wined3d: Fix a copypaste typo.
[wine] / dlls / wined3d / arb_program_shader.c
1 /*
2  * Pixel and vertex shaders implementation using ARB_vertex_program
3  * and ARB_fragment_program GL extensions.
4  *
5  * Copyright 2002-2003 Jason Edmeades
6  * Copyright 2002-2003 Raphael Junqueira
7  * Copyright 2004 Christian Costa
8  * Copyright 2005 Oliver Stieber
9  * Copyright 2006 Ivan Gyurdiev
10  * Copyright 2006 Jason Green
11  * Copyright 2006 Henri Verbeet
12  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
13  * Copyright 2009 Henri Verbeet for CodeWeavers
14  *
15  * This library is free software; you can redistribute it and/or
16  * modify it under the terms of the GNU Lesser General Public
17  * License as published by the Free Software Foundation; either
18  * version 2.1 of the License, or (at your option) any later version.
19  *
20  * This library is distributed in the hope that it will be useful,
21  * but WITHOUT ANY WARRANTY; without even the implied warranty of
22  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
23  * Lesser General Public License for more details.
24  *
25  * You should have received a copy of the GNU Lesser General Public
26  * License along with this library; if not, write to the Free Software
27  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28  */
29
30 #include "config.h"
31
32 #include <math.h>
33 #include <stdio.h>
34
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 /* Extract a line. Note that this modifies the source string. */
43 static char *get_line(char **ptr)
44 {
45     char *p, *q;
46
47     p = *ptr;
48     if (!(q = strstr(p, "\n")))
49     {
50         if (!*p) return NULL;
51         *ptr += strlen(p);
52         return p;
53     }
54     *q = '\0';
55     *ptr = q + 1;
56
57     return p;
58 }
59
60 static void shader_arb_dump_program_source(const char *source)
61 {
62     ULONG source_size;
63     char *ptr, *line, *tmp;
64
65     source_size = strlen(source) + 1;
66     tmp = HeapAlloc(GetProcessHeap(), 0, source_size);
67     if (!tmp)
68     {
69         ERR("Failed to allocate %u bytes for shader source.\n", source_size);
70         return;
71     }
72     memcpy(tmp, source, source_size);
73
74     ptr = tmp;
75     while ((line = get_line(&ptr))) FIXME("    %s\n", line);
76     FIXME("\n");
77
78     HeapFree(GetProcessHeap(), 0, tmp);
79 }
80
81 enum arb_helper_value
82 {
83     ARB_ZERO,
84     ARB_ONE,
85     ARB_TWO,
86     ARB_0001,
87     ARB_EPS,
88
89     ARB_VS_REL_OFFSET
90 };
91
92 static const char *arb_get_helper_value(enum wined3d_shader_type shader, enum arb_helper_value value)
93 {
94     if (shader == WINED3D_SHADER_TYPE_GEOMETRY)
95     {
96         ERR("Geometry shaders are unsupported\n");
97         return "bad";
98     }
99
100     if (shader == WINED3D_SHADER_TYPE_PIXEL)
101     {
102         switch (value)
103         {
104             case ARB_ZERO: return "ps_helper_const.x";
105             case ARB_ONE: return "ps_helper_const.y";
106             case ARB_TWO: return "coefmul.x";
107             case ARB_0001: return "ps_helper_const.xxxy";
108             case ARB_EPS: return "ps_helper_const.z";
109             default: break;
110         }
111     }
112     else
113     {
114         switch (value)
115         {
116             case ARB_ZERO: return "helper_const.x";
117             case ARB_ONE: return "helper_const.y";
118             case ARB_TWO: return "helper_const.z";
119             case ARB_EPS: return "helper_const.w";
120             case ARB_0001: return "helper_const.xxxy";
121             case ARB_VS_REL_OFFSET: return "rel_addr_const.y";
122         }
123     }
124     FIXME("Unmanaged %s shader helper constant requested: %u\n",
125           shader == WINED3D_SHADER_TYPE_PIXEL ? "pixel" : "vertex", value);
126     switch (value)
127     {
128         case ARB_ZERO: return "0.0";
129         case ARB_ONE: return "1.0";
130         case ARB_TWO: return "2.0";
131         case ARB_0001: return "{0.0, 0.0, 0.0, 1.0}";
132         case ARB_EPS: return "1e-8";
133         default: return "bad";
134     }
135 }
136
137 static inline BOOL ffp_clip_emul(const struct wined3d_state *state)
138 {
139     return state->lowest_disabled_stage < 7;
140 }
141
142 /* ARB_program_shader private data */
143
144 struct control_frame
145 {
146     struct                          list entry;
147     enum
148     {
149         IF,
150         IFC,
151         LOOP,
152         REP
153     } type;
154     BOOL                            muting;
155     BOOL                            outer_loop;
156     union
157     {
158         unsigned int                loop;
159         unsigned int                ifc;
160     } no;
161     struct wined3d_shader_loop_control loop_control;
162     BOOL                            had_else;
163 };
164
165 struct arb_ps_np2fixup_info
166 {
167     struct ps_np2fixup_info         super;
168     /* For ARB we need a offset value:
169      * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
170      * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
171      * array we need an offset to the index inside the program local parameter array. */
172     UINT                            offset;
173 };
174
175 struct arb_ps_compile_args
176 {
177     struct ps_compile_args          super;
178     WORD                            bools;
179     WORD                            clip;  /* only a boolean, use a WORD for alignment */
180     unsigned char                   loop_ctrl[MAX_CONST_I][3];
181 };
182
183 struct stb_const_desc
184 {
185     unsigned char           texunit;
186     UINT                    const_num;
187 };
188
189 struct arb_ps_compiled_shader
190 {
191     struct arb_ps_compile_args      args;
192     struct arb_ps_np2fixup_info     np2fixup_info;
193     struct stb_const_desc           bumpenvmatconst[MAX_TEXTURES];
194     struct stb_const_desc           luminanceconst[MAX_TEXTURES];
195     UINT                            int_consts[MAX_CONST_I];
196     GLuint                          prgId;
197     UINT                            ycorrection;
198     unsigned char                   numbumpenvmatconsts;
199     char                            num_int_consts;
200 };
201
202 struct arb_vs_compile_args
203 {
204     struct vs_compile_args          super;
205     union
206     {
207         struct
208         {
209             WORD                    bools;
210             unsigned char           clip_texcoord;
211             unsigned char           clipplane_mask;
212         }                           boolclip;
213         DWORD                       boolclip_compare;
214     } clip;
215     DWORD                           ps_signature;
216     union
217     {
218         unsigned char               samplers[4];
219         DWORD                       samplers_compare;
220     } vertex;
221     unsigned char                   loop_ctrl[MAX_CONST_I][3];
222 };
223
224 struct arb_vs_compiled_shader
225 {
226     struct arb_vs_compile_args      args;
227     GLuint                          prgId;
228     UINT                            int_consts[MAX_CONST_I];
229     char                            num_int_consts;
230     char                            need_color_unclamp;
231     UINT                            pos_fixup;
232 };
233
234 struct recorded_instruction
235 {
236     struct wined3d_shader_instruction ins;
237     struct list entry;
238 };
239
240 struct shader_arb_ctx_priv
241 {
242     char addr_reg[20];
243     enum
244     {
245         /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
246         ARB,
247         /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
248         NV2,
249         /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
250         NV3
251     } target_version;
252
253     const struct arb_vs_compile_args    *cur_vs_args;
254     const struct arb_ps_compile_args    *cur_ps_args;
255     const struct arb_ps_compiled_shader *compiled_fprog;
256     const struct arb_vs_compiled_shader *compiled_vprog;
257     struct arb_ps_np2fixup_info         *cur_np2fixup_info;
258     struct list                         control_frames;
259     struct list                         record;
260     BOOL                                recording;
261     BOOL                                muted;
262     unsigned int                        num_loops, loop_depth, num_ifcs;
263     int                                 aL;
264
265     unsigned int                        vs_clipplanes;
266     BOOL                                footer_written;
267     BOOL                                in_main_func;
268
269     /* For 3.0 vertex shaders */
270     const char                          *vs_output[MAX_REG_OUTPUT];
271     /* For 2.x and earlier vertex shaders */
272     const char                          *texcrd_output[8], *color_output[2], *fog_output;
273
274     /* 3.0 pshader input for compatibility with fixed function */
275     const char                          *ps_input[MAX_REG_INPUT];
276 };
277
278 struct ps_signature
279 {
280     struct wined3d_shader_signature_element *sig;
281     DWORD                               idx;
282     struct wine_rb_entry                entry;
283 };
284
285 struct arb_pshader_private {
286     struct arb_ps_compiled_shader   *gl_shaders;
287     UINT                            num_gl_shaders, shader_array_size;
288     BOOL                            has_signature_idx;
289     DWORD                           input_signature_idx;
290     DWORD                           clipplane_emulation;
291     BOOL                            clamp_consts;
292 };
293
294 struct arb_vshader_private {
295     struct arb_vs_compiled_shader   *gl_shaders;
296     UINT                            num_gl_shaders, shader_array_size;
297     UINT rel_offset;
298 };
299
300 struct shader_arb_priv
301 {
302     GLuint                  current_vprogram_id;
303     GLuint                  current_fprogram_id;
304     const struct arb_ps_compiled_shader *compiled_fprog;
305     const struct arb_vs_compiled_shader *compiled_vprog;
306     GLuint                  depth_blt_vprogram_id;
307     GLuint                  depth_blt_fprogram_id_full[tex_type_count];
308     GLuint                  depth_blt_fprogram_id_masked[tex_type_count];
309     BOOL                    use_arbfp_fixed_func;
310     struct wine_rb_tree     fragment_shaders;
311     BOOL                    last_ps_const_clamped;
312     BOOL                    last_vs_color_unclamp;
313
314     struct wine_rb_tree     signature_tree;
315     DWORD ps_sig_number;
316 };
317
318 /* GL locking for state handlers is done by the caller. */
319 static BOOL need_rel_addr_const(const struct arb_vshader_private *shader_data,
320         const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
321 {
322     if (shader_data->rel_offset) return TRUE;
323     if (!reg_maps->usesmova) return FALSE;
324     return !gl_info->supported[NV_VERTEX_PROGRAM2_OPTION];
325 }
326
327 /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
328 static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
329 {
330     return gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
331             && !(gl_info->quirks & WINED3D_QUIRK_NV_CLIP_BROKEN);
332 }
333
334 static BOOL need_helper_const(const struct arb_vshader_private *shader_data,
335         const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
336 {
337     if (need_rel_addr_const(shader_data, reg_maps, gl_info)) return TRUE;
338     if (!gl_info->supported[NV_VERTEX_PROGRAM]) return TRUE; /* Need to init colors. */
339     if (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) return TRUE; /* Load the immval offset. */
340     if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) return TRUE; /* Have to init texcoords. */
341     if (!use_nv_clip(gl_info)) return TRUE; /* Init the clip texcoord */
342     if (reg_maps->usesnrm) return TRUE; /* 0.0 */
343     if (reg_maps->usespow) return TRUE; /* EPS, 0.0 and 1.0 */
344     return FALSE;
345 }
346
347 static unsigned int reserved_vs_const(const struct arb_vshader_private *shader_data,
348         const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
349 {
350     unsigned int ret = 1;
351     /* We use one PARAM for the pos fixup, and in some cases one to load
352      * some immediate values into the shader. */
353     if (need_helper_const(shader_data, reg_maps, gl_info)) ++ret;
354     if (need_rel_addr_const(shader_data, reg_maps, gl_info)) ++ret;
355     return ret;
356 }
357
358 /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
359  * When constant_list == NULL, it will load all the constants.
360  *
361  * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
362  *  or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
363  */
364 /* GL locking is done by the caller */
365 static unsigned int shader_arb_load_constantsF(struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
366         GLuint target_type, unsigned int max_constants, const float *constants, char *dirty_consts)
367 {
368     local_constant* lconst;
369     DWORD i, j;
370     unsigned int ret;
371
372     if (TRACE_ON(d3d_constants))
373     {
374         for(i = 0; i < max_constants; i++) {
375             if(!dirty_consts[i]) continue;
376             TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
377                         constants[i * 4 + 0], constants[i * 4 + 1],
378                         constants[i * 4 + 2], constants[i * 4 + 3]);
379         }
380     }
381
382     i = 0;
383
384     /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
385     if (target_type == GL_FRAGMENT_PROGRAM_ARB && shader->reg_maps.shader_version.major == 1)
386     {
387         float lcl_const[4];
388         /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
389          * shaders, the first 8 constants are marked dirty for reload
390          */
391         for(; i < min(8, max_constants); i++) {
392             if(!dirty_consts[i]) continue;
393             dirty_consts[i] = 0;
394
395             j = 4 * i;
396             if (constants[j + 0] > 1.0f) lcl_const[0] = 1.0f;
397             else if (constants[j + 0] < -1.0f) lcl_const[0] = -1.0f;
398             else lcl_const[0] = constants[j + 0];
399
400             if (constants[j + 1] > 1.0f) lcl_const[1] = 1.0f;
401             else if (constants[j + 1] < -1.0f) lcl_const[1] = -1.0f;
402             else lcl_const[1] = constants[j + 1];
403
404             if (constants[j + 2] > 1.0f) lcl_const[2] = 1.0f;
405             else if (constants[j + 2] < -1.0f) lcl_const[2] = -1.0f;
406             else lcl_const[2] = constants[j + 2];
407
408             if (constants[j + 3] > 1.0f) lcl_const[3] = 1.0f;
409             else if (constants[j + 3] < -1.0f) lcl_const[3] = -1.0f;
410             else lcl_const[3] = constants[j + 3];
411
412             GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
413         }
414
415         /* If further constants are dirty, reload them without clamping.
416          *
417          * The alternative is not to touch them, but then we cannot reset the dirty constant count
418          * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
419          * above would always re-check the first 8 constants since max_constant remains at the init
420          * value
421          */
422     }
423
424     if (gl_info->supported[EXT_GPU_PROGRAM_PARAMETERS])
425     {
426         /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
427          * or just reloading *all* constants at once
428          *
429         GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
430          */
431         for(; i < max_constants; i++) {
432             if(!dirty_consts[i]) continue;
433
434             /* Find the next block of dirty constants */
435             dirty_consts[i] = 0;
436             j = i;
437             for(i++; (i < max_constants) && dirty_consts[i]; i++) {
438                 dirty_consts[i] = 0;
439             }
440
441             GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
442         }
443     } else {
444         for(; i < max_constants; i++) {
445             if(dirty_consts[i]) {
446                 dirty_consts[i] = 0;
447                 GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
448             }
449         }
450     }
451     checkGLcall("glProgramEnvParameter4fvARB()");
452
453     /* Load immediate constants */
454     if (shader->load_local_constsF)
455     {
456         if (TRACE_ON(d3d_shader))
457         {
458             LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, local_constant, entry)
459             {
460                 GLfloat* values = (GLfloat*)lconst->value;
461                 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
462                         values[0], values[1], values[2], values[3]);
463             }
464         }
465         /* Immediate constants are clamped for 1.X shaders at loading times */
466         ret = 0;
467         LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, local_constant, entry)
468         {
469             dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
470             ret = max(ret, lconst->idx + 1);
471             GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
472         }
473         checkGLcall("glProgramEnvParameter4fvARB()");
474         return ret; /* The loaded immediate constants need reloading for the next shader */
475     } else {
476         return 0; /* No constants are dirty now */
477     }
478 }
479
480 /**
481  * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
482  */
483 static void shader_arb_load_np2fixup_constants(void *shader_priv,
484         const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
485 {
486     const struct shader_arb_priv * priv = shader_priv;
487
488     /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
489     if (!use_ps(state)) return;
490
491     if (priv->compiled_fprog && priv->compiled_fprog->np2fixup_info.super.active) {
492         const struct arb_ps_np2fixup_info* const fixup = &priv->compiled_fprog->np2fixup_info;
493         UINT i;
494         WORD active = fixup->super.active;
495         GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
496
497         for (i = 0; active; active >>= 1, ++i)
498         {
499             const struct wined3d_texture *tex = state->textures[i];
500             const unsigned char idx = fixup->super.idx[i];
501             GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
502
503             if (!(active & 1)) continue;
504
505             if (!tex) {
506                 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
507                 continue;
508             }
509
510             if (idx % 2)
511             {
512                 tex_dim[2] = tex->pow2_matrix[0];
513                 tex_dim[3] = tex->pow2_matrix[5];
514             }
515             else
516             {
517                 tex_dim[0] = tex->pow2_matrix[0];
518                 tex_dim[1] = tex->pow2_matrix[5];
519             }
520         }
521
522         for (i = 0; i < fixup->super.num_consts; ++i) {
523             GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
524                                                    fixup->offset + i, &np2fixup_constants[i * 4]));
525         }
526     }
527 }
528
529 /* GL locking is done by the caller. */
530 static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader *gl_shader,
531         const struct wined3d_context *context, const struct wined3d_state *state, UINT rt_height)
532 {
533     const struct wined3d_gl_info *gl_info = context->gl_info;
534     unsigned char i;
535
536     for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
537     {
538         int texunit = gl_shader->bumpenvmatconst[i].texunit;
539
540         /* The state manager takes care that this function is always called if the bump env matrix changes */
541         const float *data = (const float *)&state->texture_states[texunit][WINED3DTSS_BUMPENVMAT00];
542         GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
543                 gl_shader->bumpenvmatconst[i].const_num, data));
544
545         if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
546         {
547             /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
548              * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
549              * don't care about them. The pointers are valid for sure because the stateblock is bigger.
550              * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
551             */
552             const float *scale = (const float *)&state->texture_states[texunit][WINED3DTSS_BUMPENVLSCALE];
553             GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
554                     gl_shader->luminanceconst[i].const_num, scale));
555         }
556     }
557     checkGLcall("Load bumpmap consts");
558
559     if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
560     {
561         /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
562         * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
563         * ycorrection.z: 1.0
564         * ycorrection.w: 0.0
565         */
566         float val[4];
567         val[0] = context->render_offscreen ? 0.0f : (float) rt_height;
568         val[1] = context->render_offscreen ? 1.0f : -1.0f;
569         val[2] = 1.0f;
570         val[3] = 0.0f;
571         GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
572         checkGLcall("y correction loading");
573     }
574
575     if (!gl_shader->num_int_consts) return;
576
577     for(i = 0; i < MAX_CONST_I; i++)
578     {
579         if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
580         {
581             float val[4];
582             val[0] = (float)state->ps_consts_i[4 * i];
583             val[1] = (float)state->ps_consts_i[4 * i + 1];
584             val[2] = (float)state->ps_consts_i[4 * i + 2];
585             val[3] = -1.0f;
586
587             GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
588         }
589     }
590     checkGLcall("Load ps int consts");
591 }
592
593 /* GL locking is done by the caller. */
594 static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *gl_shader,
595         const struct wined3d_context *context, const struct wined3d_state *state)
596 {
597     const struct wined3d_gl_info *gl_info = context->gl_info;
598     float position_fixup[4];
599     unsigned char i;
600
601     /* Upload the position fixup */
602     shader_get_position_fixup(context, state, position_fixup);
603     GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, position_fixup));
604
605     if (!gl_shader->num_int_consts) return;
606
607     for(i = 0; i < MAX_CONST_I; i++)
608     {
609         if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
610         {
611             float val[4];
612             val[0] = (float)state->vs_consts_i[4 * i];
613             val[1] = (float)state->vs_consts_i[4 * i + 1];
614             val[2] = (float)state->vs_consts_i[4 * i + 2];
615             val[3] = -1.0f;
616
617             GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
618         }
619     }
620     checkGLcall("Load vs int consts");
621 }
622
623 /**
624  * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
625  *
626  * We only support float constants in ARB at the moment, so don't
627  * worry about the Integers or Booleans
628  */
629 /* GL locking is done by the caller (state handler) */
630 static void shader_arb_load_constants(const struct wined3d_context *context, char usePixelShader, char useVertexShader)
631 {
632     IWineD3DDeviceImpl *device = context->swapchain->device;
633     struct wined3d_stateblock *stateBlock = device->stateBlock;
634     const struct wined3d_gl_info *gl_info = context->gl_info;
635     struct shader_arb_priv *priv = device->shader_priv;
636
637     if (useVertexShader)
638     {
639         struct wined3d_shader *vshader = stateBlock->state.vertex_shader;
640         const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
641
642         /* Load DirectX 9 float constants for vertex shader */
643         device->highest_dirty_vs_const = shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
644                 device->highest_dirty_vs_const, stateBlock->state.vs_consts_f, context->vshader_const_dirty);
645         shader_arb_vs_local_constants(gl_shader, context, &stateBlock->state);
646     }
647
648     if (usePixelShader)
649     {
650         struct wined3d_shader *pshader = stateBlock->state.pixel_shader;
651         const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
652         UINT rt_height = device->render_targets[0]->resource.height;
653
654         /* Load DirectX 9 float constants for pixel shader */
655         device->highest_dirty_ps_const = shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
656                 device->highest_dirty_ps_const, stateBlock->state.ps_consts_f, context->pshader_const_dirty);
657         shader_arb_ps_local_constants(gl_shader, context, &stateBlock->state, rt_height);
658     }
659 }
660
661 static void shader_arb_update_float_vertex_constants(IWineD3DDeviceImpl *device, UINT start, UINT count)
662 {
663     struct wined3d_context *context = context_get_current();
664
665     /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
666      * context. On a context switch the old context will be fully dirtified */
667     if (!context || context->swapchain->device != device) return;
668
669     memset(context->vshader_const_dirty + start, 1, sizeof(*context->vshader_const_dirty) * count);
670     device->highest_dirty_vs_const = max(device->highest_dirty_vs_const, start + count);
671 }
672
673 static void shader_arb_update_float_pixel_constants(IWineD3DDeviceImpl *device, UINT start, UINT count)
674 {
675     struct wined3d_context *context = context_get_current();
676
677     /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
678      * context. On a context switch the old context will be fully dirtified */
679     if (!context || context->swapchain->device != device) return;
680
681     memset(context->pshader_const_dirty + start, 1, sizeof(*context->pshader_const_dirty) * count);
682     device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, start + count);
683 }
684
685 static DWORD *local_const_mapping(const struct wined3d_shader *shader)
686 {
687     DWORD *ret;
688     DWORD idx = 0;
689     const local_constant *lconst;
690
691     if (shader->load_local_constsF || list_empty(&shader->constantsF))
692         return NULL;
693
694     ret = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * shader->limits.constant_float);
695     if (!ret)
696     {
697         ERR("Out of memory\n");
698         return NULL;
699     }
700
701     LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, local_constant, entry)
702     {
703         ret[lconst->idx] = idx++;
704     }
705     return ret;
706 }
707
708 /* Generate the variable & register declarations for the ARB_vertex_program output target */
709 static DWORD shader_generate_arb_declarations(struct wined3d_shader *shader,
710         const struct wined3d_shader_reg_maps *reg_maps, struct wined3d_shader_buffer *buffer,
711         const struct wined3d_gl_info *gl_info, DWORD *lconst_map,
712         DWORD *num_clipplanes, struct shader_arb_ctx_priv *ctx)
713 {
714     DWORD i, next_local = 0;
715     char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
716     unsigned max_constantsF;
717     const local_constant *lconst;
718     DWORD map;
719
720     /* In pixel shaders, all private constants are program local, we don't need anything
721      * from program.env. Thus we can advertise the full set of constants in pixel shaders.
722      * If we need a private constant the GL implementation will squeeze it in somewhere
723      *
724      * With vertex shaders we need the posFixup and on some GL implementations 4 helper
725      * immediate values. The posFixup is loaded using program.env for now, so always
726      * subtract one from the number of constants. If the shader uses indirect addressing,
727      * account for the helper const too because we have to declare all availabke d3d constants
728      * and don't know which are actually used.
729      */
730     if (pshader)
731     {
732         max_constantsF = gl_info->limits.arb_ps_native_constants;
733         /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
734         if (max_constantsF < 24)
735             max_constantsF = gl_info->limits.arb_ps_float_constants;
736     }
737     else
738     {
739         const struct arb_vshader_private *shader_data = shader->backend_data;
740         max_constantsF = gl_info->limits.arb_vs_native_constants;
741         /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
742          * Also prevents max_constantsF from becoming less than 0 and
743          * wrapping . */
744         if (max_constantsF < 96)
745             max_constantsF = gl_info->limits.arb_vs_float_constants;
746
747         if (reg_maps->usesrelconstF)
748         {
749             DWORD highest_constf = 0, clip_limit;
750
751             max_constantsF -= reserved_vs_const(shader_data, reg_maps, gl_info);
752             max_constantsF -= count_bits(reg_maps->integer_constants);
753
754             for (i = 0; i < shader->limits.constant_float; ++i)
755             {
756                 DWORD idx = i >> 5;
757                 DWORD shift = i & 0x1f;
758                 if(reg_maps->constf[idx] & (1 << shift)) highest_constf = i;
759             }
760
761             if(use_nv_clip(gl_info) && ctx->target_version >= NV2)
762             {
763                 if(ctx->cur_vs_args->super.clip_enabled)
764                     clip_limit = gl_info->limits.clipplanes;
765                 else
766                     clip_limit = 0;
767             }
768             else
769             {
770                 unsigned int mask = ctx->cur_vs_args->clip.boolclip.clipplane_mask;
771                 clip_limit = min(count_bits(mask), 4);
772             }
773             *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
774             max_constantsF -= *num_clipplanes;
775             if(*num_clipplanes < clip_limit)
776             {
777                 WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes, gl_info->limits.clipplanes);
778             }
779         }
780         else
781         {
782             if (ctx->target_version >= NV2) *num_clipplanes = gl_info->limits.clipplanes;
783             else *num_clipplanes = min(gl_info->limits.clipplanes, 4);
784         }
785     }
786
787     for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
788     {
789         if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i);
790     }
791
792     for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
793     {
794         if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i);
795     }
796
797     if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
798     {
799         for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
800         {
801             if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i);
802         }
803     }
804
805     /* Load local constants using the program-local space,
806      * this avoids reloading them each time the shader is used
807      */
808     if (lconst_map)
809     {
810         LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, local_constant, entry)
811         {
812             shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
813                            lconst_map[lconst->idx]);
814             next_local = max(next_local, lconst_map[lconst->idx] + 1);
815         }
816     }
817
818     /* After subtracting privately used constants from the hardware limit(they are loaded as
819      * local constants), make sure the shader doesn't violate the env constant limit
820      */
821     if(pshader)
822     {
823         max_constantsF = min(max_constantsF, gl_info->limits.arb_ps_float_constants);
824     }
825     else
826     {
827         max_constantsF = min(max_constantsF, gl_info->limits.arb_vs_float_constants);
828     }
829
830     /* Avoid declaring more constants than needed */
831     max_constantsF = min(max_constantsF, shader->limits.constant_float);
832
833     /* we use the array-based constants array if the local constants are marked for loading,
834      * because then we use indirect addressing, or when the local constant list is empty,
835      * because then we don't know if we're using indirect addressing or not. If we're hardcoding
836      * local constants do not declare the loaded constants as an array because ARB compilers usually
837      * do not optimize unused constants away
838      */
839     if (reg_maps->usesrelconstF)
840     {
841         /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
842         shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
843                     max_constantsF, max_constantsF - 1);
844     } else {
845         for(i = 0; i < max_constantsF; i++) {
846             DWORD idx, mask;
847             idx = i >> 5;
848             mask = 1 << (i & 0x1f);
849             if (!shader_constant_is_local(shader, i) && (reg_maps->constf[idx] & mask))
850             {
851                 shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
852             }
853         }
854     }
855
856     return next_local;
857 }
858
859 static const char * const shift_tab[] = {
860     "dummy",     /*  0 (none) */
861     "coefmul.x", /*  1 (x2)   */
862     "coefmul.y", /*  2 (x4)   */
863     "coefmul.z", /*  3 (x8)   */
864     "coefmul.w", /*  4 (x16)  */
865     "dummy",     /*  5 (x32)  */
866     "dummy",     /*  6 (x64)  */
867     "dummy",     /*  7 (x128) */
868     "dummy",     /*  8 (d256) */
869     "dummy",     /*  9 (d128) */
870     "dummy",     /* 10 (d64)  */
871     "dummy",     /* 11 (d32)  */
872     "coefdiv.w", /* 12 (d16)  */
873     "coefdiv.z", /* 13 (d8)   */
874     "coefdiv.y", /* 14 (d4)   */
875     "coefdiv.x"  /* 15 (d2)   */
876 };
877
878 static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
879         const struct wined3d_shader_dst_param *dst, char *write_mask)
880 {
881     char *ptr = write_mask;
882
883     if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
884     {
885         *ptr++ = '.';
886         if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
887         if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
888         if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
889         if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
890     }
891
892     *ptr = '\0';
893 }
894
895 static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_str)
896 {
897     /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
898      * but addressed as "rgba". To fix this we need to swap the register's x
899      * and z components. */
900     const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
901     char *ptr = swizzle_str;
902
903     /* swizzle bits fields: wwzzyyxx */
904     DWORD swizzle = param->swizzle;
905     DWORD swizzle_x = swizzle & 0x03;
906     DWORD swizzle_y = (swizzle >> 2) & 0x03;
907     DWORD swizzle_z = (swizzle >> 4) & 0x03;
908     DWORD swizzle_w = (swizzle >> 6) & 0x03;
909
910     /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
911      * generate a swizzle string. Unless we need to our own swizzling. */
912     if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
913     {
914         *ptr++ = '.';
915         if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
916             *ptr++ = swizzle_chars[swizzle_x];
917         } else {
918             *ptr++ = swizzle_chars[swizzle_x];
919             *ptr++ = swizzle_chars[swizzle_y];
920             *ptr++ = swizzle_chars[swizzle_z];
921             *ptr++ = swizzle_chars[swizzle_w];
922         }
923     }
924
925     *ptr = '\0';
926 }
927
928 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
929 {
930     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
931     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
932
933     if (!strcmp(priv->addr_reg, src)) return;
934
935     strcpy(priv->addr_reg, src);
936     shader_addline(buffer, "ARL A0.x, %s;\n", src);
937 }
938
939 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
940         const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
941
942 static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
943         const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
944 {
945     /* oPos, oFog and oPts in D3D */
946     static const char * const rastout_reg_names[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
947     struct wined3d_shader *shader = ins->ctx->shader;
948     const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
949     BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
950     struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
951
952     *is_color = FALSE;
953
954     switch (reg->type)
955     {
956         case WINED3DSPR_TEMP:
957             sprintf(register_name, "R%u", reg->idx);
958             break;
959
960         case WINED3DSPR_INPUT:
961             if (pshader)
962             {
963                 if (reg_maps->shader_version.major < 3)
964                 {
965                     if (!reg->idx) strcpy(register_name, "fragment.color.primary");
966                     else strcpy(register_name, "fragment.color.secondary");
967                 }
968                 else
969                 {
970                     if(reg->rel_addr)
971                     {
972                         char rel_reg[50];
973                         shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
974
975                         if (!strcmp(rel_reg, "**aL_emul**"))
976                         {
977                             DWORD idx = ctx->aL + reg->idx;
978                             if(idx < MAX_REG_INPUT)
979                             {
980                                 strcpy(register_name, ctx->ps_input[idx]);
981                             }
982                             else
983                             {
984                                 ERR("Pixel shader input register out of bounds: %u\n", idx);
985                                 sprintf(register_name, "out_of_bounds_%u", idx);
986                             }
987                         }
988                         else if (reg_maps->input_registers & 0x0300)
989                         {
990                             /* There are two ways basically:
991                              *
992                              * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
993                              *    That means trouble if the loop also contains a breakc or if the control values
994                              *    aren't local constants.
