wined3d: Remove the redundant vs_nv_version and ps_nv_version fields from struct...
[wine] / dlls / wined3d / glsl_shader.c
1 /*
2  * GLSL pixel and vertex shader implementation
3  *
4  * Copyright 2006 Jason Green 
5  * Copyright 2006-2007 Henri Verbeet
6  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
7  * Copyright 2009 Henri Verbeet for CodeWeavers
8  *
9  * This library is free software; you can redistribute it and/or
10  * modify it under the terms of the GNU Lesser General Public
11  * License as published by the Free Software Foundation; either
12  * version 2.1 of the License, or (at your option) any later version.
13  *
14  * This library is distributed in the hope that it will be useful,
15  * but WITHOUT ANY WARRANTY; without even the implied warranty of
16  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
17  * Lesser General Public License for more details.
18  *
19  * You should have received a copy of the GNU Lesser General Public
20  * License along with this library; if not, write to the Free Software
21  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22  */
23
24 /*
25  * D3D shader asm has swizzles on source parameters, and write masks for
26  * destination parameters. GLSL uses swizzles for both. The result of this is
27  * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
28  * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
29  * mask for the destination parameter into account.
30  */
31
32 #include "config.h"
33 #include <limits.h>
34 #include <stdio.h>
35 #include "wined3d_private.h"
36
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
41
42 #define GLINFO_LOCATION      (*gl_info)
43
44 #define WINED3D_GLSL_SAMPLE_PROJECTED   0x1
45 #define WINED3D_GLSL_SAMPLE_RECT        0x2
46 #define WINED3D_GLSL_SAMPLE_LOD         0x4
47 #define WINED3D_GLSL_SAMPLE_GRAD        0x8
48
49 typedef struct {
50     char reg_name[150];
51     char mask_str[6];
52 } glsl_dst_param_t;
53
54 typedef struct {
55     char reg_name[150];
56     char param_str[200];
57 } glsl_src_param_t;
58
59 typedef struct {
60     const char *name;
61     DWORD coord_mask;
62 } glsl_sample_function_t;
63
64 enum heap_node_op
65 {
66     HEAP_NODE_TRAVERSE_LEFT,
67     HEAP_NODE_TRAVERSE_RIGHT,
68     HEAP_NODE_POP,
69 };
70
71 struct constant_entry
72 {
73     unsigned int idx;
74     unsigned int version;
75 };
76
77 struct constant_heap
78 {
79     struct constant_entry *entries;
80     unsigned int *positions;
81     unsigned int size;
82 };
83
84 /* GLSL shader private data */
85 struct shader_glsl_priv {
86     struct wined3d_shader_buffer shader_buffer;
87     struct wine_rb_tree program_lookup;
88     struct glsl_shader_prog_link *glsl_program;
89     struct constant_heap vconst_heap;
90     struct constant_heap pconst_heap;
91     unsigned char *stack;
92     GLhandleARB depth_blt_program[tex_type_count];
93     UINT next_constant_version;
94 };
95
96 /* Struct to maintain data about a linked GLSL program */
97 struct glsl_shader_prog_link {
98     struct wine_rb_entry        program_lookup_entry;
99     struct list                 vshader_entry;
100     struct list                 pshader_entry;
101     GLhandleARB                 programId;
102     GLint                       *vuniformF_locations;
103     GLint                       *puniformF_locations;
104     GLint                       vuniformI_locations[MAX_CONST_I];
105     GLint                       puniformI_locations[MAX_CONST_I];
106     GLint                       posFixup_location;
107     GLint                       np2Fixup_location;
108     GLint                       bumpenvmat_location[MAX_TEXTURES];
109     GLint                       luminancescale_location[MAX_TEXTURES];
110     GLint                       luminanceoffset_location[MAX_TEXTURES];
111     GLint                       ycorrection_location;
112     GLenum                      vertex_color_clamp;
113     IWineD3DVertexShader        *vshader;
114     IWineD3DPixelShader         *pshader;
115     struct vs_compile_args      vs_args;
116     struct ps_compile_args      ps_args;
117     UINT                        constant_version;
118     const struct ps_np2fixup_info *np2Fixup_info;
119 };
120
121 typedef struct {
122     IWineD3DVertexShader        *vshader;
123     IWineD3DPixelShader         *pshader;
124     struct ps_compile_args      ps_args;
125     struct vs_compile_args      vs_args;
126 } glsl_program_key_t;
127
128 struct shader_glsl_ctx_priv {
129     const struct vs_compile_args    *cur_vs_args;
130     const struct ps_compile_args    *cur_ps_args;
131     struct ps_np2fixup_info         *cur_np2fixup_info;
132 };
133
134 struct glsl_ps_compiled_shader
135 {
136     struct ps_compile_args          args;
137     struct ps_np2fixup_info         np2fixup;
138     GLhandleARB                     prgId;
139 };
140
141 struct glsl_pshader_private
142 {
143     struct glsl_ps_compiled_shader  *gl_shaders;
144     UINT                            num_gl_shaders, shader_array_size;
145 };
146
147 struct glsl_vs_compiled_shader
148 {
149     struct vs_compile_args          args;
150     GLhandleARB                     prgId;
151 };
152
153 struct glsl_vshader_private
154 {
155     struct glsl_vs_compiled_shader  *gl_shaders;
156     UINT                            num_gl_shaders, shader_array_size;
157 };
158
159 /* Extract a line from the info log.
160  * Note that this modifies the source string. */
161 static char *get_info_log_line(char **ptr)
162 {
163     char *p, *q;
164
165     p = *ptr;
166     if (!(q = strstr(p, "\n")))
167     {
168         if (!*p) return NULL;
169         *ptr += strlen(p);
170         return p;
171     }
172     *q = '\0';
173     *ptr = q + 1;
174
175     return p;
176 }
177
178 /** Prints the GLSL info log which will contain error messages if they exist */
179 /* GL locking is done by the caller */
180 static void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLhandleARB obj)
181 {
182     int infologLength = 0;
183     char *infoLog;
184     unsigned int i;
185     BOOL is_spam;
186
187     static const char * const spam[] =
188     {
189         "Vertex shader was successfully compiled to run on hardware.\n",    /* fglrx          */
190         "Fragment shader was successfully compiled to run on hardware.\n",  /* fglrx          */
191         "Fragment shader(s) linked, vertex shader(s) linked. \n ",          /* fglrx, with \n */
192         "Fragment shader(s) linked, vertex shader(s) linked.",              /* fglrx, no \n   */
193         "Vertex shader(s) linked, no fragment shader(s) defined. \n ",      /* fglrx, with \n */
194         "Vertex shader(s) linked, no fragment shader(s) defined.",          /* fglrx, no \n   */
195         "Fragment shader was successfully compiled to run on hardware.\n"
196         "Fragment shader(s) linked, no vertex shader(s) defined.",          /* fglrx, no \n   */
197         "Fragment shader(s) linked, no vertex shader(s) defined. \n ",      /* fglrx, with \n */
198     };
199
200     if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
201
202     GL_EXTCALL(glGetObjectParameterivARB(obj,
203                GL_OBJECT_INFO_LOG_LENGTH_ARB,
204                &infologLength));
205
206     /* A size of 1 is just a null-terminated string, so the log should be bigger than
207      * that if there are errors. */
208     if (infologLength > 1)
209     {
210         char *ptr, *line;
211
212         /* Fglrx doesn't terminate the string properly, but it tells us the proper length.
213          * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
214          */
215         infoLog = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, infologLength);
216         GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
217         is_spam = FALSE;
218
219         for(i = 0; i < sizeof(spam) / sizeof(spam[0]); i++) {
220             if(strcmp(infoLog, spam[i]) == 0) {
221                 is_spam = TRUE;
222                 break;
223             }
224         }
225
226         ptr = infoLog;
227         if (is_spam)
228         {
229             TRACE("Spam received from GLSL shader #%u:\n", obj);
230             while ((line = get_info_log_line(&ptr))) TRACE("    %s\n", line);
231         }
232         else
233         {
234             FIXME("Error received from GLSL shader #%u:\n", obj);
235             while ((line = get_info_log_line(&ptr))) FIXME("    %s\n", line);
236         }
237         HeapFree(GetProcessHeap(), 0, infoLog);
238     }
239 }
240
241 /**
242  * Loads (pixel shader) samplers
243  */
244 /* GL locking is done by the caller */
245 static void shader_glsl_load_psamplers(const struct wined3d_gl_info *gl_info,
246         DWORD *tex_unit_map, GLhandleARB programId)
247 {
248     GLint name_loc;
249     int i;
250     char sampler_name[20];
251
252     for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
253         snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
254         name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
255         if (name_loc != -1) {
256             DWORD mapped_unit = tex_unit_map[i];
257             if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < GL_LIMITS(fragment_samplers))
258             {
259                 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
260                 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
261                 checkGLcall("glUniform1iARB");
262             } else {
263                 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
264             }
265         }
266     }
267 }
268
269 /* GL locking is done by the caller */
270 static void shader_glsl_load_vsamplers(const struct wined3d_gl_info *gl_info,
271         DWORD *tex_unit_map, GLhandleARB programId)
272 {
273     GLint name_loc;
274     char sampler_name[20];
275     int i;
276
277     for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
278         snprintf(sampler_name, sizeof(sampler_name), "Vsampler%d", i);
279         name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
280         if (name_loc != -1) {
281             DWORD mapped_unit = tex_unit_map[MAX_FRAGMENT_SAMPLERS + i];
282             if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < GL_LIMITS(combined_samplers))
283             {
284                 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
285                 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
286                 checkGLcall("glUniform1iARB");
287             } else {
288                 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
289             }
290         }
291     }
292 }
293
294 /* GL locking is done by the caller */
295 static inline void walk_constant_heap(const struct wined3d_gl_info *gl_info, const float *constants,
296         const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
297 {
298     int stack_idx = 0;
299     unsigned int heap_idx = 1;
300     unsigned int idx;
301
302     if (heap->entries[heap_idx].version <= version) return;
303
304     idx = heap->entries[heap_idx].idx;
305     if (constant_locations[idx] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
306     stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
307
308     while (stack_idx >= 0)
309     {
310         /* Note that we fall through to the next case statement. */
311         switch(stack[stack_idx])
312         {
313             case HEAP_NODE_TRAVERSE_LEFT:
314             {
315                 unsigned int left_idx = heap_idx << 1;
316                 if (left_idx < heap->size && heap->entries[left_idx].version > version)
317                 {
318                     heap_idx = left_idx;
319                     idx = heap->entries[heap_idx].idx;
320                     if (constant_locations[idx] != -1)
321                         GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
322
323                     stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
324                     stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
325                     break;
326                 }
327             }
328
329             case HEAP_NODE_TRAVERSE_RIGHT:
330             {
331                 unsigned int right_idx = (heap_idx << 1) + 1;
332                 if (right_idx < heap->size && heap->entries[right_idx].version > version)
333                 {
334                     heap_idx = right_idx;
335                     idx = heap->entries[heap_idx].idx;
336                     if (constant_locations[idx] != -1)
337                         GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
338
339                     stack[stack_idx++] = HEAP_NODE_POP;
340                     stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
341                     break;
342                 }
343             }
344
345             case HEAP_NODE_POP:
346             {
347                 heap_idx >>= 1;
348                 --stack_idx;
349                 break;
350             }
351         }
352     }
353     checkGLcall("walk_constant_heap()");
354 }
355
356 /* GL locking is done by the caller */
357 static inline void apply_clamped_constant(const struct wined3d_gl_info *gl_info, GLint location, const GLfloat *data)
358 {
359     GLfloat clamped_constant[4];
360
361     if (location == -1) return;
362
363     clamped_constant[0] = data[0] < -1.0f ? -1.0f : data[0] > 1.0f ? 1.0f : data[0];
364     clamped_constant[1] = data[1] < -1.0f ? -1.0f : data[1] > 1.0f ? 1.0f : data[1];
365     clamped_constant[2] = data[2] < -1.0f ? -1.0f : data[2] > 1.0f ? 1.0f : data[2];
366     clamped_constant[3] = data[3] < -1.0f ? -1.0f : data[3] > 1.0f ? 1.0f : data[3];
367
368     GL_EXTCALL(glUniform4fvARB(location, 1, clamped_constant));
369 }
370
371 /* GL locking is done by the caller */
372 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info *gl_info, const float *constants,
373         const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
374 {
375     int stack_idx = 0;
376     unsigned int heap_idx = 1;
377     unsigned int idx;
378
379     if (heap->entries[heap_idx].version <= version) return;
380
381     idx = heap->entries[heap_idx].idx;
382     apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
383     stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
384
385     while (stack_idx >= 0)
386     {
387         /* Note that we fall through to the next case statement. */
388         switch(stack[stack_idx])
389         {
390             case HEAP_NODE_TRAVERSE_LEFT:
391             {
392                 unsigned int left_idx = heap_idx << 1;
393                 if (left_idx < heap->size && heap->entries[left_idx].version > version)
394                 {
395                     heap_idx = left_idx;
396                     idx = heap->entries[heap_idx].idx;
397                     apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
398
399                     stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
400                     stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
401                     break;
402                 }
403             }
404
405             case HEAP_NODE_TRAVERSE_RIGHT:
406             {
407                 unsigned int right_idx = (heap_idx << 1) + 1;
408                 if (right_idx < heap->size && heap->entries[right_idx].version > version)
409                 {
410                     heap_idx = right_idx;
411                     idx = heap->entries[heap_idx].idx;
412                     apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
413
414                     stack[stack_idx++] = HEAP_NODE_POP;
415                     stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
416                     break;
417                 }
418             }
419
420             case HEAP_NODE_POP:
421             {
422                 heap_idx >>= 1;
423                 --stack_idx;
424                 break;
425             }
426         }
427     }
428     checkGLcall("walk_constant_heap_clamped()");
429 }
430
431 /* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
432 /* GL locking is done by the caller */
433 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
434         const float *constants, const GLint *constant_locations, const struct constant_heap *heap,
435         unsigned char *stack, UINT version)
436 {
437     const local_constant *lconst;
438
439     /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
440     if (This->baseShader.reg_maps.shader_version.major == 1
441             && shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type))
442         walk_constant_heap_clamped(gl_info, constants, constant_locations, heap, stack, version);
443     else
444         walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version);
445
446     if (!This->baseShader.load_local_constsF)
447     {
448         TRACE("No need to load local float constants for this shader\n");
449         return;
450     }
451
452     /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
453     LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry)
454     {
455         GLint location = constant_locations[lconst->idx];
456         /* We found this uniform name in the program - go ahead and send the data */
457         if (location != -1) GL_EXTCALL(glUniform4fvARB(location, 1, (const GLfloat *)lconst->value));
458     }
459     checkGLcall("glUniform4fvARB()");
460 }
461
462 /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
463 /* GL locking is done by the caller */
464 static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
465         const GLint locations[MAX_CONST_I], const int *constants, WORD constants_set)
466 {
467     unsigned int i;
468     struct list* ptr;
469
470     for (i = 0; constants_set; constants_set >>= 1, ++i)
471     {
472         if (!(constants_set & 1)) continue;
473
474         TRACE_(d3d_constants)("Loading constants %u: %i, %i, %i, %i\n",
475                 i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
476
477         /* We found this uniform name in the program - go ahead and send the data */
478         GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
479         checkGLcall("glUniform4ivARB");
480     }
481
482     /* Load immediate constants */
483     ptr = list_head(&This->baseShader.constantsI);
484     while (ptr) {
485         const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
486         unsigned int idx = lconst->idx;
487         const GLint *values = (const GLint *)lconst->value;
488
489         TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
490             values[0], values[1], values[2], values[3]);
491
492         /* We found this uniform name in the program - go ahead and send the data */
493         GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values));
494         checkGLcall("glUniform4ivARB");
495         ptr = list_next(&This->baseShader.constantsI, ptr);
496     }
497 }
498
499 /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
500 /* GL locking is done by the caller */
501 static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
502         GLhandleARB programId, const BOOL *constants, WORD constants_set)
503 {
504     GLint tmp_loc;
505     unsigned int i;
506     char tmp_name[8];
507     const char *prefix;
508     struct list* ptr;
509
510     switch (This->baseShader.reg_maps.shader_version.type)
511     {
512         case WINED3D_SHADER_TYPE_VERTEX:
513             prefix = "VB";
514             break;
515
516         case WINED3D_SHADER_TYPE_GEOMETRY:
517             prefix = "GB";
518             break;
519
520         case WINED3D_SHADER_TYPE_PIXEL:
521             prefix = "PB";
522             break;
523
524         default:
525             FIXME("Unknown shader type %#x.\n",
526                     This->baseShader.reg_maps.shader_version.type);
527             prefix = "UB";
528             break;
529     }
530
531     /* TODO: Benchmark and see if it would be beneficial to store the
532      * locations of the constants to avoid looking up each time */
533     for (i = 0; constants_set; constants_set >>= 1, ++i)
534     {
535         if (!(constants_set & 1)) continue;
536
537         TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
538
539         /* TODO: Benchmark and see if it would be beneficial to store the
540          * locations of the constants to avoid looking up each time */
541         snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
542         tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
543         if (tmp_loc != -1)
544         {
545             /* We found this uniform name in the program - go ahead and send the data */
546             GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
547             checkGLcall("glUniform1ivARB");
548         }
549     }
550
551     /* Load immediate constants */
552     ptr = list_head(&This->baseShader.constantsB);
553     while (ptr) {
554         const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
555         unsigned int idx = lconst->idx;
556         const GLint *values = (const GLint *)lconst->value;
557
558         TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
559
560         snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
561         tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
562         if (tmp_loc != -1) {
563             /* We found this uniform name in the program - go ahead and send the data */
564             GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
565             checkGLcall("glUniform1ivARB");
566         }
567         ptr = list_next(&This->baseShader.constantsB, ptr);
568     }
569 }
570
571 static void reset_program_constant_version(struct wine_rb_entry *entry, void *context)
572 {
573     WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry)->constant_version = 0;
574 }
575
576 /**
577  * Loads the texture dimensions for NP2 fixup into the currently set GLSL program.
578  */
579 /* GL locking is done by the caller (state handler) */
580 static void shader_glsl_load_np2fixup_constants(
581     IWineD3DDevice* device,
582     char usePixelShader,
583     char useVertexShader) {
584
585     const IWineD3DDeviceImpl* deviceImpl = (const IWineD3DDeviceImpl*) device;
586     const struct glsl_shader_prog_link* prog = ((struct shader_glsl_priv *)(deviceImpl->shader_priv))->glsl_program;
587
588     if (!prog) {
589         /* No GLSL program set - nothing to do. */
590         return;
591     }
592
593     if (!usePixelShader) {
594         /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
595         return;
596     }
597
598     if (prog->ps_args.np2_fixup && -1 != prog->np2Fixup_location) {
599         const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
600         const IWineD3DStateBlockImpl* stateBlock = (const IWineD3DStateBlockImpl*) deviceImpl->stateBlock;
601         UINT i;
602         UINT fixup = prog->ps_args.np2_fixup;
603         GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
604
605         for (i = 0; fixup; fixup >>= 1, ++i) {
606             const unsigned char idx = prog->np2Fixup_info->idx[i];
607             const IWineD3DBaseTextureImpl* const tex = (const IWineD3DBaseTextureImpl*) stateBlock->textures[i];
608             GLfloat* tex_dim = &np2fixup_constants[(idx >> 1) * 4];
609
610             if (!tex) {
611                 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
612                 continue;
613             }
614
615             if (idx % 2) {
616                 tex_dim[2] = tex->baseTexture.pow2Matrix[0]; tex_dim[3] = tex->baseTexture.pow2Matrix[5];
617             } else {
618                 tex_dim[0] = tex->baseTexture.pow2Matrix[0]; tex_dim[1] = tex->baseTexture.pow2Matrix[5];
619             }
620         }
621
622         GL_EXTCALL(glUniform4fvARB(prog->np2Fixup_location, prog->np2Fixup_info->num_consts, np2fixup_constants));
623     }
624 }
625
626 /**
627  * Loads the app-supplied constants into the currently set GLSL program.
