xref: /reactos/dll/directx/wine/wined3d/glsl_shader.c (revision 279107d5)
1 /*
2  * GLSL pixel and vertex shader implementation
3  *
4  * Copyright 2006 Jason Green
5  * Copyright 2006-2007 Henri Verbeet
6  * Copyright 2007-2009, 2013 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 #ifdef HAVE_FLOAT_H
38 # include <float.h>
39 #endif
40 
41 #include "wined3d_private.h"
42 
43 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
44 WINE_DECLARE_DEBUG_CHANNEL(d3d);
45 WINE_DECLARE_DEBUG_CHANNEL(winediag);
46 
47 #define WINED3D_GLSL_SAMPLE_PROJECTED   0x01
48 #define WINED3D_GLSL_SAMPLE_LOD         0x02
49 #define WINED3D_GLSL_SAMPLE_GRAD        0x04
50 #define WINED3D_GLSL_SAMPLE_LOAD        0x08
51 #define WINED3D_GLSL_SAMPLE_OFFSET      0x10
52 
53 static const struct
54 {
55     unsigned int coord_size;
56     unsigned int resinfo_size;
57     const char *type_part;
58 }
59 resource_type_info[] =
60 {
61     {0, 0, ""},        /* WINED3D_SHADER_RESOURCE_NONE */
62     {1, 1, "Buffer"},  /* WINED3D_SHADER_RESOURCE_BUFFER */
63     {1, 1, "1D"},      /* WINED3D_SHADER_RESOURCE_TEXTURE_1D */
64     {2, 2, "2D"},      /* WINED3D_SHADER_RESOURCE_TEXTURE_2D */
65     {2, 2, ""},        /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMS */
66     {3, 3, "3D"},      /* WINED3D_SHADER_RESOURCE_TEXTURE_3D */
67     {3, 2, "Cube"},    /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBE */
68     {2, 2, ""},        /* WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY */
69     {3, 3, "2DArray"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY */
70     {3, 3, ""},        /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY */
71     {4, 3, ""},        /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY */
72 };
73 
74 struct glsl_dst_param
75 {
76     char reg_name[150];
77     char mask_str[6];
78 };
79 
80 struct glsl_src_param
81 {
82     char reg_name[150];
83     char param_str[200];
84 };
85 
86 struct glsl_sample_function
87 {
88     struct wined3d_string_buffer *name;
89     unsigned int coord_mask;
90     unsigned int deriv_mask;
91     enum wined3d_data_type data_type;
92     BOOL output_single_component;
93     unsigned int offset_size;
94 };
95 
96 enum heap_node_op
97 {
98     HEAP_NODE_TRAVERSE_LEFT,
99     HEAP_NODE_TRAVERSE_RIGHT,
100     HEAP_NODE_POP,
101 };
102 
103 struct constant_entry
104 {
105     unsigned int idx;
106     unsigned int version;
107 };
108 
109 struct constant_heap
110 {
111     struct constant_entry *entries;
112     BOOL *contained;
113     unsigned int *positions;
114     unsigned int size;
115 };
116 
117 /* GLSL shader private data */
118 struct shader_glsl_priv
119 {
120     struct wined3d_string_buffer shader_buffer;
121     struct wined3d_string_buffer_list string_buffers;
122     struct wine_rb_tree program_lookup;
123     struct constant_heap vconst_heap;
124     struct constant_heap pconst_heap;
125     unsigned char *stack;
126     UINT next_constant_version;
127 
128     const struct wined3d_vertex_pipe_ops *vertex_pipe;
129     const struct fragment_pipeline *fragment_pipe;
130     struct wine_rb_tree ffp_vertex_shaders;
131     struct wine_rb_tree ffp_fragment_shaders;
132     BOOL ffp_proj_control;
133     BOOL legacy_lighting;
134 };
135 
136 struct glsl_vs_program
137 {
138     struct list shader_entry;
139     GLuint id;
140     GLenum vertex_color_clamp;
141     GLint uniform_f_locations[WINED3D_MAX_VS_CONSTS_F];
142     GLint uniform_i_locations[WINED3D_MAX_CONSTS_I];
143     GLint uniform_b_locations[WINED3D_MAX_CONSTS_B];
144     GLint pos_fixup_location;
145 
146     GLint modelview_matrix_location[MAX_VERTEX_INDEX_BLENDS];
147     GLint normal_matrix_location[MAX_VERTEX_INDEX_BLENDS];
148     GLint projection_matrix_location;
149     GLint texture_matrix_location[MAX_TEXTURES];
150     GLint material_ambient_location;
151     GLint material_diffuse_location;
152     GLint material_specular_location;
153     GLint material_emissive_location;
154     GLint material_shininess_location;
155     GLint light_ambient_location;
156     struct
157     {
158         GLint diffuse;
159         GLint specular;
160         GLint ambient;
161         GLint position;
162         GLint direction;
163         GLint range;
164         GLint falloff;
165         GLint c_att;
166         GLint l_att;
167         GLint q_att;
168         GLint cos_htheta;
169         GLint cos_hphi;
170     } light_location[MAX_ACTIVE_LIGHTS];
171     GLint pointsize_location;
172     GLint pointsize_min_location;
173     GLint pointsize_max_location;
174     GLint pointsize_c_att_location;
175     GLint pointsize_l_att_location;
176     GLint pointsize_q_att_location;
177     GLint clip_planes_location;
178 };
179 
180 struct glsl_hs_program
181 {
182     struct list shader_entry;
183     GLuint id;
184 };
185 
186 struct glsl_ds_program
187 {
188     struct list shader_entry;
189     GLuint id;
190 
191     GLint pos_fixup_location;
192 };
193 
194 struct glsl_gs_program
195 {
196     struct list shader_entry;
197     GLuint id;
198 
199     GLint pos_fixup_location;
200 };
201 
202 struct glsl_ps_program
203 {
204     struct list shader_entry;
205     GLuint id;
206     GLint uniform_f_locations[WINED3D_MAX_PS_CONSTS_F];
207     GLint uniform_i_locations[WINED3D_MAX_CONSTS_I];
208     GLint uniform_b_locations[WINED3D_MAX_CONSTS_B];
209     GLint bumpenv_mat_location[MAX_TEXTURES];
210     GLint bumpenv_lum_scale_location[MAX_TEXTURES];
211     GLint bumpenv_lum_offset_location[MAX_TEXTURES];
212     GLint tss_constant_location[MAX_TEXTURES];
213     GLint tex_factor_location;
214     GLint specular_enable_location;
215     GLint fog_color_location;
216     GLint fog_density_location;
217     GLint fog_end_location;
218     GLint fog_scale_location;
219     GLint alpha_test_ref_location;
220     GLint ycorrection_location;
221     GLint np2_fixup_location;
222     GLint color_key_location;
223     const struct ps_np2fixup_info *np2_fixup_info;
224 };
225 
226 struct glsl_cs_program
227 {
228     struct list shader_entry;
229     GLuint id;
230 };
231 
232 /* Struct to maintain data about a linked GLSL program */
233 struct glsl_shader_prog_link
234 {
235     struct wine_rb_entry program_lookup_entry;
236     struct glsl_vs_program vs;
237     struct glsl_hs_program hs;
238     struct glsl_ds_program ds;
239     struct glsl_gs_program gs;
240     struct glsl_ps_program ps;
241     struct glsl_cs_program cs;
242     GLuint id;
243     DWORD constant_update_mask;
244     unsigned int constant_version;
245     DWORD shader_controlled_clip_distances : 1;
246     DWORD clip_distance_mask : 8; /* MAX_CLIP_DISTANCES, 8 */
247     DWORD padding : 23;
248 };
249 
250 struct glsl_program_key
251 {
252     GLuint vs_id;
253     GLuint hs_id;
254     GLuint ds_id;
255     GLuint gs_id;
256     GLuint ps_id;
257     GLuint cs_id;
258 };
259 
260 struct shader_glsl_ctx_priv {
261     const struct vs_compile_args    *cur_vs_args;
262     const struct ds_compile_args    *cur_ds_args;
263     const struct ps_compile_args    *cur_ps_args;
264     struct ps_np2fixup_info         *cur_np2fixup_info;
265     struct wined3d_string_buffer_list *string_buffers;
266 };
267 
268 struct glsl_context_data
269 {
270     struct glsl_shader_prog_link *glsl_program;
271     GLenum vertex_color_clamp;
272     BOOL rasterization_disabled;
273 };
274 
275 struct glsl_ps_compiled_shader
276 {
277     struct ps_compile_args          args;
278     struct ps_np2fixup_info         np2fixup;
279     GLuint                          id;
280 };
281 
282 struct glsl_vs_compiled_shader
283 {
284     struct vs_compile_args          args;
285     GLuint                          id;
286 };
287 
288 struct glsl_hs_compiled_shader
289 {
290     GLuint id;
291 };
292 
293 struct glsl_ds_compiled_shader
294 {
295     struct ds_compile_args args;
296     GLuint id;
297 };
298 
299 struct glsl_gs_compiled_shader
300 {
301     struct gs_compile_args args;
302     GLuint id;
303 };
304 
305 struct glsl_cs_compiled_shader
306 {
307     GLuint id;
308 };
309 
310 struct glsl_shader_private
311 {
312     union
313     {
314         struct glsl_vs_compiled_shader *vs;
315         struct glsl_hs_compiled_shader *hs;
316         struct glsl_ds_compiled_shader *ds;
317         struct glsl_gs_compiled_shader *gs;
318         struct glsl_ps_compiled_shader *ps;
319         struct glsl_cs_compiled_shader *cs;
320     } gl_shaders;
321     unsigned int num_gl_shaders, shader_array_size;
322 };
323 
324 struct glsl_ffp_vertex_shader
325 {
326     struct wined3d_ffp_vs_desc desc;
327     GLuint id;
328     struct list linked_programs;
329 };
330 
331 struct glsl_ffp_fragment_shader
332 {
333     struct ffp_frag_desc entry;
334     GLuint id;
335     struct list linked_programs;
336 };
337 
338 struct glsl_ffp_destroy_ctx
339 {
340     struct shader_glsl_priv *priv;
341     const struct wined3d_gl_info *gl_info;
342 };
343 
344 static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_context *ctx);
345 
346 static const char *debug_gl_shader_type(GLenum type)
347 {
348     switch (type)
349     {
350 #define WINED3D_TO_STR(u) case u: return #u
351         WINED3D_TO_STR(GL_VERTEX_SHADER);
352         WINED3D_TO_STR(GL_TESS_CONTROL_SHADER);
353         WINED3D_TO_STR(GL_TESS_EVALUATION_SHADER);
354         WINED3D_TO_STR(GL_GEOMETRY_SHADER);
355         WINED3D_TO_STR(GL_FRAGMENT_SHADER);
356         WINED3D_TO_STR(GL_COMPUTE_SHADER);
357 #undef WINED3D_TO_STR
358         default:
359             return wine_dbg_sprintf("UNKNOWN(%#x)", type);
360     }
361 }
362 
363 static const char *shader_glsl_get_prefix(enum wined3d_shader_type type)
364 {
365     switch (type)
366     {
367         case WINED3D_SHADER_TYPE_VERTEX:
368             return "vs";
369 
370         case WINED3D_SHADER_TYPE_HULL:
371             return "hs";
372 
373         case WINED3D_SHADER_TYPE_DOMAIN:
374             return "ds";
375 
376         case WINED3D_SHADER_TYPE_GEOMETRY:
377             return "gs";
378 
379         case WINED3D_SHADER_TYPE_PIXEL:
380             return "ps";
381 
382         case WINED3D_SHADER_TYPE_COMPUTE:
383             return "cs";
384 
385         default:
386             FIXME("Unhandled shader type %#x.\n", type);
387             return "unknown";
388     }
389 }
390 
391 static unsigned int shader_glsl_get_version(const struct wined3d_gl_info *gl_info)
392 {
393     if (gl_info->glsl_version >= MAKEDWORD_VERSION(4, 40))
394         return 440;
395     else if (gl_info->glsl_version >= MAKEDWORD_VERSION(1, 50))
396         return 150;
397     else if (gl_info->glsl_version >= MAKEDWORD_VERSION(1, 30))
398         return 130;
399     else
400         return 120;
401 }
402 
403 static void shader_glsl_add_version_declaration(struct wined3d_string_buffer *buffer,
404         const struct wined3d_gl_info *gl_info)
405 {
406     shader_addline(buffer, "#version %u\n", shader_glsl_get_version(gl_info));
407 }
408 
409 static void shader_glsl_append_imm_vec4(struct wined3d_string_buffer *buffer, const float *values)
410 {
411     char str[4][17];
412 
413     wined3d_ftoa(values[0], str[0]);
414     wined3d_ftoa(values[1], str[1]);
415     wined3d_ftoa(values[2], str[2]);
416     wined3d_ftoa(values[3], str[3]);
417     shader_addline(buffer, "vec4(%s, %s, %s, %s)", str[0], str[1], str[2], str[3]);
418 }
419 
420 static void shader_glsl_append_imm_ivec(struct wined3d_string_buffer *buffer,
421         const int *values, unsigned int size)
422 {
423     int i;
424 
425     if (!size || size > 4)
426     {
427         ERR("Invalid vector size %u.\n", size);
428         return;
429     }
430 
431     if (size > 1)
432         shader_addline(buffer, "ivec%u(", size);
433 
434     for (i = 0; i < size; ++i)
435         shader_addline(buffer, i ? ", %#x" : "%#x", values[i]);
436 
437     if (size > 1)
438         shader_addline(buffer, ")");
439 }
440 
441 static const char *get_info_log_line(const char **ptr)
442 {
443     const char *p, *q;
444 
445     p = *ptr;
446     if (!(q = strstr(p, "\n")))
447     {
448         if (!*p) return NULL;
449         *ptr += strlen(p);
450         return p;
451     }
452     *ptr = q + 1;
453 
454     return p;
455 }
456 
457 /* Context activation is done by the caller. */
458 void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLuint id, BOOL program)
459 {
460     int length = 0;
461     char *log;
462 
463     if (!WARN_ON(d3d_shader) && !FIXME_ON(d3d_shader))
464         return;
465 
466     if (program)
467         GL_EXTCALL(glGetProgramiv(id, GL_INFO_LOG_LENGTH, &length));
468     else
469         GL_EXTCALL(glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length));
470 
471     /* A size of 1 is just a null-terminated string, so the log should be bigger than
472      * that if there are errors. */
473     if (length > 1)
474     {
475         const char *ptr, *line;
476 
477         log = heap_alloc(length);
478         /* The info log is supposed to be zero-terminated, but at least some
479          * versions of fglrx don't terminate the string properly. The reported
480          * length does include the terminator, so explicitly set it to zero
481          * here. */
482         log[length - 1] = 0;
483         if (program)
484             GL_EXTCALL(glGetProgramInfoLog(id, length, NULL, log));
485         else
486             GL_EXTCALL(glGetShaderInfoLog(id, length, NULL, log));
487 
488         ptr = log;
489         if (gl_info->quirks & WINED3D_QUIRK_INFO_LOG_SPAM)
490         {
491             WARN("Info log received from GLSL shader #%u:\n", id);
492             while ((line = get_info_log_line(&ptr))) WARN("    %.*s", (int)(ptr - line), line);
493         }
494         else
495         {
496             FIXME("Info log received from GLSL shader #%u:\n", id);
497             while ((line = get_info_log_line(&ptr))) FIXME("    %.*s", (int)(ptr - line), line);
498         }
499         heap_free(log);
500     }
501 }
502 
503 /* Context activation is done by the caller. */
504 static void shader_glsl_compile(const struct wined3d_gl_info *gl_info, GLuint shader, const char *src)
505 {
506     const char *ptr, *line;
507 
508     TRACE("Compiling shader object %u.\n", shader);
509 
510     if (TRACE_ON(d3d_shader))
511     {
512         ptr = src;
513         while ((line = get_info_log_line(&ptr))) TRACE_(d3d_shader)("    %.*s", (int)(ptr - line), line);
514     }
515 
516     GL_EXTCALL(glShaderSource(shader, 1, &src, NULL));
517     checkGLcall("glShaderSource");
518     GL_EXTCALL(glCompileShader(shader));
519     checkGLcall("glCompileShader");
520     print_glsl_info_log(gl_info, shader, FALSE);
521 }
522 
523 /* Context activation is done by the caller. */
524 static void shader_glsl_dump_program_source(const struct wined3d_gl_info *gl_info, GLuint program)
525 {
526     GLint i, shader_count, source_size = -1;
527     GLuint *shaders;
528     char *source = NULL;
529 
530     GL_EXTCALL(glGetProgramiv(program, GL_ATTACHED_SHADERS, &shader_count));
531     if (!(shaders = heap_calloc(shader_count, sizeof(*shaders))))
532     {
533         ERR("Failed to allocate shader array memory.\n");
534         return;
535     }
536 
537     GL_EXTCALL(glGetAttachedShaders(program, shader_count, NULL, shaders));
538     for (i = 0; i < shader_count; ++i)
539     {
540         const char *ptr, *line;
541         GLint tmp;
542 
543         GL_EXTCALL(glGetShaderiv(shaders[i], GL_SHADER_SOURCE_LENGTH, &tmp));
544 
545         if (source_size < tmp)
546         {
547             heap_free(source);
548 
549             if (!(source = heap_alloc_zero(tmp)))
550             {
551                 ERR("Failed to allocate %d bytes for shader source.\n", tmp);
552                 heap_free(shaders);
553                 return;
554             }
555             source_size = tmp;
556         }
557 
558         FIXME("Shader %u:\n", shaders[i]);
559         GL_EXTCALL(glGetShaderiv(shaders[i], GL_SHADER_TYPE, &tmp));
560         FIXME("    GL_SHADER_TYPE: %s.\n", debug_gl_shader_type(tmp));
561         GL_EXTCALL(glGetShaderiv(shaders[i], GL_COMPILE_STATUS, &tmp));
562         FIXME("    GL_COMPILE_STATUS: %d.\n", tmp);
563         FIXME("\n");
564 
565         ptr = source;
566         GL_EXTCALL(glGetShaderSource(shaders[i], source_size, NULL, source));
567         while ((line = get_info_log_line(&ptr))) FIXME("    %.*s", (int)(ptr - line), line);
568         FIXME("\n");
569     }
570 
571     heap_free(source);
572     heap_free(shaders);
573 }
574 
575 /* Context activation is done by the caller. */
576 void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLuint program)
577 {
578     GLint tmp;
579 
580     if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader))
581         return;
582 
583     GL_EXTCALL(glGetProgramiv(program, GL_LINK_STATUS, &tmp));
584     if (!tmp)
585     {
586         FIXME("Program %u link status invalid.\n", program);
587         shader_glsl_dump_program_source(gl_info, program);
588     }
589 
590     print_glsl_info_log(gl_info, program, TRUE);
591 }
592 
593 static BOOL shader_glsl_use_layout_qualifier(const struct wined3d_gl_info *gl_info)
594 {
595     /* Layout qualifiers were introduced in GLSL 1.40. The Nvidia Legacy GPU
596      * driver (series 340.xx) doesn't parse layout qualifiers in older GLSL
597      * versions. */
598     return shader_glsl_get_version(gl_info) >= 140;
599 }
600 
601 static BOOL shader_glsl_use_layout_binding_qualifier(const struct wined3d_gl_info *gl_info)
602 {
603     return gl_info->supported[ARB_SHADING_LANGUAGE_420PACK] && shader_glsl_use_layout_qualifier(gl_info);
604 }
605 
606 static void shader_glsl_init_uniform_block_bindings(const struct wined3d_gl_info *gl_info,
607         struct shader_glsl_priv *priv, GLuint program_id,
608         const struct wined3d_shader_reg_maps *reg_maps)
609 {
610     const char *prefix = shader_glsl_get_prefix(reg_maps->shader_version.type);
611     struct wined3d_string_buffer *name;
612     unsigned int i, base, count;
613     GLuint block_idx;
614 
615     if (shader_glsl_use_layout_binding_qualifier(gl_info))
616         return;
617 
618     name = string_buffer_get(&priv->string_buffers);
619     wined3d_gl_limits_get_uniform_block_range(&gl_info->limits, reg_maps->shader_version.type, &base, &count);
620     for (i = 0; i < count; ++i)
621     {
622         if (!reg_maps->cb_sizes[i])
623             continue;
624 
625         string_buffer_sprintf(name, "block_%s_cb%u", prefix, i);
626         block_idx = GL_EXTCALL(glGetUniformBlockIndex(program_id, name->buffer));
627         GL_EXTCALL(glUniformBlockBinding(program_id, block_idx, base + i));
628     }
629     checkGLcall("glUniformBlockBinding");
630     string_buffer_release(&priv->string_buffers, name);
631 }
632 
633 /* Context activation is done by the caller. */
634 static void shader_glsl_load_samplers_range(const struct wined3d_gl_info *gl_info,
635         struct shader_glsl_priv *priv, GLuint program_id, const char *prefix,
636         unsigned int base, unsigned int count, const DWORD *tex_unit_map)
637 {
638     struct wined3d_string_buffer *sampler_name = string_buffer_get(&priv->string_buffers);
639     unsigned int i, mapped_unit;
640     GLint name_loc;
641 
642     for (i = 0; i < count; ++i)
643     {
644         string_buffer_sprintf(sampler_name, "%s_sampler%u", prefix, i);
645         name_loc = GL_EXTCALL(glGetUniformLocation(program_id, sampler_name->buffer));
646         if (name_loc == -1)
647             continue;
648 
649         mapped_unit = tex_unit_map ? tex_unit_map[base + i] : base + i;
650         if (mapped_unit == WINED3D_UNMAPPED_STAGE || mapped_unit >= gl_info->limits.combined_samplers)
651         {
652             ERR("Trying to load sampler %s on unsupported unit %u.\n", sampler_name->buffer, mapped_unit);
653             continue;
654         }
655 
656         TRACE("Loading sampler %s on unit %u.\n", sampler_name->buffer, mapped_unit);
657         GL_EXTCALL(glUniform1i(name_loc, mapped_unit));
658     }
659     checkGLcall("Load sampler bindings");
660     string_buffer_release(&priv->string_buffers, sampler_name);
661 }
662 
663 static unsigned int shader_glsl_map_tex_unit(const struct wined3d_context *context,
664         const struct wined3d_shader_version *shader_version, unsigned int sampler_idx)
665 {
666     const DWORD *tex_unit_map;
667     unsigned int base, count;
668 
669     tex_unit_map = context_get_tex_unit_mapping(context, shader_version, &base, &count);
670     if (sampler_idx >= count)
671         return WINED3D_UNMAPPED_STAGE;
672     if (!tex_unit_map)
673         return base + sampler_idx;
674     return tex_unit_map[base + sampler_idx];
675 }
676 
677 static void shader_glsl_append_sampler_binding_qualifier(struct wined3d_string_buffer *buffer,
678         const struct wined3d_context *context, const struct wined3d_shader_version *shader_version,
679         unsigned int sampler_idx)
680 {
681     unsigned int mapped_unit = shader_glsl_map_tex_unit(context, shader_version, sampler_idx);
682     if (mapped_unit != WINED3D_UNMAPPED_STAGE)
683         shader_addline(buffer, "layout(binding = %u)\n", mapped_unit);
684     else
685         ERR("Unmapped sampler %u.\n", sampler_idx);
686 }
687 
688 /* Context activation is done by the caller. */
689 static void shader_glsl_load_samplers(const struct wined3d_context *context,
690         struct shader_glsl_priv *priv, GLuint program_id, const struct wined3d_shader_reg_maps *reg_maps)
691 {
692     const struct wined3d_gl_info *gl_info = context->gl_info;
693     const struct wined3d_shader_version *shader_version;
694     const DWORD *tex_unit_map;
695     unsigned int base, count;
696     const char *prefix;
697 
698     if (shader_glsl_use_layout_binding_qualifier(gl_info))
699         return;
700 
701     shader_version = reg_maps ? &reg_maps->shader_version : NULL;
702     prefix = shader_glsl_get_prefix(shader_version ? shader_version->type : WINED3D_SHADER_TYPE_PIXEL);
703     tex_unit_map = context_get_tex_unit_mapping(context, shader_version, &base, &count);
704     shader_glsl_load_samplers_range(gl_info, priv, program_id, prefix, base, count, tex_unit_map);
705 }
706 
707 static void shader_glsl_load_icb(const struct wined3d_gl_info *gl_info, struct shader_glsl_priv *priv,
708         GLuint program_id, const struct wined3d_shader_reg_maps *reg_maps)
709 {
710     const struct wined3d_shader_immediate_constant_buffer *icb = reg_maps->icb;
711 
712     if (icb)
713     {
714         struct wined3d_string_buffer *icb_name = string_buffer_get(&priv->string_buffers);
715         const char *prefix = shader_glsl_get_prefix(reg_maps->shader_version.type);
716         GLint icb_location;
717 
718         string_buffer_sprintf(icb_name, "%s_icb", prefix);
719         icb_location = GL_EXTCALL(glGetUniformLocation(program_id, icb_name->buffer));
720         GL_EXTCALL(glUniform4fv(icb_location, icb->vec4_count, (const GLfloat *)icb->data));
721         checkGLcall("Load immediate constant buffer");
722 
723         string_buffer_release(&priv->string_buffers, icb_name);
724     }
725 }
726 
727 /* Context activation is done by the caller. */
728 static void shader_glsl_load_images(const struct wined3d_gl_info *gl_info, struct shader_glsl_priv *priv,
729         GLuint program_id, const struct wined3d_shader_reg_maps *reg_maps)
730 {
731     const char *prefix = shader_glsl_get_prefix(reg_maps->shader_version.type);
732     struct wined3d_string_buffer *name;
733     GLint location;
734     unsigned int i;
735 
736     if (shader_glsl_use_layout_binding_qualifier(gl_info))
737         return;
738 
739     name = string_buffer_get(&priv->string_buffers);
740     for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
741     {
742         if (!reg_maps->uav_resource_info[i].type)
743             continue;
744 
745         string_buffer_sprintf(name, "%s_image%u", prefix, i);
746         location = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
747         if (location == -1)
748             continue;
749 
750         TRACE("Loading image %s on unit %u.\n", name->buffer, i);
751         GL_EXTCALL(glUniform1i(location, i));
752     }
753     checkGLcall("Load image bindings");
754     string_buffer_release(&priv->string_buffers, name);
755 }
756 
757 /* Context activation is done by the caller. */
758 static void shader_glsl_load_program_resources(const struct wined3d_context *context,
759         struct shader_glsl_priv *priv, GLuint program_id, const struct wined3d_shader *shader)
760 {
761     const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
762 
763     shader_glsl_init_uniform_block_bindings(context->gl_info, priv, program_id, reg_maps);
764     shader_glsl_load_icb(context->gl_info, priv, program_id, reg_maps);
765     /* Texture unit mapping is set up to be the same each time the shader
766      * program is used so we can hardcode the sampler uniform values. */
767     shader_glsl_load_samplers(context, priv, program_id, reg_maps);
768 }
769 
770 static void append_transform_feedback_varying(const char **varyings, unsigned int *varying_count,
771         char **strings, unsigned int *strings_length, struct wined3d_string_buffer *buffer)
772 {
773     if (varyings && *strings)
774     {
775         char *ptr = *strings;
776 
777         varyings[*varying_count] = ptr;
778 
779         memcpy(ptr, buffer->buffer, buffer->content_size + 1);
780         ptr += buffer->content_size + 1;
781 
782         *strings = ptr;
783     }
784 
785     *strings_length += buffer->content_size + 1;
786     ++(*varying_count);
787 }
788 
789 static void append_transform_feedback_skip_components(const char **varyings,
790         unsigned int *varying_count, char **strings, unsigned int *strings_length,
791         struct wined3d_string_buffer *buffer, unsigned int component_count)
792 {
793     unsigned int j;
794 
795     for (j = 0; j < component_count / 4; ++j)
796     {
797         string_buffer_sprintf(buffer, "gl_SkipComponents4");
798         append_transform_feedback_varying(varyings, varying_count, strings, strings_length, buffer);
799     }
800     if (component_count % 4)
801     {
802         string_buffer_sprintf(buffer, "gl_SkipComponents%u", component_count % 4);
803         append_transform_feedback_varying(varyings, varying_count, strings, strings_length, buffer);
804     }
805 }
806 
807 static BOOL shader_glsl_generate_transform_feedback_varyings(const struct wined3d_stream_output_desc *so_desc,
808         struct wined3d_string_buffer *buffer, const char **varyings, unsigned int *varying_count,
809         char *strings, unsigned int *strings_length, GLenum buffer_mode)
810 {
811     unsigned int i, buffer_idx, count, length, highest_output_slot, stride;
812     BOOL have_varyings_to_record = FALSE;
813 
814     count = length = 0;
815     highest_output_slot = 0;
816     for (buffer_idx = 0; buffer_idx < WINED3D_MAX_STREAM_OUTPUT_BUFFERS; ++buffer_idx)
817     {
818         stride = 0;
819 
820         for (i = 0; i < so_desc->element_count; ++i)
821         {
822             const struct wined3d_stream_output_element *e = &so_desc->elements[i];
823 
824             highest_output_slot = max(highest_output_slot, e->output_slot);
825             if (e->output_slot != buffer_idx)
826                 continue;
827 
828             if (e->stream_idx)
829             {
830                 FIXME("Unhandled stream %u.\n", e->stream_idx);
831                 continue;
832             }
833 
834             stride += e->component_count;
835 
836             if (e->register_idx == WINED3D_STREAM_OUTPUT_GAP)
837             {
838                 append_transform_feedback_skip_components(varyings, &count,
839                         &strings, &length, buffer, e->component_count);
840                 continue;
841             }
842 
843             if (e->component_idx || e->component_count != 4)
844             {
845                 if (so_desc->rasterizer_stream_idx != WINED3D_NO_RASTERIZER_STREAM)
846                 {
847                     FIXME("Unsupported component range %u-%u.\n", e->component_idx, e->component_count);
848                     append_transform_feedback_skip_components(varyings, &count,
849                             &strings, &length, buffer, e->component_count);
850                     continue;
851                 }
852 
853                 string_buffer_sprintf(buffer, "shader_in_out.reg%u_%u_%u",