995                              * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
996                              *    source dynamically. The trouble is that we cannot simply read aL.y because it
997                              *    is an ADDRESS register. We could however push it, load .zw with a value and use
998                              *    ADAC to load the condition code register and pop it again afterwards
999                              */
1000                             FIXME("Relative input register addressing with more than 8 registers\n");
1001
1002                             /* This is better than nothing for now */
1003                             sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
1004                         }
1005                         else if(ctx->cur_ps_args->super.vp_mode != vertexshader)
1006                         {
1007                             /* This is problematic because we'd have to consult the ctx->ps_input strings
1008                              * for where to find the varying. Some may be "0.0", others can be texcoords or
1009                              * colors. This needs either a pipeline replacement to make the vertex shader feed
1010                              * proper varyings, or loop unrolling
1011                              *
1012                              * For now use the texcoords and hope for the best
1013                              */
1014                             FIXME("Non-vertex shader varying input with indirect addressing\n");
1015                             sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
1016                         }
1017                         else
1018                         {
1019                             /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
1020                              * pulls GL_NV_fragment_program2 in
1021                              */
1022                             sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
1023                         }
1024                     }
1025                     else
1026                     {
1027                         if(reg->idx < MAX_REG_INPUT)
1028                         {
1029                             strcpy(register_name, ctx->ps_input[reg->idx]);
1030                         }
1031                         else
1032                         {
1033                             ERR("Pixel shader input register out of bounds: %u\n", reg->idx);
1034                             sprintf(register_name, "out_of_bounds_%u", reg->idx);
1035                         }
1036                     }
1037                 }
1038             }
1039             else
1040             {
1041                 if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx)) *is_color = TRUE;
1042                 sprintf(register_name, "vertex.attrib[%u]", reg->idx);
1043             }
1044             break;
1045
1046         case WINED3DSPR_CONST:
1047             if (!pshader && reg->rel_addr)
1048             {
1049                 const struct arb_vshader_private *shader_data = shader->backend_data;
1050                 UINT rel_offset = shader_data->rel_offset;
1051                 BOOL aL = FALSE;
1052                 char rel_reg[50];
1053                 if (reg_maps->shader_version.major < 2)
1054                 {
1055                     sprintf(rel_reg, "A0.x");
1056                 } else {
1057                     shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
1058                     if(ctx->target_version == ARB) {
1059                         if (!strcmp(rel_reg, "**aL_emul**"))
1060                         {
1061                             aL = TRUE;
1062                         } else {
1063                             shader_arb_request_a0(ins, rel_reg);
1064                             sprintf(rel_reg, "A0.x");
1065                         }
1066                     }
1067                 }
1068                 if(aL)
1069                     sprintf(register_name, "C[%u]", ctx->aL + reg->idx);
1070                 else if (reg->idx >= rel_offset)
1071                     sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx - rel_offset);
1072                 else
1073                     sprintf(register_name, "C[%s - %u]", rel_reg, rel_offset - reg->idx);
1074             }
1075             else
1076             {
1077                 if (reg_maps->usesrelconstF)
1078                     sprintf(register_name, "C[%u]", reg->idx);
1079                 else
1080                     sprintf(register_name, "C%u", reg->idx);
1081             }
1082             break;
1083
1084         case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1085             if (pshader)
1086             {
1087                 if (reg_maps->shader_version.major == 1
1088                         && reg_maps->shader_version.minor <= 3)
1089                 {
1090                     /* In ps <= 1.3, Tx is a temporary register as destination to all instructions,
1091                      * and as source to most instructions. For some instructions it is the texcoord
1092                      * input. Those instructions know about the special use
1093                      */
1094                     sprintf(register_name, "T%u", reg->idx);
1095                 } else {
1096                     /* in ps 1.4 and 2.x Tx is always a (read-only) varying */
1097                     sprintf(register_name, "fragment.texcoord[%u]", reg->idx);
1098                 }
1099             }
1100             else
1101             {
1102                 if (reg_maps->shader_version.major == 1 || ctx->target_version >= NV2)
1103                 {
1104                     sprintf(register_name, "A%u", reg->idx);
1105                 }
1106                 else
1107                 {
1108                     sprintf(register_name, "A%u_SHADOW", reg->idx);
1109                 }
1110             }
1111             break;
1112
1113         case WINED3DSPR_COLOROUT:
1114             if (ctx->cur_ps_args->super.srgb_correction && !reg->idx)
1115             {
1116                 strcpy(register_name, "TMP_COLOR");
1117             }
1118             else
1119             {
1120                 if(ctx->cur_ps_args->super.srgb_correction) FIXME("sRGB correction on higher render targets\n");
1121                 if (reg_maps->highest_render_target > 0)
1122                 {
1123                     sprintf(register_name, "result.color[%u]", reg->idx);
1124                 }
1125                 else
1126                 {
1127                     strcpy(register_name, "result.color");
1128                 }
1129             }
1130             break;
1131
1132         case WINED3DSPR_RASTOUT:
1133             if(reg->idx == 1) sprintf(register_name, "%s", ctx->fog_output);
1134             else sprintf(register_name, "%s", rastout_reg_names[reg->idx]);
1135             break;
1136
1137         case WINED3DSPR_DEPTHOUT:
1138             strcpy(register_name, "result.depth");
1139             break;
1140
1141         case WINED3DSPR_ATTROUT:
1142         /* case WINED3DSPR_OUTPUT: */
1143             if (pshader) sprintf(register_name, "oD[%u]", reg->idx);
1144             else strcpy(register_name, ctx->color_output[reg->idx]);
1145             break;
1146
1147         case WINED3DSPR_TEXCRDOUT:
1148             if (pshader)
1149             {
1150                 sprintf(register_name, "oT[%u]", reg->idx);
1151             }
1152             else
1153             {
1154                 if (reg_maps->shader_version.major < 3)
1155                 {
1156                     strcpy(register_name, ctx->texcrd_output[reg->idx]);
1157                 }
1158                 else
1159                 {
1160                     strcpy(register_name, ctx->vs_output[reg->idx]);
1161                 }
1162             }
1163             break;
1164
1165         case WINED3DSPR_LOOP:
1166             if(ctx->target_version >= NV2)
1167             {
1168                 /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
1169                 if(pshader) sprintf(register_name, "A0.x");
1170                 else sprintf(register_name, "aL.y");
1171             }
1172             else
1173             {
1174                 /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
1175                  * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
1176                  * thus the result would be something like C[15 + 30], which is not valid in the ARB program
1177                  * grammar. So return a marker for the emulated aL and intercept it in constant and varying
1178                  * indexing
1179                  */
1180                 sprintf(register_name, "**aL_emul**");
1181             }
1182
1183             break;
1184
1185         case WINED3DSPR_CONSTINT:
1186             sprintf(register_name, "I%u", reg->idx);
1187             break;
1188
1189         case WINED3DSPR_MISCTYPE:
1190             if (!reg->idx)
1191             {
1192                 sprintf(register_name, "vpos");
1193             }
1194             else if(reg->idx == 1)
1195             {
1196                 sprintf(register_name, "fragment.facing.x");
1197             }
1198             else
1199             {
1200                 FIXME("Unknown MISCTYPE register index %u\n", reg->idx);
1201             }
1202             break;
1203
1204         default:
1205             FIXME("Unhandled register type %#x[%u]\n", reg->type, reg->idx);
1206             sprintf(register_name, "unrecognized_register[%u]", reg->idx);
1207             break;
1208     }
1209 }
1210
1211 static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
1212         const struct wined3d_shader_dst_param *wined3d_dst, char *str)
1213 {
1214     char register_name[255];
1215     char write_mask[6];
1216     BOOL is_color;
1217
1218     shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
1219     strcpy(str, register_name);
1220
1221     shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
1222     strcat(str, write_mask);
1223 }
1224
1225 static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
1226 {
1227     switch(channel_source)
1228     {
1229         case CHANNEL_SOURCE_ZERO: return "0";
1230         case CHANNEL_SOURCE_ONE: return "1";
1231         case CHANNEL_SOURCE_X: return "x";
1232         case CHANNEL_SOURCE_Y: return "y";
1233         case CHANNEL_SOURCE_Z: return "z";
1234         case CHANNEL_SOURCE_W: return "w";
1235         default:
1236             FIXME("Unhandled channel source %#x\n", channel_source);
1237             return "undefined";
1238     }
1239 }
1240
1241 static void gen_color_correction(struct wined3d_shader_buffer *buffer, const char *reg,
1242         DWORD dst_mask, const char *one, const char *two, struct color_fixup_desc fixup)
1243 {
1244     DWORD mask;
1245
1246     if (is_complex_fixup(fixup))
1247     {
1248         enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1249         FIXME("Complex fixup (%#x) not supported\n", complex_fixup);
1250         return;
1251     }
1252
1253     mask = 0;
1254     if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1255     if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1256     if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1257     if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1258     mask &= dst_mask;
1259
1260     if (mask)
1261     {
1262         shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
1263                 shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
1264                 shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
1265     }
1266
1267     mask = 0;
1268     if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
1269     if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
1270     if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
1271     if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
1272     mask &= dst_mask;
1273
1274     if (mask)
1275     {
1276         char reg_mask[6];
1277         char *ptr = reg_mask;
1278
1279         if (mask != WINED3DSP_WRITEMASK_ALL)
1280         {
1281             *ptr++ = '.';
1282             if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
1283             if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
1284             if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
1285             if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
1286         }
1287         *ptr = '\0';
1288
1289         shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
1290     }
1291 }
1292
1293 static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
1294 {
1295     DWORD mod;
1296     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1297     if (!ins->dst_count) return "";
1298
1299     mod = ins->dst[0].modifiers;
1300
1301     /* Silently ignore PARTIALPRECISION if its not supported */
1302     if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
1303
1304     if(mod & WINED3DSPDM_MSAMPCENTROID)
1305     {
1306         FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
1307         mod &= ~WINED3DSPDM_MSAMPCENTROID;
1308     }
1309
1310     switch(mod)
1311     {
1312         case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
1313             return "H_SAT";
1314
1315         case WINED3DSPDM_SATURATE:
1316             return "_SAT";
1317
1318         case WINED3DSPDM_PARTIALPRECISION:
1319             return "H";
1320
1321         case 0:
1322             return "";
1323
1324         default:
1325             FIXME("Unknown modifiers 0x%08x\n", mod);
1326             return "";
1327     }
1328 }
1329
1330 #define TEX_PROJ        0x1
1331 #define TEX_BIAS        0x2
1332 #define TEX_LOD         0x4
1333 #define TEX_DERIV       0x10
1334
1335 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
1336         const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
1337 {
1338     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1339     DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
1340     const struct wined3d_texture *texture;
1341     const char *tex_type;
1342     BOOL np2_fixup = FALSE;
1343     struct wined3d_shader *shader = ins->ctx->shader;
1344     IWineD3DDeviceImpl *device = shader->device;
1345     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1346     const char *mod;
1347     BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
1348
1349     /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1350     if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
1351
1352     switch(sampler_type) {
1353         case WINED3DSTT_1D:
1354             tex_type = "1D";
1355             break;
1356
1357         case WINED3DSTT_2D:
1358             texture = device->stateBlock->state.textures[sampler_idx];
1359             if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
1360             {
1361                 tex_type = "RECT";
1362             } else {
1363                 tex_type = "2D";
1364             }
1365             if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1366             {
1367                 if (priv->cur_np2fixup_info->super.active & (1 << sampler_idx))
1368                 {
1369                     if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
1370                     else np2_fixup = TRUE;
1371                 }
1372             }
1373             break;
1374
1375         case WINED3DSTT_VOLUME:
1376             tex_type = "3D";
1377             break;
1378
1379         case WINED3DSTT_CUBE:
1380             tex_type = "CUBE";
1381             break;
1382
1383         default:
1384             ERR("Unexpected texture type %d\n", sampler_type);
1385             tex_type = "";
1386     }
1387
1388     /* TEX, TXL, TXD and TXP do not support the "H" modifier,
1389      * so don't use shader_arb_get_modifier
1390      */
1391     if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
1392     else mod = "";
1393
1394     /* Fragment samplers always have indentity mapping */
1395     if(sampler_idx >= MAX_FRAGMENT_SAMPLERS)
1396     {
1397         sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
1398     }
1399
1400     if (flags & TEX_DERIV)
1401     {
1402         if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n");
1403         if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n");
1404         shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1405                        dsx, dsy,sampler_idx, tex_type);
1406     }
1407     else if(flags & TEX_LOD)
1408     {
1409         if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
1410         if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
1411         shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
1412                        sampler_idx, tex_type);
1413     }
1414     else if (flags & TEX_BIAS)
1415     {
1416         /* Shouldn't be possible, but let's check for it */
1417         if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
1418         /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
1419         shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1420     }
1421     else if (flags & TEX_PROJ)
1422     {
1423         shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1424     }
1425     else
1426     {
1427         if (np2_fixup)
1428         {
1429             const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
1430             shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
1431                            (idx % 2) ? "zwxy" : "xyzw", coord_reg);
1432
1433             shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, dst_str, sampler_idx, tex_type);
1434         }
1435         else
1436             shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
1437     }
1438
1439     if (pshader)
1440     {
1441         gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
1442                 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_ONE),
1443                 arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_TWO),
1444                 priv->cur_ps_args->super.color_fixup[sampler_idx]);
1445     }
1446 }
1447
1448 static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
1449         const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
1450 {
1451     /* Generate a line that does the input modifier computation and return the input register to use */
1452     BOOL is_color = FALSE;
1453     char regstr[256];
1454     char swzstr[20];
1455     int insert_line;
1456     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1457     struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1458     const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
1459     const char *two = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_TWO);
1460
1461     /* Assume a new line will be added */
1462     insert_line = 1;
1463
1464     /* Get register name */
1465     shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
1466     shader_arb_get_swizzle(src, is_color, swzstr);
1467
1468     switch (src->modifiers)
1469     {
1470     case WINED3DSPSM_NONE:
1471         sprintf(outregstr, "%s%s", regstr, swzstr);
1472         insert_line = 0;
1473         break;
1474     case WINED3DSPSM_NEG:
1475         sprintf(outregstr, "-%s%s", regstr, swzstr);
1476         insert_line = 0;
1477         break;
1478     case WINED3DSPSM_BIAS:
1479         shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
1480         break;
1481     case WINED3DSPSM_BIASNEG:
1482         shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
1483         break;
1484     case WINED3DSPSM_SIGN:
1485         shader_addline(buffer, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg, regstr, two, one);
1486         break;
1487     case WINED3DSPSM_SIGNNEG:
1488         shader_addline(buffer, "MAD T%c, %s, -%s, %s;\n", 'A' + tmpreg, regstr, two, one);
1489         break;
1490     case WINED3DSPSM_COMP:
1491         shader_addline(buffer, "SUB T%c, %s, %s;\n", 'A' + tmpreg, one, regstr);
1492         break;
1493     case WINED3DSPSM_X2:
1494         shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
1495         break;
1496     case WINED3DSPSM_X2NEG:
1497         shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
1498         break;
1499     case WINED3DSPSM_DZ:
1500         shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
1501         shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1502         break;
1503     case WINED3DSPSM_DW:
1504         shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
1505         shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
1506         break;
1507     case WINED3DSPSM_ABS:
1508         if(ctx->target_version >= NV2) {
1509             sprintf(outregstr, "|%s%s|", regstr, swzstr);
1510             insert_line = 0;
1511         } else {
1512             shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1513         }
1514         break;
1515     case WINED3DSPSM_ABSNEG:
1516         if(ctx->target_version >= NV2) {
1517             sprintf(outregstr, "-|%s%s|", regstr, swzstr);
1518         } else {
1519             shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
1520             sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
1521         }
1522         insert_line = 0;
1523         break;
1524     default:
1525         sprintf(outregstr, "%s%s", regstr, swzstr);
1526         insert_line = 0;
1527     }
1528
1529     /* Return modified or original register, with swizzle */
1530     if (insert_line)
1531         sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
1532 }
1533
1534 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
1535 {
1536     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1537     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1538     char dst_name[50];
1539     char src_name[2][50];
1540     DWORD sampler_code = dst->reg.idx;
1541
1542     shader_arb_get_dst_param(ins, dst, dst_name);
1543
1544     /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
1545      *
1546      * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
1547      * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
1548      * temps is done.
1549      */
1550     shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1551     shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
1552     shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
1553     shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
1554     shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
1555
1556     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1557     shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1558 }
1559
1560 static DWORD negate_modifiers(DWORD mod, char *extra_char)
1561 {
1562     *extra_char = ' ';
1563     switch(mod)
1564     {
1565         case WINED3DSPSM_NONE:      return WINED3DSPSM_NEG;
1566         case WINED3DSPSM_NEG:       return WINED3DSPSM_NONE;
1567         case WINED3DSPSM_BIAS:      return WINED3DSPSM_BIASNEG;
1568         case WINED3DSPSM_BIASNEG:   return WINED3DSPSM_BIAS;
1569         case WINED3DSPSM_SIGN:      return WINED3DSPSM_SIGNNEG;
1570         case WINED3DSPSM_SIGNNEG:   return WINED3DSPSM_SIGN;
1571         case WINED3DSPSM_COMP:      *extra_char = '-'; return WINED3DSPSM_COMP;
1572         case WINED3DSPSM_X2:        return WINED3DSPSM_X2NEG;
1573         case WINED3DSPSM_X2NEG:     return WINED3DSPSM_X2;
1574         case WINED3DSPSM_DZ:        *extra_char = '-'; return WINED3DSPSM_DZ;
1575         case WINED3DSPSM_DW:        *extra_char = '-'; return WINED3DSPSM_DW;
1576         case WINED3DSPSM_ABS:       return WINED3DSPSM_ABSNEG;
1577         case WINED3DSPSM_ABSNEG:    return WINED3DSPSM_ABS;
1578     }
1579     FIXME("Unknown modifier %u\n", mod);
1580     return mod;
1581 }
1582
1583 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
1584 {
1585     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1586     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1587     char dst_name[50];
1588     char src_name[3][50];
1589     DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1590             ins->ctx->reg_maps->shader_version.minor);
1591     BOOL is_color;
1592
1593     shader_arb_get_dst_param(ins, dst, dst_name);
1594     shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1595
1596     /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
1597     if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue)
1598     {
1599         shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1600     } else {
1601         struct wined3d_shader_src_param src0_copy = ins->src[0];
1602         char extra_neg;
1603
1604         /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
1605         src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
1606
1607         shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
1608         shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1609         shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
1610         /* No modifiers supported on CMP */
1611         shader_addline(buffer, "CMP %s, TA, %s, %s;\n", dst_name, src_name[1], src_name[2]);
1612
1613         /* _SAT on CMP doesn't make much sense, but it is not a pure NOP */
1614         if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
1615         {
1616             shader_arb_get_register_name(ins, &dst->reg, src_name[0], &is_color);
1617             shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, dst_name);
1618         }
1619     }
1620 }
1621
1622 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
1623 {
1624     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1625     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1626     char dst_name[50];
1627     char src_name[3][50];
1628     BOOL is_color;
1629
1630     shader_arb_get_dst_param(ins, dst, dst_name);
1631
1632     /* Generate input register names (with modifiers) */
1633     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1634     shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1635     shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1636
1637     /* No modifiers are supported on CMP */
1638     shader_addline(buffer, "CMP %s, %s, %s, %s;\n", dst_name,
1639                    src_name[0], src_name[2], src_name[1]);
1640
1641     if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
1642     {
1643         shader_arb_get_register_name(ins, &dst->reg, src_name[0], &is_color);
1644         shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name[0]);
1645     }
1646 }
1647
1648 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
1649  * dst = dot2(src0, src1) + src2 */
1650 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
1651 {
1652     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1653     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1654     char dst_name[50];
1655     char src_name[3][50];
1656     struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1657
1658     shader_arb_get_dst_param(ins, dst, dst_name);
1659     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
1660     shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
1661
1662     if(ctx->target_version >= NV3)
1663     {
1664         /* GL_NV_fragment_program2 has a 1:1 matching instruction */
1665         shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1666         shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1667                        dst_name, src_name[0], src_name[1], src_name[2]);
1668     }
1669     else if(ctx->target_version >= NV2)
1670     {
1671         /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
1672          * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
1673          * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
1674          * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
1675          *
1676          * Make sure that src1.zw = src1.xy, then we get a classic dp2add
1677          *
1678          * .xyxy and other swizzles that we could get with this are not valid in
1679          * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
1680          */
1681         struct wined3d_shader_src_param tmp_param = ins->src[1];
1682         DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
1683         tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
1684
1685         shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
1686
1687         shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
1688                        dst_name, src_name[2], src_name[0], src_name[1]);
1689     }
1690     else
1691     {
1692         shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
1693         /* Emulate a DP2 with a DP3 and 0.0. Don't use the dest as temp register, it could be src[1] or src[2]
1694         * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
1695         */
1696         shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
1697         shader_addline(buffer, "MOV TA.z, 0.0;\n");
1698         shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
1699         shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
1700     }
1701 }
1702
1703 /* Map the opcode 1-to-1 to the GL code */
1704 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
1705 {
1706     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1707     const char *instruction;
1708     char arguments[256], dst_str[50];
1709     unsigned int i;
1710     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1711
1712     switch (ins->handler_idx)
1713     {
1714         case WINED3DSIH_ABS: instruction = "ABS"; break;
1715         case WINED3DSIH_ADD: instruction = "ADD"; break;
1716         case WINED3DSIH_CRS: instruction = "XPD"; break;
1717         case WINED3DSIH_DP3: instruction = "DP3"; break;
1718         case WINED3DSIH_DP4: instruction = "DP4"; break;
1719         case WINED3DSIH_DST: instruction = "DST"; break;
1720         case WINED3DSIH_FRC: instruction = "FRC"; break;
1721         case WINED3DSIH_LIT: instruction = "LIT"; break;
1722         case WINED3DSIH_LRP: instruction = "LRP"; break;
1723         case WINED3DSIH_MAD: instruction = "MAD"; break;
1724         case WINED3DSIH_MAX: instruction = "MAX"; break;
1725         case WINED3DSIH_MIN: instruction = "MIN"; break;
1726         case WINED3DSIH_MOV: instruction = "MOV"; break;
1727         case WINED3DSIH_MUL: instruction = "MUL"; break;
1728         case WINED3DSIH_SGE: instruction = "SGE"; break;
1729         case WINED3DSIH_SLT: instruction = "SLT"; break;
1730         case WINED3DSIH_SUB: instruction = "SUB"; break;
1731         case WINED3DSIH_MOVA:instruction = "ARR"; break;
1732         case WINED3DSIH_DSX: instruction = "DDX"; break;
1733         default: instruction = "";
1734             FIXME("Unhandled opcode %#x\n", ins->handler_idx);
1735             break;
1736     }
1737
1738     /* Note that shader_arb_add_dst_param() adds spaces. */
1739     arguments[0] = '\0';
1740     shader_arb_get_dst_param(ins, dst, dst_str);
1741     for (i = 0; i < ins->src_count; ++i)
1742     {
1743         char operand[100];
1744         strcat(arguments, ", ");
1745         shader_arb_get_src_param(ins, &ins->src[i], i, operand);
1746         strcat(arguments, operand);
1747     }
1748     shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
1749 }
1750
1751 static void shader_hw_nop(const struct wined3d_shader_instruction *ins)
1752 {
1753     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1754     shader_addline(buffer, "NOP;\n");
1755 }
1756
1757 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
1758 {
1759     struct wined3d_shader *shader = ins->ctx->shader;
1760     const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1761     BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1762     struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
1763     const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
1764     const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
1765     const char *two = arb_get_helper_value(reg_maps->shader_version.type, ARB_TWO);
1766
1767     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1768     char src0_param[256];
1769
1770     if (ins->handler_idx == WINED3DSIH_MOVA)
1771     {
1772         const struct arb_vshader_private *shader_data = shader->backend_data;
1773         char write_mask[6];
1774         const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1775
1776         if(ctx->target_version >= NV2) {
1777             shader_hw_map2gl(ins);
1778             return;
1779         }
1780         shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1781         shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
1782
1783         /* This implements the mova formula used in GLSL. The first two instructions
1784          * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
1785          * in this case:
1786          * mova A0.x, 0.0
1787          *
1788          * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
1789          *
1790          * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
1791          * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
1792          */
1793         shader_addline(buffer, "SGE A0_SHADOW%s, %s, %s;\n", write_mask, src0_param, zero);
1794         shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask, two, one);
1795
1796         shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
1797         shader_addline(buffer, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask);
1798         shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
1799         if (shader_data->rel_offset)
1800         {
1801             shader_addline(buffer, "ADD TA%s, TA, %s;\n", write_mask, offset);
1802         }
1803         shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
1804
1805         ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
1806     }
1807     else if (reg_maps->shader_version.major == 1
1808           && !shader_is_pshader_version(reg_maps->shader_version.type)
1809           && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1810     {
1811         const struct arb_vshader_private *shader_data = shader->backend_data;
1812         src0_param[0] = '\0';
1813
1814         if (shader_data->rel_offset)
1815         {
1816             const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
1817             shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
1818             shader_addline(buffer, "ADD TA.x, %s, %s;\n", src0_param, offset);
1819             shader_addline(buffer, "ARL A0.x, TA.x;\n");
1820         }
1821         else
1822         {
1823             /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
1824              * with more than one component. Thus replicate the first source argument over all
1825              * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
1826             struct wined3d_shader_src_param tmp_src = ins->src[0];
1827             tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
1828             shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
1829             shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
1830         }
1831     }
1832     else if (ins->dst[0].reg.type == WINED3DSPR_COLOROUT && !ins->dst[0].reg.idx && pshader)
1833     {
1834         if (ctx->cur_ps_args->super.srgb_correction && shader->u.ps.color0_mov)
1835         {
1836             shader_addline(buffer, "#mov handled in srgb write code\n");
1837             return;
1838         }
1839         shader_hw_map2gl(ins);
1840     }
1841     else
1842     {
1843         shader_hw_map2gl(ins);
1844     }
1845 }
1846
1847 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
1848 {
1849     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1850     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1851     char reg_dest[40];
1852
1853     /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
1854      * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
1855      */
1856     shader_arb_get_dst_param(ins, dst, reg_dest);
1857
1858     if (ins->ctx->reg_maps->shader_version.major >= 2)
1859     {
1860         const char *kilsrc = "TA";
1861         BOOL is_color;
1862
1863         shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
1864         if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
1865         {
1866             kilsrc = reg_dest;
1867         }
1868         else
1869         {
1870             /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
1871              * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
1872              * masked out components to 0(won't kill)
1873              */
1874             char x = '0', y = '0', z = '0', w = '0';
1875             if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
1876             if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
1877             if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
1878             if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
1879             shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
1880         }
1881         shader_addline(buffer, "KIL %s;\n", kilsrc);
1882     } else {
1883         /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
1884          * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
1885          *
1886          * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1887          * or pass in any temporary register(in shader phase 2)
1888          */
1889         if(ins->ctx->reg_maps->shader_version.minor <= 3) {
1890             sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx);
1891         } else {
1892             shader_arb_get_dst_param(ins, dst, reg_dest);
1893         }
1894         shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
1895         shader_addline(buffer, "KIL TA;\n");
1896     }
1897 }
1898
1899 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
1900 {
1901     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
1902     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1903     DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1904             ins->ctx->reg_maps->shader_version.minor);
1905     struct wined3d_shader_src_param src;
1906
1907     char reg_dest[40];
1908     char reg_coord[40];
1909     DWORD reg_sampler_code;
1910     WORD myflags = 0;
1911
1912     /* All versions have a destination register */
1913     shader_arb_get_dst_param(ins, dst, reg_dest);
1914
1915     /* 1.0-1.4: Use destination register number as texture code.
