jscript: Removed SysFreeString calls missed in previous patch.
[wine] / dlls / wined3d / glsl_shader.c
1 /*
2  * GLSL pixel and vertex shader implementation
3  *
4  * Copyright 2006 Jason Green
5  * Copyright 2006-2007 Henri Verbeet
6  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
7  * Copyright 2009-2011 Henri Verbeet for CodeWeavers
8  *
9  * This library is free software; you can redistribute it and/or
10  * modify it under the terms of the GNU Lesser General Public
11  * License as published by the Free Software Foundation; either
12  * version 2.1 of the License, or (at your option) any later version.
13  *
14  * This library is distributed in the hope that it will be useful,
15  * but WITHOUT ANY WARRANTY; without even the implied warranty of
16  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
17  * Lesser General Public License for more details.
18  *
19  * You should have received a copy of the GNU Lesser General Public
20  * License along with this library; if not, write to the Free Software
21  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22  */
23
24 /*
25  * D3D shader asm has swizzles on source parameters, and write masks for
26  * destination parameters. GLSL uses swizzles for both. The result of this is
27  * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
28  * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
29  * mask for the destination parameter into account.
30  */
31
32 #include "config.h"
33 #include "wine/port.h"
34
35 #include <limits.h>
36 #include <stdio.h>
37
38 #include "wined3d_private.h"
39
40 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
41 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
42 WINE_DECLARE_DEBUG_CHANNEL(d3d);
43 WINE_DECLARE_DEBUG_CHANNEL(winediag);
44
45 #define WINED3D_GLSL_SAMPLE_PROJECTED   0x1
46 #define WINED3D_GLSL_SAMPLE_RECT        0x2
47 #define WINED3D_GLSL_SAMPLE_LOD         0x4
48 #define WINED3D_GLSL_SAMPLE_GRAD        0x8
49
50 struct glsl_dst_param
51 {
52     char reg_name[150];
53     char mask_str[6];
54 };
55
56 struct glsl_src_param
57 {
58     char reg_name[150];
59     char param_str[200];
60 };
61
62 struct glsl_sample_function
63 {
64     const char *name;
65     DWORD coord_mask;
66 };
67
68 enum heap_node_op
69 {
70     HEAP_NODE_TRAVERSE_LEFT,
71     HEAP_NODE_TRAVERSE_RIGHT,
72     HEAP_NODE_POP,
73 };
74
75 struct constant_entry
76 {
77     unsigned int idx;
78     unsigned int version;
79 };
80
81 struct constant_heap
82 {
83     struct constant_entry *entries;
84     unsigned int *positions;
85     unsigned int size;
86 };
87
88 /* GLSL shader private data */
89 struct shader_glsl_priv {
90     struct wined3d_shader_buffer shader_buffer;
91     struct wine_rb_tree program_lookup;
92     struct glsl_shader_prog_link *glsl_program;
93     struct constant_heap vconst_heap;
94     struct constant_heap pconst_heap;
95     unsigned char *stack;
96     GLhandleARB depth_blt_program_full[tex_type_count];
97     GLhandleARB depth_blt_program_masked[tex_type_count];
98     UINT next_constant_version;
99 };
100
101 /* Struct to maintain data about a linked GLSL program */
102 struct glsl_shader_prog_link {
103     struct wine_rb_entry        program_lookup_entry;
104     struct list                 vshader_entry;
105     struct list                 pshader_entry;
106     GLhandleARB                 programId;
107     GLint                       *vuniformF_locations;
108     GLint                       *puniformF_locations;
109     GLint                       vuniformI_locations[MAX_CONST_I];
110     GLint                       puniformI_locations[MAX_CONST_I];
111     GLint                       posFixup_location;
112     GLint                       np2Fixup_location;
113     GLint                       bumpenvmat_location[MAX_TEXTURES];
114     GLint                       luminancescale_location[MAX_TEXTURES];
115     GLint                       luminanceoffset_location[MAX_TEXTURES];
116     GLint                       ycorrection_location;
117     GLenum                      vertex_color_clamp;
118     const struct wined3d_shader *vshader;
119     const struct wined3d_shader *pshader;
120     struct vs_compile_args      vs_args;
121     struct ps_compile_args      ps_args;
122     UINT                        constant_version;
123     const struct ps_np2fixup_info *np2Fixup_info;
124 };
125
126 struct glsl_program_key
127 {
128     const struct wined3d_shader *vshader;
129     const struct wined3d_shader *pshader;
130     struct ps_compile_args      ps_args;
131     struct vs_compile_args      vs_args;
132 };
133
134 struct shader_glsl_ctx_priv {
135     const struct vs_compile_args    *cur_vs_args;
136     const struct ps_compile_args    *cur_ps_args;
137     struct ps_np2fixup_info         *cur_np2fixup_info;
138 };
139
140 struct glsl_ps_compiled_shader
141 {
142     struct ps_compile_args          args;
143     struct ps_np2fixup_info         np2fixup;
144     GLhandleARB                     prgId;
145 };
146
147 struct glsl_vs_compiled_shader
148 {
149     struct vs_compile_args          args;
150     GLhandleARB                     prgId;
151 };
152
153 struct glsl_shader_private
154 {
155     union
156     {
157         struct glsl_vs_compiled_shader *vs;
158         struct glsl_ps_compiled_shader *ps;
159     } gl_shaders;
160     UINT num_gl_shaders, shader_array_size;
161 };
162
163 static const char *debug_gl_shader_type(GLenum type)
164 {
165     switch (type)
166     {
167 #define WINED3D_TO_STR(u) case u: return #u
168         WINED3D_TO_STR(GL_VERTEX_SHADER_ARB);
169         WINED3D_TO_STR(GL_GEOMETRY_SHADER_ARB);
170         WINED3D_TO_STR(GL_FRAGMENT_SHADER_ARB);
171 #undef WINED3D_TO_STR
172         default:
173             return wine_dbg_sprintf("UNKNOWN(%#x)", type);
174     }
175 }
176
177 static const char *shader_glsl_get_prefix(enum wined3d_shader_type type)
178 {
179     switch (type)
180     {
181         case WINED3D_SHADER_TYPE_VERTEX:
182             return "vs";
183
184         case WINED3D_SHADER_TYPE_GEOMETRY:
185             return "gs";
186
187         case WINED3D_SHADER_TYPE_PIXEL:
188             return "ps";
189
190         default:
191             FIXME("Unhandled shader type %#x.\n", type);
192             return "unknown";
193     }
194 }
195
196 /* Extract a line from the info log.
197  * Note that this modifies the source string. */
198 static char *get_info_log_line(char **ptr)
199 {
200     char *p, *q;
201
202     p = *ptr;
203     if (!(q = strstr(p, "\n")))
204     {
205         if (!*p) return NULL;
206         *ptr += strlen(p);
207         return p;
208     }
209     *q = '\0';
210     *ptr = q + 1;
211
212     return p;
213 }
214
215 /** Prints the GLSL info log which will contain error messages if they exist */
216 /* GL locking is done by the caller */
217 static void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLhandleARB obj)
218 {
219     int infologLength = 0;
220     char *infoLog;
221
222     if (!WARN_ON(d3d_shader) && !FIXME_ON(d3d_shader))
223         return;
224
225     GL_EXTCALL(glGetObjectParameterivARB(obj,
226                GL_OBJECT_INFO_LOG_LENGTH_ARB,
227                &infologLength));
228
229     /* A size of 1 is just a null-terminated string, so the log should be bigger than
230      * that if there are errors. */
231     if (infologLength > 1)
232     {
233         char *ptr, *line;
234
235         infoLog = HeapAlloc(GetProcessHeap(), 0, infologLength);
236         /* The info log is supposed to be zero-terminated, but at least some
237          * versions of fglrx don't terminate the string properly. The reported
238          * length does include the terminator, so explicitly set it to zero
239          * here. */
240         infoLog[infologLength - 1] = 0;
241         GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
242
243         ptr = infoLog;
244         if (gl_info->quirks & WINED3D_QUIRK_INFO_LOG_SPAM)
245         {
246             WARN("Info log received from GLSL shader #%u:\n", obj);
247             while ((line = get_info_log_line(&ptr))) WARN("    %s\n", line);
248         }
249         else
250         {
251             FIXME("Info log received from GLSL shader #%u:\n", obj);
252             while ((line = get_info_log_line(&ptr))) FIXME("    %s\n", line);
253         }
254         HeapFree(GetProcessHeap(), 0, infoLog);
255     }
256 }
257
258 /* GL locking is done by the caller. */
259 static void shader_glsl_compile(const struct wined3d_gl_info *gl_info, GLhandleARB shader, const char *src)
260 {
261     TRACE("Compiling shader object %u.\n", shader);
262     GL_EXTCALL(glShaderSourceARB(shader, 1, &src, NULL));
263     checkGLcall("glShaderSourceARB");
264     GL_EXTCALL(glCompileShaderARB(shader));
265     checkGLcall("glCompileShaderARB");
266     print_glsl_info_log(gl_info, shader);
267 }
268
269 /* GL locking is done by the caller. */
270 static void shader_glsl_dump_program_source(const struct wined3d_gl_info *gl_info, GLhandleARB program)
271 {
272     GLint i, object_count, source_size = -1;
273     GLhandleARB *objects;
274     char *source = NULL;
275
276     GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_ATTACHED_OBJECTS_ARB, &object_count));
277     objects = HeapAlloc(GetProcessHeap(), 0, object_count * sizeof(*objects));
278     if (!objects)
279     {
280         ERR("Failed to allocate object array memory.\n");
281         return;
282     }
283
284     GL_EXTCALL(glGetAttachedObjectsARB(program, object_count, NULL, objects));
285     for (i = 0; i < object_count; ++i)
286     {
287         char *ptr, *line;
288         GLint tmp;
289
290         GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_SHADER_SOURCE_LENGTH_ARB, &tmp));
291
292         if (source_size < tmp)
293         {
294             HeapFree(GetProcessHeap(), 0, source);
295
296             source = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, tmp);
297             if (!source)
298             {
299                 ERR("Failed to allocate %d bytes for shader source.\n", tmp);
300                 HeapFree(GetProcessHeap(), 0, objects);
301                 return;
302             }
303             source_size = tmp;
304         }
305
306         FIXME("Object %u:\n", objects[i]);
307         GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_SUBTYPE_ARB, &tmp));
308         FIXME("    GL_OBJECT_SUBTYPE_ARB: %s.\n", debug_gl_shader_type(tmp));
309         GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_COMPILE_STATUS_ARB, &tmp));
310         FIXME("    GL_OBJECT_COMPILE_STATUS_ARB: %d.\n", tmp);
311         FIXME("\n");
312
313         ptr = source;
314         GL_EXTCALL(glGetShaderSourceARB(objects[i], source_size, NULL, source));
315         while ((line = get_info_log_line(&ptr))) FIXME("    %s\n", line);
316         FIXME("\n");
317     }
318
319     HeapFree(GetProcessHeap(), 0, source);
320     HeapFree(GetProcessHeap(), 0, objects);
321 }
322
323 /* GL locking is done by the caller. */
324 static void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLhandleARB program)
325 {
326     GLint tmp;
327
328     if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
329
330     GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_TYPE_ARB, &tmp));
331     if (tmp == GL_PROGRAM_OBJECT_ARB)
332     {
333         GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_LINK_STATUS_ARB, &tmp));
334         if (!tmp)
335         {
336             FIXME("Program %u link status invalid.\n", program);
337             shader_glsl_dump_program_source(gl_info, program);
338         }
339     }
340
341     print_glsl_info_log(gl_info, program);
342 }
343
344 /**
345  * Loads (pixel shader) samplers
346  */
347 /* GL locking is done by the caller */
348 static void shader_glsl_load_psamplers(const struct wined3d_gl_info *gl_info,
349         const DWORD *tex_unit_map, GLhandleARB programId)
350 {
351     GLint name_loc;
352     char sampler_name[20];
353     unsigned int i;
354
355     for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
356     {
357         snprintf(sampler_name, sizeof(sampler_name), "ps_sampler%u", i);
358         name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
359         if (name_loc != -1) {
360             DWORD mapped_unit = tex_unit_map[i];
361             if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->limits.fragment_samplers)
362             {
363                 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
364                 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
365                 checkGLcall("glUniform1iARB");
366             } else {
367                 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
368             }
369         }
370     }
371 }
372
373 /* GL locking is done by the caller */
374 static void shader_glsl_load_vsamplers(const struct wined3d_gl_info *gl_info,
375         const DWORD *tex_unit_map, GLhandleARB programId)
376 {
377     GLint name_loc;
378     char sampler_name[20];
379     unsigned int i;
380
381     for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
382     {
383         snprintf(sampler_name, sizeof(sampler_name), "vs_sampler%u", i);
384         name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
385         if (name_loc != -1) {
386             DWORD mapped_unit = tex_unit_map[MAX_FRAGMENT_SAMPLERS + i];
387             if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->limits.combined_samplers)
388             {
389                 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
390                 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
391                 checkGLcall("glUniform1iARB");
392             } else {
393                 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
394             }
395         }
396     }
397 }
398
399 /* GL locking is done by the caller */
400 static inline void walk_constant_heap(const struct wined3d_gl_info *gl_info, const float *constants,
401         const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
402 {
403     int stack_idx = 0;
404     unsigned int heap_idx = 1;
405     unsigned int idx;
406
407     if (heap->entries[heap_idx].version <= version) return;
408
409     idx = heap->entries[heap_idx].idx;
410     if (constant_locations[idx] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
411     stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
412
413     while (stack_idx >= 0)
414     {
415         /* Note that we fall through to the next case statement. */
416         switch(stack[stack_idx])
417         {
418             case HEAP_NODE_TRAVERSE_LEFT:
419             {
420                 unsigned int left_idx = heap_idx << 1;
421                 if (left_idx < heap->size && heap->entries[left_idx].version > version)
422                 {
423                     heap_idx = left_idx;
424                     idx = heap->entries[heap_idx].idx;
425                     if (constant_locations[idx] != -1)
426                         GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
427
428                     stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
429                     stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
430                     break;
431                 }
432             }
433
434             case HEAP_NODE_TRAVERSE_RIGHT:
435             {
436                 unsigned int right_idx = (heap_idx << 1) + 1;
437                 if (right_idx < heap->size && heap->entries[right_idx].version > version)
438                 {
439                     heap_idx = right_idx;
440                     idx = heap->entries[heap_idx].idx;
441                     if (constant_locations[idx] != -1)
442                         GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
443
444                     stack[stack_idx++] = HEAP_NODE_POP;
445                     stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
446                     break;
447                 }
448             }
449
450             case HEAP_NODE_POP:
451                 heap_idx >>= 1;
452                 --stack_idx;
453                 break;
454         }
455     }
456     checkGLcall("walk_constant_heap()");
457 }
458
459 /* GL locking is done by the caller */
460 static inline void apply_clamped_constant(const struct wined3d_gl_info *gl_info, GLint location, const GLfloat *data)
461 {
462     GLfloat clamped_constant[4];
463
464     if (location == -1) return;
465
466     clamped_constant[0] = data[0] < -1.0f ? -1.0f : data[0] > 1.0f ? 1.0f : data[0];
467     clamped_constant[1] = data[1] < -1.0f ? -1.0f : data[1] > 1.0f ? 1.0f : data[1];
468     clamped_constant[2] = data[2] < -1.0f ? -1.0f : data[2] > 1.0f ? 1.0f : data[2];
469     clamped_constant[3] = data[3] < -1.0f ? -1.0f : data[3] > 1.0f ? 1.0f : data[3];
470
471     GL_EXTCALL(glUniform4fvARB(location, 1, clamped_constant));
472 }
473
474 /* GL locking is done by the caller */
475 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info *gl_info, const float *constants,
476         const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
477 {
478     int stack_idx = 0;
479     unsigned int heap_idx = 1;
480     unsigned int idx;
481
482     if (heap->entries[heap_idx].version <= version) return;
483
484     idx = heap->entries[heap_idx].idx;
485     apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
486     stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
487
488     while (stack_idx >= 0)
489     {
490         /* Note that we fall through to the next case statement. */
491         switch(stack[stack_idx])
492         {
493             case HEAP_NODE_TRAVERSE_LEFT:
494             {
495                 unsigned int left_idx = heap_idx << 1;
496                 if (left_idx < heap->size && heap->entries[left_idx].version > version)
497                 {
498                     heap_idx = left_idx;
499                     idx = heap->entries[heap_idx].idx;
500                     apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
501
502                     stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
503                     stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
504                     break;
505                 }
506             }
507
508             case HEAP_NODE_TRAVERSE_RIGHT:
509             {
510                 unsigned int right_idx = (heap_idx << 1) + 1;
511                 if (right_idx < heap->size && heap->entries[right_idx].version > version)
512                 {
513                     heap_idx = right_idx;
514                     idx = heap->entries[heap_idx].idx;
515                     apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
516
517                     stack[stack_idx++] = HEAP_NODE_POP;
518                     stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
519                     break;
520                 }
521             }
522
523             case HEAP_NODE_POP:
524                 heap_idx >>= 1;
525                 --stack_idx;
526                 break;
527         }
528     }
529     checkGLcall("walk_constant_heap_clamped()");
530 }
531
532 /* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
533 /* GL locking is done by the caller */
534 static void shader_glsl_load_constantsF(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
535         const float *constants, const GLint *constant_locations, const struct constant_heap *heap,
536         unsigned char *stack, UINT version)
537 {
538     const struct wined3d_shader_lconst *lconst;
539
540     /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
541     if (shader->reg_maps.shader_version.major == 1
542             && shader_is_pshader_version(shader->reg_maps.shader_version.type))
543         walk_constant_heap_clamped(gl_info, constants, constant_locations, heap, stack, version);
544     else
545         walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version);
546
547     if (!shader->load_local_constsF)
548     {
549         TRACE("No need to load local float constants for this shader\n");
550         return;
551     }
552
553     /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
554     LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
555     {
556         GLint location = constant_locations[lconst->idx];
557         /* We found this uniform name in the program - go ahead and send the data */
558         if (location != -1) GL_EXTCALL(glUniform4fvARB(location, 1, (const GLfloat *)lconst->value));
559     }
560     checkGLcall("glUniform4fvARB()");
561 }
562
563 /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
564 /* GL locking is done by the caller */
565 static void shader_glsl_load_constantsI(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
566         const GLint locations[MAX_CONST_I], const int *constants, WORD constants_set)
567 {
568     unsigned int i;
569     struct list* ptr;
570
571     for (i = 0; constants_set; constants_set >>= 1, ++i)
572     {
573         if (!(constants_set & 1)) continue;
574
575         TRACE_(d3d_constants)("Loading constants %u: %i, %i, %i, %i\n",
576                 i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
577
578         /* We found this uniform name in the program - go ahead and send the data */
579         GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
580         checkGLcall("glUniform4ivARB");
581     }
582
583     /* Load immediate constants */
584     ptr = list_head(&shader->constantsI);
585     while (ptr)
586     {
587         const struct wined3d_shader_lconst *lconst = LIST_ENTRY(ptr, const struct wined3d_shader_lconst, entry);
588         unsigned int idx = lconst->idx;
589         const GLint *values = (const GLint *)lconst->value;
590
591         TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
592             values[0], values[1], values[2], values[3]);
593
594         /* We found this uniform name in the program - go ahead and send the data */
595         GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values));
596         checkGLcall("glUniform4ivARB");
597         ptr = list_next(&shader->constantsI, ptr);
598     }
599 }
600
601 /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
602 /* GL locking is done by the caller */
603 static void shader_glsl_load_constantsB(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
604         GLhandleARB programId, const BOOL *constants, WORD constants_set)
605 {
606     GLint tmp_loc;
607     unsigned int i;
608     char tmp_name[10];
609     const char *prefix;
610     struct list* ptr;
611
612     prefix = shader_glsl_get_prefix(shader->reg_maps.shader_version.type);
613
614     /* TODO: Benchmark and see if it would be beneficial to store the
615      * locations of the constants to avoid looking up each time */
616     for (i = 0; constants_set; constants_set >>= 1, ++i)
617     {
618         if (!(constants_set & 1)) continue;
619
620         TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
621
622         /* TODO: Benchmark and see if it would be beneficial to store the
623          * locations of the constants to avoid looking up each time */
624         snprintf(tmp_name, sizeof(tmp_name), "%s_b[%i]", prefix, i);
625         tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
626         if (tmp_loc != -1)
627         {
628             /* We found this uniform name in the program - go ahead and send the data */
629             GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
630             checkGLcall("glUniform1ivARB");
631         }
632     }
633
634     /* Load immediate constants */
635     ptr = list_head(&shader->constantsB);
636     while (ptr)
637     {
638         const struct wined3d_shader_lconst *lconst = LIST_ENTRY(ptr, const struct wined3d_shader_lconst, entry);
639         unsigned int idx = lconst->idx;
640         const GLint *values = (const GLint *)lconst->value;
641
642         TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
643
644         snprintf(tmp_name, sizeof(tmp_name), "%s_b[%i]", prefix, idx);
645         tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
646         if (tmp_loc != -1) {
647             /* We found this uniform name in the program - go ahead and send the data */
648             GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
649             checkGLcall("glUniform1ivARB");
650         }
651         ptr = list_next(&shader->constantsB, ptr);
652     }
653 }
654
655 static void reset_program_constant_version(struct wine_rb_entry *entry, void *context)
656 {
657     WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry)->constant_version = 0;
658 }
659
660 /**
661  * Loads the texture dimensions for NP2 fixup into the currently set GLSL program.
662  */
663 /* GL locking is done by the caller (state handler) */
664 static void shader_glsl_load_np2fixup_constants(void *shader_priv,
665         const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
666 {
667     struct shader_glsl_priv *glsl_priv = shader_priv;
668     const struct glsl_shader_prog_link *prog = glsl_priv->glsl_program;
669
670     /* No GLSL program set - nothing to do. */
671     if (!prog) return;
672
673     /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
674     if (!use_ps(state)) return;
675
676     if (prog->ps_args.np2_fixup && prog->np2Fixup_location != -1)
677     {
678         UINT i;
679         UINT fixup = prog->ps_args.np2_fixup;
680         GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
681
682         for (i = 0; fixup; fixup >>= 1, ++i)
683         {
684             const struct wined3d_texture *tex = state->textures[i];
685             const unsigned char idx = prog->np2Fixup_info->idx[i];
686             GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
687
688             if (!tex)
689             {
690                 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
691                 continue;
692             }
693
694             if (idx % 2)
695             {
696                 tex_dim[2] = tex->pow2_matrix[0];
697                 tex_dim[3] = tex->pow2_matrix[5];
698             }
699             else
700             {
701                 tex_dim[0] = tex->pow2_matrix[0];
702                 tex_dim[1] = tex->pow2_matrix[5];
703             }
704         }
705
706         GL_EXTCALL(glUniform4fvARB(prog->np2Fixup_location, prog->np2Fixup_info->num_consts, np2fixup_constants));
707     }
708 }
709
710 /**
711  * Loads the app-supplied constants into the currently set GLSL program.