854                         e->register_idx, e->component_idx, e->component_idx + e->component_count - 1);
855                 append_transform_feedback_varying(varyings, &count, &strings, &length, buffer);
856             }
857             else
858             {
859                 string_buffer_sprintf(buffer, "shader_in_out.reg%u", e->register_idx);
860                 append_transform_feedback_varying(varyings, &count, &strings, &length, buffer);
861             }
862 
863             have_varyings_to_record = TRUE;
864         }
865 
866         if (buffer_idx < so_desc->buffer_stride_count
867                 && stride < so_desc->buffer_strides[buffer_idx] / 4)
868         {
869             unsigned int component_count = so_desc->buffer_strides[buffer_idx] / 4 - stride;
870             append_transform_feedback_skip_components(varyings, &count,
871                     &strings, &length, buffer, component_count);
872         }
873 
874         if (highest_output_slot <= buffer_idx)
875             break;
876 
877         if (buffer_mode == GL_INTERLEAVED_ATTRIBS)
878         {
879             string_buffer_sprintf(buffer, "gl_NextBuffer");
880             append_transform_feedback_varying(varyings, &count, &strings, &length, buffer);
881         }
882     }
883 
884     if (varying_count)
885         *varying_count = count;
886     if (strings_length)
887         *strings_length = length;
888 
889     return have_varyings_to_record;
890 }
891 
892 static void shader_glsl_init_transform_feedback(const struct wined3d_context *context,
893         struct shader_glsl_priv *priv, GLuint program_id, struct wined3d_shader *shader)
894 {
895     const struct wined3d_stream_output_desc *so_desc = &shader->u.gs.so_desc;
896     const struct wined3d_gl_info *gl_info = context->gl_info;
897     struct wined3d_string_buffer *buffer;
898     unsigned int i, count, length;
899     const char **varyings;
900     char *strings;
901     GLenum mode;
902 
903     if (!so_desc->element_count)
904         return;
905 
906     if (gl_info->supported[ARB_TRANSFORM_FEEDBACK3])
907     {
908         mode = GL_INTERLEAVED_ATTRIBS;
909     }
910     else
911     {
912         unsigned int element_count[WINED3D_MAX_STREAM_OUTPUT_BUFFERS] = {0};
913 
914         for (i = 0; i < so_desc->element_count; ++i)
915         {
916             if (so_desc->elements[i].register_idx == WINED3D_STREAM_OUTPUT_GAP)
917             {
918                 FIXME("ARB_transform_feedback3 is needed for stream output gaps.\n");
919                 return;
920             }
921             ++element_count[so_desc->elements[i].output_slot];
922         }
923 
924         if (element_count[0] == so_desc->element_count)
925         {
926             mode = GL_INTERLEAVED_ATTRIBS;
927         }
928         else
929         {
930             mode = GL_SEPARATE_ATTRIBS;
931             for (i = 0; i < ARRAY_SIZE(element_count); ++i)
932             {
933                 if (element_count[i] != 1)
934                     break;
935             }
936             for (; i < ARRAY_SIZE(element_count); ++i)
937             {
938                 if (element_count[i])
939                 {
940                     FIXME("Only single element per buffer is allowed in separate mode.\n");
941                     return;
942                 }
943             }
944         }
945     }
946 
947     buffer = string_buffer_get(&priv->string_buffers);
948 
949     if (!shader_glsl_generate_transform_feedback_varyings(so_desc, buffer, NULL, &count, NULL, &length, mode))
950     {
951         FIXME("No varyings to record, disabling transform feedback.\n");
952         shader->u.gs.so_desc.element_count = 0;
953         string_buffer_release(&priv->string_buffers, buffer);
954         return;
955     }
956 
957     if (!(varyings = heap_calloc(count, sizeof(*varyings))))
958     {
959         ERR("Out of memory.\n");
960         string_buffer_release(&priv->string_buffers, buffer);
961         return;
962     }
963     if (!(strings = heap_calloc(length, sizeof(*strings))))
964     {
965         ERR("Out of memory.\n");
966         heap_free(varyings);
967         string_buffer_release(&priv->string_buffers, buffer);
968         return;
969     }
970 
971     shader_glsl_generate_transform_feedback_varyings(so_desc, buffer, varyings, NULL, strings, NULL, mode);
972     GL_EXTCALL(glTransformFeedbackVaryings(program_id, count, varyings, mode));
973     checkGLcall("glTransformFeedbackVaryings");
974 
975     heap_free(varyings);
976     heap_free(strings);
977     string_buffer_release(&priv->string_buffers, buffer);
978 }
979 
980 /* Context activation is done by the caller. */
981 static inline void walk_constant_heap(const struct wined3d_gl_info *gl_info, const struct wined3d_vec4 *constants,
982         const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
983 {
984     unsigned int start = ~0U, end = 0;
985     int stack_idx = 0;
986     unsigned int heap_idx = 1;
987     unsigned int idx;
988 
989     if (heap->entries[heap_idx].version <= version) return;
990 
991     idx = heap->entries[heap_idx].idx;
992     if (constant_locations[idx] != -1)
993         start = end = idx;
994     stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
995 
996     while (stack_idx >= 0)
997     {
998         /* Note that we fall through to the next case statement. */
999         switch(stack[stack_idx])
1000         {
1001             case HEAP_NODE_TRAVERSE_LEFT:
1002             {
1003                 unsigned int left_idx = heap_idx << 1;
1004                 if (left_idx < heap->size && heap->entries[left_idx].version > version)
1005                 {
1006                     heap_idx = left_idx;
1007                     idx = heap->entries[heap_idx].idx;
1008                     if (constant_locations[idx] != -1)
1009                     {
1010                         if (start > idx)
1011                             start = idx;
1012                         if (end < idx)
1013                             end = idx;
1014                     }
1015 
1016                     stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
1017                     stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
1018                     break;
1019                 }
1020             }
1021 
1022             case HEAP_NODE_TRAVERSE_RIGHT:
1023             {
1024                 unsigned int right_idx = (heap_idx << 1) + 1;
1025                 if (right_idx < heap->size && heap->entries[right_idx].version > version)
1026                 {
1027                     heap_idx = right_idx;
1028                     idx = heap->entries[heap_idx].idx;
1029                     if (constant_locations[idx] != -1)
1030                     {
1031                         if (start > idx)
1032                             start = idx;
1033                         if (end < idx)
1034                             end = idx;
1035                     }
1036 
1037                     stack[stack_idx++] = HEAP_NODE_POP;
1038                     stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
1039                     break;
1040                 }
1041             }
1042 
1043             case HEAP_NODE_POP:
1044                 heap_idx >>= 1;
1045                 --stack_idx;
1046                 break;
1047         }
1048     }
1049     if (start <= end)
1050         GL_EXTCALL(glUniform4fv(constant_locations[start], end - start + 1, &constants[start].x));
1051     checkGLcall("walk_constant_heap()");
1052 }
1053 
1054 /* Context activation is done by the caller. */
1055 static inline void apply_clamped_constant(const struct wined3d_gl_info *gl_info,
1056         GLint location, const struct wined3d_vec4 *data)
1057 {
1058     GLfloat clamped_constant[4];
1059 
1060     if (location == -1) return;
1061 
1062     clamped_constant[0] = data->x < -1.0f ? -1.0f : data->x > 1.0f ? 1.0f : data->x;
1063     clamped_constant[1] = data->y < -1.0f ? -1.0f : data->y > 1.0f ? 1.0f : data->y;
1064     clamped_constant[2] = data->z < -1.0f ? -1.0f : data->z > 1.0f ? 1.0f : data->z;
1065     clamped_constant[3] = data->w < -1.0f ? -1.0f : data->w > 1.0f ? 1.0f : data->w;
1066 
1067     GL_EXTCALL(glUniform4fv(location, 1, clamped_constant));
1068 }
1069 
1070 /* Context activation is done by the caller. */
1071 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info *gl_info,
1072         const struct wined3d_vec4 *constants, const GLint *constant_locations,
1073         const struct constant_heap *heap, unsigned char *stack, DWORD version)
1074 {
1075     int stack_idx = 0;
1076     unsigned int heap_idx = 1;
1077     unsigned int idx;
1078 
1079     if (heap->entries[heap_idx].version <= version) return;
1080 
1081     idx = heap->entries[heap_idx].idx;
1082     apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx]);
1083     stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
1084 
1085     while (stack_idx >= 0)
1086     {
1087         /* Note that we fall through to the next case statement. */
1088         switch(stack[stack_idx])
1089         {
1090             case HEAP_NODE_TRAVERSE_LEFT:
1091             {
1092                 unsigned int left_idx = heap_idx << 1;
1093                 if (left_idx < heap->size && heap->entries[left_idx].version > version)
1094                 {
1095                     heap_idx = left_idx;
1096                     idx = heap->entries[heap_idx].idx;
1097                     apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx]);
1098 
1099                     stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
1100                     stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
1101                     break;
1102                 }
1103             }
1104 
1105             case HEAP_NODE_TRAVERSE_RIGHT:
1106             {
1107                 unsigned int right_idx = (heap_idx << 1) + 1;
1108                 if (right_idx < heap->size && heap->entries[right_idx].version > version)
1109                 {
1110                     heap_idx = right_idx;
1111                     idx = heap->entries[heap_idx].idx;
1112                     apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx]);
1113 
1114                     stack[stack_idx++] = HEAP_NODE_POP;
1115                     stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
1116                     break;
1117                 }
1118             }
1119 
1120             case HEAP_NODE_POP:
1121                 heap_idx >>= 1;
1122                 --stack_idx;
1123                 break;
1124         }
1125     }
1126     checkGLcall("walk_constant_heap_clamped()");
1127 }
1128 
1129 /* Context activation is done by the caller. */
1130 static void shader_glsl_load_constants_f(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
1131         const struct wined3d_vec4 *constants, const GLint *constant_locations, const struct constant_heap *heap,
1132         unsigned char *stack, unsigned int version)
1133 {
1134     const struct wined3d_shader_lconst *lconst;
1135 
1136     /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
1137     if (shader->reg_maps.shader_version.major == 1
1138             && shader->reg_maps.shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
1139         walk_constant_heap_clamped(gl_info, constants, constant_locations, heap, stack, version);
1140     else
1141         walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version);
1142 
1143     if (!shader->load_local_constsF)
1144     {
1145         TRACE("No need to load local float constants for this shader.\n");
1146         return;
1147     }
1148 
1149     /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
1150     LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
1151     {
1152         GL_EXTCALL(glUniform4fv(constant_locations[lconst->idx], 1, (const GLfloat *)lconst->value));
1153     }
1154     checkGLcall("glUniform4fv()");
1155 }
1156 
1157 /* Context activation is done by the caller. */
1158 static void shader_glsl_load_constants_i(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
1159         const struct wined3d_ivec4 *constants, const GLint locations[WINED3D_MAX_CONSTS_I], WORD constants_set)
1160 {
1161     unsigned int i;
1162     struct list* ptr;
1163 
1164     for (i = 0; constants_set; constants_set >>= 1, ++i)
1165     {
1166         if (!(constants_set & 1)) continue;
1167 
1168         /* We found this uniform name in the program - go ahead and send the data */
1169         GL_EXTCALL(glUniform4iv(locations[i], 1, &constants[i].x));
1170     }
1171 
1172     /* Load immediate constants */
1173     ptr = list_head(&shader->constantsI);
1174     while (ptr)
1175     {
1176         const struct wined3d_shader_lconst *lconst = LIST_ENTRY(ptr, const struct wined3d_shader_lconst, entry);
1177         unsigned int idx = lconst->idx;
1178         const GLint *values = (const GLint *)lconst->value;
1179 
1180         /* We found this uniform name in the program - go ahead and send the data */
1181         GL_EXTCALL(glUniform4iv(locations[idx], 1, values));
1182         ptr = list_next(&shader->constantsI, ptr);
1183     }
1184     checkGLcall("glUniform4iv()");
1185 }
1186 
1187 /* Context activation is done by the caller. */
1188 static void shader_glsl_load_constantsB(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
1189         const GLint locations[WINED3D_MAX_CONSTS_B], const BOOL *constants, WORD constants_set)
1190 {
1191     unsigned int i;
1192     struct list* ptr;
1193 
1194     for (i = 0; constants_set; constants_set >>= 1, ++i)
1195     {
1196         if (!(constants_set & 1)) continue;
1197 
1198         GL_EXTCALL(glUniform1iv(locations[i], 1, &constants[i]));
1199     }
1200 
1201     /* Load immediate constants */
1202     ptr = list_head(&shader->constantsB);
1203     while (ptr)
1204     {
1205         const struct wined3d_shader_lconst *lconst = LIST_ENTRY(ptr, const struct wined3d_shader_lconst, entry);
1206         unsigned int idx = lconst->idx;
1207         const GLint *values = (const GLint *)lconst->value;
1208 
1209         GL_EXTCALL(glUniform1iv(locations[idx], 1, values));
1210         ptr = list_next(&shader->constantsB, ptr);
1211     }
1212     checkGLcall("glUniform1iv()");
1213 }
1214 
1215 static void reset_program_constant_version(struct wine_rb_entry *entry, void *context)
1216 {
1217     WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry)->constant_version = 0;
1218 }
1219 
1220 /* Context activation is done by the caller (state handler). */
1221 static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program *ps,
1222         const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
1223 {
1224     struct
1225     {
1226         float sx, sy;
1227     }
1228     np2fixup_constants[MAX_FRAGMENT_SAMPLERS];
1229     UINT fixup = ps->np2_fixup_info->active;
1230     UINT i;
1231 
1232     for (i = 0; fixup; fixup >>= 1, ++i)
1233     {
1234         const struct wined3d_texture *tex = state->textures[i];
1235         unsigned char idx = ps->np2_fixup_info->idx[i];
1236 
1237         if (!tex)
1238         {
1239             ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
1240             continue;
1241         }
1242 
1243         np2fixup_constants[idx].sx = tex->pow2_matrix[0];
1244         np2fixup_constants[idx].sy = tex->pow2_matrix[5];
1245     }
1246 
1247     GL_EXTCALL(glUniform4fv(ps->np2_fixup_location, ps->np2_fixup_info->num_consts, &np2fixup_constants[0].sx));
1248 }
1249 
1250 static void shader_glsl_ffp_vertex_texmatrix_uniform(const struct wined3d_context *context,
1251         const struct wined3d_state *state, unsigned int tex, struct glsl_shader_prog_link *prog)
1252 {
1253     const struct wined3d_gl_info *gl_info = context->gl_info;
1254     struct wined3d_matrix mat;
1255 
1256     if (tex >= MAX_TEXTURES)
1257         return;
1258     if (prog->vs.texture_matrix_location[tex] == -1)
1259         return;
1260 
1261     get_texture_matrix(context, state, tex, &mat);
1262     GL_EXTCALL(glUniformMatrix4fv(prog->vs.texture_matrix_location[tex], 1, FALSE, &mat._11));
1263     checkGLcall("glUniformMatrix4fv");
1264 }
1265 
1266 static void shader_glsl_ffp_vertex_material_uniform(const struct wined3d_context *context,
1267         const struct wined3d_state *state, struct glsl_shader_prog_link *prog)
1268 {
1269     const struct wined3d_gl_info *gl_info = context->gl_info;
1270 
1271     if (state->render_states[WINED3D_RS_SPECULARENABLE])
1272     {
1273         GL_EXTCALL(glUniform4fv(prog->vs.material_specular_location, 1, &state->material.specular.r));
1274         GL_EXTCALL(glUniform1f(prog->vs.material_shininess_location, state->material.power));
1275     }
1276     else
1277     {
1278         static const float black[] = {0.0f, 0.0f, 0.0f, 0.0f};
1279 
1280         GL_EXTCALL(glUniform4fv(prog->vs.material_specular_location, 1, black));
1281     }
1282     GL_EXTCALL(glUniform4fv(prog->vs.material_ambient_location, 1, &state->material.ambient.r));
1283     GL_EXTCALL(glUniform4fv(prog->vs.material_diffuse_location, 1, &state->material.diffuse.r));
1284     GL_EXTCALL(glUniform4fv(prog->vs.material_emissive_location, 1, &state->material.emissive.r));
1285     checkGLcall("setting FFP material uniforms");
1286 }
1287 
1288 static void shader_glsl_ffp_vertex_lightambient_uniform(const struct wined3d_context *context,
1289         const struct wined3d_state *state, struct glsl_shader_prog_link *prog)
1290 {
1291     const struct wined3d_gl_info *gl_info = context->gl_info;
1292     struct wined3d_color color;
1293 
1294     wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_AMBIENT]);
1295     GL_EXTCALL(glUniform3fv(prog->vs.light_ambient_location, 1, &color.r));
1296     checkGLcall("glUniform3fv");
1297 }
1298 
1299 static void multiply_vector_matrix(struct wined3d_vec4 *dest, const struct wined3d_vec4 *src1,
1300         const struct wined3d_matrix *src2)
1301 {
1302     struct wined3d_vec4 temp;
1303 
1304     temp.x = (src1->x * src2->_11) + (src1->y * src2->_21) + (src1->z * src2->_31) + (src1->w * src2->_41);
1305     temp.y = (src1->x * src2->_12) + (src1->y * src2->_22) + (src1->z * src2->_32) + (src1->w * src2->_42);
1306     temp.z = (src1->x * src2->_13) + (src1->y * src2->_23) + (src1->z * src2->_33) + (src1->w * src2->_43);
1307     temp.w = (src1->x * src2->_14) + (src1->y * src2->_24) + (src1->z * src2->_34) + (src1->w * src2->_44);
1308 
1309     *dest = temp;
1310 }
1311 
1312 static void shader_glsl_ffp_vertex_light_uniform(const struct wined3d_context *context,
1313         const struct wined3d_state *state, unsigned int light, const struct wined3d_light_info *light_info,
1314         struct glsl_shader_prog_link *prog)
1315 {
1316     const struct wined3d_matrix *view = &state->transforms[WINED3D_TS_VIEW];
1317     const struct wined3d_gl_info *gl_info = context->gl_info;
1318     struct wined3d_vec4 vec4;
1319 
1320     GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].diffuse, 1, &light_info->OriginalParms.diffuse.r));
1321     GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].specular, 1, &light_info->OriginalParms.specular.r));
1322     GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].ambient, 1, &light_info->OriginalParms.ambient.r));
1323 
1324     switch (light_info->OriginalParms.type)
1325     {
1326         case WINED3D_LIGHT_POINT:
1327             multiply_vector_matrix(&vec4, &light_info->position, view);
1328             GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].position, 1, &vec4.x));
1329             GL_EXTCALL(glUniform1f(prog->vs.light_location[light].range, light_info->OriginalParms.range));
1330             GL_EXTCALL(glUniform1f(prog->vs.light_location[light].c_att, light_info->OriginalParms.attenuation0));
1331             GL_EXTCALL(glUniform1f(prog->vs.light_location[light].l_att, light_info->OriginalParms.attenuation1));
1332             GL_EXTCALL(glUniform1f(prog->vs.light_location[light].q_att, light_info->OriginalParms.attenuation2));
1333             break;
1334 
1335         case WINED3D_LIGHT_SPOT:
1336             multiply_vector_matrix(&vec4, &light_info->position, view);
1337             GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].position, 1, &vec4.x));
1338 
1339             multiply_vector_matrix(&vec4, &light_info->direction, view);
1340             GL_EXTCALL(glUniform3fv(prog->vs.light_location[light].direction, 1, &vec4.x));
1341 
1342             GL_EXTCALL(glUniform1f(prog->vs.light_location[light].range, light_info->OriginalParms.range));
1343             GL_EXTCALL(glUniform1f(prog->vs.light_location[light].falloff, light_info->OriginalParms.falloff));
1344             GL_EXTCALL(glUniform1f(prog->vs.light_location[light].c_att, light_info->OriginalParms.attenuation0));
1345             GL_EXTCALL(glUniform1f(prog->vs.light_location[light].l_att, light_info->OriginalParms.attenuation1));
1346             GL_EXTCALL(glUniform1f(prog->vs.light_location[light].q_att, light_info->OriginalParms.attenuation2));
1347             GL_EXTCALL(glUniform1f(prog->vs.light_location[light].cos_htheta, cosf(light_info->OriginalParms.theta / 2.0f)));
1348             GL_EXTCALL(glUniform1f(prog->vs.light_location[light].cos_hphi, cosf(light_info->OriginalParms.phi / 2.0f)));
1349             break;
1350 
1351         case WINED3D_LIGHT_DIRECTIONAL:
1352             multiply_vector_matrix(&vec4, &light_info->direction, view);
1353             GL_EXTCALL(glUniform3fv(prog->vs.light_location[light].direction, 1, &vec4.x));
1354             break;
1355 
1356         case WINED3D_LIGHT_PARALLELPOINT:
1357             multiply_vector_matrix(&vec4, &light_info->position, view);
1358             GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].position, 1, &vec4.x));
1359             break;
1360 
1361         default:
1362             FIXME("Unrecognized light type %#x.\n", light_info->OriginalParms.type);
1363     }
1364     checkGLcall("setting FFP lights uniforms");
1365 }
1366 
1367 static void shader_glsl_pointsize_uniform(const struct wined3d_context *context,
1368         const struct wined3d_state *state, struct glsl_shader_prog_link *prog)
1369 {
1370     const struct wined3d_gl_info *gl_info = context->gl_info;
1371     float min, max;
1372     float size, att[3];
1373 
1374     get_pointsize_minmax(context, state, &min, &max);
1375 
1376     GL_EXTCALL(glUniform1f(prog->vs.pointsize_min_location, min));
1377     checkGLcall("glUniform1f");
1378     GL_EXTCALL(glUniform1f(prog->vs.pointsize_max_location, max));
1379     checkGLcall("glUniform1f");
1380 
1381     get_pointsize(context, state, &size, att);
1382 
1383     GL_EXTCALL(glUniform1f(prog->vs.pointsize_location, size));
1384     checkGLcall("glUniform1f");
1385     GL_EXTCALL(glUniform1f(prog->vs.pointsize_c_att_location, att[0]));
1386     checkGLcall("glUniform1f");
1387     GL_EXTCALL(glUniform1f(prog->vs.pointsize_l_att_location, att[1]));
1388     checkGLcall("glUniform1f");
1389     GL_EXTCALL(glUniform1f(prog->vs.pointsize_q_att_location, att[2]));
1390     checkGLcall("glUniform1f");
1391 }
1392 
1393 static void shader_glsl_load_fog_uniform(const struct wined3d_context *context,
1394         const struct wined3d_state *state, struct glsl_shader_prog_link *prog)
1395 {
1396     const struct wined3d_gl_info *gl_info = context->gl_info;
1397     struct wined3d_color color;
1398     float start, end, scale;
1399     union
1400     {
1401         DWORD d;
1402         float f;
1403     } tmpvalue;
1404 
1405     wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_FOGCOLOR]);
1406     GL_EXTCALL(glUniform4fv(prog->ps.fog_color_location, 1, &color.r));
1407     tmpvalue.d = state->render_states[WINED3D_RS_FOGDENSITY];
1408     GL_EXTCALL(glUniform1f(prog->ps.fog_density_location, tmpvalue.f));
1409     get_fog_start_end(context, state, &start, &end);
1410     scale = 1.0f / (end - start);
1411     GL_EXTCALL(glUniform1f(prog->ps.fog_end_location, end));
1412     GL_EXTCALL(glUniform1f(prog->ps.fog_scale_location, scale));
1413     checkGLcall("fog emulation uniforms");
1414 }
1415 
1416 static void shader_glsl_clip_plane_uniform(const struct wined3d_context *context,
1417         const struct wined3d_state *state, unsigned int index, struct glsl_shader_prog_link *prog)
1418 {
1419     const struct wined3d_gl_info *gl_info = context->gl_info;
1420     struct wined3d_matrix matrix;
1421     struct wined3d_vec4 plane;
1422 
1423     plane = state->clip_planes[index];
1424 
1425     /* Clip planes are affected by the view transform in d3d for FFP draws. */
1426     if (!use_vs(state))
1427     {
1428         invert_matrix(&matrix, &state->transforms[WINED3D_TS_VIEW]);
1429         transpose_matrix(&matrix, &matrix);
1430         multiply_vector_matrix(&plane, &plane, &matrix);
1431     }
1432 
1433     GL_EXTCALL(glUniform4fv(prog->vs.clip_planes_location + index, 1, &plane.x));
1434 }
1435 
1436 /* Context activation is done by the caller (state handler). */
1437 static void shader_glsl_load_color_key_constant(const struct glsl_ps_program *ps,
1438         const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
1439 {
1440     struct wined3d_color float_key[2];
1441     const struct wined3d_texture *texture = state->textures[0];
1442 
1443     wined3d_format_get_float_color_key(texture->resource.format, &texture->async.src_blt_color_key, float_key);
1444     GL_EXTCALL(glUniform4fv(ps->color_key_location, 2, &float_key[0].r));
1445 }
1446 
1447 /* Context activation is done by the caller. */
1448 static void get_normal_matrix(struct wined3d_context *context, struct wined3d_matrix *mat, float *normal)
1449 {
1450     int i, j;
1451 
1452     if (context->d3d_info->wined3d_creation_flags & WINED3D_LEGACY_FFP_LIGHTING)
1453         invert_matrix_3d(mat, mat);
1454     else
1455         invert_matrix(mat, mat);
1456     /* Tests show that singular modelview matrices are used unchanged as normal
1457      * matrices on D3D3 and older. There seems to be no clearly consistent
1458      * behavior on newer D3D versions so always follow older ddraw behavior. */
1459     for (i = 0; i < 3; ++i)
1460         for (j = 0; j < 3; ++j)
1461             normal[i * 3 + j] = (&mat->_11)[j * 4 + i];
1462 }
1463 
1464 /* Context activation is done by the caller (state handler). */
1465 static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context *context,
1466         const struct wined3d_state *state)
1467 {
1468     const struct glsl_context_data *ctx_data = context->shader_backend_data;
1469     const struct wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
1470     const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
1471     const struct wined3d_gl_info *gl_info = context->gl_info;
1472     struct shader_glsl_priv *priv = shader_priv;
1473     float position_fixup[4 * WINED3D_MAX_VIEWPORTS];
1474     float normal[3 * 3];
1475     DWORD update_mask;
1476 
1477     struct glsl_shader_prog_link *prog = ctx_data->glsl_program;
1478     UINT constant_version;
1479     int i;
1480 
1481     if (!prog) {
1482         /* No GLSL program set - nothing to do. */
1483         return;
1484     }
1485     constant_version = prog->constant_version;
1486     update_mask = context->constant_update_mask & prog->constant_update_mask;
1487 
1488     if (update_mask & WINED3D_SHADER_CONST_VS_F)
1489         shader_glsl_load_constants_f(vshader, gl_info, state->vs_consts_f,
1490                 prog->vs.uniform_f_locations, &priv->vconst_heap, priv->stack, constant_version);
1491 
1492     if (update_mask & WINED3D_SHADER_CONST_VS_I)
1493         shader_glsl_load_constants_i(vshader, gl_info, state->vs_consts_i,
1494                 prog->vs.uniform_i_locations, vshader->reg_maps.integer_constants);
1495 
1496     if (update_mask & WINED3D_SHADER_CONST_VS_B)
1497         shader_glsl_load_constantsB(vshader, gl_info, prog->vs.uniform_b_locations, state->vs_consts_b,
1498                 vshader->reg_maps.boolean_constants);
1499 
1500     if (update_mask & WINED3D_SHADER_CONST_VS_CLIP_PLANES)
1501     {
1502         for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
1503             shader_glsl_clip_plane_uniform(context, state, i, prog);
1504     }
1505 
1506     if (update_mask & WINED3D_SHADER_CONST_VS_POINTSIZE)
1507         shader_glsl_pointsize_uniform(context, state, prog);
1508 
1509     if (update_mask & WINED3D_SHADER_CONST_POS_FIXUP)
1510     {
1511         unsigned int fixup_count = state->shader[WINED3D_SHADER_TYPE_GEOMETRY] ?