1916        2.0+: Use provided sampler number as texure code. */
1917     if (shader_version < WINED3D_SHADER_VERSION(2,0))
1918         reg_sampler_code = dst->reg.idx;
1919     else
1920         reg_sampler_code = ins->src[1].reg.idx;
1921
1922     /* 1.0-1.3: Use the texcoord varying.
1923        1.4+: Use provided coordinate source register. */
1924     if (shader_version < WINED3D_SHADER_VERSION(1,4))
1925         sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
1926     else {
1927         /* TEX is the only instruction that can handle DW and DZ natively */
1928         src = ins->src[0];
1929         if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
1930         if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
1931         shader_arb_get_src_param(ins, &src, 0, reg_coord);
1932     }
1933
1934     /* projection flag:
1935      * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
1936      * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
1937      * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
1938      */
1939     if (shader_version < WINED3D_SHADER_VERSION(1,4))
1940     {
1941         DWORD flags = 0;
1942         if (reg_sampler_code < MAX_TEXTURES)
1943             flags = priv->cur_ps_args->super.tex_transform >> reg_sampler_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
1944         if (flags & WINED3D_PSARGS_PROJECTED)
1945             myflags |= TEX_PROJ;
1946     }
1947     else if (shader_version < WINED3D_SHADER_VERSION(2,0))
1948     {
1949         DWORD src_mod = ins->src[0].modifiers;
1950         if (src_mod == WINED3DSPSM_DZ) {
1951             /* TXP cannot handle DZ natively, so move the z coordinate to .w. reg_coord is a read-only
1952              * varying register, so we need a temp reg
1953              */
1954             shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
1955             strcpy(reg_coord, "TA");
1956             myflags |= TEX_PROJ;
1957         } else if(src_mod == WINED3DSPSM_DW) {
1958             myflags |= TEX_PROJ;
1959         }
1960     } else {
1961         if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
1962         if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
1963     }
1964     shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
1965 }
1966
1967 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
1968 {
1969     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
1970     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1971     DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
1972             ins->ctx->reg_maps->shader_version.minor);
1973     char dst_str[50];
1974
1975     if (shader_version < WINED3D_SHADER_VERSION(1,4))
1976     {
1977         DWORD reg = dst->reg.idx;
1978
1979         shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1980         shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
1981     } else {
1982         char reg_src[40];
1983
1984         shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
1985         shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
1986         shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
1987    }
1988 }
1989
1990 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
1991 {
1992      struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1993      DWORD flags = 0;
1994
1995      DWORD reg1 = ins->dst[0].reg.idx;
1996      char dst_str[50];
1997      char src_str[50];
1998
1999      /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
2000      shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2001      shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2002      /* Move .x first in case src_str is "TA" */
2003      shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
2004      shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
2005      if (reg1 < MAX_TEXTURES)
2006      {
2007          struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2008          flags = priv->cur_ps_args->super.tex_transform >> reg1 * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2009      }
2010      shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2011 }
2012
2013 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
2014 {
2015      struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2016
2017      DWORD reg1 = ins->dst[0].reg.idx;
2018      char dst_str[50];
2019      char src_str[50];
2020
2021      /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
2022      shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2023      shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2024      shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
2025      shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
2026      shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
2027 }
2028
2029 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
2030 {
2031     DWORD reg1 = ins->dst[0].reg.idx;
2032     char dst_str[50];
2033     char src_str[50];
2034
2035     /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
2036     shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2037     shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
2038     shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
2039 }
2040
2041 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
2042 {
2043     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2044     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2045     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2046     char reg_coord[40], dst_reg[50], src_reg[50];
2047     DWORD reg_dest_code;
2048
2049     /* All versions have a destination register. The Tx where the texture coordinates come
2050      * from is the varying incarnation of the texture register
2051      */
2052     reg_dest_code = dst->reg.idx;
2053     shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
2054     shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
2055     sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
2056
2057     /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
2058      * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
2059      *
2060      * GL_NV_fragment_program_option could handle this in one instruction via X2D:
2061      * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
2062      *
2063      * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
2064      * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
2065      * extension.
2066      */
2067     shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
2068     shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
2069     shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
2070     shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
2071
2072     /* with projective textures, texbem only divides the static texture coord, not the displacement,
2073      * so we can't let the GL handle this.
2074      */
2075     if ((priv->cur_ps_args->super.tex_transform >> reg_dest_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
2076             & WINED3D_PSARGS_PROJECTED)
2077     {
2078         shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
2079         shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
2080         shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
2081     } else {
2082         shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
2083     }
2084
2085     shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
2086
2087     if (ins->handler_idx == WINED3DSIH_TEXBEML)
2088     {
2089         /* No src swizzles are allowed, so this is ok */
2090         shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
2091                        src_reg, reg_dest_code, reg_dest_code);
2092         shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
2093     }
2094 }
2095
2096 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
2097 {
2098     DWORD reg = ins->dst[0].reg.idx;
2099     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2100     char src0_name[50], dst_name[50];
2101     BOOL is_color;
2102     struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2103
2104     shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2105     /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
2106      * T<reg+1> register. Use this register to store the calculated vector
2107      */
2108     tmp_reg.idx = reg + 1;
2109     shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2110     shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2111 }
2112
2113 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
2114 {
2115     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2116     DWORD flags;
2117     DWORD reg = ins->dst[0].reg.idx;
2118     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2119     char dst_str[50];
2120     char src0_name[50];
2121     char dst_reg[50];
2122     BOOL is_color;
2123
2124     /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
2125     shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2126
2127     shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2128     shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2129     shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2130     flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2131     shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2132 }
2133
2134 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
2135 {
2136     struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2137     DWORD reg = ins->dst[0].reg.idx;
2138     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2139     char src0_name[50], dst_name[50];
2140     struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
2141     BOOL is_color;
2142
2143     /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
2144      * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
2145      * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
2146      */
2147     tmp_reg.idx = reg + 2 - tex_mx->current_row;
2148     shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2149
2150     shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2151     shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2152                    dst_name, 'x' + tex_mx->current_row, reg, src0_name);
2153     tex_mx->texcoord_w[tex_mx->current_row++] = reg;
2154 }
2155
2156 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
2157 {
2158     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2159     struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2160     DWORD flags;
2161     DWORD reg = ins->dst[0].reg.idx;
2162     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2163     char dst_str[50];
2164     char src0_name[50], dst_name[50];
2165     BOOL is_color;
2166
2167     shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2168     shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2169     shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2170
2171     /* Sample the texture using the calculated coordinates */
2172     shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2173     flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2174     shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2175     tex_mx->current_row = 0;
2176 }
2177
2178 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2179 {
2180     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2181     struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2182     DWORD flags;
2183     DWORD reg = ins->dst[0].reg.idx;
2184     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2185     char dst_str[50];
2186     char src0_name[50];
2187     char dst_reg[50];
2188     BOOL is_color;
2189
2190     /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
2191      * components for temporary data storage
2192      */
2193     shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2194     shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2195     shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2196
2197     /* Construct the eye-ray vector from w coordinates */
2198     shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[0]);
2199     shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[1]);
2200     shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
2201
2202     /* Calculate reflection vector
2203      */
2204     shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
2205     /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
2206     shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
2207     shader_addline(buffer, "RCP TB.w, TB.w;\n");
2208     shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
2209     shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2210     shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
2211
2212     /* Sample the texture using the calculated coordinates */
2213     shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2214     flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2215     shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2216     tex_mx->current_row = 0;
2217 }
2218
2219 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
2220 {
2221     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2222     struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
2223     DWORD flags;
2224     DWORD reg = ins->dst[0].reg.idx;
2225     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2226     char dst_str[50];
2227     char src0_name[50];
2228     char src1_name[50];
2229     char dst_reg[50];
2230     BOOL is_color;
2231
2232     shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
2233     shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
2234     shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2235     /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2236     shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2237
2238     /* Calculate reflection vector.
2239      *
2240      *                   dot(N, E)
2241      * dst_reg.xyz = 2 * --------- * N - E
2242      *                   dot(N, N)
2243      *
2244      * Which normalizes the normal vector
2245      */
2246     shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
2247     shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
2248     shader_addline(buffer, "RCP TC.w, TC.w;\n");
2249     shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
2250     shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2251     shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
2252
2253     /* Sample the texture using the calculated coordinates */
2254     shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2255     flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2256     shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2257     tex_mx->current_row = 0;
2258 }
2259
2260 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
2261 {
2262     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2263     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2264     char dst_name[50];
2265     const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2266     const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2267
2268     /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
2269      * which is essentially an input, is the destination register because it is the first
2270      * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
2271      * here(writemasks/swizzles are not valid on texdepth)
2272      */
2273     shader_arb_get_dst_param(ins, dst, dst_name);
2274
2275     /* According to the msdn, the source register(must be r5) is unusable after
2276      * the texdepth instruction, so we're free to modify it
2277      */
2278     shader_addline(buffer, "MIN %s.y, %s.y, %s;\n", dst_name, dst_name, one);
2279
2280     /* How to deal with the special case dst_name.g == 0? if r != 0, then
2281      * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2282      * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2283      */
2284     shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2285     shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
2286     shader_addline(buffer, "MIN TA.x, TA.x, %s;\n", one);
2287     shader_addline(buffer, "MAX result.depth, TA.x, %s;\n", zero);
2288 }
2289
2290 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
2291  * Take a 3-component dot product of the TexCoord[dstreg] and src,
2292  * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2293 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
2294 {
2295     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2296     DWORD sampler_idx = ins->dst[0].reg.idx;
2297     char src0[50];
2298     char dst_str[50];
2299
2300     shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2301     shader_addline(buffer, "MOV TB, 0.0;\n");
2302     shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2303
2304     shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
2305     shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
2306 }
2307
2308 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
2309  * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2310 static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
2311 {
2312     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2313     char src0[50];
2314     char dst_str[50];
2315     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2316
2317     /* Handle output register */
2318     shader_arb_get_dst_param(ins, dst, dst_str);
2319     shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2320     shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx, src0);
2321 }
2322
2323 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
2324  * Perform the 3rd row of a 3x3 matrix multiply */
2325 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
2326 {
2327     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2328     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2329     char dst_str[50], dst_name[50];
2330     char src0[50];
2331     BOOL is_color;
2332
2333     shader_arb_get_dst_param(ins, dst, dst_str);
2334     shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2335     shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2336     shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
2337     shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2338 }
2339
2340 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
2341  * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2342  * Calculate tmp0.y = TexCoord[dstreg] . src.xyz;  (tmp0.x has already been calculated)
2343  * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2344  */
2345 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
2346 {
2347     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2348     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2349     char src0[50], dst_name[50];
2350     BOOL is_color;
2351     const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2352     const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2353
2354     shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
2355     shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2356     shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
2357
2358     /* How to deal with the special case dst_name.g == 0? if r != 0, then
2359      * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
2360      * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
2361      */
2362     shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2363     shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2364     shader_addline(buffer, "MIN %s.x, %s.x, %s;\n", dst_name, dst_name, one);
2365     shader_addline(buffer, "MAX result.depth, %s.x, %s;\n", dst_name, zero);
2366 }
2367
2368 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2369     Vertex/Pixel shaders to ARB_vertex_program codes */
2370 static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
2371 {
2372     int i;
2373     int nComponents = 0;
2374     struct wined3d_shader_dst_param tmp_dst = {{0}};
2375     struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2376     struct wined3d_shader_instruction tmp_ins;
2377
2378     memset(&tmp_ins, 0, sizeof(tmp_ins));
2379
2380     /* Set constants for the temporary argument */
2381     tmp_ins.ctx = ins->ctx;
2382     tmp_ins.dst_count = 1;
2383     tmp_ins.dst = &tmp_dst;
2384     tmp_ins.src_count = 2;
2385     tmp_ins.src = tmp_src;
2386
2387     switch(ins->handler_idx)
2388     {
2389         case WINED3DSIH_M4x4:
2390             nComponents = 4;
2391             tmp_ins.handler_idx = WINED3DSIH_DP4;
2392             break;
2393         case WINED3DSIH_M4x3:
2394             nComponents = 3;
2395             tmp_ins.handler_idx = WINED3DSIH_DP4;
2396             break;
2397         case WINED3DSIH_M3x4:
2398             nComponents = 4;
2399             tmp_ins.handler_idx = WINED3DSIH_DP3;
2400             break;
2401         case WINED3DSIH_M3x3:
2402             nComponents = 3;
2403             tmp_ins.handler_idx = WINED3DSIH_DP3;
2404             break;
2405         case WINED3DSIH_M3x2:
2406             nComponents = 2;
2407             tmp_ins.handler_idx = WINED3DSIH_DP3;
2408             break;
2409         default:
2410             FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2411             break;
2412     }
2413
2414     tmp_dst = ins->dst[0];
2415     tmp_src[0] = ins->src[0];
2416     tmp_src[1] = ins->src[1];
2417     for (i = 0; i < nComponents; i++) {
2418         tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2419         shader_hw_map2gl(&tmp_ins);
2420         ++tmp_src[1].reg.idx;
2421     }
2422 }
2423
2424 static void shader_hw_rcp(const struct wined3d_shader_instruction *ins)
2425 {
2426     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2427
2428     char dst[50];
2429     char src[50];
2430
2431     shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2432     shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2433     if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2434     {
2435         /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2436          * .w is used
2437          */
2438         strcat(src, ".w");
2439     }
2440
2441     shader_addline(buffer, "RCP%s %s, %s;\n", shader_arb_get_modifier(ins), dst, src);
2442 }
2443
2444 static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
2445 {
2446     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2447     const char *instruction;
2448
2449     char dst[50];
2450     char src[50];
2451
2452     switch(ins->handler_idx)
2453     {
2454         case WINED3DSIH_RSQ:  instruction = "RSQ"; break;
2455         case WINED3DSIH_RCP:  instruction = "RCP"; break;
2456         case WINED3DSIH_EXP:  instruction = "EX2"; break;
2457         case WINED3DSIH_EXPP: instruction = "EXP"; break;
2458         default: instruction = "";
2459             FIXME("Unhandled opcode %#x\n", ins->handler_idx);
2460             break;
2461     }
2462
2463     shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
2464     shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2465     if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
2466     {
2467         /* Dx sdk says .x is used if no swizzle is given, but our test shows that
2468          * .w is used
2469          */
2470         strcat(src, ".w");
2471     }
2472
2473     shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
2474 }
2475
2476 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
2477 {
2478     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2479     char dst_name[50];
2480     char src_name[50];
2481     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2482     BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
2483     const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2484
2485     shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2486     shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
2487
2488     /* In D3D, NRM of a vector with length zero returns zero. Catch this situation, as
2489      * otherwise NRM or RSQ would return NaN */
2490     if(pshader && priv->target_version >= NV3)
2491     {
2492         /* GL_NV_fragment_program2's NRM needs protection against length zero vectors too
2493          *
2494          * TODO: Find out if DP3+NRM+MOV is really faster than DP3+RSQ+MUL
2495          */
2496         shader_addline(buffer, "DP3C TA, %s, %s;\n", src_name, src_name);
2497         shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2498         shader_addline(buffer, "MOV %s (EQ), %s;\n", dst_name, zero);
2499     }
2500     else if(priv->target_version >= NV2)
2501     {
2502         shader_addline(buffer, "DP3C TA.x, %s, %s;\n", src_name, src_name);
2503         shader_addline(buffer, "RSQ TA.x (NE), TA.x;\n");
2504         shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2505                        src_name);
2506     }
2507     else
2508     {
2509         const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2510
2511         shader_addline(buffer, "DP3 TA.x, %s, %s;\n", src_name, src_name);
2512         /* Pass any non-zero value to RSQ if the input vector has a length of zero. The
2513          * RSQ result doesn't matter, as long as multiplying it by 0 returns 0.
2514          */
2515         shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero);
2516         shader_addline(buffer, "MAD TA.x, %s, TA.y, TA.x;\n", one);
2517
2518         shader_addline(buffer, "RSQ TA.x, TA.x;\n");
2519         /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
2520         shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2521                     src_name);
2522     }
2523 }
2524
2525 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
2526 {
2527     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2528     char dst_name[50];
2529     char src_name[3][50];
2530
2531     /* ARB_fragment_program has a convenient LRP instruction */
2532     if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2533         shader_hw_map2gl(ins);
2534         return;
2535     }
2536
2537     shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2538     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
2539     shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
2540     shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
2541
2542     shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
2543     shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
2544                    dst_name, src_name[0], src_name[2]);
2545 }
2546
2547 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
2548 {
2549     /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
2550      * must contain fixed constants. So we need a separate function to filter those constants and
2551      * can't use map2gl
2552      */
2553     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2554     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2555     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
2556     char dst_name[50];
2557     char src_name0[50], src_name1[50], src_name2[50];
2558     BOOL is_color;
2559
2560     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2561     if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
2562         shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2563         /* No modifiers are supported on SCS */
2564         shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2565
2566         if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
2567         {
2568             shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
2569             shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2570         }
2571     } else if(priv->target_version >= NV2) {
2572         shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2573
2574         /* Sincos writemask must be .x, .y or .xy */
2575         if(dst->write_mask & WINED3DSP_WRITEMASK_0)
2576             shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2577         if(dst->write_mask & WINED3DSP_WRITEMASK_1)
2578             shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2579     } else {
2580         /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
2581          * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
2582          *
2583          * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
2584          * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
2585          *
2586          * The constants we get are:
2587          *
2588          *  +1   +1,     -1     -1     +1      +1      -1       -1
2589          *      ---- ,  ---- , ---- , ----- , ----- , ----- , ------
2590          *      1!*2    2!*4   3!*8   4!*16   5!*32   6!*64   7!*128
2591          *
2592          * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
2593          *
2594          * (x/2)^2 = x^2 / 4
2595          * (x/2)^3 = x^3 / 8
2596          * (x/2)^4 = x^4 / 16
2597          * (x/2)^5 = x^5 / 32
2598          * etc
2599          *
2600          * To get the final result:
2601          * sin(x) = 2 * sin(x/2) * cos(x/2)
2602          * cos(x) = cos(x/2)^2 - sin(x/2)^2
2603          * (from sin(x+y) and cos(x+y) rules)
2604          *
2605          * As per MSDN, dst.z is undefined after the operation, and so is
2606          * dst.x and dst.y if they're masked out by the writemask. Ie
2607          * sincos dst.y, src1, c0, c1
2608          * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
2609          * vsa.exe also stops with an error if the dest register is the same register as the source
2610          * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
2611          * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
2612          */
2613         shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2614         shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
2615         shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2616
2617         shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0);  /* x ^ 2 */
2618         shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0);           /* x ^ 3 */
2619         shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0);           /* x ^ 4 */
2620         shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0);           /* x ^ 5 */
2621         shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0);           /* x ^ 6 */
2622         shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0);           /* x ^ 7 */
2623
2624         /* sin(x/2)
2625          *
2626          * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
2627          * properly merge that with MULs in the code above?
2628          * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
2629          * we can merge the sine and cosine MAD rows to calculate them together.
2630          */
2631         shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
2632         shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
2633         shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
2634         shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
2635
2636         /* cos(x/2) */
2637         shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2638         shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2639         shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2640
2641         if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
2642             /* cos x */
2643             shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
2644             shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2645         }
2646         if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
2647             /* sin x */
2648             shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2649             shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2650         }
2651     }
2652 }
2653
2654 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
2655 {
2656     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2657     char dst_name[50];
2658     char src_name[50];
2659     struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
2660
2661     shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2662     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2663
2664     /* SGN is only valid in vertex shaders */
2665     if(ctx->target_version >= NV2) {
2666         shader_addline(buffer, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2667         return;
2668     }
2669
2670     /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
2671      * if SRC < 0.0,  SRC < -SRC = TRUE. If neither is true, src = 0.0
2672      */
2673     if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
2674         shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2675     } else {
2676         /* src contains TA? Write to the dest first. This won't overwrite our destination.
2677          * Then use TA, and calculate the final result
2678          *
2679          * Not reading from TA? Store the first result in TA to avoid overwriting the
2680          * destination if src reg = dst reg
2681          */
2682         if(strstr(src_name, "TA"))
2683         {
2684             shader_addline(buffer, "SLT %s,  %s, -%s;\n", dst_name, src_name, src_name);
2685             shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2686             shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
2687         }
2688         else
2689         {
2690             shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
2691             shader_addline(buffer, "SLT %s,  %s, -%s;\n", dst_name, src_name, src_name);
2692             shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
2693         }
2694     }
2695 }
2696
2697 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
2698 {
2699     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2700     char src[50];
2701     char dst[50];
2702     char dst_name[50];
2703     BOOL is_color;
2704
2705     shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2706     shader_arb_get_src_param(ins, &ins->src[0], 0, src);
2707     shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2708
2709     shader_addline(buffer, "DDY %s, %s;\n", dst, src);
2710     shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
2711 }
2712
2713 static DWORD abs_modifier(DWORD mod, BOOL *need_abs)
2714 {
2715     *need_abs = FALSE;
2716
2717     switch(mod)
2718     {
2719         case WINED3DSPSM_NONE:      return WINED3DSPSM_ABS;
2720         case WINED3DSPSM_NEG:       return WINED3DSPSM_ABS;
2721         case WINED3DSPSM_BIAS:      *need_abs = TRUE; return WINED3DSPSM_BIAS;
2722         case WINED3DSPSM_BIASNEG:   *need_abs = TRUE; return WINED3DSPSM_BIASNEG;
2723         case WINED3DSPSM_SIGN:      *need_abs = TRUE; return WINED3DSPSM_SIGN;
2724         case WINED3DSPSM_SIGNNEG:   *need_abs = TRUE; return WINED3DSPSM_SIGNNEG;
2725         case WINED3DSPSM_COMP:      *need_abs = TRUE; return WINED3DSPSM_COMP;
2726         case WINED3DSPSM_X2:        *need_abs = TRUE; return WINED3DSPSM_X2;
2727         case WINED3DSPSM_X2NEG:     *need_abs = TRUE; return WINED3DSPSM_X2NEG;
2728         case WINED3DSPSM_DZ:        *need_abs = TRUE; return WINED3DSPSM_DZ;
2729         case WINED3DSPSM_DW:        *need_abs = TRUE; return WINED3DSPSM_DW;
2730         case WINED3DSPSM_ABS:       return WINED3DSPSM_ABS;
2731         case WINED3DSPSM_ABSNEG:    return WINED3DSPSM_ABS;
2732     }
2733     FIXME("Unknown modifier %u\n", mod);
2734     return mod;
2735 }
2736
2737 static void shader_hw_log(const struct wined3d_shader_instruction *ins)
2738 {
2739     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2740     char src0[50], dst[50];
2741     struct wined3d_shader_src_param src0_copy = ins->src[0];
2742     BOOL need_abs = FALSE;
2743     const char *instr;
2744
2745     switch(ins->handler_idx)
2746     {
2747         case WINED3DSIH_LOG:  instr = "LG2"; break;
2748         case WINED3DSIH_LOGP: instr = "LOG"; break;
2749         default:
2750             ERR("Unexpected instruction %d\n", ins->handler_idx);
2751             return;
2752     }
2753
2754     /* LOG and LOGP operate on the absolute value of the input */
2755     src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2756
2757     shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2758     shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2759
2760     if(need_abs)
2761     {
2762         shader_addline(buffer, "ABS TA, %s;\n", src0);
2763         shader_addline(buffer, "%s%s %s, TA;\n", instr, shader_arb_get_modifier(ins), dst);
2764     }
2765     else
2766     {
2767         shader_addline(buffer, "%s%s %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0);
2768     }
2769 }
2770
2771 static void shader_hw_pow(const struct wined3d_shader_instruction *ins)
2772 {
2773     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2774     char src0[50], src1[50], dst[50];
2775     struct wined3d_shader_src_param src0_copy = ins->src[0];
2776     BOOL need_abs = FALSE;
2777     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2778     const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
2779
2780     /* POW operates on the absolute value of the input */
2781     src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
2782
2783     shader_arb_get_dst_param(ins, &ins->dst[0], dst);
2784     shader_arb_get_src_param(ins, &src0_copy, 0, src0);
2785     shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
2786
2787     if (need_abs)
2788         shader_addline(buffer, "ABS TA.x, %s;\n", src0);
2789     else
2790         shader_addline(buffer, "MOV TA.x, %s;\n", src0);
2791
2792     if (priv->target_version >= NV2)
2793     {
2794         shader_addline(buffer, "MOVC TA.y, %s;\n", src1);
2795         shader_addline(buffer, "POW%s %s, TA.x, TA.y;\n", shader_arb_get_modifier(ins), dst);
2796         shader_addline(buffer, "MOV %s (EQ.y), %s;\n", dst, one);
2797     }
2798     else
2799     {
2800         const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
2801         const char *flt_eps = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_EPS);
2802
2803         shader_addline(buffer, "ABS TA.y, %s;\n", src1);
2804         shader_addline(buffer, "SGE TA.y, -TA.y, %s;\n", zero);
2805         /* Possibly add flt_eps to avoid getting float special values */
2806         shader_addline(buffer, "MAD TA.z, TA.y, %s, %s;\n", flt_eps, src1);
2807         shader_addline(buffer, "POW%s TA.x, TA.x, TA.z;\n", shader_arb_get_modifier(ins));
2808         shader_addline(buffer, "MAD TA.x, -TA.x, TA.y, TA.x;\n");
2809         shader_addline(buffer, "MAD %s, TA.y, %s, TA.x;\n", dst, one);
2810     }
2811 }
2812
2813 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
2814 {
2815     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2816     char src_name[50];
2817     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2818
2819     /* src0 is aL */
2820     shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
2821
2822     if(vshader)
2823     {
2824         struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2825         struct list *e = list_head(&priv->control_frames);
2826         struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2827
2828         if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2829         /* The constant loader makes sure to load -1 into iX.w */
2830         shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2831         shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2832         shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2833     }
2834     else
2835     {
2836         shader_addline(buffer, "LOOP %s;\n", src_name);
2837     }
2838 }
2839
2840 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
2841 {
2842     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2843     char src_name[50];
2844     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2845
2846     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
2847
2848     /* The constant loader makes sure to load -1 into iX.w */
2849     if(vshader)
2850     {
2851         struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2852         struct list *e = list_head(&priv->control_frames);
2853         struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2854
2855         if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
2856
2857         shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
2858         shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
2859         shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
2860     }
2861     else
2862     {
2863         shader_addline(buffer, "REP %s;\n", src_name);
2864     }
2865 }
2866
2867 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
2868 {
2869     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2870     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2871
2872     if(vshader)
2873     {
2874         struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2875         struct list *e = list_head(&priv->control_frames);
2876         struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2877
2878         shader_addline(buffer, "ARAC aL.xy, aL;\n");
2879         shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2880         shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2881
2882         if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2883     }
2884     else
2885     {
2886         shader_addline(buffer, "ENDLOOP;\n");
2887     }
2888 }
2889
2890 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
2891 {
2892     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2893     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2894
2895     if(vshader)
2896     {
2897         struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
2898         struct list *e = list_head(&priv->control_frames);
2899         struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
2900
2901         shader_addline(buffer, "ARAC aL.xy, aL;\n");
2902         shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
2903         shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
2904
2905         if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
2906     }
2907     else
2908     {
2909         shader_addline(buffer, "ENDREP;\n");
2910     }
2911 }
2912
2913 static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
2914 {
2915     struct control_frame *control_frame;
2916
2917     LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
2918     {
2919         if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
2920     }
2921     ERR("Could not find loop for break\n");
2922     return NULL;
2923 }
2924
2925 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
2926 {
2927     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2928     const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2929     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2930
2931     if(vshader)
2932     {
2933         shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->no.loop);
2934     }
2935     else
2936     {
2937         shader_addline(buffer, "BRK;\n");
2938     }
2939 }
2940
2941 static const char *get_compare(COMPARISON_TYPE flags)
2942 {
2943     switch (flags)
2944     {
2945         case COMPARISON_GT: return "GT";
2946         case COMPARISON_EQ: return "EQ";
2947         case COMPARISON_GE: return "GE";
2948         case COMPARISON_LT: return "LT";
2949         case COMPARISON_NE: return "NE";
2950         case COMPARISON_LE: return "LE";
2951         default:
2952             FIXME("Unrecognized comparison value: %u\n", flags);
2953             return "(\?\?)";
2954     }
2955 }
2956
2957 static COMPARISON_TYPE invert_compare(COMPARISON_TYPE flags)
2958 {
2959     switch (flags)
2960     {
2961         case COMPARISON_GT: return COMPARISON_LE;
2962         case COMPARISON_EQ: return COMPARISON_NE;
2963         case COMPARISON_GE: return COMPARISON_LT;
2964         case COMPARISON_LT: return COMPARISON_GE;
2965         case COMPARISON_NE: return COMPARISON_EQ;
2966         case COMPARISON_LE: return COMPARISON_GT;
2967         default:
2968             FIXME("Unrecognized comparison value: %u\n", flags);
2969             return -1;
2970     }
2971 }
2972
2973 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
2974 {
2975     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2976     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
2977     const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
2978     char src_name0[50];
2979     char src_name1[50];
2980     const char *comp = get_compare(ins->flags);
2981
2982     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
2983     shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
2984
2985     if(vshader)
2986     {
2987         /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
2988          * away the subtraction result
2989          */
2990         shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2991         shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->no.loop, comp);
2992     }
2993     else
2994     {
2995         shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
2996         shader_addline(buffer, "BRK (%s.x);\n", comp);
2997     }
2998 }
2999
3000 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
3001 {
3002     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3003     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3004     struct list *e = list_head(&priv->control_frames);
3005     struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3006     const char *comp;
3007     char src_name0[50];
3008     char src_name1[50];
3009     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3010
3011     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
3012     shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
3013
3014     if(vshader)
3015     {
3016         /* Invert the flag. We jump to the else label if the condition is NOT true */
3017         comp = get_compare(invert_compare(ins->flags));
3018         shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3019         shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->no.ifc, comp);
3020     }
3021     else
3022     {
3023         comp = get_compare(ins->flags);
3024         shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
3025         shader_addline(buffer, "IF %s.x;\n", comp);
3026     }
3027 }
3028
3029 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
3030 {
3031     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3032     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3033     struct list *e = list_head(&priv->control_frames);
3034     struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3035     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3036
3037     if(vshader)
3038     {
3039         shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->no.ifc);
3040         shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3041         control_frame->had_else = TRUE;
3042     }
3043     else
3044     {
3045         shader_addline(buffer, "ELSE;\n");
3046     }
3047 }
3048
3049 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
3050 {
3051     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3052     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3053     struct list *e = list_head(&priv->control_frames);
3054     struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
3055     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3056
3057     if(vshader)
3058     {
3059         if(control_frame->had_else)
3060         {
3061             shader_addline(buffer, "ifc_%u_endif:\n", control_frame->no.ifc);
3062         }
3063         else
3064         {
3065             shader_addline(buffer, "#No else branch. else is endif\n");
3066             shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
3067         }
3068     }
3069     else
3070     {
3071         shader_addline(buffer, "ENDIF;\n");
3072     }
3073 }
3074
3075 static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
3076 {
3077     DWORD sampler_idx = ins->src[1].reg.idx;
3078     char reg_dest[40];
3079     char reg_src[3][40];
3080     WORD flags = TEX_DERIV;
3081
3082     shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3083     shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
3084     shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
3085     shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
3086
3087     if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3088     if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3089
3090     shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
3091 }
3092
3093 static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
3094 {
3095     DWORD sampler_idx = ins->src[1].reg.idx;
3096     char reg_dest[40];
3097     char reg_coord[40];
3098     WORD flags = TEX_LOD;
3099
3100     shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
3101     shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
3102
3103     if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
3104     if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
3105
3106     shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
3107 }
3108
3109 static void shader_hw_label(const struct wined3d_shader_instruction *ins)
3110 {
3111     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3112     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3113
3114     priv->in_main_func = FALSE;
3115     /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
3116      * subroutine, don't generate a label that will make GL complain
3117      */
3118     if(priv->target_version == ARB) return;
3119
3120     shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx);
3121 }
3122
3123 static void vshader_add_footer(struct shader_arb_ctx_priv *priv_ctx,
3124         const struct arb_vshader_private *shader_data, const struct arb_vs_compile_args *args,
3125         const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info,
3126         struct wined3d_shader_buffer *buffer)
3127 {
3128     unsigned int i;
3129
3130     /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3131      * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3132      * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3133      * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3134      */
3135     if (args->super.fog_src == VS_FOG_Z)
3136         shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
3137     else if (!reg_maps->fog)
3138         /* posFixup.x is always 1.0, so we can safely use it */
3139         shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3140
3141     /* Clipplanes are always stored without y inversion */
3142     if (use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
3143     {
3144         if (args->super.clip_enabled)
3145         {
3146             for (i = 0; i < priv_ctx->vs_clipplanes; i++)
3147             {
3148                 shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
3149             }
3150         }
3151     }
3152     else if (args->clip.boolclip.clip_texcoord)
3153     {
3154         unsigned int cur_clip = 0;
3155         char component[4] = {'x', 'y', 'z', 'w'};
3156         const char *zero = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ZERO);
3157
3158         for (i = 0; i < gl_info->limits.clipplanes; ++i)
3159         {
3160             if (args->clip.boolclip.clipplane_mask & (1 << i))
3161             {
3162                 shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
3163                                component[cur_clip++], i);
3164             }
3165         }
3166         switch (cur_clip)
3167         {
3168             case 0:
3169                 shader_addline(buffer, "MOV TA, %s;\n", zero);
3170                 break;
3171             case 1:
3172                 shader_addline(buffer, "MOV TA.yzw, %s;\n", zero);
3173                 break;
3174             case 2:
3175                 shader_addline(buffer, "MOV TA.zw, %s;\n", zero);
3176                 break;
3177             case 3:
3178                 shader_addline(buffer, "MOV TA.w, %s;\n", zero);
3179                 break;
3180         }
3181         shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
3182                        args->clip.boolclip.clip_texcoord - 1);
3183     }
3184
3185     /* Write the final position.