712  */
713 /* GL locking is done by the caller (state handler) */
714 static void shader_glsl_load_constants(const struct wined3d_context *context,
715         BOOL usePixelShader, BOOL useVertexShader)
716 {
717     const struct wined3d_gl_info *gl_info = context->gl_info;
718     struct wined3d_device *device = context->swapchain->device;
719     struct wined3d_stateblock *stateBlock = device->stateBlock;
720     const struct wined3d_state *state = &stateBlock->state;
721     struct shader_glsl_priv *priv = device->shader_priv;
722     float position_fixup[4];
723
724     GLhandleARB programId;
725     struct glsl_shader_prog_link *prog = priv->glsl_program;
726     UINT constant_version;
727     int i;
728
729     if (!prog) {
730         /* No GLSL program set - nothing to do. */
731         return;
732     }
733     programId = prog->programId;
734     constant_version = prog->constant_version;
735
736     if (useVertexShader)
737     {
738         const struct wined3d_shader *vshader = state->vertex_shader;
739
740         /* Load DirectX 9 float constants/uniforms for vertex shader */
741         shader_glsl_load_constantsF(vshader, gl_info, state->vs_consts_f,
742                 prog->vuniformF_locations, &priv->vconst_heap, priv->stack, constant_version);
743
744         /* Load DirectX 9 integer constants/uniforms for vertex shader */
745         shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations, state->vs_consts_i,
746                 stateBlock->changed.vertexShaderConstantsI & vshader->reg_maps.integer_constants);
747
748         /* Load DirectX 9 boolean constants/uniforms for vertex shader */
749         shader_glsl_load_constantsB(vshader, gl_info, programId, state->vs_consts_b,
750                 stateBlock->changed.vertexShaderConstantsB & vshader->reg_maps.boolean_constants);
751
752         /* Upload the position fixup params */
753         shader_get_position_fixup(context, state, position_fixup);
754         GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, position_fixup));
755         checkGLcall("glUniform4fvARB");
756     }
757
758     if (usePixelShader)
759     {
760         const struct wined3d_shader *pshader = state->pixel_shader;
761
762         /* Load DirectX 9 float constants/uniforms for pixel shader */
763         shader_glsl_load_constantsF(pshader, gl_info, state->ps_consts_f,
764                 prog->puniformF_locations, &priv->pconst_heap, priv->stack, constant_version);
765
766         /* Load DirectX 9 integer constants/uniforms for pixel shader */
767         shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations, state->ps_consts_i,
768                 stateBlock->changed.pixelShaderConstantsI & pshader->reg_maps.integer_constants);
769
770         /* Load DirectX 9 boolean constants/uniforms for pixel shader */
771         shader_glsl_load_constantsB(pshader, gl_info, programId, state->ps_consts_b,
772                 stateBlock->changed.pixelShaderConstantsB & pshader->reg_maps.boolean_constants);
773
774         /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
775          * It can't be 0 for a valid texbem instruction.
776          */
777         for(i = 0; i < MAX_TEXTURES; i++) {
778             const float *data;
779
780             if(prog->bumpenvmat_location[i] == -1) continue;
781
782             data = (const float *)&state->texture_states[i][WINED3D_TSS_BUMPENV_MAT00];
783             GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data));
784             checkGLcall("glUniformMatrix2fvARB");
785
786             /* texbeml needs the luminance scale and offset too. If texbeml
787              * is used, needsbumpmat is set too, so we can check that in the
788              * needsbumpmat check. */
789             if (prog->luminancescale_location[i] != -1)
790             {
791                 const GLfloat *scale = (const GLfloat *)&state->texture_states[i][WINED3D_TSS_BUMPENV_LSCALE];
792                 const GLfloat *offset = (const GLfloat *)&state->texture_states[i][WINED3D_TSS_BUMPENV_LOFFSET];
793
794                 GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale));
795                 checkGLcall("glUniform1fvARB");
796                 GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location[i], 1, offset));
797                 checkGLcall("glUniform1fvARB");
798             }
799         }
800
801         if (prog->ycorrection_location != -1)
802         {
803             float correction_params[4];
804
805             if (context->render_offscreen)
806             {
807                 correction_params[0] = 0.0f;
808                 correction_params[1] = 1.0f;
809             } else {
810                 /* position is window relative, not viewport relative */
811                 correction_params[0] = (float) context->current_rt->resource.height;
812                 correction_params[1] = -1.0f;
813             }
814             GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
815         }
816     }
817
818     if (priv->next_constant_version == UINT_MAX)
819     {
820         TRACE("Max constant version reached, resetting to 0.\n");
821         wine_rb_for_each_entry(&priv->program_lookup, reset_program_constant_version, NULL);
822         priv->next_constant_version = 1;
823     }
824     else
825     {
826         prog->constant_version = priv->next_constant_version++;
827     }
828 }
829
830 static void update_heap_entry(const struct constant_heap *heap, unsigned int idx,
831         unsigned int heap_idx, DWORD new_version)
832 {
833     struct constant_entry *entries = heap->entries;
834     unsigned int *positions = heap->positions;
835     unsigned int parent_idx;
836
837     while (heap_idx > 1)
838     {
839         parent_idx = heap_idx >> 1;
840
841         if (new_version <= entries[parent_idx].version) break;
842
843         entries[heap_idx] = entries[parent_idx];
844         positions[entries[parent_idx].idx] = heap_idx;
845         heap_idx = parent_idx;
846     }
847
848     entries[heap_idx].version = new_version;
849     entries[heap_idx].idx = idx;
850     positions[idx] = heap_idx;
851 }
852
853 static void shader_glsl_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
854 {
855     struct shader_glsl_priv *priv = device->shader_priv;
856     struct constant_heap *heap = &priv->vconst_heap;
857     UINT i;
858
859     for (i = start; i < count + start; ++i)
860     {
861         if (!device->stateBlock->changed.vertexShaderConstantsF[i])
862             update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
863         else
864             update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
865     }
866 }
867
868 static void shader_glsl_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
869 {
870     struct shader_glsl_priv *priv = device->shader_priv;
871     struct constant_heap *heap = &priv->pconst_heap;
872     UINT i;
873
874     for (i = start; i < count + start; ++i)
875     {
876         if (!device->stateBlock->changed.pixelShaderConstantsF[i])
877             update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
878         else
879             update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
880     }
881 }
882
883 static unsigned int vec4_varyings(DWORD shader_major, const struct wined3d_gl_info *gl_info)
884 {
885     unsigned int ret = gl_info->limits.glsl_varyings / 4;
886     /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
887     if(shader_major > 3) return ret;
888
889     /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
890     if (gl_info->quirks & WINED3D_QUIRK_GLSL_CLIP_VARYING) ret -= 1;
891     return ret;
892 }
893
894 /** Generate the variable & register declarations for the GLSL output target */
895 static void shader_generate_glsl_declarations(const struct wined3d_context *context,
896         struct wined3d_shader_buffer *buffer, const struct wined3d_shader *shader,
897         const struct wined3d_shader_reg_maps *reg_maps, const struct shader_glsl_ctx_priv *ctx_priv)
898 {
899     const struct wined3d_state *state = &shader->device->stateBlock->state;
900     const struct ps_compile_args *ps_args = ctx_priv->cur_ps_args;
901     const struct wined3d_gl_info *gl_info = context->gl_info;
902     const struct wined3d_fb_state *fb = &shader->device->fb;
903     unsigned int i, extra_constants_needed = 0;
904     const struct wined3d_shader_lconst *lconst;
905     const char *prefix;
906     DWORD map;
907
908     /* There are some minor differences between pixel and vertex shaders */
909     char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
910     prefix = shader_glsl_get_prefix(reg_maps->shader_version.type);
911
912     /* Prototype the subroutines */
913     for (i = 0, map = reg_maps->labels; map; map >>= 1, ++i)
914     {
915         if (map & 1) shader_addline(buffer, "void subroutine%u();\n", i);
916     }
917
918     /* Declare the constants (aka uniforms) */
919     if (shader->limits.constant_float > 0)
920     {
921         unsigned max_constantsF;
922         /* Unless the shader uses indirect addressing, always declare the maximum array size and ignore that we need some
923          * uniforms privately. E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup and immediate values, still
924          * declare VC[256]. If the shader needs more uniforms than we have it won't work in any case. If it uses less, the
925          * compiler will figure out which uniforms are really used and strip them out. This allows a shader to use c255 on
926          * a dx9 card, as long as it doesn't also use all the other constants.
927          *
928          * If the shader uses indirect addressing the compiler must assume that all declared uniforms are used. In this case,
929          * declare only the amount that we're assured to have.
930          *
931          * Thus we run into problems in these two cases:
932          * 1) The shader really uses more uniforms than supported
933          * 2) The shader uses indirect addressing, less constants than supported, but uses a constant index > #supported consts
934          */
935         if (pshader)
936         {
937             /* No indirect addressing here. */
938             max_constantsF = gl_info->limits.glsl_ps_float_constants;
939         }
940         else
941         {
942             if (reg_maps->usesrelconstF)
943             {
944                 /* Subtract the other potential uniforms from the max
945                  * available (bools, ints, and 1 row of projection matrix).
946                  * Subtract another uniform for immediate values, which have
947                  * to be loaded via uniform by the driver as well. The shader
948                  * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
949                  * shader code, so one vec4 should be enough. (Unfortunately
950                  * the Nvidia driver doesn't store 128 and -128 in one float).
951                  *
952                  * Writing gl_ClipVertex requires one uniform for each
953                  * clipplane as well. */
954                 max_constantsF = gl_info->limits.glsl_vs_float_constants - 3;
955                 if(ctx_priv->cur_vs_args->clip_enabled)
956                 {
957                     max_constantsF -= gl_info->limits.clipplanes;
958                 }
959                 max_constantsF -= count_bits(reg_maps->integer_constants);
960                 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
961                  * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
962                  * for now take this into account when calculating the number of available constants
963                  */
964                 max_constantsF -= count_bits(reg_maps->boolean_constants);
965                 /* Set by driver quirks in directx.c */
966                 max_constantsF -= gl_info->reserved_glsl_constants;
967
968                 if (max_constantsF < shader->limits.constant_float)
969                 {
970                     static unsigned int once;
971
972                     if (!once++)
973                         ERR_(winediag)("The hardware does not support enough uniform components to run this shader,"
974                                 " it may not render correctly.\n");
975                     else
976                         WARN("The hardware does not support enough uniform components to run this shader.\n");
977                 }
978             }
979             else
980             {
981                 max_constantsF = gl_info->limits.glsl_vs_float_constants;
982             }
983         }
984         max_constantsF = min(shader->limits.constant_float, max_constantsF);
985         shader_addline(buffer, "uniform vec4 %s_c[%u];\n", prefix, max_constantsF);
986     }
987
988     /* Always declare the full set of constants, the compiler can remove the
989      * unused ones because d3d doesn't (yet) support indirect int and bool
990      * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
991     if (shader->limits.constant_int > 0 && reg_maps->integer_constants)
992         shader_addline(buffer, "uniform ivec4 %s_i[%u];\n", prefix, shader->limits.constant_int);
993
994     if (shader->limits.constant_bool > 0 && reg_maps->boolean_constants)
995         shader_addline(buffer, "uniform bool %s_b[%u];\n", prefix, shader->limits.constant_bool);
996
997     for (i = 0; i < WINED3D_MAX_CBS; ++i)
998     {
999         if (reg_maps->cb_sizes[i])
1000             shader_addline(buffer, "uniform vec4 %s_cb%u[%u];\n", prefix, i, reg_maps->cb_sizes[i]);
1001     }
1002
1003     if (!pshader)
1004     {
1005         shader_addline(buffer, "uniform vec4 posFixup;\n");
1006         shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", shader->limits.packed_output);
1007     }
1008     else
1009     {
1010         for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
1011         {
1012             if (!(map & 1)) continue;
1013
1014             shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
1015
1016             if (reg_maps->luminanceparams & (1 << i))
1017             {
1018                 shader_addline(buffer, "uniform float luminancescale%d;\n", i);
1019                 shader_addline(buffer, "uniform float luminanceoffset%d;\n", i);
1020                 extra_constants_needed++;
1021             }
1022
1023             extra_constants_needed++;
1024         }
1025
1026         if (ps_args->srgb_correction)
1027         {
1028             shader_addline(buffer, "const vec4 srgb_const0 = vec4(%.8e, %.8e, %.8e, %.8e);\n",
1029                     srgb_pow, srgb_mul_high, srgb_sub_high, srgb_mul_low);
1030             shader_addline(buffer, "const vec4 srgb_const1 = vec4(%.8e, 0.0, 0.0, 0.0);\n",
1031                     srgb_cmp);
1032         }
1033         if (reg_maps->vpos || reg_maps->usesdsy)
1034         {
1035             if (shader->limits.constant_float + extra_constants_needed
1036                     + 1 < gl_info->limits.glsl_ps_float_constants)
1037             {
1038                 shader_addline(buffer, "uniform vec4 ycorrection;\n");
1039                 extra_constants_needed++;
1040             }
1041             else
1042             {
1043                 /* This happens because we do not have proper tracking of the constant registers that are
1044                  * actually used, only the max limit of the shader version
1045                  */
1046                 FIXME("Cannot find a free uniform for vpos correction params\n");
1047                 shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
1048                         context->render_offscreen ? 0.0f : fb->render_targets[0]->resource.height,
1049                         context->render_offscreen ? 1.0f : -1.0f);
1050             }
1051             shader_addline(buffer, "vec4 vpos;\n");
1052         }
1053     }
1054
1055     /* Declare texture samplers */
1056     for (i = 0; i < shader->limits.sampler; ++i)
1057     {
1058         if (reg_maps->sampler_type[i])
1059         {
1060             const struct wined3d_texture *texture;
1061
1062             switch (reg_maps->sampler_type[i])
1063             {
1064                 case WINED3DSTT_1D:
1065                     if (pshader && ps_args->shadow & (1 << i))
1066                         shader_addline(buffer, "uniform sampler1DShadow %s_sampler%u;\n", prefix, i);
1067                     else
1068                         shader_addline(buffer, "uniform sampler1D %s_sampler%u;\n", prefix, i);
1069                     break;
1070                 case WINED3DSTT_2D:
1071                     texture = state->textures[i];
1072                     if (pshader && ps_args->shadow & (1 << i))
1073                     {
1074                         if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
1075                             shader_addline(buffer, "uniform sampler2DRectShadow %s_sampler%u;\n", prefix, i);
1076                         else
1077                             shader_addline(buffer, "uniform sampler2DShadow %s_sampler%u;\n", prefix, i);
1078                     }
1079                     else
1080                     {
1081                         if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
1082                             shader_addline(buffer, "uniform sampler2DRect %s_sampler%u;\n", prefix, i);
1083                         else
1084                             shader_addline(buffer, "uniform sampler2D %s_sampler%u;\n", prefix, i);
1085                     }
1086                     break;
1087                 case WINED3DSTT_CUBE:
1088                     if (pshader && ps_args->shadow & (1 << i)) FIXME("Unsupported Cube shadow sampler.\n");
1089                     shader_addline(buffer, "uniform samplerCube %s_sampler%u;\n", prefix, i);
1090                     break;
1091                 case WINED3DSTT_VOLUME:
1092                     if (pshader && ps_args->shadow & (1 << i)) FIXME("Unsupported 3D shadow sampler.\n");
1093                     shader_addline(buffer, "uniform sampler3D %s_sampler%u;\n", prefix, i);
1094                     break;
1095                 default:
1096                     shader_addline(buffer, "uniform unsupported_sampler %s_sampler%u;\n", prefix, i);
1097                     FIXME("Unrecognized sampler type: %#x\n", reg_maps->sampler_type[i]);
1098                     break;
1099             }
1100         }
1101     }
1102
1103     /* Declare uniforms for NP2 texcoord fixup:
1104      * This is NOT done inside the loop that declares the texture samplers since the NP2 fixup code
1105      * is currently only used for the GeforceFX series and when forcing the ARB_npot extension off.
1106      * Modern cards just skip the code anyway, so put it inside a separate loop. */
1107     if (pshader && ps_args->np2_fixup) {
1108
1109         struct ps_np2fixup_info* const fixup = ctx_priv->cur_np2fixup_info;
1110         UINT cur = 0;
1111
1112         /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
1113          * while D3D has them in the (normalized) [0,1]x[0,1] range.
1114          * samplerNP2Fixup stores texture dimensions and is updated through
1115          * shader_glsl_load_np2fixup_constants when the sampler changes. */
1116
1117         for (i = 0; i < shader->limits.sampler; ++i)
1118         {
1119             if (reg_maps->sampler_type[i])
1120             {
1121                 if (!(ps_args->np2_fixup & (1 << i))) continue;
1122
1123                 if (WINED3DSTT_2D != reg_maps->sampler_type[i]) {
1124                     FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
1125                     continue;
1126                 }
1127
1128                 fixup->idx[i] = cur++;
1129             }
1130         }
1131
1132         fixup->num_consts = (cur + 1) >> 1;
1133         shader_addline(buffer, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix, fixup->num_consts);
1134     }
1135
1136     /* Declare address variables */
1137     for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
1138     {
1139         if (map & 1) shader_addline(buffer, "ivec4 A%u;\n", i);
1140     }
1141
1142     /* Declare texture coordinate temporaries and initialize them */
1143     for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
1144     {
1145         if (map & 1) shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i);
1146     }
1147
1148     /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
1149      * helper function shader that is linked in at link time
1150      */
1151     if (pshader && reg_maps->shader_version.major >= 3)
1152     {
1153         UINT in_count = min(vec4_varyings(reg_maps->shader_version.major, gl_info), shader->limits.packed_input);
1154
1155         if (use_vs(state))
1156             shader_addline(buffer, "varying vec4 %s_in[%u];\n", prefix, in_count);
1157         else
1158             /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
1159              * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
1160              * pixel shader that reads the fixed function color into the packed input registers. */
1161             shader_addline(buffer, "vec4 %s_in[%u];\n", prefix, in_count);
1162     }
1163
1164     /* Declare output register temporaries */
1165     if (shader->limits.packed_output)
1166         shader_addline(buffer, "vec4 %s_out[%u];\n", prefix, shader->limits.packed_output);
1167
1168     /* Declare temporary variables */
1169     for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
1170     {
1171         if (map & 1) shader_addline(buffer, "vec4 R%u;\n", i);
1172     }
1173
1174     /* Declare attributes */
1175     if (reg_maps->shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
1176     {
1177         for (i = 0, map = reg_maps->input_registers; map; map >>= 1, ++i)
1178         {
1179             if (map & 1) shader_addline(buffer, "attribute vec4 %s_in%u;\n", prefix, i);
1180         }
1181     }
1182
1183     /* Declare loop registers aLx */
1184     if (reg_maps->shader_version.major < 4)
1185     {
1186         for (i = 0; i < reg_maps->loop_depth; ++i)
1187         {
1188             shader_addline(buffer, "int aL%u;\n", i);
1189             shader_addline(buffer, "int tmpInt%u;\n", i);
1190         }
1191     }
1192
1193     /* Temporary variables for matrix operations */
1194     shader_addline(buffer, "vec4 tmp0;\n");
1195     shader_addline(buffer, "vec4 tmp1;\n");
1196
1197     /* Local constants use a different name so they can be loaded once at shader link time
1198      * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
1199      * float -> string conversion can cause precision loss.
1200      */
1201     if (!shader->load_local_constsF)
1202     {
1203         LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
1204         {
1205             shader_addline(buffer, "uniform vec4 %s_lc%u;\n", prefix, lconst->idx);
1206         }
1207     }
1208
1209     /* Start the main program */
1210     shader_addline(buffer, "void main() {\n");
1211     if(pshader && reg_maps->vpos) {
1212         /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
1213          * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
1214          * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
1215          * precision troubles when we just subtract 0.5.
1216          *
1217          * To deal with that just floor() the position. This will eliminate the fraction on all cards.
1218          *
1219          * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
1220          *
1221          * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
1222          * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
1223          * coordinates specify the pixel centers instead of the pixel corners. This code will behave
1224          * correctly on drivers that returns integer values.