1512                 max(state->viewport_count, 1) : 1;
1513         shader_get_position_fixup(context, state, fixup_count, position_fixup);
1514         if (state->shader[WINED3D_SHADER_TYPE_GEOMETRY])
1515             GL_EXTCALL(glUniform4fv(prog->gs.pos_fixup_location, fixup_count, position_fixup));
1516         else if (state->shader[WINED3D_SHADER_TYPE_DOMAIN])
1517             GL_EXTCALL(glUniform4fv(prog->ds.pos_fixup_location, 1, position_fixup));
1518         else
1519             GL_EXTCALL(glUniform4fv(prog->vs.pos_fixup_location, 1, position_fixup));
1520         checkGLcall("glUniform4fv");
1521     }
1522 
1523     if (update_mask & WINED3D_SHADER_CONST_FFP_MODELVIEW)
1524     {
1525         struct wined3d_matrix mat;
1526 
1527         get_modelview_matrix(context, state, 0, &mat);
1528         GL_EXTCALL(glUniformMatrix4fv(prog->vs.modelview_matrix_location[0], 1, FALSE, &mat._11));
1529         checkGLcall("glUniformMatrix4fv");
1530 
1531         get_normal_matrix(context, &mat, normal);
1532         GL_EXTCALL(glUniformMatrix3fv(prog->vs.normal_matrix_location[0], 1, FALSE, normal));
1533         checkGLcall("glUniformMatrix3fv");
1534     }
1535 
1536     if (update_mask & WINED3D_SHADER_CONST_FFP_VERTEXBLEND)
1537     {
1538         struct wined3d_matrix mat;
1539 
1540         for (i = 1; i < MAX_VERTEX_INDEX_BLENDS; ++i)
1541         {
1542             if (prog->vs.modelview_matrix_location[i] == -1)
1543                 break;
1544             if (!(update_mask & WINED3D_SHADER_CONST_FFP_VERTEXBLEND_INDEX(i)))
1545                 continue;
1546 
1547             get_modelview_matrix(context, state, i, &mat);
1548             GL_EXTCALL(glUniformMatrix4fv(prog->vs.modelview_matrix_location[i], 1, FALSE, &mat._11));
1549             checkGLcall("glUniformMatrix4fv");
1550 
1551             get_normal_matrix(context, &mat, normal);
1552             GL_EXTCALL(glUniformMatrix3fv(prog->vs.normal_matrix_location[i], 1, FALSE, normal));
1553             checkGLcall("glUniformMatrix3fv");
1554         }
1555     }
1556 
1557     if (update_mask & WINED3D_SHADER_CONST_FFP_PROJ)
1558     {
1559         struct wined3d_matrix projection;
1560 
1561         get_projection_matrix(context, state, &projection);
1562         GL_EXTCALL(glUniformMatrix4fv(prog->vs.projection_matrix_location, 1, FALSE, &projection._11));
1563         checkGLcall("glUniformMatrix4fv");
1564     }
1565 
1566     if (update_mask & WINED3D_SHADER_CONST_FFP_TEXMATRIX)
1567     {
1568         for (i = 0; i < MAX_TEXTURES; ++i)
1569             shader_glsl_ffp_vertex_texmatrix_uniform(context, state, i, prog);
1570     }
1571 
1572     if (update_mask & WINED3D_SHADER_CONST_FFP_MATERIAL)
1573         shader_glsl_ffp_vertex_material_uniform(context, state, prog);
1574 
1575     if (update_mask & WINED3D_SHADER_CONST_FFP_LIGHTS)
1576     {
1577         unsigned int point_idx, spot_idx, directional_idx, parallel_point_idx;
1578         DWORD point_count = 0;
1579         DWORD spot_count = 0;
1580         DWORD directional_count = 0;
1581         DWORD parallel_point_count = 0;
1582 
1583         for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
1584         {
1585             if (!state->lights[i])
1586                 continue;
1587 
1588             switch (state->lights[i]->OriginalParms.type)
1589             {
1590                 case WINED3D_LIGHT_POINT:
1591                     ++point_count;
1592                     break;
1593                 case WINED3D_LIGHT_SPOT:
1594                     ++spot_count;
1595                     break;
1596                 case WINED3D_LIGHT_DIRECTIONAL:
1597                     ++directional_count;
1598                     break;
1599                 case WINED3D_LIGHT_PARALLELPOINT:
1600                     ++parallel_point_count;
1601                     break;
1602                 default:
1603                     FIXME("Unhandled light type %#x.\n", state->lights[i]->OriginalParms.type);
1604                     break;
1605             }
1606         }
1607         point_idx = 0;
1608         spot_idx = point_idx + point_count;
1609         directional_idx = spot_idx + spot_count;
1610         parallel_point_idx = directional_idx + directional_count;
1611 
1612         shader_glsl_ffp_vertex_lightambient_uniform(context, state, prog);
1613         for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
1614         {
1615             const struct wined3d_light_info *light_info = state->lights[i];
1616             unsigned int idx;
1617 
1618             if (!light_info)
1619                 continue;
1620 
1621             switch (light_info->OriginalParms.type)
1622             {
1623                 case WINED3D_LIGHT_POINT:
1624                     idx = point_idx++;
1625                     break;
1626                 case WINED3D_LIGHT_SPOT:
1627                     idx = spot_idx++;
1628                     break;
1629                 case WINED3D_LIGHT_DIRECTIONAL:
1630                     idx = directional_idx++;
1631                     break;
1632                 case WINED3D_LIGHT_PARALLELPOINT:
1633                     idx = parallel_point_idx++;
1634                     break;
1635                 default:
1636                     FIXME("Unhandled light type %#x.\n", light_info->OriginalParms.type);
1637                     continue;
1638             }
1639             shader_glsl_ffp_vertex_light_uniform(context, state, idx, light_info, prog);
1640         }
1641     }
1642 
1643     if (update_mask & WINED3D_SHADER_CONST_PS_F)
1644         shader_glsl_load_constants_f(pshader, gl_info, state->ps_consts_f,
1645                 prog->ps.uniform_f_locations, &priv->pconst_heap, priv->stack, constant_version);
1646 
1647     if (update_mask & WINED3D_SHADER_CONST_PS_I)
1648         shader_glsl_load_constants_i(pshader, gl_info, state->ps_consts_i,
1649                 prog->ps.uniform_i_locations, pshader->reg_maps.integer_constants);
1650 
1651     if (update_mask & WINED3D_SHADER_CONST_PS_B)
1652         shader_glsl_load_constantsB(pshader, gl_info, prog->ps.uniform_b_locations, state->ps_consts_b,
1653                 pshader->reg_maps.boolean_constants);
1654 
1655     if (update_mask & WINED3D_SHADER_CONST_PS_BUMP_ENV)
1656     {
1657         for (i = 0; i < MAX_TEXTURES; ++i)
1658         {
1659             if (prog->ps.bumpenv_mat_location[i] == -1)
1660                 continue;
1661 
1662             GL_EXTCALL(glUniformMatrix2fv(prog->ps.bumpenv_mat_location[i], 1, 0,
1663                     (const GLfloat *)&state->texture_states[i][WINED3D_TSS_BUMPENV_MAT00]));
1664 
1665             if (prog->ps.bumpenv_lum_scale_location[i] != -1)
1666             {
1667                 GL_EXTCALL(glUniform1fv(prog->ps.bumpenv_lum_scale_location[i], 1,
1668                         (const GLfloat *)&state->texture_states[i][WINED3D_TSS_BUMPENV_LSCALE]));
1669                 GL_EXTCALL(glUniform1fv(prog->ps.bumpenv_lum_offset_location[i], 1,
1670                         (const GLfloat *)&state->texture_states[i][WINED3D_TSS_BUMPENV_LOFFSET]));
1671             }
1672         }
1673 
1674         checkGLcall("bump env uniforms");
1675     }
1676 
1677     if (update_mask & WINED3D_SHADER_CONST_PS_Y_CORR)
1678     {
1679         const struct wined3d_vec4 correction_params =
1680         {
1681             /* Position is relative to the framebuffer, not the viewport. */
1682             context->render_offscreen ? 0.0f : (float)state->fb->render_targets[0]->height,
1683             context->render_offscreen ? 1.0f : -1.0f,
1684             0.0f,
1685             0.0f,
1686         };
1687 
1688         GL_EXTCALL(glUniform4fv(prog->ps.ycorrection_location, 1, &correction_params.x));
1689     }
1690 
1691     if (update_mask & WINED3D_SHADER_CONST_PS_NP2_FIXUP)
1692         shader_glsl_load_np2fixup_constants(&prog->ps, gl_info, state);
1693     if (update_mask & WINED3D_SHADER_CONST_FFP_COLOR_KEY)
1694         shader_glsl_load_color_key_constant(&prog->ps, gl_info, state);
1695 
1696     if (update_mask & WINED3D_SHADER_CONST_FFP_PS)
1697     {
1698         struct wined3d_color color;
1699 
1700         if (prog->ps.tex_factor_location != -1)
1701         {
1702             wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_TEXTUREFACTOR]);
1703             GL_EXTCALL(glUniform4fv(prog->ps.tex_factor_location, 1, &color.r));
1704         }
1705 
1706         if (state->render_states[WINED3D_RS_SPECULARENABLE])
1707             GL_EXTCALL(glUniform4f(prog->ps.specular_enable_location, 1.0f, 1.0f, 1.0f, 0.0f));
1708         else
1709             GL_EXTCALL(glUniform4f(prog->ps.specular_enable_location, 0.0f, 0.0f, 0.0f, 0.0f));
1710 
1711         for (i = 0; i < MAX_TEXTURES; ++i)
1712         {
1713             if (prog->ps.tss_constant_location[i] == -1)
1714                 continue;
1715 
1716             wined3d_color_from_d3dcolor(&color, state->texture_states[i][WINED3D_TSS_CONSTANT]);
1717             GL_EXTCALL(glUniform4fv(prog->ps.tss_constant_location[i], 1, &color.r));
1718         }
1719 
1720         checkGLcall("fixed function uniforms");
1721     }
1722 
1723     if (update_mask & WINED3D_SHADER_CONST_PS_FOG)
1724         shader_glsl_load_fog_uniform(context, state, prog);
1725 
1726     if (update_mask & WINED3D_SHADER_CONST_PS_ALPHA_TEST)
1727     {
1728         float ref = state->render_states[WINED3D_RS_ALPHAREF] / 255.0f;
1729 
1730         GL_EXTCALL(glUniform1f(prog->ps.alpha_test_ref_location, ref));
1731         checkGLcall("alpha test emulation uniform");
1732     }
1733 
1734     if (priv->next_constant_version == UINT_MAX)
1735     {
1736         TRACE("Max constant version reached, resetting to 0.\n");
1737         wine_rb_for_each_entry(&priv->program_lookup, reset_program_constant_version, NULL);
1738         priv->next_constant_version = 1;
1739     }
1740     else
1741     {
1742         prog->constant_version = priv->next_constant_version++;
1743     }
1744 }
1745 
1746 static void update_heap_entry(struct constant_heap *heap, unsigned int idx, DWORD new_version)
1747 {
1748     struct constant_entry *entries = heap->entries;
1749     unsigned int *positions = heap->positions;
1750     unsigned int heap_idx, parent_idx;
1751 
1752     if (!heap->contained[idx])
1753     {
1754         heap_idx = heap->size++;
1755         heap->contained[idx] = TRUE;
1756     }
1757     else
1758     {
1759         heap_idx = positions[idx];
1760     }
1761 
1762     while (heap_idx > 1)
1763     {
1764         parent_idx = heap_idx >> 1;
1765 
1766         if (new_version <= entries[parent_idx].version) break;
1767 
1768         entries[heap_idx] = entries[parent_idx];
1769         positions[entries[parent_idx].idx] = heap_idx;
1770         heap_idx = parent_idx;
1771     }
1772 
1773     entries[heap_idx].version = new_version;
1774     entries[heap_idx].idx = idx;
1775     positions[idx] = heap_idx;
1776 }
1777 
1778 static void shader_glsl_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
1779 {
1780     struct shader_glsl_priv *priv = device->shader_priv;
1781     struct constant_heap *heap = &priv->vconst_heap;
1782     UINT i;
1783 
1784     for (i = start; i < count + start; ++i)
1785     {
1786         update_heap_entry(heap, i, priv->next_constant_version);
1787     }
1788 }
1789 
1790 static void shader_glsl_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
1791 {
1792     struct shader_glsl_priv *priv = device->shader_priv;
1793     struct constant_heap *heap = &priv->pconst_heap;
1794     UINT i;
1795 
1796     for (i = start; i < count + start; ++i)
1797     {
1798         update_heap_entry(heap, i, priv->next_constant_version);
1799     }
1800 }
1801 
1802 static unsigned int vec4_varyings(DWORD shader_major, const struct wined3d_gl_info *gl_info)
1803 {
1804     unsigned int ret = gl_info->limits.glsl_varyings / 4;
1805     /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
1806     if(shader_major > 3) return ret;
1807 
1808     /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
1809     if (gl_info->quirks & WINED3D_QUIRK_GLSL_CLIP_VARYING) ret -= 1;
1810     return ret;
1811 }
1812 
1813 static BOOL needs_legacy_glsl_syntax(const struct wined3d_gl_info *gl_info)
1814 {
1815     return gl_info->glsl_version < MAKEDWORD_VERSION(1, 30);
1816 }
1817 
1818 static BOOL shader_glsl_use_explicit_attrib_location(const struct wined3d_gl_info *gl_info)
1819 {
1820     return gl_info->supported[ARB_EXPLICIT_ATTRIB_LOCATION]
1821             && shader_glsl_use_layout_qualifier(gl_info) && !needs_legacy_glsl_syntax(gl_info);
1822 }
1823 
1824 static BOOL shader_glsl_use_interface_blocks(const struct wined3d_gl_info *gl_info)
1825 {
1826     return shader_glsl_get_version(gl_info) >= 150;
1827 }
1828 
1829 static const char *get_attribute_keyword(const struct wined3d_gl_info *gl_info)
1830 {
1831     return needs_legacy_glsl_syntax(gl_info) ? "attribute" : "in";
1832 }
1833 
1834 static void PRINTF_ATTR(4, 5) declare_in_varying(const struct wined3d_gl_info *gl_info,
1835         struct wined3d_string_buffer *buffer, BOOL flat, const char *format, ...)
1836 {
1837     va_list args;
1838     int ret;
1839 
1840     shader_addline(buffer, "%s%s ", flat ? "flat " : "",
1841             needs_legacy_glsl_syntax(gl_info) ? "varying" : "in");
1842     for (;;)
1843     {
1844         va_start(args, format);
1845         ret = shader_vaddline(buffer, format, args);
1846         va_end(args);
1847         if (!ret)
1848             return;
1849         if (!string_buffer_resize(buffer, ret))
1850             return;
1851     }
1852 }
1853 
1854 static void PRINTF_ATTR(4, 5) declare_out_varying(const struct wined3d_gl_info *gl_info,
1855         struct wined3d_string_buffer *buffer, BOOL flat, const char *format, ...)
1856 {
1857     va_list args;
1858     int ret;
1859 
1860     shader_addline(buffer, "%s%s ", flat ? "flat " : "",
1861             needs_legacy_glsl_syntax(gl_info) ? "varying" : "out");
1862     for (;;)
1863     {
1864         va_start(args, format);
1865         ret = shader_vaddline(buffer, format, args);
1866         va_end(args);
1867         if (!ret)
1868             return;
1869         if (!string_buffer_resize(buffer, ret))
1870             return;
1871     }
1872 }
1873 
1874 static const char *shader_glsl_shader_input_name(const struct wined3d_gl_info *gl_info)
1875 {
1876     return shader_glsl_use_interface_blocks(gl_info) ? "shader_in.reg" : "ps_link";
1877 }
1878 
1879 static const char *shader_glsl_shader_output_name(const struct wined3d_gl_info *gl_info)
1880 {
1881     return shader_glsl_use_interface_blocks(gl_info) ? "shader_out.reg" : "ps_link";
1882 }
1883 
1884 static const char *shader_glsl_interpolation_qualifiers(enum wined3d_shader_interpolation_mode mode)
1885 {
1886     switch (mode)
1887     {
1888         case WINED3DSIM_CONSTANT:
1889             return "flat";
1890         case WINED3DSIM_LINEAR_NOPERSPECTIVE:
1891             return "noperspective";
1892         default:
1893             FIXME("Unhandled interpolation mode %#x.\n", mode);
1894         case WINED3DSIM_NONE:
1895         case WINED3DSIM_LINEAR:
1896             return "";
1897     }
1898 }
1899 
1900 static enum wined3d_shader_interpolation_mode wined3d_extract_interpolation_mode(
1901         const DWORD *packed_interpolation_mode, unsigned int register_idx)
1902 {
1903     return wined3d_extract_bits(packed_interpolation_mode,
1904             register_idx * WINED3D_PACKED_INTERPOLATION_BIT_COUNT, WINED3D_PACKED_INTERPOLATION_BIT_COUNT);
1905 }
1906 
1907 static void shader_glsl_declare_shader_inputs(const struct wined3d_gl_info *gl_info,
1908         struct wined3d_string_buffer *buffer, unsigned int element_count,
1909         const DWORD *interpolation_mode, BOOL unroll)
1910 {
1911     enum wined3d_shader_interpolation_mode mode;
1912     unsigned int i;
1913 
1914     if (shader_glsl_use_interface_blocks(gl_info))
1915     {
1916         if (unroll)
1917         {
1918             shader_addline(buffer, "in shader_in_out {\n");
1919             for (i = 0; i < element_count; ++i)
1920             {
1921                 mode = wined3d_extract_interpolation_mode(interpolation_mode, i);
1922                 shader_addline(buffer, "%s vec4 reg%u;\n", shader_glsl_interpolation_qualifiers(mode), i);
1923             }
1924             shader_addline(buffer, "} shader_in;\n");
1925         }
1926         else
1927         {
1928             shader_addline(buffer, "in shader_in_out { vec4 reg[%u]; } shader_in;\n", element_count);
1929         }
1930     }
1931     else
1932     {
1933         declare_in_varying(gl_info, buffer, FALSE, "vec4 ps_link[%u];\n", element_count);
1934     }
1935 }
1936 
1937 static void shader_glsl_declare_shader_outputs(const struct wined3d_gl_info *gl_info,
1938         struct wined3d_string_buffer *buffer, unsigned int element_count, BOOL rasterizer_setup,
1939         const DWORD *interpolation_mode)
1940 {
1941     enum wined3d_shader_interpolation_mode mode;
1942     unsigned int i;
1943 
1944     if (shader_glsl_use_interface_blocks(gl_info))
1945     {
1946         if (rasterizer_setup)
1947         {
1948             shader_addline(buffer, "out shader_in_out {\n");
1949             for (i = 0; i < element_count; ++i)
1950             {
1951                 const char *interpolation_qualifiers = "";
1952                 if (needs_interpolation_qualifiers_for_shader_outputs(gl_info))
1953                 {
1954                     mode = wined3d_extract_interpolation_mode(interpolation_mode, i);
1955                     interpolation_qualifiers = shader_glsl_interpolation_qualifiers(mode);
1956                 }
1957                 shader_addline(buffer, "%s vec4 reg%u;\n", interpolation_qualifiers, i);
1958             }
1959             shader_addline(buffer, "} shader_out;\n");
1960         }
1961         else
1962         {
1963             shader_addline(buffer, "out shader_in_out { vec4 reg[%u]; } shader_out;\n", element_count);
1964         }
1965     }
1966     else
1967     {
1968         declare_out_varying(gl_info, buffer, FALSE, "vec4 ps_link[%u];\n", element_count);
1969     }
1970 }
1971 
1972 static const char *get_fragment_output(const struct wined3d_gl_info *gl_info)
1973 {
1974     return needs_legacy_glsl_syntax(gl_info) ? "gl_FragData" : "ps_out";
1975 }
1976 
1977 static const char *glsl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type)
1978 {
1979     switch (primitive_type)
1980     {
1981         case WINED3D_PT_POINTLIST:
1982             return "points";
1983 
1984         case WINED3D_PT_LINELIST:
1985             return "lines";
1986 
1987         case WINED3D_PT_LINESTRIP:
1988             return "line_strip";
1989 
1990         case WINED3D_PT_TRIANGLELIST:
1991             return "triangles";
1992 
1993         case WINED3D_PT_TRIANGLESTRIP:
1994             return "triangle_strip";
1995 
1996         case WINED3D_PT_LINELIST_ADJ:
1997             return "lines_adjacency";
1998 
1999         case WINED3D_PT_TRIANGLELIST_ADJ:
2000             return "triangles_adjacency";
2001 
2002         default:
2003             FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type));
2004             return "";
2005     }
2006 }
2007 
2008 static BOOL glsl_is_color_reg_read(const struct wined3d_shader *shader, unsigned int idx)
2009 {
2010     const struct wined3d_shader_signature *input_signature = &shader->input_signature;
2011     const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
2012     DWORD input_reg_used = shader->u.ps.input_reg_used;
2013     unsigned int i;
2014 
2015     if (reg_maps->shader_version.major < 3)
2016         return input_reg_used & (1u << idx);
2017 
2018     for (i = 0; i < input_signature->element_count; ++i)
2019     {
2020         const struct wined3d_shader_signature_element *input = &input_signature->elements[i];
2021 
2022         if (!(reg_maps->input_registers & (1u << input->register_idx)))
2023             continue;
2024 
2025         if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_COLOR)
2026                 && input->semantic_idx == idx)
2027             return input_reg_used & (1u << input->register_idx);
2028     }
2029     return FALSE;
2030 }
2031 
2032 static BOOL glsl_is_shadow_sampler(const struct wined3d_shader *shader,
2033         const struct ps_compile_args *ps_args, unsigned int resource_idx, unsigned int sampler_idx)
2034 {
2035     const struct wined3d_shader_version *version = &shader->reg_maps.shader_version;
2036 
2037     if (version->major >= 4)
2038         return shader->reg_maps.sampler_comparison_mode & (1u << sampler_idx);
2039     else
2040         return version->type == WINED3D_SHADER_TYPE_PIXEL && (ps_args->shadow & (1u << resource_idx));
2041 }
2042 
2043 static void shader_glsl_declare_typed_vertex_attribute(struct wined3d_string_buffer *buffer,
2044         const struct wined3d_gl_info *gl_info, const char *vector_type, const char *scalar_type,
2045         unsigned int index)
2046 {
2047     shader_addline(buffer, "%s %s4 vs_in_%s%u;\n",
2048             get_attribute_keyword(gl_info), vector_type, scalar_type, index);
2049     shader_addline(buffer, "vec4 vs_in%u = %sBitsToFloat(vs_in_%s%u);\n",
2050             index, scalar_type, scalar_type, index);
2051 }
2052 
2053 static void shader_glsl_declare_generic_vertex_attribute(struct wined3d_string_buffer *buffer,
2054         const struct wined3d_gl_info *gl_info, const struct wined3d_shader_signature_element *e)
2055 {
2056     unsigned int index = e->register_idx;
2057 
2058     if (e->sysval_semantic == WINED3D_SV_VERTEX_ID)
2059     {
2060         shader_addline(buffer, "vec4 vs_in%u = vec4(intBitsToFloat(gl_VertexID), 0.0, 0.0, 0.0);\n",
2061                 index);
2062         return;
2063     }
2064     if (e->sysval_semantic == WINED3D_SV_INSTANCE_ID)
2065     {
2066         shader_addline(buffer, "vec4 vs_in%u = vec4(intBitsToFloat(gl_InstanceID), 0.0, 0.0, 0.0);\n",
2067                 index);
2068         return;
2069     }
2070     if (e->sysval_semantic && e->sysval_semantic != WINED3D_SV_POSITION)
2071         FIXME("Unhandled sysval semantic %#x.\n", e->sysval_semantic);
2072 
2073     if (shader_glsl_use_explicit_attrib_location(gl_info))
2074         shader_addline(buffer, "layout(location = %u) ", index);
2075 
2076     switch (e->component_type)
2077     {
2078         case WINED3D_TYPE_UINT:
2079             shader_glsl_declare_typed_vertex_attribute(buffer, gl_info, "uvec", "uint", index);
2080             break;
2081         case WINED3D_TYPE_INT:
2082             shader_glsl_declare_typed_vertex_attribute(buffer, gl_info, "ivec", "int", index);
2083             break;
2084 
2085         default:
2086             FIXME("Unhandled type %#x.\n", e->component_type);
2087             /* Fall through. */
2088         case WINED3D_TYPE_UNKNOWN:
2089         case WINED3D_TYPE_FLOAT:
2090             shader_addline(buffer, "%s vec4 vs_in%u;\n", get_attribute_keyword(gl_info), index);
2091             break;
2092     }
2093 }
2094 
2095 /** Generate the variable & register declarations for the GLSL output target */
2096 static void shader_generate_glsl_declarations(const struct wined3d_context *context,
2097         struct wined3d_string_buffer *buffer, const struct wined3d_shader *shader,
2098         const struct wined3d_shader_reg_maps *reg_maps, const struct shader_glsl_ctx_priv *ctx_priv)
2099 {
2100     const struct wined3d_shader_version *version = &reg_maps->shader_version;
2101     const struct vs_compile_args *vs_args = ctx_priv->cur_vs_args;
2102     const struct ps_compile_args *ps_args = ctx_priv->cur_ps_args;
2103     const struct wined3d_gl_info *gl_info = context->gl_info;
2104     const struct wined3d_shader_indexable_temp *idx_temp_reg;
2105     unsigned int uniform_block_base, uniform_block_count;
2106     const struct wined3d_shader_lconst *lconst;
2107     const char *prefix;
2108     unsigned int i;
2109     DWORD map;
2110 
2111     prefix = shader_glsl_get_prefix(version->type);
2112 
2113     /* Prototype the subroutines */
2114     for (i = 0, map = reg_maps->labels; map; map >>= 1, ++i)
2115     {
2116         if (map & 1) shader_addline(buffer, "void subroutine%u();\n", i);
2117     }
2118 
2119     /* Declare the constants (aka uniforms) */
2120     if (shader->limits->constant_float > 0)
2121     {
2122         unsigned max_constantsF;
2123 
2124         /* Unless the shader uses indirect addressing, always declare the
2125          * maximum array size and ignore that we need some uniforms privately.
2126          * E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup
2127          * and immediate values, still declare VC[256]. If the shader needs
2128          * more uniforms than we have it won't work in any case. If it uses
2129          * less, the compiler will figure out which uniforms are really used
2130          * and strip them out. This allows a shader to use c255 on a dx9 card,
2131          * as long as it doesn't also use all the other constants.
2132          *
2133          * If the shader uses indirect addressing the compiler must assume
2134          * that all declared uniforms are used. In this case, declare only the
2135          * amount that we're assured to have.
2136          *
2137          * Thus we run into problems in these two cases:
2138          * 1) The shader really uses more uniforms than supported.
2139          * 2) The shader uses indirect addressing, less constants than
2140          *    supported, but uses a constant index > #supported consts. */
2141         if (version->type == WINED3D_SHADER_TYPE_PIXEL)
2142         {
2143             /* No indirect addressing here. */
2144             max_constantsF = gl_info->limits.glsl_ps_float_constants;
2145         }
2146         else
2147         {
2148             if (reg_maps->usesrelconstF)
2149             {
2150                 /* Subtract the other potential uniforms from the max
2151                  * available (bools, ints, and 1 row of projection matrix).
2152                  * Subtract another uniform for immediate values, which have
2153                  * to be loaded via uniform by the driver as well. The shader
2154                  * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
2155                  * shader code, so one vec4 should be enough. (Unfortunately
2156                  * the Nvidia driver doesn't store 128 and -128 in one float).