3186      *
3187      * OpenGL coordinates specify the center of the pixel while d3d coords specify
3188      * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3189      * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3190      * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
3191      */
3192     shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
3193     shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
3194     shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
3195
3196     /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3197      * and the glsl equivalent
3198      */
3199     if (need_helper_const(shader_data, reg_maps, gl_info))
3200     {
3201         const char *two = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_TWO);
3202         shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two);
3203     }
3204     else
3205     {
3206         shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
3207         shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
3208     }
3209
3210     shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
3211
3212     priv_ctx->footer_written = TRUE;
3213 }
3214
3215 static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
3216 {
3217     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3218     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
3219     struct wined3d_shader *shader = ins->ctx->shader;
3220     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
3221
3222     if(priv->target_version == ARB) return;
3223
3224     if(vshader)
3225     {
3226         if (priv->in_main_func) vshader_add_footer(priv, shader->backend_data,
3227                 priv->cur_vs_args, ins->ctx->reg_maps, ins->ctx->gl_info, buffer);
3228     }
3229
3230     shader_addline(buffer, "RET;\n");
3231 }
3232
3233 static void shader_hw_call(const struct wined3d_shader_instruction *ins)
3234 {
3235     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3236     shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx);
3237 }
3238
3239 /* GL locking is done by the caller */
3240 static GLuint create_arb_blt_vertex_program(const struct wined3d_gl_info *gl_info)
3241 {
3242     GLuint program_id = 0;
3243     GLint pos;
3244
3245     const char *blt_vprogram =
3246         "!!ARBvp1.0\n"
3247         "PARAM c[1] = { { 1, 0.5 } };\n"
3248         "MOV result.position, vertex.position;\n"
3249         "MOV result.color, c[0].x;\n"
3250         "MOV result.texcoord[0], vertex.texcoord[0];\n"
3251         "END\n";
3252
3253     GL_EXTCALL(glGenProgramsARB(1, &program_id));
3254     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
3255     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3256             strlen(blt_vprogram), blt_vprogram));
3257     checkGLcall("glProgramStringARB()");
3258
3259     glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3260     if (pos != -1)
3261     {
3262         FIXME("Vertex program error at position %d: %s\n\n", pos,
3263             debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3264         shader_arb_dump_program_source(blt_vprogram);
3265     }
3266     else
3267     {
3268         GLint native;
3269
3270         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3271         checkGLcall("glGetProgramivARB()");
3272         if (!native) WARN("Program exceeds native resource limits.\n");
3273     }
3274
3275     return program_id;
3276 }
3277
3278 /* GL locking is done by the caller */
3279 static GLuint create_arb_blt_fragment_program(const struct wined3d_gl_info *gl_info,
3280         enum tex_types tex_type, BOOL masked)
3281 {
3282     GLuint program_id = 0;
3283     const char *fprogram;
3284     GLint pos;
3285
3286     static const char * const blt_fprograms_full[tex_type_count] =
3287     {
3288         /* tex_1d */
3289         NULL,
3290         /* tex_2d */
3291         "!!ARBfp1.0\n"
3292         "TEMP R0;\n"
3293         "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3294         "MOV result.depth.z, R0.x;\n"
3295         "END\n",
3296         /* tex_3d */
3297         NULL,
3298         /* tex_cube */
3299         "!!ARBfp1.0\n"
3300         "TEMP R0;\n"
3301         "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3302         "MOV result.depth.z, R0.x;\n"
3303         "END\n",
3304         /* tex_rect */
3305         "!!ARBfp1.0\n"
3306         "TEMP R0;\n"
3307         "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3308         "MOV result.depth.z, R0.x;\n"
3309         "END\n",
3310     };
3311
3312     static const char * const blt_fprograms_masked[tex_type_count] =
3313     {
3314         /* tex_1d */
3315         NULL,
3316         /* tex_2d */
3317         "!!ARBfp1.0\n"
3318         "PARAM mask = program.local[0];\n"
3319         "TEMP R0;\n"
3320         "SLT R0.xy, fragment.position, mask.zwzw;\n"
3321         "MUL R0.x, R0.x, R0.y;\n"
3322         "KIL -R0.x;\n"
3323         "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3324         "MOV result.depth.z, R0.x;\n"
3325         "END\n",
3326         /* tex_3d */
3327         NULL,
3328         /* tex_cube */
3329         "!!ARBfp1.0\n"
3330         "PARAM mask = program.local[0];\n"
3331         "TEMP R0;\n"
3332         "SLT R0.xy, fragment.position, mask.zwzw;\n"
3333         "MUL R0.x, R0.x, R0.y;\n"
3334         "KIL -R0.x;\n"
3335         "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3336         "MOV result.depth.z, R0.x;\n"
3337         "END\n",
3338         /* tex_rect */
3339         "!!ARBfp1.0\n"
3340         "PARAM mask = program.local[0];\n"
3341         "TEMP R0;\n"
3342         "SLT R0.xy, fragment.position, mask.zwzw;\n"
3343         "MUL R0.x, R0.x, R0.y;\n"
3344         "KIL -R0.x;\n"
3345         "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3346         "MOV result.depth.z, R0.x;\n"
3347         "END\n",
3348     };
3349
3350     fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3351     if (!fprogram)
3352     {
3353         FIXME("tex_type %#x not supported, falling back to tex_2d\n", tex_type);
3354         tex_type = tex_2d;
3355         fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
3356     }
3357
3358     GL_EXTCALL(glGenProgramsARB(1, &program_id));
3359     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
3360     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fprogram), fprogram));
3361     checkGLcall("glProgramStringARB()");
3362
3363     glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
3364     if (pos != -1)
3365     {
3366         FIXME("Fragment program error at position %d: %s\n\n", pos,
3367             debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3368         shader_arb_dump_program_source(fprogram);
3369     }
3370     else
3371     {
3372         GLint native;
3373
3374         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3375         checkGLcall("glGetProgramivARB()");
3376         if (!native) WARN("Program exceeds native resource limits.\n");
3377     }
3378
3379     return program_id;
3380 }
3381
3382 static void arbfp_add_sRGB_correction(struct wined3d_shader_buffer *buffer, const char *fragcolor,
3383         const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
3384 {
3385     /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
3386
3387     if(condcode)
3388     {
3389         /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
3390         shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.y;\n", tmp1, fragcolor);
3391         /* Calculate the > 0.0031308 case */
3392         shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts1.z;\n", fragcolor, fragcolor);
3393         shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts1.z;\n", fragcolor, fragcolor);
3394         shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts1.z;\n", fragcolor, fragcolor);
3395         shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts1.w;\n", fragcolor, fragcolor);
3396         shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts2.x;\n", fragcolor, fragcolor);
3397         /* Calculate the < case */
3398         shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts1.x, %s;\n", fragcolor, fragcolor);
3399     }
3400     else
3401     {
3402         /* Calculate the > 0.0031308 case */
3403         shader_addline(buffer, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1, fragcolor);
3404         shader_addline(buffer, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1, fragcolor);
3405         shader_addline(buffer, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1, fragcolor);
3406         shader_addline(buffer, "MUL %s, %s, srgb_consts1.w;\n", tmp1, tmp1);
3407         shader_addline(buffer, "SUB %s, %s, srgb_consts2.x;\n", tmp1, tmp1);
3408         /* Calculate the < case */
3409         shader_addline(buffer, "MUL %s, srgb_consts1.x, %s;\n", tmp2, fragcolor);
3410         /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
3411         shader_addline(buffer, "SLT %s, srgb_consts1.y, %s;\n", tmp3, fragcolor);
3412         shader_addline(buffer, "SGE %s, srgb_consts1.y, %s;\n", tmp4, fragcolor);
3413         /* Store the components > 0.0031308 in the destination */
3414         shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
3415         /* Add the components that are < 0.0031308 */
3416         shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
3417         /* Move everything into result.color at once. Nvidia hardware cannot handle partial
3418         * result.color writes(.rgb first, then .a), or handle overwriting already written
3419         * components. The assembler uses a temporary register in this case, which is usually
3420         * not allocated from one of our registers that were used earlier.
3421         */
3422     }
3423     /* [0.0;1.0] clamping. Not needed, this is done implicitly */
3424 }
3425
3426 static const DWORD *find_loop_control_values(const struct wined3d_shader *shader, DWORD idx)
3427 {
3428     const local_constant *constant;
3429
3430     LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, local_constant, entry)
3431     {
3432         if (constant->idx == idx)
3433         {
3434             return constant->value;
3435         }
3436     }
3437     return NULL;
3438 }
3439
3440 static void init_ps_input(const struct wined3d_shader *shader,
3441         const struct arb_ps_compile_args *args, struct shader_arb_ctx_priv *priv)
3442 {
3443     static const char * const texcoords[8] =
3444     {
3445         "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3446         "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3447     };
3448     unsigned int i;
3449     const struct wined3d_shader_signature_element *sig = shader->input_signature;
3450     const char *semantic_name;
3451     DWORD semantic_idx;
3452
3453     switch(args->super.vp_mode)
3454     {
3455         case pretransformed:
3456         case fixedfunction:
3457             /* The pixelshader has to collect the varyings on its own. In any case properly load
3458              * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3459              * other attribs to 0.0.
3460              *
3461              * For fixedfunction this behavior is correct, according to the tests. For pretransformed
3462              * we'd either need a replacement shader that can load other attribs like BINORMAL, or
3463              * load the texcoord attrib pointers to match the pixel shader signature
3464              */
3465             for(i = 0; i < MAX_REG_INPUT; i++)
3466             {
3467                 semantic_name = sig[i].semantic_name;
3468                 semantic_idx = sig[i].semantic_idx;
3469                 if (!semantic_name) continue;
3470
3471                 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3472                 {
3473                     if (!semantic_idx) priv->ps_input[i] = "fragment.color.primary";
3474                     else if(semantic_idx == 1) priv->ps_input[i] = "fragment.color.secondary";
3475                     else priv->ps_input[i] = "0.0";
3476                 }
3477                 else if(args->super.vp_mode == fixedfunction)
3478                 {
3479                     priv->ps_input[i] = "0.0";
3480                 }
3481                 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3482                 {
3483                     if(semantic_idx < 8) priv->ps_input[i] = texcoords[semantic_idx];
3484                     else priv->ps_input[i] = "0.0";
3485                 }
3486                 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3487                 {
3488                     if (!semantic_idx) priv->ps_input[i] = "fragment.fogcoord";
3489                     else priv->ps_input[i] = "0.0";
3490                 }
3491                 else
3492                 {
3493                     priv->ps_input[i] = "0.0";
3494                 }
3495
3496                 TRACE("v%u, semantic %s%u is %s\n", i, semantic_name, semantic_idx, priv->ps_input[i]);
3497             }
3498             break;
3499
3500         case vertexshader:
3501             /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3502              * fragment.color
3503              */
3504             for(i = 0; i < 8; i++)
3505             {
3506                 priv->ps_input[i] = texcoords[i];
3507             }
3508             priv->ps_input[8] = "fragment.color.primary";
3509             priv->ps_input[9] = "fragment.color.secondary";
3510             break;
3511     }
3512 }
3513
3514 /* GL locking is done by the caller */
3515 static GLuint shader_arb_generate_pshader(struct wined3d_shader *shader,
3516         const struct wined3d_gl_info *gl_info, struct wined3d_shader_buffer *buffer,
3517         const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
3518 {
3519     const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
3520     const DWORD *function = shader->function;
3521     const local_constant *lconst;
3522     GLuint retval;
3523     char fragcolor[16];
3524     DWORD *lconst_map = local_const_mapping(shader), next_local;
3525     struct shader_arb_ctx_priv priv_ctx;
3526     BOOL dcl_td = FALSE;
3527     BOOL want_nv_prog = FALSE;
3528     struct arb_pshader_private *shader_priv = shader->backend_data;
3529     GLint errPos;
3530     DWORD map;
3531
3532     char srgbtmp[4][4];
3533     unsigned int i, found = 0;
3534
3535     for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
3536     {
3537         if (!(map & 1)
3538                 || (shader->u.ps.color0_mov && i == shader->u.ps.color0_reg)
3539                 || (reg_maps->shader_version.major < 2 && !i))
3540             continue;
3541
3542         sprintf(srgbtmp[found], "R%u", i);
3543         ++found;
3544         if (found == 4) break;
3545     }
3546
3547     switch(found) {
3548         case 0:
3549             sprintf(srgbtmp[0], "TA");
3550             sprintf(srgbtmp[1], "TB");
3551             sprintf(srgbtmp[2], "TC");
3552             sprintf(srgbtmp[3], "TD");
3553             dcl_td = TRUE;
3554             break;
3555         case 1:
3556             sprintf(srgbtmp[1], "TA");
3557             sprintf(srgbtmp[2], "TB");
3558             sprintf(srgbtmp[3], "TC");
3559             break;
3560         case 2:
3561             sprintf(srgbtmp[2], "TA");
3562             sprintf(srgbtmp[3], "TB");
3563             break;
3564         case 3:
3565             sprintf(srgbtmp[3], "TA");
3566             break;
3567         case 4:
3568             break;
3569     }
3570
3571     /*  Create the hw ARB shader */
3572     memset(&priv_ctx, 0, sizeof(priv_ctx));
3573     priv_ctx.cur_ps_args = args;
3574     priv_ctx.compiled_fprog = compiled;
3575     priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
3576     init_ps_input(shader, args, &priv_ctx);
3577     list_init(&priv_ctx.control_frames);
3578
3579     /* Avoid enabling NV_fragment_program* if we do not need it.
3580      *
3581      * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
3582      * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
3583      * is faster than what we gain from using higher native instructions. There are some things though
3584      * that cannot be emulated. In that case enable the extensions.
3585      * If the extension is enabled, instruction handlers that support both ways will use it.
3586      *
3587      * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
3588      * So enable the best we can get.
3589      */
3590     if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
3591        reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall)
3592     {
3593         want_nv_prog = TRUE;
3594     }
3595
3596     shader_addline(buffer, "!!ARBfp1.0\n");
3597     if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM2])
3598     {
3599         shader_addline(buffer, "OPTION NV_fragment_program2;\n");
3600         priv_ctx.target_version = NV3;
3601     }
3602     else if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
3603     {
3604         shader_addline(buffer, "OPTION NV_fragment_program;\n");
3605         priv_ctx.target_version = NV2;
3606     } else {
3607         if(want_nv_prog)
3608         {
3609             /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
3610              * limits properly
3611              */
3612             ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
3613             ERR("Try GLSL\n");
3614         }
3615         priv_ctx.target_version = ARB;
3616     }
3617
3618     if (reg_maps->highest_render_target > 0)
3619     {
3620         shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
3621     }
3622
3623     if (reg_maps->shader_version.major < 3)
3624     {
3625         switch(args->super.fog) {
3626             case FOG_OFF:
3627                 break;
3628             case FOG_LINEAR:
3629                 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
3630                 break;
3631             case FOG_EXP:
3632                 shader_addline(buffer, "OPTION ARB_fog_exp;\n");
3633                 break;
3634             case FOG_EXP2:
3635                 shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
3636                 break;
3637         }
3638     }
3639
3640     /* For now always declare the temps. At least the Nvidia assembler optimizes completely
3641      * unused temps away(but occupies them for the whole shader if they're used once). Always
3642      * declaring them avoids tricky bookkeeping work
3643      */
3644     shader_addline(buffer, "TEMP TA;\n");      /* Used for modifiers */
3645     shader_addline(buffer, "TEMP TB;\n");      /* Used for modifiers */
3646     shader_addline(buffer, "TEMP TC;\n");      /* Used for modifiers */
3647     if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
3648     shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
3649     shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
3650     shader_addline(buffer, "PARAM ps_helper_const = { 0.0, 1.0, %1.10f, 0.0 };\n", eps);
3651
3652     if (reg_maps->shader_version.major < 2)
3653     {
3654         strcpy(fragcolor, "R0");
3655     }
3656     else
3657     {
3658         if (args->super.srgb_correction)
3659         {
3660             if (shader->u.ps.color0_mov)
3661             {
3662                 sprintf(fragcolor, "R%u", shader->u.ps.color0_reg);
3663             }
3664             else
3665             {
3666                 shader_addline(buffer, "TEMP TMP_COLOR;\n");
3667                 strcpy(fragcolor, "TMP_COLOR");
3668             }
3669         } else {
3670             strcpy(fragcolor, "result.color");
3671         }
3672     }
3673
3674     if(args->super.srgb_correction) {
3675         shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
3676                        srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
3677         shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
3678                        srgb_sub_high, 0.0, 0.0, 0.0);
3679     }
3680
3681     /* Base Declarations */
3682     next_local = shader_generate_arb_declarations(shader, reg_maps,
3683             buffer, gl_info, lconst_map, NULL, &priv_ctx);
3684
3685     for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
3686     {
3687         unsigned char bump_const;
3688
3689         if (!(map & 1)) continue;
3690
3691         bump_const = compiled->numbumpenvmatconsts;
3692         compiled->bumpenvmatconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3693         compiled->bumpenvmatconst[bump_const].texunit = i;
3694         compiled->luminanceconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
3695         compiled->luminanceconst[bump_const].texunit = i;
3696
3697         /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
3698          * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
3699          * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
3700          * textures due to conditional NP2 restrictions)
3701          *
3702          * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
3703          * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
3704          * their location is shader dependent anyway and they cannot be loaded globally.
3705          */
3706         compiled->bumpenvmatconst[bump_const].const_num = next_local++;
3707         shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
3708                        i, compiled->bumpenvmatconst[bump_const].const_num);
3709         compiled->numbumpenvmatconsts = bump_const + 1;
3710
3711         if (!(reg_maps->luminanceparams & (1 << i))) continue;
3712
3713         compiled->luminanceconst[bump_const].const_num = next_local++;
3714         shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
3715                        i, compiled->luminanceconst[bump_const].const_num);
3716     }
3717
3718     for(i = 0; i < MAX_CONST_I; i++)
3719     {
3720         compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
3721         if (reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
3722         {
3723             const DWORD *control_values = find_loop_control_values(shader, i);
3724
3725             if(control_values)
3726             {
3727                 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
3728                                 control_values[0], control_values[1], control_values[2]);
3729             }
3730             else
3731             {
3732                 compiled->int_consts[i] = next_local;
3733                 compiled->num_int_consts++;
3734                 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
3735             }
3736         }
3737     }
3738
3739     if(reg_maps->vpos || reg_maps->usesdsy)
3740     {
3741         compiled->ycorrection = next_local;
3742         shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
3743
3744         if(reg_maps->vpos)
3745         {
3746             shader_addline(buffer, "TEMP vpos;\n");
3747             /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
3748              * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
3749              * ycorrection.z: 1.0
3750              * ycorrection.w: 0.0
3751              */
3752             shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
3753             shader_addline(buffer, "FLR vpos.xy, vpos;\n");
3754         }
3755     }
3756     else
3757     {
3758         compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
3759     }
3760
3761     /* Load constants to fixup NP2 texcoords if there are still free constants left:
3762      * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
3763      * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3764      * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
3765      * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
3766      * shader compilation errors and the subsequent errors when drawing with this shader. */
3767     if (priv_ctx.cur_ps_args->super.np2_fixup) {
3768         unsigned char cur_fixup_sampler = 0;
3769
3770         struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
3771         const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
3772         const UINT max_lconsts = gl_info->limits.arb_ps_local_constants;
3773
3774         fixup->offset = next_local;
3775         fixup->super.active = 0;
3776
3777         for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
3778             if (!(map & (1 << i))) continue;
3779
3780             if (fixup->offset + (cur_fixup_sampler >> 1) < max_lconsts) {
3781                 fixup->super.active |= (1 << i);
3782                 fixup->super.idx[i] = cur_fixup_sampler++;
3783             } else {
3784                 FIXME("No free constant found to load NP2 fixup data into shader. "
3785                       "Sampling from this texture will probably look wrong.\n");
3786                 break;
3787             }
3788         }
3789
3790         fixup->super.num_consts = (cur_fixup_sampler + 1) >> 1;
3791         if (fixup->super.num_consts) {
3792             shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
3793                            fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
3794         }
3795
3796         next_local += fixup->super.num_consts;
3797     }
3798
3799     if (shader_priv->clipplane_emulation != ~0U && args->clip)
3800     {
3801         shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
3802     }
3803
3804     /* Base Shader Body */
3805     shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
3806
3807     if(args->super.srgb_correction) {
3808         arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
3809                                   priv_ctx.target_version >= NV2);
3810     }
3811
3812     if(strcmp(fragcolor, "result.color")) {
3813         shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
3814     }
3815     shader_addline(buffer, "END\n");
3816
3817     /* TODO: change to resource.glObjectHandle or something like that */
3818     GL_EXTCALL(glGenProgramsARB(1, &retval));
3819
3820     TRACE("Creating a hw pixel shader, prg=%d\n", retval);
3821     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
3822
3823     TRACE("Created hw pixel shader, prg=%d\n", retval);
3824     /* Create the program and check for errors */
3825     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
3826                buffer->bsize, buffer->buffer));
3827     checkGLcall("glProgramStringARB()");
3828
3829     glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
3830     if (errPos != -1)
3831     {
3832         FIXME("HW PixelShader Error at position %d: %s\n\n",
3833               errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
3834         shader_arb_dump_program_source(buffer->buffer);
3835         retval = 0;
3836     }
3837     else
3838     {
3839         GLint native;
3840
3841         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
3842         checkGLcall("glGetProgramivARB()");
3843         if (!native) WARN("Program exceeds native resource limits.\n");
3844     }
3845
3846     /* Load immediate constants */
3847     if (lconst_map)
3848     {
3849         LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, local_constant, entry)
3850         {
3851             const float *value = (const float *)lconst->value;
3852             GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst_map[lconst->idx], value));
3853             checkGLcall("glProgramLocalParameter4fvARB");
3854         }
3855         HeapFree(GetProcessHeap(), 0, lconst_map);
3856     }
3857
3858     return retval;
3859 }
3860
3861 static int compare_sig(const struct wined3d_shader_signature_element *sig1, const struct wined3d_shader_signature_element *sig2)
3862 {
3863     unsigned int i;
3864     int ret;
3865
3866     for(i = 0; i < MAX_REG_INPUT; i++)
3867     {
3868         if (!sig1[i].semantic_name || !sig2[i].semantic_name)
3869         {
3870             /* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */
3871             if(sig1[i].semantic_name != sig2[i].semantic_name) return sig1[i].semantic_name < sig2[i].semantic_name ? -1 : 1;
3872             continue;
3873         }
3874
3875         if ((ret = strcmp(sig1[i].semantic_name, sig2[i].semantic_name))) return ret;
3876         if(sig1[i].semantic_idx    != sig2[i].semantic_idx)    return sig1[i].semantic_idx    < sig2[i].semantic_idx    ? -1 : 1;
3877         if(sig1[i].sysval_semantic != sig2[i].sysval_semantic) return sig1[i].sysval_semantic < sig2[i].sysval_semantic ? -1 : 1;
3878         if(sig1[i].component_type  != sig2[i].component_type)  return sig1[i].component_type  < sig2[i].component_type  ? -1 : 1;
3879         if(sig1[i].register_idx    != sig2[i].register_idx)    return sig1[i].register_idx    < sig2[i].register_idx    ? -1 : 1;
3880         if(sig1[i].mask            != sig2->mask)              return sig1[i].mask            < sig2[i].mask            ? -1 : 1;
3881     }
3882     return 0;
3883 }
3884
3885 static struct wined3d_shader_signature_element *clone_sig(const struct wined3d_shader_signature_element *sig)
3886 {
3887     struct wined3d_shader_signature_element *new;
3888     int i;
3889     char *name;
3890
3891     new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*new) * MAX_REG_INPUT);
3892     for(i = 0; i < MAX_REG_INPUT; i++)
3893     {
3894         if (!sig[i].semantic_name) continue;
3895
3896         new[i] = sig[i];
3897         /* Clone the semantic string */
3898         name = HeapAlloc(GetProcessHeap(), 0, strlen(sig[i].semantic_name) + 1);
3899         strcpy(name, sig[i].semantic_name);
3900         new[i].semantic_name = name;
3901     }
3902     return new;
3903 }
3904
3905 static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature_element *sig)
3906 {
3907     struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
3908     struct ps_signature *found_sig;
3909
3910     if (entry)
3911     {
3912         found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
3913         TRACE("Found existing signature %u\n", found_sig->idx);
3914         return found_sig->idx;
3915     }
3916     found_sig = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*sig));
3917     found_sig->sig = clone_sig(sig);
3918     found_sig->idx = priv->ps_sig_number++;
3919     TRACE("New signature stored and assigned number %u\n", found_sig->idx);
3920     if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
3921     {
3922         ERR("Failed to insert program entry.\n");
3923     }
3924     return found_sig->idx;
3925 }
3926
3927 static void init_output_registers(struct wined3d_shader *shader, DWORD sig_num,
3928         struct shader_arb_ctx_priv *priv_ctx, struct arb_vs_compiled_shader *compiled)
3929 {
3930     unsigned int i, j;
3931     static const char * const texcoords[8] =
3932     {
3933         "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3934         "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3935     };
3936     IWineD3DDeviceImpl *device = shader->device;
3937     const struct wined3d_shader_signature_element *sig;
3938     const char *semantic_name;
3939     DWORD semantic_idx, reg_idx;
3940
3941     /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3942      * and varying 9 to result.color.secondary
3943      */
3944     static const char * const decl_idx_to_string[MAX_REG_INPUT] =
3945     {
3946         "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3947         "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
3948         "result.color.primary", "result.color.secondary"
3949     };
3950
3951     if(sig_num == ~0)
3952     {
3953         TRACE("Pixel shader uses builtin varyings\n");
3954         /* Map builtins to builtins */
3955         for(i = 0; i < 8; i++)
3956         {
3957             priv_ctx->texcrd_output[i] = texcoords[i];
3958         }
3959         priv_ctx->color_output[0] = "result.color.primary";
3960         priv_ctx->color_output[1] = "result.color.secondary";
3961         priv_ctx->fog_output = "result.fogcoord";
3962
3963         /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
3964         for (i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); ++i)
3965         {
3966             semantic_name = shader->output_signature[i].semantic_name;
3967             if (!semantic_name) continue;
3968
3969             if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3970             {
3971                 TRACE("o%u is TMP_OUT\n", i);
3972                 if (!shader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "TMP_OUT";
3973                 else priv_ctx->vs_output[i] = "TA";
3974             }
3975             else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3976             {
3977                 TRACE("o%u is result.pointsize\n", i);
3978                 if (!shader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "result.pointsize";
3979                 else priv_ctx->vs_output[i] = "TA";
3980             }
3981             else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3982             {
3983                 TRACE("o%u is result.color.?, idx %u\n", i, shader->output_signature[i].semantic_idx);
3984                 if (!shader->output_signature[i].semantic_idx)
3985                     priv_ctx->vs_output[i] = "result.color.primary";
3986                 else if (shader->output_signature[i].semantic_idx == 1)
3987                     priv_ctx->vs_output[i] = "result.color.secondary";
3988                 else priv_ctx->vs_output[i] = "TA";
3989             }
3990             else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3991             {
3992                 TRACE("o%u is %s\n", i, texcoords[shader->output_signature[i].semantic_idx]);
3993                 if (shader->output_signature[i].semantic_idx >= 8) priv_ctx->vs_output[i] = "TA";
3994                 else priv_ctx->vs_output[i] = texcoords[shader->output_signature[i].semantic_idx];
3995             }
3996             else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3997             {
3998                 TRACE("o%u is result.fogcoord\n", i);
3999                 if (shader->output_signature[i].semantic_idx > 0) priv_ctx->vs_output[i] = "TA";
4000                 else priv_ctx->vs_output[i] = "result.fogcoord";
4001             }
4002             else
4003             {
4004                 priv_ctx->vs_output[i] = "TA";
4005             }
4006         }
4007         return;
4008     }
4009
4010     /* Instead of searching for the signature in the signature list, read the one from the current pixel shader.