1225          */
1226         shader_addline(buffer, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
1227     }
1228 }
1229
1230 /*****************************************************************************
1231  * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
1232  *
1233  * For more information, see http://wiki.winehq.org/DirectX-Shaders
1234  ****************************************************************************/
1235
1236 /* Prototypes */
1237 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1238         const struct wined3d_shader_src_param *wined3d_src, DWORD mask, struct glsl_src_param *glsl_src);
1239
1240 /** Used for opcode modifiers - They multiply the result by the specified amount */
1241 static const char * const shift_glsl_tab[] = {
1242     "",           /*  0 (none) */
1243     "2.0 * ",     /*  1 (x2)   */
1244     "4.0 * ",     /*  2 (x4)   */
1245     "8.0 * ",     /*  3 (x8)   */
1246     "16.0 * ",    /*  4 (x16)  */
1247     "32.0 * ",    /*  5 (x32)  */
1248     "",           /*  6 (x64)  */
1249     "",           /*  7 (x128) */
1250     "",           /*  8 (d256) */
1251     "",           /*  9 (d128) */
1252     "",           /* 10 (d64)  */
1253     "",           /* 11 (d32)  */
1254     "0.0625 * ",  /* 12 (d16)  */
1255     "0.125 * ",   /* 13 (d8)   */
1256     "0.25 * ",    /* 14 (d4)   */
1257     "0.5 * "      /* 15 (d2)   */
1258 };
1259
1260 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
1261 static void shader_glsl_gen_modifier(enum wined3d_shader_src_modifier src_modifier,
1262         const char *in_reg, const char *in_regswizzle, char *out_str)
1263 {
1264     out_str[0] = 0;
1265
1266     switch (src_modifier)
1267     {
1268     case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
1269     case WINED3DSPSM_DW:
1270     case WINED3DSPSM_NONE:
1271         sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1272         break;
1273     case WINED3DSPSM_NEG:
1274         sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
1275         break;
1276     case WINED3DSPSM_NOT:
1277         sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
1278         break;
1279     case WINED3DSPSM_BIAS:
1280         sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1281         break;
1282     case WINED3DSPSM_BIASNEG:
1283         sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1284         break;
1285     case WINED3DSPSM_SIGN:
1286         sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1287         break;
1288     case WINED3DSPSM_SIGNNEG:
1289         sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1290         break;
1291     case WINED3DSPSM_COMP:
1292         sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
1293         break;
1294     case WINED3DSPSM_X2:
1295         sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
1296         break;
1297     case WINED3DSPSM_X2NEG:
1298         sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
1299         break;
1300     case WINED3DSPSM_ABS:
1301         sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
1302         break;
1303     case WINED3DSPSM_ABSNEG:
1304         sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
1305         break;
1306     default:
1307         FIXME("Unhandled modifier %u\n", src_modifier);
1308         sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1309     }
1310 }
1311
1312 /** Writes the GLSL variable name that corresponds to the register that the
1313  * DX opcode parameter is trying to access */
1314 static void shader_glsl_get_register_name(const struct wined3d_shader_register *reg,
1315         char *register_name, BOOL *is_color, const struct wined3d_shader_instruction *ins)
1316 {
1317     /* oPos, oFog and oPts in D3D */
1318     static const char * const hwrastout_reg_names[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
1319
1320     const struct wined3d_shader *shader = ins->ctx->shader;
1321     const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1322     const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
1323     char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1324     const char *prefix = shader_glsl_get_prefix(reg_maps->shader_version.type);
1325
1326     *is_color = FALSE;
1327
1328     switch (reg->type)
1329     {
1330         case WINED3DSPR_TEMP:
1331             sprintf(register_name, "R%u", reg->idx);
1332             break;
1333
1334         case WINED3DSPR_INPUT:
1335             /* vertex shaders */
1336             if (!pshader)
1337             {
1338                 struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
1339                 if (priv->cur_vs_args->swizzle_map & (1 << reg->idx)) *is_color = TRUE;
1340                 sprintf(register_name, "%s_in%u", prefix, reg->idx);
1341                 break;
1342             }
1343
1344             /* pixel shaders >= 3.0 */
1345             if (reg_maps->shader_version.major >= 3)
1346             {
1347                 DWORD idx = shader->u.ps.input_reg_map[reg->idx];
1348                 unsigned int in_count = vec4_varyings(reg_maps->shader_version.major, gl_info);
1349
1350                 if (reg->rel_addr)
1351                 {
1352                     struct glsl_src_param rel_param;
1353
1354                     shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1355
1356                     /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
1357                      * operation there */
1358                     if (idx)
1359                     {
1360                         if (shader->u.ps.declared_in_count > in_count)
1361                         {
1362                             sprintf(register_name,
1363                                     "((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])",
1364                                     rel_param.param_str, idx, in_count - 1, rel_param.param_str, idx, in_count,
1365                                     prefix, rel_param.param_str, idx);
1366                         }
1367                         else
1368                         {
1369                             sprintf(register_name, "%s_in[%s + %u]", prefix, rel_param.param_str, idx);
1370                         }
1371                     }
1372                     else
1373                     {
1374                         if (shader->u.ps.declared_in_count > in_count)
1375                         {
1376                             sprintf(register_name, "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])",
1377                                     rel_param.param_str, in_count - 1, rel_param.param_str, in_count,
1378                                     prefix, rel_param.param_str);
1379                         }
1380                         else
1381                         {
1382                             sprintf(register_name, "%s_in[%s]", prefix, rel_param.param_str);
1383                         }
1384                     }
1385                 }
1386                 else
1387                 {
1388                     if (idx == in_count) sprintf(register_name, "gl_Color");
1389                     else if (idx == in_count + 1) sprintf(register_name, "gl_SecondaryColor");
1390                     else sprintf(register_name, "%s_in[%u]", prefix, idx);
1391                 }
1392             }
1393             else
1394             {
1395                 if (!reg->idx) strcpy(register_name, "gl_Color");
1396                 else strcpy(register_name, "gl_SecondaryColor");
1397                 break;
1398             }
1399             break;
1400
1401         case WINED3DSPR_CONST:
1402             {
1403                 /* Relative addressing */
1404                 if (reg->rel_addr)
1405                 {
1406                     struct glsl_src_param rel_param;
1407                     shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1408                     if (reg->idx)
1409                         sprintf(register_name, "%s_c[%s + %u]", prefix, rel_param.param_str, reg->idx);
1410                     else
1411                         sprintf(register_name, "%s_c[%s]", prefix, rel_param.param_str);
1412                 }
1413                 else
1414                 {
1415                     if (shader_constant_is_local(shader, reg->idx))
1416                         sprintf(register_name, "%s_lc%u", prefix, reg->idx);
1417                     else
1418                         sprintf(register_name, "%s_c[%u]", prefix, reg->idx);
1419                 }
1420             }
1421             break;
1422
1423         case WINED3DSPR_CONSTINT:
1424             sprintf(register_name, "%s_i[%u]", prefix, reg->idx);
1425             break;
1426
1427         case WINED3DSPR_CONSTBOOL:
1428             sprintf(register_name, "%s_b[%u]", prefix, reg->idx);
1429             break;
1430
1431         case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1432             if (pshader) sprintf(register_name, "T%u", reg->idx);
1433             else sprintf(register_name, "A%u", reg->idx);
1434             break;
1435
1436         case WINED3DSPR_LOOP:
1437             sprintf(register_name, "aL%u", ins->ctx->loop_state->current_reg - 1);
1438             break;
1439
1440         case WINED3DSPR_SAMPLER:
1441             sprintf(register_name, "%s_sampler%u", prefix, reg->idx);
1442             break;
1443
1444         case WINED3DSPR_COLOROUT:
1445             if (reg->idx >= gl_info->limits.buffers)
1446                 WARN("Write to render target %u, only %d supported.\n", reg->idx, gl_info->limits.buffers);
1447
1448             sprintf(register_name, "gl_FragData[%u]", reg->idx);
1449             break;
1450
1451         case WINED3DSPR_RASTOUT:
1452             sprintf(register_name, "%s", hwrastout_reg_names[reg->idx]);
1453             break;
1454
1455         case WINED3DSPR_DEPTHOUT:
1456             sprintf(register_name, "gl_FragDepth");
1457             break;
1458
1459         case WINED3DSPR_ATTROUT:
1460             if (!reg->idx) sprintf(register_name, "%s_out[8]", prefix);
1461             else sprintf(register_name, "%s_out[9]", prefix);
1462             break;
1463
1464         case WINED3DSPR_TEXCRDOUT:
1465             /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1466             sprintf(register_name, "%s_out[%u]", prefix, reg->idx);
1467             break;
1468
1469         case WINED3DSPR_MISCTYPE:
1470             if (!reg->idx)
1471             {
1472                 /* vPos */
1473                 sprintf(register_name, "vpos");
1474             }
1475             else if (reg->idx == 1)
1476             {
1477                 /* Note that gl_FrontFacing is a bool, while vFace is
1478                  * a float for which the sign determines front/back */
1479                 sprintf(register_name, "(gl_FrontFacing ? 1.0 : -1.0)");
1480             }
1481             else
1482             {
1483                 FIXME("Unhandled misctype register %d\n", reg->idx);
1484                 sprintf(register_name, "unrecognized_register");
1485             }
1486             break;
1487
1488         case WINED3DSPR_IMMCONST:
1489             switch (reg->immconst_type)
1490             {
1491                 case WINED3D_IMMCONST_SCALAR:
1492                     switch (reg->data_type)
1493                     {
1494                         case WINED3D_DATA_FLOAT:
1495                             sprintf(register_name, "%.8e", *(const float *)reg->immconst_data);
1496                             break;
1497                         case WINED3D_DATA_INT:
1498                             sprintf(register_name, "%#x", reg->immconst_data[0]);
1499                             break;
1500                         case WINED3D_DATA_RESOURCE:
1501                         case WINED3D_DATA_SAMPLER:
1502                         case WINED3D_DATA_UINT:
1503                             sprintf(register_name, "%#xu", reg->immconst_data[0]);
1504                             break;
1505                         default:
1506                             sprintf(register_name, "<unhandled data type %#x>", reg->data_type);
1507                             break;
1508                     }
1509                     break;
1510
1511                 case WINED3D_IMMCONST_VEC4:
1512                     switch (reg->data_type)
1513                     {
1514                         case WINED3D_DATA_FLOAT:
1515                             sprintf(register_name, "vec4(%.8e, %.8e, %.8e, %.8e)",
1516                                     *(const float *)&reg->immconst_data[0], *(const float *)&reg->immconst_data[1],
1517                                     *(const float *)&reg->immconst_data[2], *(const float *)&reg->immconst_data[3]);
1518                             break;
1519                         case WINED3D_DATA_INT:
1520                             sprintf(register_name, "ivec4(%#x, %#x, %#x, %#x)",
1521                                     reg->immconst_data[0], reg->immconst_data[1],
1522                                     reg->immconst_data[2], reg->immconst_data[3]);
1523                             break;
1524                         case WINED3D_DATA_RESOURCE:
1525                         case WINED3D_DATA_SAMPLER:
1526                         case WINED3D_DATA_UINT:
1527                             sprintf(register_name, "uvec4(%#xu, %#xu, %#xu, %#xu)",
1528                                     reg->immconst_data[0], reg->immconst_data[1],
1529                                     reg->immconst_data[2], reg->immconst_data[3]);
1530                             break;
1531                         default:
1532                             sprintf(register_name, "<unhandled data type %#x>", reg->data_type);
1533                             break;
1534                     }
1535                     break;
1536
1537                 default:
1538                     FIXME("Unhandled immconst type %#x\n", reg->immconst_type);
1539                     sprintf(register_name, "<unhandled_immconst_type %#x>", reg->immconst_type);
1540             }
1541             break;
1542
1543         case WINED3DSPR_CONSTBUFFER:
1544             if (reg->rel_addr)
1545             {
1546                 struct glsl_src_param rel_param;
1547                 shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1548                 sprintf(register_name, "%s_cb%u[%s + %u]", prefix, reg->idx, rel_param.param_str, reg->array_idx);
1549             }
1550             else
1551             {
1552                 sprintf(register_name, "%s_cb%u[%u]", prefix, reg->idx, reg->array_idx);
1553             }
1554             break;
1555
1556         default:
1557             FIXME("Unhandled register type %#x.\n", reg->type);
1558             sprintf(register_name, "unrecognized_register");
1559             break;
1560     }
1561 }
1562
1563 static void shader_glsl_write_mask_to_str(DWORD write_mask, char *str)
1564 {
1565     *str++ = '.';
1566     if (write_mask & WINED3DSP_WRITEMASK_0) *str++ = 'x';
1567     if (write_mask & WINED3DSP_WRITEMASK_1) *str++ = 'y';
1568     if (write_mask & WINED3DSP_WRITEMASK_2) *str++ = 'z';
1569     if (write_mask & WINED3DSP_WRITEMASK_3) *str++ = 'w';
1570     *str = '\0';
1571 }
1572
1573 /* Get the GLSL write mask for the destination register */
1574 static DWORD shader_glsl_get_write_mask(const struct wined3d_shader_dst_param *param, char *write_mask)
1575 {
1576     DWORD mask = param->write_mask;
1577
1578     if (shader_is_scalar(&param->reg))
1579     {
1580         mask = WINED3DSP_WRITEMASK_0;
1581         *write_mask = '\0';
1582     }
1583     else
1584     {
1585         shader_glsl_write_mask_to_str(mask, write_mask);
1586     }
1587
1588     return mask;
1589 }
1590
1591 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
1592     unsigned int size = 0;
1593
1594     if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
1595     if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
1596     if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
1597     if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
1598
1599     return size;
1600 }
1601
1602 static void shader_glsl_swizzle_to_str(const DWORD swizzle, BOOL fixup, DWORD mask, char *str)
1603 {
1604     /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1605      * but addressed as "rgba". To fix this we need to swap the register's x
1606      * and z components. */
1607     const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
1608
1609     *str++ = '.';
1610     /* swizzle bits fields: wwzzyyxx */
1611     if (mask & WINED3DSP_WRITEMASK_0) *str++ = swizzle_chars[swizzle & 0x03];
1612     if (mask & WINED3DSP_WRITEMASK_1) *str++ = swizzle_chars[(swizzle >> 2) & 0x03];
1613     if (mask & WINED3DSP_WRITEMASK_2) *str++ = swizzle_chars[(swizzle >> 4) & 0x03];
1614     if (mask & WINED3DSP_WRITEMASK_3) *str++ = swizzle_chars[(swizzle >> 6) & 0x03];
1615     *str = '\0';
1616 }
1617
1618 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param *param,
1619         BOOL fixup, DWORD mask, char *swizzle_str)
1620 {
1621     if (shader_is_scalar(&param->reg))
1622         *swizzle_str = '\0';
1623     else
1624         shader_glsl_swizzle_to_str(param->swizzle, fixup, mask, swizzle_str);
1625 }
1626
1627 /* From a given parameter token, generate the corresponding GLSL string.
1628  * Also, return the actual register name and swizzle in case the
1629  * caller needs this information as well. */
1630 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1631         const struct wined3d_shader_src_param *wined3d_src, DWORD mask, struct glsl_src_param *glsl_src)
1632 {
1633     BOOL is_color = FALSE;
1634     char swizzle_str[6];
1635
1636     glsl_src->reg_name[0] = '\0';
1637     glsl_src->param_str[0] = '\0';
1638     swizzle_str[0] = '\0';
1639
1640     shader_glsl_get_register_name(&wined3d_src->reg, glsl_src->reg_name, &is_color, ins);
1641     shader_glsl_get_swizzle(wined3d_src, is_color, mask, swizzle_str);
1642
1643     if (wined3d_src->reg.type == WINED3DSPR_IMMCONST)
1644     {
1645         shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, glsl_src->param_str);
1646     }
1647     else
1648     {
1649         char param_str[200];
1650
1651         shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, param_str);
1652
1653         switch (wined3d_src->reg.data_type)
1654         {
1655             case WINED3D_DATA_FLOAT:
1656                 sprintf(glsl_src->param_str, "%s", param_str);
1657                 break;
1658             case WINED3D_DATA_INT:
1659                 sprintf(glsl_src->param_str, "floatBitsToInt(%s)", param_str);
1660                 break;
1661             case WINED3D_DATA_RESOURCE:
1662             case WINED3D_DATA_SAMPLER:
1663             case WINED3D_DATA_UINT:
1664                 sprintf(glsl_src->param_str, "floatBitsToUint(%s)", param_str);
1665                 break;
1666             default:
1667                 FIXME("Unhandled data type %#x.\n", wined3d_src->reg.data_type);
1668                 sprintf(glsl_src->param_str, "%s", param_str);
1669                 break;
1670         }
1671     }
1672 }
1673
1674 /* From a given parameter token, generate the corresponding GLSL string.
1675  * Also, return the actual register name and swizzle in case the
1676  * caller needs this information as well. */
1677 static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction *ins,
1678         const struct wined3d_shader_dst_param *wined3d_dst, struct glsl_dst_param *glsl_dst)
1679 {
1680     BOOL is_color = FALSE;
1681
1682     glsl_dst->mask_str[0] = '\0';
1683     glsl_dst->reg_name[0] = '\0';
1684
1685     shader_glsl_get_register_name(&wined3d_dst->reg, glsl_dst->reg_name, &is_color, ins);
1686     return shader_glsl_get_write_mask(wined3d_dst, glsl_dst->mask_str);
1687 }
1688
1689 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1690 static DWORD shader_glsl_append_dst_ext(struct wined3d_shader_buffer *buffer,
1691         const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *dst)
1692 {
1693     struct glsl_dst_param glsl_dst;
1694     DWORD mask;
1695
1696     if ((mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst)))
1697     {
1698         switch (dst->reg.data_type)
1699         {
1700             case WINED3D_DATA_FLOAT:
1701                 shader_addline(buffer, "%s%s = %s(",
1702                         glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
1703                 break;
1704             case WINED3D_DATA_INT:
1705                 shader_addline(buffer, "%s%s = %sintBitsToFloat(",
1706                         glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
1707                 break;
1708             case WINED3D_DATA_RESOURCE:
1709             case WINED3D_DATA_SAMPLER:
1710             case WINED3D_DATA_UINT:
1711                 shader_addline(buffer, "%s%s = %suintBitsToFloat(",
1712                         glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
1713                 break;
1714             default:
1715                 FIXME("Unhandled data type %#x.\n", dst->reg.data_type);
1716                 shader_addline(buffer, "%s%s = %s(",
1717                         glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
1718                 break;
1719         }
1720     }
1721
1722     return mask;
1723 }
1724
1725 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1726 static DWORD shader_glsl_append_dst(struct wined3d_shader_buffer *buffer, const struct wined3d_shader_instruction *ins)
1727 {
1728     return shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
1729 }
1730
1731 /** Process GLSL instruction modifiers */
1732 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins)
1733 {
1734     struct glsl_dst_param dst_param;
1735     DWORD modifiers;
1736
1737     if (!ins->dst_count) return;
1738
1739     modifiers = ins->dst[0].modifiers;
1740     if (!modifiers) return;
1741
1742     shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
1743
1744     if (modifiers & WINED3DSPDM_SATURATE)
1745     {
1746         /* _SAT means to clamp the value of the register to between 0 and 1 */
1747         shader_addline(ins->ctx->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
1748                 dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
1749     }
1750
1751     if (modifiers & WINED3DSPDM_MSAMPCENTROID)
1752     {
1753         FIXME("_centroid modifier not handled\n");
1754     }
1755
1756     if (modifiers & WINED3DSPDM_PARTIALPRECISION)
1757     {
1758         /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1759     }
1760 }
1761
1762 static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op)
1763 {
1764     switch (op)
1765     {
1766         case WINED3D_SHADER_REL_OP_GT: return ">";
1767         case WINED3D_SHADER_REL_OP_EQ: return "==";
1768         case WINED3D_SHADER_REL_OP_GE: return ">=";
1769         case WINED3D_SHADER_REL_OP_LT: return "<";
1770         case WINED3D_SHADER_REL_OP_NE: return "!=";
1771         case WINED3D_SHADER_REL_OP_LE: return "<=";
1772         default:
1773             FIXME("Unrecognized operator %#x.\n", op);
1774             return "(\?\?)";
1775     }
1776 }
1777
1778 static void shader_glsl_get_sample_function(const struct wined3d_shader_context *ctx,
1779         DWORD sampler_idx, DWORD flags, struct glsl_sample_function *sample_function)
1780 {
1781     enum wined3d_sampler_texture_type sampler_type = ctx->reg_maps->sampler_type[sampler_idx];
1782     const struct wined3d_gl_info *gl_info = ctx->gl_info;
1783     BOOL shadow = shader_is_pshader_version(ctx->reg_maps->shader_version.type)
1784             && (((const struct shader_glsl_ctx_priv *)ctx->backend_data)->cur_ps_args->shadow & (1 << sampler_idx));
1785     BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
1786     BOOL texrect = flags & WINED3D_GLSL_SAMPLE_RECT;
1787     BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD;
1788     BOOL grad = flags & WINED3D_GLSL_SAMPLE_GRAD;
1789
1790     /* Note that there's no such thing as a projected cube texture. */
1791     switch(sampler_type) {
1792         case WINED3DSTT_1D:
1793             if (shadow)
1794             {
1795                 if (lod)
1796                 {
1797                     sample_function->name = projected ? "shadow1DProjLod" : "shadow1DLod";
1798                 }
1799                 else if (grad)
1800                 {
1801                     if (gl_info->supported[EXT_GPU_SHADER4])
1802                         sample_function->name = projected ? "shadow1DProjGrad" : "shadow1DGrad";
1803                     else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1804                         sample_function->name = projected ? "shadow1DProjGradARB" : "shadow1DGradARB";
1805                     else
1806                     {
1807                         FIXME("Unsupported 1D shadow grad function.\n");
1808                         sample_function->name = "unsupported1DGrad";
1809                     }
1810                 }
1811                 else
1812                 {
1813                     sample_function->name = projected ? "shadow1DProj" : "shadow1D";
1814                 }
1815                 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1816             }
1817             else
1818             {
1819                 if (lod)
1820                 {
1821                     sample_function->name = projected ? "texture1DProjLod" : "texture1DLod";
1822                 }
1823                 else if (grad)
1824                 {
1825                     if (gl_info->supported[EXT_GPU_SHADER4])
1826                         sample_function->name = projected ? "texture1DProjGrad" : "texture1DGrad";
1827                     else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1828                         sample_function->name = projected ? "texture1DProjGradARB" : "texture1DGradARB";
1829                     else
1830                     {
1831                         FIXME("Unsupported 1D grad function.\n");
1832                         sample_function->name = "unsupported1DGrad";
1833                     }
1834                 }
1835                 else
1836                 {
1837                     sample_function->name = projected ? "texture1DProj" : "texture1D";
1838                 }
1839                 sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
1840             }
1841             break;
1842
1843         case WINED3DSTT_2D:
1844             if (shadow)
1845             {
1846                 if (texrect)
1847                 {
1848                     if (lod)
1849                     {
1850                         sample_function->name = projected ? "shadow2DRectProjLod" : "shadow2DRectLod";
1851                     }
1852                     else if (grad)
1853                     {
1854                         if (gl_info->supported[EXT_GPU_SHADER4])
1855                             sample_function->name = projected ? "shadow2DRectProjGrad" : "shadow2DRectGrad";
1856                         else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1857                             sample_function->name = projected ? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
1858                         else
1859                         {
1860                             FIXME("Unsupported RECT shadow grad function.\n");
1861                             sample_function->name = "unsupported2DRectGrad";
1862                         }
1863                     }
1864                     else
1865                     {
1866                         sample_function->name = projected ? "shadow2DRectProj" : "shadow2DRect";
1867                     }
1868                 }
1869                 else
1870                 {
1871                     if (lod)
1872                     {
1873                         sample_function->name = projected ? "shadow2DProjLod" : "shadow2DLod";
1874                     }
1875                     else if (grad)
1876                     {
1877                         if (gl_info->supported[EXT_GPU_SHADER4])
1878                             sample_function->name = projected ? "shadow2DProjGrad" : "shadow2DGrad";
1879                         else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1880                             sample_function->name = projected ? "shadow2DProjGradARB" : "shadow2DGradARB";
1881                         else
1882                         {
1883                             FIXME("Unsupported 2D shadow grad function.\n");
1884                             sample_function->name = "unsupported2DGrad";
1885                         }
1886                     }
1887                     else
1888                     {
1889                         sample_function->name = projected ? "shadow2DProj" : "shadow2D";
1890                     }
1891                 }
1892                 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1893             }
1894             else
1895             {
1896                 if (texrect)
1897                 {
1898                     if (lod)
1899                     {
1900                         sample_function->name = projected ? "texture2DRectProjLod" : "texture2DRectLod";
1901                     }
1902                     else if (grad)
1903                     {
1904                         if (gl_info->supported[EXT_GPU_SHADER4])
1905                             sample_function->name = projected ? "texture2DRectProjGrad" : "texture2DRectGrad";
1906                         else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1907                             sample_function->name = projected ? "texture2DRectProjGradARB" : "texture2DRectGradARB";
1908                         else
1909                         {
1910                             FIXME("Unsupported RECT grad function.\n");
1911                             sample_function->name = "unsupported2DRectGrad";
1912                         }
1913                     }
1914                     else
1915                     {
1916                         sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
1917                     }
1918                 }
1919                 else
1920                 {
1921                     if (lod)
1922                     {
1923                         sample_function->name = projected ? "texture2DProjLod" : "texture2DLod";
1924                     }
1925                     else if (grad)
1926                     {
1927                         if (gl_info->supported[EXT_GPU_SHADER4])
1928                             sample_function->name = projected ? "texture2DProjGrad" : "texture2DGrad";
1929                         else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1930                             sample_function->name = projected ? "texture2DProjGradARB" : "texture2DGradARB";
1931                         else
1932                         {
1933                             FIXME("Unsupported 2D grad function.\n");
1934                             sample_function->name = "unsupported2DGrad";
1935                         }
1936                     }
1937                     else
1938                     {
1939                         sample_function->name = projected ? "texture2DProj" : "texture2D";
1940                     }
1941                 }
1942                 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1943             }
1944             break;
1945
1946         case WINED3DSTT_CUBE:
1947             if (shadow)
1948             {
1949                 FIXME("Unsupported Cube shadow function.\n");
1950                 sample_function->name = "unsupportedCubeShadow";
1951                 sample_function->coord_mask = 0;
1952             }
1953             else
1954             {
1955                 if (lod)
1956                 {
1957                     sample_function->name = "textureCubeLod";
1958                 }
1959                 else if (grad)
1960                 {
1961                     if (gl_info->supported[EXT_GPU_SHADER4])
1962                         sample_function->name = "textureCubeGrad";
1963                     else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1964                         sample_function->name = "textureCubeGradARB";
1965                     else
1966                     {
1967                         FIXME("Unsupported Cube grad function.\n");
1968                         sample_function->name = "unsupportedCubeGrad";
1969                     }
1970                 }
1971                 else
1972                 {
1973                     sample_function->name = "textureCube";
1974                 }
1975                 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1976             }
1977             break;
1978
1979         case WINED3DSTT_VOLUME:
1980             if (shadow)
1981             {
1982                 FIXME("Unsupported 3D shadow function.\n");
1983                 sample_function->name = "unsupported3DShadow";
1984                 sample_function->coord_mask = 0;
1985             }
1986             else
1987             {
1988                 if (lod)
1989                 {
1990                     sample_function->name = projected ? "texture3DProjLod" : "texture3DLod";
1991                 }
1992                 else  if (grad)
1993                 {
1994                     if (gl_info->supported[EXT_GPU_SHADER4])
1995                         sample_function->name = projected ? "texture3DProjGrad" : "texture3DGrad";
1996                     else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1997                         sample_function->name = projected ? "texture3DProjGradARB" : "texture3DGradARB";
1998                     else
1999                     {
2000                         FIXME("Unsupported 3D grad function.\n");
2001                         sample_function->name = "unsupported3DGrad";
2002                     }
2003                 }
2004                 else
2005                 {
2006                     sample_function->name = projected ? "texture3DProj" : "texture3D";
2007                 }
2008                 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2009             }
2010             break;
2011
2012         default:
2013             sample_function->name = "";
2014             sample_function->coord_mask = 0;
2015             FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
2016             break;
2017     }
2018 }
2019
2020 static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
2021         BOOL sign_fixup, enum fixup_channel_source channel_source)
2022 {
2023     switch(channel_source)
2024     {
2025         case CHANNEL_SOURCE_ZERO:
2026             strcat(arguments, "0.0");
2027             break;
2028
2029         case CHANNEL_SOURCE_ONE:
2030             strcat(arguments, "1.0");
2031             break;
2032
2033         case CHANNEL_SOURCE_X:
2034             strcat(arguments, reg_name);
2035             strcat(arguments, ".x");
2036             break;
2037
2038         case CHANNEL_SOURCE_Y:
2039             strcat(arguments, reg_name);
2040             strcat(arguments, ".y");
2041             break;
2042
2043         case CHANNEL_SOURCE_Z:
2044             strcat(arguments, reg_name);
2045             strcat(arguments, ".z");
2046             break;
2047
2048         case CHANNEL_SOURCE_W:
2049             strcat(arguments, reg_name);
2050             strcat(arguments, ".w");
2051             break;
2052
2053         default:
2054             FIXME("Unhandled channel source %#x\n", channel_source);
2055             strcat(arguments, "undefined");
2056             break;
2057     }
2058
2059     if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
2060 }
2061
2062 static void shader_glsl_color_correction(const struct wined3d_shader_instruction *ins, struct color_fixup_desc fixup)
2063 {
2064     struct wined3d_shader_dst_param dst;
2065     unsigned int mask_size, remaining;
2066     struct glsl_dst_param dst_param;
2067     char arguments[256];
2068     DWORD mask;
2069
2070     mask = 0;
2071     if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
2072     if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
2073     if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
2074     if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
2075     mask &= ins->dst[0].write_mask;
2076
2077     if (!mask) return; /* Nothing to do */
2078
2079     if (is_complex_fixup(fixup))
2080     {
2081         enum complex_fixup complex_fixup = get_complex_fixup(fixup);
2082         FIXME("Complex fixup (%#x) not supported\n",complex_fixup);
2083         return;
2084     }
2085
2086     mask_size = shader_glsl_get_write_mask_size(mask);
2087
2088     dst = ins->dst[0];
2089     dst.write_mask = mask;
2090     shader_glsl_add_dst_param(ins, &dst, &dst_param);
2091
2092     arguments[0] = '\0';
2093     remaining = mask_size;
2094     if (mask & WINED3DSP_WRITEMASK_0)
2095     {
2096         shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.x_sign_fixup, fixup.x_source);
2097         if (--remaining) strcat(arguments, ", ");
2098     }
2099     if (mask & WINED3DSP_WRITEMASK_1)
2100     {
2101         shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.y_sign_fixup, fixup.y_source);
2102         if (--remaining) strcat(arguments, ", ");
2103     }
2104     if (mask & WINED3DSP_WRITEMASK_2)
2105     {
2106         shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.z_sign_fixup, fixup.z_source);
2107         if (--remaining) strcat(arguments, ", ");
2108     }
2109     if (mask & WINED3DSP_WRITEMASK_3)
2110     {
2111         shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.w_sign_fixup, fixup.w_source);
2112         if (--remaining) strcat(arguments, ", ");
2113     }
2114
2115     if (mask_size > 1)
2116     {
2117         shader_addline(ins->ctx->buffer, "%s%s = vec%u(%s);\n",
2118                 dst_param.reg_name, dst_param.mask_str, mask_size, arguments);
2119     }
2120     else
2121     {
2122         shader_addline(ins->ctx->buffer, "%s%s = %s;\n", dst_param.reg_name, dst_param.mask_str, arguments);
2123     }
2124 }
2125
2126 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins,
2127         DWORD sampler, const struct glsl_sample_function *sample_function, DWORD swizzle,
2128         const char *dx, const char *dy, const char *bias, const char *coord_reg_fmt, ...)