2157                  *
2158                  * Writing gl_ClipVertex requires one uniform for each
2159                  * clipplane as well. */
2160                 max_constantsF = gl_info->limits.glsl_vs_float_constants - 3;
2161                 if (vs_args->clip_enabled)
2162                     max_constantsF -= gl_info->limits.user_clip_distances;
2163                 max_constantsF -= wined3d_popcount(reg_maps->integer_constants);
2164                 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
2165                  * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
2166                  * for now take this into account when calculating the number of available constants
2167                  */
2168                 max_constantsF -= wined3d_popcount(reg_maps->boolean_constants);
2169                 /* Set by driver quirks in directx.c */
2170                 max_constantsF -= gl_info->reserved_glsl_constants;
2171 
2172                 if (max_constantsF < shader->limits->constant_float)
2173                 {
2174                     static unsigned int once;
2175 
2176                     if (!once++)
2177                         ERR_(winediag)("The hardware does not support enough uniform components to run this shader,"
2178                                 " it may not render correctly.\n");
2179                     else
2180                         WARN("The hardware does not support enough uniform components to run this shader.\n");
2181                 }
2182             }
2183             else
2184             {
2185                 max_constantsF = gl_info->limits.glsl_vs_float_constants;
2186             }
2187         }
2188         max_constantsF = min(shader->limits->constant_float, max_constantsF);
2189         shader_addline(buffer, "uniform vec4 %s_c[%u];\n", prefix, max_constantsF);
2190     }
2191 
2192     /* Always declare the full set of constants, the compiler can remove the
2193      * unused ones because d3d doesn't (yet) support indirect int and bool
2194      * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
2195     if (shader->limits->constant_int > 0 && reg_maps->integer_constants)
2196         shader_addline(buffer, "uniform ivec4 %s_i[%u];\n", prefix, shader->limits->constant_int);
2197 
2198     if (shader->limits->constant_bool > 0 && reg_maps->boolean_constants)
2199         shader_addline(buffer, "uniform bool %s_b[%u];\n", prefix, shader->limits->constant_bool);
2200 
2201     /* Declare immediate constant buffer */
2202     if (reg_maps->icb)
2203         shader_addline(buffer, "uniform vec4 %s_icb[%u];\n", prefix, reg_maps->icb->vec4_count);
2204 
2205     /* Declare constant buffers */
2206     wined3d_gl_limits_get_uniform_block_range(&gl_info->limits, version->type,
2207             &uniform_block_base, &uniform_block_count);
2208     for (i = 0; i < min(uniform_block_count, WINED3D_MAX_CBS); ++i)
2209     {
2210         if (reg_maps->cb_sizes[i])
2211         {
2212             shader_addline(buffer, "layout(std140");
2213             if (shader_glsl_use_layout_binding_qualifier(gl_info))
2214                 shader_addline(buffer, ", binding = %u", uniform_block_base + i);
2215             shader_addline(buffer, ") uniform block_%s_cb%u { vec4 %s_cb%u[%u]; };\n",
2216                     prefix, i, prefix, i, reg_maps->cb_sizes[i]);
2217         }
2218     }
2219 
2220     /* Declare texture samplers */
2221     for (i = 0; i < reg_maps->sampler_map.count; ++i)
2222     {
2223         struct wined3d_shader_sampler_map_entry *entry;
2224         const char *sampler_type_prefix, *sampler_type;
2225         BOOL shadow_sampler, tex_rect;
2226 
2227         entry = &reg_maps->sampler_map.entries[i];
2228 
2229         if (entry->resource_idx >= ARRAY_SIZE(reg_maps->resource_info))
2230         {
2231             ERR("Invalid resource index %u.\n", entry->resource_idx);
2232             continue;
2233         }
2234 
2235         switch (reg_maps->resource_info[entry->resource_idx].data_type)
2236         {
2237             case WINED3D_DATA_FLOAT:
2238             case WINED3D_DATA_UNORM:
2239             case WINED3D_DATA_SNORM:
2240                 sampler_type_prefix = "";
2241                 break;
2242 
2243             case WINED3D_DATA_INT:
2244                 sampler_type_prefix = "i";
2245                 break;
2246 
2247             case WINED3D_DATA_UINT:
2248                 sampler_type_prefix = "u";
2249                 break;
2250 
2251             default:
2252                 sampler_type_prefix = "";
2253                 ERR("Unhandled resource data type %#x.\n", reg_maps->resource_info[i].data_type);
2254                 break;
2255         }
2256 
2257         shadow_sampler = glsl_is_shadow_sampler(shader, ps_args, entry->resource_idx, entry->sampler_idx);
2258         switch (reg_maps->resource_info[entry->resource_idx].type)
2259         {
2260             case WINED3D_SHADER_RESOURCE_BUFFER:
2261                 sampler_type = "samplerBuffer";
2262                 break;
2263 
2264             case WINED3D_SHADER_RESOURCE_TEXTURE_1D:
2265                 if (shadow_sampler)
2266                     sampler_type = "sampler1DShadow";
2267                 else
2268                     sampler_type = "sampler1D";
2269                 break;
2270 
2271             case WINED3D_SHADER_RESOURCE_TEXTURE_2D:
2272                 tex_rect = version->type == WINED3D_SHADER_TYPE_PIXEL
2273                         && (ps_args->np2_fixup & (1u << entry->resource_idx))
2274                         && gl_info->supported[ARB_TEXTURE_RECTANGLE];
2275                 if (shadow_sampler)
2276                 {
2277                     if (tex_rect)
2278                         sampler_type = "sampler2DRectShadow";
2279                     else
2280                         sampler_type = "sampler2DShadow";
2281                 }
2282                 else
2283                 {
2284                     if (tex_rect)
2285                         sampler_type = "sampler2DRect";
2286                     else
2287                         sampler_type = "sampler2D";
2288                 }
2289                 break;
2290 
2291             case WINED3D_SHADER_RESOURCE_TEXTURE_3D:
2292                 if (shadow_sampler)
2293                     FIXME("Unsupported 3D shadow sampler.\n");
2294                 sampler_type = "sampler3D";
2295                 break;
2296 
2297             case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE:
2298                 if (shadow_sampler)
2299                     sampler_type = "samplerCubeShadow";
2300                 else
2301                     sampler_type = "samplerCube";
2302                 break;
2303 
2304             case WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY:
2305                 if (shadow_sampler)
2306                     sampler_type = "sampler1DArrayShadow";
2307                 else
2308                     sampler_type = "sampler1DArray";
2309                 break;
2310 
2311             case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY:
2312                 if (shadow_sampler)
2313                     sampler_type = "sampler2DArrayShadow";
2314                 else
2315                     sampler_type = "sampler2DArray";
2316                 break;
2317 
2318             case WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY:
2319                 if (shadow_sampler)
2320                     sampler_type = "samplerCubeArrayShadow";
2321                 else
2322                     sampler_type = "samplerCubeArray";
2323                 break;
2324 
2325             case WINED3D_SHADER_RESOURCE_TEXTURE_2DMS:
2326                 sampler_type = "sampler2DMS";
2327                 break;
2328 
2329             case WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY:
2330                 sampler_type = "sampler2DMSArray";
2331                 break;
2332 
2333             default:
2334                 sampler_type = "unsupported_sampler";
2335                 FIXME("Unhandled resource type %#x.\n", reg_maps->resource_info[entry->resource_idx].type);
2336                 break;
2337         }
2338 
2339         if (shader_glsl_use_layout_binding_qualifier(gl_info))
2340             shader_glsl_append_sampler_binding_qualifier(buffer, context, version, entry->bind_idx);
2341         shader_addline(buffer, "uniform %s%s %s_sampler%u;\n",
2342                 sampler_type_prefix, sampler_type, prefix, entry->bind_idx);
2343     }
2344 
2345     /* Declare images */
2346     for (i = 0; i < ARRAY_SIZE(reg_maps->uav_resource_info); ++i)
2347     {
2348         const char *image_type_prefix, *image_type, *read_format;
2349 
2350         if (!reg_maps->uav_resource_info[i].type)
2351             continue;
2352 
2353         switch (reg_maps->uav_resource_info[i].data_type)
2354         {
2355             case WINED3D_DATA_FLOAT:
2356             case WINED3D_DATA_UNORM:
2357             case WINED3D_DATA_SNORM:
2358                 image_type_prefix = "";
2359                 read_format = "r32f";
2360                 break;
2361 
2362             case WINED3D_DATA_INT:
2363                 image_type_prefix = "i";
2364                 read_format = "r32i";
2365                 break;
2366 
2367             case WINED3D_DATA_UINT:
2368                 image_type_prefix = "u";
2369                 read_format = "r32ui";
2370                 break;
2371 
2372             default:
2373                 image_type_prefix = "";
2374                 read_format = "";
2375                 ERR("Unhandled resource data type %#x.\n", reg_maps->uav_resource_info[i].data_type);
2376                 break;
2377         }
2378 
2379         switch (reg_maps->uav_resource_info[i].type)
2380         {
2381             case WINED3D_SHADER_RESOURCE_BUFFER:
2382                 image_type = "imageBuffer";
2383                 break;
2384 
2385             case WINED3D_SHADER_RESOURCE_TEXTURE_2D:
2386                 image_type = "image2D";
2387                 break;
2388 
2389             case WINED3D_SHADER_RESOURCE_TEXTURE_3D:
2390                 image_type = "image3D";
2391                 break;
2392 
2393             case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY:
2394                 image_type = "image2DArray";
2395                 break;
2396 
2397             default:
2398                 image_type = "unsupported_image";
2399                 FIXME("Unhandled resource type %#x.\n", reg_maps->uav_resource_info[i].type);
2400                 break;
2401         }
2402 
2403         if (shader_glsl_use_layout_binding_qualifier(gl_info))
2404             shader_addline(buffer, "layout(binding = %u)\n", i);
2405         if (reg_maps->uav_read_mask & (1u << i))
2406             shader_addline(buffer, "layout(%s) uniform %s%s %s_image%u;\n",
2407                     read_format, image_type_prefix, image_type, prefix, i);
2408         else
2409             shader_addline(buffer, "writeonly uniform %s%s %s_image%u;\n",
2410                     image_type_prefix, image_type, prefix, i);
2411 
2412         if (reg_maps->uav_counter_mask & (1u << i))
2413             shader_addline(buffer, "layout(binding = %u) uniform atomic_uint %s_counter%u;\n",
2414                     i, prefix, i);
2415     }
2416 
2417     /* Declare address variables */
2418     for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
2419     {
2420         if (map & 1) shader_addline(buffer, "ivec4 A%u;\n", i);
2421     }
2422 
2423     /* Declare output register temporaries */
2424     if (shader->limits->packed_output)
2425         shader_addline(buffer, "vec4 %s_out[%u];\n", prefix, shader->limits->packed_output);
2426 
2427     /* Declare temporary variables */
2428     if (reg_maps->temporary_count)
2429     {
2430         for (i = 0; i < reg_maps->temporary_count; ++i)
2431             shader_addline(buffer, "vec4 R%u;\n", i);
2432     }
2433     else if (version->major < 4)
2434     {
2435         for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
2436         {
2437             if (map & 1)
2438                 shader_addline(buffer, "vec4 R%u;\n", i);
2439         }
2440     }
2441 
2442     /* Declare indexable temporary variables */
2443     LIST_FOR_EACH_ENTRY(idx_temp_reg, &reg_maps->indexable_temps, struct wined3d_shader_indexable_temp, entry)
2444     {
2445         if (idx_temp_reg->component_count != 4)
2446             FIXME("Ignoring component count %u.\n", idx_temp_reg->component_count);
2447         shader_addline(buffer, "vec4 X%u[%u];\n", idx_temp_reg->register_idx, idx_temp_reg->register_size);
2448     }
2449 
2450     /* Declare loop registers aLx */
2451     if (version->major < 4)
2452     {
2453         for (i = 0; i < reg_maps->loop_depth; ++i)
2454         {
2455             shader_addline(buffer, "int aL%u;\n", i);
2456             shader_addline(buffer, "int tmpInt%u;\n", i);
2457         }
2458     }
2459 
2460     /* Temporary variables for matrix operations */
2461     shader_addline(buffer, "vec4 tmp0;\n");
2462     shader_addline(buffer, "vec4 tmp1;\n");
2463 
2464     if (!shader->load_local_constsF)
2465     {
2466         LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
2467         {
2468             shader_addline(buffer, "const vec4 %s_lc%u = ", prefix, lconst->idx);
2469             shader_glsl_append_imm_vec4(buffer, (const float *)lconst->value);
2470             shader_addline(buffer, ";\n");
2471         }
2472     }
2473 }
2474 
2475 /* Prototypes */
2476 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
2477         const struct wined3d_shader_src_param *wined3d_src, DWORD mask, struct glsl_src_param *glsl_src);
2478 
2479 /** Used for opcode modifiers - They multiply the result by the specified amount */
2480 static const char * const shift_glsl_tab[] = {
2481     "",           /*  0 (none) */
2482     "2.0 * ",     /*  1 (x2)   */
2483     "4.0 * ",     /*  2 (x4)   */
2484     "8.0 * ",     /*  3 (x8)   */
2485     "16.0 * ",    /*  4 (x16)  */
2486     "32.0 * ",    /*  5 (x32)  */
2487     "",           /*  6 (x64)  */
2488     "",           /*  7 (x128) */
2489     "",           /*  8 (d256) */
2490     "",           /*  9 (d128) */
2491     "",           /* 10 (d64)  */
2492     "",           /* 11 (d32)  */
2493     "0.0625 * ",  /* 12 (d16)  */
2494     "0.125 * ",   /* 13 (d8)   */
2495     "0.25 * ",    /* 14 (d4)   */
2496     "0.5 * "      /* 15 (d2)   */
2497 };
2498 
2499 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
2500 static void shader_glsl_gen_modifier(enum wined3d_shader_src_modifier src_modifier,
2501         const char *in_reg, const char *in_regswizzle, char *out_str)
2502 {
2503     switch (src_modifier)
2504     {
2505     case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
2506     case WINED3DSPSM_DW:
2507     case WINED3DSPSM_NONE:
2508         sprintf(out_str, "%s%s", in_reg, in_regswizzle);
2509         break;
2510     case WINED3DSPSM_NEG:
2511         sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
2512         break;
2513     case WINED3DSPSM_NOT:
2514         sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
2515         break;
2516     case WINED3DSPSM_BIAS:
2517         sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
2518         break;
2519     case WINED3DSPSM_BIASNEG:
2520         sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
2521         break;
2522     case WINED3DSPSM_SIGN:
2523         sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
2524         break;
2525     case WINED3DSPSM_SIGNNEG:
2526         sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
2527         break;
2528     case WINED3DSPSM_COMP:
2529         sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
2530         break;
2531     case WINED3DSPSM_X2:
2532         sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
2533         break;
2534     case WINED3DSPSM_X2NEG:
2535         sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
2536         break;
2537     case WINED3DSPSM_ABS:
2538         sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
2539         break;
2540     case WINED3DSPSM_ABSNEG:
2541         sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
2542         break;
2543     default:
2544         FIXME("Unhandled modifier %u\n", src_modifier);
2545         sprintf(out_str, "%s%s", in_reg, in_regswizzle);
2546     }
2547 }
2548 
2549 static void shader_glsl_fixup_scalar_register_variable(char *register_name,
2550         const char *glsl_variable, const struct wined3d_gl_info *gl_info)
2551 {
2552     /* The ARB_shading_language_420pack extension allows swizzle operations on
2553      * scalars. */
2554     if (gl_info->supported[ARB_SHADING_LANGUAGE_420PACK])
2555         sprintf(register_name, "%s", glsl_variable);
2556     else
2557         sprintf(register_name, "ivec2(%s, 0)", glsl_variable);
2558 }
2559 
2560 /** Writes the GLSL variable name that corresponds to the register that the
2561  * DX opcode parameter is trying to access */
2562 static void shader_glsl_get_register_name(const struct wined3d_shader_register *reg,
2563         enum wined3d_data_type data_type, char *register_name, BOOL *is_color,
2564         const struct wined3d_shader_instruction *ins)
2565 {
2566     /* oPos, oFog and oPts in D3D */
2567     static const char * const hwrastout_reg_names[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
2568 
2569     const struct wined3d_shader *shader = ins->ctx->shader;
2570     const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
2571     const struct wined3d_shader_version *version = &reg_maps->shader_version;
2572     const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
2573     const char *prefix = shader_glsl_get_prefix(version->type);
2574     struct glsl_src_param rel_param0, rel_param1;
2575     char imm_str[4][17];
2576 
2577     if (reg->idx[0].offset != ~0U && reg->idx[0].rel_addr)
2578         shader_glsl_add_src_param(ins, reg->idx[0].rel_addr, WINED3DSP_WRITEMASK_0, &rel_param0);
2579     if (reg->idx[1].offset != ~0U && reg->idx[1].rel_addr)
2580         shader_glsl_add_src_param(ins, reg->idx[1].rel_addr, WINED3DSP_WRITEMASK_0, &rel_param1);
2581     *is_color = FALSE;
2582 
2583     switch (reg->type)
2584     {
2585         case WINED3DSPR_TEMP:
2586             sprintf(register_name, "R%u", reg->idx[0].offset);
2587             break;
2588 
2589         case WINED3DSPR_INPUT:
2590         case WINED3DSPR_INCONTROLPOINT:
2591             if (version->type == WINED3D_SHADER_TYPE_VERTEX)
2592             {
2593                 struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
2594 
2595                 if (reg->idx[0].rel_addr)
2596                     FIXME("VS3 input registers relative addressing.\n");
2597                 if (priv->cur_vs_args->swizzle_map & (1u << reg->idx[0].offset))
2598                     *is_color = TRUE;
2599                 if (reg->idx[0].rel_addr)
2600                 {
2601                     sprintf(register_name, "%s_in[%s + %u]",
2602                             prefix, rel_param0.param_str, reg->idx[0].offset);
2603                 }
2604                 else
2605                 {
2606                     sprintf(register_name, "%s_in%u", prefix, reg->idx[0].offset);
2607                 }
2608                 break;
2609             }
2610 
2611             if (version->type == WINED3D_SHADER_TYPE_HULL
2612                     || version->type == WINED3D_SHADER_TYPE_DOMAIN
2613                     || version->type == WINED3D_SHADER_TYPE_GEOMETRY)
2614             {
2615                 if (reg->idx[0].rel_addr)
2616                 {
2617                     if (reg->idx[1].rel_addr)
2618                         sprintf(register_name, "shader_in[%s + %u].reg[%s + %u]",
2619                                 rel_param0.param_str, reg->idx[0].offset,
2620                                 rel_param1.param_str, reg->idx[1].offset);
2621                     else
2622                         sprintf(register_name, "shader_in[%s + %u].reg[%u]",
2623                                 rel_param0.param_str, reg->idx[0].offset,
2624                                 reg->idx[1].offset);
2625                 }
2626                 else if (reg->idx[1].rel_addr)
2627                     sprintf(register_name, "shader_in[%u].reg[%s + %u]", reg->idx[0].offset,
2628                             rel_param1.param_str, reg->idx[1].offset);
2629                 else
2630                     sprintf(register_name, "shader_in[%u].reg[%u]",
2631                             reg->idx[0].offset, reg->idx[1].offset);
2632                 break;
2633             }
2634 
2635             /* pixel shaders >= 3.0 */
2636             if (version->major >= 3)
2637             {
2638                 DWORD idx = shader->u.ps.input_reg_map[reg->idx[0].offset];
2639                 unsigned int in_count = vec4_varyings(version->major, gl_info);
2640 
2641                 if (reg->idx[0].rel_addr)
2642                 {
2643                     /* Removing a + 0 would be an obvious optimization, but
2644                      * OS X doesn't see the NOP operation there. */
2645                     if (idx)
2646                     {
2647                         if (needs_legacy_glsl_syntax(gl_info)
2648                                 && shader->u.ps.declared_in_count > in_count)
2649                         {
2650                             sprintf(register_name,
2651                                     "((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])",
2652                                     rel_param0.param_str, idx, in_count - 1, rel_param0.param_str, idx, in_count,
2653                                     prefix, rel_param0.param_str, idx);
2654                         }
2655                         else
2656                         {
2657                             sprintf(register_name, "%s_in[%s + %u]", prefix, rel_param0.param_str, idx);
2658                         }
2659                     }
2660                     else
2661                     {
2662                         if (needs_legacy_glsl_syntax(gl_info)
2663                                 && shader->u.ps.declared_in_count > in_count)
2664                         {
2665                             sprintf(register_name, "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])",
2666                                     rel_param0.param_str, in_count - 1, rel_param0.param_str, in_count,
2667                                     prefix, rel_param0.param_str);
2668                         }
2669                         else
2670                         {
2671                             sprintf(register_name, "%s_in[%s]", prefix, rel_param0.param_str);
2672                         }
2673                     }
2674                 }
2675                 else
2676                 {
2677                     if (idx == in_count) sprintf(register_name, "gl_Color");
2678                     else if (idx == in_count + 1) sprintf(register_name, "gl_SecondaryColor");
2679                     else sprintf(register_name, "%s_in[%u]", prefix, idx);
2680                 }
2681             }
2682             else
2683             {
2684                 if (!reg->idx[0].offset)
2685                     strcpy(register_name, "ffp_varying_diffuse");
2686                 else
2687                     strcpy(register_name, "ffp_varying_specular");
2688                 break;
2689             }
2690             break;
2691 
2692         case WINED3DSPR_CONST:
2693             {
2694                 /* Relative addressing */
2695                 if (reg->idx[0].rel_addr)
2696                 {
2697                     if (wined3d_settings.check_float_constants)
2698                         sprintf(register_name, "(%s + %u >= 0 && %s + %u < %u ? %s_c[%s + %u] : vec4(0.0))",
2699                                 rel_param0.param_str, reg->idx[0].offset,
2700                                 rel_param0.param_str, reg->idx[0].offset, shader->limits->constant_float,
2701                                 prefix, rel_param0.param_str, reg->idx[0].offset);
2702                     else if (reg->idx[0].offset)
2703                         sprintf(register_name, "%s_c[%s + %u]", prefix, rel_param0.param_str, reg->idx[0].offset);
2704                     else
2705                         sprintf(register_name, "%s_c[%s]", prefix, rel_param0.param_str);
2706                 }
2707                 else
2708                 {
2709                     if (shader_constant_is_local(shader, reg->idx[0].offset))
2710                         sprintf(register_name, "%s_lc%u", prefix, reg->idx[0].offset);
2711                     else
2712                         sprintf(register_name, "%s_c[%u]", prefix, reg->idx[0].offset);
2713                 }
2714             }
2715             break;
2716 
2717         case WINED3DSPR_CONSTINT:
2718             sprintf(register_name, "%s_i[%u]", prefix, reg->idx[0].offset);
2719             break;
2720 
2721         case WINED3DSPR_CONSTBOOL:
2722             sprintf(register_name, "%s_b[%u]", prefix, reg->idx[0].offset);
2723             break;
2724 
2725         case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
2726             if (version->type == WINED3D_SHADER_TYPE_PIXEL)
2727                 sprintf(register_name, "T%u", reg->idx[0].offset);
2728             else
2729                 sprintf(register_name, "A%u", reg->idx[0].offset);
2730             break;
2731 
2732         case WINED3DSPR_LOOP:
2733             sprintf(register_name, "aL%u", ins->ctx->state->current_loop_reg - 1);
2734             break;
2735 
2736         case WINED3DSPR_SAMPLER:
2737             sprintf(register_name, "%s_sampler%u", prefix, reg->idx[0].offset);
2738             break;
2739 
2740         case WINED3DSPR_COLOROUT:
2741             /* FIXME: should check dual_buffers when dual blending is enabled */
2742             if (reg->idx[0].offset >= gl_info->limits.buffers)
2743                 WARN("Write to render target %u, only %d supported.\n",
2744                         reg->idx[0].offset, gl_info->limits.buffers);
2745 
2746             sprintf(register_name, needs_legacy_glsl_syntax(gl_info) ? "gl_FragData[%u]" : "ps_out%u",
2747                     reg->idx[0].offset);
2748             break;
2749 
2750         case WINED3DSPR_RASTOUT:
2751             sprintf(register_name, "%s", hwrastout_reg_names[reg->idx[0].offset]);
2752             break;
2753 
2754         case WINED3DSPR_DEPTHOUT:
2755         case WINED3DSPR_DEPTHOUTGE:
2756         case WINED3DSPR_DEPTHOUTLE:
2757             sprintf(register_name, "gl_FragDepth");
2758             break;
2759 
2760         case WINED3DSPR_ATTROUT:
2761             if (!reg->idx[0].offset)
2762                 sprintf(register_name, "%s_out[8]", prefix);
2763             else
2764                 sprintf(register_name, "%s_out[9]", prefix);
2765             break;
2766 
2767         case WINED3DSPR_TEXCRDOUT:
2768             /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
2769             if (reg->idx[0].rel_addr)
2770                 sprintf(register_name, "%s_out[%s + %u]",
2771                         prefix, rel_param0.param_str, reg->idx[0].offset);
2772             else
2773                 sprintf(register_name, "%s_out[%u]", prefix, reg->idx[0].offset);
2774             break;
2775 
2776         case WINED3DSPR_MISCTYPE:
2777             if (!reg->idx[0].offset)
2778             {
2779                 /* vPos */
2780                 sprintf(register_name, "vpos");
2781             }
2782             else if (reg->idx[0].offset == 1)
2783             {
2784                 /* Note that gl_FrontFacing is a bool, while vFace is
2785                  * a float for which the sign determines front/back */
2786                 sprintf(register_name, "(gl_FrontFacing ? 1.0 : -1.0)");
2787             }
2788             else
2789             {
2790                 FIXME("Unhandled misctype register %u.\n", reg->idx[0].offset);
2791                 sprintf(register_name, "unrecognized_register");
2792             }
2793             break;
2794 
2795         case WINED3DSPR_IMMCONST:
2796             switch (reg->immconst_type)
2797             {
2798                 case WINED3D_IMMCONST_SCALAR:
2799                     switch (data_type)
2800                     {
2801                         case WINED3D_DATA_FLOAT:
2802                             if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
2803                                 sprintf(register_name, "uintBitsToFloat(%#xu)", reg->u.immconst_data[0]);
2804                             else
2805                                 wined3d_ftoa(*(const float *)reg->u.immconst_data, register_name);
2806                             break;
2807                         case WINED3D_DATA_INT:
2808                             sprintf(register_name, "%#x", reg->u.immconst_data[0]);
2809                             break;
2810                         case WINED3D_DATA_RESOURCE:
2811                         case WINED3D_DATA_SAMPLER:
2812                         case WINED3D_DATA_UINT:
2813                             sprintf(register_name, "%#xu", reg->u.immconst_data[0]);
2814                             break;
2815                         default:
2816                             sprintf(register_name, "<unhandled data type %#x>", data_type);
2817                             break;
2818                     }
2819                     break;
2820 
2821                 case WINED3D_IMMCONST_VEC4:
2822                     switch (data_type)
2823                     {
2824                         case WINED3D_DATA_FLOAT:
2825                             if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
2826                             {
2827                                 sprintf(register_name, "uintBitsToFloat(uvec4(%#xu, %#xu, %#xu, %#xu))",
2828                                         reg->u.immconst_data[0], reg->u.immconst_data[1],
2829                                         reg->u.immconst_data[2], reg->u.immconst_data[3]);
2830                             }
2831                             else
2832                             {
2833                                 wined3d_ftoa(*(const float *)&reg->u.immconst_data[0], imm_str[0]);
2834                                 wined3d_ftoa(*(const float *)&reg->u.immconst_data[1], imm_str[1]);
2835                                 wined3d_ftoa(*(const float *)&reg->u.immconst_data[2], imm_str[2]);
2836                                 wined3d_ftoa(*(const float *)&reg->u.immconst_data[3], imm_str[3]);
2837                                 sprintf(register_name, "vec4(%s, %s, %s, %s)",
2838                                         imm_str[0], imm_str[1], imm_str[2], imm_str[3]);
2839                             }
2840                             break;
2841                         case WINED3D_DATA_INT:
2842                             sprintf(register_name, "ivec4(%#x, %#x, %#x, %#x)",
2843                                     reg->u.immconst_data[0], reg->u.immconst_data[1],
2844                                     reg->u.immconst_data[2], reg->u.immconst_data[3]);
2845                             break;
2846                         case WINED3D_DATA_RESOURCE:
2847                         case WINED3D_DATA_SAMPLER:
2848                         case WINED3D_DATA_UINT:
2849                             sprintf(register_name, "uvec4(%#xu, %#xu, %#xu, %#xu)",
2850                                     reg->u.immconst_data[0], reg->u.immconst_data[1],
2851                                     reg->u.immconst_data[2], reg->u.immconst_data[3]);
2852                             break;
2853                         default:
2854                             sprintf(register_name, "<unhandled data type %#x>", data_type);
2855                             break;
2856                     }
2857                     break;
2858 
2859                 default:
2860                     FIXME("Unhandled immconst type %#x\n", reg->immconst_type);
2861                     sprintf(register_name, "<unhandled_immconst_type %#x>", reg->immconst_type);
2862             }
2863             break;
2864 
2865         case WINED3DSPR_CONSTBUFFER:
2866             if (reg->idx[1].rel_addr)
2867                 sprintf(register_name, "%s_cb%u[%s + %u]",
2868                         prefix, reg->idx[0].offset, rel_param1.param_str, reg->idx[1].offset);
2869             else
2870                 sprintf(register_name, "%s_cb%u[%u]", prefix, reg->idx[0].offset, reg->idx[1].offset);
2871             break;
2872 
2873         case WINED3DSPR_IMMCONSTBUFFER:
2874             if (reg->idx[0].rel_addr)
2875                 sprintf(register_name, "%s_icb[%s + %u]", prefix, rel_param0.param_str, reg->idx[0].offset);
2876             else
2877                 sprintf(register_name, "%s_icb[%u]", prefix, reg->idx[0].offset);
2878             break;
2879 
2880         case WINED3DSPR_PRIMID:
2881             if (version->type == WINED3D_SHADER_TYPE_GEOMETRY)
2882                 sprintf(register_name, "gl_PrimitiveIDIn");
2883             else
2884                 sprintf(register_name, "gl_PrimitiveID");
2885             break;
2886 
2887         case WINED3DSPR_IDXTEMP:
2888             if (reg->idx[1].rel_addr)
2889                 sprintf(register_name, "X%u[%s + %u]", reg->idx[0].offset, rel_param1.param_str, reg->idx[1].offset);
2890             else
2891                 sprintf(register_name, "X%u[%u]", reg->idx[0].offset, reg->idx[1].offset);
2892             break;
2893 
2894         case WINED3DSPR_LOCALTHREADINDEX:
2895             shader_glsl_fixup_scalar_register_variable(register_name,
2896                     "int(gl_LocalInvocationIndex)", gl_info);
2897             break;
2898 
2899         case WINED3DSPR_GSINSTID:
2900         case WINED3DSPR_OUTPOINTID:
2901             shader_glsl_fixup_scalar_register_variable(register_name,
2902                     "gl_InvocationID", gl_info);
2903             break;
2904 
2905         case WINED3DSPR_THREADID:
2906             sprintf(register_name, "ivec3(gl_GlobalInvocationID)");
2907             break;
2908 
2909         case WINED3DSPR_THREADGROUPID:
2910             sprintf(register_name, "ivec3(gl_WorkGroupID)");
2911             break;
2912 
2913         case WINED3DSPR_LOCALTHREADID:
2914             sprintf(register_name, "ivec3(gl_LocalInvocationID)");
2915             break;
2916 
2917         case WINED3DSPR_FORKINSTID:
2918         case WINED3DSPR_JOININSTID:
2919             shader_glsl_fixup_scalar_register_variable(register_name,
2920                     "phase_instance_id", gl_info);
2921             break;
2922 
2923         case WINED3DSPR_TESSCOORD:
2924             sprintf(register_name, "gl_TessCoord");
2925             break;
2926 
2927         case WINED3DSPR_OUTCONTROLPOINT:
2928             if (reg->idx[0].rel_addr)
2929             {
2930                 if (reg->idx[1].rel_addr)
2931                     sprintf(register_name, "shader_out[%s + %u].reg[%s + %u]",
2932                             rel_param0.param_str, reg->idx[0].offset,
2933                             rel_param1.param_str, reg->idx[1].offset);
2934                 else
2935                     sprintf(register_name, "shader_out[%s + %u].reg[%u]",
2936                             rel_param0.param_str, reg->idx[0].offset,
2937                             reg->idx[1].offset);
2938             }
2939             else if (reg->idx[1].rel_addr)
2940             {
2941                 sprintf(register_name, "shader_out[%u].reg[%s + %u]",
2942                         reg->idx[0].offset, rel_param1.param_str,
2943                         reg->idx[1].offset);
2944             }
2945             else
2946             {
2947                 sprintf(register_name, "shader_out[%u].reg[%u]",
2948                         reg->idx[0].offset, reg->idx[1].offset);
2949             }
2950             break;
2951 
2952         case WINED3DSPR_PATCHCONST:
2953             if (version->type == WINED3D_SHADER_TYPE_HULL)
2954                 sprintf(register_name, "hs_out[%u]", reg->idx[0].offset);
2955             else
2956                 sprintf(register_name, "vpc[%u]", reg->idx[0].offset);
2957             break;
2958 
2959         case WINED3DSPR_SAMPLEMASK:
2960             sprintf(register_name, "sample_mask");
2961             break;
2962 
2963         default:
2964             FIXME("Unhandled register type %#x.\n", reg->type);
2965             sprintf(register_name, "unrecognized_register");
2966             break;
2967     }
2968 }
2969 
2970 static void shader_glsl_write_mask_to_str(DWORD write_mask, char *str)
2971 {
2972     *str++ = '.';
2973     if (write_mask & WINED3DSP_WRITEMASK_0) *str++ = 'x';
2974     if (write_mask & WINED3DSP_WRITEMASK_1) *str++ = 'y';
2975     if (write_mask & WINED3DSP_WRITEMASK_2) *str++ = 'z';
2976     if (write_mask & WINED3DSP_WRITEMASK_3) *str++ = 'w';
2977     *str = '\0';
2978 }
2979 
2980 /* Get the GLSL write mask for the destination register */
2981 static DWORD shader_glsl_get_write_mask(const struct wined3d_shader_dst_param *param, char *write_mask)
2982 {
2983     DWORD mask = param->write_mask;
2984 
2985     if (shader_is_scalar(&param->reg))
2986     {
2987         mask = WINED3DSP_WRITEMASK_0;
2988         *write_mask = '\0';
2989     }
2990     else
2991     {
2992         shader_glsl_write_mask_to_str(mask, write_mask);
2993     }
2994 
2995     return mask;
2996 }
2997 
2998 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask)
2999 {
3000     unsigned int size = 0;
3001 
3002     if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
3003     if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
3004     if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
3005     if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
3006 
3007     return size;
3008 }
3009 
3010 static unsigned int shader_glsl_swizzle_get_component(DWORD swizzle,
3011         unsigned int component_idx)
3012 {
3013     /* swizzle bits fields: wwzzyyxx */
3014     return (swizzle >> (2 * component_idx)) & 0x3;
3015 }
3016 
3017 static void shader_glsl_swizzle_to_str(DWORD swizzle, BOOL fixup, DWORD mask, char *str)
3018 {
3019     /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
3020      * but addressed as "rgba". To fix this we need to swap the register's x
3021      * and z components. */
3022     const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
3023     unsigned int i;
3024 
3025     *str++ = '.';
3026     for (i = 0; i < 4; ++i)
3027     {
3028         if (mask & (WINED3DSP_WRITEMASK_0 << i))
3029             *str++ = swizzle_chars[shader_glsl_swizzle_get_component(swizzle, i)];
3030     }
3031     *str = '\0';
3032 }
3033 
3034 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param *param,
3035         BOOL fixup, DWORD mask, char *swizzle_str)
3036 {
3037     if (shader_is_scalar(&param->reg))
3038         *swizzle_str = '\0';
3039     else
3040         shader_glsl_swizzle_to_str(param->swizzle, fixup, mask, swizzle_str);
3041 }
3042 
3043 static void shader_glsl_sprintf_cast(struct wined3d_string_buffer *dst_param, const char *src_param,
3044         enum wined3d_data_type dst_data_type, enum wined3d_data_type src_data_type)
3045 {
3046     if (dst_data_type == src_data_type)
3047     {
3048         string_buffer_sprintf(dst_param, "%s", src_param);
3049         return;
3050     }
3051 
3052     if (src_data_type == WINED3D_DATA_FLOAT)
3053     {
3054         switch (dst_data_type)
3055         {
3056             case WINED3D_DATA_INT:
3057                 string_buffer_sprintf(dst_param, "floatBitsToInt(%s)", src_param);
3058                 return;
3059             case WINED3D_DATA_RESOURCE:
3060             case WINED3D_DATA_SAMPLER:
3061             case WINED3D_DATA_UINT:
3062                 string_buffer_sprintf(dst_param, "floatBitsToUint(%s)", src_param);
3063                 return;
3064             default:
3065                 break;
3066         }
3067     }
3068 
3069     if (src_data_type == WINED3D_DATA_UINT && dst_data_type == WINED3D_DATA_FLOAT)
3070     {
3071         string_buffer_sprintf(dst_param, "uintBitsToFloat(%s)", src_param);
3072         return;
3073     }
3074 
3075     if (src_data_type == WINED3D_DATA_INT && dst_data_type == WINED3D_DATA_FLOAT)
3076     {
3077         string_buffer_sprintf(dst_param, "intBitsToFloat(%s)", src_param);
3078         return;
3079     }
3080 
3081     FIXME("Unhandled cast from %#x to %#x.\n", src_data_type, dst_data_type);
3082     string_buffer_sprintf(dst_param, "%s", src_param);
3083 }
3084 
3085 /* From a given parameter token, generate the corresponding GLSL string.