628  */
629 /* GL locking is done by the caller (state handler) */
630 static void shader_glsl_load_constants(const struct wined3d_context *context,
631         char usePixelShader, char useVertexShader)
632 {
633     IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
634     const struct wined3d_gl_info *gl_info = context->gl_info;
635     IWineD3DStateBlockImpl* stateBlock = device->stateBlock;
636     struct shader_glsl_priv *priv = device->shader_priv;
637
638     GLhandleARB programId;
639     struct glsl_shader_prog_link *prog = priv->glsl_program;
640     UINT constant_version;
641     int i;
642
643     if (!prog) {
644         /* No GLSL program set - nothing to do. */
645         return;
646     }
647     programId = prog->programId;
648     constant_version = prog->constant_version;
649
650     if (useVertexShader) {
651         IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
652
653         /* Load DirectX 9 float constants/uniforms for vertex shader */
654         shader_glsl_load_constantsF(vshader, gl_info, stateBlock->vertexShaderConstantF,
655                 prog->vuniformF_locations, &priv->vconst_heap, priv->stack, constant_version);
656
657         /* Load DirectX 9 integer constants/uniforms for vertex shader */
658         shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations, stateBlock->vertexShaderConstantI,
659                 stateBlock->changed.vertexShaderConstantsI & vshader->baseShader.reg_maps.integer_constants);
660
661         /* Load DirectX 9 boolean constants/uniforms for vertex shader */
662         shader_glsl_load_constantsB(vshader, gl_info, programId, stateBlock->vertexShaderConstantB,
663                 stateBlock->changed.vertexShaderConstantsB & vshader->baseShader.reg_maps.boolean_constants);
664
665         /* Upload the position fixup params */
666         GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, &device->posFixup[0]));
667         checkGLcall("glUniform4fvARB");
668     }
669
670     if (usePixelShader) {
671
672         IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
673
674         /* Load DirectX 9 float constants/uniforms for pixel shader */
675         shader_glsl_load_constantsF(pshader, gl_info, stateBlock->pixelShaderConstantF,
676                 prog->puniformF_locations, &priv->pconst_heap, priv->stack, constant_version);
677
678         /* Load DirectX 9 integer constants/uniforms for pixel shader */
679         shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations, stateBlock->pixelShaderConstantI,
680                 stateBlock->changed.pixelShaderConstantsI & pshader->baseShader.reg_maps.integer_constants);
681
682         /* Load DirectX 9 boolean constants/uniforms for pixel shader */
683         shader_glsl_load_constantsB(pshader, gl_info, programId, stateBlock->pixelShaderConstantB,
684                 stateBlock->changed.pixelShaderConstantsB & pshader->baseShader.reg_maps.boolean_constants);
685
686         /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
687          * It can't be 0 for a valid texbem instruction.
688          */
689         for(i = 0; i < MAX_TEXTURES; i++) {
690             const float *data;
691
692             if(prog->bumpenvmat_location[i] == -1) continue;
693
694             data = (const float *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVMAT00];
695             GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data));
696             checkGLcall("glUniformMatrix2fvARB");
697
698             /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
699              * is set too, so we can check that in the needsbumpmat check
700              */
701             if(prog->luminancescale_location[i] != -1) {
702                 const GLfloat *scale = (const GLfloat *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVLSCALE];
703                 const GLfloat *offset = (const GLfloat *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVLOFFSET];
704
705                 GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale));
706                 checkGLcall("glUniform1fvARB");
707                 GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location[i], 1, offset));
708                 checkGLcall("glUniform1fvARB");
709             }
710         }
711
712         if(((IWineD3DPixelShaderImpl *) pshader)->vpos_uniform) {
713             float correction_params[4];
714
715             if (context->render_offscreen)
716             {
717                 correction_params[0] = 0.0f;
718                 correction_params[1] = 1.0f;
719             } else {
720                 /* position is window relative, not viewport relative */
721                 correction_params[0] = ((IWineD3DSurfaceImpl *)context->current_rt)->currentDesc.Height;
722                 correction_params[1] = -1.0f;
723             }
724             GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
725         }
726     }
727
728     if (priv->next_constant_version == UINT_MAX)
729     {
730         TRACE("Max constant version reached, resetting to 0.\n");
731         wine_rb_for_each_entry(&priv->program_lookup, reset_program_constant_version, NULL);
732         priv->next_constant_version = 1;
733     }
734     else
735     {
736         prog->constant_version = priv->next_constant_version++;
737     }
738 }
739
740 static inline void update_heap_entry(struct constant_heap *heap, unsigned int idx,
741         unsigned int heap_idx, DWORD new_version)
742 {
743     struct constant_entry *entries = heap->entries;
744     unsigned int *positions = heap->positions;
745     unsigned int parent_idx;
746
747     while (heap_idx > 1)
748     {
749         parent_idx = heap_idx >> 1;
750
751         if (new_version <= entries[parent_idx].version) break;
752
753         entries[heap_idx] = entries[parent_idx];
754         positions[entries[parent_idx].idx] = heap_idx;
755         heap_idx = parent_idx;
756     }
757
758     entries[heap_idx].version = new_version;
759     entries[heap_idx].idx = idx;
760     positions[idx] = heap_idx;
761 }
762
763 static void shader_glsl_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
764 {
765     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
766     struct shader_glsl_priv *priv = This->shader_priv;
767     struct constant_heap *heap = &priv->vconst_heap;
768     UINT i;
769
770     for (i = start; i < count + start; ++i)
771     {
772         if (!This->stateBlock->changed.vertexShaderConstantsF[i])
773             update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
774         else
775             update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
776     }
777 }
778
779 static void shader_glsl_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
780 {
781     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
782     struct shader_glsl_priv *priv = This->shader_priv;
783     struct constant_heap *heap = &priv->pconst_heap;
784     UINT i;
785
786     for (i = start; i < count + start; ++i)
787     {
788         if (!This->stateBlock->changed.pixelShaderConstantsF[i])
789             update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
790         else
791             update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
792     }
793 }
794
795 static unsigned int vec4_varyings(DWORD shader_major, const struct wined3d_gl_info *gl_info)
796 {
797     unsigned int ret = GL_LIMITS(glsl_varyings) / 4;
798     /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
799     if(shader_major > 3) return ret;
800
801     /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
802     if (gl_info->quirks & WINED3D_QUIRK_GLSL_CLIP_VARYING) ret -= 1;
803     return ret;
804 }
805
806 /** Generate the variable & register declarations for the GLSL output target */
807 static void shader_generate_glsl_declarations(const struct wined3d_context *context,
808         struct wined3d_shader_buffer *buffer, IWineD3DBaseShader *iface,
809         const shader_reg_maps *reg_maps, struct shader_glsl_ctx_priv *ctx_priv)
810 {
811     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
812     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
813     const struct ps_compile_args *ps_args = ctx_priv->cur_ps_args;
814     const struct wined3d_gl_info *gl_info = context->gl_info;
815     unsigned int i, extra_constants_needed = 0;
816     const local_constant *lconst;
817     DWORD map;
818
819     /* There are some minor differences between pixel and vertex shaders */
820     char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
821     char prefix = pshader ? 'P' : 'V';
822
823     /* Prototype the subroutines */
824     for (i = 0, map = reg_maps->labels; map; map >>= 1, ++i)
825     {
826         if (map & 1) shader_addline(buffer, "void subroutine%u();\n", i);
827     }
828
829     /* Declare the constants (aka uniforms) */
830     if (This->baseShader.limits.constant_float > 0) {
831         unsigned max_constantsF;
832         /* Unless the shader uses indirect addressing, always declare the maximum array size and ignore that we need some
833          * uniforms privately. E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup and immediate values, still
834          * declare VC[256]. If the shader needs more uniforms than we have it won't work in any case. If it uses less, the
835          * compiler will figure out which uniforms are really used and strip them out. This allows a shader to use c255 on
836          * a dx9 card, as long as it doesn't also use all the other constants.
837          *
838          * If the shader uses indirect addressing the compiler must assume that all declared uniforms are used. In this case,
839          * declare only the amount that we're assured to have.
840          *
841          * Thus we run into problems in these two cases:
842          * 1) The shader really uses more uniforms than supported
843          * 2) The shader uses indirect addressing, less constants than supported, but uses a constant index > #supported consts
844          */
845         if(pshader) {
846             /* No indirect addressing here */
847             max_constantsF = GL_LIMITS(pshader_constantsF);
848         } else {
849             if(This->baseShader.reg_maps.usesrelconstF) {
850                 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix).
851                  * Subtract another uniform for immediate values, which have to be loaded via uniform by the driver as well.
852                  * The shader code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex shader code, so one vec4 should be enough
853                  * (Unfortunately the Nvidia driver doesn't store 128 and -128 in one float).
854                  *
855                  * Writing gl_ClipPos requires one uniform for each clipplane as well.
856                  */
857                 max_constantsF = GL_LIMITS(vshader_constantsF) - 3 - GL_LIMITS(clipplanes);
858                 max_constantsF -= count_bits(This->baseShader.reg_maps.integer_constants);
859                 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
860                  * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
861                  * for now take this into account when calculating the number of available constants
862                  */
863                 max_constantsF -= count_bits(This->baseShader.reg_maps.boolean_constants);
864                 /* Set by driver quirks in directx.c */
865                 max_constantsF -= GLINFO_LOCATION.reserved_glsl_constants;
866             } else {
867                 max_constantsF = GL_LIMITS(vshader_constantsF);
868             }
869         }
870         max_constantsF = min(This->baseShader.limits.constant_float, max_constantsF);
871         shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF);
872     }
873
874     /* Always declare the full set of constants, the compiler can remove the unused ones because d3d doesn't(yet)
875      * support indirect int and bool constant addressing. This avoids problems if the app uses e.g. i0 and i9.
876      */
877     if (This->baseShader.limits.constant_int > 0 && This->baseShader.reg_maps.integer_constants)
878         shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, This->baseShader.limits.constant_int);
879
880     if (This->baseShader.limits.constant_bool > 0 && This->baseShader.reg_maps.boolean_constants)
881         shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool);
882
883     if(!pshader) {
884         shader_addline(buffer, "uniform vec4 posFixup;\n");
885         /* Predeclaration; This function is added at link time based on the pixel shader.
886          * VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have
887          * that. We know the input to the reorder function at vertex shader compile time, so
888          * we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just
889          * read gl_FrontColor. The output depends on the pixel shader. The reorder function for a
890          * 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader
891          * it will write to the varying array. Here we depend on the shader optimizer on sorting that
892          * out. The nvidia driver only does that if the parameter is inout instead of out, hence the
893          * inout.
894          */
895         if (reg_maps->shader_version.major >= 3)
896         {
897             shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT);
898         } else {
899             shader_addline(buffer, "void order_ps_input();\n");
900         }
901     } else {
902         for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
903         {
904             if (!(map & 1)) continue;
905
906             shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
907
908             if (reg_maps->luminanceparams & (1 << i))
909             {
910                 shader_addline(buffer, "uniform float luminancescale%d;\n", i);
911                 shader_addline(buffer, "uniform float luminanceoffset%d;\n", i);
912                 extra_constants_needed++;
913             }
914
915             extra_constants_needed++;
916         }
917
918         if (ps_args->srgb_correction)
919         {
920             shader_addline(buffer, "const vec4 srgb_const0 = vec4(%.8e, %.8e, %.8e, %.8e);\n",
921                     srgb_pow, srgb_mul_high, srgb_sub_high, srgb_mul_low);
922             shader_addline(buffer, "const vec4 srgb_const1 = vec4(%.8e, 0.0, 0.0, 0.0);\n",
923                     srgb_cmp);
924         }
925         if(reg_maps->vpos || reg_maps->usesdsy) {
926             if(This->baseShader.limits.constant_float + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF)) {
927                 shader_addline(buffer, "uniform vec4 ycorrection;\n");
928                 ((IWineD3DPixelShaderImpl *) This)->vpos_uniform = 1;
929                 extra_constants_needed++;
930             } else {
931                 /* This happens because we do not have proper tracking of the constant registers that are
932                  * actually used, only the max limit of the shader version
933                  */
934                 FIXME("Cannot find a free uniform for vpos correction params\n");
935                 shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
936                         context->render_offscreen ? 0.0f : ((IWineD3DSurfaceImpl *)device->render_targets[0])->currentDesc.Height,
937                         context->render_offscreen ? 1.0f : -1.0f);
938             }
939             shader_addline(buffer, "vec4 vpos;\n");
940         }
941     }
942
943     /* Declare texture samplers */ 
944     for (i = 0; i < This->baseShader.limits.sampler; i++) {
945         if (reg_maps->sampler_type[i])
946         {
947             switch (reg_maps->sampler_type[i])
948             {
949                 case WINED3DSTT_1D:
950                     shader_addline(buffer, "uniform sampler1D %csampler%u;\n", prefix, i);
951                     break;
952                 case WINED3DSTT_2D:
953                     if(device->stateBlock->textures[i] &&
954                        IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[i]) == GL_TEXTURE_RECTANGLE_ARB) {
955                         shader_addline(buffer, "uniform sampler2DRect %csampler%u;\n", prefix, i);
956                     } else {
957                         shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i);
958                     }
959                     break;
960                 case WINED3DSTT_CUBE:
961                     shader_addline(buffer, "uniform samplerCube %csampler%u;\n", prefix, i);
962                     break;
963                 case WINED3DSTT_VOLUME:
964                     shader_addline(buffer, "uniform sampler3D %csampler%u;\n", prefix, i);
965                     break;
966                 default:
967                     shader_addline(buffer, "uniform unsupported_sampler %csampler%u;\n", prefix, i);
968                     FIXME("Unrecognized sampler type: %#x\n", reg_maps->sampler_type[i]);
969                     break;
970             }
971         }
972     }
973
974     /* Declare uniforms for NP2 texcoord fixup:
975      * This is NOT done inside the loop that declares the texture samplers since the NP2 fixup code
976      * is currently only used for the GeforceFX series and when forcing the ARB_npot extension off.
977      * Modern cards just skip the code anyway, so put it inside a separate loop. */
978     if (pshader && ps_args->np2_fixup) {
979
980         struct ps_np2fixup_info* const fixup = ctx_priv->cur_np2fixup_info;
981         UINT cur = 0;
982
983         /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
984          * while D3D has them in the (normalized) [0,1]x[0,1] range.
985          * samplerNP2Fixup stores texture dimensions and is updated through
986          * shader_glsl_load_np2fixup_constants when the sampler changes. */
987
988         for (i = 0; i < This->baseShader.limits.sampler; ++i) {
989             if (reg_maps->sampler_type[i]) {
990                 if (!(ps_args->np2_fixup & (1 << i))) continue;
991
992                 if (WINED3DSTT_2D != reg_maps->sampler_type[i]) {
993                     FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
994                     continue;
995                 }
996
997                 fixup->idx[i] = cur++;
998             }
999         }
1000
1001         fixup->num_consts = (cur + 1) >> 1;
1002         shader_addline(buffer, "uniform vec4 %csamplerNP2Fixup[%u];\n", prefix, fixup->num_consts);
1003     }
1004
1005     /* Declare address variables */
1006     for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
1007     {
1008         if (map & 1) shader_addline(buffer, "ivec4 A%u;\n", i);
1009     }
1010
1011     /* Declare texture coordinate temporaries and initialize them */
1012     for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
1013     {
1014         if (map & 1) shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i);
1015     }
1016
1017     /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
1018      * helper function shader that is linked in at link time
1019      */
1020     if (pshader && reg_maps->shader_version.major >= 3)
1021     {
1022         if (use_vs(device->stateBlock))
1023         {
1024             shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
1025         } else {
1026             /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
1027              * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
1028              * pixel shader that reads the fixed function color into the packed input registers.
1029              */
1030             shader_addline(buffer, "vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
1031         }
1032     }
1033
1034     /* Declare output register temporaries */
1035     if(This->baseShader.limits.packed_output) {
1036         shader_addline(buffer, "vec4 OUT[%u];\n", This->baseShader.limits.packed_output);
1037     }
1038
1039     /* Declare temporary variables */
1040     for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
1041     {
1042         if (map & 1) shader_addline(buffer, "vec4 R%u;\n", i);
1043     }
1044
1045     /* Declare attributes */
1046     if (reg_maps->shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
1047     {
1048         for (i = 0, map = reg_maps->input_registers; map; map >>= 1, ++i)
1049         {
1050             if (map & 1) shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
1051         }
1052     }
1053
1054     /* Declare loop registers aLx */
1055     for (i = 0; i < reg_maps->loop_depth; i++) {
1056         shader_addline(buffer, "int aL%u;\n", i);
1057         shader_addline(buffer, "int tmpInt%u;\n", i);
1058     }
1059
1060     /* Temporary variables for matrix operations */
1061     shader_addline(buffer, "vec4 tmp0;\n");
1062     shader_addline(buffer, "vec4 tmp1;\n");
1063
1064     /* Local constants use a different name so they can be loaded once at shader link time
1065      * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
1066      * float -> string conversion can cause precision loss.
1067      */
1068     if(!This->baseShader.load_local_constsF) {
1069         LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
1070             shader_addline(buffer, "uniform vec4 %cLC%u;\n", prefix, lconst->idx);
1071         }
1072     }
1073
1074     /* Start the main program */
1075     shader_addline(buffer, "void main() {\n");
1076     if(pshader && reg_maps->vpos) {
1077         /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
1078          * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
1079          * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
1080          * precision troubles when we just substract 0.5.
1081          *
1082          * To deal with that just floor() the position. This will eliminate the fraction on all cards.
1083          *
1084          * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
1085          *
1086          * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
1087          * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
1088          * coordinates specify the pixel centers instead of the pixel corners. This code will behave
1089          * correctly on drivers that returns integer values.
