_blit_color_fill,
7452     arbfp_blit_depth_fill,
7453 };