3086  * Also, return the actual register name and swizzle in case the
3087  * caller needs this information as well. */
3088 static void shader_glsl_add_src_param_ext(const struct wined3d_shader_instruction *ins,
3089         const struct wined3d_shader_src_param *wined3d_src, DWORD mask, struct glsl_src_param *glsl_src,
3090         enum wined3d_data_type data_type)
3091 {
3092     struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
3093     struct wined3d_string_buffer *reg_name = string_buffer_get(priv->string_buffers);
3094     enum wined3d_data_type param_data_type;
3095     BOOL is_color = FALSE;
3096     char swizzle_str[6];
3097 
3098     glsl_src->reg_name[0] = '\0';
3099     glsl_src->param_str[0] = '\0';
3100     swizzle_str[0] = '\0';
3101 
3102     shader_glsl_get_register_name(&wined3d_src->reg, data_type, glsl_src->reg_name, &is_color, ins);
3103     shader_glsl_get_swizzle(wined3d_src, is_color, mask, swizzle_str);
3104 
3105     switch (wined3d_src->reg.type)
3106     {
3107         case WINED3DSPR_IMMCONST:
3108             param_data_type = data_type;
3109             break;
3110         case WINED3DSPR_FORKINSTID:
3111         case WINED3DSPR_GSINSTID:
3112         case WINED3DSPR_JOININSTID:
3113         case WINED3DSPR_LOCALTHREADID:
3114         case WINED3DSPR_LOCALTHREADINDEX:
3115         case WINED3DSPR_OUTPOINTID:
3116         case WINED3DSPR_PRIMID:
3117         case WINED3DSPR_THREADGROUPID:
3118         case WINED3DSPR_THREADID:
3119             param_data_type = WINED3D_DATA_INT;
3120             break;
3121         default:
3122             param_data_type = WINED3D_DATA_FLOAT;
3123             break;
3124     }
3125 
3126     shader_glsl_sprintf_cast(reg_name, glsl_src->reg_name, data_type, param_data_type);
3127     shader_glsl_gen_modifier(wined3d_src->modifiers, reg_name->buffer, swizzle_str, glsl_src->param_str);
3128 
3129     string_buffer_release(priv->string_buffers, reg_name);
3130 }
3131 
3132 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
3133         const struct wined3d_shader_src_param *wined3d_src, DWORD mask, struct glsl_src_param *glsl_src)
3134 {
3135     shader_glsl_add_src_param_ext(ins, wined3d_src, mask, glsl_src, wined3d_src->reg.data_type);
3136 }
3137 
3138 /* From a given parameter token, generate the corresponding GLSL string.
3139  * Also, return the actual register name and swizzle in case the
3140  * caller needs this information as well. */
3141 static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction *ins,
3142         const struct wined3d_shader_dst_param *wined3d_dst, struct glsl_dst_param *glsl_dst)
3143 {
3144     BOOL is_color = FALSE;
3145 
3146     glsl_dst->mask_str[0] = '\0';
3147     glsl_dst->reg_name[0] = '\0';
3148 
3149     shader_glsl_get_register_name(&wined3d_dst->reg, wined3d_dst->reg.data_type,
3150             glsl_dst->reg_name, &is_color, ins);
3151     return shader_glsl_get_write_mask(wined3d_dst, glsl_dst->mask_str);
3152 }
3153 
3154 /* Append the destination part of the instruction to the buffer, return the effective write mask */
3155 static DWORD shader_glsl_append_dst_ext(struct wined3d_string_buffer *buffer,
3156         const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *dst,
3157         enum wined3d_data_type data_type)
3158 {
3159     struct glsl_dst_param glsl_dst;
3160     DWORD mask;
3161 
3162     if ((mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst)))
3163     {
3164         switch (data_type)
3165         {
3166             case WINED3D_DATA_FLOAT:
3167                 shader_addline(buffer, "%s%s = %s(",
3168                         glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
3169                 break;
3170             case WINED3D_DATA_INT:
3171                 shader_addline(buffer, "%s%s = %sintBitsToFloat(",
3172                         glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
3173                 break;
3174             case WINED3D_DATA_RESOURCE:
3175             case WINED3D_DATA_SAMPLER:
3176             case WINED3D_DATA_UINT:
3177                 shader_addline(buffer, "%s%s = %suintBitsToFloat(",
3178                         glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
3179                 break;
3180             default:
3181                 FIXME("Unhandled data type %#x.\n", data_type);
3182                 shader_addline(buffer, "%s%s = %s(",
3183                         glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
3184                 break;
3185         }
3186     }
3187 
3188     return mask;
3189 }
3190 
3191 /* Append the destination part of the instruction to the buffer, return the effective write mask */
3192 static DWORD shader_glsl_append_dst(struct wined3d_string_buffer *buffer, const struct wined3d_shader_instruction *ins)
3193 {
3194     return shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], ins->dst[0].reg.data_type);
3195 }
3196 
3197 /** Process GLSL instruction modifiers */
3198 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins)
3199 {
3200     struct glsl_dst_param dst_param;
3201     DWORD modifiers;
3202 
3203     if (!ins->dst_count) return;
3204 
3205     modifiers = ins->dst[0].modifiers;
3206     if (!modifiers) return;
3207 
3208     shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3209 
3210     if (modifiers & WINED3DSPDM_SATURATE)
3211     {
3212         /* _SAT means to clamp the value of the register to between 0 and 1 */
3213         shader_addline(ins->ctx->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
3214                 dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
3215     }
3216 
3217     if (modifiers & WINED3DSPDM_MSAMPCENTROID)
3218     {
3219         FIXME("_centroid modifier not handled\n");
3220     }
3221 
3222     if (modifiers & WINED3DSPDM_PARTIALPRECISION)
3223     {
3224         /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
3225     }
3226 }
3227 
3228 static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op)
3229 {
3230     switch (op)
3231     {
3232         case WINED3D_SHADER_REL_OP_GT: return ">";
3233         case WINED3D_SHADER_REL_OP_EQ: return "==";
3234         case WINED3D_SHADER_REL_OP_GE: return ">=";
3235         case WINED3D_SHADER_REL_OP_LT: return "<";
3236         case WINED3D_SHADER_REL_OP_NE: return "!=";
3237         case WINED3D_SHADER_REL_OP_LE: return "<=";
3238         default:
3239             FIXME("Unrecognized operator %#x.\n", op);
3240             return "(\?\?)";
3241     }
3242 }
3243 
3244 static BOOL shader_glsl_has_core_grad(const struct wined3d_gl_info *gl_info)
3245 {
3246     return shader_glsl_get_version(gl_info) >= 130 || gl_info->supported[EXT_GPU_SHADER4];
3247 }
3248 
3249 static void shader_glsl_get_coord_size(enum wined3d_shader_resource_type resource_type,
3250         unsigned int *coord_size, unsigned int *deriv_size)
3251 {
3252     const BOOL is_array = resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY
3253             || resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY;
3254 
3255     *coord_size = resource_type_info[resource_type].coord_size;
3256     *deriv_size = *coord_size;
3257     if (is_array)
3258         --(*deriv_size);
3259 }
3260 
3261 static void shader_glsl_get_sample_function(const struct wined3d_shader_context *ctx,
3262         DWORD resource_idx, DWORD sampler_idx, DWORD flags, struct glsl_sample_function *sample_function)
3263 {
3264     enum wined3d_shader_resource_type resource_type = ctx->reg_maps->resource_info[resource_idx].type;
3265     struct shader_glsl_ctx_priv *priv = ctx->backend_data;
3266     const struct wined3d_gl_info *gl_info = ctx->gl_info;
3267     BOOL shadow = glsl_is_shadow_sampler(ctx->shader, priv->cur_ps_args, resource_idx, sampler_idx);
3268     BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
3269     BOOL texrect = ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_PIXEL
3270             && priv->cur_ps_args->np2_fixup & (1u << resource_idx)
3271             && gl_info->supported[ARB_TEXTURE_RECTANGLE];
3272     BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD;
3273     BOOL grad = flags & WINED3D_GLSL_SAMPLE_GRAD;
3274     BOOL offset = flags & WINED3D_GLSL_SAMPLE_OFFSET;
3275     const char *base = "texture", *type_part = "", *suffix = "";
3276     unsigned int coord_size, deriv_size;
3277 
3278     sample_function->data_type = ctx->reg_maps->resource_info[resource_idx].data_type;
3279 
3280     if (resource_type >= ARRAY_SIZE(resource_type_info))
3281     {
3282         ERR("Unexpected resource type %#x.\n", resource_type);
3283         resource_type = WINED3D_SHADER_RESOURCE_TEXTURE_2D;
3284     }
3285 
3286     /* Note that there's no such thing as a projected cube texture. */
3287     if (resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_CUBE)
3288         projected = FALSE;
3289 
3290     if (needs_legacy_glsl_syntax(gl_info))
3291     {
3292         if (shadow)
3293             base = "shadow";
3294 
3295         type_part = resource_type_info[resource_type].type_part;
3296         if (resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_2D && texrect)
3297             type_part = "2DRect";
3298         if (!type_part[0] && resource_type != WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY)
3299             FIXME("Unhandled resource type %#x.\n", resource_type);
3300 
3301         if (!lod && grad && !shader_glsl_has_core_grad(gl_info))
3302         {
3303             if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
3304                 suffix = "ARB";
3305             else
3306                 FIXME("Unsupported grad function.\n");
3307         }
3308     }
3309 
3310     if (flags & WINED3D_GLSL_SAMPLE_LOAD)
3311     {
3312         static const DWORD texel_fetch_flags = WINED3D_GLSL_SAMPLE_LOAD | WINED3D_GLSL_SAMPLE_OFFSET;
3313         if (flags & ~texel_fetch_flags)
3314             ERR("Unexpected flags %#x for texelFetch.\n", flags & ~texel_fetch_flags);
3315 
3316         base = "texelFetch";
3317         type_part = "";
3318     }
3319 
3320     sample_function->name = string_buffer_get(priv->string_buffers);
3321     string_buffer_sprintf(sample_function->name, "%s%s%s%s%s%s", base, type_part, projected ? "Proj" : "",
3322             lod ? "Lod" : grad ? "Grad" : "", offset ? "Offset" : "", suffix);
3323 
3324     shader_glsl_get_coord_size(resource_type, &coord_size, &deriv_size);
3325     if (shadow)
3326         ++coord_size;
3327     sample_function->offset_size = offset ? deriv_size : 0;
3328     sample_function->coord_mask = (1u << coord_size) - 1;
3329     sample_function->deriv_mask = (1u << deriv_size) - 1;
3330     sample_function->output_single_component = shadow && !needs_legacy_glsl_syntax(gl_info);
3331 }
3332 
3333 static void shader_glsl_release_sample_function(const struct wined3d_shader_context *ctx,
3334         struct glsl_sample_function *sample_function)
3335 {
3336     const struct shader_glsl_ctx_priv *priv = ctx->backend_data;
3337 
3338     string_buffer_release(priv->string_buffers, sample_function->name);
3339 }
3340 
3341 static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
3342         BOOL sign_fixup, enum fixup_channel_source channel_source)
3343 {
3344     switch(channel_source)
3345     {
3346         case CHANNEL_SOURCE_ZERO:
3347             strcat(arguments, "0.0");
3348             break;
3349 
3350         case CHANNEL_SOURCE_ONE:
3351             strcat(arguments, "1.0");
3352             break;
3353 
3354         case CHANNEL_SOURCE_X:
3355             strcat(arguments, reg_name);
3356             strcat(arguments, ".x");
3357             break;
3358 
3359         case CHANNEL_SOURCE_Y:
3360             strcat(arguments, reg_name);
3361             strcat(arguments, ".y");
3362             break;
3363 
3364         case CHANNEL_SOURCE_Z:
3365             strcat(arguments, reg_name);
3366             strcat(arguments, ".z");
3367             break;
3368 
3369         case CHANNEL_SOURCE_W:
3370             strcat(arguments, reg_name);
3371             strcat(arguments, ".w");
3372             break;
3373 
3374         default:
3375             FIXME("Unhandled channel source %#x\n", channel_source);
3376             strcat(arguments, "undefined");
3377             break;
3378     }
3379 
3380     if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
3381 }
3382 
3383 static void shader_glsl_color_correction_ext(struct wined3d_string_buffer *buffer,
3384         const char *reg_name, DWORD mask, struct color_fixup_desc fixup)
3385 {
3386     unsigned int mask_size, remaining;
3387     DWORD fixup_mask = 0;
3388     char arguments[256];
3389     char mask_str[6];
3390 
3391     if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) fixup_mask |= WINED3DSP_WRITEMASK_0;
3392     if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) fixup_mask |= WINED3DSP_WRITEMASK_1;
3393     if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) fixup_mask |= WINED3DSP_WRITEMASK_2;
3394     if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) fixup_mask |= WINED3DSP_WRITEMASK_3;
3395     if (!(mask &= fixup_mask))
3396         return;
3397 
3398     if (is_complex_fixup(fixup))
3399     {
3400         enum complex_fixup complex_fixup = get_complex_fixup(fixup);
3401         FIXME("Complex fixup (%#x) not supported\n",complex_fixup);
3402         return;
3403     }
3404 
3405     shader_glsl_write_mask_to_str(mask, mask_str);
3406     mask_size = shader_glsl_get_write_mask_size(mask);
3407 
3408     arguments[0] = '\0';
3409     remaining = mask_size;
3410     if (mask & WINED3DSP_WRITEMASK_0)
3411     {
3412         shader_glsl_append_fixup_arg(arguments, reg_name, fixup.x_sign_fixup, fixup.x_source);
3413         if (--remaining) strcat(arguments, ", ");
3414     }
3415     if (mask & WINED3DSP_WRITEMASK_1)
3416     {
3417         shader_glsl_append_fixup_arg(arguments, reg_name, fixup.y_sign_fixup, fixup.y_source);
3418         if (--remaining) strcat(arguments, ", ");
3419     }
3420     if (mask & WINED3DSP_WRITEMASK_2)
3421     {
3422         shader_glsl_append_fixup_arg(arguments, reg_name, fixup.z_sign_fixup, fixup.z_source);
3423         if (--remaining) strcat(arguments, ", ");
3424     }
3425     if (mask & WINED3DSP_WRITEMASK_3)
3426     {
3427         shader_glsl_append_fixup_arg(arguments, reg_name, fixup.w_sign_fixup, fixup.w_source);
3428         if (--remaining) strcat(arguments, ", ");
3429     }
3430 
3431     if (mask_size > 1)
3432         shader_addline(buffer, "%s%s = vec%u(%s);\n", reg_name, mask_str, mask_size, arguments);
3433     else
3434         shader_addline(buffer, "%s%s = %s;\n", reg_name, mask_str, arguments);
3435 }
3436 
3437 static void shader_glsl_color_correction(const struct wined3d_shader_instruction *ins, struct color_fixup_desc fixup)
3438 {
3439     char reg_name[256];
3440     BOOL is_color;
3441 
3442     shader_glsl_get_register_name(&ins->dst[0].reg, ins->dst[0].reg.data_type, reg_name, &is_color, ins);
3443     shader_glsl_color_correction_ext(ins->ctx->buffer, reg_name, ins->dst[0].write_mask, fixup);
3444 }
3445 
3446 static void PRINTF_ATTR(9, 10) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins,
3447         unsigned int sampler_bind_idx, const struct glsl_sample_function *sample_function, DWORD swizzle,
3448         const char *dx, const char *dy, const char *bias, const struct wined3d_shader_texel_offset *offset,
3449         const char *coord_reg_fmt, ...)
3450 {
3451     const struct wined3d_shader_version *version = &ins->ctx->reg_maps->shader_version;
3452     char dst_swizzle[6];
3453     struct color_fixup_desc fixup;
3454     BOOL np2_fixup = FALSE;
3455     va_list args;
3456     int ret;
3457 
3458     shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
3459 
3460     /* If ARB_texture_swizzle is supported we don't need to do anything here.
3461      * We actually rely on it for vertex shaders and SM4+. */
3462     if (version->type == WINED3D_SHADER_TYPE_PIXEL && version->major < 4)
3463     {
3464         const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
3465         fixup = priv->cur_ps_args->color_fixup[sampler_bind_idx];
3466 
3467         if (priv->cur_ps_args->np2_fixup & (1u << sampler_bind_idx))
3468             np2_fixup = TRUE;
3469     }
3470     else
3471     {
3472         fixup = COLOR_FIXUP_IDENTITY;
3473     }
3474 
3475     shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &ins->dst[0], sample_function->data_type);
3476 
3477     if (sample_function->output_single_component)
3478         shader_addline(ins->ctx->buffer, "vec4(");
3479 
3480     shader_addline(ins->ctx->buffer, "%s(%s_sampler%u, ",
3481             sample_function->name->buffer, shader_glsl_get_prefix(version->type), sampler_bind_idx);
3482 
3483     for (;;)
3484     {
3485         va_start(args, coord_reg_fmt);
3486         ret = shader_vaddline(ins->ctx->buffer, coord_reg_fmt, args);
3487         va_end(args);
3488         if (!ret)
3489             break;
3490         if (!string_buffer_resize(ins->ctx->buffer, ret))
3491             break;
3492     }
3493 
3494     if (np2_fixup)
3495     {
3496         const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
3497         const unsigned char idx = priv->cur_np2fixup_info->idx[sampler_bind_idx];
3498 
3499         switch (shader_glsl_get_write_mask_size(sample_function->coord_mask))
3500         {
3501             case 1:
3502                 shader_addline(ins->ctx->buffer, " * ps_samplerNP2Fixup[%u].%s",
3503                         idx >> 1, (idx % 2) ? "z" : "x");
3504                 break;
3505             case 2:
3506                 shader_addline(ins->ctx->buffer, " * ps_samplerNP2Fixup[%u].%s",
3507                         idx >> 1, (idx % 2) ? "zw" : "xy");
3508                 break;
3509             case 3:
3510                 shader_addline(ins->ctx->buffer, " * vec3(ps_samplerNP2Fixup[%u].%s, 1.0)",
3511                         idx >> 1, (idx % 2) ? "zw" : "xy");
3512                 break;
3513             case 4:
3514                 shader_addline(ins->ctx->buffer, " * vec4(ps_samplerNP2Fixup[%u].%s, 1.0, 1.0)",
3515                         idx >> 1, (idx % 2) ? "zw" : "xy");
3516                 break;
3517         }
3518     }
3519     if (dx && dy)
3520         shader_addline(ins->ctx->buffer, ", %s, %s", dx, dy);
3521     else if (bias)
3522         shader_addline(ins->ctx->buffer, ", %s", bias);
3523     if (sample_function->offset_size)
3524     {
3525         int offset_immdata[4] = {offset->u, offset->v, offset->w};
3526         shader_addline(ins->ctx->buffer, ", ");
3527         shader_glsl_append_imm_ivec(ins->ctx->buffer, offset_immdata, sample_function->offset_size);
3528     }
3529     shader_addline(ins->ctx->buffer, ")");
3530 
3531     if (sample_function->output_single_component)
3532         shader_addline(ins->ctx->buffer, ")");
3533 
3534     shader_addline(ins->ctx->buffer, "%s);\n", dst_swizzle);
3535 
3536     if (!is_identity_fixup(fixup))
3537         shader_glsl_color_correction(ins, fixup);
3538 }
3539 
3540 static void shader_glsl_fixup_position(struct wined3d_string_buffer *buffer, BOOL use_viewport_index)
3541 {
3542     /* Write the final position.
3543      *
3544      * OpenGL coordinates specify the center of the pixel while D3D coords
3545      * specify the corner. The offsets are stored in z and w in
3546      * pos_fixup. pos_fixup.y contains 1.0 or -1.0 to turn the rendering
3547      * upside down for offscreen rendering. pos_fixup.x contains 1.0 to allow
3548      * a MAD. */
3549     if (use_viewport_index)
3550     {
3551         shader_addline(buffer, "gl_Position.y = gl_Position.y * pos_fixup[gl_ViewportIndex].y;\n");
3552         shader_addline(buffer, "gl_Position.xy += pos_fixup[gl_ViewportIndex].zw * gl_Position.ww;\n");
3553     }
3554     else
3555     {
3556         shader_addline(buffer, "gl_Position.y = gl_Position.y * pos_fixup.y;\n");
3557         shader_addline(buffer, "gl_Position.xy += pos_fixup.zw * gl_Position.ww;\n");
3558     }
3559 
3560     /* Z coord [0;1]->[-1;1] mapping, see comment in get_projection_matrix()
3561      * in utils.c
3562      *
3563      * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However,
3564      * shaders are run before the homogeneous divide, so we have to take the w
3565      * into account: z = ((z / w) * 2 - 1) * w, which is the same as
3566      * z = z * 2 - w. */
3567     shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
3568 }
3569 
3570 /*****************************************************************************
3571  * Begin processing individual instruction opcodes
3572  ****************************************************************************/
3573 
3574 static void shader_glsl_binop(const struct wined3d_shader_instruction *ins)
3575 {
3576     struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3577     struct glsl_src_param src0_param;
3578     struct glsl_src_param src1_param;
3579     DWORD write_mask;
3580     const char *op;
3581 
3582     /* Determine the GLSL operator to use based on the opcode */
3583     switch (ins->handler_idx)
3584     {
3585         case WINED3DSIH_ADD:  op = "+";  break;
3586         case WINED3DSIH_AND:  op = "&";  break;
3587         case WINED3DSIH_DIV:  op = "/";  break;
3588         case WINED3DSIH_IADD: op = "+";  break;
3589         case WINED3DSIH_ISHL: op = "<<"; break;
3590         case WINED3DSIH_ISHR: op = ">>"; break;
3591         case WINED3DSIH_MUL:  op = "*";  break;
3592         case WINED3DSIH_OR:   op = "|";  break;
3593         case WINED3DSIH_SUB:  op = "-";  break;
3594         case WINED3DSIH_USHR: op = ">>"; break;
3595         case WINED3DSIH_XOR:  op = "^";  break;
3596         default:
3597             op = "<unhandled operator>";
3598             FIXME("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
3599             break;
3600     }
3601 
3602     write_mask = shader_glsl_append_dst(buffer, ins);
3603     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3604     shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
3605     shader_addline(buffer, "%s %s %s);\n", src0_param.param_str, op, src1_param.param_str);
3606 }
3607 
3608 static void shader_glsl_relop(const struct wined3d_shader_instruction *ins)
3609 {
3610     struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3611     struct glsl_src_param src0_param;
3612     struct glsl_src_param src1_param;
3613     unsigned int mask_size;
3614     DWORD write_mask;
3615     const char *op;
3616 
3617     write_mask = shader_glsl_append_dst(buffer, ins);
3618     mask_size = shader_glsl_get_write_mask_size(write_mask);
3619     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3620     shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
3621 
3622     if (mask_size > 1)
3623     {
3624         switch (ins->handler_idx)
3625         {
3626             case WINED3DSIH_EQ:  op = "equal"; break;
3627             case WINED3DSIH_IEQ: op = "equal"; break;
3628             case WINED3DSIH_GE:  op = "greaterThanEqual"; break;
3629             case WINED3DSIH_IGE: op = "greaterThanEqual"; break;
3630             case WINED3DSIH_UGE: op = "greaterThanEqual"; break;
3631             case WINED3DSIH_LT:  op = "lessThan"; break;
3632             case WINED3DSIH_ILT: op = "lessThan"; break;
3633             case WINED3DSIH_ULT: op = "lessThan"; break;
3634             case WINED3DSIH_NE:  op = "notEqual"; break;
3635             case WINED3DSIH_INE: op = "notEqual"; break;
3636             default:
3637                 op = "<unhandled operator>";
3638                 ERR("Unhandled opcode %#x.\n", ins->handler_idx);
3639                 break;
3640         }
3641 
3642         shader_addline(buffer, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n",
3643                 mask_size, op, src0_param.param_str, src1_param.param_str);
3644     }
3645     else
3646     {
3647         switch (ins->handler_idx)
3648         {
3649             case WINED3DSIH_EQ:  op = "=="; break;
3650             case WINED3DSIH_IEQ: op = "=="; break;
3651             case WINED3DSIH_GE:  op = ">="; break;
3652             case WINED3DSIH_IGE: op = ">="; break;
3653             case WINED3DSIH_UGE: op = ">="; break;
3654             case WINED3DSIH_LT:  op = "<"; break;
3655             case WINED3DSIH_ILT: op = "<"; break;
3656             case WINED3DSIH_ULT: op = "<"; break;
3657             case WINED3DSIH_NE:  op = "!="; break;
3658             case WINED3DSIH_INE: op = "!="; break;
3659             default:
3660                 op = "<unhandled operator>";
3661                 ERR("Unhandled opcode %#x.\n", ins->handler_idx);
3662                 break;
3663         }
3664 
3665         shader_addline(buffer, "%s %s %s ? 0xffffffffu : 0u);\n",
3666                 src0_param.param_str, op, src1_param.param_str);
3667     }
3668 }
3669 
3670 static void shader_glsl_unary_op(const struct wined3d_shader_instruction *ins)
3671 {
3672     struct glsl_src_param src_param;
3673     DWORD write_mask;
3674     const char *op;
3675 
3676     switch (ins->handler_idx)
3677     {
3678         case WINED3DSIH_INEG: op = "-"; break;
3679         case WINED3DSIH_NOT:  op = "~"; break;
3680         default:
3681             op = "<unhandled operator>";
3682             ERR("Unhandled opcode %s.\n",
3683                     debug_d3dshaderinstructionhandler(ins->handler_idx));
3684             break;
3685     }
3686 
3687     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3688     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
3689     shader_addline(ins->ctx->buffer, "%s%s);\n", op, src_param.param_str);
3690 }
3691 
3692 static void shader_glsl_mul_extended(const struct wined3d_shader_instruction *ins)
3693 {
3694     struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3695     struct glsl_src_param src0_param;
3696     struct glsl_src_param src1_param;
3697     DWORD write_mask;
3698 
3699     /* If we have ARB_gpu_shader5, we can use imulExtended() / umulExtended().