4011      * Its maybe not the shader where the signature came from, but it is the same signature and faster to find
4012      */
4013     sig = device->stateBlock->state.pixel_shader->input_signature;
4014     TRACE("Pixel shader uses declared varyings\n");
4015
4016     /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
4017     for(i = 0; i < 8; i++)
4018     {
4019         priv_ctx->texcrd_output[i] = "TA";
4020     }
4021     priv_ctx->color_output[0] = "TA";
4022     priv_ctx->color_output[1] = "TA";
4023     priv_ctx->fog_output = "TA";
4024
4025     for(i = 0; i < MAX_REG_INPUT; i++)
4026     {
4027         semantic_name = sig[i].semantic_name;
4028         semantic_idx = sig[i].semantic_idx;
4029         reg_idx = sig[i].register_idx;
4030         if (!semantic_name) continue;
4031
4032         /* If a declared input register is not written by builtin arguments, don't write to it.
4033          * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
4034          *
4035          * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
4036          * to TMP_OUT in any case
4037          */
4038         if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
4039         {
4040             if(semantic_idx < 8) priv_ctx->texcrd_output[semantic_idx] = decl_idx_to_string[reg_idx];
4041         }
4042         else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
4043         {
4044             if(semantic_idx < 2) priv_ctx->color_output[semantic_idx] = decl_idx_to_string[reg_idx];
4045         }
4046         else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
4047         {
4048             if (!semantic_idx) priv_ctx->fog_output = decl_idx_to_string[reg_idx];
4049         }
4050         else
4051         {
4052             continue;
4053         }
4054
4055         if (!strcmp(decl_idx_to_string[reg_idx], "result.color.primary")
4056                 || !strcmp(decl_idx_to_string[reg_idx], "result.color.secondary"))
4057         {
4058             compiled->need_color_unclamp = TRUE;
4059         }
4060     }
4061
4062     /* Map declared to declared */
4063     for (i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); ++i)
4064     {
4065         /* Write unread output to TA to throw them away */
4066         priv_ctx->vs_output[i] = "TA";
4067         semantic_name = shader->output_signature[i].semantic_name;
4068         if (!semantic_name) continue;
4069
4070         if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION)
4071                 && !shader->output_signature[i].semantic_idx)
4072         {
4073             priv_ctx->vs_output[i] = "TMP_OUT";
4074             continue;
4075         }
4076         else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE)
4077                 && !shader->output_signature[i].semantic_idx)
4078         {
4079             priv_ctx->vs_output[i] = "result.pointsize";
4080             continue;
4081         }
4082
4083         for(j = 0; j < MAX_REG_INPUT; j++)
4084         {
4085             if (!sig[j].semantic_name) continue;
4086
4087             if (!strcmp(sig[j].semantic_name, semantic_name)
4088                     && sig[j].semantic_idx == shader->output_signature[i].semantic_idx)
4089             {
4090                 priv_ctx->vs_output[i] = decl_idx_to_string[sig[j].register_idx];
4091
4092                 if (!strcmp(priv_ctx->vs_output[i], "result.color.primary")
4093                         || !strcmp(priv_ctx->vs_output[i], "result.color.secondary"))
4094                 {
4095                     compiled->need_color_unclamp = TRUE;
4096                 }
4097             }
4098         }
4099     }
4100 }
4101
4102 /* GL locking is done by the caller */
4103 static GLuint shader_arb_generate_vshader(struct wined3d_shader *shader,
4104         const struct wined3d_gl_info *gl_info, struct wined3d_shader_buffer *buffer,
4105         const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled)
4106 {
4107     const struct arb_vshader_private *shader_data = shader->backend_data;
4108     const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4109     const DWORD *function = shader->function;
4110     const local_constant *lconst;
4111     GLuint ret;
4112     DWORD next_local, *lconst_map = local_const_mapping(shader);
4113     struct shader_arb_ctx_priv priv_ctx;
4114     unsigned int i;
4115     GLint errPos;
4116
4117     memset(&priv_ctx, 0, sizeof(priv_ctx));
4118     priv_ctx.cur_vs_args = args;
4119     list_init(&priv_ctx.control_frames);
4120     init_output_registers(shader, args->ps_signature, &priv_ctx, compiled);
4121
4122     /*  Create the hw ARB shader */
4123     shader_addline(buffer, "!!ARBvp1.0\n");
4124
4125     /* Always enable the NV extension if available. Unlike fragment shaders, there is no
4126      * mesurable performance penalty, and we can always make use of it for clipplanes.
4127      */
4128     if (gl_info->supported[NV_VERTEX_PROGRAM3])
4129     {
4130         shader_addline(buffer, "OPTION NV_vertex_program3;\n");
4131         priv_ctx.target_version = NV3;
4132         shader_addline(buffer, "ADDRESS aL;\n");
4133     }
4134     else if (gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4135     {
4136         shader_addline(buffer, "OPTION NV_vertex_program2;\n");
4137         priv_ctx.target_version = NV2;
4138         shader_addline(buffer, "ADDRESS aL;\n");
4139     } else {
4140         priv_ctx.target_version = ARB;
4141     }
4142
4143     shader_addline(buffer, "TEMP TMP_OUT;\n");
4144     if (need_helper_const(shader_data, reg_maps, gl_info))
4145     {
4146         shader_addline(buffer, "PARAM helper_const = { 0.0, 1.0, 2.0, %1.10f};\n", eps);
4147     }
4148     if (need_rel_addr_const(shader_data, reg_maps, gl_info))
4149     {
4150         shader_addline(buffer, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", shader_data->rel_offset);
4151         shader_addline(buffer, "TEMP A0_SHADOW;\n");
4152     }
4153
4154     shader_addline(buffer, "TEMP TA;\n");
4155     shader_addline(buffer, "TEMP TB;\n");
4156
4157     /* Base Declarations */
4158     next_local = shader_generate_arb_declarations(shader, reg_maps, buffer,
4159             gl_info, lconst_map, &priv_ctx.vs_clipplanes, &priv_ctx);
4160
4161     for(i = 0; i < MAX_CONST_I; i++)
4162     {
4163         compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
4164         if(reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
4165         {
4166             const DWORD *control_values = find_loop_control_values(shader, i);
4167
4168             if(control_values)
4169             {
4170                 shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
4171                                 control_values[0], control_values[1], control_values[2]);
4172             }
4173             else
4174             {
4175                 compiled->int_consts[i] = next_local;
4176                 compiled->num_int_consts++;
4177                 shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
4178             }
4179         }
4180     }
4181
4182     /* We need a constant to fixup the final position */
4183     shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
4184     compiled->pos_fixup = next_local++;
4185
4186     /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
4187      * for output parameters. D3D in theory does not do that either, but some applications depend on a
4188      * proper initialization of the secondary color, and programs using the fixed function pipeline without
4189      * a replacement shader depend on the texcoord.w being set properly.
4190      *
4191      * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
4192      * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
4193      * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
4194      * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4195      * this can eat a number of instructions, so skip it unless this cap is set as well
4196      */
4197     if (!gl_info->supported[NV_VERTEX_PROGRAM])
4198     {
4199         IWineD3DDeviceImpl *device = shader->device;
4200         const char *color_init = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_0001);
4201         shader_addline(buffer, "MOV result.color.secondary, %s;\n", color_init);
4202
4203         if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W && !device->frag_pipe->ffp_proj_control)
4204         {
4205             int i;
4206             const char *one = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ONE);
4207             for(i = 0; i < min(8, MAX_REG_TEXCRD); i++)
4208             {
4209                 if (reg_maps->texcoord_mask[i] && reg_maps->texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL)
4210                     shader_addline(buffer, "MOV result.texcoord[%u].w, %s\n", i, one);
4211             }
4212         }
4213     }
4214
4215     /* The shader starts with the main function */
4216     priv_ctx.in_main_func = TRUE;
4217     /* Base Shader Body */
4218     shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
4219
4220     if (!priv_ctx.footer_written) vshader_add_footer(&priv_ctx,
4221             shader_data, args, reg_maps, gl_info, buffer);
4222
4223     shader_addline(buffer, "END\n");
4224
4225     /* TODO: change to resource.glObjectHandle or something like that */
4226     GL_EXTCALL(glGenProgramsARB(1, &ret));
4227
4228     TRACE("Creating a hw vertex shader, prg=%d\n", ret);
4229     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
4230
4231     TRACE("Created hw vertex shader, prg=%d\n", ret);
4232     /* Create the program and check for errors */
4233     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
4234                buffer->bsize, buffer->buffer));
4235     checkGLcall("glProgramStringARB()");
4236
4237     glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
4238     if (errPos != -1)
4239     {
4240         FIXME("HW VertexShader Error at position %d: %s\n\n",
4241               errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
4242         shader_arb_dump_program_source(buffer->buffer);
4243         ret = -1;
4244     }
4245     else
4246     {
4247         GLint native;
4248
4249         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
4250         checkGLcall("glGetProgramivARB()");
4251         if (!native) WARN("Program exceeds native resource limits.\n");
4252
4253         /* Load immediate constants */
4254         if (lconst_map)
4255         {
4256             LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, local_constant, entry)
4257             {
4258                 const float *value = (const float *)lconst->value;
4259                 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst_map[lconst->idx], value));
4260             }
4261         }
4262     }
4263     HeapFree(GetProcessHeap(), 0, lconst_map);
4264
4265     return ret;
4266 }
4267
4268 /* GL locking is done by the caller */
4269 static struct arb_ps_compiled_shader *find_arb_pshader(struct wined3d_shader *shader,
4270         const struct arb_ps_compile_args *args)
4271 {
4272     IWineD3DDeviceImpl *device = shader->device;
4273     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4274     UINT i;
4275     DWORD new_size;
4276     struct arb_ps_compiled_shader *new_array;
4277     struct wined3d_shader_buffer buffer;
4278     struct arb_pshader_private *shader_data;
4279     GLuint ret;
4280
4281     if (!shader->backend_data)
4282     {
4283         struct shader_arb_priv *priv = device->shader_priv;
4284
4285         shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4286         shader_data = shader->backend_data;
4287         shader_data->clamp_consts = shader->reg_maps.shader_version.major == 1;
4288
4289         if (shader->reg_maps.shader_version.major < 3)
4290             shader_data->input_signature_idx = ~0;
4291         else
4292             shader_data->input_signature_idx = find_input_signature(priv, shader->input_signature);
4293
4294         shader_data->has_signature_idx = TRUE;
4295         TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
4296
4297         if (!device->vs_clipping)
4298             shader_data->clipplane_emulation = shader_find_free_input_register(&shader->reg_maps,
4299                     gl_info->limits.texture_stages - 1);
4300         else
4301             shader_data->clipplane_emulation = ~0U;
4302     }
4303     shader_data = shader->backend_data;
4304
4305     /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4306      * so a linear search is more performant than a hashmap or a binary search
4307      * (cache coherency etc)
4308      */
4309     for (i = 0; i < shader_data->num_gl_shaders; ++i)
4310     {
4311         if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)))
4312             return &shader_data->gl_shaders[i];
4313     }
4314
4315     TRACE("No matching GL shader found, compiling a new shader\n");
4316     if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4317         if (shader_data->num_gl_shaders)
4318         {
4319             new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4320             new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4321                                     new_size * sizeof(*shader_data->gl_shaders));
4322         } else {
4323             new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4324             new_size = 1;
4325         }
4326
4327         if(!new_array) {
4328             ERR("Out of memory\n");
4329             return 0;
4330         }
4331         shader_data->gl_shaders = new_array;
4332         shader_data->shader_array_size = new_size;
4333     }
4334
4335     shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4336
4337     pixelshader_update_samplers(&shader->reg_maps, device->stateBlock->state.textures);
4338
4339     if (!shader_buffer_init(&buffer))
4340     {
4341         ERR("Failed to initialize shader buffer.\n");
4342         return 0;
4343     }
4344
4345     ret = shader_arb_generate_pshader(shader, gl_info, &buffer, args,
4346             &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4347     shader_buffer_free(&buffer);
4348     shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4349
4350     return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4351 }
4352
4353 static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
4354                                  const DWORD use_map, BOOL skip_int) {
4355     if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
4356     if(stored->super.clip_enabled != new->super.clip_enabled) return FALSE;
4357     if(stored->super.fog_src != new->super.fog_src) return FALSE;
4358     if(stored->clip.boolclip_compare != new->clip.boolclip_compare) return FALSE;
4359     if(stored->ps_signature != new->ps_signature) return FALSE;
4360     if(stored->vertex.samplers_compare != new->vertex.samplers_compare) return FALSE;
4361     if(skip_int) return TRUE;
4362
4363     return !memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl));
4364 }
4365
4366 static struct arb_vs_compiled_shader *find_arb_vshader(struct wined3d_shader *shader,
4367         const struct arb_vs_compile_args *args)
4368 {
4369     IWineD3DDeviceImpl *device = shader->device;
4370     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4371     DWORD use_map = device->strided_streams.use_map;
4372     UINT i;
4373     DWORD new_size;
4374     struct arb_vs_compiled_shader *new_array;
4375     struct wined3d_shader_buffer buffer;
4376     struct arb_vshader_private *shader_data;
4377     GLuint ret;
4378
4379     if (!shader->backend_data)
4380     {
4381         const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4382
4383         shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4384         shader_data = shader->backend_data;
4385
4386         if ((gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
4387                 && reg_maps->min_rel_offset <= reg_maps->max_rel_offset)
4388         {
4389             if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 127)
4390             {
4391                 FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
4392                 FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
4393                 FIXME("Min: %u, Max: %u.\n", reg_maps->min_rel_offset, reg_maps->max_rel_offset);
4394             }
4395             else if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 63)
4396                 shader_data->rel_offset = reg_maps->min_rel_offset + 63;
4397             else if (reg_maps->max_rel_offset > 63)
4398                 shader_data->rel_offset = reg_maps->min_rel_offset;
4399         }
4400     }
4401     shader_data = shader->backend_data;
4402
4403     /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4404      * so a linear search is more performant than a hashmap or a binary search
4405      * (cache coherency etc)
4406      */
4407     for(i = 0; i < shader_data->num_gl_shaders; i++) {
4408         if (vs_args_equal(&shader_data->gl_shaders[i].args, args,
4409                 use_map, gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]))
4410         {
4411             return &shader_data->gl_shaders[i];
4412         }
4413     }
4414
4415     TRACE("No matching GL shader found, compiling a new shader\n");
4416
4417     if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4418         if (shader_data->num_gl_shaders)
4419         {
4420             new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4421             new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4422                                     new_size * sizeof(*shader_data->gl_shaders));
4423         } else {
4424             new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4425             new_size = 1;
4426         }
4427
4428         if(!new_array) {
4429             ERR("Out of memory\n");
4430             return 0;
4431         }
4432         shader_data->gl_shaders = new_array;
4433         shader_data->shader_array_size = new_size;
4434     }
4435
4436     shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4437
4438     if (!shader_buffer_init(&buffer))
4439     {
4440         ERR("Failed to initialize shader buffer.\n");
4441         return 0;
4442     }
4443
4444     ret = shader_arb_generate_vshader(shader, gl_info, &buffer, args,
4445             &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4446     shader_buffer_free(&buffer);
4447     shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4448
4449     return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4450 }
4451
4452 static void find_arb_ps_compile_args(const struct wined3d_state *state,
4453         const struct wined3d_shader *shader, struct arb_ps_compile_args *args)
4454 {
4455     IWineD3DDeviceImpl *device = shader->device;
4456     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4457     int i;
4458     WORD int_skip;
4459
4460     find_ps_compile_args(state, shader, &args->super);
4461
4462     /* This forces all local boolean constants to 1 to make them stateblock independent */
4463     args->bools = shader->reg_maps.local_bool_consts;
4464
4465     for(i = 0; i < MAX_CONST_B; i++)
4466     {
4467         if (state->ps_consts_b[i])
4468             args->bools |= ( 1 << i);
4469     }
4470
4471     /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
4472      * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
4473      * duplicate the shader than have a no-op KIL instruction in every shader
4474      */
4475     if (!device->vs_clipping && use_vs(state)
4476             && state->render_states[WINED3DRS_CLIPPING]
4477             && state->render_states[WINED3DRS_CLIPPLANEENABLE])
4478         args->clip = 1;
4479     else
4480         args->clip = 0;
4481
4482     /* Skip if unused or local, or supported natively */
4483     int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4484     if (int_skip == 0xffff || gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
4485     {
4486         memset(&args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4487         return;
4488     }
4489
4490     for(i = 0; i < MAX_CONST_I; i++)
4491     {
4492         if(int_skip & (1 << i))
4493         {
4494             args->loop_ctrl[i][0] = 0;
4495             args->loop_ctrl[i][1] = 0;
4496             args->loop_ctrl[i][2] = 0;
4497         }
4498         else
4499         {
4500             args->loop_ctrl[i][0] = state->ps_consts_i[i * 4];
4501             args->loop_ctrl[i][1] = state->ps_consts_i[i * 4 + 1];
4502             args->loop_ctrl[i][2] = state->ps_consts_i[i * 4 + 2];
4503         }
4504     }
4505 }
4506
4507 static void find_arb_vs_compile_args(const struct wined3d_state *state,
4508         const struct wined3d_shader *shader, struct arb_vs_compile_args *args)
4509 {
4510     IWineD3DDeviceImpl *device = shader->device;
4511     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4512     int i;
4513     WORD int_skip;
4514
4515     find_vs_compile_args(state, shader, &args->super);
4516
4517     args->clip.boolclip_compare = 0;
4518     if (use_ps(state))
4519     {
4520         const struct wined3d_shader *ps = state->pixel_shader;
4521         const struct arb_pshader_private *shader_priv = ps->backend_data;
4522         args->ps_signature = shader_priv->input_signature_idx;
4523
4524         args->clip.boolclip.clip_texcoord = shader_priv->clipplane_emulation + 1;
4525     }
4526     else
4527     {
4528         args->ps_signature = ~0;
4529         if (!device->vs_clipping)
4530         {
4531             args->clip.boolclip.clip_texcoord = ffp_clip_emul(state) ? gl_info->limits.texture_stages : 0;
4532         }
4533         /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
4534     }
4535
4536     if (args->clip.boolclip.clip_texcoord)
4537     {
4538         if (state->render_states[WINED3DRS_CLIPPING])
4539             args->clip.boolclip.clipplane_mask = (unsigned char)state->render_states[WINED3DRS_CLIPPLANEENABLE];
4540         /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
4541     }
4542
4543     /* This forces all local boolean constants to 1 to make them stateblock independent */
4544     args->clip.boolclip.bools = shader->reg_maps.local_bool_consts;
4545     /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
4546     for(i = 0; i < MAX_CONST_B; i++)
4547     {
4548         if (state->vs_consts_b[i])
4549             args->clip.boolclip.bools |= ( 1 << i);
4550     }
4551
4552     args->vertex.samplers[0] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 0];
4553     args->vertex.samplers[1] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 1];
4554     args->vertex.samplers[2] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 2];
4555     args->vertex.samplers[3] = 0;
4556
4557     /* Skip if unused or local */
4558     int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
4559     /* This is about flow control, not clipping. */
4560     if (int_skip == 0xffff || gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
4561     {
4562         memset(&args->loop_ctrl, 0, sizeof(args->loop_ctrl));
4563         return;
4564     }
4565
4566     for(i = 0; i < MAX_CONST_I; i++)
4567     {
4568         if(int_skip & (1 << i))
4569         {
4570             args->loop_ctrl[i][0] = 0;
4571             args->loop_ctrl[i][1] = 0;
4572             args->loop_ctrl[i][2] = 0;
4573         }
4574         else
4575         {
4576             args->loop_ctrl[i][0] = state->vs_consts_i[i * 4];
4577             args->loop_ctrl[i][1] = state->vs_consts_i[i * 4 + 1];
4578             args->loop_ctrl[i][2] = state->vs_consts_i[i * 4 + 2];
4579         }
4580     }
4581 }
4582
4583 /* GL locking is done by the caller */
4584 static void shader_arb_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
4585 {
4586     IWineD3DDeviceImpl *This = context->swapchain->device;
4587     struct shader_arb_priv *priv = This->shader_priv;
4588     const struct wined3d_gl_info *gl_info = context->gl_info;
4589     const struct wined3d_state *state = &This->stateBlock->state;
4590     int i;
4591
4592     /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4593     if (usePS)
4594     {
4595         struct wined3d_shader *ps = state->pixel_shader;
4596         struct arb_ps_compile_args compile_args;
4597         struct arb_ps_compiled_shader *compiled;
4598
4599         TRACE("Using pixel shader %p.\n", ps);
4600         find_arb_ps_compile_args(state, ps, &compile_args);
4601         compiled = find_arb_pshader(ps, &compile_args);
4602         priv->current_fprogram_id = compiled->prgId;
4603         priv->compiled_fprog = compiled;
4604
4605         /* Bind the fragment program */
4606         GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4607         checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
4608
4609         if(!priv->use_arbfp_fixed_func) {
4610             /* Enable OpenGL fragment programs */
4611             glEnable(GL_FRAGMENT_PROGRAM_ARB);
4612             checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
4613         }
4614         TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
4615
4616         /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
4617          * a 1.x and newer shader, reload the first 8 constants
4618          */
4619         if (priv->last_ps_const_clamped != ((struct arb_pshader_private *)ps->backend_data)->clamp_consts)
4620         {
4621             priv->last_ps_const_clamped = ((struct arb_pshader_private *)ps->backend_data)->clamp_consts;
4622             This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, 8);
4623             for(i = 0; i < 8; i++)
4624             {
4625                 context->pshader_const_dirty[i] = 1;
4626             }
4627             /* Also takes care of loading local constants */
4628             shader_arb_load_constants(context, TRUE, FALSE);
4629         }
4630         else
4631         {
4632             UINT rt_height = This->render_targets[0]->resource.height;
4633             shader_arb_ps_local_constants(compiled, context, state, rt_height);
4634         }
4635
4636         /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
4637         if (compiled->np2fixup_info.super.active)
4638             shader_arb_load_np2fixup_constants(priv, gl_info, state);
4639     }
4640     else if (gl_info->supported[ARB_FRAGMENT_PROGRAM] && !priv->use_arbfp_fixed_func)
4641     {
4642         /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
4643         * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
4644         * replacement shader
4645         */
4646         glDisable(GL_FRAGMENT_PROGRAM_ARB);
4647         checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4648         priv->current_fprogram_id = 0;
4649     }
4650
4651     if (useVS)
4652     {
4653         struct wined3d_shader *vs = state->vertex_shader;
4654         struct arb_vs_compile_args compile_args;
4655         struct arb_vs_compiled_shader *compiled;
4656
4657         TRACE("Using vertex shader %p\n", vs);
4658         find_arb_vs_compile_args(state, vs, &compile_args);
4659         compiled = find_arb_vshader(vs, &compile_args);
4660         priv->current_vprogram_id = compiled->prgId;
4661         priv->compiled_vprog = compiled;
4662
4663         /* Bind the vertex program */
4664         GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4665         checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
4666
4667         /* Enable OpenGL vertex programs */
4668         glEnable(GL_VERTEX_PROGRAM_ARB);
4669         checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
4670         TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
4671         shader_arb_vs_local_constants(compiled, context, state);
4672
4673         if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
4674             priv->last_vs_color_unclamp = compiled->need_color_unclamp;
4675
4676             if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4677             {
4678                 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp));
4679                 checkGLcall("glClampColorARB");
4680             } else {
4681                 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4682             }
4683         }
4684     }
4685     else if (gl_info->supported[ARB_VERTEX_PROGRAM])
4686     {
4687         priv->current_vprogram_id = 0;
4688         glDisable(GL_VERTEX_PROGRAM_ARB);
4689         checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4690     }
4691 }
4692
4693 /* GL locking is done by the caller */
4694 static void shader_arb_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
4695         enum tex_types tex_type, const SIZE *ds_mask_size)
4696 {
4697     const float mask[] = {0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy};
4698     BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
4699     struct shader_arb_priv *priv = shader_priv;
4700     GLuint *blt_fprogram;
4701
4702     if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
4703     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
4704     glEnable(GL_VERTEX_PROGRAM_ARB);
4705
4706     blt_fprogram = masked ? &priv->depth_blt_fprogram_id_masked[tex_type] : &priv->depth_blt_fprogram_id_full[tex_type];
4707     if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type, masked);
4708     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
4709     if (masked) GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, mask));
4710     glEnable(GL_FRAGMENT_PROGRAM_ARB);
4711 }
4712
4713 /* GL locking is done by the caller */
4714 static void shader_arb_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info)
4715 {
4716     struct shader_arb_priv *priv = shader_priv;
4717
4718     if (priv->current_vprogram_id) {
4719         GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
4720         checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
4721
4722         TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB.\n", priv->current_vprogram_id);
4723     }
4724     else
4725     {
4726         glDisable(GL_VERTEX_PROGRAM_ARB);
4727         checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
4728     }
4729
4730     if (priv->current_fprogram_id) {
4731         GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
4732         checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
4733
4734         TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB.\n", priv->current_fprogram_id);
4735     }
4736     else if(!priv->use_arbfp_fixed_func)
4737     {
4738         glDisable(GL_FRAGMENT_PROGRAM_ARB);
4739         checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
4740     }
4741 }
4742
4743 static void shader_arb_destroy(struct wined3d_shader *shader)
4744 {
4745     IWineD3DDeviceImpl *device = shader->device;
4746     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4747
4748     if (shader_is_pshader_version(shader->reg_maps.shader_version.type))
4749     {
4750         struct arb_pshader_private *shader_data = shader->backend_data;
4751         UINT i;
4752
4753         if(!shader_data) return; /* This can happen if a shader was never compiled */
4754
4755         if (shader_data->num_gl_shaders)
4756         {
4757             struct wined3d_context *context = context_acquire(device, NULL);
4758
4759             ENTER_GL();
4760             for (i = 0; i < shader_data->num_gl_shaders; ++i)
4761             {
4762                 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4763                 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4764             }
4765             LEAVE_GL();
4766
4767             context_release(context);
4768         }
4769
4770         HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4771         HeapFree(GetProcessHeap(), 0, shader_data);
4772         shader->backend_data = NULL;
4773     }
4774     else
4775     {
4776         struct arb_vshader_private *shader_data = shader->backend_data;
4777         UINT i;
4778
4779         if(!shader_data) return; /* This can happen if a shader was never compiled */
4780
4781         if (shader_data->num_gl_shaders)
4782         {
4783             struct wined3d_context *context = context_acquire(device, NULL);
4784
4785             ENTER_GL();
4786             for (i = 0; i < shader_data->num_gl_shaders; ++i)
4787             {