2129 {
2130     const char *sampler_base;
2131     char dst_swizzle[6];
2132     struct color_fixup_desc fixup;
2133     BOOL np2_fixup = FALSE;
2134     va_list args;
2135
2136     shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
2137
2138     if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
2139     {
2140         const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
2141         fixup = priv->cur_ps_args->color_fixup[sampler];
2142         sampler_base = "ps_sampler";
2143
2144         if(priv->cur_ps_args->np2_fixup & (1 << sampler)) {
2145             if(bias) {
2146                 FIXME("Biased sampling from NP2 textures is unsupported\n");
2147             } else {
2148                 np2_fixup = TRUE;
2149             }
2150         }
2151     }
2152     else
2153     {
2154         sampler_base = "vs_sampler";
2155         fixup = COLOR_FIXUP_IDENTITY; /* FIXME: Vshader color fixup */
2156     }
2157
2158     shader_glsl_append_dst(ins->ctx->buffer, ins);
2159
2160     shader_addline(ins->ctx->buffer, "%s(%s%u, ", sample_function->name, sampler_base, sampler);
2161
2162     va_start(args, coord_reg_fmt);
2163     shader_vaddline(ins->ctx->buffer, coord_reg_fmt, args);
2164     va_end(args);
2165
2166     if(bias) {
2167         shader_addline(ins->ctx->buffer, ", %s)%s);\n", bias, dst_swizzle);
2168     } else {
2169         if (np2_fixup) {
2170             const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
2171             const unsigned char idx = priv->cur_np2fixup_info->idx[sampler];
2172
2173             shader_addline(ins->ctx->buffer, " * ps_samplerNP2Fixup[%u].%s)%s);\n", idx >> 1,
2174                            (idx % 2) ? "zw" : "xy", dst_swizzle);
2175         } else if(dx && dy) {
2176             shader_addline(ins->ctx->buffer, ", %s, %s)%s);\n", dx, dy, dst_swizzle);
2177         } else {
2178             shader_addline(ins->ctx->buffer, ")%s);\n", dst_swizzle);
2179         }
2180     }
2181
2182     if(!is_identity_fixup(fixup)) {
2183         shader_glsl_color_correction(ins, fixup);
2184     }
2185 }
2186
2187 /*****************************************************************************
2188  * Begin processing individual instruction opcodes
2189  ****************************************************************************/
2190
2191 static void shader_glsl_binop(const struct wined3d_shader_instruction *ins)
2192 {
2193     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2194     struct glsl_src_param src0_param;
2195     struct glsl_src_param src1_param;
2196     DWORD write_mask;
2197     char op;
2198
2199     /* Determine the GLSL operator to use based on the opcode */
2200     switch (ins->handler_idx)
2201     {
2202         case WINED3DSIH_ADD: op = '+'; break;
2203         case WINED3DSIH_AND: op = '&'; break;
2204         case WINED3DSIH_DIV: op = '/'; break;
2205         case WINED3DSIH_IADD: op = '+'; break;
2206         case WINED3DSIH_MUL: op = '*'; break;
2207         case WINED3DSIH_SUB: op = '-'; break;
2208         case WINED3DSIH_XOR: op = '^'; break;
2209         default:
2210             op = ' ';
2211             FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
2212             break;
2213     }
2214
2215     write_mask = shader_glsl_append_dst(buffer, ins);
2216     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2217     shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2218     shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
2219 }
2220
2221 static void shader_glsl_relop(const struct wined3d_shader_instruction *ins)
2222 {
2223     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2224     struct glsl_src_param src0_param;
2225     struct glsl_src_param src1_param;
2226     unsigned int mask_size;
2227     DWORD write_mask;
2228     const char *op;
2229
2230     write_mask = shader_glsl_append_dst(buffer, ins);
2231     mask_size = shader_glsl_get_write_mask_size(write_mask);
2232     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2233     shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2234
2235     if (mask_size > 1)
2236     {
2237         switch (ins->handler_idx)
2238         {
2239             case WINED3DSIH_EQ:  op = "equal"; break;
2240             case WINED3DSIH_GE:  op = "greaterThanEqual"; break;
2241             case WINED3DSIH_IGE: op = "greaterThanEqual"; break;
2242             case WINED3DSIH_LT:  op = "lessThan"; break;
2243             default:
2244                 op = "<unhandled operator>";
2245                 ERR("Unhandled opcode %#x.\n", ins->handler_idx);
2246                 break;
2247         }
2248
2249         shader_addline(buffer, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n",
2250                 mask_size, op, src0_param.param_str, src1_param.param_str);
2251     }
2252     else
2253     {
2254         switch (ins->handler_idx)
2255         {
2256             case WINED3DSIH_EQ:  op = "=="; break;
2257             case WINED3DSIH_GE:  op = ">="; break;
2258             case WINED3DSIH_IGE: op = ">="; break;
2259             case WINED3DSIH_LT:  op = "<"; break;
2260             default:
2261                 op = "<unhandled operator>";
2262                 ERR("Unhandled opcode %#x.\n", ins->handler_idx);
2263                 break;
2264         }
2265
2266         shader_addline(buffer, "%s %s %s ? 0xffffffffu : 0u);\n",
2267                 src0_param.param_str, op, src1_param.param_str);
2268     }
2269 }
2270
2271 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
2272 static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
2273 {
2274     const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
2275     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2276     struct glsl_src_param src0_param;
2277     DWORD write_mask;
2278
2279     write_mask = shader_glsl_append_dst(buffer, ins);
2280     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2281
2282     /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
2283      * shader versions WINED3DSIO_MOVA is used for this. */
2284     if (ins->ctx->reg_maps->shader_version.major == 1
2285             && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
2286             && ins->dst[0].reg.type == WINED3DSPR_ADDR)
2287     {
2288         /* This is a simple floor() */
2289         unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2290         if (mask_size > 1) {
2291             shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
2292         } else {
2293             shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
2294         }
2295     }
2296     else if(ins->handler_idx == WINED3DSIH_MOVA)
2297     {
2298         /* We need to *round* to the nearest int here. */
2299         unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2300
2301         if (gl_info->supported[EXT_GPU_SHADER4])
2302         {
2303             if (mask_size > 1)
2304                 shader_addline(buffer, "ivec%d(round(%s)));\n", mask_size, src0_param.param_str);
2305             else
2306                 shader_addline(buffer, "int(round(%s)));\n", src0_param.param_str);
2307         }
2308         else
2309         {
2310             if (mask_size > 1)
2311                 shader_addline(buffer, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
2312                         mask_size, src0_param.param_str, mask_size, src0_param.param_str);
2313             else
2314                 shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
2315                         src0_param.param_str, src0_param.param_str);
2316         }
2317     }
2318     else
2319     {
2320         shader_addline(buffer, "%s);\n", src0_param.param_str);
2321     }
2322 }
2323
2324 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
2325 static void shader_glsl_dot(const struct wined3d_shader_instruction *ins)
2326 {
2327     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2328     struct glsl_src_param src0_param;
2329     struct glsl_src_param src1_param;
2330     DWORD dst_write_mask, src_write_mask;
2331     unsigned int dst_size = 0;
2332
2333     dst_write_mask = shader_glsl_append_dst(buffer, ins);
2334     dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
2335
2336     /* dp3 works on vec3, dp4 on vec4 */
2337     if (ins->handler_idx == WINED3DSIH_DP4)
2338     {
2339         src_write_mask = WINED3DSP_WRITEMASK_ALL;
2340     } else {
2341         src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2342     }
2343
2344     shader_glsl_add_src_param(ins, &ins->src[0], src_write_mask, &src0_param);
2345     shader_glsl_add_src_param(ins, &ins->src[1], src_write_mask, &src1_param);
2346
2347     if (dst_size > 1) {
2348         shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
2349     } else {
2350         shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
2351     }
2352 }
2353
2354 /* Note that this instruction has some restrictions. The destination write mask
2355  * can't contain the w component, and the source swizzles have to be .xyzw */
2356 static void shader_glsl_cross(const struct wined3d_shader_instruction *ins)
2357 {
2358     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2359     struct glsl_src_param src0_param;
2360     struct glsl_src_param src1_param;
2361     char dst_mask[6];
2362
2363     shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2364     shader_glsl_append_dst(ins->ctx->buffer, ins);
2365     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2366     shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
2367     shader_addline(ins->ctx->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
2368 }
2369
2370 static void shader_glsl_cut(const struct wined3d_shader_instruction *ins)
2371 {
2372     shader_addline(ins->ctx->buffer, "EndPrimitive();\n");
2373 }
2374
2375 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
2376  * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
2377  * GLSL uses the value as-is. */
2378 static void shader_glsl_pow(const struct wined3d_shader_instruction *ins)
2379 {
2380     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2381     struct glsl_src_param src0_param;
2382     struct glsl_src_param src1_param;
2383     DWORD dst_write_mask;
2384     unsigned int dst_size;
2385
2386     dst_write_mask = shader_glsl_append_dst(buffer, ins);
2387     dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
2388
2389     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2390     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2391
2392     if (dst_size > 1)
2393     {
2394         shader_addline(buffer, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
2395                 dst_size, src1_param.param_str, src0_param.param_str, src1_param.param_str);
2396     }
2397     else
2398     {
2399         shader_addline(buffer, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
2400                 src1_param.param_str, src0_param.param_str, src1_param.param_str);
2401     }
2402 }
2403
2404 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
2405  * Src0 is a scalar. Note that D3D uses the absolute of src0, while
2406  * GLSL uses the value as-is. */
2407 static void shader_glsl_log(const struct wined3d_shader_instruction *ins)
2408 {
2409     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2410     struct glsl_src_param src0_param;
2411     DWORD dst_write_mask;
2412     unsigned int dst_size;
2413
2414     dst_write_mask = shader_glsl_append_dst(buffer, ins);
2415     dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
2416
2417     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2418
2419     if (dst_size > 1)
2420     {
2421         shader_addline(buffer, "vec%u(log2(abs(%s))));\n",
2422                 dst_size, src0_param.param_str);
2423     }
2424     else
2425     {
2426         shader_addline(buffer, "log2(abs(%s)));\n",
2427                 src0_param.param_str);
2428     }
2429 }
2430
2431 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
2432 static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
2433 {
2434     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2435     struct glsl_src_param src_param;
2436     const char *instruction;
2437     DWORD write_mask;
2438     unsigned i;
2439
2440     /* Determine the GLSL function to use based on the opcode */
2441     /* TODO: Possibly make this a table for faster lookups */
2442     switch (ins->handler_idx)
2443     {
2444         case WINED3DSIH_MIN: instruction = "min"; break;
2445         case WINED3DSIH_MAX: instruction = "max"; break;
2446         case WINED3DSIH_ABS: instruction = "abs"; break;
2447         case WINED3DSIH_FRC: instruction = "fract"; break;
2448         case WINED3DSIH_EXP: instruction = "exp2"; break;
2449         case WINED3DSIH_DSX: instruction = "dFdx"; break;
2450         case WINED3DSIH_DSY: instruction = "ycorrection.y * dFdy"; break;
2451         default: instruction = "";
2452             FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
2453             break;
2454     }
2455
2456     write_mask = shader_glsl_append_dst(buffer, ins);
2457
2458     shader_addline(buffer, "%s(", instruction);
2459
2460     if (ins->src_count)
2461     {
2462         shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
2463         shader_addline(buffer, "%s", src_param.param_str);
2464         for (i = 1; i < ins->src_count; ++i)
2465         {
2466             shader_glsl_add_src_param(ins, &ins->src[i], write_mask, &src_param);
2467             shader_addline(buffer, ", %s", src_param.param_str);
2468         }
2469     }
2470
2471     shader_addline(buffer, "));\n");
2472 }
2473
2474 static void shader_glsl_nop(const struct wined3d_shader_instruction *ins) {}
2475
2476 static void shader_glsl_nrm(const struct wined3d_shader_instruction *ins)
2477 {
2478     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2479     struct glsl_src_param src_param;
2480     unsigned int mask_size;
2481     DWORD write_mask;
2482     char dst_mask[6];
2483
2484     write_mask = shader_glsl_get_write_mask(ins->dst, dst_mask);
2485     mask_size = shader_glsl_get_write_mask_size(write_mask);
2486     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
2487
2488     shader_addline(buffer, "tmp0.x = dot(%s, %s);\n",
2489             src_param.param_str, src_param.param_str);
2490     shader_glsl_append_dst(buffer, ins);
2491
2492     if (mask_size > 1)
2493     {
2494         shader_addline(buffer, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
2495                 mask_size, src_param.param_str);
2496     }
2497     else
2498     {
2499         shader_addline(buffer, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n",
2500                 src_param.param_str);
2501     }
2502 }
2503
2504 /** Process the WINED3DSIO_EXPP instruction in GLSL:
2505  * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
2506  *   dst.x = 2^(floor(src))
2507  *   dst.y = src - floor(src)
2508  *   dst.z = 2^src   (partial precision is allowed, but optional)
2509  *   dst.w = 1.0;
2510  * For 2.0 shaders, just do this (honoring writemask and swizzle):
2511  *   dst = 2^src;    (partial precision is allowed, but optional)
2512  */
2513 static void shader_glsl_expp(const struct wined3d_shader_instruction *ins)
2514 {
2515     struct glsl_src_param src_param;
2516
2517     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
2518
2519     if (ins->ctx->reg_maps->shader_version.major < 2)
2520     {
2521         char dst_mask[6];
2522
2523         shader_addline(ins->ctx->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
2524         shader_addline(ins->ctx->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
2525         shader_addline(ins->ctx->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
2526         shader_addline(ins->ctx->buffer, "tmp0.w = 1.0;\n");
2527
2528         shader_glsl_append_dst(ins->ctx->buffer, ins);
2529         shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2530         shader_addline(ins->ctx->buffer, "tmp0%s);\n", dst_mask);
2531     } else {
2532         DWORD write_mask;
2533         unsigned int mask_size;
2534
2535         write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2536         mask_size = shader_glsl_get_write_mask_size(write_mask);
2537
2538         if (mask_size > 1) {
2539             shader_addline(ins->ctx->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
2540         } else {
2541             shader_addline(ins->ctx->buffer, "exp2(%s));\n", src_param.param_str);
2542         }
2543     }
2544 }
2545
2546 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
2547 static void shader_glsl_rcp(const struct wined3d_shader_instruction *ins)
2548 {
2549     struct glsl_src_param src_param;
2550     DWORD write_mask;
2551     unsigned int mask_size;
2552
2553     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2554     mask_size = shader_glsl_get_write_mask_size(write_mask);
2555     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
2556
2557     if (mask_size > 1)
2558     {
2559         shader_addline(ins->ctx->buffer, "vec%u(1.0 / %s));\n",
2560                 mask_size, src_param.param_str);
2561     }
2562     else
2563     {
2564         shader_addline(ins->ctx->buffer, "1.0 / %s);\n",
2565                 src_param.param_str);
2566     }
2567 }
2568
2569 static void shader_glsl_rsq(const struct wined3d_shader_instruction *ins)
2570 {
2571     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2572     struct glsl_src_param src_param;
2573     DWORD write_mask;
2574     unsigned int mask_size;
2575
2576     write_mask = shader_glsl_append_dst(buffer, ins);
2577     mask_size = shader_glsl_get_write_mask_size(write_mask);
2578
2579     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
2580
2581     if (mask_size > 1)
2582     {
2583         shader_addline(buffer, "vec%u(inversesqrt(abs(%s))));\n",
2584                 mask_size, src_param.param_str);
2585     }
2586     else
2587     {
2588         shader_addline(buffer, "inversesqrt(abs(%s)));\n",
2589                 src_param.param_str);
2590     }
2591 }
2592
2593 /** Process signed comparison opcodes in GLSL. */
2594 static void shader_glsl_compare(const struct wined3d_shader_instruction *ins)
2595 {
2596     struct glsl_src_param src0_param;
2597     struct glsl_src_param src1_param;
2598     DWORD write_mask;
2599     unsigned int mask_size;
2600
2601     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2602     mask_size = shader_glsl_get_write_mask_size(write_mask);
2603     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2604     shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2605
2606     if (mask_size > 1) {
2607         const char *compare;
2608
2609         switch(ins->handler_idx)
2610         {
2611             case WINED3DSIH_SLT: compare = "lessThan"; break;
2612             case WINED3DSIH_SGE: compare = "greaterThanEqual"; break;
2613             default: compare = "";
2614                 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
2615         }
2616
2617         shader_addline(ins->ctx->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
2618                 src0_param.param_str, src1_param.param_str);
2619     } else {
2620         switch(ins->handler_idx)
2621         {
2622             case WINED3DSIH_SLT:
2623                 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
2624                  * to return 0.0 but step returns 1.0 because step is not < x
2625                  * An alternative is a bvec compare padded with an unused second component.
2626                  * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
2627                  * issue. Playing with not() is not possible either because not() does not accept
2628                  * a scalar.
2629                  */
2630                 shader_addline(ins->ctx->buffer, "(%s < %s) ? 1.0 : 0.0);\n",
2631                         src0_param.param_str, src1_param.param_str);
2632                 break;
2633             case WINED3DSIH_SGE:
2634                 /* Here we can use the step() function and safe a conditional */
2635                 shader_addline(ins->ctx->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
2636                 break;
2637             default:
2638                 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
2639         }
2640
2641     }
2642 }
2643
2644 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
2645 static void shader_glsl_cmp(const struct wined3d_shader_instruction *ins)
2646 {
2647     struct glsl_src_param src0_param;
2648     struct glsl_src_param src1_param;
2649     struct glsl_src_param src2_param;
2650     DWORD write_mask, cmp_channel = 0;
2651     unsigned int i, j;
2652     char mask_char[6];
2653     BOOL temp_destination = FALSE;
2654
2655     if (shader_is_scalar(&ins->src[0].reg))
2656     {
2657         write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2658
2659         shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2660         shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2661         shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2662
2663         shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
2664                        src0_param.param_str, src1_param.param_str, src2_param.param_str);
2665     } else {
2666         DWORD dst_mask = ins->dst[0].write_mask;
2667         struct wined3d_shader_dst_param dst = ins->dst[0];
2668
2669         /* Cycle through all source0 channels */
2670         for (i=0; i<4; i++) {
2671             write_mask = 0;
2672             /* Find the destination channels which use the current source0 channel */
2673             for (j=0; j<4; j++) {
2674                 if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2675                 {
2676                     write_mask |= WINED3DSP_WRITEMASK_0 << j;
2677                     cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2678                 }
2679             }
2680             dst.write_mask = dst_mask & write_mask;
2681
2682             /* Splitting the cmp instruction up in multiple lines imposes a problem:
2683             * The first lines may overwrite source parameters of the following lines.