3700      * If not, we can emulate it. */
3701     if (ins->dst[0].reg.type != WINED3DSPR_NULL)
3702         FIXME("64-bit integer multiplies not implemented.\n");
3703 
3704     if (ins->dst[1].reg.type != WINED3DSPR_NULL)
3705     {
3706         write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type);
3707         shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3708         shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
3709 
3710         shader_addline(ins->ctx->buffer, "%s * %s);\n",
3711                 src0_param.param_str, src1_param.param_str);
3712     }
3713 }
3714 
3715 static void shader_glsl_udiv(const struct wined3d_shader_instruction *ins)
3716 {
3717     struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3718     struct glsl_src_param src0_param, src1_param;
3719     DWORD write_mask;
3720 
3721     if (ins->dst[0].reg.type != WINED3DSPR_NULL)
3722     {
3723         if (ins->dst[1].reg.type != WINED3DSPR_NULL)
3724         {
3725             char dst_mask[6];
3726 
3727             write_mask = shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3728             shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3729             shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
3730             shader_addline(buffer, "tmp0%s = uintBitsToFloat(%s / %s);\n",
3731                     dst_mask, src0_param.param_str, src1_param.param_str);
3732 
3733             write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type);
3734             shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3735             shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
3736             shader_addline(buffer, "%s %% %s);\n", src0_param.param_str, src1_param.param_str);
3737 
3738             shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], WINED3D_DATA_FLOAT);
3739             shader_addline(buffer, "tmp0%s);\n", dst_mask);
3740         }
3741         else
3742         {
3743             write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], ins->dst[0].reg.data_type);
3744             shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3745             shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
3746             shader_addline(buffer, "%s / %s);\n", src0_param.param_str, src1_param.param_str);
3747         }
3748     }
3749     else if (ins->dst[1].reg.type != WINED3DSPR_NULL)
3750     {
3751         write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type);
3752         shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3753         shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
3754         shader_addline(buffer, "%s %% %s);\n", src0_param.param_str, src1_param.param_str);
3755     }
3756 }
3757 
3758 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
3759 static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
3760 {
3761     const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3762     struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3763     struct glsl_src_param src0_param;
3764     DWORD write_mask;
3765 
3766     write_mask = shader_glsl_append_dst(buffer, ins);
3767     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3768 
3769     /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
3770      * shader versions WINED3DSIO_MOVA is used for this. */
3771     if (ins->ctx->reg_maps->shader_version.major == 1
3772             && ins->ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_VERTEX
3773             && ins->dst[0].reg.type == WINED3DSPR_ADDR)
3774     {
3775         /* This is a simple floor() */
3776         unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
3777         if (mask_size > 1) {
3778             shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
3779         } else {
3780             shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
3781         }
3782     }
3783     else if (ins->handler_idx == WINED3DSIH_MOVA)
3784     {
3785         unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
3786 
3787         if (shader_glsl_get_version(gl_info) >= 130 || gl_info->supported[EXT_GPU_SHADER4])
3788         {
3789             if (mask_size > 1)
3790                 shader_addline(buffer, "ivec%d(round(%s)));\n", mask_size, src0_param.param_str);
3791             else
3792                 shader_addline(buffer, "int(round(%s)));\n", src0_param.param_str);
3793         }
3794         else
3795         {
3796             if (mask_size > 1)
3797                 shader_addline(buffer, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
3798                         mask_size, src0_param.param_str, mask_size, src0_param.param_str);
3799             else
3800                 shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
3801                         src0_param.param_str, src0_param.param_str);
3802         }
3803     }
3804     else
3805     {
3806         shader_addline(buffer, "%s);\n", src0_param.param_str);
3807     }
3808 }
3809 
3810 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
3811 static void shader_glsl_dot(const struct wined3d_shader_instruction *ins)
3812 {
3813     struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3814     struct glsl_src_param src0_param;
3815     struct glsl_src_param src1_param;
3816     DWORD dst_write_mask, src_write_mask;
3817     unsigned int dst_size;
3818 
3819     dst_write_mask = shader_glsl_append_dst(buffer, ins);
3820     dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
3821 
3822     /* dp4 works on vec4, dp3 on vec3, etc. */
3823     if (ins->handler_idx == WINED3DSIH_DP4)
3824         src_write_mask = WINED3DSP_WRITEMASK_ALL;
3825     else if (ins->handler_idx == WINED3DSIH_DP3)
3826         src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3827     else
3828         src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
3829 
3830     shader_glsl_add_src_param(ins, &ins->src[0], src_write_mask, &src0_param);
3831     shader_glsl_add_src_param(ins, &ins->src[1], src_write_mask, &src1_param);
3832 
3833     if (dst_size > 1) {
3834         shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
3835     } else {
3836         shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
3837     }
3838 }
3839 
3840 /* Note that this instruction has some restrictions. The destination write mask
3841  * can't contain the w component, and the source swizzles have to be .xyzw */
3842 static void shader_glsl_cross(const struct wined3d_shader_instruction *ins)
3843 {
3844     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3845     struct glsl_src_param src0_param;
3846     struct glsl_src_param src1_param;
3847     char dst_mask[6];
3848 
3849     shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3850     shader_glsl_append_dst(ins->ctx->buffer, ins);
3851     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3852     shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
3853     shader_addline(ins->ctx->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
3854 }
3855 
3856 static void shader_glsl_cut(const struct wined3d_shader_instruction *ins)
3857 {
3858     unsigned int stream = ins->handler_idx == WINED3DSIH_CUT ? 0 : ins->src[0].reg.idx[0].offset;
3859 
3860     if (!stream)
3861         shader_addline(ins->ctx->buffer, "EndPrimitive();\n");
3862     else
3863         FIXME("Unhandled primitive stream %u.\n", stream);
3864 }
3865 
3866 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
3867  * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
3868  * GLSL uses the value as-is. */
3869 static void shader_glsl_pow(const struct wined3d_shader_instruction *ins)
3870 {
3871     struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3872     struct glsl_src_param src0_param;
3873     struct glsl_src_param src1_param;
3874     DWORD dst_write_mask;
3875     unsigned int dst_size;
3876 
3877     dst_write_mask = shader_glsl_append_dst(buffer, ins);
3878     dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
3879 
3880     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
3881     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
3882 
3883     if (dst_size > 1)
3884     {
3885         shader_addline(buffer, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
3886                 dst_size, src1_param.param_str, src0_param.param_str, src1_param.param_str);
3887     }
3888     else
3889     {
3890         shader_addline(buffer, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
3891                 src1_param.param_str, src0_param.param_str, src1_param.param_str);
3892     }
3893 }
3894 
3895 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
3896 static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
3897 {
3898     struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3899     struct glsl_src_param src_param;
3900     const char *instruction;
3901     DWORD write_mask;
3902     unsigned i;
3903 
3904     /* Determine the GLSL function to use based on the opcode */
3905     /* TODO: Possibly make this a table for faster lookups */
3906     switch (ins->handler_idx)
3907     {
3908         case WINED3DSIH_ABS: instruction = "abs"; break;
3909         case WINED3DSIH_BFREV: instruction = "bitfieldReverse"; break;
3910         case WINED3DSIH_COUNTBITS: instruction = "bitCount"; break;
3911         case WINED3DSIH_DSX: instruction = "dFdx"; break;
3912         case WINED3DSIH_DSX_COARSE: instruction = "dFdxCoarse"; break;
3913         case WINED3DSIH_DSX_FINE: instruction = "dFdxFine"; break;
3914         case WINED3DSIH_DSY: instruction = "ycorrection.y * dFdy"; break;
3915         case WINED3DSIH_DSY_COARSE: instruction = "ycorrection.y * dFdyCoarse"; break;
3916         case WINED3DSIH_DSY_FINE: instruction = "ycorrection.y * dFdyFine"; break;
3917         case WINED3DSIH_FIRSTBIT_HI: instruction = "findMSB"; break;
3918         case WINED3DSIH_FIRSTBIT_LO: instruction = "findLSB"; break;
3919         case WINED3DSIH_FIRSTBIT_SHI: instruction = "findMSB"; break;
3920         case WINED3DSIH_FRC: instruction = "fract"; break;
3921         case WINED3DSIH_IMAX: instruction = "max"; break;
3922         case WINED3DSIH_IMIN: instruction = "min"; break;
3923         case WINED3DSIH_MAX: instruction = "max"; break;
3924         case WINED3DSIH_MIN: instruction = "min"; break;
3925         case WINED3DSIH_ROUND_NE: instruction = "roundEven"; break;
3926         case WINED3DSIH_ROUND_NI: instruction = "floor"; break;
3927         case WINED3DSIH_ROUND_PI: instruction = "ceil"; break;
3928         case WINED3DSIH_ROUND_Z: instruction = "trunc"; break;
3929         case WINED3DSIH_SQRT: instruction = "sqrt"; break;
3930         case WINED3DSIH_UMAX: instruction = "max"; break;
3931         case WINED3DSIH_UMIN: instruction = "min"; break;
3932         default: instruction = "";
3933             ERR("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
3934             break;
3935     }
3936 
3937     write_mask = shader_glsl_append_dst(buffer, ins);
3938 
3939     /* In D3D bits are numbered from the most significant bit. */
3940     if (ins->handler_idx == WINED3DSIH_FIRSTBIT_HI || ins->handler_idx == WINED3DSIH_FIRSTBIT_SHI)
3941         shader_addline(buffer, "31 - ");
3942     shader_addline(buffer, "%s(", instruction);
3943 
3944     if (ins->src_count)
3945     {
3946         shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
3947         shader_addline(buffer, "%s", src_param.param_str);
3948         for (i = 1; i < ins->src_count; ++i)
3949         {
3950             shader_glsl_add_src_param(ins, &ins->src[i], write_mask, &src_param);
3951             shader_addline(buffer, ", %s", src_param.param_str);
3952         }
3953     }
3954 
3955     shader_addline(buffer, "));\n");
3956 }
3957 
3958 static void shader_glsl_float16(const struct wined3d_shader_instruction *ins)
3959 {
3960     struct wined3d_shader_dst_param dst;
3961     struct glsl_src_param src;
3962     DWORD write_mask;
3963     const char *fmt;
3964     unsigned int i;
3965 
3966     fmt = ins->handler_idx == WINED3DSIH_F16TOF32
3967             ? "unpackHalf2x16(%s).x);\n" : "packHalf2x16(vec2(%s, 0.0)));\n";
3968 
3969     dst = ins->dst[0];
3970     for (i = 0; i < 4; ++i)
3971     {
3972         dst.write_mask = ins->dst[0].write_mask & (WINED3DSP_WRITEMASK_0 << i);
3973         if (!(write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins,
3974                 &dst, dst.reg.data_type)))
3975             continue;
3976 
3977         shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src);
3978         shader_addline(ins->ctx->buffer, fmt, src.param_str);
3979     }
3980 }
3981 
3982 static void shader_glsl_bitwise_op(const struct wined3d_shader_instruction *ins)
3983 {
3984     struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3985     struct wined3d_shader_dst_param dst;
3986     struct glsl_src_param src[4];
3987     const char *instruction;
3988     BOOL tmp_dst = FALSE;
3989     char mask_char[6];
3990     unsigned int i, j;
3991     DWORD write_mask;
3992 
3993     switch (ins->handler_idx)
3994     {
3995         case WINED3DSIH_BFI:  instruction = "bitfieldInsert";  break;
3996         case WINED3DSIH_IBFE: instruction = "bitfieldExtract"; break;
3997         case WINED3DSIH_UBFE: instruction = "bitfieldExtract"; break;
3998         default:
3999             ERR("Unhandled opcode %#x.\n", ins->handler_idx);
4000             return;
4001     }
4002 
4003     for (i = 0; i < ins->src_count; ++i)
4004     {
4005         if (ins->dst[0].reg.idx[0].offset == ins->src[i].reg.idx[0].offset
4006                 && ins->dst[0].reg.type == ins->src[i].reg.type)
4007             tmp_dst = TRUE;
4008     }
4009 
4010     dst = ins->dst[0];
4011     for (i = 0; i < 4; ++i)
4012     {
4013         dst.write_mask = ins->dst[0].write_mask & (WINED3DSP_WRITEMASK_0 << i);
4014         if (tmp_dst && (write_mask = shader_glsl_get_write_mask(&dst, mask_char)))
4015             shader_addline(buffer, "tmp0%s = %sBitsToFloat(", mask_char,
4016                     dst.reg.data_type == WINED3D_DATA_INT ? "int" : "uint");
4017         else if (!(write_mask = shader_glsl_append_dst_ext(buffer, ins, &dst, dst.reg.data_type)))
4018             continue;
4019 
4020         for (j = 0; j < ins->src_count; ++j)
4021             shader_glsl_add_src_param(ins, &ins->src[j], write_mask, &src[j]);
4022         shader_addline(buffer, "%s(", instruction);
4023         for (j = 0; j < ins->src_count - 2; ++j)
4024             shader_addline(buffer, "%s, ", src[ins->src_count - j - 1].param_str);
4025         shader_addline(buffer, "%s & 0x1f, %s & 0x1f));\n", src[1].param_str, src[0].param_str);
4026     }
4027 
4028     if (tmp_dst)
4029     {
4030         shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], WINED3D_DATA_FLOAT);
4031         shader_glsl_get_write_mask(&ins->dst[0], mask_char);
4032         shader_addline(buffer, "tmp0%s);\n", mask_char);
4033     }
4034 }
4035 
4036 static void shader_glsl_nop(const struct wined3d_shader_instruction *ins) {}
4037 
4038 static void shader_glsl_nrm(const struct wined3d_shader_instruction *ins)
4039 {
4040     struct wined3d_string_buffer *buffer = ins->ctx->buffer;
4041     struct glsl_src_param src_param;
4042     unsigned int mask_size;
4043     DWORD write_mask;
4044     char dst_mask[6];
4045 
4046     write_mask = shader_glsl_get_write_mask(ins->dst, dst_mask);
4047     mask_size = shader_glsl_get_write_mask_size(write_mask);
4048     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
4049 
4050     shader_addline(buffer, "tmp0.x = dot(%s, %s);\n",
4051             src_param.param_str, src_param.param_str);
4052     shader_glsl_append_dst(buffer, ins);
4053 
4054     if (mask_size > 1)
4055     {
4056         shader_addline(buffer, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
4057                 mask_size, src_param.param_str);
4058     }
4059     else
4060     {
4061         shader_addline(buffer, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n",
4062                 src_param.param_str);
4063     }
4064 }
4065 
4066 static void shader_glsl_scalar_op(const struct wined3d_shader_instruction *ins)
4067 {
4068     DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
4069             ins->ctx->reg_maps->shader_version.minor);
4070     struct wined3d_string_buffer *buffer = ins->ctx->buffer;
4071     struct glsl_src_param src0_param;
4072     const char *prefix, *suffix;
4073     unsigned int dst_size;
4074     DWORD dst_write_mask;
4075 
4076     dst_write_mask = shader_glsl_append_dst(buffer, ins);
4077     dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
4078 
4079     if (shader_version < WINED3D_SHADER_VERSION(4, 0))
4080         dst_write_mask = WINED3DSP_WRITEMASK_3;
4081 
4082     shader_glsl_add_src_param(ins, &ins->src[0], dst_write_mask, &src0_param);
4083 
4084     switch (ins->handler_idx)
4085     {
4086         case WINED3DSIH_EXP:
4087         case WINED3DSIH_EXPP:
4088             prefix = "exp2(";
4089             suffix = ")";
4090             break;
4091 
4092         case WINED3DSIH_LOG:
4093         case WINED3DSIH_LOGP:
4094             prefix = "log2(abs(";
4095             suffix = "))";
4096             break;
4097 
4098         case WINED3DSIH_RCP:
4099             prefix = "1.0 / ";
4100             suffix = "";
4101             break;
4102 
4103         case WINED3DSIH_RSQ:
4104             prefix = "inversesqrt(abs(";
4105             suffix = "))";
4106             break;
4107 
4108         default:
4109             prefix = "";
4110             suffix = "";
4111             FIXME("Unhandled instruction %#x.\n", ins->handler_idx);
4112             break;
4113     }
4114 
4115     if (dst_size > 1 && shader_version < WINED3D_SHADER_VERSION(4, 0))
4116         shader_addline(buffer, "vec%u(%s%s%s));\n", dst_size, prefix, src0_param.param_str, suffix);
4117     else
4118         shader_addline(buffer, "%s%s%s);\n", prefix, src0_param.param_str, suffix);
4119 }
4120 
4121 /** Process the WINED3DSIO_EXPP instruction in GLSL:
4122  * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
4123  *   dst.x = 2^(floor(src))
4124  *   dst.y = src - floor(src)
4125  *   dst.z = 2^src   (partial precision is allowed, but optional)
4126  *   dst.w = 1.0;
4127  * For 2.0 shaders, just do this (honoring writemask and swizzle):
4128  *   dst = 2^src;    (partial precision is allowed, but optional)
4129  */
4130 static void shader_glsl_expp(const struct wined3d_shader_instruction *ins)
4131 {
4132     if (ins->ctx->reg_maps->shader_version.major < 2)
4133     {
4134         struct glsl_src_param src_param;
4135         char dst_mask[6];
4136 
4137         shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
4138 
4139         shader_addline(ins->ctx->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
4140         shader_addline(ins->ctx->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
4141         shader_addline(ins->ctx->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
4142         shader_addline(ins->ctx->buffer, "tmp0.w = 1.0;\n");
4143 
4144         shader_glsl_append_dst(ins->ctx->buffer, ins);
4145         shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
4146         shader_addline(ins->ctx->buffer, "tmp0%s);\n", dst_mask);
4147         return;
4148     }
4149 
4150     shader_glsl_scalar_op(ins);
4151 }
4152 
4153 static void shader_glsl_cast(const struct wined3d_shader_instruction *ins,
4154         const char *vector_constructor, const char *scalar_constructor)
4155 {
4156     struct wined3d_string_buffer *buffer = ins->ctx->buffer;
4157     struct glsl_src_param src_param;
4158     unsigned int mask_size;
4159     DWORD write_mask;
4160 
4161     write_mask = shader_glsl_append_dst(buffer, ins);
4162     mask_size = shader_glsl_get_write_mask_size(write_mask);
4163     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
4164 
4165     if (mask_size > 1)
4166         shader_addline(buffer, "%s%u(%s));\n", vector_constructor, mask_size, src_param.param_str);
4167     else
4168         shader_addline(buffer, "%s(%s));\n", scalar_constructor, src_param.param_str);
4169 }
4170 
4171 static void shader_glsl_to_int(const struct wined3d_shader_instruction *ins)
4172 {
4173     shader_glsl_cast(ins, "ivec", "int");
4174 }
4175 
4176 static void shader_glsl_to_uint(const struct wined3d_shader_instruction *ins)
4177 {
4178     shader_glsl_cast(ins, "uvec", "uint");
4179 }
4180 
4181 static void shader_glsl_to_float(const struct wined3d_shader_instruction *ins)
4182 {
4183     shader_glsl_cast(ins, "vec", "float");
4184 }
4185 
4186 /** Process signed comparison opcodes in GLSL. */
4187 static void shader_glsl_compare(const struct wined3d_shader_instruction *ins)
4188 {
4189     struct glsl_src_param src0_param;
4190     struct glsl_src_param src1_param;
4191     DWORD write_mask;
4192     unsigned int mask_size;
4193 
4194     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
4195     mask_size = shader_glsl_get_write_mask_size(write_mask);
4196     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
4197     shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
4198 
4199     if (mask_size > 1) {
4200         const char *compare;
4201 
4202         switch(ins->handler_idx)
4203         {
4204             case WINED3DSIH_SLT: compare = "lessThan"; break;
4205             case WINED3DSIH_SGE: compare = "greaterThanEqual"; break;
4206             default: compare = "";
4207                 FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
4208         }
4209 
4210         shader_addline(ins->ctx->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
4211                 src0_param.param_str, src1_param.param_str);
4212     } else {
4213         switch(ins->handler_idx)
4214         {
4215             case WINED3DSIH_SLT:
4216                 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
4217                  * to return 0.0 but step returns 1.0 because step is not < x
4218                  * An alternative is a bvec compare padded with an unused second component.
4219                  * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
4220                  * issue. Playing with not() is not possible either because not() does not accept
4221                  * a scalar.
4222                  */
4223                 shader_addline(ins->ctx->buffer, "(%s < %s) ? 1.0 : 0.0);\n",
4224                         src0_param.param_str, src1_param.param_str);
4225                 break;
4226             case WINED3DSIH_SGE:
4227                 /* Here we can use the step() function and safe a conditional */
4228                 shader_addline(ins->ctx->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
4229                 break;
4230             default:
4231                 FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
4232         }
4233 
4234     }
4235 }
4236 
4237 static void shader_glsl_swapc(const struct wined3d_shader_instruction *ins)
4238 {
4239     struct wined3d_string_buffer *buffer = ins->ctx->buffer;
4240     struct wined3d_shader_dst_param dst[2];
4241     struct glsl_src_param src[3];
4242     unsigned int i, j, k;
4243     char mask_char[6];
4244     DWORD write_mask;
4245     BOOL tmp_dst[2];
4246 
4247     for (i = 0; i < ins->dst_count; ++i)
4248     {
4249         tmp_dst[i] = FALSE;
4250         for (j = 0; j < ins->src_count; ++j)
4251         {
4252             if (ins->dst[i].reg.idx[0].offset == ins->src[j].reg.idx[0].offset
4253                     && ins->dst[i].reg.type == ins->src[j].reg.type)
4254                 tmp_dst[i] = TRUE;
4255         }
4256     }
4257 
4258     dst[0] = ins->dst[0];
4259     dst[1] = ins->dst[1];
4260     for (i = 0; i < 4; ++i)
4261     {
4262         for (j = 0; j < ARRAY_SIZE(dst); ++j)
4263         {
4264             dst[j].write_mask = ins->dst[j].write_mask & (WINED3DSP_WRITEMASK_0 << i);
4265             if (tmp_dst[j] && (write_mask = shader_glsl_get_write_mask(&dst[j], mask_char)))
4266                 shader_addline(buffer, "tmp%u%s = (", j, mask_char);
4267             else if (!(write_mask = shader_glsl_append_dst_ext(buffer, ins, &dst[j], dst[j].reg.data_type)))
4268                 continue;
4269 
4270             for (k = 0; k < ARRAY_SIZE(src); ++k)
4271                 shader_glsl_add_src_param(ins, &ins->src[k], write_mask, &src[k]);
4272 
4273             shader_addline(buffer, "%sbool(%s) ? %s : %s);\n", !j ? "!" : "",
4274                     src[0].param_str, src[1].param_str, src[2].param_str);
4275         }
4276     }
4277 
4278     for (i = 0; i < ARRAY_SIZE(tmp_dst); ++i)
4279     {
4280         if (tmp_dst[i])
4281         {
4282             shader_glsl_get_write_mask(&ins->dst[i], mask_char);
4283             shader_glsl_append_dst_ext(buffer, ins, &ins->dst[i], ins->dst[i].reg.data_type);
4284             shader_addline(buffer, "tmp%u%s);\n", i, mask_char);
4285         }
4286     }
4287 }
4288 
4289 static void shader_glsl_conditional_move(const struct wined3d_shader_instruction *ins)
4290 {
4291     const char *condition_prefix, *condition_suffix;
4292     struct wined3d_shader_dst_param dst;
4293     struct glsl_src_param src0_param;
4294     struct glsl_src_param src1_param;
4295     struct glsl_src_param src2_param;
4296     BOOL temp_destination = FALSE;
4297     DWORD cmp_channel = 0;
4298     unsigned int i, j;
4299     char mask_char[6];
4300     DWORD write_mask;
4301 
4302     switch (ins->handler_idx)
4303     {
4304         case WINED3DSIH_CMP:
4305             condition_prefix = "";
4306             condition_suffix = " >= 0.0";
4307             break;
4308 
4309         case WINED3DSIH_CND:
4310             condition_prefix = "";
4311             condition_suffix = " > 0.5";
4312             break;
4313 
4314         case WINED3DSIH_MOVC:
4315             condition_prefix = "bool(";
4316             condition_suffix = ")";
4317             break;
4318 
4319         default:
4320             FIXME("Unhandled instruction %#x.\n", ins->handler_idx);
4321             condition_prefix = "<unhandled prefix>";
4322             condition_suffix = "<unhandled suffix>";
4323             break;
4324     }
4325 
4326     if (shader_is_scalar(&ins->dst[0].reg) || shader_is_scalar(&ins->src[0].reg))
4327     {
4328         write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
4329         shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
4330         shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
4331         shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
4332 
4333         shader_addline(ins->ctx->buffer, "%s%s%s ? %s : %s);\n",
4334                 condition_prefix, src0_param.param_str, condition_suffix,
4335                 src1_param.param_str, src2_param.param_str);
4336         return;
4337     }
4338 
4339     dst = ins->dst[0];
4340 
4341     /* Splitting the instruction up in multiple lines imposes a problem:
4342      * The first lines may overwrite source parameters of the following lines.
4343      * Deal with that by using a temporary destination register if needed. */
4344     if ((ins->src[0].reg.idx[0].offset == dst.reg.idx[0].offset
4345                 && ins->src[0].reg.type == dst.reg.type)
4346             || (ins->src[1].reg.idx[0].offset == dst.reg.idx[0].offset
4347                 && ins->src[1].reg.type == dst.reg.type)
4348             || (ins->src[2].reg.idx[0].offset == dst.reg.idx[0].offset
4349                 && ins->src[2].reg.type == dst.reg.type))
4350         temp_destination = TRUE;
4351 
4352     /* Cycle through all source0 channels. */
4353     for (i = 0; i < 4; ++i)
4354     {
4355         write_mask = 0;
4356         /* Find the destination channels which use the current source0 channel. */
4357         for (j = 0; j < 4; ++j)
4358         {
4359             if (shader_glsl_swizzle_get_component(ins->src[0].swizzle, j) == i)
4360             {
4361                 write_mask |= WINED3DSP_WRITEMASK_0 << j;
4362                 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
4363             }
4364         }
4365         dst.write_mask = ins->dst[0].write_mask & write_mask;
4366 
4367         if (temp_destination)
4368         {
4369             if (!(write_mask = shader_glsl_get_write_mask(&dst, mask_char)))
4370                 continue;
4371             shader_addline(ins->ctx->buffer, "tmp0%s = (", mask_char);
4372         }
4373         else if (!(write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst, dst.reg.data_type)))
4374             continue;
4375 
4376         shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
4377         shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
4378         shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
4379 
4380         shader_addline(ins->ctx->buffer, "%s%s%s ? %s : %s);\n",
4381                 condition_prefix, src0_param.param_str, condition_suffix,
4382                 src1_param.param_str, src2_param.param_str);
4383     }
4384 
4385     if (temp_destination)
4386     {
4387         shader_glsl_get_write_mask(&ins->dst[0], mask_char);
4388         shader_glsl_append_dst(ins->ctx->buffer, ins);
4389         shader_addline(ins->ctx->buffer, "tmp0%s);\n", mask_char);
4390     }
4391 }
4392 
4393 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
4394 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
4395  * the compare is done per component of src0. */
4396 static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins)
4397 {
4398     struct glsl_src_param src0_param;
4399     struct glsl_src_param src1_param;
4400     struct glsl_src_param src2_param;
4401     DWORD write_mask;
4402     DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
4403             ins->ctx->reg_maps->shader_version.minor);
4404 
4405     if (shader_version < WINED3D_SHADER_VERSION(1, 4))
4406     {
4407         write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
4408         shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
4409         shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
4410         shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
4411 
4412         if (ins->coissue && ins->dst->write_mask != WINED3DSP_WRITEMASK_3)
4413             shader_addline(ins->ctx->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
4414         else
4415             shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
4416                     src0_param.param_str, src1_param.param_str, src2_param.param_str);
4417         return;
4418     }
4419 
4420     shader_glsl_conditional_move(ins);
4421 }
4422 
4423 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
4424 static void shader_glsl_mad(const struct wined3d_shader_instruction *ins)
4425 {
4426     struct glsl_src_param src0_param;
4427     struct glsl_src_param src1_param;
4428     struct glsl_src_param src2_param;
4429     DWORD write_mask;
4430 
4431     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
4432     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
4433     shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
4434     shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
4435     shader_addline(ins->ctx->buffer, "(%s * %s) + %s);\n",
4436             src0_param.param_str, src1_param.param_str, src2_param.param_str);
4437 }
4438 
4439 /* Handles transforming all WINED3DSIO_M?x? opcodes for
4440    Vertex shaders to GLSL codes */
4441 static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
4442 {
4443     int i;
4444     int nComponents = 0;
4445     struct wined3d_shader_dst_param tmp_dst = {{0}};
4446     struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
4447     struct wined3d_shader_instruction tmp_ins;
4448 
4449     memset(&tmp_ins, 0, sizeof(tmp_ins));
4450 
4451     /* Set constants for the temporary argument */
4452     tmp_ins.ctx = ins->ctx;
4453     tmp_ins.dst_count = 1;
4454     tmp_ins.dst = &tmp_dst;
4455     tmp_ins.src_count = 2;
4456     tmp_ins.src = tmp_src;
4457 
4458     switch(ins->handler_idx)
4459     {
4460         case WINED3DSIH_M4x4:
4461             nComponents = 4;
4462             tmp_ins.handler_idx = WINED3DSIH_DP4;
4463             break;
4464         case WINED3DSIH_M4x3:
4465             nComponents = 3;
4466             tmp_ins.handler_idx = WINED3DSIH_DP4;
4467             break;
4468         case WINED3DSIH_M3x4:
4469             nComponents = 4;
4470             tmp_ins.handler_idx = WINED3DSIH_DP3;
4471             break;
4472         case WINED3DSIH_M3x3:
4473             nComponents = 3;
4474             tmp_ins.handler_idx = WINED3DSIH_DP3;
4475             break;
4476         case WINED3DSIH_M3x2:
4477             nComponents = 2;
4478             tmp_ins.handler_idx = WINED3DSIH_DP3;
4479             break;
4480         default:
4481             break;
4482     }
4483 
4484     tmp_dst = ins->dst[0];
4485     tmp_src[0] = ins->src[0];
4486     tmp_src[1] = ins->src[1];
4487     for (i = 0; i < nComponents; ++i)
4488     {
4489         tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
4490         shader_glsl_dot(&tmp_ins);
4491         ++tmp_src[1].reg.idx[0].offset;
4492     }
4493 }
4494 
4495 /**
4496     The LRP instruction performs a component-wise linear interpolation
4497     between the second and third operands using the first operand as the
4498     blend factor.  Equation:  (dst = src2 + src0 * (src1 - src2))
4499     This is equivalent to mix(src2, src1, src0);
4500 */
4501 static void shader_glsl_lrp(const struct wined3d_shader_instruction *ins)
4502 {
4503     struct glsl_src_param src0_param;
4504     struct glsl_src_param src1_param;
4505     struct glsl_src_param src2_param;
4506     DWORD write_mask;
4507 
4508     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
4509 
4510     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
4511     shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
4512     shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
4513 
4514     shader_addline(ins->ctx->buffer, "mix(%s, %s, %s));\n",
4515             src2_param.param_str, src1_param.param_str, src0_param.param_str);
4516 }
4517 
4518 /** Process the WINED3DSIO_LIT instruction in GLSL:
4519  * dst.x = dst.w = 1.0
4520  * dst.y = (src0.x > 0) ? src0.x
4521  * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
4522  *                                        where src.w is clamped at +- 128
4523  */
4524 static void shader_glsl_lit(const struct wined3d_shader_instruction *ins)
4525 {
4526     struct glsl_src_param src0_param;
4527     struct glsl_src_param src1_param;
4528     struct glsl_src_param src3_param;
4529     char dst_mask[6];
4530 
4531     shader_glsl_append_dst(ins->ctx->buffer, ins);
4532     shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
4533 
4534     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
4535     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src1_param);
4536     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src3_param);
4537 
4538     /* The sdk specifies the instruction like this
4539      * dst.x = 1.0;
4540      * if(src.x > 0.0) dst.y = src.x
4541      * else dst.y = 0.0.