4788                 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4789                 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4790             }
4791             LEAVE_GL();
4792
4793             context_release(context);
4794         }
4795
4796         HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4797         HeapFree(GetProcessHeap(), 0, shader_data);
4798         shader->backend_data = NULL;
4799     }
4800 }
4801
4802 static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
4803 {
4804     struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4805     return compare_sig(key, e->sig);
4806 }
4807
4808 static const struct wine_rb_functions sig_tree_functions =
4809 {
4810     wined3d_rb_alloc,
4811     wined3d_rb_realloc,
4812     wined3d_rb_free,
4813     sig_tree_compare
4814 };
4815
4816 static HRESULT shader_arb_alloc(IWineD3DDeviceImpl *device)
4817 {
4818     struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
4819     if(wine_rb_init(&priv->signature_tree, &sig_tree_functions) == -1)
4820     {
4821         ERR("RB tree init failed\n");
4822         HeapFree(GetProcessHeap(), 0, priv);
4823         return E_OUTOFMEMORY;
4824     }
4825     device->shader_priv = priv;
4826     return WINED3D_OK;
4827 }
4828
4829 static void release_signature(struct wine_rb_entry *entry, void *context)
4830 {
4831     struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
4832     int i;
4833     for(i = 0; i < MAX_REG_INPUT; i++)
4834     {
4835         HeapFree(GetProcessHeap(), 0, (char *) sig->sig[i].semantic_name);
4836     }
4837     HeapFree(GetProcessHeap(), 0, sig->sig);
4838     HeapFree(GetProcessHeap(), 0, sig);
4839 }
4840
4841 /* Context activation is done by the caller. */
4842 static void shader_arb_free(IWineD3DDeviceImpl *device)
4843 {
4844     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4845     struct shader_arb_priv *priv = device->shader_priv;
4846     int i;
4847
4848     ENTER_GL();
4849     if(priv->depth_blt_vprogram_id) {
4850         GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
4851     }
4852     for (i = 0; i < tex_type_count; ++i)
4853     {
4854         if (priv->depth_blt_fprogram_id_full[i])
4855         {
4856             GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_full[i]));
4857         }
4858         if (priv->depth_blt_fprogram_id_masked[i])
4859         {
4860             GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_masked[i]));
4861         }
4862     }
4863     LEAVE_GL();
4864
4865     wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
4866     HeapFree(GetProcessHeap(), 0, device->shader_priv);
4867 }
4868
4869 static BOOL shader_arb_dirty_const(void)
4870 {
4871     return TRUE;
4872 }
4873
4874 static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
4875 {
4876     if (gl_info->supported[ARB_VERTEX_PROGRAM])
4877     {
4878         DWORD vs_consts;
4879
4880         /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
4881          * for vertex programs. If the native limit is less than that it's
4882          * not very useful, and e.g. Mesa swrast returns 0, probably to
4883          * indicate it's a software implementation. */
4884         if (gl_info->limits.arb_vs_native_constants < 96)
4885             vs_consts = gl_info->limits.arb_vs_float_constants;
4886         else
4887             vs_consts = min(gl_info->limits.arb_vs_float_constants, gl_info->limits.arb_vs_native_constants);
4888
4889         if (gl_info->supported[NV_VERTEX_PROGRAM3])
4890         {
4891             caps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
4892             TRACE_(d3d_caps)("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
4893         }
4894         else if (vs_consts >= 256)
4895         {
4896             /* Shader Model 2.0 requires at least 256 vertex shader constants */
4897             caps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
4898             TRACE_(d3d_caps)("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
4899         }
4900         else
4901         {
4902             caps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
4903             TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
4904         }
4905         caps->MaxVertexShaderConst = vs_consts;
4906     }
4907     else
4908     {
4909         caps->VertexShaderVersion = 0;
4910         caps->MaxVertexShaderConst = 0;
4911     }
4912
4913     if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
4914     {
4915         DWORD ps_consts;
4916
4917         /* Similar as above for vertex programs, but the minimum for fragment
4918          * programs is 24. */
4919         if (gl_info->limits.arb_ps_native_constants < 24)
4920             ps_consts = gl_info->limits.arb_ps_float_constants;
4921         else
4922             ps_consts = min(gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_native_constants);
4923
4924         if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
4925         {
4926             caps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
4927             TRACE_(d3d_caps)("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
4928         }
4929         else if (ps_consts >= 32)
4930         {
4931             /* Shader Model 2.0 requires at least 32 pixel shader constants */
4932             caps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
4933             TRACE_(d3d_caps)("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
4934         }
4935         else
4936         {
4937             caps->PixelShaderVersion = WINED3DPS_VERSION(1,4);
4938             TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
4939         }
4940         caps->PixelShader1xMaxValue = 8.0f;
4941         caps->MaxPixelShaderConst = ps_consts;
4942     }
4943     else
4944     {
4945         caps->PixelShaderVersion = 0;
4946         caps->PixelShader1xMaxValue = 0.0f;
4947         caps->MaxPixelShaderConst = 0;
4948     }
4949
4950     caps->VSClipping = use_nv_clip(gl_info);
4951 }
4952
4953 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
4954 {
4955     if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
4956     {
4957         TRACE("Checking support for color_fixup:\n");
4958         dump_color_fixup_desc(fixup);
4959     }
4960
4961     /* We support everything except complex conversions. */
4962     if (!is_complex_fixup(fixup))
4963     {
4964         TRACE("[OK]\n");
4965         return TRUE;
4966     }
4967
4968     TRACE("[FAILED]\n");
4969     return FALSE;
4970 }
4971
4972 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
4973     DWORD shift;
4974     char write_mask[20], regstr[50];
4975     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
4976     BOOL is_color = FALSE;
4977     const struct wined3d_shader_dst_param *dst;
4978
4979     if (!ins->dst_count) return;
4980
4981     dst = &ins->dst[0];
4982     shift = dst->shift;
4983     if (!shift) return; /* Saturate alone is handled by the instructions */
4984
4985     shader_arb_get_write_mask(ins, dst, write_mask);
4986     shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
4987
4988     /* Generate a line that does the output modifier computation
4989      * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
4990      * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
4991      */
4992     shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
4993                    regstr, write_mask, regstr, shift_tab[shift]);
4994 }
4995
4996 static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4997 {
4998     /* WINED3DSIH_ABS           */ shader_hw_map2gl,
4999     /* WINED3DSIH_ADD           */ shader_hw_map2gl,
5000     /* WINED3DSIH_AND           */ NULL,
5001     /* WINED3DSIH_BEM           */ pshader_hw_bem,
5002     /* WINED3DSIH_BREAK         */ shader_hw_break,
5003     /* WINED3DSIH_BREAKC        */ shader_hw_breakc,
5004     /* WINED3DSIH_BREAKP        */ NULL,
5005     /* WINED3DSIH_CALL          */ shader_hw_call,
5006     /* WINED3DSIH_CALLNZ        */ NULL,
5007     /* WINED3DSIH_CMP           */ pshader_hw_cmp,
5008     /* WINED3DSIH_CND           */ pshader_hw_cnd,
5009     /* WINED3DSIH_CRS           */ shader_hw_map2gl,
5010     /* WINED3DSIH_CUT           */ NULL,
5011     /* WINED3DSIH_DCL           */ NULL,
5012     /* WINED3DSIH_DEF           */ NULL,
5013     /* WINED3DSIH_DEFB          */ NULL,
5014     /* WINED3DSIH_DEFI          */ NULL,
5015     /* WINED3DSIH_DIV           */ NULL,
5016     /* WINED3DSIH_DP2ADD        */ pshader_hw_dp2add,
5017     /* WINED3DSIH_DP3           */ shader_hw_map2gl,
5018     /* WINED3DSIH_DP4           */ shader_hw_map2gl,
5019     /* WINED3DSIH_DST           */ shader_hw_map2gl,
5020     /* WINED3DSIH_DSX           */ shader_hw_map2gl,
5021     /* WINED3DSIH_DSY           */ shader_hw_dsy,
5022     /* WINED3DSIH_ELSE          */ shader_hw_else,
5023     /* WINED3DSIH_EMIT          */ NULL,
5024     /* WINED3DSIH_ENDIF         */ shader_hw_endif,
5025     /* WINED3DSIH_ENDLOOP       */ shader_hw_endloop,
5026     /* WINED3DSIH_ENDREP        */ shader_hw_endrep,
5027     /* WINED3DSIH_EXP           */ shader_hw_scalar_op,
5028     /* WINED3DSIH_EXPP          */ shader_hw_scalar_op,
5029     /* WINED3DSIH_FRC           */ shader_hw_map2gl,
5030     /* WINED3DSIH_FTOI          */ NULL,
5031     /* WINED3DSIH_IADD          */ NULL,
5032     /* WINED3DSIH_IEQ           */ NULL,
5033     /* WINED3DSIH_IF            */ NULL /* Hardcoded into the shader */,
5034     /* WINED3DSIH_IFC           */ shader_hw_ifc,
5035     /* WINED3DSIH_IGE           */ NULL,
5036     /* WINED3DSIH_IMUL          */ NULL,
5037     /* WINED3DSIH_ITOF          */ NULL,
5038     /* WINED3DSIH_LABEL         */ shader_hw_label,
5039     /* WINED3DSIH_LD            */ NULL,
5040     /* WINED3DSIH_LIT           */ shader_hw_map2gl,
5041     /* WINED3DSIH_LOG           */ shader_hw_log,
5042     /* WINED3DSIH_LOGP          */ shader_hw_log,
5043     /* WINED3DSIH_LOOP          */ shader_hw_loop,
5044     /* WINED3DSIH_LRP           */ shader_hw_lrp,
5045     /* WINED3DSIH_LT            */ NULL,
5046     /* WINED3DSIH_M3x2          */ shader_hw_mnxn,
5047     /* WINED3DSIH_M3x3          */ shader_hw_mnxn,
5048     /* WINED3DSIH_M3x4          */ shader_hw_mnxn,
5049     /* WINED3DSIH_M4x3          */ shader_hw_mnxn,
5050     /* WINED3DSIH_M4x4          */ shader_hw_mnxn,
5051     /* WINED3DSIH_MAD           */ shader_hw_map2gl,
5052     /* WINED3DSIH_MAX           */ shader_hw_map2gl,
5053     /* WINED3DSIH_MIN           */ shader_hw_map2gl,
5054     /* WINED3DSIH_MOV           */ shader_hw_mov,
5055     /* WINED3DSIH_MOVA          */ shader_hw_mov,
5056     /* WINED3DSIH_MOVC          */ NULL,
5057     /* WINED3DSIH_MUL           */ shader_hw_map2gl,
5058     /* WINED3DSIH_NOP           */ shader_hw_nop,
5059     /* WINED3DSIH_NRM           */ shader_hw_nrm,
5060     /* WINED3DSIH_PHASE         */ NULL,
5061     /* WINED3DSIH_POW           */ shader_hw_pow,
5062     /* WINED3DSIH_RCP           */ shader_hw_rcp,
5063     /* WINED3DSIH_REP           */ shader_hw_rep,
5064     /* WINED3DSIH_RET           */ shader_hw_ret,
5065     /* WINED3DSIH_RSQ           */ shader_hw_scalar_op,
5066     /* WINED3DSIH_SAMPLE        */ NULL,
5067     /* WINED3DSIH_SAMPLE_GRAD   */ NULL,
5068     /* WINED3DSIH_SAMPLE_LOD    */ NULL,
5069     /* WINED3DSIH_SETP          */ NULL,
5070     /* WINED3DSIH_SGE           */ shader_hw_map2gl,
5071     /* WINED3DSIH_SGN           */ shader_hw_sgn,
5072     /* WINED3DSIH_SINCOS        */ shader_hw_sincos,
5073     /* WINED3DSIH_SLT           */ shader_hw_map2gl,
5074     /* WINED3DSIH_SQRT          */ NULL,
5075     /* WINED3DSIH_SUB           */ shader_hw_map2gl,
5076     /* WINED3DSIH_TEX           */ pshader_hw_tex,
5077     /* WINED3DSIH_TEXBEM        */ pshader_hw_texbem,
5078     /* WINED3DSIH_TEXBEML       */ pshader_hw_texbem,
5079     /* WINED3DSIH_TEXCOORD      */ pshader_hw_texcoord,
5080     /* WINED3DSIH_TEXDEPTH      */ pshader_hw_texdepth,
5081     /* WINED3DSIH_TEXDP3        */ pshader_hw_texdp3,
5082     /* WINED3DSIH_TEXDP3TEX     */ pshader_hw_texdp3tex,
5083     /* WINED3DSIH_TEXKILL       */ pshader_hw_texkill,
5084     /* WINED3DSIH_TEXLDD        */ shader_hw_texldd,
5085     /* WINED3DSIH_TEXLDL        */ shader_hw_texldl,
5086     /* WINED3DSIH_TEXM3x2DEPTH  */ pshader_hw_texm3x2depth,
5087     /* WINED3DSIH_TEXM3x2PAD    */ pshader_hw_texm3x2pad,
5088     /* WINED3DSIH_TEXM3x2TEX    */ pshader_hw_texm3x2tex,
5089     /* WINED3DSIH_TEXM3x3       */ pshader_hw_texm3x3,
5090     /* WINED3DSIH_TEXM3x3DIFF   */ NULL,
5091     /* WINED3DSIH_TEXM3x3PAD    */ pshader_hw_texm3x3pad,
5092     /* WINED3DSIH_TEXM3x3SPEC   */ pshader_hw_texm3x3spec,
5093     /* WINED3DSIH_TEXM3x3TEX    */ pshader_hw_texm3x3tex,
5094     /* WINED3DSIH_TEXM3x3VSPEC  */ pshader_hw_texm3x3vspec,
5095     /* WINED3DSIH_TEXREG2AR     */ pshader_hw_texreg2ar,
5096     /* WINED3DSIH_TEXREG2GB     */ pshader_hw_texreg2gb,
5097     /* WINED3DSIH_TEXREG2RGB    */ pshader_hw_texreg2rgb,
5098     /* WINED3DSIH_UTOF          */ NULL,
5099 };
5100
5101 static BOOL get_bool_const(const struct wined3d_shader_instruction *ins,
5102         const struct wined3d_shader *shader, DWORD idx)
5103 {
5104     const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5105     BOOL vshader = shader_is_vshader_version(reg_maps->shader_version.type);
5106     WORD bools = 0;
5107     WORD flag = (1 << idx);
5108     const local_constant *constant;
5109     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5110
5111     if (reg_maps->local_bool_consts & flag)
5112     {
5113         /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
5114         LIST_FOR_EACH_ENTRY(constant, &shader->constantsB, local_constant, entry)
5115         {
5116             if (constant->idx == idx)
5117             {
5118                 return constant->value[0];
5119             }
5120         }
5121         ERR("Local constant not found\n");
5122         return FALSE;
5123     }
5124     else
5125     {
5126         if(vshader) bools = priv->cur_vs_args->clip.boolclip.bools;
5127         else bools = priv->cur_ps_args->bools;
5128         return bools & flag;
5129     }
5130 }
5131
5132 static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
5133         const struct wined3d_shader *shader, UINT idx, struct wined3d_shader_loop_control *loop_control)
5134 {
5135     const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5136     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5137
5138     /* Integer constants can either be a local constant, or they can be stored in the shader
5139      * type specific compile args. */
5140     if (reg_maps->local_int_consts & (1 << idx))
5141     {
5142         const local_constant *constant;
5143
5144         LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, local_constant, entry)
5145         {
5146             if (constant->idx == idx)
5147             {
5148                 loop_control->count = constant->value[0];
5149                 loop_control->start = constant->value[1];
5150                 /* Step is signed. */
5151                 loop_control->step = (int)constant->value[2];
5152                 return;
5153             }
5154         }
5155         /* If this happens the flag was set incorrectly */
5156         ERR("Local constant not found\n");
5157         loop_control->count = 0;
5158         loop_control->start = 0;
5159         loop_control->step = 0;
5160         return;
5161     }
5162
5163     switch (reg_maps->shader_version.type)
5164     {
5165         case WINED3D_SHADER_TYPE_VERTEX:
5166             /* Count and aL start value are unsigned */
5167             loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
5168             loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
5169             /* Step is signed. */
5170             loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
5171             break;
5172
5173         case WINED3D_SHADER_TYPE_PIXEL:
5174             loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
5175             loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
5176             loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
5177             break;
5178
5179         default:
5180             FIXME("Unhandled shader type %#x.\n", reg_maps->shader_version.type);
5181             break;
5182     }
5183 }
5184
5185 static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
5186 {
5187     unsigned int i;
5188     struct wined3d_shader_dst_param *dst_param = NULL;
5189     struct wined3d_shader_src_param *src_param = NULL, *rel_addr = NULL;
5190     struct recorded_instruction *rec = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*rec));
5191     if(!rec)
5192     {
5193         ERR("Out of memory\n");
5194         return;
5195     }
5196
5197     rec->ins = *ins;
5198     dst_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param));
5199     if(!dst_param) goto free;
5200     *dst_param = *ins->dst;
5201     if(ins->dst->reg.rel_addr)
5202     {
5203         rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param->reg.rel_addr));
5204         if(!rel_addr) goto free;
5205         *rel_addr = *ins->dst->reg.rel_addr;
5206         dst_param->reg.rel_addr = rel_addr;
5207     }
5208     rec->ins.dst = dst_param;
5209
5210     src_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param) * ins->src_count);
5211     if(!src_param) goto free;
5212     for(i = 0; i < ins->src_count; i++)
5213     {
5214         src_param[i] = ins->src[i];
5215         if(ins->src[i].reg.rel_addr)
5216         {
5217             rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
5218             if(!rel_addr) goto free;
5219             *rel_addr = *ins->src[i].reg.rel_addr;
5220             src_param[i].reg.rel_addr = rel_addr;
5221         }
5222     }
5223     rec->ins.src = src_param;
5224     list_add_tail(list, &rec->entry);
5225     return;
5226
5227 free:
5228     ERR("Out of memory\n");
5229     if(dst_param)
5230     {
5231         HeapFree(GetProcessHeap(), 0, (void *) dst_param->reg.rel_addr);
5232         HeapFree(GetProcessHeap(), 0, dst_param);
5233     }
5234     if(src_param)
5235     {
5236         for(i = 0; i < ins->src_count; i++)
5237         {
5238             HeapFree(GetProcessHeap(), 0, (void *) src_param[i].reg.rel_addr);
5239         }
5240         HeapFree(GetProcessHeap(), 0, src_param);
5241     }
5242     HeapFree(GetProcessHeap(), 0, rec);
5243 }
5244
5245 static void free_recorded_instruction(struct list *list)
5246 {
5247     struct recorded_instruction *rec_ins, *entry2;
5248     unsigned int i;
5249
5250     LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
5251     {
5252         list_remove(&rec_ins->entry);
5253         if(rec_ins->ins.dst)
5254         {
5255             HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst->reg.rel_addr);
5256             HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst);
5257         }
5258         if(rec_ins->ins.src)
5259         {
5260             for(i = 0; i < rec_ins->ins.src_count; i++)
5261             {
5262                 HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src[i].reg.rel_addr);
5263             }
5264             HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src);
5265         }
5266         HeapFree(GetProcessHeap(), 0, rec_ins);
5267     }
5268 }
5269
5270 static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
5271     SHADER_HANDLER hw_fct;
5272     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
5273     struct wined3d_shader *shader = ins->ctx->shader;
5274     struct control_frame *control_frame;
5275     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
5276     BOOL bool_const;
5277
5278     if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
5279     {
5280         control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5281         list_add_head(&priv->control_frames, &control_frame->entry);
5282
5283         if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
5284         if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
5285
5286         if(priv->target_version >= NV2)
5287         {
5288             control_frame->no.loop = priv->num_loops++;
5289             priv->loop_depth++;
5290         }
5291         else
5292         {
5293             /* Don't bother recording when we're in a not used if branch */
5294             if(priv->muted)
5295             {
5296                 return;
5297             }
5298
5299             if(!priv->recording)
5300             {
5301                 list_init(&priv->record);
5302                 priv->recording = TRUE;
5303                 control_frame->outer_loop = TRUE;
5304                 get_loop_control_const(ins, shader, ins->src[0].reg.idx, &control_frame->loop_control);
5305                 return; /* Instruction is handled */
5306             }
5307             /* Record this loop in the outer loop's recording */
5308         }
5309     }
5310     else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5311     {
5312         if(priv->target_version >= NV2)
5313         {
5314             /* Nothing to do. The control frame is popped after the HW instr handler */
5315         }
5316         else
5317         {
5318             struct list *e = list_head(&priv->control_frames);
5319             control_frame = LIST_ENTRY(e, struct control_frame, entry);
5320             list_remove(&control_frame->entry);
5321
5322             if(control_frame->outer_loop)
5323             {
5324                 unsigned int iteration;
5325                 int aL = 0;
5326                 struct list copy;
5327
5328                 /* Turn off recording before playback */
5329                 priv->recording = FALSE;
5330
5331                 /* Move the recorded instructions to a separate list and get them out of the private data
5332                  * structure. If there are nested loops, the shader_arb_handle_instruction below will
5333                  * be recorded again, thus priv->record might be overwritten
5334                  */
5335                 list_init(&copy);
5336                 list_move_tail(&copy, &priv->record);
5337                 list_init(&priv->record);
5338
5339                 if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5340                 {
5341                     shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
5342                                    control_frame->loop_control.count, control_frame->loop_control.start,
5343                                    control_frame->loop_control.step);
5344                     aL = control_frame->loop_control.start;
5345                 }
5346                 else
5347                 {
5348                     shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
5349                 }
5350
5351                 for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
5352                 {
5353                     struct recorded_instruction *rec_ins;
5354                     if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5355                     {
5356                         priv->aL = aL;
5357                         shader_addline(buffer, "#Iteration %u, aL=%d\n", iteration, aL);
5358                     }
5359                     else
5360                     {
5361                         shader_addline(buffer, "#Iteration %u\n", iteration);
5362                     }
5363
5364                     LIST_FOR_EACH_ENTRY(rec_ins, &copy, struct recorded_instruction, entry)
5365                     {
5366                         shader_arb_handle_instruction(&rec_ins->ins);
5367                     }
5368
5369                     if(ins->handler_idx == WINED3DSIH_ENDLOOP)
5370                     {
5371                         aL += control_frame->loop_control.step;
5372                     }
5373                 }
5374                 shader_addline(buffer, "#end loop/rep\n");
5375
5376                 free_recorded_instruction(&copy);
5377                 HeapFree(GetProcessHeap(), 0, control_frame);
5378                 return; /* Instruction is handled */
5379             }
5380             else
5381             {
5382                 /* This is a nested loop. Proceed to the normal recording function */
5383                 HeapFree(GetProcessHeap(), 0, control_frame);
5384             }
5385         }
5386     }
5387
5388     if(priv->recording)
5389     {
5390         record_instruction(&priv->record, ins);
5391         return;
5392     }
5393
5394     /* boolean if */
5395     if(ins->handler_idx == WINED3DSIH_IF)
5396     {
5397         control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5398         list_add_head(&priv->control_frames, &control_frame->entry);
5399         control_frame->type = IF;
5400
5401         bool_const = get_bool_const(ins, shader, ins->src[0].reg.idx);
5402         if(ins->src[0].modifiers == WINED3DSPSM_NOT) bool_const = !bool_const;
5403         if (!priv->muted && !bool_const)
5404         {
5405             shader_addline(buffer, "#if(FALSE){\n");
5406             priv->muted = TRUE;
5407             control_frame->muting = TRUE;
5408         }
5409         else shader_addline(buffer, "#if(TRUE) {\n");
5410
5411         return; /* Instruction is handled */
5412     }
5413     else if(ins->handler_idx == WINED3DSIH_IFC)
5414     {
5415         /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
5416         control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
5417         control_frame->type = IFC;
5418         control_frame->no.ifc = priv->num_ifcs++;
5419         list_add_head(&priv->control_frames, &control_frame->entry);
5420     }
5421     else if(ins->handler_idx == WINED3DSIH_ELSE)
5422     {
5423         struct list *e = list_head(&priv->control_frames);
5424         control_frame = LIST_ENTRY(e, struct control_frame, entry);
5425
5426         if(control_frame->type == IF)
5427         {
5428             shader_addline(buffer, "#} else {\n");
5429             if(!priv->muted && !control_frame->muting)
5430             {
5431                 priv->muted = TRUE;
5432                 control_frame->muting = TRUE;
5433             }
5434             else if(control_frame->muting) priv->muted = FALSE;
5435             return; /* Instruction is handled. */
5436         }
5437         /* In case of an ifc, generate a HW shader instruction */
5438     }
5439     else if(ins->handler_idx == WINED3DSIH_ENDIF)
5440     {
5441         struct list *e = list_head(&priv->control_frames);
5442         control_frame = LIST_ENTRY(e, struct control_frame, entry);
5443
5444         if(control_frame->type == IF)
5445         {
5446             shader_addline(buffer, "#} endif\n");
5447             if(control_frame->muting) priv->muted = FALSE;
5448             list_remove(&control_frame->entry);
5449             HeapFree(GetProcessHeap(), 0, control_frame);
5450             return; /* Instruction is handled */
5451         }
5452     }
5453
5454     if(priv->muted) return;
5455
5456     /* Select handler */
5457     hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
5458
5459     /* Unhandled opcode */
5460     if (!hw_fct)
5461     {
5462         FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
5463         return;
5464     }
5465     hw_fct(ins);
5466
5467     if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
5468     {
5469         struct list *e = list_head(&priv->control_frames);
5470         control_frame = LIST_ENTRY(e, struct control_frame, entry);
5471         list_remove(&control_frame->entry);
5472         HeapFree(GetProcessHeap(), 0, control_frame);
5473         priv->loop_depth--;
5474     }
5475     else if(ins->handler_idx == WINED3DSIH_ENDIF)
5476     {
5477         /* Non-ifc ENDIFs don't reach that place because of the return in the if block above */
5478         struct list *e = list_head(&priv->control_frames);
5479         control_frame = LIST_ENTRY(e, struct control_frame, entry);
5480         list_remove(&control_frame->entry);
5481         HeapFree(GetProcessHeap(), 0, control_frame);
5482     }
5483
5484
5485     shader_arb_add_instruction_modifiers(ins);
5486 }
5487
5488 const struct wined3d_shader_backend_ops arb_program_shader_backend =
5489 {
5490     shader_arb_handle_instruction,
5491     shader_arb_select,
5492     shader_arb_select_depth_blt,
5493     shader_arb_deselect_depth_blt,
5494     shader_arb_update_float_vertex_constants,
5495     shader_arb_update_float_pixel_constants,
5496     shader_arb_load_constants,
5497     shader_arb_load_np2fixup_constants,
5498     shader_arb_destroy,
5499     shader_arb_alloc,
5500     shader_arb_free,
5501     shader_arb_dirty_const,
5502     shader_arb_get_caps,
5503     shader_arb_color_fixup_supported,
5504 };
5505
5506 /* ARB_fragment_program fixed function pipeline replacement definitions */
5507 #define ARB_FFP_CONST_TFACTOR           0
5508 #define ARB_FFP_CONST_SPECULAR_ENABLE   ((ARB_FFP_CONST_TFACTOR) + 1)
5509 #define ARB_FFP_CONST_CONSTANT(i)       ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
5510 #define ARB_FFP_CONST_BUMPMAT(i)        ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
5511 #define ARB_FFP_CONST_LUMINANCE(i)      ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
5512
5513 struct arbfp_ffp_desc
5514 {
5515     struct ffp_frag_desc parent;
5516     GLuint shader;
5517     unsigned int num_textures_used;
5518 };
5519
5520 /* Context activation is done by the caller. */
5521 static void arbfp_enable(BOOL enable)
5522 {
5523     ENTER_GL();
5524     if(enable) {
5525         glEnable(GL_FRAGMENT_PROGRAM_ARB);
5526         checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
5527     } else {
5528         glDisable(GL_FRAGMENT_PROGRAM_ARB);
5529         checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
5530     }
5531     LEAVE_GL();
5532 }
5533
5534 static HRESULT arbfp_alloc(IWineD3DDeviceImpl *device)
5535 {
5536     struct shader_arb_priv *priv;
5537     /* Share private data between the shader backend and the pipeline replacement, if both
5538      * are the arb implementation. This is needed to figure out whether ARBfp should be disabled
5539      * if no pixel shader is bound or not
5540      */
5541     if (device->shader_backend == &arb_program_shader_backend)
5542     {
5543         device->fragment_priv = device->shader_priv;
5544     }
5545     else
5546     {
5547         device->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
5548         if (!device->fragment_priv) return E_OUTOFMEMORY;
5549     }
5550     priv = device->fragment_priv;
5551     if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
5552     {
5553         ERR("Failed to initialize rbtree.\n");
5554         HeapFree(GetProcessHeap(), 0, device->fragment_priv);
5555         return E_OUTOFMEMORY;
5556     }
5557     priv->use_arbfp_fixed_func = TRUE;
5558     return WINED3D_OK;
5559 }
5560
5561 /* Context activation is done by the caller. */
5562 static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
5563 {
5564     const struct wined3d_gl_info *gl_info = context;
5565     struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
5566
5567     ENTER_GL();
5568     GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
5569     checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
5570     HeapFree(GetProcessHeap(), 0, entry_arb);
5571     LEAVE_GL();
5572 }
5573
5574 /* Context activation is done by the caller. */
5575 static void arbfp_free(IWineD3DDeviceImpl *device)
5576 {
5577     struct shader_arb_priv *priv = device->fragment_priv;
5578
5579     wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &device->adapter->gl_info);
5580     priv->use_arbfp_fixed_func = FALSE;
5581
5582     if (device->shader_backend != &arb_program_shader_backend)
5583     {
5584         HeapFree(GetProcessHeap(), 0, device->fragment_priv);
5585     }
5586 }
5587
5588 static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5589 {
5590     caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
5591     caps->TextureOpCaps =  WINED3DTEXOPCAPS_DISABLE                     |
5592                            WINED3DTEXOPCAPS_SELECTARG1                  |
5593                            WINED3DTEXOPCAPS_SELECTARG2                  |