1090          */
1091         shader_addline(buffer, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
1092     }
1093 }
1094
1095 /*****************************************************************************
1096  * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
1097  *
1098  * For more information, see http://wiki.winehq.org/DirectX-Shaders
1099  ****************************************************************************/
1100
1101 /* Prototypes */
1102 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1103         const struct wined3d_shader_src_param *wined3d_src, DWORD mask, glsl_src_param_t *glsl_src);
1104
1105 /** Used for opcode modifiers - They multiply the result by the specified amount */
1106 static const char * const shift_glsl_tab[] = {
1107     "",           /*  0 (none) */ 
1108     "2.0 * ",     /*  1 (x2)   */ 
1109     "4.0 * ",     /*  2 (x4)   */ 
1110     "8.0 * ",     /*  3 (x8)   */ 
1111     "16.0 * ",    /*  4 (x16)  */ 
1112     "32.0 * ",    /*  5 (x32)  */ 
1113     "",           /*  6 (x64)  */ 
1114     "",           /*  7 (x128) */ 
1115     "",           /*  8 (d256) */ 
1116     "",           /*  9 (d128) */ 
1117     "",           /* 10 (d64)  */ 
1118     "",           /* 11 (d32)  */ 
1119     "0.0625 * ",  /* 12 (d16)  */ 
1120     "0.125 * ",   /* 13 (d8)   */ 
1121     "0.25 * ",    /* 14 (d4)   */ 
1122     "0.5 * "      /* 15 (d2)   */ 
1123 };
1124
1125 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
1126 static void shader_glsl_gen_modifier(DWORD src_modifier, const char *in_reg, const char *in_regswizzle, char *out_str)
1127 {
1128     out_str[0] = 0;
1129
1130     switch (src_modifier)
1131     {
1132     case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
1133     case WINED3DSPSM_DW:
1134     case WINED3DSPSM_NONE:
1135         sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1136         break;
1137     case WINED3DSPSM_NEG:
1138         sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
1139         break;
1140     case WINED3DSPSM_NOT:
1141         sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
1142         break;
1143     case WINED3DSPSM_BIAS:
1144         sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1145         break;
1146     case WINED3DSPSM_BIASNEG:
1147         sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1148         break;
1149     case WINED3DSPSM_SIGN:
1150         sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1151         break;
1152     case WINED3DSPSM_SIGNNEG:
1153         sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1154         break;
1155     case WINED3DSPSM_COMP:
1156         sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
1157         break;
1158     case WINED3DSPSM_X2:
1159         sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
1160         break;
1161     case WINED3DSPSM_X2NEG:
1162         sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
1163         break;
1164     case WINED3DSPSM_ABS:
1165         sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
1166         break;
1167     case WINED3DSPSM_ABSNEG:
1168         sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
1169         break;
1170     default:
1171         FIXME("Unhandled modifier %u\n", src_modifier);
1172         sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1173     }
1174 }
1175
1176 /** Writes the GLSL variable name that corresponds to the register that the
1177  * DX opcode parameter is trying to access */
1178 static void shader_glsl_get_register_name(const struct wined3d_shader_register *reg,
1179         char *register_name, BOOL *is_color, const struct wined3d_shader_instruction *ins)
1180 {
1181     /* oPos, oFog and oPts in D3D */
1182     static const char * const hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
1183
1184     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1185     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1186     const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
1187     char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
1188
1189     *is_color = FALSE;
1190
1191     switch (reg->type)
1192     {
1193         case WINED3DSPR_TEMP:
1194             sprintf(register_name, "R%u", reg->idx);
1195             break;
1196
1197         case WINED3DSPR_INPUT:
1198             /* vertex shaders */
1199             if (!pshader)
1200             {
1201                 struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
1202                 if (priv->cur_vs_args->swizzle_map & (1 << reg->idx)) *is_color = TRUE;
1203                 sprintf(register_name, "attrib%u", reg->idx);
1204                 break;
1205             }
1206
1207             /* pixel shaders >= 3.0 */
1208             if (This->baseShader.reg_maps.shader_version.major >= 3)
1209             {
1210                 DWORD idx = ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg->idx];
1211                 unsigned int in_count = vec4_varyings(This->baseShader.reg_maps.shader_version.major, gl_info);
1212
1213                 if (reg->rel_addr)
1214                 {
1215                     glsl_src_param_t rel_param;
1216
1217                     shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1218
1219                     /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
1220                      * operation there */
1221                     if (idx)
1222                     {
1223                         if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count)
1224                         {
1225                             sprintf(register_name,
1226                                     "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
1227                                     rel_param.param_str, idx, in_count - 1, rel_param.param_str, idx, in_count,
1228                                     rel_param.param_str, idx);
1229                         }
1230                         else
1231                         {
1232                             sprintf(register_name, "IN[%s + %u]", rel_param.param_str, idx);
1233                         }
1234                     }
1235                     else
1236                     {
1237                         if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count)
1238                         {
1239                             sprintf(register_name, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
1240                                     rel_param.param_str, in_count - 1, rel_param.param_str, in_count,
1241                                     rel_param.param_str);
1242                         }
1243                         else
1244                         {
1245                             sprintf(register_name, "IN[%s]", rel_param.param_str);
1246                         }
1247                     }
1248                 }
1249                 else
1250                 {
1251                     if (idx == in_count) sprintf(register_name, "gl_Color");
1252                     else if (idx == in_count + 1) sprintf(register_name, "gl_SecondaryColor");
1253                     else sprintf(register_name, "IN[%u]", idx);
1254                 }
1255             }
1256             else
1257             {
1258                 if (reg->idx == 0) strcpy(register_name, "gl_Color");
1259                 else strcpy(register_name, "gl_SecondaryColor");
1260                 break;
1261             }
1262             break;
1263
1264         case WINED3DSPR_CONST:
1265             {
1266                 const char prefix = pshader ? 'P' : 'V';
1267
1268                 /* Relative addressing */
1269                 if (reg->rel_addr)
1270                 {
1271                     glsl_src_param_t rel_param;
1272                     shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1273                     if (reg->idx) sprintf(register_name, "%cC[%s + %u]", prefix, rel_param.param_str, reg->idx);
1274                     else sprintf(register_name, "%cC[%s]", prefix, rel_param.param_str);
1275                 }
1276                 else
1277                 {
1278                     if (shader_constant_is_local(This, reg->idx))
1279                         sprintf(register_name, "%cLC%u", prefix, reg->idx);
1280                     else
1281                         sprintf(register_name, "%cC[%u]", prefix, reg->idx);
1282                 }
1283             }
1284             break;
1285
1286         case WINED3DSPR_CONSTINT:
1287             if (pshader) sprintf(register_name, "PI[%u]", reg->idx);
1288             else sprintf(register_name, "VI[%u]", reg->idx);
1289             break;
1290
1291         case WINED3DSPR_CONSTBOOL:
1292             if (pshader) sprintf(register_name, "PB[%u]", reg->idx);
1293             else sprintf(register_name, "VB[%u]", reg->idx);
1294             break;
1295
1296         case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1297             if (pshader) sprintf(register_name, "T%u", reg->idx);
1298             else sprintf(register_name, "A%u", reg->idx);
1299             break;
1300
1301         case WINED3DSPR_LOOP:
1302             sprintf(register_name, "aL%u", This->baseShader.cur_loop_regno - 1);
1303             break;
1304
1305         case WINED3DSPR_SAMPLER:
1306             if (pshader) sprintf(register_name, "Psampler%u", reg->idx);
1307             else sprintf(register_name, "Vsampler%u", reg->idx);
1308             break;
1309
1310         case WINED3DSPR_COLOROUT:
1311             if (reg->idx >= GL_LIMITS(buffers))
1312                 WARN("Write to render target %u, only %d supported\n", reg->idx, GL_LIMITS(buffers));
1313
1314             sprintf(register_name, "gl_FragData[%u]", reg->idx);
1315             break;
1316
1317         case WINED3DSPR_RASTOUT:
1318             sprintf(register_name, "%s", hwrastout_reg_names[reg->idx]);
1319             break;
1320
1321         case WINED3DSPR_DEPTHOUT:
1322             sprintf(register_name, "gl_FragDepth");
1323             break;
1324
1325         case WINED3DSPR_ATTROUT:
1326             if (reg->idx == 0) sprintf(register_name, "gl_FrontColor");
1327             else sprintf(register_name, "gl_FrontSecondaryColor");
1328             break;
1329
1330         case WINED3DSPR_TEXCRDOUT:
1331             /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1332             if (This->baseShader.reg_maps.shader_version.major >= 3) sprintf(register_name, "OUT[%u]", reg->idx);
1333             else sprintf(register_name, "gl_TexCoord[%u]", reg->idx);
1334             break;
1335
1336         case WINED3DSPR_MISCTYPE:
1337             if (reg->idx == 0)
1338             {
1339                 /* vPos */
1340                 sprintf(register_name, "vpos");
1341             }
1342             else if (reg->idx == 1)
1343             {
1344                 /* Note that gl_FrontFacing is a bool, while vFace is
1345                  * a float for which the sign determines front/back */
1346                 sprintf(register_name, "(gl_FrontFacing ? 1.0 : -1.0)");
1347             }
1348             else
1349             {
1350                 FIXME("Unhandled misctype register %d\n", reg->idx);
1351                 sprintf(register_name, "unrecognized_register");
1352             }
1353             break;
1354
1355         case WINED3DSPR_IMMCONST:
1356             switch (reg->immconst_type)
1357             {
1358                 case WINED3D_IMMCONST_FLOAT:
1359                     sprintf(register_name, "%.8e", *(const float *)reg->immconst_data);
1360                     break;
1361
1362                 case WINED3D_IMMCONST_FLOAT4:
1363                     sprintf(register_name, "vec4(%.8e, %.8e, %.8e, %.8e)",
1364                             *(const float *)&reg->immconst_data[0], *(const float *)&reg->immconst_data[1],
1365                             *(const float *)&reg->immconst_data[2], *(const float *)&reg->immconst_data[3]);
1366                     break;
1367
1368                 default:
1369                     FIXME("Unhandled immconst type %#x\n", reg->immconst_type);
1370                     sprintf(register_name, "<unhandled_immconst_type %#x>", reg->immconst_type);
1371             }
1372             break;
1373
1374         default:
1375             FIXME("Unhandled register name Type(%d)\n", reg->type);
1376             sprintf(register_name, "unrecognized_register");
1377             break;
1378     }
1379 }
1380
1381 static void shader_glsl_write_mask_to_str(DWORD write_mask, char *str)
1382 {
1383     *str++ = '.';
1384     if (write_mask & WINED3DSP_WRITEMASK_0) *str++ = 'x';
1385     if (write_mask & WINED3DSP_WRITEMASK_1) *str++ = 'y';
1386     if (write_mask & WINED3DSP_WRITEMASK_2) *str++ = 'z';
1387     if (write_mask & WINED3DSP_WRITEMASK_3) *str++ = 'w';
1388     *str = '\0';
1389 }
1390
1391 /* Get the GLSL write mask for the destination register */
1392 static DWORD shader_glsl_get_write_mask(const struct wined3d_shader_dst_param *param, char *write_mask)
1393 {
1394     DWORD mask = param->write_mask;
1395
1396     if (shader_is_scalar(&param->reg))
1397     {
1398         mask = WINED3DSP_WRITEMASK_0;
1399         *write_mask = '\0';
1400     }
1401     else
1402     {
1403         shader_glsl_write_mask_to_str(mask, write_mask);
1404     }
1405
1406     return mask;
1407 }
1408
1409 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
1410     unsigned int size = 0;
1411
1412     if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
1413     if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
1414     if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
1415     if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
1416
1417     return size;
1418 }
1419
1420 static void shader_glsl_swizzle_to_str(const DWORD swizzle, BOOL fixup, DWORD mask, char *str)
1421 {
1422     /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1423      * but addressed as "rgba". To fix this we need to swap the register's x
1424      * and z components. */
1425     const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
1426
1427     *str++ = '.';
1428     /* swizzle bits fields: wwzzyyxx */
1429     if (mask & WINED3DSP_WRITEMASK_0) *str++ = swizzle_chars[swizzle & 0x03];
1430     if (mask & WINED3DSP_WRITEMASK_1) *str++ = swizzle_chars[(swizzle >> 2) & 0x03];
1431     if (mask & WINED3DSP_WRITEMASK_2) *str++ = swizzle_chars[(swizzle >> 4) & 0x03];
1432     if (mask & WINED3DSP_WRITEMASK_3) *str++ = swizzle_chars[(swizzle >> 6) & 0x03];
1433     *str = '\0';
1434 }
1435
1436 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param *param,
1437         BOOL fixup, DWORD mask, char *swizzle_str)
1438 {
1439     if (shader_is_scalar(&param->reg))
1440         *swizzle_str = '\0';
1441     else
1442         shader_glsl_swizzle_to_str(param->swizzle, fixup, mask, swizzle_str);
1443 }
1444
1445 /* From a given parameter token, generate the corresponding GLSL string.
1446  * Also, return the actual register name and swizzle in case the
1447  * caller needs this information as well. */
1448 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1449         const struct wined3d_shader_src_param *wined3d_src, DWORD mask, glsl_src_param_t *glsl_src)
1450 {
1451     BOOL is_color = FALSE;
1452     char swizzle_str[6];
1453
1454     glsl_src->reg_name[0] = '\0';
1455     glsl_src->param_str[0] = '\0';
1456     swizzle_str[0] = '\0';
1457
1458     shader_glsl_get_register_name(&wined3d_src->reg, glsl_src->reg_name, &is_color, ins);
1459     shader_glsl_get_swizzle(wined3d_src, is_color, mask, swizzle_str);
1460     shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, glsl_src->param_str);
1461 }
1462
1463 /* From a given parameter token, generate the corresponding GLSL string.
1464  * Also, return the actual register name and swizzle in case the
1465  * caller needs this information as well. */
1466 static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction *ins,
1467         const struct wined3d_shader_dst_param *wined3d_dst, glsl_dst_param_t *glsl_dst)
1468 {
1469     BOOL is_color = FALSE;
1470
1471     glsl_dst->mask_str[0] = '\0';
1472     glsl_dst->reg_name[0] = '\0';
1473
1474     shader_glsl_get_register_name(&wined3d_dst->reg, glsl_dst->reg_name, &is_color, ins);
1475     return shader_glsl_get_write_mask(wined3d_dst, glsl_dst->mask_str);
1476 }
1477
1478 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1479 static DWORD shader_glsl_append_dst_ext(struct wined3d_shader_buffer *buffer,
1480         const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *dst)
1481 {
1482     glsl_dst_param_t glsl_dst;
1483     DWORD mask;
1484
1485     mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst);
1486     if (mask) shader_addline(buffer, "%s%s = %s(", glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
1487
1488     return mask;
1489 }
1490
1491 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1492 static DWORD shader_glsl_append_dst(struct wined3d_shader_buffer *buffer, const struct wined3d_shader_instruction *ins)
1493 {
1494     return shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
1495 }
1496
1497 /** Process GLSL instruction modifiers */
1498 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins)
1499 {
1500     glsl_dst_param_t dst_param;
1501     DWORD modifiers;
1502
1503     if (!ins->dst_count) return;
1504
1505     modifiers = ins->dst[0].modifiers;
1506     if (!modifiers) return;
1507
1508     shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
1509
1510     if (modifiers & WINED3DSPDM_SATURATE)
1511     {
1512         /* _SAT means to clamp the value of the register to between 0 and 1 */
1513         shader_addline(ins->ctx->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
1514                 dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
1515     }
1516
1517     if (modifiers & WINED3DSPDM_MSAMPCENTROID)
1518     {
1519         FIXME("_centroid modifier not handled\n");
1520     }
1521
1522     if (modifiers & WINED3DSPDM_PARTIALPRECISION)
1523     {
1524         /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1525     }
1526 }
1527
1528 static inline const char *shader_get_comp_op(DWORD op)
1529 {
1530     switch (op) {
1531         case COMPARISON_GT: return ">";
1532         case COMPARISON_EQ: return "==";
1533         case COMPARISON_GE: return ">=";
1534         case COMPARISON_LT: return "<";
1535         case COMPARISON_NE: return "!=";
1536         case COMPARISON_LE: return "<=";
1537         default:
1538             FIXME("Unrecognized comparison value: %u\n", op);
1539             return "(\?\?)";
1540     }
1541 }
1542
1543 static void shader_glsl_get_sample_function(DWORD sampler_type, DWORD flags, glsl_sample_function_t *sample_function)
1544 {
1545     BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
1546     BOOL texrect = flags & WINED3D_GLSL_SAMPLE_RECT;
1547     BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD;
1548     BOOL grad = flags & WINED3D_GLSL_SAMPLE_GRAD;
1549
1550     /* Note that there's no such thing as a projected cube texture. */
1551     switch(sampler_type) {
1552         case WINED3DSTT_1D:
1553             if(lod) {
1554                 sample_function->name = projected ? "texture1DProjLod" : "texture1DLod";
1555             } else  if(grad) {
1556                 sample_function->name = projected ? "texture1DProjGradARB" : "texture1DGradARB";
1557             } else {
1558                 sample_function->name = projected ? "texture1DProj" : "texture1D";
1559             }
1560             sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
1561             break;
1562         case WINED3DSTT_2D:
1563             if(texrect) {
1564                 if(lod) {
1565                     sample_function->name = projected ? "texture2DRectProjLod" : "texture2DRectLod";
1566                 } else  if(grad) {
1567                     /* What good are texrect grad functions? I don't know, but GL_EXT_gpu_shader4 defines them.
1568                     * There is no GL_ARB_shader_texture_lod spec yet, so I don't know if they're defined there
1569                      */
1570                     sample_function->name = projected ? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
1571                 } else {
1572                     sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
1573                 }
1574             } else {
1575                 if(lod) {
1576                     sample_function->name = projected ? "texture2DProjLod" : "texture2DLod";
1577                 } else  if(grad) {
1578                     sample_function->name = projected ? "texture2DProjGradARB" : "texture2DGradARB";
1579                 } else {
1580                     sample_function->name = projected ? "texture2DProj" : "texture2D";
1581                 }
1582             }
1583             sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1584             break;
1585         case WINED3DSTT_CUBE:
1586             if(lod) {
1587                 sample_function->name = "textureCubeLod";
1588             } else if(grad) {
1589                 sample_function->name = "textureCubeGradARB";
1590             } else {
1591                 sample_function->name = "textureCube";
1592             }
1593             sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1594             break;
1595         case WINED3DSTT_VOLUME:
1596             if(lod) {
1597                 sample_function->name = projected ? "texture3DProjLod" : "texture3DLod";
1598             } else  if(grad) {
1599                 sample_function->name = projected ? "texture3DProjGradARB" : "texture3DGradARB";
1600             } else {
1601                 sample_function->name = projected ? "texture3DProj" : "texture3D";
1602             }
1603             sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1604             break;
1605         default:
1606             sample_function->name = "";
1607             sample_function->coord_mask = 0;
1608             FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
1609             break;
1610     }
1611 }
1612
1613 static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
1614         BOOL sign_fixup, enum fixup_channel_source channel_source)
1615 {
1616     switch(channel_source)
1617     {
1618         case CHANNEL_SOURCE_ZERO:
1619             strcat(arguments, "0.0");
1620             break;
1621
1622         case CHANNEL_SOURCE_ONE:
1623             strcat(arguments, "1.0");
1624             break;
1625
1626         case CHANNEL_SOURCE_X:
1627             strcat(arguments, reg_name);
1628             strcat(arguments, ".x");
1629             break;
1630
1631         case CHANNEL_SOURCE_Y:
1632             strcat(arguments, reg_name);
1633             strcat(arguments, ".y");
1634             break;
1635
1636         case CHANNEL_SOURCE_Z:
1637             strcat(arguments, reg_name);
1638             strcat(arguments, ".z");
1639             break;
1640
1641         case CHANNEL_SOURCE_W:
1642             strcat(arguments, reg_name);
1643             strcat(arguments, ".w");
1644             break;
1645
1646         default:
1647             FIXME("Unhandled channel source %#x\n", channel_source);
1648             strcat(arguments, "undefined");
1649             break;
1650     }
1651
1652     if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
1653 }
1654
1655 static void shader_glsl_color_correction(const struct wined3d_shader_instruction *ins, struct color_fixup_desc fixup)
1656 {
1657     struct wined3d_shader_dst_param dst;
1658     unsigned int mask_size, remaining;
1659     glsl_dst_param_t dst_param;
1660     char arguments[256];
1661     DWORD mask;
1662
1663     mask = 0;
1664     if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1665     if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1666     if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1667     if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1668     mask &= ins->dst[0].write_mask;
1669
1670     if (!mask) return; /* Nothing to do */
1671
1672     if (is_yuv_fixup(fixup))
1673     {
1674         enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
1675         FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
1676         return;
1677     }
1678
1679     mask_size = shader_glsl_get_write_mask_size(mask);
1680
1681     dst = ins->dst[0];
1682     dst.write_mask = mask;
1683     shader_glsl_add_dst_param(ins, &dst, &dst_param);
1684
1685     arguments[0] = '\0';
1686     remaining = mask_size;
1687     if (mask & WINED3DSP_WRITEMASK_0)
1688     {
1689         shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.x_sign_fixup, fixup.x_source);
1690         if (--remaining) strcat(arguments, ", ");
1691     }
1692     if (mask & WINED3DSP_WRITEMASK_1)
1693     {
1694         shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.y_sign_fixup, fixup.y_source);
1695         if (--remaining) strcat(arguments, ", ");
1696     }
1697     if (mask & WINED3DSP_WRITEMASK_2)
1698     {
1699         shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.z_sign_fixup, fixup.z_source);
1700         if (--remaining) strcat(arguments, ", ");
1701     }
1702     if (mask & WINED3DSP_WRITEMASK_3)
1703     {
1704         shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.w_sign_fixup, fixup.w_source);
1705         if (--remaining) strcat(arguments, ", ");
1706     }
1707
1708     if (mask_size > 1)
1709     {
1710         shader_addline(ins->ctx->buffer, "%s%s = vec%u(%s);\n",
1711                 dst_param.reg_name, dst_param.mask_str, mask_size, arguments);
1712     }
1713     else
1714     {
1715         shader_addline(ins->ctx->buffer, "%s%s = %s;\n", dst_param.reg_name, dst_param.mask_str, arguments);
1716     }
1717 }
1718
1719 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins,
1720         DWORD sampler, const glsl_sample_function_t *sample_function, DWORD swizzle,
1721         const char *dx, const char *dy,
1722         const char *bias, const char *coord_reg_fmt, ...)