4542      * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
4543      * else dst.z = 0.0;
4544      * dst.w = 1.0;
4545      * (where power = src.w clamped between -128 and 128)
4546      *
4547      * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
4548      * dst.x = 1.0                                  ... No further explanation needed
4549      * dst.y = max(src.y, 0.0);                     ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
4550      * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0;   ... 0 ^ power is 0, and otherwise we use y anyway
4551      * dst.w = 1.0.                                 ... Nothing fancy.
4552      *
4553      * So we still have one conditional in there. So do this:
4554      * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
4555      *
4556      * 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),
4557      * 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.
4558      * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to.
4559      *
4560      * Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns
4561      * a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is
4562      * what all Windows HW drivers and GL_ARB_vertex_program's LIT do.
4563      */
4564     shader_addline(ins->ctx->buffer,
4565             "vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : "
4566             "pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
4567             src0_param.param_str, src3_param.param_str, src1_param.param_str,
4568             src0_param.param_str, src3_param.param_str, dst_mask);
4569 }
4570 
4571 /** Process the WINED3DSIO_DST instruction in GLSL:
4572  * dst.x = 1.0
4573  * dst.y = src0.x * src0.y
4574  * dst.z = src0.z
4575  * dst.w = src1.w
4576  */
4577 static void shader_glsl_dst(const struct wined3d_shader_instruction *ins)
4578 {
4579     struct glsl_src_param src0y_param;
4580     struct glsl_src_param src0z_param;
4581     struct glsl_src_param src1y_param;
4582     struct glsl_src_param src1w_param;
4583     char dst_mask[6];
4584 
4585     shader_glsl_append_dst(ins->ctx->buffer, ins);
4586     shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
4587 
4588     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src0y_param);
4589     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &src0z_param);
4590     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_1, &src1y_param);
4591     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_3, &src1w_param);
4592 
4593     shader_addline(ins->ctx->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
4594             src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
4595 }
4596 
4597 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
4598  * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
4599  * can handle it.  But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
4600  *
4601  * dst.x = cos(src0.?)
4602  * dst.y = sin(src0.?)
4603  * dst.z = dst.z
4604  * dst.w = dst.w
4605  */
4606 static void shader_glsl_sincos(const struct wined3d_shader_instruction *ins)
4607 {
4608     struct wined3d_string_buffer *buffer = ins->ctx->buffer;
4609     struct glsl_src_param src0_param;
4610     DWORD write_mask;
4611 
4612     if (ins->ctx->reg_maps->shader_version.major < 4)
4613     {
4614         shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
4615 
4616         write_mask = shader_glsl_append_dst(buffer, ins);
4617         switch (write_mask)
4618         {
4619             case WINED3DSP_WRITEMASK_0:
4620                 shader_addline(buffer, "cos(%s));\n", src0_param.param_str);
4621                 break;
4622 
4623             case WINED3DSP_WRITEMASK_1:
4624                 shader_addline(buffer, "sin(%s));\n", src0_param.param_str);
4625                 break;
4626 
4627             case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
4628                 shader_addline(buffer, "vec2(cos(%s), sin(%s)));\n",
4629                         src0_param.param_str, src0_param.param_str);
4630                 break;
4631 
4632             default:
4633                 ERR("Write mask should be .x, .y or .xy\n");
4634                 break;
4635         }
4636 
4637         return;
4638     }
4639 
4640     if (ins->dst[0].reg.type != WINED3DSPR_NULL)
4641     {
4642 
4643         if (ins->dst[1].reg.type != WINED3DSPR_NULL)
4644         {
4645             char dst_mask[6];
4646 
4647             write_mask = shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
4648             shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
4649             shader_addline(buffer, "tmp0%s = sin(%s);\n", dst_mask, src0_param.param_str);
4650 
4651             write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type);
4652             shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
4653             shader_addline(buffer, "cos(%s));\n", src0_param.param_str);
4654 
4655             shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], ins->dst[0].reg.data_type);
4656             shader_addline(buffer, "tmp0%s);\n", dst_mask);
4657         }
4658         else
4659         {
4660             write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], ins->dst[0].reg.data_type);
4661             shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
4662             shader_addline(buffer, "sin(%s));\n", src0_param.param_str);
4663         }
4664     }
4665     else if (ins->dst[1].reg.type != WINED3DSPR_NULL)
4666     {
4667         write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type);
4668         shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
4669         shader_addline(buffer, "cos(%s));\n", src0_param.param_str);
4670     }
4671 }
4672 
4673 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
4674  * here. But those extra parameters require a dedicated function for sgn, since map2gl would
4675  * generate invalid code
4676  */
4677 static void shader_glsl_sgn(const struct wined3d_shader_instruction *ins)
4678 {
4679     struct glsl_src_param src0_param;
4680     DWORD write_mask;
4681 
4682     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
4683     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
4684 
4685     shader_addline(ins->ctx->buffer, "sign(%s));\n", src0_param.param_str);
4686 }
4687 
4688 /** Process the WINED3DSIO_LOOP instruction in GLSL:
4689  * Start a for() loop where src1.y is the initial value of aL,
4690  *  increment aL by src1.z for a total of src1.x iterations.
4691  *  Need to use a temporary variable for this operation.
4692  */
4693 /* FIXME: I don't think nested loops will work correctly this way. */
4694 static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
4695 {
4696     struct wined3d_shader_parser_state *state = ins->ctx->state;
4697     struct wined3d_string_buffer *buffer = ins->ctx->buffer;
4698     const struct wined3d_shader *shader = ins->ctx->shader;
4699     const struct wined3d_shader_lconst *constant;
4700     struct glsl_src_param src1_param;
4701     const DWORD *control_values = NULL;
4702 
4703     if (ins->ctx->reg_maps->shader_version.major < 4)
4704     {
4705         shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
4706 
4707         /* Try to hardcode the loop control parameters if possible. Direct3D 9
4708          * class hardware doesn't support real varying indexing, but Microsoft
4709          * designed this feature for Shader model 2.x+. If the loop control is
4710          * known at compile time, the GLSL compiler can unroll the loop, and
4711          * replace indirect addressing with direct addressing. */
4712         if (ins->src[1].reg.type == WINED3DSPR_CONSTINT)
4713         {
4714             LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
4715             {
4716                 if (constant->idx == ins->src[1].reg.idx[0].offset)
4717                 {
4718                     control_values = constant->value;
4719                     break;
4720                 }
4721             }
4722         }
4723 
4724         if (control_values)
4725         {
4726             struct wined3d_shader_loop_control loop_control;
4727             loop_control.count = control_values[0];
4728             loop_control.start = control_values[1];
4729             loop_control.step = (int)control_values[2];
4730 
4731             if (loop_control.step > 0)
4732             {
4733                 shader_addline(buffer, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d)\n{\n",
4734                         state->current_loop_depth, loop_control.start,
4735                         state->current_loop_depth, loop_control.count, loop_control.step, loop_control.start,
4736                         state->current_loop_depth, loop_control.step);
4737             }
4738             else if (loop_control.step < 0)
4739             {
4740                 shader_addline(buffer, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d)\n{\n",
4741                         state->current_loop_depth, loop_control.start,
4742                         state->current_loop_depth, loop_control.count, loop_control.step, loop_control.start,
4743                         state->current_loop_depth, loop_control.step);
4744             }
4745             else
4746             {
4747                 shader_addline(buffer, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n",
4748                         state->current_loop_depth, loop_control.start, state->current_loop_depth,
4749                         state->current_loop_depth, loop_control.count,
4750                         state->current_loop_depth);
4751             }
4752         }
4753         else
4754         {
4755             shader_addline(buffer, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n",
4756                     state->current_loop_depth, state->current_loop_reg,
4757                     src1_param.reg_name, state->current_loop_depth, src1_param.reg_name,
4758                     state->current_loop_depth, state->current_loop_reg, src1_param.reg_name);
4759         }
4760 
4761         ++state->current_loop_reg;
4762     }
4763     else
4764     {
4765         shader_addline(buffer, "for (;;)\n{\n");
4766     }
4767 
4768     ++state->current_loop_depth;
4769 }
4770 
4771 static void shader_glsl_end(const struct wined3d_shader_instruction *ins)
4772 {
4773     struct wined3d_shader_parser_state *state = ins->ctx->state;
4774 
4775     shader_addline(ins->ctx->buffer, "}\n");
4776 
4777     if (ins->handler_idx == WINED3DSIH_ENDLOOP)
4778     {
4779         --state->current_loop_depth;
4780         --state->current_loop_reg;
4781     }
4782 
4783     if (ins->handler_idx == WINED3DSIH_ENDREP)
4784     {
4785         --state->current_loop_depth;
4786     }
4787 }
4788 
4789 static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
4790 {
4791     struct wined3d_shader_parser_state *state = ins->ctx->state;
4792     const struct wined3d_shader *shader = ins->ctx->shader;
4793     const struct wined3d_shader_lconst *constant;
4794     struct glsl_src_param src0_param;
4795     const DWORD *control_values = NULL;
4796 
4797     /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
4798     if (ins->src[0].reg.type == WINED3DSPR_CONSTINT)
4799     {
4800         LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
4801         {
4802             if (constant->idx == ins->src[0].reg.idx[0].offset)
4803             {
4804                 control_values = constant->value;
4805                 break;
4806             }
4807         }
4808     }
4809 
4810     if (control_values)
4811     {
4812         shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
4813                 state->current_loop_depth, state->current_loop_depth,
4814                 control_values[0], state->current_loop_depth);
4815     }
4816     else
4817     {
4818         shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
4819         shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
4820                 state->current_loop_depth, state->current_loop_depth,
4821                 src0_param.param_str, state->current_loop_depth);
4822     }
4823 
4824     ++state->current_loop_depth;
4825 }
4826 
4827 static void shader_glsl_switch(const struct wined3d_shader_instruction *ins)
4828 {
4829     struct glsl_src_param src0_param;
4830 
4831     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
4832     shader_addline(ins->ctx->buffer, "switch (%s)\n{\n", src0_param.param_str);
4833 }
4834 
4835 static void shader_glsl_case(const struct wined3d_shader_instruction *ins)
4836 {
4837     struct glsl_src_param src0_param;
4838 
4839     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
4840     shader_addline(ins->ctx->buffer, "case %s:\n", src0_param.param_str);
4841 }
4842 
4843 static void shader_glsl_default(const struct wined3d_shader_instruction *ins)
4844 {
4845     shader_addline(ins->ctx->buffer, "default:\n");
4846 }
4847 
4848 static void shader_glsl_generate_conditional_op(const struct wined3d_shader_instruction *ins,
4849         const char *op)
4850 {
4851     struct glsl_src_param src_param;
4852     const char *condition;
4853 
4854     condition = ins->flags == WINED3D_SHADER_CONDITIONAL_OP_NZ ? "bool" : "!bool";
4855     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
4856     shader_addline(ins->ctx->buffer, "if (%s(%s)) %s\n", condition, src_param.param_str, op);
4857 }
4858 
4859 static void shader_glsl_if(const struct wined3d_shader_instruction *ins)
4860 {
4861     shader_glsl_generate_conditional_op(ins, "{");
4862 }
4863 
4864 static void shader_glsl_ifc(const struct wined3d_shader_instruction *ins)
4865 {
4866     struct glsl_src_param src0_param;
4867     struct glsl_src_param src1_param;
4868 
4869     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
4870     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
4871 
4872     shader_addline(ins->ctx->buffer, "if (%s %s %s) {\n",
4873             src0_param.param_str, shader_glsl_get_rel_op(ins->flags), src1_param.param_str);
4874 }
4875 
4876 static void shader_glsl_else(const struct wined3d_shader_instruction *ins)
4877 {
4878     shader_addline(ins->ctx->buffer, "} else {\n");
4879 }
4880 
4881 static void shader_glsl_emit(const struct wined3d_shader_instruction *ins)
4882 {
4883     unsigned int stream = ins->handler_idx == WINED3DSIH_EMIT ? 0 : ins->src[0].reg.idx[0].offset;
4884     const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
4885 
4886     shader_addline(ins->ctx->buffer, "setup_gs_output(gs_out);\n");
4887     if (!ins->ctx->gl_info->supported[ARB_CLIP_CONTROL])
4888         shader_glsl_fixup_position(ins->ctx->buffer, reg_maps->viewport_array);
4889 
4890     if (!stream)
4891         shader_addline(ins->ctx->buffer, "EmitVertex();\n");
4892     else
4893         FIXME("Unhandled primitive stream %u.\n", stream);
4894 }
4895 
4896 static void shader_glsl_break(const struct wined3d_shader_instruction *ins)
4897 {
4898     shader_addline(ins->ctx->buffer, "break;\n");
4899 }
4900 
4901 /* FIXME: According to MSDN the compare is done per component. */
4902 static void shader_glsl_breakc(const struct wined3d_shader_instruction *ins)
4903 {
4904     struct glsl_src_param src0_param;
4905     struct glsl_src_param src1_param;
4906 
4907     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
4908     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
4909 
4910     shader_addline(ins->ctx->buffer, "if (%s %s %s) break;\n",
4911             src0_param.param_str, shader_glsl_get_rel_op(ins->flags), src1_param.param_str);
4912 }
4913 
4914 static void shader_glsl_conditional_op(const struct wined3d_shader_instruction *ins)
4915 {
4916     const char *op;
4917 
4918     switch (ins->handler_idx)
4919     {
4920         case WINED3DSIH_BREAKP: op = "break;"; break;
4921         case WINED3DSIH_CONTINUEP: op = "continue;"; break;
4922         case WINED3DSIH_RETP: op = "return;"; break;
4923         default:
4924             ERR("Unhandled opcode %#x.\n", ins->handler_idx);
4925             return;
4926     }
4927 
4928     shader_glsl_generate_conditional_op(ins, op);
4929 }
4930 
4931 static void shader_glsl_continue(const struct wined3d_shader_instruction *ins)
4932 {
4933     shader_addline(ins->ctx->buffer, "continue;\n");
4934 }
4935 
4936 static void shader_glsl_label(const struct wined3d_shader_instruction *ins)
4937 {
4938     shader_addline(ins->ctx->buffer, "}\n");
4939     shader_addline(ins->ctx->buffer, "void subroutine%u()\n{\n", ins->src[0].reg.idx[0].offset);
4940 
4941     /* Subroutines appear at the end of the shader. */
4942     ins->ctx->state->in_subroutine = TRUE;
4943 }
4944 
4945 static void shader_glsl_call(const struct wined3d_shader_instruction *ins)
4946 {
4947     shader_addline(ins->ctx->buffer, "subroutine%u();\n", ins->src[0].reg.idx[0].offset);
4948 }
4949 
4950 static void shader_glsl_callnz(const struct wined3d_shader_instruction *ins)
4951 {
4952     struct glsl_src_param src1_param;
4953 
4954     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
4955     shader_addline(ins->ctx->buffer, "if (%s) subroutine%u();\n",
4956             src1_param.param_str, ins->src[0].reg.idx[0].offset);
4957 }
4958 
4959 static void shader_glsl_ret(const struct wined3d_shader_instruction *ins)
4960 {
4961     const struct wined3d_shader_version *version = &ins->ctx->shader->reg_maps.shader_version;
4962 
4963     if (version->major >= 4 && !ins->ctx->state->in_subroutine)
4964     {
4965         shader_glsl_generate_shader_epilogue(ins->ctx);
4966         shader_addline(ins->ctx->buffer, "return;\n");
4967     }
4968 }
4969 
4970 static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
4971 {
4972     DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
4973             ins->ctx->reg_maps->shader_version.minor);
4974     struct glsl_sample_function sample_function;
4975     DWORD sample_flags = 0;
4976     DWORD resource_idx;
4977     DWORD mask = 0, swizzle;
4978     const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
4979 
4980     /* 1.0-1.4: Use destination register as sampler source.
4981      * 2.0+: Use provided sampler source. */
4982     if (shader_version < WINED3D_SHADER_VERSION(2,0))
4983         resource_idx = ins->dst[0].reg.idx[0].offset;
4984     else
4985         resource_idx = ins->src[1].reg.idx[0].offset;
4986 
4987     if (shader_version < WINED3D_SHADER_VERSION(1,4))
4988     {
4989         DWORD flags = (priv->cur_ps_args->tex_transform >> resource_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
4990                 & WINED3D_PSARGS_TEXTRANSFORM_MASK;
4991         enum wined3d_shader_resource_type resource_type = ins->ctx->reg_maps->resource_info[resource_idx].type;
4992 
4993         /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
4994         if (flags & WINED3D_PSARGS_PROJECTED && resource_type != WINED3D_SHADER_RESOURCE_TEXTURE_CUBE)
4995         {
4996             sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
4997             switch (flags & ~WINED3D_PSARGS_PROJECTED)
4998             {
4999                 case WINED3D_TTFF_COUNT1:
5000                     FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
5001                     break;
5002                 case WINED3D_TTFF_COUNT2:
5003                     mask = WINED3DSP_WRITEMASK_1;
5004                     break;
5005                 case WINED3D_TTFF_COUNT3:
5006                     mask = WINED3DSP_WRITEMASK_2;
5007                     break;
5008                 case WINED3D_TTFF_COUNT4:
5009                 case WINED3D_TTFF_DISABLE:
5010                     mask = WINED3DSP_WRITEMASK_3;
5011                     break;
5012             }
5013         }
5014     }
5015     else if (shader_version < WINED3D_SHADER_VERSION(2,0))
5016     {
5017         enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
5018 
5019         if (src_mod == WINED3DSPSM_DZ) {
5020             sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
5021             mask = WINED3DSP_WRITEMASK_2;
5022         } else if (src_mod == WINED3DSPSM_DW) {
5023             sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
5024             mask = WINED3DSP_WRITEMASK_3;
5025         }
5026     }
5027     else
5028     {
5029         if ((ins->flags & WINED3DSI_TEXLD_PROJECT)
5030                 && ins->ctx->reg_maps->resource_info[resource_idx].type != WINED3D_SHADER_RESOURCE_TEXTURE_CUBE)
5031         {
5032             /* ps 2.0 texldp instruction always divides by the fourth component. */
5033             sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
5034             mask = WINED3DSP_WRITEMASK_3;
5035         }
5036     }
5037 
5038     shader_glsl_get_sample_function(ins->ctx, resource_idx, resource_idx, sample_flags, &sample_function);
5039     mask |= sample_function.coord_mask;
5040     sample_function.coord_mask = mask;
5041 
5042     if (shader_version < WINED3D_SHADER_VERSION(2,0)) swizzle = WINED3DSP_NOSWIZZLE;
5043     else swizzle = ins->src[1].swizzle;
5044 
5045     /* 1.0-1.3: Use destination register as coordinate source.
5046        1.4+: Use provided coordinate source register. */
5047     if (shader_version < WINED3D_SHADER_VERSION(1,4))
5048     {
5049         char coord_mask[6];
5050         shader_glsl_write_mask_to_str(mask, coord_mask);
5051         shader_glsl_gen_sample_code(ins, resource_idx, &sample_function, swizzle, NULL, NULL, NULL, NULL,
5052                 "T%u%s", resource_idx, coord_mask);
5053     }
5054     else
5055     {
5056         struct glsl_src_param coord_param;
5057         shader_glsl_add_src_param(ins, &ins->src[0], mask, &coord_param);
5058         if (ins->flags & WINED3DSI_TEXLD_BIAS)
5059         {
5060             struct glsl_src_param bias;
5061             shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &bias);
5062             shader_glsl_gen_sample_code(ins, resource_idx, &sample_function, swizzle, NULL, NULL, bias.param_str,
5063                     NULL, "%s", coord_param.param_str);
5064         } else {
5065             shader_glsl_gen_sample_code(ins, resource_idx, &sample_function, swizzle, NULL, NULL, NULL, NULL,
5066                     "%s", coord_param.param_str);
5067         }
5068     }
5069     shader_glsl_release_sample_function(ins->ctx, &sample_function);
5070 }
5071 
5072 static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
5073 {
5074     const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
5075     struct glsl_src_param coord_param, dx_param, dy_param;
5076     struct glsl_sample_function sample_function;
5077     DWORD sampler_idx;
5078     DWORD swizzle = ins->src[1].swizzle;
5079 
5080     if (!shader_glsl_has_core_grad(gl_info) && !gl_info->supported[ARB_SHADER_TEXTURE_LOD])
5081     {
5082         FIXME("texldd used, but not supported by hardware. Falling back to regular tex.\n");
5083         shader_glsl_tex(ins);
5084         return;
5085     }
5086 
5087     sampler_idx = ins->src[1].reg.idx[0].offset;
5088 
5089     shader_glsl_get_sample_function(ins->ctx, sampler_idx, sampler_idx, WINED3D_GLSL_SAMPLE_GRAD, &sample_function);
5090     shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
5091     shader_glsl_add_src_param(ins, &ins->src[2], sample_function.deriv_mask, &dx_param);
5092     shader_glsl_add_src_param(ins, &ins->src[3], sample_function.deriv_mask, &dy_param);
5093 
5094     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, dx_param.param_str, dy_param.param_str,
5095             NULL, NULL, "%s", coord_param.param_str);
5096     shader_glsl_release_sample_function(ins->ctx, &sample_function);
5097 }
5098 
5099 static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
5100 {
5101     const struct wined3d_shader_version *shader_version = &ins->ctx->reg_maps->shader_version;
5102     const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
5103     struct glsl_src_param coord_param, lod_param;
5104     struct glsl_sample_function sample_function;
5105     DWORD swizzle = ins->src[1].swizzle;
5106     DWORD sampler_idx;
5107 
5108     sampler_idx = ins->src[1].reg.idx[0].offset;
5109 
5110     shader_glsl_get_sample_function(ins->ctx, sampler_idx, sampler_idx, WINED3D_GLSL_SAMPLE_LOD, &sample_function);
5111     shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
5112 
5113     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
5114 
5115     if (shader_version->type == WINED3D_SHADER_TYPE_PIXEL && !shader_glsl_has_core_grad(gl_info)
5116             && !gl_info->supported[ARB_SHADER_TEXTURE_LOD])
5117     {
5118         /* Plain GLSL only supports Lod sampling functions in vertex shaders.