2684             * Deal with that by using a temporary destination register if needed
2685             */
2686             if ((ins->src[0].reg.idx == ins->dst[0].reg.idx
2687                     && ins->src[0].reg.type == ins->dst[0].reg.type)
2688                     || (ins->src[1].reg.idx == ins->dst[0].reg.idx
2689                     && ins->src[1].reg.type == ins->dst[0].reg.type)
2690                     || (ins->src[2].reg.idx == ins->dst[0].reg.idx
2691                     && ins->src[2].reg.type == ins->dst[0].reg.type))
2692             {
2693                 write_mask = shader_glsl_get_write_mask(&dst, mask_char);
2694                 if (!write_mask) continue;
2695                 shader_addline(ins->ctx->buffer, "tmp0%s = (", mask_char);
2696                 temp_destination = TRUE;
2697             } else {
2698                 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2699                 if (!write_mask) continue;
2700             }
2701
2702             shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2703             shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2704             shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2705
2706             shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
2707                         src0_param.param_str, src1_param.param_str, src2_param.param_str);
2708         }
2709
2710         if(temp_destination) {
2711             shader_glsl_get_write_mask(&ins->dst[0], mask_char);
2712             shader_glsl_append_dst(ins->ctx->buffer, ins);
2713             shader_addline(ins->ctx->buffer, "tmp0%s);\n", mask_char);
2714         }
2715     }
2716
2717 }
2718
2719 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
2720 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
2721  * the compare is done per component of src0. */
2722 static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins)
2723 {
2724     struct wined3d_shader_dst_param dst;
2725     struct glsl_src_param src0_param;
2726     struct glsl_src_param src1_param;
2727     struct glsl_src_param src2_param;
2728     DWORD write_mask, cmp_channel = 0;
2729     unsigned int i, j;
2730     DWORD dst_mask;
2731     DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2732             ins->ctx->reg_maps->shader_version.minor);
2733
2734     if (shader_version < WINED3D_SHADER_VERSION(1, 4))
2735     {
2736         write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2737         shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2738         shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2739         shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2740
2741         /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
2742         if (ins->coissue)
2743         {
2744             shader_addline(ins->ctx->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
2745         } else {
2746             shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2747                     src0_param.param_str, src1_param.param_str, src2_param.param_str);
2748         }
2749         return;
2750     }
2751     /* Cycle through all source0 channels */
2752     dst_mask = ins->dst[0].write_mask;
2753     dst = ins->dst[0];
2754     for (i=0; i<4; i++) {
2755         write_mask = 0;
2756         /* Find the destination channels which use the current source0 channel */
2757         for (j=0; j<4; j++) {
2758             if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2759             {
2760                 write_mask |= WINED3DSP_WRITEMASK_0 << j;
2761                 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2762             }
2763         }
2764
2765         dst.write_mask = dst_mask & write_mask;
2766         write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2767         if (!write_mask) continue;
2768
2769         shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2770         shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2771         shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2772
2773         shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2774                 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2775     }
2776 }
2777
2778 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
2779 static void shader_glsl_mad(const struct wined3d_shader_instruction *ins)
2780 {
2781     struct glsl_src_param src0_param;
2782     struct glsl_src_param src1_param;
2783     struct glsl_src_param src2_param;
2784     DWORD write_mask;
2785
2786     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2787     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2788     shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2789     shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2790     shader_addline(ins->ctx->buffer, "(%s * %s) + %s);\n",
2791             src0_param.param_str, src1_param.param_str, src2_param.param_str);
2792 }
2793
2794 /* Handles transforming all WINED3DSIO_M?x? opcodes for
2795    Vertex shaders to GLSL codes */
2796 static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
2797 {
2798     int i;
2799     int nComponents = 0;
2800     struct wined3d_shader_dst_param tmp_dst = {{0}};
2801     struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2802     struct wined3d_shader_instruction tmp_ins;
2803
2804     memset(&tmp_ins, 0, sizeof(tmp_ins));
2805
2806     /* Set constants for the temporary argument */
2807     tmp_ins.ctx = ins->ctx;
2808     tmp_ins.dst_count = 1;
2809     tmp_ins.dst = &tmp_dst;
2810     tmp_ins.src_count = 2;
2811     tmp_ins.src = tmp_src;
2812
2813     switch(ins->handler_idx)
2814     {
2815         case WINED3DSIH_M4x4:
2816             nComponents = 4;
2817             tmp_ins.handler_idx = WINED3DSIH_DP4;
2818             break;
2819         case WINED3DSIH_M4x3:
2820             nComponents = 3;
2821             tmp_ins.handler_idx = WINED3DSIH_DP4;
2822             break;
2823         case WINED3DSIH_M3x4:
2824             nComponents = 4;
2825             tmp_ins.handler_idx = WINED3DSIH_DP3;
2826             break;
2827         case WINED3DSIH_M3x3:
2828             nComponents = 3;
2829             tmp_ins.handler_idx = WINED3DSIH_DP3;
2830             break;
2831         case WINED3DSIH_M3x2:
2832             nComponents = 2;
2833             tmp_ins.handler_idx = WINED3DSIH_DP3;
2834             break;
2835         default:
2836             break;
2837     }
2838
2839     tmp_dst = ins->dst[0];
2840     tmp_src[0] = ins->src[0];
2841     tmp_src[1] = ins->src[1];
2842     for (i = 0; i < nComponents; ++i)
2843     {
2844         tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2845         shader_glsl_dot(&tmp_ins);
2846         ++tmp_src[1].reg.idx;
2847     }
2848 }
2849
2850 /**
2851     The LRP instruction performs a component-wise linear interpolation
2852     between the second and third operands using the first operand as the
2853     blend factor.  Equation:  (dst = src2 + src0 * (src1 - src2))
2854     This is equivalent to mix(src2, src1, src0);
2855 */
2856 static void shader_glsl_lrp(const struct wined3d_shader_instruction *ins)
2857 {
2858     struct glsl_src_param src0_param;
2859     struct glsl_src_param src1_param;
2860     struct glsl_src_param src2_param;
2861     DWORD write_mask;
2862
2863     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2864
2865     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2866     shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2867     shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2868
2869     shader_addline(ins->ctx->buffer, "mix(%s, %s, %s));\n",
2870             src2_param.param_str, src1_param.param_str, src0_param.param_str);
2871 }
2872
2873 /** Process the WINED3DSIO_LIT instruction in GLSL:
2874  * dst.x = dst.w = 1.0
2875  * dst.y = (src0.x > 0) ? src0.x
2876  * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
2877  *                                        where src.w is clamped at +- 128
2878  */
2879 static void shader_glsl_lit(const struct wined3d_shader_instruction *ins)
2880 {
2881     struct glsl_src_param src0_param;
2882     struct glsl_src_param src1_param;
2883     struct glsl_src_param src3_param;
2884     char dst_mask[6];
2885
2886     shader_glsl_append_dst(ins->ctx->buffer, ins);
2887     shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2888
2889     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2890     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src1_param);
2891     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src3_param);
2892
2893     /* The sdk specifies the instruction like this
2894      * dst.x = 1.0;
2895      * if(src.x > 0.0) dst.y = src.x
2896      * else dst.y = 0.0.
2897      * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
2898      * else dst.z = 0.0;
2899      * dst.w = 1.0;
2900      * (where power = src.w clamped between -128 and 128)
2901      *
2902      * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
2903      * dst.x = 1.0                                  ... No further explanation needed
2904      * dst.y = max(src.y, 0.0);                     ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
2905      * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0;   ... 0 ^ power is 0, and otherwise we use y anyway
2906      * dst.w = 1.0.                                 ... Nothing fancy.
2907      *
2908      * So we still have one conditional in there. So do this:
2909      * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
2910      *
2911      * step(0.0, x) will return 1 if src.x > 0.0, and 0 otherwise. So if y is 0 we get pow(0.0 * 1.0, power),
2912      * which sets dst.z to 0. If y > 0, but x = 0.0, we get pow(y * 0.0, power), which results in 0 too.
2913      * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to.
2914      *
2915      * Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns
2916      * a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is
2917      * what all Windows HW drivers and GL_ARB_vertex_program's LIT do.
2918      */
2919     shader_addline(ins->ctx->buffer,
2920             "vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : "
2921             "pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
2922             src0_param.param_str, src3_param.param_str, src1_param.param_str,
2923             src0_param.param_str, src3_param.param_str, dst_mask);
2924 }
2925
2926 /** Process the WINED3DSIO_DST instruction in GLSL:
2927  * dst.x = 1.0
2928  * dst.y = src0.x * src0.y
2929  * dst.z = src0.z
2930  * dst.w = src1.w
2931  */
2932 static void shader_glsl_dst(const struct wined3d_shader_instruction *ins)
2933 {
2934     struct glsl_src_param src0y_param;
2935     struct glsl_src_param src0z_param;
2936     struct glsl_src_param src1y_param;
2937     struct glsl_src_param src1w_param;
2938     char dst_mask[6];
2939
2940     shader_glsl_append_dst(ins->ctx->buffer, ins);
2941     shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2942
2943     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src0y_param);
2944     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &src0z_param);
2945     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_1, &src1y_param);
2946     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_3, &src1w_param);
2947
2948     shader_addline(ins->ctx->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
2949             src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
2950 }
2951
2952 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
2953  * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
2954  * can handle it.  But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
2955  *
2956  * dst.x = cos(src0.?)
2957  * dst.y = sin(src0.?)
2958  * dst.z = dst.z
2959  * dst.w = dst.w
2960  */
2961 static void shader_glsl_sincos(const struct wined3d_shader_instruction *ins)
2962 {
2963     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2964     struct glsl_src_param src0_param;
2965     DWORD write_mask;
2966
2967     if (ins->ctx->reg_maps->shader_version.major < 4)
2968     {
2969         shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2970
2971         write_mask = shader_glsl_append_dst(buffer, ins);
2972         switch (write_mask)
2973         {
2974             case WINED3DSP_WRITEMASK_0:
2975                 shader_addline(buffer, "cos(%s));\n", src0_param.param_str);
2976                 break;
2977
2978             case WINED3DSP_WRITEMASK_1:
2979                 shader_addline(buffer, "sin(%s));\n", src0_param.param_str);
2980                 break;
2981
2982             case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
2983                 shader_addline(buffer, "vec2(cos(%s), sin(%s)));\n",
2984                         src0_param.param_str, src0_param.param_str);
2985                 break;
2986
2987             default:
2988                 ERR("Write mask should be .x, .y or .xy\n");
2989                 break;
2990         }
2991
2992         return;
2993     }
2994
2995     if (ins->dst[0].reg.type != WINED3DSPR_NULL)
2996     {
2997
2998         if (ins->dst[1].reg.type != WINED3DSPR_NULL)
2999         {
3000             char dst_mask[6];
3001
3002             write_mask = shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3003             shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3004             shader_addline(buffer, "tmp0%s = sin(%s);\n", dst_mask, src0_param.param_str);
3005
3006             write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1]);
3007             shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3008             shader_addline(buffer, "cos(%s));\n", src0_param.param_str);
3009
3010             shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
3011             shader_addline(buffer, "tmp0%s);\n", dst_mask);
3012         }
3013         else
3014         {
3015             write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
3016             shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3017             shader_addline(buffer, "sin(%s));\n", src0_param.param_str);
3018         }
3019     }
3020     else if (ins->dst[1].reg.type != WINED3DSPR_NULL)
3021     {
3022         write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1]);
3023         shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3024         shader_addline(buffer, "cos(%s));\n", src0_param.param_str);
3025     }
3026 }
3027
3028 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
3029  * here. But those extra parameters require a dedicated function for sgn, since map2gl would
3030  * generate invalid code
3031  */
3032 static void shader_glsl_sgn(const struct wined3d_shader_instruction *ins)
3033 {
3034     struct glsl_src_param src0_param;
3035     DWORD write_mask;
3036
3037     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3038     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3039
3040     shader_addline(ins->ctx->buffer, "sign(%s));\n", src0_param.param_str);
3041 }
3042
3043 /** Process the WINED3DSIO_LOOP instruction in GLSL:
3044  * Start a for() loop where src1.y is the initial value of aL,
3045  *  increment aL by src1.z for a total of src1.x iterations.
3046  *  Need to use a temporary variable for this operation.
3047  */
3048 /* FIXME: I don't think nested loops will work correctly this way. */
3049 static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
3050 {
3051     struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
3052     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3053     const struct wined3d_shader *shader = ins->ctx->shader;
3054     const struct wined3d_shader_lconst *constant;
3055     struct glsl_src_param src1_param;
3056     const DWORD *control_values = NULL;
3057
3058     if (ins->ctx->reg_maps->shader_version.major < 4)
3059     {
3060         shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
3061
3062         /* Try to hardcode the loop control parameters if possible. Direct3D 9
3063          * class hardware doesn't support real varying indexing, but Microsoft
3064          * designed this feature for Shader model 2.x+. If the loop control is
3065          * known at compile time, the GLSL compiler can unroll the loop, and
3066          * replace indirect addressing with direct addressing. */
3067         if (ins->src[1].reg.type == WINED3DSPR_CONSTINT)
3068         {
3069             LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
3070             {
3071                 if (constant->idx == ins->src[1].reg.idx)
3072                 {
3073                     control_values = constant->value;
3074                     break;
3075                 }
3076             }
3077         }
3078
3079         if (control_values)
3080         {
3081             struct wined3d_shader_loop_control loop_control;
3082             loop_control.count = control_values[0];
3083             loop_control.start = control_values[1];
3084             loop_control.step = (int)control_values[2];
3085
3086             if (loop_control.step > 0)
3087             {
3088                 shader_addline(buffer, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d)\n{\n",
3089                         loop_state->current_depth, loop_control.start,
3090                         loop_state->current_depth, loop_control.count, loop_control.step, loop_control.start,
3091                         loop_state->current_depth, loop_control.step);
3092             }
3093             else if (loop_control.step < 0)
3094             {
3095                 shader_addline(buffer, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d)\n{\n",
3096                         loop_state->current_depth, loop_control.start,
3097                         loop_state->current_depth, loop_control.count, loop_control.step, loop_control.start,
3098                         loop_state->current_depth, loop_control.step);
3099             }
3100             else
3101             {
3102                 shader_addline(buffer, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n",
3103                         loop_state->current_depth, loop_control.start, loop_state->current_depth,
3104                         loop_state->current_depth, loop_control.count,
3105                         loop_state->current_depth);
3106             }
3107         }
3108         else
3109         {
3110             shader_addline(buffer, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n",
3111                     loop_state->current_depth, loop_state->current_reg,
3112                     src1_param.reg_name, loop_state->current_depth, src1_param.reg_name,
3113                     loop_state->current_depth, loop_state->current_reg, src1_param.reg_name);
3114         }
3115
3116         ++loop_state->current_reg;
3117     }
3118     else
3119     {
3120         shader_addline(buffer, "for (;;)\n{\n");
3121     }
3122
3123     ++loop_state->current_depth;
3124 }
3125
3126 static void shader_glsl_end(const struct wined3d_shader_instruction *ins)
3127 {
3128     struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
3129
3130     shader_addline(ins->ctx->buffer, "}\n");
3131
3132     if (ins->handler_idx == WINED3DSIH_ENDLOOP)
3133     {
3134         --loop_state->current_depth;
3135         --loop_state->current_reg;
3136     }
3137
3138     if (ins->handler_idx == WINED3DSIH_ENDREP)
3139     {
3140         --loop_state->current_depth;
3141     }
3142 }
3143
3144 static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
3145 {
3146     const struct wined3d_shader *shader = ins->ctx->shader;
3147     struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
3148     const struct wined3d_shader_lconst *constant;
3149     struct glsl_src_param src0_param;
3150     const DWORD *control_values = NULL;
3151
3152     /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
3153     if (ins->src[0].reg.type == WINED3DSPR_CONSTINT)
3154     {
3155         LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
3156         {
3157             if (constant->idx == ins->src[0].reg.idx)
3158             {
3159                 control_values = constant->value;
3160                 break;
3161             }
3162         }
3163     }
3164
3165     if (control_values)
3166     {
3167         shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
3168                 loop_state->current_depth, loop_state->current_depth,
3169                 control_values[0], loop_state->current_depth);
3170     }
3171     else
3172     {
3173         shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
3174         shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
3175                 loop_state->current_depth, loop_state->current_depth,
3176                 src0_param.param_str, loop_state->current_depth);
3177     }
3178
3179     ++loop_state->current_depth;
3180 }
3181
3182 static void shader_glsl_if(const struct wined3d_shader_instruction *ins)
3183 {
3184     struct glsl_src_param src0_param;
3185
3186     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
3187     shader_addline(ins->ctx->buffer, "if (%s) {\n", src0_param.param_str);
3188 }
3189
3190 static void shader_glsl_ifc(const struct wined3d_shader_instruction *ins)
3191 {
3192     struct glsl_src_param src0_param;
3193     struct glsl_src_param src1_param;
3194
3195     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
3196     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
3197
3198     shader_addline(ins->ctx->buffer, "if (%s %s %s) {\n",
3199             src0_param.param_str, shader_glsl_get_rel_op(ins->flags), src1_param.param_str);
3200 }
3201
3202 static void shader_glsl_else(const struct wined3d_shader_instruction *ins)
3203 {
3204     shader_addline(ins->ctx->buffer, "} else {\n");
3205 }
3206
3207 static void shader_glsl_emit(const struct wined3d_shader_instruction *ins)
3208 {
3209     shader_addline(ins->ctx->buffer, "EmitVertex();\n");
3210 }
3211
3212 static void shader_glsl_break(const struct wined3d_shader_instruction *ins)
3213 {
3214     shader_addline(ins->ctx->buffer, "break;\n");
3215 }
3216
3217 /* FIXME: According to MSDN the compare is done per component. */
3218 static void shader_glsl_breakc(const struct wined3d_shader_instruction *ins)
3219 {
3220     struct glsl_src_param src0_param;
3221     struct glsl_src_param src1_param;
3222
3223     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
3224     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
3225
3226     shader_addline(ins->ctx->buffer, "if (%s %s %s) break;\n",
3227             src0_param.param_str, shader_glsl_get_rel_op(ins->flags), src1_param.param_str);
3228 }
3229
3230 static void shader_glsl_breakp(const struct wined3d_shader_instruction *ins)
3231 {
3232     struct glsl_src_param src_param;
3233
3234     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
3235     shader_addline(ins->ctx->buffer, "if (bool(%s)) break;\n", src_param.param_str);
3236 }
3237
3238 static void shader_glsl_label(const struct wined3d_shader_instruction *ins)
3239 {
3240     shader_addline(ins->ctx->buffer, "}\n");
3241     shader_addline(ins->ctx->buffer, "void subroutine%u () {\n",  ins->src[0].reg.idx);
3242 }
3243
3244 static void shader_glsl_call(const struct wined3d_shader_instruction *ins)
3245 {
3246     shader_addline(ins->ctx->buffer, "subroutine%u();\n", ins->src[0].reg.idx);
3247 }
3248
3249 static void shader_glsl_callnz(const struct wined3d_shader_instruction *ins)
3250 {
3251     struct glsl_src_param src1_param;
3252
3253     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
3254     shader_addline(ins->ctx->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, ins->src[0].reg.idx);
3255 }
3256
3257 static void shader_glsl_ret(const struct wined3d_shader_instruction *ins)
3258 {
3259     /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
3260      * function only suppresses the unhandled instruction warning
3261      */
3262 }
3263
3264 /*********************************************
3265  * Pixel Shader Specific Code begins here
3266  ********************************************/
3267 static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
3268 {
3269     const struct wined3d_shader *shader = ins->ctx->shader;
3270     struct wined3d_device *device = shader->device;
3271     DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
3272             ins->ctx->reg_maps->shader_version.minor);
3273     struct glsl_sample_function sample_function;
3274     const struct wined3d_texture *texture;
3275     DWORD sample_flags = 0;
3276     DWORD sampler_idx;
3277     DWORD mask = 0, swizzle;
3278
3279     /* 1.0-1.4: Use destination register as sampler source.
3280      * 2.0+: Use provided sampler source. */
3281     if (shader_version < WINED3D_SHADER_VERSION(2,0)) sampler_idx = ins->dst[0].reg.idx;
3282     else sampler_idx = ins->src[1].reg.idx;
3283     texture = device->stateBlock->state.textures[sampler_idx];
3284
3285     if (shader_version < WINED3D_SHADER_VERSION(1,4))
3286     {
3287         const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
3288         DWORD flags = (priv->cur_ps_args->tex_transform >> sampler_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
3289                 & WINED3D_PSARGS_TEXTRANSFORM_MASK;
3290         enum wined3d_sampler_texture_type sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3291
3292         /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
3293         if (flags & WINED3D_PSARGS_PROJECTED && sampler_type != WINED3DSTT_CUBE)
3294         {
3295             sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3296             switch (flags & ~WINED3D_PSARGS_PROJECTED)
3297             {
3298                 case WINED3D_TTFF_COUNT1:
3299                     FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
3300                     break;
3301                 case WINED3D_TTFF_COUNT2:
3302                     mask = WINED3DSP_WRITEMASK_1;
3303                     break;
3304                 case WINED3D_TTFF_COUNT3:
3305                     mask = WINED3DSP_WRITEMASK_2;
3306                     break;
3307                 case WINED3D_TTFF_COUNT4:
3308                 case WINED3D_TTFF_DISABLE:
3309                     mask = WINED3DSP_WRITEMASK_3;
3310                     break;
3311             }
3312         }
3313     }
3314     else if (shader_version < WINED3D_SHADER_VERSION(2,0))
3315     {
3316         enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
3317
3318         if (src_mod == WINED3DSPSM_DZ) {
3319             sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3320             mask = WINED3DSP_WRITEMASK_2;
3321         } else if (src_mod == WINED3DSPSM_DW) {
3322             sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3323             mask = WINED3DSP_WRITEMASK_3;
3324         }
3325     } else {
3326         if (ins->flags & WINED3DSI_TEXLD_PROJECT)
3327         {
3328             /* ps 2.0 texldp instruction always divides by the fourth component. */
3329             sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3330             mask = WINED3DSP_WRITEMASK_3;
3331         }
3332     }
3333
3334     if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
3335         sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
3336
3337     shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
3338     mask |= sample_function.coord_mask;
3339
3340     if (shader_version < WINED3D_SHADER_VERSION(2,0)) swizzle = WINED3DSP_NOSWIZZLE;
3341     else swizzle = ins->src[1].swizzle;
3342
3343     /* 1.0-1.3: Use destination register as coordinate source.
3344        1.4+: Use provided coordinate source register. */
3345     if (shader_version < WINED3D_SHADER_VERSION(1,4))
3346     {
3347         char coord_mask[6];
3348         shader_glsl_write_mask_to_str(mask, coord_mask);
3349         shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
3350                 "T%u%s", sampler_idx, coord_mask);
3351     }
3352     else
3353     {
3354         struct glsl_src_param coord_param;
3355         shader_glsl_add_src_param(ins, &ins->src[0], mask, &coord_param);
3356         if (ins->flags & WINED3DSI_TEXLD_BIAS)
3357         {
3358             struct glsl_src_param bias;
3359             shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &bias);
3360             shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, bias.param_str,
3361                     "%s", coord_param.param_str);
3362         } else {
3363             shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
3364                     "%s", coord_param.param_str);
3365         }
3366     }
3367 }
3368
3369 static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
3370 {
3371     const struct wined3d_shader *shader = ins->ctx->shader;
3372     struct wined3d_device *device = shader->device;
3373     const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3374     struct glsl_src_param coord_param, dx_param, dy_param;
3375     DWORD sample_flags = WINED3D_GLSL_SAMPLE_GRAD;
3376     struct glsl_sample_function sample_function;
3377     DWORD sampler_idx;
3378     DWORD swizzle = ins->src[1].swizzle;
3379     const struct wined3d_texture *texture;
3380
3381     if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4])
3382     {
3383         FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
3384         shader_glsl_tex(ins);
3385         return;
3386     }
3387
3388     sampler_idx = ins->src[1].reg.idx;
3389     texture = device->stateBlock->state.textures[sampler_idx];
3390     if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
3391         sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
3392
3393     shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
3394     shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
3395     shader_glsl_add_src_param(ins, &ins->src[2], sample_function.coord_mask, &dx_param);
3396     shader_glsl_add_src_param(ins, &ins->src[3], sample_function.coord_mask, &dy_param);
3397
3398     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, dx_param.param_str, dy_param.param_str, NULL,
3399                                 "%s", coord_param.param_str);
3400 }
3401
3402 static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
3403 {
3404     const struct wined3d_shader *shader = ins->ctx->shader;
3405     struct wined3d_device *device = shader->device;
3406     const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3407     struct glsl_src_param coord_param, lod_param;
3408     DWORD sample_flags = WINED3D_GLSL_SAMPLE_LOD;
3409     struct glsl_sample_function sample_function;
3410     DWORD sampler_idx;
3411     DWORD swizzle = ins->src[1].swizzle;
3412     const struct wined3d_texture *texture;
3413
3414     sampler_idx = ins->src[1].reg.idx;
3415     texture = device->stateBlock->state.textures[sampler_idx];
3416     if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
3417         sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
3418
3419     shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
3420     shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
3421
3422     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
3423
3424     if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4]
3425             && shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
3426     {
3427         /* Plain GLSL only supports Lod sampling functions in vertex shaders.