5594                            WINED3DTEXOPCAPS_MODULATE4X                  |
5595                            WINED3DTEXOPCAPS_MODULATE2X                  |
5596                            WINED3DTEXOPCAPS_MODULATE                    |
5597                            WINED3DTEXOPCAPS_ADDSIGNED2X                 |
5598                            WINED3DTEXOPCAPS_ADDSIGNED                   |
5599                            WINED3DTEXOPCAPS_ADD                         |
5600                            WINED3DTEXOPCAPS_SUBTRACT                    |
5601                            WINED3DTEXOPCAPS_ADDSMOOTH                   |
5602                            WINED3DTEXOPCAPS_BLENDCURRENTALPHA           |
5603                            WINED3DTEXOPCAPS_BLENDFACTORALPHA            |
5604                            WINED3DTEXOPCAPS_BLENDTEXTUREALPHA           |
5605                            WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA           |
5606                            WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM         |
5607                            WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR      |
5608                            WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA      |
5609                            WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA   |
5610                            WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR   |
5611                            WINED3DTEXOPCAPS_DOTPRODUCT3                 |
5612                            WINED3DTEXOPCAPS_MULTIPLYADD                 |
5613                            WINED3DTEXOPCAPS_LERP                        |
5614                            WINED3DTEXOPCAPS_BUMPENVMAP                  |
5615                            WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
5616
5617     /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
5618
5619     caps->MaxTextureBlendStages   = 8;
5620     caps->MaxSimultaneousTextures = min(gl_info->limits.fragment_samplers, 8);
5621 }
5622
5623 static void state_texfactor_arbfp(DWORD state_id,
5624         struct wined3d_stateblock *stateblock, struct wined3d_context *context)
5625 {
5626     const struct wined3d_gl_info *gl_info = context->gl_info;
5627     const struct wined3d_state *state = &stateblock->state;
5628     IWineD3DDeviceImpl *device = stateblock->device;
5629     float col[4];
5630
5631     /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5632      * application provided constants
5633      */
5634     if (device->shader_backend == &arb_program_shader_backend)
5635     {
5636         if (use_ps(state)) return;
5637
5638         context->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
5639         device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
5640     }
5641
5642     D3DCOLORTOGLFLOAT4(state->render_states[WINED3DRS_TEXTUREFACTOR], col);
5643     GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
5644     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
5645
5646 }
5647
5648 static void state_arb_specularenable(DWORD state_id,
5649         struct wined3d_stateblock *stateblock, struct wined3d_context *context)
5650 {
5651     const struct wined3d_gl_info *gl_info = context->gl_info;
5652     const struct wined3d_state *state = &stateblock->state;
5653     IWineD3DDeviceImpl *device = stateblock->device;
5654     float col[4];
5655
5656     /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
5657      * application provided constants
5658      */
5659     if (device->shader_backend == &arb_program_shader_backend)
5660     {
5661         if (use_ps(state)) return;
5662
5663         context->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
5664         device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
5665     }
5666
5667     if (state->render_states[WINED3DRS_SPECULARENABLE])
5668     {
5669         /* The specular color has no alpha */
5670         col[0] = 1.0f; col[1] = 1.0f;
5671         col[2] = 1.0f; col[3] = 0.0f;
5672     } else {
5673         col[0] = 0.0f; col[1] = 0.0f;
5674         col[2] = 0.0f; col[3] = 0.0f;
5675     }
5676     GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
5677     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
5678 }
5679
5680 static void set_bumpmat_arbfp(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
5681 {
5682     DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5683     const struct wined3d_gl_info *gl_info = context->gl_info;
5684     const struct wined3d_state *state = &stateblock->state;
5685     IWineD3DDeviceImpl *device = stateblock->device;
5686     float mat[2][2];
5687
5688     if (use_ps(state))
5689     {
5690         if (stage && (state->pixel_shader->reg_maps.bumpmat & (1 << stage)))
5691         {
5692             /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
5693              * anyway
5694              */
5695             if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT))
5696                 stateblock_apply_state(STATE_PIXELSHADERCONSTANT, stateblock, context);
5697         }
5698
5699         if(device->shader_backend == &arb_program_shader_backend) {
5700             /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5701             return;
5702         }
5703     } else if(device->shader_backend == &arb_program_shader_backend) {
5704         context->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
5705         device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
5706     }
5707
5708     mat[0][0] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVMAT00]);
5709     mat[0][1] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVMAT01]);
5710     mat[1][0] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVMAT10]);
5711     mat[1][1] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVMAT11]);
5712
5713     GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
5714     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
5715 }
5716
5717 static void tex_bumpenvlum_arbfp(DWORD state_id,
5718         struct wined3d_stateblock *stateblock, struct wined3d_context *context)
5719 {
5720     DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
5721     const struct wined3d_gl_info *gl_info = context->gl_info;
5722     const struct wined3d_state *state = &stateblock->state;
5723     IWineD3DDeviceImpl *device = stateblock->device;
5724     float param[4];
5725
5726     if (use_ps(state))
5727     {
5728         if (stage && (state->pixel_shader->reg_maps.luminanceparams & (1 << stage)))
5729         {
5730             /* The pixel shader has to know the luminance offset. Do a constants update if it
5731              * isn't scheduled anyway
5732              */
5733             if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT))
5734                 stateblock_apply_state(STATE_PIXELSHADERCONSTANT, stateblock, context);
5735         }
5736
5737         if(device->shader_backend == &arb_program_shader_backend) {
5738             /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
5739             return;
5740         }
5741     } else if(device->shader_backend == &arb_program_shader_backend) {
5742         context->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
5743         device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
5744     }
5745
5746     param[0] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVLSCALE]);
5747     param[1] = *((float *)&state->texture_states[stage][WINED3DTSS_BUMPENVLOFFSET]);
5748     param[2] = 0.0f;
5749     param[3] = 0.0f;
5750
5751     GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
5752     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
5753 }
5754
5755 static const char *get_argreg(struct wined3d_shader_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
5756 {
5757     const char *ret;
5758
5759     if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
5760
5761     switch(arg & WINED3DTA_SELECTMASK) {
5762         case WINED3DTA_DIFFUSE:
5763             ret = "fragment.color.primary"; break;
5764
5765         case WINED3DTA_CURRENT:
5766             if (!stage) ret = "fragment.color.primary";
5767             else ret = "ret";
5768             break;
5769
5770         case WINED3DTA_TEXTURE:
5771             switch(stage) {
5772                 case 0: ret = "tex0"; break;
5773                 case 1: ret = "tex1"; break;
5774                 case 2: ret = "tex2"; break;
5775                 case 3: ret = "tex3"; break;
5776                 case 4: ret = "tex4"; break;
5777                 case 5: ret = "tex5"; break;
5778                 case 6: ret = "tex6"; break;
5779                 case 7: ret = "tex7"; break;
5780                 default: ret = "unknown texture";
5781             }
5782             break;
5783
5784         case WINED3DTA_TFACTOR:
5785             ret = "tfactor"; break;
5786
5787         case WINED3DTA_SPECULAR:
5788             ret = "fragment.color.secondary"; break;
5789
5790         case WINED3DTA_TEMP:
5791             ret = "tempreg"; break;
5792
5793         case WINED3DTA_CONSTANT:
5794             FIXME("Implement perstage constants\n");
5795             switch(stage) {
5796                 case 0: ret = "const0"; break;
5797                 case 1: ret = "const1"; break;
5798                 case 2: ret = "const2"; break;
5799                 case 3: ret = "const3"; break;
5800                 case 4: ret = "const4"; break;
5801                 case 5: ret = "const5"; break;
5802                 case 6: ret = "const6"; break;
5803                 case 7: ret = "const7"; break;
5804                 default: ret = "unknown constant";
5805             }
5806             break;
5807
5808         default:
5809             return "unknown";
5810     }
5811
5812     if(arg & WINED3DTA_COMPLEMENT) {
5813         shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
5814         if(argnum == 0) ret = "arg0";
5815         if(argnum == 1) ret = "arg1";
5816         if(argnum == 2) ret = "arg2";
5817     }
5818     if(arg & WINED3DTA_ALPHAREPLICATE) {
5819         shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
5820         if(argnum == 0) ret = "arg0";
5821         if(argnum == 1) ret = "arg1";
5822         if(argnum == 2) ret = "arg2";
5823     }
5824     return ret;
5825 }
5826
5827 static void gen_ffp_instr(struct wined3d_shader_buffer *buffer, unsigned int stage, BOOL color,
5828         BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
5829 {
5830     const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
5831     unsigned int mul = 1;
5832     BOOL mul_final_dest = FALSE;
5833
5834     if(color && alpha) dstmask = "";
5835     else if(color) dstmask = ".xyz";
5836     else dstmask = ".w";
5837
5838     if(dst == tempreg) dstreg = "tempreg";
5839     else dstreg = "ret";
5840
5841     arg0 = get_argreg(buffer, 0, stage, dw_arg0);
5842     arg1 = get_argreg(buffer, 1, stage, dw_arg1);
5843     arg2 = get_argreg(buffer, 2, stage, dw_arg2);
5844
5845     switch(op) {
5846         case WINED3DTOP_DISABLE:
5847             if (!stage) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
5848             break;
5849
5850         case WINED3DTOP_SELECTARG2:
5851             arg1 = arg2;
5852             /* FALLTHROUGH */
5853         case WINED3DTOP_SELECTARG1:
5854             shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
5855             break;
5856
5857         case WINED3DTOP_MODULATE4X:
5858             mul = 2;
5859             /* FALLTHROUGH */
5860         case WINED3DTOP_MODULATE2X:
5861             mul *= 2;
5862             if (!strcmp(dstreg, "result.color"))
5863             {
5864                 dstreg = "ret";
5865                 mul_final_dest = TRUE;
5866             }
5867             /* FALLTHROUGH */
5868         case WINED3DTOP_MODULATE:
5869             shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5870             break;
5871
5872         case WINED3DTOP_ADDSIGNED2X:
5873             mul = 2;
5874             if (!strcmp(dstreg, "result.color"))
5875             {
5876                 dstreg = "ret";
5877                 mul_final_dest = TRUE;
5878             }
5879             /* FALLTHROUGH */
5880         case WINED3DTOP_ADDSIGNED:
5881             shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
5882             arg2 = "arg2";
5883             /* FALLTHROUGH */
5884         case WINED3DTOP_ADD:
5885             shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5886             break;
5887
5888         case WINED3DTOP_SUBTRACT:
5889             shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
5890             break;
5891
5892         case WINED3DTOP_ADDSMOOTH:
5893             shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
5894             shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
5895             break;
5896
5897         case WINED3DTOP_BLENDCURRENTALPHA:
5898             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
5899             shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5900             break;
5901         case WINED3DTOP_BLENDFACTORALPHA:
5902             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
5903             shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5904             break;
5905         case WINED3DTOP_BLENDTEXTUREALPHA:
5906             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
5907             shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5908             break;
5909         case WINED3DTOP_BLENDDIFFUSEALPHA:
5910             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
5911             shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5912             break;
5913
5914         case WINED3DTOP_BLENDTEXTUREALPHAPM:
5915             arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
5916             shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
5917             shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
5918             break;
5919
5920         /* D3DTOP_PREMODULATE ???? */
5921
5922         case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
5923             shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
5924             shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
5925             break;
5926         case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
5927             shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
5928             break;
5929         case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
5930             shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
5931             shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
5932             break;
5933         case WINED3DTOP_MODULATECOLOR_ADDALPHA:
5934             shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
5935             break;
5936
5937         case WINED3DTOP_DOTPRODUCT3:
5938             mul = 4;
5939             if (!strcmp(dstreg, "result.color"))
5940             {
5941                 dstreg = "ret";
5942                 mul_final_dest = TRUE;
5943             }
5944             shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
5945             shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
5946             shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
5947             break;
5948
5949         case WINED3DTOP_MULTIPLYADD:
5950             shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
5951             break;
5952
5953         case WINED3DTOP_LERP:
5954             /* The msdn is not quite right here */
5955             shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
5956             break;
5957
5958         case WINED3DTOP_BUMPENVMAP:
5959         case WINED3DTOP_BUMPENVMAPLUMINANCE:
5960             /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
5961             break;
5962
5963         default:
5964             FIXME("Unhandled texture op %08x\n", op);
5965     }
5966
5967     if(mul == 2) {
5968         shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
5969     } else if(mul == 4) {
5970         shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", mul_final_dest ? "result.color" : dstreg, dstmask, dstreg);
5971     }
5972 }
5973
5974 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, struct wined3d_stateblock *stateblock)
5975 {
5976     const struct wined3d_gl_info *gl_info = &stateblock->device->adapter->gl_info;
5977     unsigned int stage;
5978     struct wined3d_shader_buffer buffer;
5979     BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5980     BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5981     BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5982     const char *textype;
5983     const char *instr, *sat;
5984     char colorcor_dst[8];
5985     GLuint ret;
5986     DWORD arg0, arg1, arg2;
5987     BOOL tempreg_used = FALSE, tfactor_used = FALSE;
5988     BOOL op_equal;
5989     const char *final_combiner_src = "ret";
5990     GLint pos;
5991
5992     /* Find out which textures are read */
5993     for(stage = 0; stage < MAX_TEXTURES; stage++) {
5994         if(settings->op[stage].cop == WINED3DTOP_DISABLE) break;
5995         arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
5996         arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
5997         arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
5998         if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
5999         if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6000         if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6001
6002         if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHA) tex_read[stage] = TRUE;
6003         if(settings->op[stage].cop == WINED3DTOP_BLENDTEXTUREALPHAPM) tex_read[stage] = TRUE;
6004         if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP) {
6005             bump_used[stage] = TRUE;
6006             tex_read[stage] = TRUE;
6007         }
6008         if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
6009             bump_used[stage] = TRUE;
6010             tex_read[stage] = TRUE;
6011             luminance_used[stage] = TRUE;
6012         } else if(settings->op[stage].cop == WINED3DTOP_BLENDFACTORALPHA) {
6013             tfactor_used = TRUE;
6014         }
6015
6016         if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
6017             tfactor_used = TRUE;
6018         }
6019
6020         if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
6021         if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
6022             tempreg_used = TRUE;
6023         }
6024
6025         if(settings->op[stage].aop == WINED3DTOP_DISABLE) continue;
6026         arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
6027         arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
6028         arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
6029         if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6030         if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6031         if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
6032
6033         if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
6034             tempreg_used = TRUE;
6035         }
6036         if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
6037             tfactor_used = TRUE;
6038         }
6039     }
6040
6041     /* Shader header */
6042     if (!shader_buffer_init(&buffer))
6043     {
6044         ERR("Failed to initialize shader buffer.\n");
6045         return 0;
6046     }
6047
6048     shader_addline(&buffer, "!!ARBfp1.0\n");
6049
6050     switch(settings->fog) {
6051         case FOG_OFF:                                                         break;
6052         case FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
6053         case FOG_EXP:    shader_addline(&buffer, "OPTION ARB_fog_exp;\n");    break;
6054         case FOG_EXP2:   shader_addline(&buffer, "OPTION ARB_fog_exp2;\n");   break;
6055         default: FIXME("Unexpected fog setting %d\n", settings->fog);
6056     }
6057
6058     shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
6059     shader_addline(&buffer, "TEMP TMP;\n");
6060     shader_addline(&buffer, "TEMP ret;\n");
6061     if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
6062     shader_addline(&buffer, "TEMP arg0;\n");
6063     shader_addline(&buffer, "TEMP arg1;\n");
6064     shader_addline(&buffer, "TEMP arg2;\n");
6065     for(stage = 0; stage < MAX_TEXTURES; stage++) {
6066         if(!tex_read[stage]) continue;
6067         shader_addline(&buffer, "TEMP tex%u;\n", stage);
6068         if(!bump_used[stage]) continue;
6069         shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
6070         if(!luminance_used[stage]) continue;
6071         shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
6072     }
6073     if(tfactor_used) {
6074         shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
6075     }
6076         shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
6077
6078     if(settings->sRGB_write) {
6079         shader_addline(&buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
6080                        srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
6081         shader_addline(&buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
6082                        srgb_sub_high, 0.0, 0.0, 0.0);
6083     }
6084
6085     if (ffp_clip_emul(&stateblock->state) && settings->emul_clipplanes)
6086         shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
6087
6088     /* Generate texture sampling instructions) */
6089     for(stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3DTOP_DISABLE; stage++) {
6090         if(!tex_read[stage]) continue;
6091
6092         switch(settings->op[stage].tex_type) {
6093             case tex_1d:                    textype = "1D";     break;
6094             case tex_2d:                    textype = "2D";     break;
6095             case tex_3d:                    textype = "3D";     break;
6096             case tex_cube:                  textype = "CUBE";   break;
6097             case tex_rect:                  textype = "RECT";   break;
6098             default: textype = "unexpected_textype";   break;
6099         }
6100
6101         if(settings->op[stage].cop == WINED3DTOP_BUMPENVMAP ||
6102            settings->op[stage].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
6103             sat = "";
6104         } else {
6105             sat = "_SAT";
6106         }
6107
6108         if(settings->op[stage].projected == proj_none) {
6109             instr = "TEX";
6110         } else if(settings->op[stage].projected == proj_count4 ||
6111                   settings->op[stage].projected == proj_count3) {
6112             instr = "TXP";
6113         } else {
6114             FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
6115             instr = "TXP";
6116         }
6117
6118         if(stage > 0 &&
6119            (settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAP ||
6120             settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE)) {
6121             shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
6122             shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
6123             shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
6124             shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
6125
6126             /* with projective textures, texbem only divides the static texture coord, not the displacement,
6127              * so multiply the displacement with the dividing parameter before passing it to TXP
6128              */
6129             if (settings->op[stage].projected != proj_none) {
6130                 if(settings->op[stage].projected == proj_count4) {
6131                     shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
6132                     shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
6133                 } else {
6134                     shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
6135                     shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
6136                 }
6137             } else {
6138                 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
6139             }
6140
6141             shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
6142                            instr, sat, stage, stage, textype);
6143             if(settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
6144                 shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
6145                                stage - 1, stage - 1, stage - 1);
6146                 shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
6147             }
6148         } else if(settings->op[stage].projected == proj_count3) {
6149             shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
6150             shader_addline(&buffer, "MOV ret.w, ret.z;\n");
6151             shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
6152                             instr, sat, stage, stage, textype);
6153         } else {
6154             shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
6155                             instr, sat, stage, stage, stage, textype);
6156         }
6157
6158         sprintf(colorcor_dst, "tex%u", stage);
6159         gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
6160                 settings->op[stage].color_fixup);
6161     }
6162
6163     /* Generate the main shader */
6164     for (stage = 0; stage < MAX_TEXTURES; ++stage)
6165     {
6166         if (settings->op[stage].cop == WINED3DTOP_DISABLE)
6167         {
6168             if (!stage) final_combiner_src = "fragment.color.primary";
6169             break;
6170         }
6171
6172         if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
6173            settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
6174             op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
6175         } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG1 &&
6176                   settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
6177             op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
6178         } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
6179                   settings->op[stage].aop == WINED3DTOP_SELECTARG1) {
6180             op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
6181         } else if(settings->op[stage].cop == WINED3DTOP_SELECTARG2 &&
6182                   settings->op[stage].aop == WINED3DTOP_SELECTARG2) {
6183             op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
6184         } else {
6185             op_equal = settings->op[stage].aop   == settings->op[stage].cop &&
6186                        settings->op[stage].carg0 == settings->op[stage].aarg0 &&
6187                        settings->op[stage].carg1 == settings->op[stage].aarg1 &&
6188                        settings->op[stage].carg2 == settings->op[stage].aarg2;
6189         }
6190
6191         if(settings->op[stage].aop == WINED3DTOP_DISABLE) {
6192             gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6193                           settings->op[stage].cop, settings->op[stage].carg0,
6194                           settings->op[stage].carg1, settings->op[stage].carg2);
6195             if (!stage)
6196                 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
6197         }
6198         else if (op_equal)
6199         {
6200             gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
6201                           settings->op[stage].cop, settings->op[stage].carg0,
6202                           settings->op[stage].carg1, settings->op[stage].carg2);
6203         } else {
6204             gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6205                           settings->op[stage].cop, settings->op[stage].carg0,
6206                           settings->op[stage].carg1, settings->op[stage].carg2);
6207             gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
6208                           settings->op[stage].aop, settings->op[stage].aarg0,
6209                           settings->op[stage].aarg1, settings->op[stage].aarg2);
6210         }
6211     }
6212
6213     if(settings->sRGB_write) {
6214         shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
6215         arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
6216         shader_addline(&buffer, "MOV result.color, ret;\n");
6217     } else {
6218         shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
6219     }
6220
6221     /* Footer */
6222     shader_addline(&buffer, "END\n");
6223
6224     /* Generate the shader */
6225     GL_EXTCALL(glGenProgramsARB(1, &ret));
6226     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
6227     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6228             strlen(buffer.buffer), buffer.buffer));
6229     checkGLcall("glProgramStringARB()");
6230
6231     glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6232     if (pos != -1)
6233     {
6234         FIXME("Fragment program error at position %d: %s\n\n", pos,
6235               debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6236         shader_arb_dump_program_source(buffer.buffer);
6237     }
6238     else
6239     {
6240         GLint native;
6241
6242         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
6243         checkGLcall("glGetProgramivARB()");
6244         if (!native) WARN("Program exceeds native resource limits.\n");
6245     }
6246
6247     shader_buffer_free(&buffer);
6248     return ret;
6249 }
6250
6251 static void fragment_prog_arbfp(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
6252 {
6253     const struct wined3d_gl_info *gl_info = context->gl_info;
6254     const struct wined3d_state *state = &stateblock->state;
6255     IWineD3DDeviceImpl *device = stateblock->device;
6256     struct shader_arb_priv *priv = device->fragment_priv;
6257     BOOL use_vshader = use_vs(state);
6258     BOOL use_pshader = use_ps(state);
6259     struct ffp_frag_settings settings;
6260     const struct arbfp_ffp_desc *desc;
6261     unsigned int i;
6262
6263     TRACE("state_id %#x, stateblock %p, context %p\n", state_id, stateblock, context);
6264
6265     if(isStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE))) {
6266         if(!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
6267             /* Reload fixed function constants since they collide with the pixel shader constants */
6268             for(i = 0; i < MAX_TEXTURES; i++) {
6269                 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
6270             }
6271             state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
6272             state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
6273         } else if(use_pshader && !isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
6274             device->shader_backend->shader_select(context, use_pshader, use_vshader);
6275         }
6276         return;
6277     }
6278
6279     if(!use_pshader) {
6280         /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
6281         gen_ffp_frag_op(stateblock, &settings, FALSE);
6282         desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
6283         if(!desc) {
6284             struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
6285             if (!new_desc)
6286             {
6287                 ERR("Out of memory\n");
6288                 return;
6289             }
6290             new_desc->num_textures_used = 0;
6291             for (i = 0; i < gl_info->limits.texture_stages; ++i)
6292             {
6293                 if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
6294                 new_desc->num_textures_used = i;
6295             }
6296
6297             memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
6298             new_desc->shader = gen_arbfp_ffp_shader(&settings, stateblock);
6299             add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
6300             TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
6301             desc = new_desc;
6302         }
6303
6304         /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
6305          * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6306          * deactivate it.