1723 {
1724     const char *sampler_base;
1725     char dst_swizzle[6];
1726     struct color_fixup_desc fixup;
1727     BOOL np2_fixup = FALSE;
1728     va_list args;
1729
1730     shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
1731
1732     if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1733     {
1734         const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
1735         fixup = priv->cur_ps_args->color_fixup[sampler];
1736         sampler_base = "Psampler";
1737
1738         if(priv->cur_ps_args->np2_fixup & (1 << sampler)) {
1739             if(bias) {
1740                 FIXME("Biased sampling from NP2 textures is unsupported\n");
1741             } else {
1742                 np2_fixup = TRUE;
1743             }
1744         }
1745     } else {
1746         sampler_base = "Vsampler";
1747         fixup = COLOR_FIXUP_IDENTITY; /* FIXME: Vshader color fixup */
1748     }
1749
1750     shader_glsl_append_dst(ins->ctx->buffer, ins);
1751
1752     shader_addline(ins->ctx->buffer, "%s(%s%u, ", sample_function->name, sampler_base, sampler);
1753
1754     va_start(args, coord_reg_fmt);
1755     shader_vaddline(ins->ctx->buffer, coord_reg_fmt, args);
1756     va_end(args);
1757
1758     if(bias) {
1759         shader_addline(ins->ctx->buffer, ", %s)%s);\n", bias, dst_swizzle);
1760     } else {
1761         if (np2_fixup) {
1762             const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
1763             const unsigned char idx = priv->cur_np2fixup_info->idx[sampler];
1764
1765             shader_addline(ins->ctx->buffer, " * PsamplerNP2Fixup[%u].%s)%s);\n", idx >> 1,
1766                            (idx % 2) ? "zw" : "xy", dst_swizzle);
1767         } else if(dx && dy) {
1768             shader_addline(ins->ctx->buffer, ", %s, %s)%s);\n", dx, dy, dst_swizzle);
1769         } else {
1770             shader_addline(ins->ctx->buffer, ")%s);\n", dst_swizzle);
1771         }
1772     }
1773
1774     if(!is_identity_fixup(fixup)) {
1775         shader_glsl_color_correction(ins, fixup);
1776     }
1777 }
1778
1779 /*****************************************************************************
1780  * 
1781  * Begin processing individual instruction opcodes
1782  * 
1783  ****************************************************************************/
1784
1785 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
1786 static void shader_glsl_arith(const struct wined3d_shader_instruction *ins)
1787 {
1788     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1789     glsl_src_param_t src0_param;
1790     glsl_src_param_t src1_param;
1791     DWORD write_mask;
1792     char op;
1793
1794     /* Determine the GLSL operator to use based on the opcode */
1795     switch (ins->handler_idx)
1796     {
1797         case WINED3DSIH_MUL: op = '*'; break;
1798         case WINED3DSIH_ADD: op = '+'; break;
1799         case WINED3DSIH_SUB: op = '-'; break;
1800         default:
1801             op = ' ';
1802             FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
1803             break;
1804     }
1805
1806     write_mask = shader_glsl_append_dst(buffer, ins);
1807     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
1808     shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
1809     shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
1810 }
1811
1812 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
1813 static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
1814 {
1815     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1816     glsl_src_param_t src0_param;
1817     DWORD write_mask;
1818
1819     write_mask = shader_glsl_append_dst(buffer, ins);
1820     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
1821
1822     /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
1823      * shader versions WINED3DSIO_MOVA is used for this. */
1824     if (ins->ctx->reg_maps->shader_version.major == 1
1825             && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
1826             && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1827     {
1828         /* This is a simple floor() */
1829         unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
1830         if (mask_size > 1) {
1831             shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
1832         } else {
1833             shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
1834         }
1835     }
1836     else if(ins->handler_idx == WINED3DSIH_MOVA)
1837     {
1838         /* We need to *round* to the nearest int here. */
1839         unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
1840         if (mask_size > 1) {
1841             shader_addline(buffer, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n", mask_size, src0_param.param_str, mask_size, src0_param.param_str);
1842         } else {
1843             shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param.param_str, src0_param.param_str);
1844         }
1845     } else {
1846         shader_addline(buffer, "%s);\n", src0_param.param_str);
1847     }
1848 }
1849
1850 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
1851 static void shader_glsl_dot(const struct wined3d_shader_instruction *ins)
1852 {
1853     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1854     glsl_src_param_t src0_param;
1855     glsl_src_param_t src1_param;
1856     DWORD dst_write_mask, src_write_mask;
1857     unsigned int dst_size = 0;
1858
1859     dst_write_mask = shader_glsl_append_dst(buffer, ins);
1860     dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1861
1862     /* dp3 works on vec3, dp4 on vec4 */
1863     if (ins->handler_idx == WINED3DSIH_DP4)
1864     {
1865         src_write_mask = WINED3DSP_WRITEMASK_ALL;
1866     } else {
1867         src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1868     }
1869
1870     shader_glsl_add_src_param(ins, &ins->src[0], src_write_mask, &src0_param);
1871     shader_glsl_add_src_param(ins, &ins->src[1], src_write_mask, &src1_param);
1872
1873     if (dst_size > 1) {
1874         shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1875     } else {
1876         shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
1877     }
1878 }
1879
1880 /* Note that this instruction has some restrictions. The destination write mask
1881  * can't contain the w component, and the source swizzles have to be .xyzw */
1882 static void shader_glsl_cross(const struct wined3d_shader_instruction *ins)
1883 {
1884     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1885     glsl_src_param_t src0_param;
1886     glsl_src_param_t src1_param;
1887     char dst_mask[6];
1888
1889     shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
1890     shader_glsl_append_dst(ins->ctx->buffer, ins);
1891     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
1892     shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
1893     shader_addline(ins->ctx->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
1894 }
1895
1896 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
1897  * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
1898  * GLSL uses the value as-is. */
1899 static void shader_glsl_pow(const struct wined3d_shader_instruction *ins)
1900 {
1901     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1902     glsl_src_param_t src0_param;
1903     glsl_src_param_t src1_param;
1904     DWORD dst_write_mask;
1905     unsigned int dst_size;
1906
1907     dst_write_mask = shader_glsl_append_dst(buffer, ins);
1908     dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1909
1910     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
1911     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
1912
1913     if (dst_size > 1) {
1914         shader_addline(buffer, "vec%d(pow(abs(%s), %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1915     } else {
1916         shader_addline(buffer, "pow(abs(%s), %s));\n", src0_param.param_str, src1_param.param_str);
1917     }
1918 }
1919
1920 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
1921  * Src0 is a scalar. Note that D3D uses the absolute of src0, while
1922  * GLSL uses the value as-is. */
1923 static void shader_glsl_log(const struct wined3d_shader_instruction *ins)
1924 {
1925     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1926     glsl_src_param_t src0_param;
1927     DWORD dst_write_mask;
1928     unsigned int dst_size;
1929
1930     dst_write_mask = shader_glsl_append_dst(buffer, ins);
1931     dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1932
1933     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
1934
1935     if (dst_size > 1) {
1936         shader_addline(buffer, "vec%d(log2(abs(%s))));\n", dst_size, src0_param.param_str);
1937     } else {
1938         shader_addline(buffer, "log2(abs(%s)));\n", src0_param.param_str);
1939     }
1940 }
1941
1942 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
1943 static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
1944 {
1945     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1946     glsl_src_param_t src_param;
1947     const char *instruction;
1948     DWORD write_mask;
1949     unsigned i;
1950
1951     /* Determine the GLSL function to use based on the opcode */
1952     /* TODO: Possibly make this a table for faster lookups */
1953     switch (ins->handler_idx)
1954     {
1955         case WINED3DSIH_MIN: instruction = "min"; break;
1956         case WINED3DSIH_MAX: instruction = "max"; break;
1957         case WINED3DSIH_ABS: instruction = "abs"; break;
1958         case WINED3DSIH_FRC: instruction = "fract"; break;
1959         case WINED3DSIH_NRM: instruction = "normalize"; break;
1960         case WINED3DSIH_EXP: instruction = "exp2"; break;
1961         case WINED3DSIH_SGN: instruction = "sign"; break;
1962         case WINED3DSIH_DSX: instruction = "dFdx"; break;
1963         case WINED3DSIH_DSY: instruction = "ycorrection.y * dFdy"; break;
1964         default: instruction = "";
1965             FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
1966             break;
1967     }
1968
1969     write_mask = shader_glsl_append_dst(buffer, ins);
1970
1971     shader_addline(buffer, "%s(", instruction);
1972
1973     if (ins->src_count)
1974     {
1975         shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
1976         shader_addline(buffer, "%s", src_param.param_str);
1977         for (i = 1; i < ins->src_count; ++i)
1978         {
1979             shader_glsl_add_src_param(ins, &ins->src[i], write_mask, &src_param);
1980             shader_addline(buffer, ", %s", src_param.param_str);
1981         }
1982     }
1983
1984     shader_addline(buffer, "));\n");
1985 }
1986
1987 /** Process the WINED3DSIO_EXPP instruction in GLSL:
1988  * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
1989  *   dst.x = 2^(floor(src))
1990  *   dst.y = src - floor(src)
1991  *   dst.z = 2^src   (partial precision is allowed, but optional)
1992  *   dst.w = 1.0;
1993  * For 2.0 shaders, just do this (honoring writemask and swizzle):
1994  *   dst = 2^src;    (partial precision is allowed, but optional)
1995  */
1996 static void shader_glsl_expp(const struct wined3d_shader_instruction *ins)
1997 {
1998     glsl_src_param_t src_param;
1999
2000     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
2001
2002     if (ins->ctx->reg_maps->shader_version.major < 2)
2003     {
2004         char dst_mask[6];
2005
2006         shader_addline(ins->ctx->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
2007         shader_addline(ins->ctx->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
2008         shader_addline(ins->ctx->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
2009         shader_addline(ins->ctx->buffer, "tmp0.w = 1.0;\n");
2010
2011         shader_glsl_append_dst(ins->ctx->buffer, ins);
2012         shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2013         shader_addline(ins->ctx->buffer, "tmp0%s);\n", dst_mask);
2014     } else {
2015         DWORD write_mask;
2016         unsigned int mask_size;
2017
2018         write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2019         mask_size = shader_glsl_get_write_mask_size(write_mask);
2020
2021         if (mask_size > 1) {
2022             shader_addline(ins->ctx->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
2023         } else {
2024             shader_addline(ins->ctx->buffer, "exp2(%s));\n", src_param.param_str);
2025         }
2026     }
2027 }
2028
2029 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
2030 static void shader_glsl_rcp(const struct wined3d_shader_instruction *ins)
2031 {
2032     glsl_src_param_t src_param;
2033     DWORD write_mask;
2034     unsigned int mask_size;
2035
2036     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2037     mask_size = shader_glsl_get_write_mask_size(write_mask);
2038     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
2039
2040     if (mask_size > 1) {
2041         shader_addline(ins->ctx->buffer, "vec%d(1.0 / %s));\n", mask_size, src_param.param_str);
2042     } else {
2043         shader_addline(ins->ctx->buffer, "1.0 / %s);\n", src_param.param_str);
2044     }
2045 }
2046
2047 static void shader_glsl_rsq(const struct wined3d_shader_instruction *ins)
2048 {
2049     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2050     glsl_src_param_t src_param;
2051     DWORD write_mask;
2052     unsigned int mask_size;
2053
2054     write_mask = shader_glsl_append_dst(buffer, ins);
2055     mask_size = shader_glsl_get_write_mask_size(write_mask);
2056
2057     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
2058
2059     if (mask_size > 1) {
2060         shader_addline(buffer, "vec%d(inversesqrt(%s)));\n", mask_size, src_param.param_str);
2061     } else {
2062         shader_addline(buffer, "inversesqrt(%s));\n", src_param.param_str);
2063     }
2064 }
2065
2066 /** Process signed comparison opcodes in GLSL. */
2067 static void shader_glsl_compare(const struct wined3d_shader_instruction *ins)
2068 {
2069     glsl_src_param_t src0_param;
2070     glsl_src_param_t src1_param;
2071     DWORD write_mask;
2072     unsigned int mask_size;
2073
2074     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2075     mask_size = shader_glsl_get_write_mask_size(write_mask);
2076     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2077     shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2078
2079     if (mask_size > 1) {
2080         const char *compare;
2081
2082         switch(ins->handler_idx)
2083         {
2084             case WINED3DSIH_SLT: compare = "lessThan"; break;
2085             case WINED3DSIH_SGE: compare = "greaterThanEqual"; break;
2086             default: compare = "";
2087                 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
2088         }
2089
2090         shader_addline(ins->ctx->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
2091                 src0_param.param_str, src1_param.param_str);
2092     } else {
2093         switch(ins->handler_idx)
2094         {
2095             case WINED3DSIH_SLT:
2096                 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
2097                  * to return 0.0 but step returns 1.0 because step is not < x
2098                  * An alternative is a bvec compare padded with an unused second component.
2099                  * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
2100                  * issue. Playing with not() is not possible either because not() does not accept
2101                  * a scalar.
2102                  */
2103                 shader_addline(ins->ctx->buffer, "(%s < %s) ? 1.0 : 0.0);\n",
2104                         src0_param.param_str, src1_param.param_str);
2105                 break;
2106             case WINED3DSIH_SGE:
2107                 /* Here we can use the step() function and safe a conditional */
2108                 shader_addline(ins->ctx->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
2109                 break;
2110             default:
2111                 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
2112         }
2113
2114     }
2115 }
2116
2117 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
2118 static void shader_glsl_cmp(const struct wined3d_shader_instruction *ins)
2119 {
2120     glsl_src_param_t src0_param;
2121     glsl_src_param_t src1_param;
2122     glsl_src_param_t src2_param;
2123     DWORD write_mask, cmp_channel = 0;
2124     unsigned int i, j;
2125     char mask_char[6];
2126     BOOL temp_destination = FALSE;
2127
2128     if (shader_is_scalar(&ins->src[0].reg))
2129     {
2130         write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2131
2132         shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2133         shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2134         shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2135
2136         shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
2137                        src0_param.param_str, src1_param.param_str, src2_param.param_str);
2138     } else {
2139         DWORD dst_mask = ins->dst[0].write_mask;
2140         struct wined3d_shader_dst_param dst = ins->dst[0];
2141
2142         /* Cycle through all source0 channels */
2143         for (i=0; i<4; i++) {
2144             write_mask = 0;
2145             /* Find the destination channels which use the current source0 channel */
2146             for (j=0; j<4; j++) {
2147                 if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2148                 {
2149                     write_mask |= WINED3DSP_WRITEMASK_0 << j;
2150                     cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2151                 }
2152             }
2153             dst.write_mask = dst_mask & write_mask;
2154
2155             /* Splitting the cmp instruction up in multiple lines imposes a problem:
2156             * The first lines may overwrite source parameters of the following lines.
2157             * Deal with that by using a temporary destination register if needed
2158             */
2159             if ((ins->src[0].reg.idx == ins->dst[0].reg.idx
2160                     && ins->src[0].reg.type == ins->dst[0].reg.type)
2161                     || (ins->src[1].reg.idx == ins->dst[0].reg.idx
2162                     && ins->src[1].reg.type == ins->dst[0].reg.type)
2163                     || (ins->src[2].reg.idx == ins->dst[0].reg.idx
2164                     && ins->src[2].reg.type == ins->dst[0].reg.type))
2165             {
2166                 write_mask = shader_glsl_get_write_mask(&dst, mask_char);
2167                 if (!write_mask) continue;
2168                 shader_addline(ins->ctx->buffer, "tmp0%s = (", mask_char);
2169                 temp_destination = TRUE;
2170             } else {
2171                 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2172                 if (!write_mask) continue;
2173             }
2174
2175             shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2176             shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2177             shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2178
2179             shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
2180                         src0_param.param_str, src1_param.param_str, src2_param.param_str);
2181         }
2182
2183         if(temp_destination) {
2184             shader_glsl_get_write_mask(&ins->dst[0], mask_char);
2185             shader_glsl_append_dst(ins->ctx->buffer, ins);
2186             shader_addline(ins->ctx->buffer, "tmp0%s);\n", mask_char);
2187         }
2188     }
2189
2190 }
2191
2192 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
2193 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
2194  * the compare is done per component of src0. */
2195 static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins)
2196 {
2197     struct wined3d_shader_dst_param dst;
2198     glsl_src_param_t src0_param;
2199     glsl_src_param_t src1_param;
2200     glsl_src_param_t src2_param;
2201     DWORD write_mask, cmp_channel = 0;
2202     unsigned int i, j;
2203     DWORD dst_mask;
2204     DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2205             ins->ctx->reg_maps->shader_version.minor);
2206
2207     if (shader_version < WINED3D_SHADER_VERSION(1, 4))
2208     {
2209         write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2210         shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2211         shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2212         shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2213
2214         /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
2215         if (ins->coissue)
2216         {
2217             shader_addline(ins->ctx->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
2218         } else {
2219             shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2220                     src0_param.param_str, src1_param.param_str, src2_param.param_str);
2221         }
2222         return;
2223     }
2224     /* Cycle through all source0 channels */
2225     dst_mask = ins->dst[0].write_mask;
2226     dst = ins->dst[0];
2227     for (i=0; i<4; i++) {
2228         write_mask = 0;
2229         /* Find the destination channels which use the current source0 channel */
2230         for (j=0; j<4; j++) {
2231             if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2232             {
2233                 write_mask |= WINED3DSP_WRITEMASK_0 << j;
2234                 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2235             }
2236         }
2237
2238         dst.write_mask = dst_mask & write_mask;
2239         write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2240         if (!write_mask) continue;
2241
2242         shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2243         shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2244         shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2245
2246         shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2247                 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2248     }
2249 }
2250
2251 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
2252 static void shader_glsl_mad(const struct wined3d_shader_instruction *ins)
2253 {
2254     glsl_src_param_t src0_param;
2255     glsl_src_param_t src1_param;
2256     glsl_src_param_t src2_param;
2257     DWORD write_mask;
2258
2259     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2260     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2261     shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2262     shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2263     shader_addline(ins->ctx->buffer, "(%s * %s) + %s);\n",
2264             src0_param.param_str, src1_param.param_str, src2_param.param_str);
2265 }
2266
2267 /** Handles transforming all WINED3DSIO_M?x? opcodes for 
2268     Vertex shaders to GLSL codes */
2269 static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
2270 {
2271     int i;
2272     int nComponents = 0;
2273     struct wined3d_shader_dst_param tmp_dst = {{0}};
2274     struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2275     struct wined3d_shader_instruction tmp_ins;
2276
2277     memset(&tmp_ins, 0, sizeof(tmp_ins));
2278
2279     /* Set constants for the temporary argument */
2280     tmp_ins.ctx = ins->ctx;
2281     tmp_ins.dst_count = 1;
2282     tmp_ins.dst = &tmp_dst;
2283     tmp_ins.src_count = 2;
2284     tmp_ins.src = tmp_src;
2285
2286     switch(ins->handler_idx)
2287     {
2288         case WINED3DSIH_M4x4:
2289             nComponents = 4;
2290             tmp_ins.handler_idx = WINED3DSIH_DP4;
2291             break;
2292         case WINED3DSIH_M4x3:
2293             nComponents = 3;
2294             tmp_ins.handler_idx = WINED3DSIH_DP4;
2295             break;
2296         case WINED3DSIH_M3x4:
2297             nComponents = 4;
2298             tmp_ins.handler_idx = WINED3DSIH_DP3;
2299             break;
2300         case WINED3DSIH_M3x3:
2301             nComponents = 3;
2302             tmp_ins.handler_idx = WINED3DSIH_DP3;
2303             break;
2304         case WINED3DSIH_M3x2:
2305             nComponents = 2;
2306             tmp_ins.handler_idx = WINED3DSIH_DP3;
2307             break;
2308         default:
2309             break;
2310     }
2311
2312     tmp_dst = ins->dst[0];
2313     tmp_src[0] = ins->src[0];
2314     tmp_src[1] = ins->src[1];
2315     for (i = 0; i < nComponents; ++i)
2316     {
2317         tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2318         shader_glsl_dot(&tmp_ins);
2319         ++tmp_src[1].reg.idx;
2320     }
2321 }
2322
2323 /**
2324     The LRP instruction performs a component-wise linear interpolation 
2325     between the second and third operands using the first operand as the
2326     blend factor.  Equation:  (dst = src2 + src0 * (src1 - src2))
2327     This is equivalent to mix(src2, src1, src0);
2328 */
2329 static void shader_glsl_lrp(const struct wined3d_shader_instruction *ins)
2330 {
2331     glsl_src_param_t src0_param;
2332     glsl_src_param_t src1_param;
2333     glsl_src_param_t src2_param;
2334     DWORD write_mask;
2335
2336     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2337
2338     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2339     shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2340     shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2341
2342     shader_addline(ins->ctx->buffer, "mix(%s, %s, %s));\n",
2343             src2_param.param_str, src1_param.param_str, src0_param.param_str);
2344 }
2345
2346 /** Process the WINED3DSIO_LIT instruction in GLSL:
2347  * dst.x = dst.w = 1.0
2348  * dst.y = (src0.x > 0) ? src0.x
2349  * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
2350  *                                        where src.w is clamped at +- 128
2351  */
2352 static void shader_glsl_lit(const struct wined3d_shader_instruction *ins)
2353 {
2354     glsl_src_param_t src0_param;
2355     glsl_src_param_t src1_param;
2356     glsl_src_param_t src3_param;
2357     char dst_mask[6];
2358
2359     shader_glsl_append_dst(ins->ctx->buffer, ins);
2360     shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2361
2362     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2363     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src1_param);
2364     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src3_param);
2365
2366     /* The sdk specifies the instruction like this
2367      * dst.x = 1.0;
2368      * if(src.x > 0.0) dst.y = src.x
2369      * else dst.y = 0.0.
2370      * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
2371      * else dst.z = 0.0;
2372      * dst.w = 1.0;
2373      *
2374      * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
2375      * dst.x = 1.0                                  ... No further explanation needed
2376      * dst.y = max(src.y, 0.0);                     ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
2377      * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0;   ... 0 ^ power is 0, and otherwise we use y anyway
2378      * dst.w = 1.0.                                 ... Nothing fancy.
2379      *
2380      * So we still have one conditional in there. So do this:
2381      * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
2382      *
2383      * step(0.0, x) will return 1 if src.x > 0.0, and 0 otherwise. So if y is 0 we get pow(0.0 * 1.0, power),
2384      * which sets dst.z to 0. If y > 0, but x = 0.0, we get pow(y * 0.0, power), which results in 0 too.
2385      * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
2386      */
2387     shader_addline(ins->ctx->buffer,
2388             "vec4(1.0, max(%s, 0.0), pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
2389             src0_param.param_str, src1_param.param_str, src0_param.param_str, src3_param.param_str, dst_mask);
2390 }
2391
2392 /** Process the WINED3DSIO_DST instruction in GLSL:
2393  * dst.x = 1.0
2394  * dst.y = src0.x * src0.y
2395  * dst.z = src0.z
2396  * dst.w = src1.w
2397  */
2398 static void shader_glsl_dst(const struct wined3d_shader_instruction *ins)
2399 {
2400     glsl_src_param_t src0y_param;
2401     glsl_src_param_t src0z_param;
2402     glsl_src_param_t src1y_param;
2403     glsl_src_param_t src1w_param;
2404     char dst_mask[6];
2405
2406     shader_glsl_append_dst(ins->ctx->buffer, ins);
2407     shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2408
2409     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src0y_param);
2410     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &src0z_param);
2411     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_1, &src1y_param);
2412     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_3, &src1w_param);
2413
2414     shader_addline(ins->ctx->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
2415             src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
2416 }
2417
2418 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
2419  * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
2420  * can handle it.  But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
2421  * 
2422  * dst.x = cos(src0.?)
2423  * dst.y = sin(src0.?)