3428          * However, the NVIDIA drivers allow them in fragment shaders as well,
3429          * even without the appropriate extension. */
3430         WARN("Using %s in fragment shader.\n", sample_function.name);
3431     }
3432     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, lod_param.param_str,
3433             "%s", coord_param.param_str);
3434 }
3435
3436 static void shader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
3437 {
3438     /* FIXME: Make this work for more than just 2D textures */
3439     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3440     DWORD write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3441
3442     if (!(ins->ctx->reg_maps->shader_version.major == 1 && ins->ctx->reg_maps->shader_version.minor == 4))
3443     {
3444         char dst_mask[6];
3445
3446         shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3447         shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
3448                 ins->dst[0].reg.idx, dst_mask);
3449     }
3450     else
3451     {
3452         enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
3453         DWORD reg = ins->src[0].reg.idx;
3454         char dst_swizzle[6];
3455
3456         shader_glsl_get_swizzle(&ins->src[0], FALSE, write_mask, dst_swizzle);
3457
3458         if (src_mod == WINED3DSPSM_DZ)
3459         {
3460             unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
3461             struct glsl_src_param div_param;
3462
3463             shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &div_param);
3464
3465             if (mask_size > 1) {
3466                 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
3467             } else {
3468                 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
3469             }
3470         }
3471         else if (src_mod == WINED3DSPSM_DW)
3472         {
3473             unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
3474             struct glsl_src_param div_param;
3475
3476             shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &div_param);
3477
3478             if (mask_size > 1) {
3479                 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
3480             } else {
3481                 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
3482             }
3483         } else {
3484             shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
3485         }
3486     }
3487 }
3488
3489 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
3490  * Take a 3-component dot product of the TexCoord[dstreg] and src,
3491  * then perform a 1D texture lookup from stage dstregnum, place into dst. */
3492 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
3493 {
3494     DWORD sampler_idx = ins->dst[0].reg.idx;
3495     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3496     struct glsl_sample_function sample_function;
3497     struct glsl_src_param src0_param;
3498     UINT mask_size;
3499
3500     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3501
3502     /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
3503      * scalar, and projected sampling would require 4.
3504      *
3505      * It is a dependent read - not valid with conditional NP2 textures
3506      */
3507     shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3508     mask_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
3509
3510     switch(mask_size)
3511     {
3512         case 1:
3513             shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3514                     "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx, src0_param.param_str);
3515             break;
3516
3517         case 2:
3518             shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3519                     "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str);
3520             break;
3521
3522         case 3:
3523             shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3524                     "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str);
3525             break;
3526
3527         default:
3528             FIXME("Unexpected mask size %u\n", mask_size);
3529             break;
3530     }
3531 }
3532
3533 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
3534  * Take a 3-component dot product of the TexCoord[dstreg] and src. */
3535 static void shader_glsl_texdp3(const struct wined3d_shader_instruction *ins)
3536 {
3537     DWORD dstreg = ins->dst[0].reg.idx;
3538     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3539     struct glsl_src_param src0_param;
3540     DWORD dst_mask;
3541     unsigned int mask_size;
3542
3543     dst_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3544     mask_size = shader_glsl_get_write_mask_size(dst_mask);
3545     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3546
3547     if (mask_size > 1) {
3548         shader_addline(ins->ctx->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
3549     } else {
3550         shader_addline(ins->ctx->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
3551     }
3552 }
3553
3554 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
3555  * Calculate the depth as dst.x / dst.y   */
3556 static void shader_glsl_texdepth(const struct wined3d_shader_instruction *ins)
3557 {
3558     struct glsl_dst_param dst_param;
3559
3560     shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3561
3562     /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
3563      * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
3564      * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
3565      * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
3566      * >= 1.0 or < 0.0
3567      */
3568     shader_addline(ins->ctx->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
3569             dst_param.reg_name, dst_param.reg_name);
3570 }
3571
3572 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
3573  * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
3574  * Calculate tmp0.y = TexCoord[dstreg] . src.xyz;  (tmp0.x has already been calculated)
3575  * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
3576  */
3577 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction *ins)
3578 {
3579     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3580     DWORD dstreg = ins->dst[0].reg.idx;
3581     struct glsl_src_param src0_param;
3582
3583     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3584
3585     shader_addline(ins->ctx->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
3586     shader_addline(ins->ctx->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
3587 }
3588
3589 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
3590  * Calculate the 1st of a 2-row matrix multiplication. */
3591 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins)
3592 {
3593     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3594     DWORD reg = ins->dst[0].reg.idx;
3595     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3596     struct glsl_src_param src0_param;
3597
3598     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3599     shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3600 }
3601
3602 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
3603  * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
3604 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins)
3605 {
3606     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3607     DWORD reg = ins->dst[0].reg.idx;
3608     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3609     struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
3610     struct glsl_src_param src0_param;
3611
3612     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3613     shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx->current_row, reg, src0_param.param_str);
3614     tex_mx->texcoord_w[tex_mx->current_row++] = reg;
3615 }
3616
3617 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins)
3618 {
3619     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3620     DWORD reg = ins->dst[0].reg.idx;
3621     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3622     struct glsl_sample_function sample_function;
3623     struct glsl_src_param src0_param;
3624
3625     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3626     shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3627
3628     shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3629
3630     /* Sample the texture using the calculated coordinates */
3631     shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xy");
3632 }
3633
3634 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
3635  * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
3636 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins)
3637 {
3638     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3639     struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
3640     struct glsl_sample_function sample_function;
3641     struct glsl_src_param src0_param;
3642     DWORD reg = ins->dst[0].reg.idx;
3643
3644     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3645     shader_addline(ins->ctx->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3646
3647     /* Dependent read, not valid with conditional NP2 */
3648     shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3649
3650     /* Sample the texture using the calculated coordinates */
3651     shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3652
3653     tex_mx->current_row = 0;
3654 }
3655
3656 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
3657  * Perform the 3rd row of a 3x3 matrix multiply */
3658 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
3659 {
3660     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3661     struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
3662     struct glsl_src_param src0_param;
3663     char dst_mask[6];
3664     DWORD reg = ins->dst[0].reg.idx;
3665
3666     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3667
3668     shader_glsl_append_dst(ins->ctx->buffer, ins);
3669     shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3670     shader_addline(ins->ctx->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
3671
3672     tex_mx->current_row = 0;
3673 }
3674
3675 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
3676  * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3677 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins)
3678 {
3679     struct glsl_src_param src0_param;
3680     struct glsl_src_param src1_param;
3681     DWORD reg = ins->dst[0].reg.idx;
3682     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3683     struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
3684     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3685     struct glsl_sample_function sample_function;
3686     char coord_mask[6];
3687
3688     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3689     shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
3690
3691     /* Perform the last matrix multiply operation */
3692     shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3693     /* Reflection calculation */
3694     shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
3695
3696     /* Dependent read, not valid with conditional NP2 */
3697     shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3698     shader_glsl_write_mask_to_str(sample_function.coord_mask, coord_mask);
3699
3700     /* Sample the texture */
3701     shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE,
3702             NULL, NULL, NULL, "tmp0%s", coord_mask);
3703
3704     tex_mx->current_row = 0;
3705 }
3706
3707 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
3708  * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3709 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins)
3710 {
3711     DWORD reg = ins->dst[0].reg.idx;
3712     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3713     struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
3714     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3715     struct glsl_sample_function sample_function;
3716     struct glsl_src_param src0_param;
3717     char coord_mask[6];
3718
3719     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3720
3721     /* Perform the last matrix multiply operation */
3722     shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
3723
3724     /* Construct the eye-ray vector from w coordinates */
3725     shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
3726             tex_mx->texcoord_w[0], tex_mx->texcoord_w[1], reg);
3727     shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
3728
3729     /* Dependent read, not valid with conditional NP2 */
3730     shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3731     shader_glsl_write_mask_to_str(sample_function.coord_mask, coord_mask);
3732
3733     /* Sample the texture using the calculated coordinates */
3734     shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE,
3735             NULL, NULL, NULL, "tmp0%s", coord_mask);
3736
3737     tex_mx->current_row = 0;
3738 }
3739
3740 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
3741  * Apply a fake bump map transform.
3742  * texbem is pshader <= 1.3 only, this saves a few version checks
3743  */
3744 static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins)
3745 {
3746     const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
3747     struct glsl_sample_function sample_function;
3748     struct glsl_src_param coord_param;
3749     DWORD sampler_idx;
3750     DWORD mask;
3751     DWORD flags;
3752     char coord_mask[6];
3753
3754     sampler_idx = ins->dst[0].reg.idx;
3755     flags = (priv->cur_ps_args->tex_transform >> sampler_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
3756             & WINED3D_PSARGS_TEXTRANSFORM_MASK;
3757
3758     /* Dependent read, not valid with conditional NP2 */
3759     shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3760     mask = sample_function.coord_mask;
3761
3762     shader_glsl_write_mask_to_str(mask, coord_mask);
3763
3764     /* With projected textures, texbem only divides the static texture coord,
3765      * not the displacement, so we can't let GL handle this. */
3766     if (flags & WINED3D_PSARGS_PROJECTED)
3767     {
3768         DWORD div_mask=0;
3769         char coord_div_mask[3];
3770         switch (flags & ~WINED3D_PSARGS_PROJECTED)
3771         {
3772             case WINED3D_TTFF_COUNT1:
3773                 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
3774                 break;
3775             case WINED3D_TTFF_COUNT2:
3776                 div_mask = WINED3DSP_WRITEMASK_1;
3777                 break;
3778             case WINED3D_TTFF_COUNT3:
3779                 div_mask = WINED3DSP_WRITEMASK_2;
3780                 break;
3781             case WINED3D_TTFF_COUNT4:
3782             case WINED3D_TTFF_DISABLE:
3783                 div_mask = WINED3DSP_WRITEMASK_3;
3784                 break;
3785         }
3786         shader_glsl_write_mask_to_str(div_mask, coord_div_mask);
3787         shader_addline(ins->ctx->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
3788     }
3789
3790     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &coord_param);
3791
3792     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3793             "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
3794             coord_param.param_str, coord_mask);
3795
3796     if (ins->handler_idx == WINED3DSIH_TEXBEML)
3797     {
3798         struct glsl_src_param luminance_param;
3799         struct glsl_dst_param dst_param;
3800
3801         shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &luminance_param);
3802         shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3803
3804         shader_addline(ins->ctx->buffer, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
3805                 dst_param.reg_name, dst_param.mask_str,
3806                 luminance_param.param_str, sampler_idx, sampler_idx);
3807     }
3808 }
3809
3810 static void shader_glsl_bem(const struct wined3d_shader_instruction *ins)
3811 {
3812     struct glsl_src_param src0_param, src1_param;
3813     DWORD sampler_idx = ins->dst[0].reg.idx;
3814
3815     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
3816     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
3817
3818     shader_glsl_append_dst(ins->ctx->buffer, ins);
3819     shader_addline(ins->ctx->buffer, "%s + bumpenvmat%d * %s);\n",
3820             src0_param.param_str, sampler_idx, src1_param.param_str);
3821 }
3822
3823 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
3824  * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
3825 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
3826 {
3827     struct glsl_sample_function sample_function;
3828     struct glsl_src_param src0_param;
3829     DWORD sampler_idx = ins->dst[0].reg.idx;
3830
3831     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
3832
3833     shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3834     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3835             "%s.wx", src0_param.reg_name);
3836 }
3837
3838 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
3839  * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
3840 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
3841 {
3842     struct glsl_sample_function sample_function;
3843     struct glsl_src_param src0_param;
3844     DWORD sampler_idx = ins->dst[0].reg.idx;
3845
3846     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
3847
3848     shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3849     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3850             "%s.yz", src0_param.reg_name);
3851 }
3852
3853 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
3854  * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
3855 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins)
3856 {
3857     struct glsl_sample_function sample_function;
3858     struct glsl_src_param src0_param;
3859     DWORD sampler_idx = ins->dst[0].reg.idx;
3860
3861     /* Dependent read, not valid with conditional NP2 */
3862     shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3863     shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &src0_param);
3864
3865     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3866             "%s", src0_param.param_str);
3867 }
3868
3869 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
3870  * If any of the first 3 components are < 0, discard this pixel */
3871 static void shader_glsl_texkill(const struct wined3d_shader_instruction *ins)
3872 {
3873     struct glsl_dst_param dst_param;
3874
3875     /* The argument is a destination parameter, and no writemasks are allowed */
3876     shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3877     if (ins->ctx->reg_maps->shader_version.major >= 2)
3878     {
3879         /* 2.0 shaders compare all 4 components in texkill */
3880         shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
3881     } else {
3882         /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
3883          * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
3884          * 4 components are defined, only the first 3 are used
3885          */
3886         shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
3887     }
3888 }
3889
3890 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
3891  * dst = dot2(src0, src1) + src2 */
3892 static void shader_glsl_dp2add(const struct wined3d_shader_instruction *ins)
3893 {
3894     struct glsl_src_param src0_param;
3895     struct glsl_src_param src1_param;
3896     struct glsl_src_param src2_param;
3897     DWORD write_mask;
3898     unsigned int mask_size;
3899
3900     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3901     mask_size = shader_glsl_get_write_mask_size(write_mask);
3902
3903     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
3904     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
3905     shader_glsl_add_src_param(ins, &ins->src[2], WINED3DSP_WRITEMASK_0, &src2_param);
3906
3907     if (mask_size > 1) {
3908         shader_addline(ins->ctx->buffer, "vec%d(dot(%s, %s) + %s));\n",
3909                 mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str);
3910     } else {
3911         shader_addline(ins->ctx->buffer, "dot(%s, %s) + %s);\n",
3912                 src0_param.param_str, src1_param.param_str, src2_param.param_str);
3913     }
3914 }
3915
3916 static void shader_glsl_input_pack(const struct wined3d_shader *shader, struct wined3d_shader_buffer *buffer,
3917         const struct wined3d_shader_signature_element *input_signature,
3918         const struct wined3d_shader_reg_maps *reg_maps,
3919         enum vertexprocessing_mode vertexprocessing)
3920 {
3921     WORD map = reg_maps->input_registers;
3922     unsigned int i;
3923
3924     for (i = 0; map; map >>= 1, ++i)
3925     {
3926         const char *semantic_name;
3927         UINT semantic_idx;
3928         char reg_mask[6];
3929
3930         /* Unused */
3931         if (!(map & 1)) continue;
3932
3933         semantic_name = input_signature[i].semantic_name;
3934         semantic_idx = input_signature[i].semantic_idx;
3935         shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
3936
3937         if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
3938         {
3939             if (semantic_idx < 8 && vertexprocessing == pretransformed)
3940                 shader_addline(buffer, "ps_in[%u]%s = gl_TexCoord[%u]%s;\n",
3941                         shader->u.ps.input_reg_map[i], reg_mask, semantic_idx, reg_mask);
3942             else
3943                 shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3944                         shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
3945         }
3946         else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
3947         {
3948             if (!semantic_idx)
3949                 shader_addline(buffer, "ps_in[%u]%s = vec4(gl_Color)%s;\n",
3950                         shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
3951             else if (semantic_idx == 1)
3952                 shader_addline(buffer, "ps_in[%u]%s = vec4(gl_SecondaryColor)%s;\n",
3953                         shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
3954             else
3955                 shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3956                         shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
3957         }
3958         else
3959         {
3960             shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3961                     shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
3962         }
3963     }
3964 }
3965
3966 /*********************************************
3967  * Vertex Shader Specific Code begins here
3968  ********************************************/
3969
3970 static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry)
3971 {
3972     struct glsl_program_key key;
3973
3974     key.vshader = entry->vshader;
3975     key.pshader = entry->pshader;
3976     key.vs_args = entry->vs_args;
3977     key.ps_args = entry->ps_args;
3978
3979     if (wine_rb_put(&priv->program_lookup, &key, &entry->program_lookup_entry) == -1)
3980     {
3981         ERR("Failed to insert program entry.\n");
3982     }
3983 }
3984
3985 static struct glsl_shader_prog_link *get_glsl_program_entry(const struct shader_glsl_priv *priv,
3986         const struct wined3d_shader *vshader, const struct wined3d_shader *pshader,
3987         const struct vs_compile_args *vs_args, const struct ps_compile_args *ps_args)
3988 {
3989     struct wine_rb_entry *entry;
3990     struct glsl_program_key key;
3991
3992     key.vshader = vshader;
3993     key.pshader = pshader;
3994     key.vs_args = *vs_args;
3995     key.ps_args = *ps_args;
3996
3997     entry = wine_rb_get(&priv->program_lookup, &key);
3998     return entry ? WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry) : NULL;
3999 }
4000
4001 /* GL locking is done by the caller */
4002 static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const struct wined3d_gl_info *gl_info,
4003         struct glsl_shader_prog_link *entry)
4004 {
4005     struct glsl_program_key key;
4006
4007     key.vshader = entry->vshader;
4008     key.pshader = entry->pshader;
4009     key.vs_args = entry->vs_args;
4010     key.ps_args = entry->ps_args;
4011     wine_rb_remove(&priv->program_lookup, &key);
4012
4013     GL_EXTCALL(glDeleteObjectARB(entry->programId));
4014     if (entry->vshader) list_remove(&entry->vshader_entry);
4015     if (entry->pshader) list_remove(&entry->pshader_entry);
4016     HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations);
4017     HeapFree(GetProcessHeap(), 0, entry->puniformF_locations);
4018     HeapFree(GetProcessHeap(), 0, entry);
4019 }
4020
4021 static void handle_ps3_input(struct wined3d_shader_buffer *buffer,
4022         const struct wined3d_gl_info *gl_info, const DWORD *map,
4023         const struct wined3d_shader_signature_element *input_signature,
4024         const struct wined3d_shader_reg_maps *reg_maps_in,
4025         const struct wined3d_shader_signature_element *output_signature,
4026         const struct wined3d_shader_reg_maps *reg_maps_out)
4027 {
4028     unsigned int i, j;
4029     const char *semantic_name_in;
4030     UINT semantic_idx_in;
4031     DWORD *set;
4032     DWORD in_idx;
4033     unsigned int in_count = vec4_varyings(3, gl_info);
4034     char reg_mask[6];
4035     char destination[50];
4036     WORD input_map, output_map;
4037
4038     set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (in_count + 2));
4039
4040     input_map = reg_maps_in->input_registers;
4041     for (i = 0; input_map; input_map >>= 1, ++i)
4042     {
4043         if (!(input_map & 1)) continue;
4044
4045         in_idx = map[i];
4046         /* Declared, but not read register */
4047         if (in_idx == ~0U) continue;
4048         if (in_idx >= (in_count + 2))
4049         {
4050             FIXME("More input varyings declared than supported, expect issues.\n");
4051             continue;
4052         }
4053
4054         if (in_idx == in_count)
4055             sprintf(destination, "gl_FrontColor");
4056         else if (in_idx == in_count + 1)
4057             sprintf(destination, "gl_FrontSecondaryColor");
4058         else
4059             sprintf(destination, "ps_in[%u]", in_idx);
4060
4061         semantic_name_in = input_signature[i].semantic_name;
4062         semantic_idx_in = input_signature[i].semantic_idx;
4063         set[in_idx] = ~0U;
4064
4065         output_map = reg_maps_out->output_registers;
4066         for (j = 0; output_map; output_map >>= 1, ++j)
4067         {
4068             DWORD mask;
4069
4070             if (!(output_map & 1)
4071                     || semantic_idx_in != output_signature[j].semantic_idx
4072                     || strcmp(semantic_name_in, output_signature[j].semantic_name)
4073                     || !(mask = input_signature[i].mask & output_signature[j].mask))
4074                 continue;
4075
4076             set[in_idx] = mask;
4077             shader_glsl_write_mask_to_str(mask, reg_mask);
4078
4079             shader_addline(buffer, "%s%s = vs_out[%u]%s;\n",
4080                     destination, reg_mask, j, reg_mask);
4081         }
4082     }
4083
4084     for (i = 0; i < in_count + 2; ++i)
4085     {
4086         unsigned int size;
4087
4088         if (!set[i] || set[i] == WINED3DSP_WRITEMASK_ALL)
4089             continue;
4090
4091         if (set[i] == ~0U) set[i] = 0;
4092
4093         size = 0;
4094         if (!(set[i] & WINED3DSP_WRITEMASK_0)) reg_mask[size++] = 'x';
4095         if (!(set[i] & WINED3DSP_WRITEMASK_1)) reg_mask[size++] = 'y';
4096         if (!(set[i] & WINED3DSP_WRITEMASK_2)) reg_mask[size++] = 'z';
4097         if (!(set[i] & WINED3DSP_WRITEMASK_3)) reg_mask[size++] = 'w';
4098         reg_mask[size] = '\0';
4099
4100         if (i == in_count)
4101             sprintf(destination, "gl_FrontColor");
4102         else if (i == in_count + 1)
4103             sprintf(destination, "gl_FrontSecondaryColor");
4104         else
4105             sprintf(destination, "ps_in[%u]", i);
4106
4107         if (size == 1) shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
4108         else shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
4109     }
4110
4111     HeapFree(GetProcessHeap(), 0, set);
4112 }
4113
4114 /* GL locking is done by the caller */
4115 static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer *buffer,
4116         const struct wined3d_shader *vs, const struct wined3d_shader *ps,
4117         const struct wined3d_gl_info *gl_info)
4118 {
4119     GLhandleARB ret = 0;
4120     DWORD ps_major = ps ? ps->reg_maps.shader_version.major : 0;
4121     unsigned int i;
4122     const char *semantic_name;
4123     UINT semantic_idx;
4124     char reg_mask[6];
4125     const struct wined3d_shader_signature_element *output_signature = vs->output_signature;
4126     WORD map = vs->reg_maps.output_registers;
4127
4128     shader_buffer_clear(buffer);
4129
4130     shader_addline(buffer, "#version 120\n");
4131
4132     if (ps_major < 3)
4133     {
4134         shader_addline(buffer, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs->limits.packed_output);
4135
4136         for (i = 0; map; map >>= 1, ++i)
4137         {
4138             DWORD write_mask;
4139
4140             if (!(map & 1)) continue;
4141
4142             semantic_name = output_signature[i].semantic_name;
4143             semantic_idx = output_signature[i].semantic_idx;
4144             write_mask = output_signature[i].mask;
4145             shader_glsl_write_mask_to_str(write_mask, reg_mask);
4146
4147             if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
4148             {
4149                 if (!semantic_idx)
4150                     shader_addline(buffer, "gl_FrontColor%s = vs_out[%u]%s;\n",
4151                             reg_mask, i, reg_mask);
4152                 else if (semantic_idx == 1)
4153                     shader_addline(buffer, "gl_FrontSecondaryColor%s = vs_out[%u]%s;\n",
4154                             reg_mask, i, reg_mask);
4155             }
4156             else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION))
4157             {
4158                 shader_addline(buffer, "gl_Position%s = vs_out[%u]%s;\n",
4159                         reg_mask, i, reg_mask);
4160             }
4161             else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4162             {
4163                 if (semantic_idx < 8)
4164                 {
4165                     if (!(gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) || ps_major > 0)
4166                         write_mask |= WINED3DSP_WRITEMASK_3;
4167
4168                     shader_addline(buffer, "gl_TexCoord[%u]%s = vs_out[%u]%s;\n",
4169                             semantic_idx, reg_mask, i, reg_mask);
4170                     if (!(write_mask & WINED3DSP_WRITEMASK_3))
4171                         shader_addline(buffer, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx);
4172                 }
4173             }
4174             else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE))
4175             {
4176                 shader_addline(buffer, "gl_PointSize = vs_out[%u].%c;\n", i, reg_mask[1]);
4177             }
4178             else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
4179             {
4180                 shader_addline(buffer, "gl_FogFragCoord = clamp(vs_out[%u].%c, 0.0, 1.0);\n", i, reg_mask[1]);
4181             }
4182         }
4183         shader_addline(buffer, "}\n");
4184     }
4185     else
4186     {
4187         UINT in_count = min(vec4_varyings(ps_major, gl_info), ps->limits.packed_input);
4188         /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
4189         shader_addline(buffer, "varying vec4 ps_in[%u];\n", in_count);
4190         shader_addline(buffer, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs->limits.packed_output);
4191
4192         /* First, sort out position and point size. Those are not passed to the pixel shader */
4193         for (i = 0; map; map >>= 1, ++i)
4194         {
4195             if (!(map & 1)) continue;
4196
4197             semantic_name = output_signature[i].semantic_name;
4198             shader_glsl_write_mask_to_str(output_signature[i].mask, reg_mask);
4199
4200             if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION))
4201             {
4202                 shader_addline(buffer, "gl_Position%s = vs_out[%u]%s;\n",
4203                         reg_mask, i, reg_mask);
4204             }
4205             else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE))
4206             {
4207                 shader_addline(buffer, "gl_PointSize = vs_out[%u].%c;\n", i, reg_mask[1]);
4208             }
4209         }
4210
4211         /* Then, fix the pixel shader input */
4212         handle_ps3_input(buffer, gl_info, ps->u.ps.input_reg_map, ps->input_signature,
4213                 &ps->reg_maps, output_signature, &vs->reg_maps);
4214
4215         shader_addline(buffer, "}\n");
4216     }
4217
4218     ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
4219     checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
4220     shader_glsl_compile(gl_info, ret, buffer->buffer);
4221
4222     return ret;
4223 }
4224
4225 /* GL locking is done by the caller */
4226 static void hardcode_local_constants(const struct wined3d_shader *shader,
4227         const struct wined3d_gl_info *gl_info, GLhandleARB programId, const char *prefix)
4228 {
4229     const struct wined3d_shader_lconst *lconst;
4230     GLint tmp_loc;
4231     const float *value;
4232     char glsl_name[10];
4233
4234     LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
4235     {
4236         value = (const float *)lconst->value;
4237         snprintf(glsl_name, sizeof(glsl_name), "%s_lc%u", prefix, lconst->idx);
4238         tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4239         GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
4240     }
4241     checkGLcall("Hardcoding local constants");
4242 }
4243
4244 /* GL locking is done by the caller */
4245 static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context,
4246         struct wined3d_shader_buffer *buffer, const struct wined3d_shader *shader,
4247         const struct ps_compile_args *args, struct ps_np2fixup_info *np2fixup_info)
4248 {
4249     const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4250     const struct wined3d_gl_info *gl_info = context->gl_info;
4251     const DWORD *function = shader->function;
4252     struct shader_glsl_ctx_priv priv_ctx;
4253
4254     /* Create the hw GLSL shader object and assign it as the shader->prgId */
4255     GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
4256
4257     memset(&priv_ctx, 0, sizeof(priv_ctx));
4258     priv_ctx.cur_ps_args = args;
4259     priv_ctx.cur_np2fixup_info = np2fixup_info;
4260
4261     shader_addline(buffer, "#version 120\n");
4262
4263     if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
4264         shader_addline(buffer, "#extension GL_ARB_shader_bit_encoding : enable\n");
4265     if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
4266         shader_addline(buffer, "#extension GL_ARB_shader_texture_lod : enable\n");
4267     /* The spec says that it doesn't have to be explicitly enabled, but the
4268      * nvidia drivers write a warning if we don't do so. */
4269     if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
4270         shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
4271     if (gl_info->supported[EXT_GPU_SHADER4])
4272         shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
4273
4274     /* Base Declarations */
4275     shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
4276
4277     /* Pack 3.0 inputs */
4278     if (reg_maps->shader_version.major >= 3 && args->vp_mode != vertexshader)
4279         shader_glsl_input_pack(shader, buffer, shader->input_signature, reg_maps, args->vp_mode);
4280
4281     /* Base Shader Body */
4282     shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
4283
4284     /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
4285     if (reg_maps->shader_version.major < 2)
4286     {
4287         /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
4288         shader_addline(buffer, "gl_FragData[0] = R0;\n");
4289     }
4290
4291     if (args->srgb_correction)
4292     {
4293         shader_addline(buffer, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
4294         shader_addline(buffer, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
4295         shader_addline(buffer, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
4296         shader_addline(buffer, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
4297         shader_addline(buffer, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
4298         shader_addline(buffer, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
4299     }
4300     /* Pixel shader < 3.0 do not replace the fog stage.