6307          */
6308         GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
6309         checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
6310         priv->current_fprogram_id = desc->shader;
6311
6312         if(device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
6313             /* Reload fixed function constants since they collide with the pixel shader constants */
6314             for(i = 0; i < MAX_TEXTURES; i++) {
6315                 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
6316             }
6317             state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
6318             state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
6319         }
6320         context->last_was_pshader = FALSE;
6321     } else {
6322         context->last_was_pshader = TRUE;
6323     }
6324
6325     /* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
6326      * If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function replace-
6327      * ment shader. If the shader backend is not ARB, it currently is important that the opengl implementation
6328      * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
6329      * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
6330      *
6331      * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
6332      * shader handler
6333      */
6334     if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
6335         device->shader_backend->shader_select(context, use_pshader, use_vshader);
6336
6337         if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader))
6338             stateblock_apply_state(STATE_VERTEXSHADERCONSTANT, stateblock, context);
6339     }
6340     if (use_pshader) stateblock_apply_state(STATE_PIXELSHADERCONSTANT, stateblock, context);
6341 }
6342
6343 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
6344  * to FOGENABLE. A different linking in different pipeline parts can't be expressed in the combined
6345  * state table, so we need to handle that with a forwarding function. The other invisible side effect
6346  * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
6347  * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
6348  */
6349 static void state_arbfp_fog(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
6350 {
6351     const struct wined3d_state *state = &stateblock->state;
6352     enum fogsource new_source;
6353
6354     TRACE("state_id %#x, stateblock %p, context %p\n", state_id, stateblock, context);
6355
6356     if(!isStateDirty(context, STATE_PIXELSHADER)) {
6357         fragment_prog_arbfp(state_id, stateblock, context);
6358     }
6359
6360     if (!state->render_states[WINED3DRS_FOGENABLE]) return;
6361
6362     if (state->render_states[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
6363     {
6364         if (use_vs(state))
6365         {
6366             new_source = FOGSOURCE_VS;
6367         }
6368         else
6369         {
6370             if (state->render_states[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw)
6371                 new_source = FOGSOURCE_COORD;
6372             else
6373                 new_source = FOGSOURCE_FFP;
6374         }
6375     } else {
6376         new_source = FOGSOURCE_FFP;
6377     }
6378     if(new_source != context->fog_source) {
6379         context->fog_source = new_source;
6380         state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
6381     }
6382 }
6383
6384 static void textransform(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
6385 {
6386     if (!isStateDirty(context, STATE_PIXELSHADER))
6387         fragment_prog_arbfp(state, stateblock, context);
6388 }
6389
6390 static const struct StateEntryTemplate arbfp_fragmentstate_template[] = {
6391     {STATE_RENDER(WINED3DRS_TEXTUREFACTOR),               { STATE_RENDER(WINED3DRS_TEXTUREFACTOR),              state_texfactor_arbfp   }, WINED3D_GL_EXT_NONE             },
6392     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6393     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6394     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6395     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6396     {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6397     {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6398     {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6399     {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6400     {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6401     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
6402     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6403     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6404     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6405     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
6406     {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    NULL                    }, WINED3D_GL_EXT_NONE             },
6407     {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6408     {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6409     {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6410     {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6411     {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6412     {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6413     {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6414     {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6415     {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6416     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
6417     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6418     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6419     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6420     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
6421     {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    NULL                    }, WINED3D_GL_EXT_NONE             },
6422     {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6423     {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6424     {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6425     {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6426     {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6427     {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6428     {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6429     {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6430     {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6431     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
6432     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6433     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6434     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6435     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
6436     {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    NULL                    }, WINED3D_GL_EXT_NONE             },
6437     {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6438     {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6439     {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6440     {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6441     {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6442     {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6443     {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6444     {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6445     {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6446     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
6447     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6448     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6449     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6450     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
6451     {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    NULL                    }, WINED3D_GL_EXT_NONE             },
6452     {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6453     {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6454     {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6455     {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6456     {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6457     {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6458     {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6459     {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6460     {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6461     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
6462     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6463     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6464     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6465     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
6466     {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    NULL                    }, WINED3D_GL_EXT_NONE             },
6467     {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6468     {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6469     {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6470     {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6471     {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6472     {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6473     {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6474     {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6475     {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6476     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
6477     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6478     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6479     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6480     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
6481     {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    NULL                    }, WINED3D_GL_EXT_NONE             },
6482     {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6483     {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6484     {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6485     {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6486     {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6487     {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6488     {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6489     {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6490     {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6491     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
6492     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6493     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6494     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6495     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
6496     {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    NULL                    }, WINED3D_GL_EXT_NONE             },
6497     {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6498     {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6499     {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6500     {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6501     {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6502     {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6503     {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6504     {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6505     {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6506     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
6507     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6508     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6509     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     NULL                    }, WINED3D_GL_EXT_NONE             },
6510     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
6511     {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    NULL                    }, WINED3D_GL_EXT_NONE             },
6512     {STATE_PIXELSHADER,                                   { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
6513     {STATE_RENDER(WINED3DRS_FOGENABLE),                   { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_arbfp_fog         }, WINED3D_GL_EXT_NONE             },
6514     {STATE_RENDER(WINED3DRS_FOGTABLEMODE),                { STATE_RENDER(WINED3DRS_FOGENABLE),                  NULL                    }, WINED3D_GL_EXT_NONE             },
6515     {STATE_RENDER(WINED3DRS_FOGVERTEXMODE),               { STATE_RENDER(WINED3DRS_FOGENABLE),                  NULL                    }, WINED3D_GL_EXT_NONE             },
6516     {STATE_RENDER(WINED3DRS_FOGSTART),                    { STATE_RENDER(WINED3DRS_FOGSTART),                   state_fogstartend       }, WINED3D_GL_EXT_NONE             },
6517     {STATE_RENDER(WINED3DRS_FOGEND),                      { STATE_RENDER(WINED3DRS_FOGSTART),                   NULL                    }, WINED3D_GL_EXT_NONE             },
6518     {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE),             { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
6519     {STATE_RENDER(WINED3DRS_FOGCOLOR),                    { STATE_RENDER(WINED3DRS_FOGCOLOR),                   state_fogcolor          }, WINED3D_GL_EXT_NONE             },
6520     {STATE_RENDER(WINED3DRS_FOGDENSITY),                  { STATE_RENDER(WINED3DRS_FOGDENSITY),                 state_fogdensity        }, WINED3D_GL_EXT_NONE             },
6521     {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
6522     {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
6523     {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
6524     {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
6525     {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
6526     {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
6527     {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
6528     {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
6529     {STATE_RENDER(WINED3DRS_SPECULARENABLE),              { STATE_RENDER(WINED3DRS_SPECULARENABLE),             state_arb_specularenable}, WINED3D_GL_EXT_NONE             },
6530     {0 /* Terminate */,                                   { 0,                                                  0                       }, WINED3D_GL_EXT_NONE             },
6531 };
6532
6533 const struct fragment_pipeline arbfp_fragment_pipeline = {
6534     arbfp_enable,
6535     arbfp_get_caps,
6536     arbfp_alloc,
6537     arbfp_free,
6538     shader_arb_color_fixup_supported,
6539     arbfp_fragmentstate_template,
6540     TRUE /* We can disable projected textures */
6541 };
6542
6543 struct arbfp_blit_priv {
6544     GLenum yuy2_rect_shader, yuy2_2d_shader;
6545     GLenum uyvy_rect_shader, uyvy_2d_shader;
6546     GLenum yv12_rect_shader, yv12_2d_shader;
6547     GLenum p8_rect_shader, p8_2d_shader;
6548     GLuint palette_texture;
6549 };
6550
6551 static HRESULT arbfp_blit_alloc(IWineD3DDeviceImpl *device)
6552 {
6553     device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
6554     if(!device->blit_priv) {
6555         ERR("Out of memory\n");
6556         return E_OUTOFMEMORY;
6557     }
6558     return WINED3D_OK;
6559 }
6560
6561 /* Context activation is done by the caller. */
6562 static void arbfp_blit_free(IWineD3DDeviceImpl *device)
6563 {
6564     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6565     struct arbfp_blit_priv *priv = device->blit_priv;
6566
6567     ENTER_GL();
6568     GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
6569     GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
6570     GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
6571     GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
6572     GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
6573     GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
6574     GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_rect_shader));
6575     GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_2d_shader));
6576     checkGLcall("Delete yuv and p8 programs");
6577
6578     if(priv->palette_texture) glDeleteTextures(1, &priv->palette_texture);
6579     LEAVE_GL();
6580
6581     HeapFree(GetProcessHeap(), 0, device->blit_priv);
6582     device->blit_priv = NULL;
6583 }
6584
6585 static BOOL gen_planar_yuv_read(struct wined3d_shader_buffer *buffer, enum complex_fixup fixup,
6586         GLenum textype, char *luminance)
6587 {
6588     char chroma;
6589     const char *tex, *texinstr;
6590
6591     if (fixup == COMPLEX_FIXUP_UYVY) {
6592         chroma = 'x';
6593         *luminance = 'w';
6594     } else {
6595         chroma = 'w';
6596         *luminance = 'x';
6597     }
6598     switch(textype) {
6599         case GL_TEXTURE_2D:             tex = "2D";     texinstr = "TXP"; break;
6600         case GL_TEXTURE_RECTANGLE_ARB:  tex = "RECT";   texinstr = "TEX"; break;
6601         default:
6602             /* This is more tricky than just replacing the texture type - we have to navigate
6603              * properly in the texture to find the correct chroma values
6604              */
6605             FIXME("Implement yuv correction for non-2d, non-rect textures\n");
6606             return FALSE;
6607     }
6608
6609     /* First we have to read the chroma values. This means we need at least two pixels(no filtering),
6610      * or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
6611      * filtering when we sample the texture.
6612      *
6613      * These are the rules for reading the chroma:
6614      *
6615      * Even pixel: Cr
6616      * Even pixel: U
6617      * Odd pixel: V
6618      *
6619      * So we have to get the sampling x position in non-normalized coordinates in integers
6620      */
6621     if(textype != GL_TEXTURE_RECTANGLE_ARB) {
6622         shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6623         shader_addline(buffer, "MOV texcrd.w, size.x;\n");
6624     } else {
6625         shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6626     }
6627     /* We must not allow filtering between pixel x and x+1, this would mix U and V
6628      * Vertical filtering is ok. However, bear in mind that the pixel center is at
6629      * 0.5, so add 0.5.
6630      */
6631     shader_addline(buffer, "FLR texcrd.x, texcrd.x;\n");
6632     shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
6633
6634     /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
6635      * even and odd pixels respectively
6636      */
6637     shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
6638     shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
6639
6640     /* Sample Pixel 1 */
6641     shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6642
6643     /* Put the value into either of the chroma values */
6644     shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6645     shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
6646     shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6647     shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
6648
6649     /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
6650      * the pixel right to the current one. Otherwise, sample the left pixel.
6651      * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
6652      */
6653     shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
6654     shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
6655     shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
6656
6657     /* Put the value into the other chroma */
6658     shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
6659     shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
6660     shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
6661     shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
6662
6663     /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
6664      * the current one and lerp the two U and V values
6665      */
6666
6667     /* This gives the correctly filtered luminance value */
6668     shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
6669
6670     return TRUE;
6671 }
6672
6673 static BOOL gen_yv12_read(struct wined3d_shader_buffer *buffer, GLenum textype, char *luminance)
6674 {
6675     const char *tex;
6676
6677     switch(textype) {
6678         case GL_TEXTURE_2D:             tex = "2D";     break;
6679         case GL_TEXTURE_RECTANGLE_ARB:  tex = "RECT";   break;
6680         default:
6681             FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
6682             return FALSE;
6683     }
6684
6685     /* YV12 surfaces contain a WxH sized luminance plane, followed by a (W/2)x(H/2)
6686      * V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So the effective
6687      * bitdepth is 12 bits per pixel. Since the U and V planes have only half the
6688      * pitch of the luminance plane, the packing into the gl texture is a bit
6689      * unfortunate. If the whole texture is interpreted as luminance data it looks
6690      * approximately like this:
6691      *
6692      *        +----------------------------------+----
6693      *        |                                  |
6694      *        |                                  |
6695      *        |                                  |
6696      *        |                                  |
6697      *        |                                  |   2
6698      *        |            LUMINANCE             |   -
6699      *        |                                  |   3
6700      *        |                                  |
6701      *        |                                  |
6702      *        |                                  |
6703      *        |                                  |
6704      *        +----------------+-----------------+----
6705      *        |                |                 |
6706      *        |  U even rows   |  U odd rows     |
6707      *        |                |                 |   1
6708      *        +----------------+------------------   -
6709      *        |                |                 |   3
6710      *        |  V even rows   |  V odd rows     |
6711      *        |                |                 |
6712      *        +----------------+-----------------+----
6713      *        |                |                 |
6714      *        |     0.5        |       0.5       |
6715      *
6716      * So it appears as if there are 4 chroma images, but in fact the odd rows
6717      * in the chroma images are in the same row as the even ones. So its is
6718      * kinda tricky to read
6719      *
6720      * When reading from rectangle textures, keep in mind that the input y coordinates
6721      * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
6722      */
6723     shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
6724             2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f);
6725
6726     shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6727     /* the chroma planes have only half the width */
6728     shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
6729
6730     /* The first value is between 2/3 and 5/6th of the texture's height, so scale+bias
6731      * the coordinate. Also read the right side of the image when reading odd lines
6732      *
6733      * Don't forget to clamp the y values in into the range, otherwise we'll get filtering
6734      * bleeding
6735      */
6736     if(textype == GL_TEXTURE_2D) {
6737
6738         shader_addline(buffer, "RCP chroma.w, size.y;\n");
6739
6740         shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
6741
6742         shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
6743         shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
6744
6745         /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6746         shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6747         shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6748         shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6749         shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6750
6751         /* clamp, keep the half pixel origin in mind */
6752         shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
6753         shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6754         shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
6755         shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6756     } else {
6757         /* Read from [size - size+size/4] */
6758         shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6759         shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
6760
6761         /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
6762         shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
6763         shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
6764         shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
6765         shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
6766         shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
6767
6768         /* Make sure to read exactly from the pixel center */
6769         shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
6770         shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
6771
6772         /* Clamp */
6773         shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
6774         shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
6775         shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6776         shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
6777         shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
6778     }
6779     /* Read the texture, put the result into the output register */
6780     shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6781     shader_addline(buffer, "MOV chroma.x, temp.w;\n");
6782
6783     /* The other chroma value is 1/6th of the texture lower, from 5/6th to 6/6th
6784      * No need to clamp because we're just reusing the already clamped value from above
6785      */
6786     if(textype == GL_TEXTURE_2D) {
6787         shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
6788     } else {
6789         shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
6790     }
6791     shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
6792     shader_addline(buffer, "MOV chroma.y, temp.w;\n");
6793
6794     /* Sample the luminance value. It is in the top 2/3rd of the texture, so scale the y coordinate.
6795      * Clamp the y coordinate to prevent the chroma values from bleeding into the sampled luminance
6796      * values due to filtering
6797      */
6798     shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6799     if(textype == GL_TEXTURE_2D) {
6800         /* Multiply the y coordinate by 2/3 and clamp it */
6801         shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
6802         shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
6803         shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
6804         shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6805     } else {
6806         /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
6807          * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
6808          * is bigger
6809          */
6810         shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
6811         shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
6812         shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
6813     }
6814     *luminance = 'a';
6815
6816     return TRUE;
6817 }
6818
6819 static GLuint gen_p8_shader(struct arbfp_blit_priv *priv,
6820         const struct wined3d_gl_info *gl_info, GLenum textype)
6821 {
6822     GLenum shader;
6823     struct wined3d_shader_buffer buffer;
6824     GLint pos;
6825
6826     /* Shader header */
6827     if (!shader_buffer_init(&buffer))
6828     {
6829         ERR("Failed to initialize shader buffer.\n");
6830         return 0;
6831     }
6832
6833     ENTER_GL();
6834     GL_EXTCALL(glGenProgramsARB(1, &shader));
6835     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
6836     LEAVE_GL();
6837     if(!shader) {
6838         shader_buffer_free(&buffer);
6839         return 0;
6840     }
6841
6842     shader_addline(&buffer, "!!ARBfp1.0\n");
6843     shader_addline(&buffer, "TEMP index;\n");
6844
6845     /* { 255/256, 0.5/255*255/256, 0, 0 } */
6846     shader_addline(&buffer, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
6847
6848     /* The alpha-component contains the palette index */
6849     if(textype == GL_TEXTURE_RECTANGLE_ARB)
6850         shader_addline(&buffer, "TXP index, fragment.texcoord[0], texture[0], RECT;\n");
6851     else
6852         shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], 2D;\n");
6853
6854     /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
6855     shader_addline(&buffer, "MAD index.a, index.a, constants.x, constants.y;\n");
6856
6857     /* Use the alpha-component as an index in the palette to get the final color */
6858     shader_addline(&buffer, "TEX result.color, index.a, texture[1], 1D;\n");
6859     shader_addline(&buffer, "END\n");
6860
6861     ENTER_GL();
6862     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
6863             strlen(buffer.buffer), buffer.buffer));
6864     checkGLcall("glProgramStringARB()");
6865
6866     glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
6867     if (pos != -1)
6868     {
6869         FIXME("Fragment program error at position %d: %s\n\n", pos,
6870               debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
6871         shader_arb_dump_program_source(buffer.buffer);
6872     }
6873
6874     if (textype == GL_TEXTURE_RECTANGLE_ARB)
6875         priv->p8_rect_shader = shader;
6876     else
6877         priv->p8_2d_shader = shader;
6878
6879     shader_buffer_free(&buffer);
6880     LEAVE_GL();
6881
6882     return shader;
6883 }
6884
6885 /* Context activation is done by the caller. */
6886 static void upload_palette(struct wined3d_surface *surface)
6887 {
6888     BYTE table[256][4];
6889     IWineD3DDeviceImpl *device = surface->resource.device;
6890     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6891     struct arbfp_blit_priv *priv = device->blit_priv;
6892     BOOL colorkey = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) ? TRUE : FALSE;
6893
6894     d3dfmt_p8_init_palette(surface, table, colorkey);
6895
6896     ENTER_GL();
6897     if (!priv->palette_texture)
6898         glGenTextures(1, &priv->palette_texture);
6899
6900     GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
6901     glBindTexture(GL_TEXTURE_1D, priv->palette_texture);
6902
6903     glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
6904
6905     glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
6906     /* Make sure we have discrete color levels. */
6907     glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
6908     glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
6909     /* Upload the palette */
6910     /* TODO: avoid unneeed uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
6911     glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table);
6912
6913     /* Switch back to unit 0 in which the 2D texture will be stored. */
6914     GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0));
6915     LEAVE_GL();
6916 }
6917
6918 /* Context activation is done by the caller. */
6919 static GLuint gen_yuv_shader(struct arbfp_blit_priv *priv, const struct wined3d_gl_info *gl_info,
6920         enum complex_fixup yuv_fixup, GLenum textype)
6921 {
6922     GLenum shader;
6923     struct wined3d_shader_buffer buffer;
6924     char luminance_component;
6925     GLint pos;
6926
6927     /* Shader header */
6928     if (!shader_buffer_init(&buffer))
6929     {
6930         ERR("Failed to initialize shader buffer.\n");
6931         return 0;
6932     }
6933
6934     ENTER_GL();
6935     GL_EXTCALL(glGenProgramsARB(1, &shader));
6936     checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
6937     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
6938     checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
6939     LEAVE_GL();
6940     if(!shader) {
6941         shader_buffer_free(&buffer);
6942         return 0;
6943     }
6944
6945     /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
6946      * giving effectively 16 bit per pixel. The color consists of a luminance(Y) and
6947      * two chroma(U and V) values. Each macropixel has two luminance values, one for
6948      * each single pixel it contains, and one U and one V value shared between both
6949      * pixels.
6950      *
6951      * The data is loaded into an A8L8 texture. With YUY2, the luminance component
6952      * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
6953      * take the format into account when generating the read swizzles
6954      *
6955      * Reading the Y value is straightforward - just sample the texture. The hardware
6956      * takes care of filtering in the horizontal and vertical direction.
6957      *
6958      * Reading the U and V values is harder. We have to avoid filtering horizontally,
6959      * because that would mix the U and V values of one pixel or two adjacent pixels.
6960      * Thus floor the texture coordinate and add 0.5 to get an unfiltered read,
6961      * regardless of the filtering setting. Vertical filtering works automatically
6962      * though - the U and V values of two rows are mixed nicely.
6963      *
6964      * Appart of avoiding filtering issues, the code has to know which value it just
6965      * read, and where it can find the other one. To determine this, it checks if
6966      * it sampled an even or odd pixel, and shifts the 2nd read accordingly.
6967      *
6968      * Handling horizontal filtering of U and V values requires reading a 2nd pair
6969      * of pixels, extracting U and V and mixing them. This is not implemented yet.
6970      *
6971      * An alternative implementation idea is to load the texture as A8R8G8B8 texture,
6972      * with width / 2. This way one read gives all 3 values, finding U and V is easy
6973      * in an unfiltered situation. Finding the luminance on the other hand requires
6974      * finding out if it is an odd or even pixel. The real drawback of this approach
6975      * is filtering. This would have to be emulated completely in the shader, reading
6976      * up two 2 packed pixels in up to 2 rows and interpolating both horizontally and
6977      * vertically. Beyond that it would require adjustments to the texture handling
6978      * code to deal with the width scaling
6979      */
6980     shader_addline(&buffer, "!!ARBfp1.0\n");
6981     shader_addline(&buffer, "TEMP luminance;\n");
6982     shader_addline(&buffer, "TEMP temp;\n");
6983     shader_addline(&buffer, "TEMP chroma;\n");
6984     shader_addline(&buffer, "TEMP texcrd;\n");
6985     shader_addline(&buffer, "TEMP texcrd2;\n");
6986     shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
6987     shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
6988     shader_addline(&buffer, "PARAM size = program.local[0];\n");
6989
6990     switch (yuv_fixup)
6991     {
6992         case COMPLEX_FIXUP_UYVY:
6993         case COMPLEX_FIXUP_YUY2:
6994             if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
6995             {
6996                 shader_buffer_free(&buffer);
6997                 return 0;
6998             }
6999             break;
7000
7001         case COMPLEX_FIXUP_YV12:
7002             if (!gen_yv12_read(&buffer, textype, &luminance_component))
7003             {
7004                 shader_buffer_free(&buffer);
7005                 return 0;
7006             }
7007             break;
7008
7009         default:
7010             FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
7011             shader_buffer_free(&buffer);
7012             return 0;
7013     }
7014
7015     /* Calculate the final result. Formula is taken from
7016      * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
7017      * ranges from -0.5 to 0.5
7018      */
7019     shader_addline(&buffer, "SUB chroma.xy, chroma, coef.y;\n");
7020
7021     shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
7022     shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
7023     shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
7024     shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
7025     shader_addline(&buffer, "END\n");
7026
7027     ENTER_GL();
7028     GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
7029             strlen(buffer.buffer), buffer.buffer));
7030     checkGLcall("glProgramStringARB()");
7031
7032     glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
7033     if (pos != -1)
7034     {
7035         FIXME("Fragment program error at position %d: %s\n\n", pos,
7036               debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
7037         shader_arb_dump_program_source(buffer.buffer);
7038     }
7039     else
7040     {
7041         GLint native;
7042
7043         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
7044         checkGLcall("glGetProgramivARB()");
7045         if (!native) WARN("Program exceeds native resource limits.\n");
7046     }
7047
7048     shader_buffer_free(&buffer);
7049     LEAVE_GL();
7050
7051     switch (yuv_fixup)
7052     {
7053         case COMPLEX_FIXUP_YUY2:
7054             if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
7055             else priv->yuy2_2d_shader = shader;
7056             break;
7057
7058         case COMPLEX_FIXUP_UYVY:
7059             if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
7060             else priv->uyvy_2d_shader = shader;
7061             break;
7062
7063         case COMPLEX_FIXUP_YV12:
7064             if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
7065             else priv->yv12_2d_shader = shader;
7066             break;
7067         default:
7068             ERR("Unsupported complex fixup: %d\n", yuv_fixup);
7069     }
7070
7071     return shader;
7072 }
7073
7074 /* Context activation is done by the caller. */
7075 static HRESULT arbfp_blit_set(void *blit_priv, const struct wined3d_gl_info *gl_info, struct wined3d_surface *surface)
7076 {
7077     GLenum shader;
7078     float size[4] = {(float) surface->pow2Width, (float) surface->pow2Height, 1.0f, 1.0f};
7079     struct arbfp_blit_priv *priv = blit_priv;
7080     enum complex_fixup fixup;
7081     GLenum textype = surface->texture_target;
7082
7083     if (!is_complex_fixup(surface->resource.format->color_fixup))
7084     {
7085         TRACE("Fixup:\n");
7086         dump_color_fixup_desc(surface->resource.format->color_fixup);
7087         /* Don't bother setting up a shader for unconverted formats */
7088         ENTER_GL();
7089         glEnable(textype);
7090         checkGLcall("glEnable(textype)");
7091         LEAVE_GL();
7092         return WINED3D_OK;
7093     }
7094
7095     fixup = get_complex_fixup(surface->resource.format->color_fixup);
7096
7097     switch(fixup)
7098     {
7099         case COMPLEX_FIXUP_YUY2:
7100             shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
7101             break;
7102
7103         case COMPLEX_FIXUP_UYVY:
7104             shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
7105             break;
7106
7107         case COMPLEX_FIXUP_YV12:
7108             shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
7109             break;
7110
7111         case COMPLEX_FIXUP_P8:
7112             shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->p8_rect_shader : priv->p8_2d_shader;
7113             if (!shader) shader = gen_p8_shader(priv, gl_info, textype);
7114
7115             upload_palette(surface);
7116             break;
7117
7118         default:
7119             FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup);
7120             ENTER_GL();
7121             glEnable(textype);
7122             checkGLcall("glEnable(textype)");
7123             LEAVE_GL();
7124             return E_NOTIMPL;
7125     }
7126
7127     if (!shader) shader = gen_yuv_shader(priv, gl_info, fixup, textype);
7128
7129     ENTER_GL();
7130     glEnable(GL_FRAGMENT_PROGRAM_ARB);
7131     checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
7132     GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
7133     checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
7134     GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
7135     checkGLcall("glProgramLocalParameter4fvARB");
7136     LEAVE_GL();
7137
7138     return WINED3D_OK;
7139 }
7140
7141 /* Context activation is done by the caller. */
7142 static void arbfp_blit_unset(const struct wined3d_gl_info *gl_info)
7143 {
7144     ENTER_GL();
7145     glDisable(GL_FRAGMENT_PROGRAM_ARB);
7146     checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
7147     glDisable(GL_TEXTURE_2D);
7148     checkGLcall("glDisable(GL_TEXTURE_2D)");
7149     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
7150     {
7151         glDisable(GL_TEXTURE_CUBE_MAP_ARB);
7152         checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
7153     }
7154     if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
7155     {
7156         glDisable(GL_TEXTURE_RECTANGLE_ARB);
7157         checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
7158     }
7159     LEAVE_GL();
7160 }
7161
7162 static BOOL arbfp_blit_supported(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
7163         const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
7164         const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
7165 {
7166     enum complex_fixup src_fixup;
7167
7168     if (!gl_info->supported[ARB_FRAGMENT_PROGRAM])
7169         return FALSE;
7170
7171     if (blit_op != WINED3D_BLIT_OP_COLOR_BLIT)
7172     {
7173         TRACE("Unsupported blit_op=%d\n", blit_op);
7174         return FALSE;
7175     }
7176
7177     src_fixup = get_complex_fixup(src_format->color_fixup);
7178     if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
7179     {
7180         TRACE("Checking support for fixup:\n");
7181         dump_color_fixup_desc(src_format->color_fixup);
7182     }
7183
7184     if (!is_identity_fixup(dst_format->color_fixup))
7185     {
7186         TRACE("Destination fixups are not supported\n");
7187         return FALSE;
7188     }
7189
7190     if (is_identity_fixup(src_format->color_fixup))
7191     {
7192         TRACE("[OK]\n");
7193         return TRUE;
7194     }
7195
7196      /* We only support YUV conversions. */
7197     if (!is_complex_fixup(src_format->color_fixup))
7198     {
7199         TRACE("[FAILED]\n");
7200         return FALSE;
7201     }
7202
7203     switch(src_fixup)
7204     {
7205         case COMPLEX_FIXUP_YUY2:
7206         case COMPLEX_FIXUP_UYVY:
7207         case COMPLEX_FIXUP_YV12:
7208         case COMPLEX_FIXUP_P8:
7209             TRACE("[OK]\n");
7210             return TRUE;
7211
7212         default:
7213             FIXME("Unsupported YUV fixup %#x\n", src_fixup);
7214             TRACE("[FAILED]\n");
7215             return FALSE;
7216     }
7217 }
7218
7219 HRESULT arbfp_blit_surface(IWineD3DDeviceImpl *device, struct wined3d_surface *src_surface, const RECT *src_rect,
7220         struct wined3d_surface *dst_surface, const RECT *dst_rect_in, enum wined3d_blit_op blit_op, DWORD Filter)
7221 {
7222     struct wined3d_context *context;
7223     RECT dst_rect = *dst_rect_in;
7224
7225     /* Now load the surface */
7226     surface_internal_preload(src_surface, SRGB_RGB);
7227
7228     /* Activate the destination context, set it up for blitting */
7229     context = context_acquire(device, dst_surface);
7230     context_apply_blit_state(context, device);
7231
7232     if (!surface_is_offscreen(dst_surface))
7233         surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
7234
7235     arbfp_blit_set(device->blit_priv, context->gl_info, src_surface);
7236
7237     ENTER_GL();
7238
7239     /* Draw a textured quad */
7240     draw_textured_quad(src_surface, src_rect, &dst_rect, Filter);
7241
7242     LEAVE_GL();
7243
7244     /* Leave the opengl state valid for blitting */
7245     arbfp_blit_unset(context->gl_info);
7246
7247     if (wined3d_settings.strict_draw_ordering
7248             || (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
7249             && (dst_surface->container.u.swapchain->front_buffer == dst_surface)))
7250         wglFlush(); /* Flush to ensure ordering across contexts. */
7251
7252     context_release(context);
7253
7254     surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
7255     return WINED3D_OK;
7256 }
7257
7258 /* Do not call while under the GL lock. */
7259 static HRESULT arbfp_blit_color_fill(IWineD3DDeviceImpl *device, struct wined3d_surface *dst_surface,
7260         const RECT *dst_rect, const WINED3DCOLORVALUE *color)
7261 {
7262     FIXME("Color filling not implemented by arbfp_blit\n");
7263     return WINED3DERR_INVALIDCALL;
7264 }
7265
7266 /* Do not call while under the GL lock. */
7267 static HRESULT arbfp_blit_depth_fill(IWineD3DDeviceImpl *device,
7268         struct wined3d_surface *surface, const RECT *rect, float depth)
7269 {
7270     FIXME("Depth filling not implemented by arbfp_blit.\n");
7271     return WINED3DERR_INVALIDCALL;
7272 }
7273
7274 const struct blit_shader arbfp_blit = {
7275     arbfp_blit_alloc,
7276     arbfp_blit_free,
7277     arbfp_blit_set,
7278     arbfp_blit_unset,
7279     arbfp_blit_supported,
7280     arbfp_blit_color_fill,
7281     arbfp_blit_depth_fill,
7282 };