2424  * dst.z = dst.z
2425  * dst.w = dst.w
2426  */
2427 static void shader_glsl_sincos(const struct wined3d_shader_instruction *ins)
2428 {
2429     glsl_src_param_t src0_param;
2430     DWORD write_mask;
2431
2432     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2433     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2434
2435     switch (write_mask) {
2436         case WINED3DSP_WRITEMASK_0:
2437             shader_addline(ins->ctx->buffer, "cos(%s));\n", src0_param.param_str);
2438             break;
2439
2440         case WINED3DSP_WRITEMASK_1:
2441             shader_addline(ins->ctx->buffer, "sin(%s));\n", src0_param.param_str);
2442             break;
2443
2444         case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
2445             shader_addline(ins->ctx->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str);
2446             break;
2447
2448         default:
2449             ERR("Write mask should be .x, .y or .xy\n");
2450             break;
2451     }
2452 }
2453
2454 /** Process the WINED3DSIO_LOOP instruction in GLSL:
2455  * Start a for() loop where src1.y is the initial value of aL,
2456  *  increment aL by src1.z for a total of src1.x iterations.
2457  *  Need to use a temporary variable for this operation.
2458  */
2459 /* FIXME: I don't think nested loops will work correctly this way. */
2460 static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
2461 {
2462     glsl_src_param_t src1_param;
2463     IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2464     const DWORD *control_values = NULL;
2465     const local_constant *constant;
2466
2467     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
2468
2469     /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
2470      * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
2471      * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
2472      * addressing.
2473      */
2474     if (ins->src[1].reg.type == WINED3DSPR_CONSTINT)
2475     {
2476         LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry) {
2477             if (constant->idx == ins->src[1].reg.idx)
2478             {
2479                 control_values = constant->value;
2480                 break;
2481             }
2482         }
2483     }
2484
2485     if (control_values)
2486     {
2487         struct wined3d_shader_loop_control loop_control;
2488         loop_control.count = control_values[0];
2489         loop_control.start = control_values[1];
2490         loop_control.step = (int)control_values[2];
2491
2492         if (loop_control.step > 0)
2493         {
2494             shader_addline(ins->ctx->buffer, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d) {\n",
2495                     shader->baseShader.cur_loop_depth, loop_control.start,
2496                     shader->baseShader.cur_loop_depth, loop_control.count, loop_control.step, loop_control.start,
2497                     shader->baseShader.cur_loop_depth, loop_control.step);
2498         }
2499         else if (loop_control.step < 0)
2500         {
2501             shader_addline(ins->ctx->buffer, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d) {\n",
2502                     shader->baseShader.cur_loop_depth, loop_control.start,
2503                     shader->baseShader.cur_loop_depth, loop_control.count, loop_control.step, loop_control.start,
2504                     shader->baseShader.cur_loop_depth, loop_control.step);
2505         }
2506         else
2507         {
2508             shader_addline(ins->ctx->buffer, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++) {\n",
2509                     shader->baseShader.cur_loop_depth, loop_control.start, shader->baseShader.cur_loop_depth,
2510                     shader->baseShader.cur_loop_depth, loop_control.count,
2511                     shader->baseShader.cur_loop_depth);
2512         }
2513     } else {
2514         shader_addline(ins->ctx->buffer,
2515                 "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
2516                 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno,
2517                 src1_param.reg_name, shader->baseShader.cur_loop_depth, src1_param.reg_name,
2518                 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno, src1_param.reg_name);
2519     }
2520
2521     shader->baseShader.cur_loop_depth++;
2522     shader->baseShader.cur_loop_regno++;
2523 }
2524
2525 static void shader_glsl_end(const struct wined3d_shader_instruction *ins)
2526 {
2527     IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2528
2529     shader_addline(ins->ctx->buffer, "}\n");
2530
2531     if (ins->handler_idx == WINED3DSIH_ENDLOOP)
2532     {
2533         shader->baseShader.cur_loop_depth--;
2534         shader->baseShader.cur_loop_regno--;
2535     }
2536
2537     if (ins->handler_idx == WINED3DSIH_ENDREP)
2538     {
2539         shader->baseShader.cur_loop_depth--;
2540     }
2541 }
2542
2543 static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
2544 {
2545     IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2546     glsl_src_param_t src0_param;
2547     const DWORD *control_values = NULL;
2548     const local_constant *constant;
2549
2550     /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
2551     if (ins->src[0].reg.type == WINED3DSPR_CONSTINT)
2552     {
2553         LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry)
2554         {
2555             if (constant->idx == ins->src[0].reg.idx)
2556             {
2557                 control_values = constant->value;
2558                 break;
2559             }
2560         }
2561     }
2562
2563     if(control_values) {
2564         shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
2565                        shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
2566                        control_values[0], shader->baseShader.cur_loop_depth);
2567     } else {
2568         shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2569         shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2570                 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
2571                 src0_param.param_str, shader->baseShader.cur_loop_depth);
2572     }
2573     shader->baseShader.cur_loop_depth++;
2574 }
2575
2576 static void shader_glsl_if(const struct wined3d_shader_instruction *ins)
2577 {
2578     glsl_src_param_t src0_param;
2579
2580     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2581     shader_addline(ins->ctx->buffer, "if (%s) {\n", src0_param.param_str);
2582 }
2583
2584 static void shader_glsl_ifc(const struct wined3d_shader_instruction *ins)
2585 {
2586     glsl_src_param_t src0_param;
2587     glsl_src_param_t src1_param;
2588
2589     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2590     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2591
2592     shader_addline(ins->ctx->buffer, "if (%s %s %s) {\n",
2593             src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
2594 }
2595
2596 static void shader_glsl_else(const struct wined3d_shader_instruction *ins)
2597 {
2598     shader_addline(ins->ctx->buffer, "} else {\n");
2599 }
2600
2601 static void shader_glsl_break(const struct wined3d_shader_instruction *ins)
2602 {
2603     shader_addline(ins->ctx->buffer, "break;\n");
2604 }
2605
2606 /* FIXME: According to MSDN the compare is done per component. */
2607 static void shader_glsl_breakc(const struct wined3d_shader_instruction *ins)
2608 {
2609     glsl_src_param_t src0_param;
2610     glsl_src_param_t src1_param;
2611
2612     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2613     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2614
2615     shader_addline(ins->ctx->buffer, "if (%s %s %s) break;\n",
2616             src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
2617 }
2618
2619 static void shader_glsl_label(const struct wined3d_shader_instruction *ins)
2620 {
2621     shader_addline(ins->ctx->buffer, "}\n");
2622     shader_addline(ins->ctx->buffer, "void subroutine%u () {\n",  ins->src[0].reg.idx);
2623 }
2624
2625 static void shader_glsl_call(const struct wined3d_shader_instruction *ins)
2626 {
2627     shader_addline(ins->ctx->buffer, "subroutine%u();\n", ins->src[0].reg.idx);
2628 }
2629
2630 static void shader_glsl_callnz(const struct wined3d_shader_instruction *ins)
2631 {
2632     glsl_src_param_t src1_param;
2633
2634     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2635     shader_addline(ins->ctx->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, ins->src[0].reg.idx);
2636 }
2637
2638 static void shader_glsl_ret(const struct wined3d_shader_instruction *ins)
2639 {
2640     /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
2641      * function only suppresses the unhandled instruction warning
2642      */
2643 }
2644
2645 /*********************************************
2646  * Pixel Shader Specific Code begins here
2647  ********************************************/
2648 static void pshader_glsl_tex(const struct wined3d_shader_instruction *ins)
2649 {
2650     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2651     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2652     DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2653             ins->ctx->reg_maps->shader_version.minor);
2654     glsl_sample_function_t sample_function;
2655     DWORD sample_flags = 0;
2656     WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
2657     DWORD sampler_idx;
2658     DWORD mask = 0, swizzle;
2659
2660     /* 1.0-1.4: Use destination register as sampler source.
2661      * 2.0+: Use provided sampler source. */
2662     if (shader_version < WINED3D_SHADER_VERSION(2,0)) sampler_idx = ins->dst[0].reg.idx;
2663     else sampler_idx = ins->src[1].reg.idx;
2664     sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
2665
2666     if (shader_version < WINED3D_SHADER_VERSION(1,4))
2667     {
2668         DWORD flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2669
2670         /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
2671         if (flags & WINED3DTTFF_PROJECTED && sampler_type != WINED3DSTT_CUBE) {
2672             sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2673             switch (flags & ~WINED3DTTFF_PROJECTED) {
2674                 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2675                 case WINED3DTTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break;
2676                 case WINED3DTTFF_COUNT3: mask = WINED3DSP_WRITEMASK_2; break;
2677                 case WINED3DTTFF_COUNT4:
2678                 case WINED3DTTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break;
2679             }
2680         }
2681     }
2682     else if (shader_version < WINED3D_SHADER_VERSION(2,0))
2683     {
2684         DWORD src_mod = ins->src[0].modifiers;
2685
2686         if (src_mod == WINED3DSPSM_DZ) {
2687             sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2688             mask = WINED3DSP_WRITEMASK_2;
2689         } else if (src_mod == WINED3DSPSM_DW) {
2690             sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2691             mask = WINED3DSP_WRITEMASK_3;
2692         }
2693     } else {
2694         if (ins->flags & WINED3DSI_TEXLD_PROJECT)
2695         {
2696             /* ps 2.0 texldp instruction always divides by the fourth component. */
2697             sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2698             mask = WINED3DSP_WRITEMASK_3;
2699         }
2700     }
2701
2702     if(deviceImpl->stateBlock->textures[sampler_idx] &&
2703        IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2704         sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
2705     }
2706
2707     shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
2708     mask |= sample_function.coord_mask;
2709
2710     if (shader_version < WINED3D_SHADER_VERSION(2,0)) swizzle = WINED3DSP_NOSWIZZLE;
2711     else swizzle = ins->src[1].swizzle;
2712
2713     /* 1.0-1.3: Use destination register as coordinate source.
2714        1.4+: Use provided coordinate source register. */
2715     if (shader_version < WINED3D_SHADER_VERSION(1,4))
2716     {
2717         char coord_mask[6];
2718         shader_glsl_write_mask_to_str(mask, coord_mask);
2719         shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
2720                 "T%u%s", sampler_idx, coord_mask);
2721     } else {
2722         glsl_src_param_t coord_param;
2723         shader_glsl_add_src_param(ins, &ins->src[0], mask, &coord_param);
2724         if (ins->flags & WINED3DSI_TEXLD_BIAS)
2725         {
2726             glsl_src_param_t bias;
2727             shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &bias);
2728             shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, bias.param_str,
2729                     "%s", coord_param.param_str);
2730         } else {
2731             shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
2732                     "%s", coord_param.param_str);
2733         }
2734     }
2735 }
2736
2737 static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
2738 {
2739     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2740     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2741     const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
2742     glsl_sample_function_t sample_function;
2743     glsl_src_param_t coord_param, dx_param, dy_param;
2744     DWORD sample_flags = WINED3D_GLSL_SAMPLE_GRAD;
2745     DWORD sampler_type;
2746     DWORD sampler_idx;
2747     DWORD swizzle = ins->src[1].swizzle;
2748
2749     if(!GL_SUPPORT(ARB_SHADER_TEXTURE_LOD)) {
2750         FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
2751         return pshader_glsl_tex(ins);
2752     }
2753
2754     sampler_idx = ins->src[1].reg.idx;
2755     sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
2756     if(deviceImpl->stateBlock->textures[sampler_idx] &&
2757        IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2758         sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
2759     }
2760
2761     shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
2762     shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
2763     shader_glsl_add_src_param(ins, &ins->src[2], sample_function.coord_mask, &dx_param);
2764     shader_glsl_add_src_param(ins, &ins->src[3], sample_function.coord_mask, &dy_param);
2765
2766     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, dx_param.param_str, dy_param.param_str, NULL,
2767                                 "%s", coord_param.param_str);
2768 }
2769
2770 static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
2771 {
2772     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2773     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2774     glsl_sample_function_t sample_function;
2775     glsl_src_param_t coord_param, lod_param;
2776     DWORD sample_flags = WINED3D_GLSL_SAMPLE_LOD;
2777     DWORD sampler_type;
2778     DWORD sampler_idx;
2779     DWORD swizzle = ins->src[1].swizzle;
2780
2781     sampler_idx = ins->src[1].reg.idx;
2782     sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
2783     if(deviceImpl->stateBlock->textures[sampler_idx] &&
2784        IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2785         sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
2786     }
2787     shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
2788     shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
2789
2790     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
2791
2792     if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
2793     {
2794         /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
2795          * However, they seem to work just fine in fragment shaders as well. */
2796         WARN("Using %s in fragment shader.\n", sample_function.name);
2797     }
2798     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, lod_param.param_str,
2799             "%s", coord_param.param_str);
2800 }
2801
2802 static void pshader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
2803 {
2804     /* FIXME: Make this work for more than just 2D textures */
2805     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2806     DWORD write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2807
2808     if (!(ins->ctx->reg_maps->shader_version.major == 1 && ins->ctx->reg_maps->shader_version.minor == 4))
2809     {
2810         char dst_mask[6];
2811
2812         shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2813         shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
2814                 ins->dst[0].reg.idx, dst_mask);
2815     } else {
2816         DWORD reg = ins->src[0].reg.idx;
2817         DWORD src_mod = ins->src[0].modifiers;
2818         char dst_swizzle[6];
2819
2820         shader_glsl_get_swizzle(&ins->src[0], FALSE, write_mask, dst_swizzle);
2821
2822         if (src_mod == WINED3DSPSM_DZ) {
2823             glsl_src_param_t div_param;
2824             unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2825             shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &div_param);
2826
2827             if (mask_size > 1) {
2828                 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2829             } else {
2830                 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2831             }
2832         } else if (src_mod == WINED3DSPSM_DW) {
2833             glsl_src_param_t div_param;
2834             unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2835             shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &div_param);
2836
2837             if (mask_size > 1) {
2838                 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2839             } else {
2840                 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2841             }
2842         } else {
2843             shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
2844         }
2845     }
2846 }
2847
2848 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
2849  * Take a 3-component dot product of the TexCoord[dstreg] and src,
2850  * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2851 static void pshader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
2852 {
2853     glsl_src_param_t src0_param;
2854     glsl_sample_function_t sample_function;
2855     DWORD sampler_idx = ins->dst[0].reg.idx;
2856     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2857     WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
2858     UINT mask_size;
2859
2860     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2861
2862     /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
2863      * scalar, and projected sampling would require 4.
2864      *
2865      * It is a dependent read - not valid with conditional NP2 textures
2866      */
2867     shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2868     mask_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
2869
2870     switch(mask_size)
2871     {
2872         case 1:
2873             shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
2874                     "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx, src0_param.param_str);
2875             break;
2876
2877         case 2:
2878             shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
2879                     "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str);
2880             break;
2881
2882         case 3:
2883             shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
2884                     "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str);
2885             break;
2886
2887         default:
2888             FIXME("Unexpected mask size %u\n", mask_size);
2889             break;
2890     }
2891 }
2892
2893 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
2894  * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2895 static void pshader_glsl_texdp3(const struct wined3d_shader_instruction *ins)
2896 {
2897     glsl_src_param_t src0_param;
2898     DWORD dstreg = ins->dst[0].reg.idx;
2899     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2900     DWORD dst_mask;
2901     unsigned int mask_size;
2902
2903     dst_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2904     mask_size = shader_glsl_get_write_mask_size(dst_mask);
2905     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2906
2907     if (mask_size > 1) {
2908         shader_addline(ins->ctx->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
2909     } else {
2910         shader_addline(ins->ctx->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
2911     }
2912 }
2913
2914 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
2915  * Calculate the depth as dst.x / dst.y   */
2916 static void pshader_glsl_texdepth(const struct wined3d_shader_instruction *ins)
2917 {
2918     glsl_dst_param_t dst_param;
2919
2920     shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
2921
2922     /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
2923      * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
2924      * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
2925      * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
2926      * >= 1.0 or < 0.0
2927      */
2928     shader_addline(ins->ctx->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
2929             dst_param.reg_name, dst_param.reg_name);
2930 }
2931
2932 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
2933  * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2934  * Calculate tmp0.y = TexCoord[dstreg] . src.xyz;  (tmp0.x has already been calculated)
2935  * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2936  */
2937 static void pshader_glsl_texm3x2depth(const struct wined3d_shader_instruction *ins)
2938 {
2939     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2940     DWORD dstreg = ins->dst[0].reg.idx;
2941     glsl_src_param_t src0_param;
2942
2943     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2944
2945     shader_addline(ins->ctx->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
2946     shader_addline(ins->ctx->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
2947 }
2948
2949 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
2950  * Calculate the 1st of a 2-row matrix multiplication. */
2951 static void pshader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins)
2952 {
2953     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2954     DWORD reg = ins->dst[0].reg.idx;
2955     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2956     glsl_src_param_t src0_param;
2957
2958     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2959     shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2960 }
2961
2962 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
2963  * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
2964 static void pshader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins)
2965 {
2966     IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2967     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2968     DWORD reg = ins->dst[0].reg.idx;
2969     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2970     SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2971     glsl_src_param_t src0_param;
2972
2973     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2974     shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state->current_row, reg, src0_param.param_str);
2975     current_state->texcoord_w[current_state->current_row++] = reg;
2976 }
2977
2978 static void pshader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins)
2979 {
2980     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2981     DWORD reg = ins->dst[0].reg.idx;
2982     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2983     glsl_src_param_t src0_param;
2984     WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
2985     glsl_sample_function_t sample_function;
2986
2987     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2988     shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2989
2990     shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2991
2992     /* Sample the texture using the calculated coordinates */
2993     shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xy");
2994 }
2995
2996 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
2997  * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
2998 static void pshader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins)
2999 {
3000     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3001     glsl_src_param_t src0_param;
3002     DWORD reg = ins->dst[0].reg.idx;
3003     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
3004     SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
3005     WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
3006     glsl_sample_function_t sample_function;
3007
3008     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3009     shader_addline(ins->ctx->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3010
3011     /* Dependent read, not valid with conditional NP2 */
3012     shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3013
3014     /* Sample the texture using the calculated coordinates */
3015     shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3016
3017     current_state->current_row = 0;
3018 }
3019
3020 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
3021  * Perform the 3rd row of a 3x3 matrix multiply */
3022 static void pshader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
3023 {
3024     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3025     glsl_src_param_t src0_param;
3026     char dst_mask[6];
3027     DWORD reg = ins->dst[0].reg.idx;
3028     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
3029     SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
3030
3031     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3032
3033     shader_glsl_append_dst(ins->ctx->buffer, ins);
3034     shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3035     shader_addline(ins->ctx->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
3036
3037     current_state->current_row = 0;
3038 }
3039
3040 /** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL 
3041  * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3042 static void pshader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins)
3043 {
3044     IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
3045     DWORD reg = ins->dst[0].reg.idx;
3046     glsl_src_param_t src0_param;
3047     glsl_src_param_t src1_param;
3048     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3049     SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
3050     WINED3DSAMPLER_TEXTURE_TYPE stype = ins->ctx->reg_maps->sampler_type[reg];
3051     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3052     glsl_sample_function_t sample_function;
3053
3054     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3055     shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
3056
3057     /* Perform the last matrix multiply operation */
3058     shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3059     /* Reflection calculation */
3060     shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
3061
3062     /* Dependent read, not valid with conditional NP2 */
3063     shader_glsl_get_sample_function(stype, 0, &sample_function);
3064
3065     /* Sample the texture */
3066     shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3067
3068     current_state->current_row = 0;
3069 }
3070
3071 /** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL 
3072  * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3073 static void pshader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins)
3074 {
3075     IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
3076     DWORD reg = ins->dst[0].reg.idx;
3077     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3078     SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
3079     glsl_src_param_t src0_param;
3080     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3081     WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
3082     glsl_sample_function_t sample_function;
3083
3084     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3085
3086     /* Perform the last matrix multiply operation */
3087     shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
3088
3089     /* Construct the eye-ray vector from w coordinates */
3090     shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
3091             current_state->texcoord_w[0], current_state->texcoord_w[1], reg);
3092     shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
3093
3094     /* Dependent read, not valid with conditional NP2 */
3095     shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3096
3097     /* Sample the texture using the calculated coordinates */
3098     shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3099
3100     current_state->current_row = 0;
3101 }
3102
3103 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
3104  * Apply a fake bump map transform.
3105  * texbem is pshader <= 1.3 only, this saves a few version checks
3106  */
3107 static void pshader_glsl_texbem(const struct wined3d_shader_instruction *ins)
3108 {
3109     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
3110     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
3111     glsl_sample_function_t sample_function;
3112     glsl_src_param_t coord_param;
3113     WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
3114     DWORD sampler_idx;
3115     DWORD mask;
3116     DWORD flags;
3117     char coord_mask[6];
3118
3119     sampler_idx = ins->dst[0].reg.idx;
3120     flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
3121
3122     sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3123     /* Dependent read, not valid with conditional NP2 */
3124     shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3125     mask = sample_function.coord_mask;
3126
3127     shader_glsl_write_mask_to_str(mask, coord_mask);
3128
3129     /* with projective textures, texbem only divides the static texture coord, not the displacement,
3130          * so we can't let the GL handle this.