4301      * This implements linear fog computation and blending.
4302      * TODO: non linear fog
4303      * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
4304      * -1/(e-s) and e/(e-s) respectively.
4305      */
4306     if (reg_maps->shader_version.major < 3)
4307     {
4308         switch(args->fog) {
4309             case FOG_OFF: break;
4310             case FOG_LINEAR:
4311                 shader_addline(buffer, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
4312                 shader_addline(buffer, "float fogend = gl_Fog.end * -fogstart;\n");
4313                 shader_addline(buffer, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
4314                 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4315                 break;
4316             case FOG_EXP:
4317                 /* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
4318                 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
4319                 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
4320                 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4321                 break;
4322             case FOG_EXP2:
4323                 /* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
4324                 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
4325                 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
4326                 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4327                 break;
4328         }
4329     }
4330
4331     shader_addline(buffer, "}\n");
4332
4333     TRACE("Compiling shader object %u\n", shader_obj);
4334     shader_glsl_compile(gl_info, shader_obj, buffer->buffer);
4335
4336     /* Store the shader object */
4337     return shader_obj;
4338 }
4339
4340 /* GL locking is done by the caller */
4341 static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context,
4342         struct wined3d_shader_buffer *buffer, const struct wined3d_shader *shader,
4343         const struct vs_compile_args *args)
4344 {
4345     const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4346     const struct wined3d_gl_info *gl_info = context->gl_info;
4347     const DWORD *function = shader->function;
4348     struct shader_glsl_ctx_priv priv_ctx;
4349
4350     /* Create the hw GLSL shader program and assign it as the shader->prgId */
4351     GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
4352
4353     shader_addline(buffer, "#version 120\n");
4354
4355     if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
4356         shader_addline(buffer, "#extension GL_ARB_shader_bit_encoding : enable\n");
4357     if (gl_info->supported[EXT_GPU_SHADER4])
4358         shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
4359
4360     memset(&priv_ctx, 0, sizeof(priv_ctx));
4361     priv_ctx.cur_vs_args = args;
4362
4363     /* Base Declarations */
4364     shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
4365
4366     /* Base Shader Body */
4367     shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
4368
4369     /* Unpack outputs */
4370     shader_addline(buffer, "order_ps_input(vs_out);\n");
4371
4372     /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
4373      * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
4374      * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
4375      * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
4376      */
4377     if (args->fog_src == VS_FOG_Z)
4378         shader_addline(buffer, "gl_FogFragCoord = gl_Position.z;\n");
4379     else if (!reg_maps->fog)
4380         shader_addline(buffer, "gl_FogFragCoord = 0.0;\n");
4381
4382     /* We always store the clipplanes without y inversion */
4383     if (args->clip_enabled)
4384         shader_addline(buffer, "gl_ClipVertex = gl_Position;\n");
4385
4386     /* Write the final position.
4387      *
4388      * OpenGL coordinates specify the center of the pixel while d3d coords specify
4389      * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
4390      * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
4391      * contains 1.0 to allow a mad.
4392      */
4393     shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
4394     shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
4395
4396     /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
4397      *
4398      * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
4399      * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
4400      * which is the same as z = z * 2 - w.
4401      */
4402     shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
4403
4404     shader_addline(buffer, "}\n");
4405
4406     TRACE("Compiling shader object %u\n", shader_obj);
4407     shader_glsl_compile(gl_info, shader_obj, buffer->buffer);
4408
4409     return shader_obj;
4410 }
4411
4412 static GLhandleARB find_glsl_pshader(const struct wined3d_context *context,
4413         struct wined3d_shader_buffer *buffer, struct wined3d_shader *shader,
4414         const struct ps_compile_args *args, const struct ps_np2fixup_info **np2fixup_info)
4415 {
4416     struct wined3d_state *state = &shader->device->stateBlock->state;
4417     struct glsl_ps_compiled_shader *gl_shaders, *new_array;
4418     struct glsl_shader_private *shader_data;
4419     struct ps_np2fixup_info *np2fixup;
4420     UINT i;
4421     DWORD new_size;
4422     GLhandleARB ret;
4423
4424     if (!shader->backend_data)
4425     {
4426         shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4427         if (!shader->backend_data)
4428         {
4429             ERR("Failed to allocate backend data.\n");
4430             return 0;
4431         }
4432     }
4433     shader_data = shader->backend_data;
4434     gl_shaders = shader_data->gl_shaders.ps;
4435
4436     /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4437      * so a linear search is more performant than a hashmap or a binary search
4438      * (cache coherency etc)
4439      */
4440     for (i = 0; i < shader_data->num_gl_shaders; ++i)
4441     {
4442         if (!memcmp(&gl_shaders[i].args, args, sizeof(*args)))
4443         {
4444             if (args->np2_fixup)
4445                 *np2fixup_info = &gl_shaders[i].np2fixup;
4446             return gl_shaders[i].prgId;
4447         }
4448     }
4449
4450     TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
4451     if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4452         if (shader_data->num_gl_shaders)
4453         {
4454             new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4455             new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders.ps,
4456                     new_size * sizeof(*gl_shaders));
4457         }
4458         else
4459         {
4460             new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders));
4461             new_size = 1;
4462         }
4463
4464         if(!new_array) {
4465             ERR("Out of memory\n");
4466             return 0;
4467         }
4468         shader_data->gl_shaders.ps = new_array;
4469         shader_data->shader_array_size = new_size;
4470         gl_shaders = new_array;
4471     }
4472
4473     gl_shaders[shader_data->num_gl_shaders].args = *args;
4474
4475     np2fixup = &gl_shaders[shader_data->num_gl_shaders].np2fixup;
4476     memset(np2fixup, 0, sizeof(*np2fixup));
4477     *np2fixup_info = args->np2_fixup ? np2fixup : NULL;
4478
4479     pixelshader_update_samplers(&shader->reg_maps, state->textures);
4480
4481     shader_buffer_clear(buffer);
4482     ret = shader_glsl_generate_pshader(context, buffer, shader, args, np2fixup);
4483     gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
4484
4485     return ret;
4486 }
4487
4488 static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const struct vs_compile_args *new,
4489                                  const DWORD use_map) {
4490     if((stored->swizzle_map & use_map) != new->swizzle_map) return FALSE;
4491     if((stored->clip_enabled) != new->clip_enabled) return FALSE;
4492     return stored->fog_src == new->fog_src;
4493 }
4494
4495 static GLhandleARB find_glsl_vshader(const struct wined3d_context *context,
4496         struct wined3d_shader_buffer *buffer, struct wined3d_shader *shader,
4497         const struct vs_compile_args *args)
4498 {
4499     UINT i;
4500     DWORD new_size;
4501     DWORD use_map = shader->device->strided_streams.use_map;
4502     struct glsl_vs_compiled_shader *gl_shaders, *new_array;
4503     struct glsl_shader_private *shader_data;
4504     GLhandleARB ret;
4505
4506     if (!shader->backend_data)
4507     {
4508         shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4509         if (!shader->backend_data)
4510         {
4511             ERR("Failed to allocate backend data.\n");
4512             return 0;
4513         }
4514     }
4515     shader_data = shader->backend_data;
4516     gl_shaders = shader_data->gl_shaders.vs;
4517
4518     /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4519      * so a linear search is more performant than a hashmap or a binary search
4520      * (cache coherency etc)
4521      */
4522     for (i = 0; i < shader_data->num_gl_shaders; ++i)
4523     {
4524         if (vs_args_equal(&gl_shaders[i].args, args, use_map))
4525             return gl_shaders[i].prgId;
4526     }
4527
4528     TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
4529
4530     if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4531         if (shader_data->num_gl_shaders)
4532         {
4533             new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4534             new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders.vs,
4535                     new_size * sizeof(*gl_shaders));
4536         }
4537         else
4538         {
4539             new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders));
4540             new_size = 1;
4541         }
4542
4543         if(!new_array) {
4544             ERR("Out of memory\n");
4545             return 0;
4546         }
4547         shader_data->gl_shaders.vs = new_array;
4548         shader_data->shader_array_size = new_size;
4549         gl_shaders = new_array;
4550     }
4551
4552     gl_shaders[shader_data->num_gl_shaders].args = *args;
4553
4554     shader_buffer_clear(buffer);
4555     ret = shader_glsl_generate_vshader(context, buffer, shader, args);
4556     gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
4557
4558     return ret;
4559 }
4560
4561 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
4562  * It sets the programId on the current StateBlock (because it should be called
4563  * inside of the DrawPrimitive() part of the render loop).
4564  *
4565  * If a program for the given combination does not exist, create one, and store
4566  * the program in the hash table.  If it creates a program, it will link the
4567  * given objects, too.
4568  */
4569
4570 /* GL locking is done by the caller */
4571 static void set_glsl_shader_program(const struct wined3d_context *context,
4572         struct wined3d_device *device, BOOL use_ps, BOOL use_vs)
4573 {
4574     const struct wined3d_state *state = &device->stateBlock->state;
4575     struct wined3d_shader *vshader = use_vs ? state->vertex_shader : NULL;
4576     struct wined3d_shader *pshader = use_ps ? state->pixel_shader : NULL;
4577     const struct wined3d_gl_info *gl_info = context->gl_info;
4578     struct shader_glsl_priv *priv = device->shader_priv;
4579     struct glsl_shader_prog_link *entry    = NULL;
4580     GLhandleARB programId                  = 0;
4581     GLhandleARB reorder_shader_id          = 0;
4582     unsigned int i;
4583     char glsl_name[10];
4584     struct ps_compile_args ps_compile_args;
4585     struct vs_compile_args vs_compile_args;
4586
4587     if (vshader) find_vs_compile_args(state, vshader, &vs_compile_args);
4588     if (pshader) find_ps_compile_args(state, pshader, &ps_compile_args);
4589
4590     entry = get_glsl_program_entry(priv, vshader, pshader, &vs_compile_args, &ps_compile_args);
4591     if (entry)
4592     {
4593         priv->glsl_program = entry;
4594         return;
4595     }
4596
4597     /* If we get to this point, then no matching program exists, so we create one */
4598     programId = GL_EXTCALL(glCreateProgramObjectARB());
4599     TRACE("Created new GLSL shader program %u\n", programId);
4600
4601     /* Create the entry */
4602     entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
4603     entry->programId = programId;
4604     entry->vshader = vshader;
4605     entry->pshader = pshader;
4606     entry->vs_args = vs_compile_args;
4607     entry->ps_args = ps_compile_args;
4608     entry->constant_version = 0;
4609     entry->np2Fixup_info = NULL;
4610     /* Add the hash table entry */
4611     add_glsl_program_entry(priv, entry);
4612
4613     /* Set the current program */
4614     priv->glsl_program = entry;
4615
4616     /* Attach GLSL vshader */
4617     if (vshader)
4618     {
4619         GLhandleARB vshader_id = find_glsl_vshader(context, &priv->shader_buffer, vshader, &vs_compile_args);
4620         WORD map = vshader->reg_maps.input_registers;
4621         char tmp_name[10];
4622
4623         reorder_shader_id = generate_param_reorder_function(&priv->shader_buffer, vshader, pshader, gl_info);
4624         TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
4625         GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
4626         checkGLcall("glAttachObjectARB");
4627         /* Flag the reorder function for deletion, then it will be freed automatically when the program
4628          * is destroyed
4629          */
4630         GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
4631
4632         TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
4633         GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
4634         checkGLcall("glAttachObjectARB");
4635
4636         /* Bind vertex attributes to a corresponding index number to match
4637          * the same index numbers as ARB_vertex_programs (makes loading
4638          * vertex attributes simpler).  With this method, we can use the
4639          * exact same code to load the attributes later for both ARB and
4640          * GLSL shaders.
4641          *
4642          * We have to do this here because we need to know the Program ID
4643          * in order to make the bindings work, and it has to be done prior
4644          * to linking the GLSL program. */
4645         for (i = 0; map; map >>= 1, ++i)
4646         {
4647             if (!(map & 1)) continue;
4648
4649             snprintf(tmp_name, sizeof(tmp_name), "vs_in%u", i);
4650             GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
4651         }
4652         checkGLcall("glBindAttribLocationARB");
4653
4654         list_add_head(&vshader->linked_programs, &entry->vshader_entry);
4655     }
4656
4657     /* Attach GLSL pshader */
4658     if (pshader)
4659     {
4660         GLhandleARB pshader_id = find_glsl_pshader(context, &priv->shader_buffer,
4661                 pshader, &ps_compile_args, &entry->np2Fixup_info);
4662         TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
4663         GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
4664         checkGLcall("glAttachObjectARB");
4665
4666         list_add_head(&pshader->linked_programs, &entry->pshader_entry);
4667     }
4668
4669     /* Link the program */
4670     TRACE("Linking GLSL shader program %u\n", programId);
4671     GL_EXTCALL(glLinkProgramARB(programId));
4672     shader_glsl_validate_link(gl_info, programId);
4673
4674     entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0,
4675             sizeof(GLhandleARB) * gl_info->limits.glsl_vs_float_constants);
4676     for (i = 0; i < gl_info->limits.glsl_vs_float_constants; ++i)
4677     {
4678         snprintf(glsl_name, sizeof(glsl_name), "vs_c[%u]", i);
4679         entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4680     }
4681     for (i = 0; i < MAX_CONST_I; ++i)
4682     {
4683         snprintf(glsl_name, sizeof(glsl_name), "vs_i[%u]", i);
4684         entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4685     }
4686     entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0,
4687             sizeof(GLhandleARB) * gl_info->limits.glsl_ps_float_constants);
4688     for (i = 0; i < gl_info->limits.glsl_ps_float_constants; ++i)
4689     {
4690         snprintf(glsl_name, sizeof(glsl_name), "ps_c[%u]", i);
4691         entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4692     }
4693     for (i = 0; i < MAX_CONST_I; ++i)
4694     {
4695         snprintf(glsl_name, sizeof(glsl_name), "ps_i[%u]", i);
4696         entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4697     }
4698
4699     if(pshader) {
4700         char name[32];
4701
4702         for(i = 0; i < MAX_TEXTURES; i++) {
4703             sprintf(name, "bumpenvmat%u", i);
4704             entry->bumpenvmat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4705             sprintf(name, "luminancescale%u", i);
4706             entry->luminancescale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4707             sprintf(name, "luminanceoffset%u", i);
4708             entry->luminanceoffset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4709         }
4710
4711         if (ps_compile_args.np2_fixup)
4712         {
4713             if (entry->np2Fixup_info)
4714                 entry->np2Fixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ps_samplerNP2Fixup"));
4715             else
4716                 FIXME("NP2 texcoord fixup needed for this pixelshader, but no fixup uniform found.\n");
4717         }
4718     }
4719
4720     entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
4721     entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
4722     checkGLcall("Find glsl program uniform locations");
4723
4724     if (pshader && pshader->reg_maps.shader_version.major >= 3
4725             && pshader->u.ps.declared_in_count > vec4_varyings(3, gl_info))
4726     {
4727         TRACE("Shader %d needs vertex color clamping disabled\n", programId);
4728         entry->vertex_color_clamp = GL_FALSE;
4729     } else {
4730         entry->vertex_color_clamp = GL_FIXED_ONLY_ARB;
4731     }
4732
4733     /* Set the shader to allow uniform loading on it */
4734     GL_EXTCALL(glUseProgramObjectARB(programId));
4735     checkGLcall("glUseProgramObjectARB(programId)");
4736
4737     /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
4738      * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
4739      * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
4740      * vertex shader with fixed function pixel processing is used we make sure that the card
4741      * supports enough samplers to allow the max number of vertex samplers with all possible
4742      * fixed function fragment processing setups. So once the program is linked these samplers
4743      * won't change.