3131          */
3132     if (flags & WINED3DTTFF_PROJECTED) {
3133         DWORD div_mask=0;
3134         char coord_div_mask[3];
3135         switch (flags & ~WINED3DTTFF_PROJECTED) {
3136             case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
3137             case WINED3DTTFF_COUNT2: div_mask = WINED3DSP_WRITEMASK_1; break;
3138             case WINED3DTTFF_COUNT3: div_mask = WINED3DSP_WRITEMASK_2; break;
3139             case WINED3DTTFF_COUNT4:
3140             case WINED3DTTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break;
3141         }
3142         shader_glsl_write_mask_to_str(div_mask, coord_div_mask);
3143         shader_addline(ins->ctx->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
3144     }
3145
3146     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &coord_param);
3147
3148     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3149             "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
3150             coord_param.param_str, coord_mask);
3151
3152     if (ins->handler_idx == WINED3DSIH_TEXBEML)
3153     {
3154         glsl_src_param_t luminance_param;
3155         glsl_dst_param_t dst_param;
3156
3157         shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &luminance_param);
3158         shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3159
3160         shader_addline(ins->ctx->buffer, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
3161                 dst_param.reg_name, dst_param.mask_str,
3162                 luminance_param.param_str, sampler_idx, sampler_idx);
3163     }
3164 }
3165
3166 static void pshader_glsl_bem(const struct wined3d_shader_instruction *ins)
3167 {
3168     glsl_src_param_t src0_param, src1_param;
3169     DWORD sampler_idx = ins->dst[0].reg.idx;
3170
3171     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
3172     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
3173
3174     shader_glsl_append_dst(ins->ctx->buffer, ins);
3175     shader_addline(ins->ctx->buffer, "%s + bumpenvmat%d * %s);\n",
3176             src0_param.param_str, sampler_idx, src1_param.param_str);
3177 }
3178
3179 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
3180  * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
3181 static void pshader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
3182 {
3183     glsl_src_param_t src0_param;
3184     DWORD sampler_idx = ins->dst[0].reg.idx;
3185     WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3186     glsl_sample_function_t sample_function;
3187
3188     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
3189
3190     shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3191     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3192             "%s.wx", src0_param.reg_name);
3193 }
3194
3195 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
3196  * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
3197 static void pshader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
3198 {
3199     glsl_src_param_t src0_param;
3200     DWORD sampler_idx = ins->dst[0].reg.idx;
3201     WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3202     glsl_sample_function_t sample_function;
3203
3204     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
3205
3206     shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3207     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3208             "%s.yz", src0_param.reg_name);
3209 }
3210
3211 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
3212  * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
3213 static void pshader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins)
3214 {
3215     glsl_src_param_t src0_param;
3216     DWORD sampler_idx = ins->dst[0].reg.idx;
3217     WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3218     glsl_sample_function_t sample_function;
3219
3220     /* Dependent read, not valid with conditional NP2 */
3221     shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3222     shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &src0_param);
3223
3224     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3225             "%s", src0_param.param_str);
3226 }
3227
3228 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
3229  * If any of the first 3 components are < 0, discard this pixel */
3230 static void pshader_glsl_texkill(const struct wined3d_shader_instruction *ins)
3231 {
3232     glsl_dst_param_t dst_param;
3233
3234     /* The argument is a destination parameter, and no writemasks are allowed */
3235     shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3236     if (ins->ctx->reg_maps->shader_version.major >= 2)
3237     {
3238         /* 2.0 shaders compare all 4 components in texkill */
3239         shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
3240     } else {
3241         /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
3242          * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
3243          * 4 components are defined, only the first 3 are used
3244          */
3245         shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
3246     }
3247 }
3248
3249 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
3250  * dst = dot2(src0, src1) + src2 */
3251 static void pshader_glsl_dp2add(const struct wined3d_shader_instruction *ins)
3252 {
3253     glsl_src_param_t src0_param;
3254     glsl_src_param_t src1_param;
3255     glsl_src_param_t src2_param;
3256     DWORD write_mask;
3257     unsigned int mask_size;
3258
3259     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3260     mask_size = shader_glsl_get_write_mask_size(write_mask);
3261
3262     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
3263     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
3264     shader_glsl_add_src_param(ins, &ins->src[2], WINED3DSP_WRITEMASK_0, &src2_param);
3265
3266     if (mask_size > 1) {
3267         shader_addline(ins->ctx->buffer, "vec%d(dot(%s, %s) + %s));\n",
3268                 mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str);
3269     } else {
3270         shader_addline(ins->ctx->buffer, "dot(%s, %s) + %s);\n",
3271                 src0_param.param_str, src1_param.param_str, src2_param.param_str);
3272     }
3273 }
3274
3275 static void pshader_glsl_input_pack(IWineD3DPixelShader *iface, struct wined3d_shader_buffer *buffer,
3276         const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps,
3277         enum vertexprocessing_mode vertexprocessing)
3278 {
3279     unsigned int i;
3280     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
3281     WORD map = reg_maps->input_registers;
3282
3283     for (i = 0; map; map >>= 1, ++i)
3284     {
3285         const char *semantic_name;
3286         UINT semantic_idx;
3287         char reg_mask[6];
3288
3289         /* Unused */
3290         if (!(map & 1)) continue;
3291
3292         semantic_name = input_signature[i].semantic_name;
3293         semantic_idx = input_signature[i].semantic_idx;
3294         shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
3295
3296         if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3297         {
3298             if (semantic_idx < 8 && vertexprocessing == pretransformed)
3299                 shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
3300                         This->input_reg_map[i], reg_mask, semantic_idx, reg_mask);
3301             else
3302                 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3303                         This->input_reg_map[i], reg_mask, reg_mask);
3304         }
3305         else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3306         {
3307             if (semantic_idx == 0)
3308                 shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
3309                         This->input_reg_map[i], reg_mask, reg_mask);
3310             else if (semantic_idx == 1)
3311                 shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
3312                         This->input_reg_map[i], reg_mask, reg_mask);
3313             else
3314                 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3315                         This->input_reg_map[i], reg_mask, reg_mask);
3316         }
3317         else
3318         {
3319             shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3320                     This->input_reg_map[i], reg_mask, reg_mask);
3321         }
3322     }
3323 }
3324
3325 /*********************************************
3326  * Vertex Shader Specific Code begins here
3327  ********************************************/
3328
3329 static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry) {
3330     glsl_program_key_t key;
3331
3332     key.vshader = entry->vshader;
3333     key.pshader = entry->pshader;
3334     key.vs_args = entry->vs_args;
3335     key.ps_args = entry->ps_args;
3336
3337     if (wine_rb_put(&priv->program_lookup, &key, &entry->program_lookup_entry) == -1)
3338     {
3339         ERR("Failed to insert program entry.\n");
3340     }
3341 }
3342
3343 static struct glsl_shader_prog_link *get_glsl_program_entry(struct shader_glsl_priv *priv,
3344         IWineD3DVertexShader *vshader, IWineD3DPixelShader *pshader, struct vs_compile_args *vs_args,
3345         struct ps_compile_args *ps_args) {
3346     struct wine_rb_entry *entry;
3347     glsl_program_key_t key;
3348
3349     key.vshader = vshader;
3350     key.pshader = pshader;
3351     key.vs_args = *vs_args;
3352     key.ps_args = *ps_args;
3353
3354     entry = wine_rb_get(&priv->program_lookup, &key);
3355     return entry ? WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry) : NULL;
3356 }
3357
3358 /* GL locking is done by the caller */
3359 static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const struct wined3d_gl_info *gl_info,
3360         struct glsl_shader_prog_link *entry)
3361 {
3362     glsl_program_key_t key;
3363
3364     key.vshader = entry->vshader;
3365     key.pshader = entry->pshader;
3366     key.vs_args = entry->vs_args;
3367     key.ps_args = entry->ps_args;
3368     wine_rb_remove(&priv->program_lookup, &key);
3369
3370     GL_EXTCALL(glDeleteObjectARB(entry->programId));
3371     if (entry->vshader) list_remove(&entry->vshader_entry);
3372     if (entry->pshader) list_remove(&entry->pshader_entry);
3373     HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations);
3374     HeapFree(GetProcessHeap(), 0, entry->puniformF_locations);
3375     HeapFree(GetProcessHeap(), 0, entry);
3376 }
3377
3378 static void handle_ps3_input(struct wined3d_shader_buffer *buffer, const struct wined3d_gl_info *gl_info, const DWORD *map,
3379         const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps_in,
3380         const struct wined3d_shader_signature_element *output_signature, const struct shader_reg_maps *reg_maps_out)
3381 {
3382     unsigned int i, j;
3383     const char *semantic_name_in, *semantic_name_out;
3384     UINT semantic_idx_in, semantic_idx_out;
3385     DWORD *set;
3386     DWORD in_idx;
3387     unsigned int in_count = vec4_varyings(3, gl_info);
3388     char reg_mask[6], reg_mask_out[6];
3389     char destination[50];
3390     WORD input_map, output_map;
3391
3392     set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (in_count + 2));
3393
3394     if (!output_signature)
3395     {
3396         /* Save gl_FrontColor & gl_FrontSecondaryColor before overwriting them. */
3397         shader_addline(buffer, "vec4 front_color = gl_FrontColor;\n");
3398         shader_addline(buffer, "vec4 front_secondary_color = gl_FrontSecondaryColor;\n");
3399     }
3400
3401     input_map = reg_maps_in->input_registers;
3402     for (i = 0; input_map; input_map >>= 1, ++i)
3403     {
3404         if (!(input_map & 1)) continue;
3405
3406         in_idx = map[i];
3407         if (in_idx >= (in_count + 2)) {
3408             FIXME("More input varyings declared than supported, expect issues\n");
3409             continue;
3410         }
3411         else if (map[i] == ~0U)
3412         {
3413             /* Declared, but not read register */
3414             continue;
3415         }
3416
3417         if (in_idx == in_count) {
3418             sprintf(destination, "gl_FrontColor");
3419         } else if (in_idx == in_count + 1) {
3420             sprintf(destination, "gl_FrontSecondaryColor");
3421         } else {
3422             sprintf(destination, "IN[%u]", in_idx);
3423         }
3424
3425         semantic_name_in = input_signature[i].semantic_name;
3426         semantic_idx_in = input_signature[i].semantic_idx;
3427         set[map[i]] = input_signature[i].mask;
3428         shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
3429
3430         if (!output_signature)
3431         {
3432             if (shader_match_semantic(semantic_name_in, WINED3DDECLUSAGE_COLOR))
3433             {
3434                 if (semantic_idx_in == 0)
3435                     shader_addline(buffer, "%s%s = front_color%s;\n",
3436                             destination, reg_mask, reg_mask);
3437                 else if (semantic_idx_in == 1)
3438                     shader_addline(buffer, "%s%s = front_secondary_color%s;\n",
3439                             destination, reg_mask, reg_mask);
3440                 else
3441                     shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3442                             destination, reg_mask, reg_mask);
3443             }
3444             else if (shader_match_semantic(semantic_name_in, WINED3DDECLUSAGE_TEXCOORD))
3445             {
3446                 if (semantic_idx_in < 8)
3447                 {
3448                     shader_addline(buffer, "%s%s = gl_TexCoord[%u]%s;\n",
3449                             destination, reg_mask, semantic_idx_in, reg_mask);
3450                 }
3451                 else
3452                 {
3453                     shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3454                             destination, reg_mask, reg_mask);
3455                 }
3456             }
3457             else if (shader_match_semantic(semantic_name_in, WINED3DDECLUSAGE_FOG))
3458             {
3459                 shader_addline(buffer, "%s%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
3460                         destination, reg_mask, reg_mask);
3461             }
3462             else
3463             {
3464                 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3465                         destination, reg_mask, reg_mask);
3466             }
3467         } else {
3468             BOOL found = FALSE;
3469
3470             output_map = reg_maps_out->output_registers;
3471             for (j = 0; output_map; output_map >>= 1, ++j)
3472             {
3473                 if (!(output_map & 1)) continue;
3474
3475                 semantic_name_out = output_signature[j].semantic_name;
3476                 semantic_idx_out = output_signature[j].semantic_idx;
3477                 shader_glsl_write_mask_to_str(output_signature[j].mask, reg_mask_out);
3478
3479                 if (semantic_idx_in == semantic_idx_out
3480                         && !strcmp(semantic_name_in, semantic_name_out))
3481                 {
3482                     shader_addline(buffer, "%s%s = OUT[%u]%s;\n",
3483                             destination, reg_mask, j, reg_mask);
3484                     found = TRUE;
3485                 }
3486             }
3487             if(!found) {
3488                 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3489                                destination, reg_mask, reg_mask);
3490             }
3491         }
3492     }
3493
3494     /* This is solely to make the compiler / linker happy and avoid warning about undefined
3495      * varyings. It shouldn't result in any real code executed on the GPU, since all read
3496      * input varyings are assigned above, if the optimizer works properly.
3497      */
3498     for(i = 0; i < in_count + 2; i++) {
3499         if (set[i] && set[i] != WINED3DSP_WRITEMASK_ALL)
3500         {
3501             unsigned int size = 0;
3502             memset(reg_mask, 0, sizeof(reg_mask));
3503             if(!(set[i] & WINED3DSP_WRITEMASK_0)) {
3504                 reg_mask[size] = 'x';
3505                 size++;
3506             }
3507             if(!(set[i] & WINED3DSP_WRITEMASK_1)) {
3508                 reg_mask[size] = 'y';
3509                 size++;
3510             }
3511             if(!(set[i] & WINED3DSP_WRITEMASK_2)) {
3512                 reg_mask[size] = 'z';
3513                 size++;
3514             }
3515             if(!(set[i] & WINED3DSP_WRITEMASK_3)) {
3516                 reg_mask[size] = 'w';
3517                 size++;
3518             }
3519
3520             if (i == in_count) {
3521                 sprintf(destination, "gl_FrontColor");
3522             } else if (i == in_count + 1) {
3523                 sprintf(destination, "gl_FrontSecondaryColor");
3524             } else {
3525                 sprintf(destination, "IN[%u]", i);
3526             }
3527
3528             if (size == 1) {
3529                 shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
3530             } else {
3531                 shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
3532             }
3533         }
3534     }
3535
3536     HeapFree(GetProcessHeap(), 0, set);
3537 }
3538
3539 /* GL locking is done by the caller */
3540 static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer *buffer,
3541         IWineD3DVertexShader *vertexshader, IWineD3DPixelShader *pixelshader, const struct wined3d_gl_info *gl_info)
3542 {
3543     GLhandleARB ret = 0;
3544     IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) vertexshader;
3545     IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pixelshader;
3546     IWineD3DDeviceImpl *device;
3547     DWORD vs_major = vs->baseShader.reg_maps.shader_version.major;
3548     DWORD ps_major = ps ? ps->baseShader.reg_maps.shader_version.major : 0;
3549     unsigned int i;
3550     const char *semantic_name;
3551     UINT semantic_idx;
3552     char reg_mask[6];
3553     const struct wined3d_shader_signature_element *output_signature;
3554
3555     shader_buffer_clear(buffer);
3556
3557     shader_addline(buffer, "#version 120\n");
3558
3559     if(vs_major < 3 && ps_major < 3) {
3560         /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them.
3561          * Take care about the texcoord .w fixup though if we're using the fixed function fragment pipeline
3562          */
3563         device = (IWineD3DDeviceImpl *) vs->baseShader.device;
3564         if (((GLINFO_LOCATION).quirks & WINED3D_QUIRK_SET_TEXCOORD_W)
3565                 && ps_major == 0 && vs_major > 0 && !device->frag_pipe->ffp_proj_control)
3566         {
3567             shader_addline(buffer, "void order_ps_input() {\n");
3568             for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
3569                 if(vs->baseShader.reg_maps.texcoord_mask[i] != 0 &&
3570                    vs->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
3571                     shader_addline(buffer, "gl_TexCoord[%u].w = 1.0;\n", i);
3572                 }
3573             }
3574             shader_addline(buffer, "}\n");
3575         } else {
3576             shader_addline(buffer, "void order_ps_input() { /* do nothing */ }\n");
3577         }
3578     } else if(ps_major < 3 && vs_major >= 3) {
3579         WORD map = vs->baseShader.reg_maps.output_registers;
3580
3581         /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
3582         output_signature = vs->output_signature;
3583
3584         shader_addline(buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3585         for (i = 0; map; map >>= 1, ++i)
3586         {
3587             DWORD write_mask;
3588
3589             if (!(map & 1)) continue;
3590
3591             semantic_name = output_signature[i].semantic_name;
3592             semantic_idx = output_signature[i].semantic_idx;
3593             write_mask = output_signature[i].mask;
3594             shader_glsl_write_mask_to_str(write_mask, reg_mask);
3595
3596             if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3597             {
3598                 if (semantic_idx == 0)
3599                     shader_addline(buffer, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3600                 else if (semantic_idx == 1)
3601                     shader_addline(buffer, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3602             }
3603             else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3604             {
3605                 shader_addline(buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3606             }
3607             else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3608             {
3609                 if (semantic_idx < 8)
3610                 {
3611                     if (!((GLINFO_LOCATION).quirks & WINED3D_QUIRK_SET_TEXCOORD_W) || ps_major > 0)
3612                         write_mask |= WINED3DSP_WRITEMASK_3;
3613
3614                     shader_addline(buffer, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
3615                             semantic_idx, reg_mask, i, reg_mask);
3616                     if (!(write_mask & WINED3DSP_WRITEMASK_3))
3617                         shader_addline(buffer, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx);
3618                 }
3619             }
3620             else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3621             {
3622                 shader_addline(buffer, "gl_PointSize = OUT[%u].x;\n", i);
3623             }
3624             else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3625             {
3626                 shader_addline(buffer, "gl_FogFragCoord = OUT[%u].%c;\n", i, reg_mask[1]);
3627             }
3628         }
3629         shader_addline(buffer, "}\n");
3630
3631     } else if(ps_major >= 3 && vs_major >= 3) {
3632         WORD map = vs->baseShader.reg_maps.output_registers;
3633
3634         output_signature = vs->output_signature;
3635
3636         /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3637         shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info));
3638         shader_addline(buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3639
3640         /* First, sort out position and point size. Those are not passed to the pixel shader */
3641         for (i = 0; map; map >>= 1, ++i)
3642         {
3643             if (!(map & 1)) continue;
3644
3645             semantic_name = output_signature[i].semantic_name;
3646             shader_glsl_write_mask_to_str(output_signature[i].mask, reg_mask);
3647
3648             if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3649             {
3650                 shader_addline(buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3651             }
3652             else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3653             {
3654                 shader_addline(buffer, "gl_PointSize = OUT[%u].x;\n", i);
3655             }
3656         }
3657
3658         /* Then, fix the pixel shader input */
3659         handle_ps3_input(buffer, gl_info, ps->input_reg_map, ps->input_signature,
3660                 &ps->baseShader.reg_maps, output_signature, &vs->baseShader.reg_maps);
3661
3662         shader_addline(buffer, "}\n");
3663     } else if(ps_major >= 3 && vs_major < 3) {
3664         shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info));
3665         shader_addline(buffer, "void order_ps_input() {\n");
3666         /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
3667          * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
3668          * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
3669          */
3670         handle_ps3_input(buffer, gl_info, ps->input_reg_map, ps->input_signature,
3671                 &ps->baseShader.reg_maps, NULL, NULL);
3672         shader_addline(buffer, "}\n");
3673     } else {
3674         ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major, ps_major);
3675     }
3676
3677     ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3678     checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
3679     GL_EXTCALL(glShaderSourceARB(ret, 1, (const char**)&buffer->buffer, NULL));
3680     checkGLcall("glShaderSourceARB(ret, 1, &buffer->buffer, NULL)");
3681     GL_EXTCALL(glCompileShaderARB(ret));
3682     checkGLcall("glCompileShaderARB(ret)");
3683
3684     return ret;
3685 }
3686
3687 /* GL locking is done by the caller */
3688 static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const struct wined3d_gl_info *gl_info,
3689         GLhandleARB programId, char prefix)
3690 {
3691     const local_constant *lconst;
3692     GLint tmp_loc;
3693     const float *value;
3694     char glsl_name[8];
3695
3696     LIST_FOR_EACH_ENTRY(lconst, &shader->baseShader.constantsF, local_constant, entry) {
3697         value = (const float *)lconst->value;
3698         snprintf(glsl_name, sizeof(glsl_name), "%cLC%u", prefix, lconst->idx);
3699         tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3700         GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
3701     }
3702     checkGLcall("Hardcoding local constants");
3703 }
3704
3705 /* GL locking is done by the caller */
3706 static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context,
3707         struct wined3d_shader_buffer *buffer, IWineD3DPixelShaderImpl *This,
3708         const struct ps_compile_args *args, struct ps_np2fixup_info *np2fixup_info)
3709 {
3710     const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3711     const struct wined3d_gl_info *gl_info = context->gl_info;
3712     CONST DWORD *function = This->baseShader.function;
3713     struct shader_glsl_ctx_priv priv_ctx;
3714
3715     /* Create the hw GLSL shader object and assign it as the shader->prgId */
3716     GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
3717
3718     memset(&priv_ctx, 0, sizeof(priv_ctx));
3719     priv_ctx.cur_ps_args = args;
3720     priv_ctx.cur_np2fixup_info = np2fixup_info;
3721
3722     shader_addline(buffer, "#version 120\n");
3723
3724     if(GL_SUPPORT(ARB_SHADER_TEXTURE_LOD) && reg_maps->usestexldd) {
3725         shader_addline(buffer, "#extension GL_ARB_shader_texture_lod : enable\n");
3726     }
3727     if (GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
3728         /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
3729          * drivers write a warning if we don't do so
3730          */
3731         shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
3732     }
3733
3734     /* Base Declarations */
3735     shader_generate_glsl_declarations(context, buffer, (IWineD3DBaseShader *)This, reg_maps, &priv_ctx);
3736
3737     /* Pack 3.0 inputs */
3738     if (reg_maps->shader_version.major >= 3 && args->vp_mode != vertexshader)
3739     {
3740         pshader_glsl_input_pack((IWineD3DPixelShader *) This, buffer, This->input_signature, reg_maps, args->vp_mode);
3741     }
3742
3743     /* Base Shader Body */
3744     shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
3745
3746     /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
3747     if (reg_maps->shader_version.major < 2)
3748     {
3749         /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
3750         shader_addline(buffer, "gl_FragData[0] = R0;\n");
3751     }
3752
3753     if (args->srgb_correction)
3754     {
3755         shader_addline(buffer, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
3756         shader_addline(buffer, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
3757         shader_addline(buffer, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
3758         shader_addline(buffer, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
3759         shader_addline(buffer, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
3760         shader_addline(buffer, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
3761     }
3762     /* Pixel shader < 3.0 do not replace the fog stage.