4744      */
4745     if (vshader) shader_glsl_load_vsamplers(gl_info, device->texUnitMap, programId);
4746     if (pshader) shader_glsl_load_psamplers(gl_info, device->texUnitMap, programId);
4747
4748     /* If the local constants do not have to be loaded with the environment constants,
4749      * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
4750      * later
4751      */
4752     if (pshader && !pshader->load_local_constsF)
4753         hardcode_local_constants(pshader, gl_info, programId, "ps");
4754     if (vshader && !vshader->load_local_constsF)
4755         hardcode_local_constants(vshader, gl_info, programId, "vs");
4756 }
4757
4758 /* GL locking is done by the caller */
4759 static GLhandleARB create_glsl_blt_shader(const struct wined3d_gl_info *gl_info, enum tex_types tex_type, BOOL masked)
4760 {
4761     GLhandleARB program_id;
4762     GLhandleARB vshader_id, pshader_id;
4763     const char *blt_pshader;
4764
4765     static const char *blt_vshader =
4766         "#version 120\n"
4767         "void main(void)\n"
4768         "{\n"
4769         "    gl_Position = gl_Vertex;\n"
4770         "    gl_FrontColor = vec4(1.0);\n"
4771         "    gl_TexCoord[0] = gl_MultiTexCoord0;\n"
4772         "}\n";
4773
4774     static const char * const blt_pshaders_full[tex_type_count] =
4775     {
4776         /* tex_1d */
4777         NULL,
4778         /* tex_2d */
4779         "#version 120\n"
4780         "uniform sampler2D sampler;\n"
4781         "void main(void)\n"
4782         "{\n"
4783         "    gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4784         "}\n",
4785         /* tex_3d */
4786         NULL,
4787         /* tex_cube */
4788         "#version 120\n"
4789         "uniform samplerCube sampler;\n"
4790         "void main(void)\n"
4791         "{\n"
4792         "    gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4793         "}\n",
4794         /* tex_rect */
4795         "#version 120\n"
4796         "#extension GL_ARB_texture_rectangle : enable\n"
4797         "uniform sampler2DRect sampler;\n"
4798         "void main(void)\n"
4799         "{\n"
4800         "    gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4801         "}\n",
4802     };
4803
4804     static const char * const blt_pshaders_masked[tex_type_count] =
4805     {
4806         /* tex_1d */
4807         NULL,
4808         /* tex_2d */
4809         "#version 120\n"
4810         "uniform sampler2D sampler;\n"
4811         "uniform vec4 mask;\n"
4812         "void main(void)\n"
4813         "{\n"
4814         "    if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4815         "    gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4816         "}\n",
4817         /* tex_3d */
4818         NULL,
4819         /* tex_cube */
4820         "#version 120\n"
4821         "uniform samplerCube sampler;\n"
4822         "uniform vec4 mask;\n"
4823         "void main(void)\n"
4824         "{\n"
4825         "    if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4826         "    gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4827         "}\n",
4828         /* tex_rect */
4829         "#version 120\n"
4830         "#extension GL_ARB_texture_rectangle : enable\n"
4831         "uniform sampler2DRect sampler;\n"
4832         "uniform vec4 mask;\n"
4833         "void main(void)\n"
4834         "{\n"
4835         "    if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4836         "    gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4837         "}\n",
4838     };
4839
4840     blt_pshader = masked ? blt_pshaders_masked[tex_type] : blt_pshaders_full[tex_type];
4841     if (!blt_pshader)
4842     {
4843         FIXME("tex_type %#x not supported\n", tex_type);
4844         return 0;
4845     }
4846
4847     vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
4848     shader_glsl_compile(gl_info, vshader_id, blt_vshader);
4849
4850     pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
4851     shader_glsl_compile(gl_info, pshader_id, blt_pshader);
4852
4853     program_id = GL_EXTCALL(glCreateProgramObjectARB());
4854     GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
4855     GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
4856     GL_EXTCALL(glLinkProgramARB(program_id));
4857
4858     shader_glsl_validate_link(gl_info, program_id);
4859
4860     /* Once linked we can mark the shaders for deletion. They will be deleted once the program
4861      * is destroyed
4862      */
4863     GL_EXTCALL(glDeleteObjectARB(vshader_id));
4864     GL_EXTCALL(glDeleteObjectARB(pshader_id));
4865     return program_id;
4866 }
4867
4868 /* GL locking is done by the caller */
4869 static void shader_glsl_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
4870 {
4871     const struct wined3d_gl_info *gl_info = context->gl_info;
4872     struct wined3d_device *device = context->swapchain->device;
4873     struct shader_glsl_priv *priv = device->shader_priv;
4874     GLhandleARB program_id = 0;
4875     GLenum old_vertex_color_clamp, current_vertex_color_clamp;
4876
4877     old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
4878
4879     if (useVS || usePS) set_glsl_shader_program(context, device, usePS, useVS);
4880     else priv->glsl_program = NULL;
4881
4882     current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
4883
4884     if (old_vertex_color_clamp != current_vertex_color_clamp)
4885     {
4886         if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4887         {
4888             GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp));
4889             checkGLcall("glClampColorARB");
4890         }
4891         else
4892         {
4893             FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4894         }
4895     }
4896
4897     program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
4898     if (program_id) TRACE("Using GLSL program %u\n", program_id);
4899     GL_EXTCALL(glUseProgramObjectARB(program_id));
4900     checkGLcall("glUseProgramObjectARB");
4901
4902     /* In case that NP2 texcoord fixup data is found for the selected program, trigger a reload of the
4903      * constants. This has to be done because it can't be guaranteed that sampler() (from state.c) is
4904      * called between selecting the shader and using it, which results in wrong fixup for some frames. */
4905     if (priv->glsl_program && priv->glsl_program->np2Fixup_info)
4906     {
4907         shader_glsl_load_np2fixup_constants(priv, gl_info, &device->stateBlock->state);
4908     }
4909 }
4910
4911 /* GL locking is done by the caller */
4912 static void shader_glsl_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
4913         enum tex_types tex_type, const SIZE *ds_mask_size)
4914 {
4915     BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
4916     struct shader_glsl_priv *priv = shader_priv;
4917     GLhandleARB *blt_program;
4918     GLint loc;
4919
4920     blt_program = masked ? &priv->depth_blt_program_masked[tex_type] : &priv->depth_blt_program_full[tex_type];
4921     if (!*blt_program)
4922     {
4923         *blt_program = create_glsl_blt_shader(gl_info, tex_type, masked);
4924         loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "sampler"));
4925         GL_EXTCALL(glUseProgramObjectARB(*blt_program));
4926         GL_EXTCALL(glUniform1iARB(loc, 0));
4927     }
4928     else
4929     {
4930         GL_EXTCALL(glUseProgramObjectARB(*blt_program));
4931     }
4932
4933     if (masked)
4934     {
4935         loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "mask"));
4936         GL_EXTCALL(glUniform4fARB(loc, 0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy));
4937     }
4938 }
4939
4940 /* GL locking is done by the caller */
4941 static void shader_glsl_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info)
4942 {
4943     struct shader_glsl_priv *priv = shader_priv;
4944     GLhandleARB program_id;
4945
4946     program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
4947     if (program_id) TRACE("Using GLSL program %u\n", program_id);
4948
4949     GL_EXTCALL(glUseProgramObjectARB(program_id));
4950     checkGLcall("glUseProgramObjectARB");
4951 }
4952
4953 static void shader_glsl_destroy(struct wined3d_shader *shader)
4954 {
4955     struct glsl_shader_private *shader_data = shader->backend_data;
4956     struct wined3d_device *device = shader->device;
4957     struct shader_glsl_priv *priv = device->shader_priv;
4958     const struct wined3d_gl_info *gl_info;
4959     const struct list *linked_programs;
4960     struct wined3d_context *context;
4961
4962     if (!shader_data || !shader_data->num_gl_shaders)
4963     {
4964         HeapFree(GetProcessHeap(), 0, shader_data);
4965         shader->backend_data = NULL;
4966         return;
4967     }
4968
4969     context = context_acquire(device, NULL);
4970     gl_info = context->gl_info;
4971
4972     if (priv->glsl_program && (priv->glsl_program->vshader == shader
4973             || priv->glsl_program->pshader == shader))
4974     {
4975         ENTER_GL();
4976         shader_glsl_select(context, FALSE, FALSE);
4977         LEAVE_GL();
4978     }
4979
4980     TRACE("Deleting linked programs.\n");
4981     linked_programs = &shader->linked_programs;
4982     if (linked_programs->next)
4983     {
4984         struct glsl_shader_prog_link *entry, *entry2;
4985         UINT i;
4986
4987         ENTER_GL();
4988
4989         switch (shader->reg_maps.shader_version.type)
4990         {
4991             case WINED3D_SHADER_TYPE_PIXEL:
4992             {
4993                 struct glsl_ps_compiled_shader *gl_shaders = shader_data->gl_shaders.ps;
4994
4995                 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
4996                         struct glsl_shader_prog_link, pshader_entry)
4997                 {
4998                     delete_glsl_program_entry(priv, gl_info, entry);
4999                 }
5000
5001                 for (i = 0; i < shader_data->num_gl_shaders; ++i)
5002                 {
5003                     TRACE("Deleting pixel shader %u.\n", gl_shaders[i].prgId);
5004                     GL_EXTCALL(glDeleteObjectARB(gl_shaders[i].prgId));
5005                     checkGLcall("glDeleteObjectARB");
5006                 }
5007                 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders.ps);
5008
5009                 break;
5010             }
5011
5012             case WINED3D_SHADER_TYPE_VERTEX:
5013             {
5014                 struct glsl_vs_compiled_shader *gl_shaders = shader_data->gl_shaders.vs;
5015
5016                 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
5017                         struct glsl_shader_prog_link, vshader_entry)
5018                 {
5019                     delete_glsl_program_entry(priv, gl_info, entry);
5020                 }
5021
5022                 for (i = 0; i < shader_data->num_gl_shaders; ++i)
5023                 {
5024                     TRACE("Deleting vertex shader %u.\n", gl_shaders[i].prgId);
5025                     GL_EXTCALL(glDeleteObjectARB(gl_shaders[i].prgId));
5026                     checkGLcall("glDeleteObjectARB");
5027                 }
5028                 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders.vs);
5029
5030                 break;
5031             }
5032
5033             default:
5034                 ERR("Unhandled shader type %#x.\n", shader->reg_maps.shader_version.type);
5035                 break;
5036         }
5037
5038         LEAVE_GL();
5039     }
5040
5041     HeapFree(GetProcessHeap(), 0, shader->backend_data);
5042     shader->backend_data = NULL;
5043
5044     context_release(context);
5045 }
5046
5047 static int glsl_program_key_compare(const void *key, const struct wine_rb_entry *entry)
5048 {
5049     const struct glsl_program_key *k = key;
5050     const struct glsl_shader_prog_link *prog = WINE_RB_ENTRY_VALUE(entry,
5051             const struct glsl_shader_prog_link, program_lookup_entry);
5052     int cmp;
5053
5054     if (k->vshader > prog->vshader) return 1;
5055     else if (k->vshader < prog->vshader) return -1;
5056
5057     if (k->pshader > prog->pshader) return 1;
5058     else if (k->pshader < prog->pshader) return -1;
5059
5060     if (k->vshader && (cmp = memcmp(&k->vs_args, &prog->vs_args, sizeof(prog->vs_args)))) return cmp;
5061     if (k->pshader && (cmp = memcmp(&k->ps_args, &prog->ps_args, sizeof(prog->ps_args)))) return cmp;
5062
5063     return 0;
5064 }
5065
5066 static BOOL constant_heap_init(struct constant_heap *heap, unsigned int constant_count)
5067 {
5068     SIZE_T size = (constant_count + 1) * sizeof(*heap->entries) + constant_count * sizeof(*heap->positions);
5069     void *mem = HeapAlloc(GetProcessHeap(), 0, size);
5070
5071     if (!mem)
5072     {
5073         ERR("Failed to allocate memory\n");
5074         return FALSE;
5075     }
5076
5077     heap->entries = mem;
5078     heap->entries[1].version = 0;
5079     heap->positions = (unsigned int *)(heap->entries + constant_count + 1);
5080     heap->size = 1;
5081
5082     return TRUE;
5083 }
5084
5085 static void constant_heap_free(struct constant_heap *heap)
5086 {
5087     HeapFree(GetProcessHeap(), 0, heap->entries);
5088 }
5089
5090 static const struct wine_rb_functions wined3d_glsl_program_rb_functions =
5091 {
5092     wined3d_rb_alloc,
5093     wined3d_rb_realloc,
5094     wined3d_rb_free,
5095     glsl_program_key_compare,
5096 };
5097
5098 static HRESULT shader_glsl_alloc(struct wined3d_device *device)
5099 {
5100     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
5101     struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
5102     SIZE_T stack_size = wined3d_log2i(max(gl_info->limits.glsl_vs_float_constants,
5103             gl_info->limits.glsl_ps_float_constants)) + 1;
5104
5105     if (!shader_buffer_init(&priv->shader_buffer))
5106     {
5107         ERR("Failed to initialize shader buffer.\n");
5108         goto fail;
5109     }
5110
5111     priv->stack = HeapAlloc(GetProcessHeap(), 0, stack_size * sizeof(*priv->stack));
5112     if (!priv->stack)
5113     {
5114         ERR("Failed to allocate memory.\n");
5115         goto fail;
5116     }
5117
5118     if (!constant_heap_init(&priv->vconst_heap, gl_info->limits.glsl_vs_float_constants))
5119     {
5120         ERR("Failed to initialize vertex shader constant heap\n");
5121         goto fail;
5122     }
5123
5124     if (!constant_heap_init(&priv->pconst_heap, gl_info->limits.glsl_ps_float_constants))
5125     {
5126         ERR("Failed to initialize pixel shader constant heap\n");
5127         goto fail;
5128     }
5129
5130     if (wine_rb_init(&priv->program_lookup, &wined3d_glsl_program_rb_functions) == -1)
5131     {
5132         ERR("Failed to initialize rbtree.\n");
5133         goto fail;
5134     }
5135
5136     priv->next_constant_version = 1;
5137
5138     device->shader_priv = priv;
5139     return WINED3D_OK;
5140
5141 fail:
5142     constant_heap_free(&priv->pconst_heap);
5143     constant_heap_free(&priv->vconst_heap);
5144     HeapFree(GetProcessHeap(), 0, priv->stack);
5145     shader_buffer_free(&priv->shader_buffer);
5146     HeapFree(GetProcessHeap(), 0, priv);
5147     return E_OUTOFMEMORY;
5148 }
5149
5150 /* Context activation is done by the caller. */
5151 static void shader_glsl_free(struct wined3d_device *device)
5152 {
5153     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
5154     struct shader_glsl_priv *priv = device->shader_priv;
5155     int i;
5156
5157     ENTER_GL();
5158     for (i = 0; i < tex_type_count; ++i)
5159     {
5160         if (priv->depth_blt_program_full[i])
5161         {
5162             GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program_full[i]));
5163         }
5164         if (priv->depth_blt_program_masked[i])
5165         {
5166             GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program_masked[i]));
5167         }
5168     }
5169     LEAVE_GL();
5170
5171     wine_rb_destroy(&priv->program_lookup, NULL, NULL);
5172     constant_heap_free(&priv->pconst_heap);
5173     constant_heap_free(&priv->vconst_heap);
5174     HeapFree(GetProcessHeap(), 0, priv->stack);
5175     shader_buffer_free(&priv->shader_buffer);
5176
5177     HeapFree(GetProcessHeap(), 0, device->shader_priv);
5178     device->shader_priv = NULL;
5179 }
5180
5181 static void shader_glsl_context_destroyed(void *shader_priv, const struct wined3d_context *context) {}
5182
5183 static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
5184 {
5185     UINT shader_model;
5186
5187     if (gl_info->supported[EXT_GPU_SHADER4] && gl_info->supported[ARB_SHADER_BIT_ENCODING]
5188             && gl_info->supported[ARB_GEOMETRY_SHADER4] && gl_info->glsl_version >= MAKEDWORD_VERSION(1, 50))
5189         shader_model = 4;
5190     /* ARB_shader_texture_lod or EXT_gpu_shader4 is required for the SM3
5191      * texldd and texldl instructions. */
5192     else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD] || gl_info->supported[EXT_GPU_SHADER4])
5193         shader_model = 3;
5194     else
5195         shader_model = 2;
5196     TRACE("Shader model %u.\n", shader_model);
5197
5198     caps->vs_version = shader_model;
5199     caps->gs_version = shader_model;
5200     caps->ps_version = shader_model;
5201
5202     caps->vs_uniform_count = gl_info->limits.glsl_vs_float_constants;
5203     caps->ps_uniform_count = gl_info->limits.glsl_ps_float_constants;
5204
5205     /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
5206      * Direct3D minimum requirement.
5207      *
5208      * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
5209      * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
5210      *
5211      * The problem is that the refrast clamps temporary results in the shader to
5212      * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
5213      * then applications may miss the clamping behavior. On the other hand, if it is smaller,
5214      * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
5215      * offer a way to query this.
5216      */
5217     caps->ps_1x_max_value = 8.0;
5218
5219     caps->vs_clipping = TRUE;
5220 }
5221
5222 static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
5223 {
5224     if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
5225     {
5226         TRACE("Checking support for fixup:\n");
5227         dump_color_fixup_desc(fixup);
5228     }
5229
5230     /* We support everything except YUV conversions. */
5231     if (!is_complex_fixup(fixup))
5232     {
5233         TRACE("[OK]\n");
5234         return TRUE;
5235     }
5236
5237     TRACE("[FAILED]\n");
5238     return FALSE;
5239 }
5240
5241 static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
5242 {
5243     /* WINED3DSIH_ABS                   */ shader_glsl_map2gl,
5244     /* WINED3DSIH_ADD                   */ shader_glsl_binop,
5245     /* WINED3DSIH_AND                   */ shader_glsl_binop,
5246     /* WINED3DSIH_BEM                   */ shader_glsl_bem,
5247     /* WINED3DSIH_BREAK                 */ shader_glsl_break,
5248     /* WINED3DSIH_BREAKC                */ shader_glsl_breakc,
5249     /* WINED3DSIH_BREAKP                */ shader_glsl_breakp,
5250     /* WINED3DSIH_CALL                  */ shader_glsl_call,
5251     /* WINED3DSIH_CALLNZ                */ shader_glsl_callnz,
5252     /* WINED3DSIH_CMP                   */ shader_glsl_cmp,
5253     /* WINED3DSIH_CND                   */ shader_glsl_cnd,
5254     /* WINED3DSIH_CRS                   */ shader_glsl_cross,
5255     /* WINED3DSIH_CUT                   */ shader_glsl_cut,
5256     /* WINED3DSIH_DCL                   */ shader_glsl_nop,
5257     /* WINED3DSIH_DCL_CONSTANT_BUFFER   */ shader_glsl_nop,
5258     /* WINED3DSIH_DCL_INPUT_PRIMITIVE   */ shader_glsl_nop,
5259     /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY   */ shader_glsl_nop,
5260     /* WINED3DSIH_DCL_VERTICES_OUT      */ shader_glsl_nop,
5261     /* WINED3DSIH_DEF                   */ shader_glsl_nop,
5262     /* WINED3DSIH_DEFB                  */ shader_glsl_nop,
5263     /* WINED3DSIH_DEFI                  */ shader_glsl_nop,
5264     /* WINED3DSIH_DIV                   */ shader_glsl_binop,
5265     /* WINED3DSIH_DP2ADD                */ shader_glsl_dp2add,
5266     /* WINED3DSIH_DP3                   */ shader_glsl_dot,
5267     /* WINED3DSIH_DP4                   */ shader_glsl_dot,
5268     /* WINED3DSIH_DST                   */ shader_glsl_dst,
5269     /* WINED3DSIH_DSX                   */ shader_glsl_map2gl,
5270     /* WINED3DSIH_DSY                   */ shader_glsl_map2gl,
5271     /* WINED3DSIH_ELSE                  */ shader_glsl_else,
5272     /* WINED3DSIH_EMIT                  */ shader_glsl_emit,
5273     /* WINED3DSIH_ENDIF                 */ shader_glsl_end,
5274     /* WINED3DSIH_ENDLOOP               */ shader_glsl_end,
5275     /* WINED3DSIH_ENDREP                */ shader_glsl_end,
5276     /* WINED3DSIH_EQ                    */ shader_glsl_relop,
5277     /* WINED3DSIH_EXP                   */ shader_glsl_map2gl,
5278     /* WINED3DSIH_EXPP                  */ shader_glsl_expp,
5279     /* WINED3DSIH_FRC                   */ shader_glsl_map2gl,
5280     /* WINED3DSIH_FTOI                  */ NULL,
5281     /* WINED3DSIH_GE                    */ shader_glsl_relop,
5282     /* WINED3DSIH_IADD                  */ shader_glsl_binop,
5283     /* WINED3DSIH_IEQ                   */ NULL,
5284     /* WINED3DSIH_IF                    */ shader_glsl_if,
5285     /* WINED3DSIH_IFC                   */ shader_glsl_ifc,
5286     /* WINED3DSIH_IGE                   */ shader_glsl_relop,
5287     /* WINED3DSIH_IMUL                  */ NULL,
5288     /* WINED3DSIH_ITOF                  */ NULL,
5289     /* WINED3DSIH_LABEL                 */ shader_glsl_label,
5290     /* WINED3DSIH_LD                    */ NULL,
5291     /* WINED3DSIH_LIT                   */ shader_glsl_lit,
5292     /* WINED3DSIH_LOG                   */ shader_glsl_log,
5293     /* WINED3DSIH_LOGP                  */ shader_glsl_log,
5294     /* WINED3DSIH_LOOP                  */ shader_glsl_loop,
5295     /* WINED3DSIH_LRP                   */ shader_glsl_lrp,
5296     /* WINED3DSIH_LT                    */ shader_glsl_relop,
5297     /* WINED3DSIH_M3x2                  */ shader_glsl_mnxn,
5298     /* WINED3DSIH_M3x3                  */ shader_glsl_mnxn,
5299     /* WINED3DSIH_M3x4                  */ shader_glsl_mnxn,
5300     /* WINED3DSIH_M4x3                  */ shader_glsl_mnxn,
5301     /* WINED3DSIH_M4x4                  */ shader_glsl_mnxn,
5302     /* WINED3DSIH_MAD                   */ shader_glsl_mad,
5303     /* WINED3DSIH_MAX                   */ shader_glsl_map2gl,
5304     /* WINED3DSIH_MIN                   */ shader_glsl_map2gl,
5305     /* WINED3DSIH_MOV                   */ shader_glsl_mov,
5306     /* WINED3DSIH_MOVA                  */ shader_glsl_mov,
5307     /* WINED3DSIH_MOVC                  */ NULL,
5308     /* WINED3DSIH_MUL                   */ shader_glsl_binop,
5309     /* WINED3DSIH_NOP                   */ shader_glsl_nop,
5310     /* WINED3DSIH_NRM                   */ shader_glsl_nrm,
5311     /* WINED3DSIH_PHASE                 */ shader_glsl_nop,
5312     /* WINED3DSIH_POW                   */ shader_glsl_pow,
5313     /* WINED3DSIH_RCP                   */ shader_glsl_rcp,
5314     /* WINED3DSIH_REP                   */ shader_glsl_rep,
5315     /* WINED3DSIH_RET                   */ shader_glsl_ret,
5316     /* WINED3DSIH_ROUND_NI              */ NULL,
5317     /* WINED3DSIH_RSQ                   */ shader_glsl_rsq,
5318     /* WINED3DSIH_SAMPLE                */ NULL,
5319     /* WINED3DSIH_SAMPLE_GRAD           */ NULL,
5320     /* WINED3DSIH_SAMPLE_LOD            */ NULL,
5321     /* WINED3DSIH_SETP                  */ NULL,
5322     /* WINED3DSIH_SGE                   */ shader_glsl_compare,
5323     /* WINED3DSIH_SGN                   */ shader_glsl_sgn,
5324     /* WINED3DSIH_SINCOS                */ shader_glsl_sincos,
5325     /* WINED3DSIH_SLT                   */ shader_glsl_compare,
5326     /* WINED3DSIH_SQRT                  */ NULL,
5327     /* WINED3DSIH_SUB                   */ shader_glsl_binop,
5328     /* WINED3DSIH_TEX                   */ shader_glsl_tex,
5329     /* WINED3DSIH_TEXBEM                */ shader_glsl_texbem,
5330     /* WINED3DSIH_TEXBEML               */ shader_glsl_texbem,
5331     /* WINED3DSIH_TEXCOORD              */ shader_glsl_texcoord,
5332     /* WINED3DSIH_TEXDEPTH              */ shader_glsl_texdepth,
5333     /* WINED3DSIH_TEXDP3                */ shader_glsl_texdp3,
5334     /* WINED3DSIH_TEXDP3TEX             */ shader_glsl_texdp3tex,
5335     /* WINED3DSIH_TEXKILL               */ shader_glsl_texkill,
5336     /* WINED3DSIH_TEXLDD                */ shader_glsl_texldd,
5337     /* WINED3DSIH_TEXLDL                */ shader_glsl_texldl,
5338     /* WINED3DSIH_TEXM3x2DEPTH          */ shader_glsl_texm3x2depth,
5339     /* WINED3DSIH_TEXM3x2PAD            */ shader_glsl_texm3x2pad,
5340     /* WINED3DSIH_TEXM3x2TEX            */ shader_glsl_texm3x2tex,
5341     /* WINED3DSIH_TEXM3x3               */ shader_glsl_texm3x3,
5342     /* WINED3DSIH_TEXM3x3DIFF           */ NULL,
5343     /* WINED3DSIH_TEXM3x3PAD            */ shader_glsl_texm3x3pad,
5344     /* WINED3DSIH_TEXM3x3SPEC           */ shader_glsl_texm3x3spec,
5345     /* WINED3DSIH_TEXM3x3TEX            */ shader_glsl_texm3x3tex,
5346     /* WINED3DSIH_TEXM3x3VSPEC          */ shader_glsl_texm3x3vspec,
5347     /* WINED3DSIH_TEXREG2AR             */ shader_glsl_texreg2ar,
5348     /* WINED3DSIH_TEXREG2GB             */ shader_glsl_texreg2gb,
5349     /* WINED3DSIH_TEXREG2RGB            */ shader_glsl_texreg2rgb,
5350     /* WINED3DSIH_UDIV                  */ NULL,
5351     /* WINED3DSIH_USHR                  */ NULL,
5352     /* WINED3DSIH_UTOF                  */ NULL,
5353     /* WINED3DSIH_XOR                   */ shader_glsl_binop,
5354 };
5355
5356 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction *ins) {
5357     SHADER_HANDLER hw_fct;
5358
5359     /* Select handler */
5360     hw_fct = shader_glsl_instruction_handler_table[ins->handler_idx];
5361
5362     /* Unhandled opcode */
5363     if (!hw_fct)
5364     {
5365         FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
5366         return;
5367     }
5368     hw_fct(ins);
5369
5370     shader_glsl_add_instruction_modifiers(ins);
5371 }
5372
5373 const struct wined3d_shader_backend_ops glsl_shader_backend =
5374 {
5375     shader_glsl_handle_instruction,
5376     shader_glsl_select,
5377     shader_glsl_select_depth_blt,
5378     shader_glsl_deselect_depth_blt,
5379     shader_glsl_update_float_vertex_constants,
5380     shader_glsl_update_float_pixel_constants,
5381     shader_glsl_load_constants,
5382     shader_glsl_load_np2fixup_constants,
5383     shader_glsl_destroy,
5384     shader_glsl_alloc,
5385     shader_glsl_free,
5386     shader_glsl_context_destroyed,
5387     shader_glsl_get_caps,
5388     shader_glsl_color_fixup_supported,
5389 };