3763      * This implements linear fog computation and blending.
3764      * TODO: non linear fog
3765      * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
3766      * -1/(e-s) and e/(e-s) respectively.
3767      */
3768     if (reg_maps->shader_version.major < 3)
3769     {
3770         switch(args->fog) {
3771             case FOG_OFF: break;
3772             case FOG_LINEAR:
3773                 shader_addline(buffer, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
3774                 shader_addline(buffer, "float fogend = gl_Fog.end * -fogstart;\n");
3775                 shader_addline(buffer, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
3776                 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
3777                 break;
3778             case FOG_EXP:
3779                 /* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
3780                 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
3781                 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
3782                 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
3783                 break;
3784             case FOG_EXP2:
3785                 /* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
3786                 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
3787                 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
3788                 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
3789                 break;
3790         }
3791     }
3792
3793     shader_addline(buffer, "}\n");
3794
3795     TRACE("Compiling shader object %u\n", shader_obj);
3796     GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
3797     GL_EXTCALL(glCompileShaderARB(shader_obj));
3798     print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
3799
3800     /* Store the shader object */
3801     return shader_obj;
3802 }
3803
3804 /* GL locking is done by the caller */
3805 static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context,
3806         struct wined3d_shader_buffer *buffer, IWineD3DVertexShaderImpl *This,
3807         const struct vs_compile_args *args)
3808 {
3809     const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3810     const struct wined3d_gl_info *gl_info = context->gl_info;
3811     CONST DWORD *function = This->baseShader.function;
3812     struct shader_glsl_ctx_priv priv_ctx;
3813
3814     /* Create the hw GLSL shader program and assign it as the shader->prgId */
3815     GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3816
3817     shader_addline(buffer, "#version 120\n");
3818
3819     memset(&priv_ctx, 0, sizeof(priv_ctx));
3820     priv_ctx.cur_vs_args = args;
3821
3822     /* Base Declarations */
3823     shader_generate_glsl_declarations(context, buffer, (IWineD3DBaseShader *)This, reg_maps, &priv_ctx);
3824
3825     /* Base Shader Body */
3826     shader_generate_main((IWineD3DBaseShader*)This, buffer, reg_maps, function, &priv_ctx);
3827
3828     /* Unpack 3.0 outputs */
3829     if (reg_maps->shader_version.major >= 3) shader_addline(buffer, "order_ps_input(OUT);\n");
3830     else shader_addline(buffer, "order_ps_input();\n");
3831
3832     /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3833      * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3834      * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3835      * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3836      */
3837     if(args->fog_src == VS_FOG_Z) {
3838         shader_addline(buffer, "gl_FogFragCoord = gl_Position.z;\n");
3839     } else if (!reg_maps->fog) {
3840         shader_addline(buffer, "gl_FogFragCoord = 0.0;\n");
3841     }
3842
3843     /* Write the final position.
3844      *
3845      * OpenGL coordinates specify the center of the pixel while d3d coords specify
3846      * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3847      * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3848      * contains 1.0 to allow a mad.
3849      */
3850     shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
3851     shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
3852     shader_addline(buffer, "gl_ClipVertex = gl_Position;\n");
3853
3854     /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3855      *
3856      * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
3857      * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
3858      * which is the same as z = z * 2 - w.
3859      */
3860     shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
3861
3862     shader_addline(buffer, "}\n");
3863
3864     TRACE("Compiling shader object %u\n", shader_obj);
3865     GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
3866     GL_EXTCALL(glCompileShaderARB(shader_obj));
3867     print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
3868
3869     return shader_obj;
3870 }
3871
3872 static GLhandleARB find_glsl_pshader(const struct wined3d_context *context,
3873         struct wined3d_shader_buffer *buffer, IWineD3DPixelShaderImpl *shader,
3874         const struct ps_compile_args *args, const struct ps_np2fixup_info **np2fixup_info)
3875 {
3876     UINT i;
3877     DWORD new_size;
3878     struct glsl_ps_compiled_shader *new_array;
3879     struct glsl_pshader_private    *shader_data;
3880     struct ps_np2fixup_info        *np2fixup = NULL;
3881     GLhandleARB ret;
3882
3883     if(!shader->backend_priv) {
3884         shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
3885     }
3886     shader_data = shader->backend_priv;
3887
3888     /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
3889      * so a linear search is more performant than a hashmap or a binary search
3890      * (cache coherency etc)
3891      */
3892     for(i = 0; i < shader_data->num_gl_shaders; i++) {
3893         if(memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)) == 0) {
3894             if(args->np2_fixup) *np2fixup_info = &shader_data->gl_shaders[i].np2fixup;
3895             return shader_data->gl_shaders[i].prgId;
3896         }
3897     }
3898
3899     TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
3900     if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
3901         if (shader_data->num_gl_shaders)
3902         {
3903             new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
3904             new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
3905                                     new_size * sizeof(*shader_data->gl_shaders));
3906         } else {
3907             new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
3908             new_size = 1;
3909         }
3910
3911         if(!new_array) {
3912             ERR("Out of memory\n");
3913             return 0;
3914         }
3915         shader_data->gl_shaders = new_array;
3916         shader_data->shader_array_size = new_size;
3917     }
3918
3919     shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
3920
3921     memset(&shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup, 0, sizeof(struct ps_np2fixup_info));
3922     if (args->np2_fixup) np2fixup = &shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup;
3923
3924     pixelshader_update_samplers(&shader->baseShader.reg_maps,
3925             ((IWineD3DDeviceImpl *)shader->baseShader.device)->stateBlock->textures);
3926
3927     shader_buffer_clear(buffer);
3928     ret = shader_glsl_generate_pshader(context, buffer, shader, args, np2fixup);
3929     shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
3930     *np2fixup_info = np2fixup;
3931
3932     return ret;
3933 }
3934
3935 static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const struct vs_compile_args *new,
3936                                  const DWORD use_map) {
3937     if((stored->swizzle_map & use_map) != new->swizzle_map) return FALSE;
3938     return stored->fog_src == new->fog_src;
3939 }
3940
3941 static GLhandleARB find_glsl_vshader(const struct wined3d_context *context,
3942         struct wined3d_shader_buffer *buffer, IWineD3DVertexShaderImpl *shader,
3943         const struct vs_compile_args *args)
3944 {
3945     UINT i;
3946     DWORD new_size;
3947     struct glsl_vs_compiled_shader *new_array;
3948     DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
3949     struct glsl_vshader_private *shader_data;
3950     GLhandleARB ret;
3951
3952     if(!shader->backend_priv) {
3953         shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
3954     }
3955     shader_data = shader->backend_priv;
3956
3957     /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
3958      * so a linear search is more performant than a hashmap or a binary search
3959      * (cache coherency etc)
3960      */
3961     for(i = 0; i < shader_data->num_gl_shaders; i++) {
3962         if(vs_args_equal(&shader_data->gl_shaders[i].args, args, use_map)) {
3963             return shader_data->gl_shaders[i].prgId;
3964         }
3965     }
3966
3967     TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
3968
3969     if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
3970         if (shader_data->num_gl_shaders)
3971         {
3972             new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
3973             new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
3974                                     new_size * sizeof(*shader_data->gl_shaders));
3975         } else {
3976             new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
3977             new_size = 1;
3978         }
3979
3980         if(!new_array) {
3981             ERR("Out of memory\n");
3982             return 0;
3983         }
3984         shader_data->gl_shaders = new_array;
3985         shader_data->shader_array_size = new_size;
3986     }
3987
3988     shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
3989
3990     shader_buffer_clear(buffer);
3991     ret = shader_glsl_generate_vshader(context, buffer, shader, args);
3992     shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
3993
3994     return ret;
3995 }
3996
3997 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
3998  * It sets the programId on the current StateBlock (because it should be called
3999  * inside of the DrawPrimitive() part of the render loop).
4000  *
4001  * If a program for the given combination does not exist, create one, and store
4002  * the program in the hash table.  If it creates a program, it will link the
4003  * given objects, too.
4004  */
4005
4006 /* GL locking is done by the caller */
4007 static void set_glsl_shader_program(const struct wined3d_context *context,
4008         IWineD3DDeviceImpl *device, BOOL use_ps, BOOL use_vs)
4009 {
4010     IWineD3DVertexShader *vshader = use_vs ? device->stateBlock->vertexShader : NULL;
4011     IWineD3DPixelShader *pshader = use_ps ? device->stateBlock->pixelShader : NULL;
4012     const struct wined3d_gl_info *gl_info = context->gl_info;
4013     struct shader_glsl_priv *priv = device->shader_priv;
4014     struct glsl_shader_prog_link *entry    = NULL;
4015     GLhandleARB programId                  = 0;
4016     GLhandleARB reorder_shader_id          = 0;
4017     unsigned int i;
4018     char glsl_name[8];
4019     struct ps_compile_args ps_compile_args;
4020     struct vs_compile_args vs_compile_args;
4021
4022     if (vshader) find_vs_compile_args((IWineD3DVertexShaderImpl *)vshader, device->stateBlock, &vs_compile_args);
4023     if (pshader) find_ps_compile_args((IWineD3DPixelShaderImpl *)pshader, device->stateBlock, &ps_compile_args);
4024
4025     entry = get_glsl_program_entry(priv, vshader, pshader, &vs_compile_args, &ps_compile_args);
4026     if (entry) {
4027         priv->glsl_program = entry;
4028         return;
4029     }
4030
4031     /* If we get to this point, then no matching program exists, so we create one */
4032     programId = GL_EXTCALL(glCreateProgramObjectARB());
4033     TRACE("Created new GLSL shader program %u\n", programId);
4034
4035     /* Create the entry */
4036     entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
4037     entry->programId = programId;
4038     entry->vshader = vshader;
4039     entry->pshader = pshader;
4040     entry->vs_args = vs_compile_args;
4041     entry->ps_args = ps_compile_args;
4042     entry->constant_version = 0;
4043     entry->np2Fixup_info = NULL;
4044     /* Add the hash table entry */
4045     add_glsl_program_entry(priv, entry);
4046
4047     /* Set the current program */
4048     priv->glsl_program = entry;
4049
4050     /* Attach GLSL vshader */
4051     if (vshader)
4052     {
4053         GLhandleARB vshader_id = find_glsl_vshader(context, &priv->shader_buffer,
4054                 (IWineD3DVertexShaderImpl *)vshader, &vs_compile_args);
4055         WORD map = ((IWineD3DBaseShaderImpl *)vshader)->baseShader.reg_maps.input_registers;
4056         char tmp_name[10];
4057
4058         reorder_shader_id = generate_param_reorder_function(&priv->shader_buffer, vshader, pshader, gl_info);
4059         TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
4060         GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
4061         checkGLcall("glAttachObjectARB");
4062         /* Flag the reorder function for deletion, then it will be freed automatically when the program
4063          * is destroyed
4064          */
4065         GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
4066
4067         TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
4068         GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
4069         checkGLcall("glAttachObjectARB");
4070
4071         /* Bind vertex attributes to a corresponding index number to match
4072          * the same index numbers as ARB_vertex_programs (makes loading
4073          * vertex attributes simpler).  With this method, we can use the
4074          * exact same code to load the attributes later for both ARB and
4075          * GLSL shaders.
4076          *
4077          * We have to do this here because we need to know the Program ID
4078          * in order to make the bindings work, and it has to be done prior
4079          * to linking the GLSL program. */
4080         for (i = 0; map; map >>= 1, ++i)
4081         {
4082             if (!(map & 1)) continue;
4083
4084             snprintf(tmp_name, sizeof(tmp_name), "attrib%u", i);
4085             GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
4086         }
4087         checkGLcall("glBindAttribLocationARB");
4088
4089         list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry);
4090     }
4091
4092     /* Attach GLSL pshader */
4093     if (pshader)
4094     {
4095         GLhandleARB pshader_id = find_glsl_pshader(context, &priv->shader_buffer,
4096                 (IWineD3DPixelShaderImpl *)pshader, &ps_compile_args, &entry->np2Fixup_info);
4097         TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
4098         GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
4099         checkGLcall("glAttachObjectARB");
4100
4101         list_add_head(&((IWineD3DBaseShaderImpl *)pshader)->baseShader.linked_programs, &entry->pshader_entry);
4102     }
4103
4104     /* Link the program */
4105     TRACE("Linking GLSL shader program %u\n", programId);
4106     GL_EXTCALL(glLinkProgramARB(programId));
4107     print_glsl_info_log(&GLINFO_LOCATION, programId);
4108
4109     entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(vshader_constantsF));
4110     for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
4111         snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
4112         entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4113     }
4114     for (i = 0; i < MAX_CONST_I; ++i) {
4115         snprintf(glsl_name, sizeof(glsl_name), "VI[%i]", i);
4116         entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4117     }
4118     entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(pshader_constantsF));
4119     for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
4120         snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
4121         entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4122     }
4123     for (i = 0; i < MAX_CONST_I; ++i) {
4124         snprintf(glsl_name, sizeof(glsl_name), "PI[%i]", i);
4125         entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4126     }
4127
4128     if(pshader) {
4129         char name[32];
4130
4131         for(i = 0; i < MAX_TEXTURES; i++) {
4132             sprintf(name, "bumpenvmat%u", i);
4133             entry->bumpenvmat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4134             sprintf(name, "luminancescale%u", i);
4135             entry->luminancescale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4136             sprintf(name, "luminanceoffset%u", i);
4137             entry->luminanceoffset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4138         }
4139
4140         if (ps_compile_args.np2_fixup) {
4141             if (entry->np2Fixup_info) {
4142                 entry->np2Fixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "PsamplerNP2Fixup"));
4143             } else {
4144                 FIXME("NP2 texcoord fixup needed for this pixelshader, but no fixup uniform found.\n");
4145             }
4146         }
4147     }
4148
4149     entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
4150     entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
4151     checkGLcall("Find glsl program uniform locations");
4152
4153     if (pshader
4154             && ((IWineD3DPixelShaderImpl *)pshader)->baseShader.reg_maps.shader_version.major >= 3
4155             && ((IWineD3DPixelShaderImpl *)pshader)->declared_in_count > vec4_varyings(3, gl_info))
4156     {
4157         TRACE("Shader %d needs vertex color clamping disabled\n", programId);
4158         entry->vertex_color_clamp = GL_FALSE;
4159     } else {
4160         entry->vertex_color_clamp = GL_FIXED_ONLY_ARB;
4161     }
4162
4163     /* Set the shader to allow uniform loading on it */
4164     GL_EXTCALL(glUseProgramObjectARB(programId));
4165     checkGLcall("glUseProgramObjectARB(programId)");
4166
4167     /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
4168      * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
4169      * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
4170      * vertex shader with fixed function pixel processing is used we make sure that the card
4171      * supports enough samplers to allow the max number of vertex samplers with all possible
4172      * fixed function fragment processing setups. So once the program is linked these samplers
4173      * won't change.
4174      */
4175     if (vshader) shader_glsl_load_vsamplers(gl_info, device->texUnitMap, programId);
4176     if (pshader) shader_glsl_load_psamplers(gl_info, device->texUnitMap, programId);
4177
4178     /* If the local constants do not have to be loaded with the environment constants,
4179      * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
4180      * later
4181      */
4182     if(pshader && !((IWineD3DPixelShaderImpl*)pshader)->baseShader.load_local_constsF) {
4183         hardcode_local_constants((IWineD3DBaseShaderImpl *) pshader, gl_info, programId, 'P');
4184     }
4185     if(vshader && !((IWineD3DVertexShaderImpl*)vshader)->baseShader.load_local_constsF) {
4186         hardcode_local_constants((IWineD3DBaseShaderImpl *) vshader, gl_info, programId, 'V');
4187     }
4188 }
4189
4190 /* GL locking is done by the caller */
4191 static GLhandleARB create_glsl_blt_shader(const struct wined3d_gl_info *gl_info, enum tex_types tex_type)
4192 {
4193     GLhandleARB program_id;
4194     GLhandleARB vshader_id, pshader_id;
4195     static const char *blt_vshader[] =
4196     {
4197         "#version 120\n"
4198         "void main(void)\n"
4199         "{\n"
4200         "    gl_Position = gl_Vertex;\n"
4201         "    gl_FrontColor = vec4(1.0);\n"
4202         "    gl_TexCoord[0] = gl_MultiTexCoord0;\n"
4203         "}\n"
4204     };
4205
4206     static const char *blt_pshaders[tex_type_count] =
4207     {
4208         /* tex_1d */
4209         NULL,
4210         /* tex_2d */
4211         "#version 120\n"
4212         "uniform sampler2D sampler;\n"
4213         "void main(void)\n"
4214         "{\n"
4215         "    gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4216         "}\n",
4217         /* tex_3d */
4218         NULL,
4219         /* tex_cube */
4220         "#version 120\n"
4221         "uniform samplerCube sampler;\n"
4222         "void main(void)\n"
4223         "{\n"
4224         "    gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4225         "}\n",
4226         /* tex_rect */
4227         "#version 120\n"
4228         "#extension GL_ARB_texture_rectangle : enable\n"
4229         "uniform sampler2DRect sampler;\n"
4230         "void main(void)\n"
4231         "{\n"
4232         "    gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4233         "}\n",
4234     };
4235
4236     if (!blt_pshaders[tex_type])
4237     {
4238         FIXME("tex_type %#x not supported\n", tex_type);
4239         tex_type = tex_2d;
4240     }
4241
4242     vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
4243     GL_EXTCALL(glShaderSourceARB(vshader_id, 1, blt_vshader, NULL));
4244     GL_EXTCALL(glCompileShaderARB(vshader_id));
4245
4246     pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
4247     GL_EXTCALL(glShaderSourceARB(pshader_id, 1, &blt_pshaders[tex_type], NULL));
4248     GL_EXTCALL(glCompileShaderARB(pshader_id));
4249
4250     program_id = GL_EXTCALL(glCreateProgramObjectARB());
4251     GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
4252     GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
4253     GL_EXTCALL(glLinkProgramARB(program_id));
4254
4255     print_glsl_info_log(&GLINFO_LOCATION, program_id);
4256
4257     /* Once linked we can mark the shaders for deletion. They will be deleted once the program
4258      * is destroyed
4259      */
4260     GL_EXTCALL(glDeleteObjectARB(vshader_id));
4261     GL_EXTCALL(glDeleteObjectARB(pshader_id));
4262     return program_id;
4263 }
4264
4265 /* GL locking is done by the caller */
4266 static void shader_glsl_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
4267 {
4268     IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
4269     const struct wined3d_gl_info *gl_info = context->gl_info;
4270     struct shader_glsl_priv *priv = device->shader_priv;
4271     GLhandleARB program_id = 0;
4272     GLenum old_vertex_color_clamp, current_vertex_color_clamp;
4273
4274     old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
4275
4276     if (useVS || usePS) set_glsl_shader_program(context, device, usePS, useVS);
4277     else priv->glsl_program = NULL;
4278
4279     current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
4280
4281     if (old_vertex_color_clamp != current_vertex_color_clamp) {
4282         if (GL_SUPPORT(ARB_COLOR_BUFFER_FLOAT)) {
4283             GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp));
4284             checkGLcall("glClampColorARB");
4285         } else {
4286             FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4287         }
4288     }
4289
4290     program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
4291     if (program_id) TRACE("Using GLSL program %u\n", program_id);
4292     GL_EXTCALL(glUseProgramObjectARB(program_id));
4293     checkGLcall("glUseProgramObjectARB");
4294
4295     /* In case that NP2 texcoord fixup data is found for the selected program, trigger a reload of the
4296      * constants. This has to be done because it can't be guaranteed that sampler() (from state.c) is
4297      * called between selecting the shader and using it, which results in wrong fixup for some frames. */
4298     if (priv->glsl_program && priv->glsl_program->np2Fixup_info)
4299     {
4300         shader_glsl_load_np2fixup_constants((IWineD3DDevice *)device, usePS, useVS);
4301     }
4302 }
4303
4304 /* GL locking is done by the caller */
4305 static void shader_glsl_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
4306     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4307     const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4308     struct shader_glsl_priv *priv = This->shader_priv;
4309     GLhandleARB *blt_program = &priv->depth_blt_program[tex_type];
4310
4311     if (!*blt_program) {
4312         GLint loc;
4313         *blt_program = create_glsl_blt_shader(gl_info, tex_type);
4314         loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "sampler"));
4315         GL_EXTCALL(glUseProgramObjectARB(*blt_program));
4316         GL_EXTCALL(glUniform1iARB(loc, 0));
4317     } else {
4318         GL_EXTCALL(glUseProgramObjectARB(*blt_program));
4319     }
4320 }
4321
4322 /* GL locking is done by the caller */
4323 static void shader_glsl_deselect_depth_blt(IWineD3DDevice *iface) {
4324     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4325     const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4326     struct shader_glsl_priv *priv = This->shader_priv;
4327     GLhandleARB program_id;
4328
4329     program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
4330     if (program_id) TRACE("Using GLSL program %u\n", program_id);
4331
4332     GL_EXTCALL(glUseProgramObjectARB(program_id));
4333     checkGLcall("glUseProgramObjectARB");
4334 }
4335
4336 static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
4337     const struct list *linked_programs;
4338     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
4339     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
4340     struct shader_glsl_priv *priv = device->shader_priv;
4341     const struct wined3d_context *context;
4342     const struct wined3d_gl_info *gl_info;
4343     IWineD3DPixelShaderImpl *ps = NULL;
4344     IWineD3DVertexShaderImpl *vs = NULL;
4345
4346     /* Note: Do not use QueryInterface here to find out which shader type this is because this code
4347      * can be called from IWineD3DBaseShader::Release
4348      */
4349     char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
4350
4351     if(pshader) {
4352         struct glsl_pshader_private *shader_data;
4353         ps = (IWineD3DPixelShaderImpl *) This;
4354         shader_data = ps->backend_priv;
4355         if(!shader_data || shader_data->num_gl_shaders == 0)
4356         {
4357             HeapFree(GetProcessHeap(), 0, shader_data);
4358             ps->backend_priv = NULL;
4359             return;
4360         }
4361
4362         context = ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
4363         gl_info = context->gl_info;
4364
4365         if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->pshader == iface)
4366         {
4367             ENTER_GL();
4368             shader_glsl_select(context, FALSE, FALSE);
4369             LEAVE_GL();
4370         }
4371     } else {
4372         struct glsl_vshader_private *shader_data;
4373         vs = (IWineD3DVertexShaderImpl *) This;
4374         shader_data = vs->backend_priv;
4375         if(!shader_data || shader_data->num_gl_shaders == 0)
4376         {
4377             HeapFree(GetProcessHeap(), 0, shader_data);
4378             vs->backend_priv = NULL;
4379             return;
4380         }
4381
4382         context = ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
4383         gl_info = context->gl_info;
4384
4385         if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->vshader == iface)
4386         {
4387             ENTER_GL();
4388             shader_glsl_select(context, FALSE, FALSE);
4389             LEAVE_GL();
4390         }
4391     }
4392
4393     linked_programs = &This->baseShader.linked_programs;
4394
4395     TRACE("Deleting linked programs\n");
4396     if (linked_programs->next) {
4397         struct glsl_shader_prog_link *entry, *entry2;
4398
4399         ENTER_GL();
4400         if(pshader) {
4401             LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) {
4402                 delete_glsl_program_entry(priv, gl_info, entry);
4403             }
4404         } else {
4405             LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) {
4406                 delete_glsl_program_entry(priv, gl_info, entry);
4407             }
4408         }
4409         LEAVE_GL();
4410     }
4411
4412     if(pshader) {
4413         UINT i;
4414         struct glsl_pshader_private *shader_data = ps->backend_priv;
4415
4416         ENTER_GL();
4417         for(i = 0; i < shader_data->num_gl_shaders; i++) {
4418             TRACE("deleting pshader %u\n", shader_data->gl_shaders[i].prgId);
4419             GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
4420             checkGLcall("glDeleteObjectARB");
4421         }
4422         LEAVE_GL();
4423         HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4424         HeapFree(GetProcessHeap(), 0, shader_data);
4425         ps->backend_priv = NULL;
4426     } else {
4427         UINT i;
4428         struct glsl_vshader_private *shader_data = vs->backend_priv;
4429
4430         ENTER_GL();
4431         for(i = 0; i < shader_data->num_gl_shaders; i++) {
4432             TRACE("deleting vshader %u\n", shader_data->gl_shaders[i].prgId);
4433             GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
4434             checkGLcall("glDeleteObjectARB");
4435         }
4436         LEAVE_GL();
4437         HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4438         HeapFree(GetProcessHeap(), 0, shader_data);
4439         vs->backend_priv = NULL;
4440     }
4441 }
4442
4443 static int glsl_program_key_compare(const void *key, const struct wine_rb_entry *entry)
4444 {
4445     const glsl_program_key_t *k = key;
4446     const struct glsl_shader_prog_link *prog = WINE_RB_ENTRY_VALUE(entry,
4447             const struct glsl_shader_prog_link, program_lookup_entry);
4448     int cmp;
4449
4450     if (k->vshader > prog->vshader) return 1;
4451     else if (k->vshader < prog->vshader) return -1;
4452
4453     if (k->pshader > prog->pshader) return 1;
4454     else if (k->pshader < prog->pshader) return -1;
4455
4456     if (k->vshader && (cmp = memcmp(&k->vs_args, &prog->vs_args, sizeof(prog->vs_args)))) return cmp;
4457     if (k->pshader && (cmp = memcmp(&k->ps_args, &prog->ps_args, sizeof(prog->ps_args)))) return cmp;
4458
4459     return 0;
4460 }
4461
4462 static BOOL constant_heap_init(struct constant_heap *heap, unsigned int constant_count)
4463 {
4464     SIZE_T size = (constant_count + 1) * sizeof(*heap->entries) + constant_count * sizeof(*heap->positions);
4465     void *mem = HeapAlloc(GetProcessHeap(), 0, size);
4466
4467     if (!mem)
4468     {
4469         ERR("Failed to allocate memory\n");
4470         return FALSE;
4471     }
4472
4473     heap->entries = mem;
4474     heap->entries[1].version = 0;
4475     heap->positions = (unsigned int *)(heap->entries + constant_count + 1);
4476     heap->size = 1;
4477
4478     return TRUE;
4479 }
4480
4481 static void constant_heap_free(struct constant_heap *heap)
4482 {
4483     HeapFree(GetProcessHeap(), 0, heap->entries);
4484 }
4485
4486 static const struct wine_rb_functions wined3d_glsl_program_rb_functions =
4487 {
4488     wined3d_rb_alloc,
4489     wined3d_rb_realloc,
4490     wined3d_rb_free,
4491     glsl_program_key_compare,
4492 };
4493
4494 static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {
4495     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4496     const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4497     struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
4498     SIZE_T stack_size = wined3d_log2i(max(GL_LIMITS(vshader_constantsF), GL_LIMITS(pshader_constantsF))) + 1;
4499
4500     if (!shader_buffer_init(&priv->shader_buffer))
4501     {
4502         ERR("Failed to initialize shader buffer.\n");
4503         goto fail;
4504     }
4505
4506     priv->stack = HeapAlloc(GetProcessHeap(), 0, stack_size * sizeof(*priv->stack));
4507     if (!priv->stack)
4508     {
4509         ERR("Failed to allocate memory.\n");
4510         goto fail;
4511     }
4512
4513     if (!constant_heap_init(&priv->vconst_heap, GL_LIMITS(vshader_constantsF)))
4514     {
4515         ERR("Failed to initialize vertex shader constant heap\n");
4516         goto fail;
4517     }
4518
4519     if (!constant_heap_init(&priv->pconst_heap, GL_LIMITS(pshader_constantsF)))
4520     {
4521         ERR("Failed to initialize pixel shader constant heap\n");
4522         goto fail;
4523     }
4524
4525     if (wine_rb_init(&priv->program_lookup, &wined3d_glsl_program_rb_functions) == -1)
4526     {
4527         ERR("Failed to initialize rbtree.\n");
4528         goto fail;
4529     }
4530
4531     priv->next_constant_version = 1;
4532
4533     This->shader_priv = priv;
4534     return WINED3D_OK;
4535
4536 fail:
4537     constant_heap_free(&priv->pconst_heap);
4538     constant_heap_free(&priv->vconst_heap);
4539     HeapFree(GetProcessHeap(), 0, priv->stack);
4540     shader_buffer_free(&priv->shader_buffer);
4541     HeapFree(GetProcessHeap(), 0, priv);
4542     return E_OUTOFMEMORY;
4543 }
4544
4545 /* Context activation is done by the caller. */
4546 static void shader_glsl_free(IWineD3DDevice *iface) {
4547     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4548     const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4549     struct shader_glsl_priv *priv = This->shader_priv;
4550     int i;
4551
4552     ENTER_GL();
4553     for (i = 0; i < tex_type_count; ++i)
4554     {
4555         if (priv->depth_blt_program[i])
4556         {
4557             GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program[i]));
4558         }
4559     }
4560     LEAVE_GL();
4561
4562     wine_rb_destroy(&priv->program_lookup, NULL, NULL);
4563     constant_heap_free(&priv->pconst_heap);
4564     constant_heap_free(&priv->vconst_heap);
4565     HeapFree(GetProcessHeap(), 0, priv->stack);
4566
4567     HeapFree(GetProcessHeap(), 0, This->shader_priv);
4568     This->shader_priv = NULL;
4569 }
4570
4571 static BOOL shader_glsl_dirty_const(IWineD3DDevice *iface) {
4572     /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
4573     return FALSE;
4574 }
4575
4576 static void shader_glsl_get_caps(WINED3DDEVTYPE devtype,
4577         const struct wined3d_gl_info *gl_info, struct shader_caps *pCaps)
4578 {
4579     /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
4580      * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support based
4581      * on the version of NV_vertex_program.
4582      * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
4583      * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
4584      * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
4585      * of native instructions, so use that here. For more info see the pixel shader versioning code below.
4586      */
4587     if ((gl_info->supported[NV_VERTEX_PROGRAM2] && !gl_info->supported[NV_VERTEX_PROGRAM3])
4588             || gl_info->ps_arb_max_instructions <= 512)
4589         pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
4590     else
4591         pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
4592     TRACE_(d3d_caps)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps->VertexShaderVersion >> 8) & 0xff, pCaps->VertexShaderVersion & 0xff);
4593     pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
4594
4595     /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
4596      * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
4597      * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
4598      * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
4599      * in max native instructions. Intel and others also offer the info in this extension but they
4600      * don't support GLSL (at least on Windows).
4601      *
4602      * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
4603      * of instructions is 512 or less we have to do with ps2.0 hardware.
4604      * NOTE: ps3.0 hardware requires 512 or more instructions but ati and nvidia offer 'enough' (1024 vs 4096) on their most basic ps3.0 hardware.
4605      */
4606     if ((gl_info->supported[NV_FRAGMENT_PROGRAM] && !gl_info->supported[NV_FRAGMENT_PROGRAM2])
4607             || (gl_info->ps_arb_max_instructions <= 512))
4608         pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
4609     else
4610         pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
4611
4612     pCaps->MaxPixelShaderConst = GL_LIMITS(pshader_constantsF);
4613
4614     /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
4615      * Direct3D minimum requirement.
4616      *
4617      * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
4618      * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
4619      *
4620      * The problem is that the refrast clamps temporary results in the shader to
4621      * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
4622      * then applications may miss the clamping behavior. On the other hand, if it is smaller,
4623      * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
4624      * offer a way to query this.
4625      */
4626     pCaps->PixelShader1xMaxValue = 8.0;
4627     TRACE_(d3d_caps)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps->PixelShaderVersion >> 8) & 0xff, pCaps->PixelShaderVersion & 0xff);
4628
4629     pCaps->VSClipping = TRUE;
4630 }
4631
4632 static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
4633 {
4634     if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
4635     {
4636         TRACE("Checking support for fixup:\n");
4637         dump_color_fixup_desc(fixup);
4638     }
4639
4640     /* We support everything except YUV conversions. */
4641     if (!is_yuv_fixup(fixup))
4642     {
4643         TRACE("[OK]\n");
4644         return TRUE;
4645     }
4646
4647     TRACE("[FAILED]\n");
4648     return FALSE;
4649 }
4650
4651 static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4652 {
4653     /* WINED3DSIH_ABS           */ shader_glsl_map2gl,
4654     /* WINED3DSIH_ADD           */ shader_glsl_arith,
4655     /* WINED3DSIH_BEM           */ pshader_glsl_bem,
4656     /* WINED3DSIH_BREAK         */ shader_glsl_break,
4657     /* WINED3DSIH_BREAKC        */ shader_glsl_breakc,
4658     /* WINED3DSIH_BREAKP        */ NULL,
4659     /* WINED3DSIH_CALL          */ shader_glsl_call,
4660     /* WINED3DSIH_CALLNZ        */ shader_glsl_callnz,
4661     /* WINED3DSIH_CMP           */ shader_glsl_cmp,
4662     /* WINED3DSIH_CND           */ shader_glsl_cnd,
4663     /* WINED3DSIH_CRS           */ shader_glsl_cross,
4664     /* WINED3DSIH_DCL           */ NULL,
4665     /* WINED3DSIH_DEF           */ NULL,
4666     /* WINED3DSIH_DEFB          */ NULL,
4667     /* WINED3DSIH_DEFI          */ NULL,
4668     /* WINED3DSIH_DP2ADD        */ pshader_glsl_dp2add,
4669     /* WINED3DSIH_DP3           */ shader_glsl_dot,
4670     /* WINED3DSIH_DP4           */ shader_glsl_dot,
4671     /* WINED3DSIH_DST           */ shader_glsl_dst,
4672     /* WINED3DSIH_DSX           */ shader_glsl_map2gl,
4673     /* WINED3DSIH_DSY           */ shader_glsl_map2gl,
4674     /* WINED3DSIH_ELSE          */ shader_glsl_else,
4675     /* WINED3DSIH_ENDIF         */ shader_glsl_end,
4676     /* WINED3DSIH_ENDLOOP       */ shader_glsl_end,
4677     /* WINED3DSIH_ENDREP        */ shader_glsl_end,
4678     /* WINED3DSIH_EXP           */ shader_glsl_map2gl,
4679     /* WINED3DSIH_EXPP          */ shader_glsl_expp,
4680     /* WINED3DSIH_FRC           */ shader_glsl_map2gl,
4681     /* WINED3DSIH_IF            */ shader_glsl_if,
4682     /* WINED3DSIH_IFC           */ shader_glsl_ifc,
4683     /* WINED3DSIH_LABEL         */ shader_glsl_label,
4684     /* WINED3DSIH_LIT           */ shader_glsl_lit,
4685     /* WINED3DSIH_LOG           */ shader_glsl_log,
4686     /* WINED3DSIH_LOGP          */ shader_glsl_log,
4687     /* WINED3DSIH_LOOP          */ shader_glsl_loop,
4688     /* WINED3DSIH_LRP           */ shader_glsl_lrp,
4689     /* WINED3DSIH_M3x2          */ shader_glsl_mnxn,
4690     /* WINED3DSIH_M3x3          */ shader_glsl_mnxn,
4691     /* WINED3DSIH_M3x4          */ shader_glsl_mnxn,
4692     /* WINED3DSIH_M4x3          */ shader_glsl_mnxn,
4693     /* WINED3DSIH_M4x4          */ shader_glsl_mnxn,
4694     /* WINED3DSIH_MAD           */ shader_glsl_mad,
4695     /* WINED3DSIH_MAX           */ shader_glsl_map2gl,
4696     /* WINED3DSIH_MIN           */ shader_glsl_map2gl,
4697     /* WINED3DSIH_MOV           */ shader_glsl_mov,
4698     /* WINED3DSIH_MOVA          */ shader_glsl_mov,
4699     /* WINED3DSIH_MUL           */ shader_glsl_arith,
4700     /* WINED3DSIH_NOP           */ NULL,
4701     /* WINED3DSIH_NRM           */ shader_glsl_map2gl,
4702     /* WINED3DSIH_PHASE         */ NULL,
4703     /* WINED3DSIH_POW           */ shader_glsl_pow,
4704     /* WINED3DSIH_RCP           */ shader_glsl_rcp,
4705     /* WINED3DSIH_REP           */ shader_glsl_rep,
4706     /* WINED3DSIH_RET           */ shader_glsl_ret,
4707     /* WINED3DSIH_RSQ           */ shader_glsl_rsq,
4708     /* WINED3DSIH_SETP          */ NULL,
4709     /* WINED3DSIH_SGE           */ shader_glsl_compare,
4710     /* WINED3DSIH_SGN           */ shader_glsl_map2gl,
4711     /* WINED3DSIH_SINCOS        */ shader_glsl_sincos,
4712     /* WINED3DSIH_SLT           */ shader_glsl_compare,
4713     /* WINED3DSIH_SUB           */ shader_glsl_arith,
4714     /* WINED3DSIH_TEX           */ pshader_glsl_tex,
4715     /* WINED3DSIH_TEXBEM        */ pshader_glsl_texbem,
4716     /* WINED3DSIH_TEXBEML       */ pshader_glsl_texbem,
4717     /* WINED3DSIH_TEXCOORD      */ pshader_glsl_texcoord,
4718     /* WINED3DSIH_TEXDEPTH      */ pshader_glsl_texdepth,
4719     /* WINED3DSIH_TEXDP3        */ pshader_glsl_texdp3,
4720     /* WINED3DSIH_TEXDP3TEX     */ pshader_glsl_texdp3tex,
4721     /* WINED3DSIH_TEXKILL       */ pshader_glsl_texkill,
4722     /* WINED3DSIH_TEXLDD        */ shader_glsl_texldd,
4723     /* WINED3DSIH_TEXLDL        */ shader_glsl_texldl,
4724     /* WINED3DSIH_TEXM3x2DEPTH  */ pshader_glsl_texm3x2depth,
4725     /* WINED3DSIH_TEXM3x2PAD    */ pshader_glsl_texm3x2pad,
4726     /* WINED3DSIH_TEXM3x2TEX    */ pshader_glsl_texm3x2tex,
4727     /* WINED3DSIH_TEXM3x3       */ pshader_glsl_texm3x3,
4728     /* WINED3DSIH_TEXM3x3DIFF   */ NULL,
4729     /* WINED3DSIH_TEXM3x3PAD    */ pshader_glsl_texm3x3pad,
4730     /* WINED3DSIH_TEXM3x3SPEC   */ pshader_glsl_texm3x3spec,
4731     /* WINED3DSIH_TEXM3x3TEX    */ pshader_glsl_texm3x3tex,
4732     /* WINED3DSIH_TEXM3x3VSPEC  */ pshader_glsl_texm3x3vspec,
4733     /* WINED3DSIH_TEXREG2AR     */ pshader_glsl_texreg2ar,
4734     /* WINED3DSIH_TEXREG2GB     */ pshader_glsl_texreg2gb,
4735     /* WINED3DSIH_TEXREG2RGB    */ pshader_glsl_texreg2rgb,
4736 };
4737
4738 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction *ins) {
4739     SHADER_HANDLER hw_fct;
4740
4741     /* Select handler */
4742     hw_fct = shader_glsl_instruction_handler_table[ins->handler_idx];
4743
4744     /* Unhandled opcode */
4745     if (!hw_fct)
4746     {
4747         FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
4748         return;
4749     }
4750     hw_fct(ins);
4751
4752     shader_glsl_add_instruction_modifiers(ins);
4753 }
4754
4755 const shader_backend_t glsl_shader_backend = {
4756     shader_glsl_handle_instruction,
4757     shader_glsl_select,
4758     shader_glsl_select_depth_blt,
4759     shader_glsl_deselect_depth_blt,
4760     shader_glsl_update_float_vertex_constants,
4761     shader_glsl_update_float_pixel_constants,
4762     shader_glsl_load_constants,
4763     shader_glsl_load_np2fixup_constants,
4764     shader_glsl_destroy,
4765     shader_glsl_alloc,
4766     shader_glsl_free,
4767     shader_glsl_dirty_const,
4768     shader_glsl_get_caps,
4769     shader_glsl_color_fixup_supported,
4770 };