5119          * However, the NVIDIA drivers allow them in fragment shaders as well,
5120          * even without the appropriate extension. */
5121         WARN("Using %s in fragment shader.\n", sample_function.name->buffer);
5122     }
5123     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, lod_param.param_str, NULL,
5124             "%s", coord_param.param_str);
5125     shader_glsl_release_sample_function(ins->ctx, &sample_function);
5126 }
5127 
5128 static unsigned int shader_glsl_find_sampler(const struct wined3d_shader_sampler_map *sampler_map,
5129         unsigned int resource_idx, unsigned int sampler_idx)
5130 {
5131     struct wined3d_shader_sampler_map_entry *entries = sampler_map->entries;
5132     unsigned int i;
5133 
5134     for (i = 0; i < sampler_map->count; ++i)
5135     {
5136         if (entries[i].resource_idx == resource_idx && entries[i].sampler_idx == sampler_idx)
5137             return entries[i].bind_idx;
5138     }
5139 
5140     ERR("No GLSL sampler found for resource %u / sampler %u.\n", resource_idx, sampler_idx);
5141 
5142     return ~0u;
5143 }
5144 
5145 static void shader_glsl_atomic(const struct wined3d_shader_instruction *ins)
5146 {
5147     const BOOL is_imm_instruction = WINED3DSIH_IMM_ATOMIC_AND <= ins->handler_idx
5148             && ins->handler_idx <= WINED3DSIH_IMM_ATOMIC_XOR;
5149     const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5150     const struct wined3d_shader_version *version = &reg_maps->shader_version;
5151     struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
5152     struct glsl_src_param structure_idx, offset, data, data2;
5153     struct wined3d_string_buffer *buffer = ins->ctx->buffer;
5154     enum wined3d_shader_resource_type resource_type;
5155     struct wined3d_string_buffer *address;
5156     enum wined3d_data_type data_type;
5157     unsigned int resource_idx, stride;
5158     const char *op, *resource;
5159     DWORD coord_mask;
5160     BOOL is_tgsm;
5161 
5162     resource_idx = ins->dst[is_imm_instruction].reg.idx[0].offset;
5163     is_tgsm = ins->dst[is_imm_instruction].reg.type == WINED3DSPR_GROUPSHAREDMEM;
5164     if (is_tgsm)
5165     {
5166         if (resource_idx >= reg_maps->tgsm_count)
5167         {
5168             ERR("Invalid TGSM index %u.\n", resource_idx);
5169             return;
5170         }
5171         resource = "g";
5172         data_type = WINED3D_DATA_UINT;
5173         coord_mask = 1;
5174         stride = reg_maps->tgsm[resource_idx].stride;
5175     }
5176     else
5177     {
5178         if (resource_idx >= ARRAY_SIZE(reg_maps->uav_resource_info))
5179         {
5180             ERR("Invalid UAV index %u.\n", resource_idx);
5181             return;
5182         }
5183         resource_type = reg_maps->uav_resource_info[resource_idx].type;
5184         if (resource_type >= ARRAY_SIZE(resource_type_info))
5185         {
5186             ERR("Unexpected resource type %#x.\n", resource_type);
5187             return;
5188         }
5189         resource = "image";
5190         data_type = reg_maps->uav_resource_info[resource_idx].data_type;
5191         coord_mask = (1u << resource_type_info[resource_type].coord_size) - 1;
5192         stride = reg_maps->uav_resource_info[resource_idx].stride;
5193     }
5194 
5195     switch (ins->handler_idx)
5196     {
5197         case WINED3DSIH_ATOMIC_AND:
5198         case WINED3DSIH_IMM_ATOMIC_AND:
5199             if (is_tgsm)
5200                 op = "atomicAnd";
5201             else
5202                 op = "imageAtomicAnd";
5203             break;
5204         case WINED3DSIH_ATOMIC_CMP_STORE:
5205         case WINED3DSIH_IMM_ATOMIC_CMP_EXCH:
5206             if (is_tgsm)
5207                 op = "atomicCompSwap";
5208             else
5209                 op = "imageAtomicCompSwap";
5210             break;
5211         case WINED3DSIH_ATOMIC_IADD:
5212         case WINED3DSIH_IMM_ATOMIC_IADD:
5213             if (is_tgsm)
5214                 op = "atomicAdd";
5215             else
5216                 op = "imageAtomicAdd";
5217             break;
5218         case WINED3DSIH_ATOMIC_IMAX:
5219         case WINED3DSIH_IMM_ATOMIC_IMAX:
5220             if (is_tgsm)
5221                 op = "atomicMax";
5222             else
5223                 op = "imageAtomicMax";
5224             if (data_type != WINED3D_DATA_INT)
5225             {
5226                 FIXME("Unhandled opcode %#x for unsigned integers.\n", ins->handler_idx);
5227                 return;
5228             }
5229             break;
5230         case WINED3DSIH_ATOMIC_IMIN:
5231         case WINED3DSIH_IMM_ATOMIC_IMIN:
5232             if (is_tgsm)
5233                 op = "atomicMin";
5234             else
5235                 op = "imageAtomicMin";
5236             if (data_type != WINED3D_DATA_INT)
5237             {
5238                 FIXME("Unhandled opcode %#x for unsigned integers.\n", ins->handler_idx);
5239                 return;
5240             }
5241             break;
5242         case WINED3DSIH_ATOMIC_OR:
5243         case WINED3DSIH_IMM_ATOMIC_OR:
5244             if (is_tgsm)
5245                 op = "atomicOr";
5246             else
5247                 op = "imageAtomicOr";
5248             break;
5249         case WINED3DSIH_ATOMIC_UMAX:
5250         case WINED3DSIH_IMM_ATOMIC_UMAX:
5251             if (is_tgsm)
5252                 op = "atomicMax";
5253             else
5254                 op = "imageAtomicMax";
5255             if (data_type != WINED3D_DATA_UINT)
5256             {
5257                 FIXME("Unhandled opcode %#x for signed integers.\n", ins->handler_idx);
5258                 return;
5259             }
5260             break;
5261         case WINED3DSIH_ATOMIC_UMIN:
5262         case WINED3DSIH_IMM_ATOMIC_UMIN:
5263             if (is_tgsm)
5264                 op = "atomicMin";
5265             else
5266                 op = "imageAtomicMin";
5267             if (data_type != WINED3D_DATA_UINT)
5268             {
5269                 FIXME("Unhandled opcode %#x for signed integers.\n", ins->handler_idx);
5270                 return;
5271             }
5272             break;
5273         case WINED3DSIH_ATOMIC_XOR:
5274         case WINED3DSIH_IMM_ATOMIC_XOR:
5275             if (is_tgsm)
5276                 op = "atomicXor";
5277             else
5278                 op = "imageAtomicXor";
5279             break;
5280         case WINED3DSIH_IMM_ATOMIC_EXCH:
5281             if (is_tgsm)
5282                 op = "atomicExchange";
5283             else
5284                 op = "imageAtomicExchange";
5285             break;
5286         default:
5287             ERR("Unhandled opcode %#x.\n", ins->handler_idx);
5288             return;
5289     }
5290 
5291     address = string_buffer_get(priv->string_buffers);
5292     if (stride)
5293     {
5294         shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &structure_idx);
5295         shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &offset);
5296         string_buffer_sprintf(address, "%s * %u + %s / 4", structure_idx.param_str, stride, offset.param_str);
5297     }
5298     else
5299     {
5300         shader_glsl_add_src_param(ins, &ins->src[0], coord_mask, &offset);
5301         string_buffer_sprintf(address, "%s", offset.param_str);
5302         if (is_tgsm || (reg_maps->uav_resource_info[resource_idx].flags & WINED3D_VIEW_BUFFER_RAW))
5303             shader_addline(address, "/ 4");
5304     }
5305 
5306     if (is_imm_instruction)
5307         shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &ins->dst[0], data_type);
5308 
5309     if (is_tgsm)
5310         shader_addline(buffer, "%s(%s_%s%u[%s], ",
5311                 op, shader_glsl_get_prefix(version->type), resource, resource_idx, address->buffer);
5312     else
5313         shader_addline(buffer, "%s(%s_%s%u, %s, ",
5314                 op, shader_glsl_get_prefix(version->type), resource, resource_idx, address->buffer);
5315 
5316     shader_glsl_add_src_param_ext(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &data, data_type);
5317     shader_addline(buffer, "%s", data.param_str);
5318     if (ins->src_count >= 3)
5319     {
5320         shader_glsl_add_src_param_ext(ins, &ins->src[2], WINED3DSP_WRITEMASK_0, &data2, data_type);
5321         shader_addline(buffer, ", %s", data2.param_str);
5322     }
5323 
5324     if (is_imm_instruction)
5325         shader_addline(buffer, ")");
5326     shader_addline(buffer, ");\n");
5327 
5328     string_buffer_release(priv->string_buffers, address);
5329 }
5330 
5331 static void shader_glsl_uav_counter(const struct wined3d_shader_instruction *ins)
5332 {
5333     const char *prefix = shader_glsl_get_prefix(ins->ctx->reg_maps->shader_version.type);
5334     const char *op;
5335 
5336     if (ins->handler_idx == WINED3DSIH_IMM_ATOMIC_ALLOC)
5337         op = "atomicCounterIncrement";
5338     else
5339         op = "atomicCounterDecrement";
5340 
5341     shader_glsl_append_dst(ins->ctx->buffer, ins);
5342     shader_addline(ins->ctx->buffer, "%s(%s_counter%u));\n", op, prefix, ins->src[0].reg.idx[0].offset);
5343 }
5344 
5345 static void shader_glsl_ld_uav(const struct wined3d_shader_instruction *ins)
5346 {
5347     const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5348     const struct wined3d_shader_version *version = &reg_maps->shader_version;
5349     enum wined3d_shader_resource_type resource_type;
5350     struct glsl_src_param image_coord_param;
5351     enum wined3d_data_type data_type;
5352     DWORD coord_mask, write_mask;
5353     unsigned int uav_idx;
5354     char dst_swizzle[6];
5355 
5356     uav_idx = ins->src[1].reg.idx[0].offset;
5357     if (uav_idx >= ARRAY_SIZE(reg_maps->uav_resource_info))
5358     {
5359         ERR("Invalid UAV index %u.\n", uav_idx);
5360         return;
5361     }
5362     resource_type = reg_maps->uav_resource_info[uav_idx].type;
5363     if (resource_type >= ARRAY_SIZE(resource_type_info))
5364     {
5365         ERR("Unexpected resource type %#x.\n", resource_type);
5366         resource_type = WINED3D_SHADER_RESOURCE_TEXTURE_2D;
5367     }
5368     data_type = reg_maps->uav_resource_info[uav_idx].data_type;
5369     coord_mask = (1u << resource_type_info[resource_type].coord_size) - 1;
5370 
5371     write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &ins->dst[0], data_type);
5372     shader_glsl_get_swizzle(&ins->src[1], FALSE, write_mask, dst_swizzle);
5373 
5374     shader_glsl_add_src_param(ins, &ins->src[0], coord_mask, &image_coord_param);
5375     shader_addline(ins->ctx->buffer, "imageLoad(%s_image%u, %s)%s);\n",
5376             shader_glsl_get_prefix(version->type), uav_idx, image_coord_param.param_str, dst_swizzle);
5377 }
5378 
5379 static void shader_glsl_ld_raw_structured(const struct wined3d_shader_instruction *ins)
5380 {
5381     const char *prefix = shader_glsl_get_prefix(ins->ctx->reg_maps->shader_version.type);
5382     const struct wined3d_shader_src_param *src = &ins->src[ins->src_count - 1];
5383     unsigned int i, swizzle, resource_idx, bind_idx, stride, src_idx = 0;
5384     const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5385     struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
5386     struct wined3d_string_buffer *buffer = ins->ctx->buffer;
5387     struct glsl_src_param structure_idx, offset;
5388     struct wined3d_string_buffer *address;
5389     struct wined3d_shader_dst_param dst;
5390     const char *function, *resource;
5391 
5392     resource_idx = src->reg.idx[0].offset;
5393     if (src->reg.type == WINED3DSPR_RESOURCE)
5394     {
5395         if (resource_idx >= ARRAY_SIZE(reg_maps->resource_info))
5396         {
5397             ERR("Invalid resource index %u.\n", resource_idx);
5398             return;
5399         }
5400         stride = reg_maps->resource_info[resource_idx].stride;
5401         bind_idx = shader_glsl_find_sampler(&reg_maps->sampler_map, resource_idx, WINED3D_SAMPLER_DEFAULT);
5402         function = "texelFetch";
5403         resource = "sampler";
5404     }
5405     else if (src->reg.type == WINED3DSPR_UAV)
5406     {
5407         if (resource_idx >= ARRAY_SIZE(reg_maps->uav_resource_info))
5408         {
5409             ERR("Invalid UAV index %u.\n", resource_idx);
5410             return;
5411         }
5412         stride = reg_maps->uav_resource_info[resource_idx].stride;
5413         bind_idx = resource_idx;
5414         function = "imageLoad";
5415         resource = "image";
5416     }
5417     else
5418     {
5419         if (resource_idx >= reg_maps->tgsm_count)
5420         {
5421             ERR("Invalid TGSM index %u.\n", resource_idx);
5422             return;
5423         }
5424         stride = reg_maps->tgsm[resource_idx].stride;
5425         bind_idx = resource_idx;
5426         function = NULL;
5427         resource = "g";
5428     }
5429 
5430     address = string_buffer_get(priv->string_buffers);
5431     if (ins->handler_idx == WINED3DSIH_LD_STRUCTURED)
5432     {
5433         shader_glsl_add_src_param(ins, &ins->src[src_idx++], WINED3DSP_WRITEMASK_0, &structure_idx);
5434         shader_addline(address, "%s * %u + ", structure_idx.param_str, stride);
5435     }
5436     shader_glsl_add_src_param(ins, &ins->src[src_idx++], WINED3DSP_WRITEMASK_0, &offset);
5437     shader_addline(address, "%s / 4", offset.param_str);
5438 
5439     dst = ins->dst[0];
5440     if (shader_glsl_get_write_mask_size(dst.write_mask) > 1)
5441     {
5442         /* The instruction is split into multiple lines. The first lines may
5443          * overwrite source parameters of the following lines. */
5444         shader_addline(buffer, "tmp0.x = intBitsToFloat(%s);\n", address->buffer);
5445         string_buffer_sprintf(address, "floatBitsToInt(tmp0.x)");
5446     }
5447 
5448     for (i = 0; i < 4; ++i)
5449     {
5450         dst.write_mask = ins->dst[0].write_mask & (WINED3DSP_WRITEMASK_0 << i);
5451         if (!shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst, dst.reg.data_type))
5452             continue;
5453 
5454         swizzle = shader_glsl_swizzle_get_component(src->swizzle, i);
5455         if (function)
5456             shader_addline(buffer, "%s(%s_%s%u, %s + %u).x);\n",
5457                     function, prefix, resource, bind_idx, address->buffer, swizzle);
5458         else
5459             shader_addline(buffer, "%s_%s%u[%s + %u]);\n",
5460                     prefix, resource, bind_idx, address->buffer, swizzle);
5461     }
5462 
5463     string_buffer_release(priv->string_buffers, address);
5464 }
5465 
5466 static void shader_glsl_store_uav(const struct wined3d_shader_instruction *ins)
5467 {
5468     const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5469     const struct wined3d_shader_version *version = &reg_maps->shader_version;
5470     struct glsl_src_param image_coord_param, image_data_param;
5471     enum wined3d_shader_resource_type resource_type;
5472     enum wined3d_data_type data_type;
5473     unsigned int uav_idx;
5474     DWORD coord_mask;
5475 
5476     uav_idx = ins->dst[0].reg.idx[0].offset;
5477     if (uav_idx >= ARRAY_SIZE(reg_maps->uav_resource_info))
5478     {
5479         ERR("Invalid UAV index %u.\n", uav_idx);
5480         return;
5481     }
5482     resource_type = reg_maps->uav_resource_info[uav_idx].type;
5483     if (resource_type >= ARRAY_SIZE(resource_type_info))
5484     {
5485         ERR("Unexpected resource type %#x.\n", resource_type);
5486         return;
5487     }
5488     data_type = reg_maps->uav_resource_info[uav_idx].data_type;
5489     coord_mask = (1u << resource_type_info[resource_type].coord_size) - 1;
5490 
5491     shader_glsl_add_src_param(ins, &ins->src[0], coord_mask, &image_coord_param);
5492     shader_glsl_add_src_param_ext(ins, &ins->src[1], WINED3DSP_WRITEMASK_ALL, &image_data_param, data_type);
5493     shader_addline(ins->ctx->buffer, "imageStore(%s_image%u, %s, %s);\n",
5494             shader_glsl_get_prefix(version->type), uav_idx,
5495             image_coord_param.param_str, image_data_param.param_str);
5496 }
5497 
5498 static void shader_glsl_store_raw_structured(const struct wined3d_shader_instruction *ins)
5499 {
5500     const char *prefix = shader_glsl_get_prefix(ins->ctx->reg_maps->shader_version.type);
5501     const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5502     struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
5503     struct wined3d_string_buffer *buffer = ins->ctx->buffer;
5504     struct glsl_src_param structure_idx, offset, data;
5505     unsigned int i, resource_idx, stride, src_idx = 0;
5506     struct wined3d_string_buffer *address;
5507     DWORD write_mask;
5508     BOOL is_tgsm;
5509 
5510     resource_idx = ins->dst[0].reg.idx[0].offset;
5511     is_tgsm = ins->dst[0].reg.type == WINED3DSPR_GROUPSHAREDMEM;
5512     if (is_tgsm)
5513     {
5514         if (resource_idx >= reg_maps->tgsm_count)
5515         {
5516             ERR("Invalid TGSM index %u.\n", resource_idx);
5517             return;
5518         }
5519         stride = reg_maps->tgsm[resource_idx].stride;
5520     }
5521     else
5522     {
5523         if (resource_idx >= ARRAY_SIZE(reg_maps->uav_resource_info))
5524         {
5525             ERR("Invalid UAV index %u.\n", resource_idx);
5526             return;
5527         }
5528         stride = reg_maps->uav_resource_info[resource_idx].stride;
5529     }
5530 
5531     address = string_buffer_get(priv->string_buffers);
5532     if (ins->handler_idx == WINED3DSIH_STORE_STRUCTURED)
5533     {
5534         shader_glsl_add_src_param(ins, &ins->src[src_idx++], WINED3DSP_WRITEMASK_0, &structure_idx);
5535         shader_addline(address, "%s * %u + ", structure_idx.param_str, stride);
5536     }
5537     shader_glsl_add_src_param(ins, &ins->src[src_idx++], WINED3DSP_WRITEMASK_0, &offset);
5538     shader_addline(address, "%s / 4", offset.param_str);
5539 
5540     for (i = 0; i < 4; ++i)
5541     {
5542         if (!(write_mask = ins->dst[0].write_mask & (WINED3DSP_WRITEMASK_0 << i)))
5543             continue;
5544 
5545         shader_glsl_add_src_param(ins, &ins->src[src_idx], write_mask, &data);
5546 
5547         if (is_tgsm)
5548             shader_addline(buffer, "%s_g%u[%s + %u] = %s;\n",
5549                     prefix, resource_idx, address->buffer, i, data.param_str);
5550         else
5551             shader_addline(buffer, "imageStore(%s_image%u, %s + %u, uvec4(%s, 0, 0, 0));\n",
5552                     prefix, resource_idx, address->buffer, i, data.param_str);
5553     }
5554 
5555     string_buffer_release(priv->string_buffers, address);
5556 }
5557 
5558 static void shader_glsl_sync(const struct wined3d_shader_instruction *ins)
5559 {
5560     struct wined3d_string_buffer *buffer = ins->ctx->buffer;
5561     unsigned int sync_flags = ins->flags;
5562 
5563     if (sync_flags & WINED3DSSF_THREAD_GROUP)
5564     {
5565         shader_addline(buffer, "barrier();\n");
5566         sync_flags &= ~(WINED3DSSF_THREAD_GROUP | WINED3DSSF_GROUP_SHARED_MEMORY);
5567     }
5568 
5569     if (sync_flags & WINED3DSSF_GROUP_SHARED_MEMORY)
5570     {
5571         shader_addline(buffer, "memoryBarrierShared();\n");
5572         sync_flags &= ~WINED3DSSF_GROUP_SHARED_MEMORY;
5573     }
5574 
5575     if (sync_flags)
5576         FIXME("Unhandled sync flags %#x.\n", sync_flags);
5577 }
5578 
5579 static const struct wined3d_shader_resource_info *shader_glsl_get_resource_info(
5580         const struct wined3d_shader_instruction *ins, const struct wined3d_shader_register *reg)
5581 {
5582     const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5583     unsigned int idx = reg->idx[0].offset;
5584 
5585     if (reg->type == WINED3DSPR_RESOURCE)
5586     {
5587         if (idx >= ARRAY_SIZE(reg_maps->resource_info))
5588         {
5589             ERR("Invalid resource index %u.\n", idx);
5590             return NULL;
5591         }
5592         return &reg_maps->resource_info[idx];
5593     }
5594 
5595     if (reg->type == WINED3DSPR_UAV)
5596     {
5597         if (idx >= ARRAY_SIZE(reg_maps->uav_resource_info))
5598         {
5599             ERR("Invalid UAV index %u.\n", idx);
5600             return NULL;
5601         }
5602         return &reg_maps->uav_resource_info[idx];
5603     }
5604 
5605     FIXME("Unhandled register type %#x.\n", reg->type);
5606     return NULL;
5607 }
5608 
5609 static void shader_glsl_bufinfo(const struct wined3d_shader_instruction *ins)
5610 {
5611     const char *prefix = shader_glsl_get_prefix(ins->ctx->reg_maps->shader_version.type);
5612     const struct wined3d_shader_resource_info *resource_info;
5613     struct wined3d_string_buffer *buffer = ins->ctx->buffer;
5614     unsigned int resource_idx;
5615     char dst_swizzle[6];
5616     DWORD write_mask;
5617 
5618     write_mask = shader_glsl_append_dst(buffer, ins);
5619     shader_glsl_get_swizzle(&ins->src[0], FALSE, write_mask, dst_swizzle);
5620 
5621     if (!(resource_info = shader_glsl_get_resource_info(ins, &ins->src[0].reg)))
5622         return;
5623     resource_idx = ins->src[0].reg.idx[0].offset;
5624 
5625     shader_addline(buffer, "ivec2(");
5626     if (ins->src[0].reg.type == WINED3DSPR_RESOURCE)
5627     {
5628         unsigned int bind_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map,
5629                 resource_idx, WINED3D_SAMPLER_DEFAULT);
5630         shader_addline(buffer, "textureSize(%s_sampler%u)", prefix, bind_idx);
5631     }
5632     else
5633     {
5634         shader_addline(buffer, "imageSize(%s_image%u)", prefix, resource_idx);
5635     }
5636     if (resource_info->stride)
5637         shader_addline(buffer, " / %u", resource_info->stride);
5638     else if (resource_info->flags & WINED3D_VIEW_BUFFER_RAW)
5639         shader_addline(buffer, " * 4");
5640     shader_addline(buffer, ", %u)%s);\n", resource_info->stride, dst_swizzle);
5641 }
5642 
5643 static BOOL is_multisampled(enum wined3d_shader_resource_type resource_type)
5644 {
5645     return resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_2DMS
5646             || resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY;
5647 }
5648 
5649 static BOOL is_mipmapped(enum wined3d_shader_resource_type resource_type)
5650 {
5651     return resource_type != WINED3D_SHADER_RESOURCE_BUFFER && !is_multisampled(resource_type);
5652 }
5653 
5654 static void shader_glsl_resinfo(const struct wined3d_shader_instruction *ins)
5655 {
5656     const struct wined3d_shader_version *version = &ins->ctx->reg_maps->shader_version;
5657     const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
5658     struct wined3d_string_buffer *buffer = ins->ctx->buffer;
5659     enum wined3d_shader_resource_type resource_type;
5660     enum wined3d_shader_register_type reg_type;
5661     unsigned int resource_idx, bind_idx, i;
5662     enum wined3d_data_type dst_data_type;
5663     struct glsl_src_param lod_param;
5664     BOOL supports_mipmaps;
5665     char dst_swizzle[6];
5666     DWORD write_mask;
5667 
5668     dst_data_type = ins->dst[0].reg.data_type;
5669     if (ins->flags == WINED3DSI_RESINFO_UINT)
5670         dst_data_type = WINED3D_DATA_UINT;
5671     else if (ins->flags)
5672         FIXME("Unhandled flags %#x.\n", ins->flags);
5673 
5674     reg_type = ins->src[1].reg.type;
5675     resource_idx = ins->src[1].reg.idx[0].offset;
5676     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &lod_param);
5677     if (reg_type == WINED3DSPR_RESOURCE)
5678     {
5679         resource_type = ins->ctx->reg_maps->resource_info[resource_idx].type;
5680         bind_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map,
5681                 resource_idx, WINED3D_SAMPLER_DEFAULT);
5682     }
5683     else
5684     {
5685         resource_type = ins->ctx->reg_maps->uav_resource_info[resource_idx].type;
5686         bind_idx = resource_idx;
5687     }
5688 
5689     if (resource_type >= ARRAY_SIZE(resource_type_info))
5690     {
5691         ERR("Unexpected resource type %#x.\n", resource_type);
5692         return;
5693     }
5694 
5695     write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], dst_data_type);
5696     shader_glsl_get_swizzle(&ins->src[1], FALSE, write_mask, dst_swizzle);
5697 
5698     if (dst_data_type == WINED3D_DATA_UINT)
5699         shader_addline(buffer, "uvec4(");
5700     else
5701         shader_addline(buffer, "vec4(");
5702 
5703     if (reg_type == WINED3DSPR_RESOURCE)
5704     {
5705         shader_addline(buffer, "textureSize(%s_sampler%u",
5706                 shader_glsl_get_prefix(version->type), bind_idx);
5707     }
5708     else
5709     {
5710         shader_addline(buffer, "imageSize(%s_image%u",
5711                 shader_glsl_get_prefix(version->type), bind_idx);
5712     }
5713 
5714     supports_mipmaps = is_mipmapped(resource_type) && reg_type != WINED3DSPR_UAV;
5715     if (supports_mipmaps)
5716         shader_addline(buffer, ", %s", lod_param.param_str);
5717     shader_addline(buffer, "), ");
5718 
5719     for (i = 0; i < 3 - resource_type_info[resource_type].resinfo_size; ++i)
5720         shader_addline(buffer, "0, ");
5721 
5722     if (supports_mipmaps)
5723     {
5724         if (gl_info->supported[ARB_TEXTURE_QUERY_LEVELS])
5725         {
5726             shader_addline(buffer, "textureQueryLevels(%s_sampler%u)",
5727                     shader_glsl_get_prefix(version->type), bind_idx);
5728         }
5729         else
5730         {
5731             FIXME("textureQueryLevels is not supported, returning 1 level.\n");
5732             shader_addline(buffer, "1");
5733         }
5734     }
5735     else
5736     {
5737         shader_addline(buffer, "1");
5738     }
5739 
5740     shader_addline(buffer, ")%s);\n", dst_swizzle);
5741 }
5742 
5743 static void shader_glsl_sample_info(const struct wined3d_shader_instruction *ins)
5744 {
5745     const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5746     const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
5747     struct wined3d_string_buffer *buffer = ins->ctx->buffer;
5748     const struct wined3d_shader_dst_param *dst = ins->dst;
5749     const struct wined3d_shader_src_param *src = ins->src;
5750     enum wined3d_shader_resource_type resource_type;
5751     enum wined3d_data_type dst_data_type;
5752     unsigned int resource_idx, bind_idx;
5753     char dst_swizzle[6];
5754     DWORD write_mask;
5755 
5756     dst_data_type = dst->reg.data_type;
5757     if (ins->flags == WINED3DSI_SAMPLE_INFO_UINT)
5758         dst_data_type = WINED3D_DATA_UINT;
5759     else if (ins->flags)
5760         FIXME("Unhandled flags %#x.\n", ins->flags);
5761 
5762     write_mask = shader_glsl_append_dst_ext(buffer, ins, dst, dst_data_type);
5763     shader_glsl_get_swizzle(src, FALSE, write_mask, dst_swizzle);
5764 
5765     if (dst_data_type == WINED3D_DATA_UINT)
5766         shader_addline(buffer, "uvec4(");
5767     else
5768         shader_addline(buffer, "vec4(");
5769 
5770     if (src->reg.type == WINED3DSPR_RASTERIZER)
5771     {
5772         if (gl_info->supported[ARB_SAMPLE_SHADING])
5773         {
5774             shader_addline(buffer, "gl_NumSamples");
5775         }
5776         else
5777         {
5778             FIXME("OpenGL implementation does not support ARB_sample_shading.\n");
5779             shader_addline(buffer, "1");
5780         }
5781     }
5782     else
5783     {
5784         resource_idx = src->reg.idx[0].offset;
5785         resource_type = reg_maps->resource_info[resource_idx].type;
5786         if (resource_type >= ARRAY_SIZE(resource_type_info))
5787         {
5788             ERR("Unexpected resource type %#x.\n", resource_type);
5789             return;
5790         }
5791         bind_idx = shader_glsl_find_sampler(&reg_maps->sampler_map, resource_idx, WINED3D_SAMPLER_DEFAULT);
5792 
5793         if (gl_info->supported[ARB_SHADER_TEXTURE_IMAGE_SAMPLES])
5794         {
5795             shader_addline(buffer, "textureSamples(%s_sampler%u)",
5796                     shader_glsl_get_prefix(reg_maps->shader_version.type), bind_idx);
5797         }
5798         else
5799         {
5800             FIXME("textureSamples() is not supported.\n");
5801             shader_addline(buffer, "1");
5802         }
5803     }
5804 
5805     shader_addline(buffer, ", 0, 0, 0)%s);\n", dst_swizzle);
5806 }
5807 
5808 static void shader_glsl_ld(const struct wined3d_shader_instruction *ins)
5809 {
5810     const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5811     struct glsl_src_param coord_param, lod_param, sample_param;
5812     unsigned int resource_idx, sampler_idx, sampler_bind_idx;
5813     struct glsl_sample_function sample_function;
5814     DWORD flags = WINED3D_GLSL_SAMPLE_LOAD;
5815     BOOL has_lod_param;
5816 
5817     if (wined3d_shader_instruction_has_texel_offset(ins))
5818         flags |= WINED3D_GLSL_SAMPLE_OFFSET;
5819 
5820     resource_idx = ins->src[1].reg.idx[0].offset;
5821     sampler_idx = WINED3D_SAMPLER_DEFAULT;
5822 
5823     if (resource_idx >= ARRAY_SIZE(reg_maps->resource_info))
5824     {
5825         ERR("Invalid resource index %u.\n", resource_idx);
5826         return;
5827     }
5828     has_lod_param = is_mipmapped(reg_maps->resource_info[resource_idx].type);
5829 
5830     shader_glsl_get_sample_function(ins->ctx, resource_idx, sampler_idx, flags, &sample_function);
5831     shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
5832     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
5833     sampler_bind_idx = shader_glsl_find_sampler(&reg_maps->sampler_map, resource_idx, sampler_idx);
5834     if (is_multisampled(reg_maps->resource_info[resource_idx].type))
5835     {
5836         shader_glsl_add_src_param(ins, &ins->src[2], WINED3DSP_WRITEMASK_0, &sample_param);
5837         shader_glsl_gen_sample_code(ins, sampler_bind_idx, &sample_function, ins->src[1].swizzle,
5838                 NULL, NULL, NULL, &ins->texel_offset, "%s, %s", coord_param.param_str, sample_param.param_str);
5839     }
5840     else
5841     {
5842         shader_glsl_gen_sample_code(ins, sampler_bind_idx, &sample_function, ins->src[1].swizzle,
5843                 NULL, NULL, has_lod_param ? lod_param.param_str : NULL, &ins->texel_offset,
5844                 "%s", coord_param.param_str);
5845     }
5846     shader_glsl_release_sample_function(ins->ctx, &sample_function);
5847 }
5848 
5849 static void shader_glsl_sample(const struct wined3d_shader_instruction *ins)
5850 {
5851     const char *lod_param_str = NULL, *dx_param_str = NULL, *dy_param_str = NULL;
5852     struct glsl_src_param coord_param, lod_param, dx_param, dy_param;
5853     unsigned int resource_idx, sampler_idx, sampler_bind_idx;
5854     struct glsl_sample_function sample_function;
5855     DWORD flags = 0;
5856 
5857     if (ins->handler_idx == WINED3DSIH_SAMPLE_GRAD)
5858         flags |= WINED3D_GLSL_SAMPLE_GRAD;
5859     if (ins->handler_idx == WINED3DSIH_SAMPLE_LOD)
5860         flags |= WINED3D_GLSL_SAMPLE_LOD;
5861     if (wined3d_shader_instruction_has_texel_offset(ins))
5862         flags |= WINED3D_GLSL_SAMPLE_OFFSET;
5863 
5864     resource_idx = ins->src[1].reg.idx[0].offset;
5865     sampler_idx = ins->src[2].reg.idx[0].offset;
5866 
5867     shader_glsl_get_sample_function(ins->ctx, resource_idx, sampler_idx, flags, &sample_function);
5868     shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
5869 
5870     switch (ins->handler_idx)
5871     {
5872         case WINED3DSIH_SAMPLE:
5873             break;
5874         case WINED3DSIH_SAMPLE_B:
5875             shader_glsl_add_src_param(ins, &ins->src[3], WINED3DSP_WRITEMASK_0, &lod_param);
5876             lod_param_str = lod_param.param_str;
5877             break;
5878         case WINED3DSIH_SAMPLE_GRAD:
5879             shader_glsl_add_src_param(ins, &ins->src[3], sample_function.deriv_mask, &dx_param);
5880             shader_glsl_add_src_param(ins, &ins->src[4], sample_function.deriv_mask, &dy_param);
5881             dx_param_str = dx_param.param_str;
5882             dy_param_str = dy_param.param_str;
5883             break;
5884         case WINED3DSIH_SAMPLE_LOD:
5885             shader_glsl_add_src_param(ins, &ins->src[3], WINED3DSP_WRITEMASK_0, &lod_param);
5886             lod_param_str = lod_param.param_str;
5887             break;
5888         default:
5889             ERR("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
5890             break;
5891     }
5892 
5893     sampler_bind_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map, resource_idx, sampler_idx);
5894     shader_glsl_gen_sample_code(ins, sampler_bind_idx, &sample_function, ins->src[1].swizzle,
5895             dx_param_str, dy_param_str, lod_param_str, &ins->texel_offset, "%s", coord_param.param_str);
5896     shader_glsl_release_sample_function(ins->ctx, &sample_function);
5897 }
5898 
5899 /* GLSL doesn't provide a function to sample from level zero with depth
5900  * comparison for array textures and cube textures. We use textureGrad*()
5901  * to implement sample_c_lz.
5902  */
5903 static void shader_glsl_gen_sample_c_lz(const struct wined3d_shader_instruction *ins,
5904         unsigned int sampler_bind_idx, const struct glsl_sample_function *sample_function,
5905         unsigned int coord_size, const char *coord_param, const char *ref_param)
5906 {
5907     const struct wined3d_shader_version *version = &ins->ctx->reg_maps->shader_version;
5908     unsigned int deriv_size = wined3d_popcount(sample_function->deriv_mask);
5909     const struct wined3d_shader_texel_offset *offset = &ins->texel_offset;
5910     struct wined3d_string_buffer *buffer = ins->ctx->buffer;
5911     char dst_swizzle[6];
5912 
5913     WARN("Emitting textureGrad() for sample_c_lz.\n");
5914 
5915     shader_glsl_swizzle_to_str(WINED3DSP_NOSWIZZLE, FALSE, ins->dst[0].write_mask, dst_swizzle);
5916     shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], sample_function->data_type);
5917     shader_addline(buffer, "vec4(textureGrad%s(%s_sampler%u, vec%u(%s, %s), vec%u(0.0), vec%u(0.0)",
5918             sample_function->offset_size ? "Offset" : "",
5919             shader_glsl_get_prefix(version->type), sampler_bind_idx,
5920             coord_size, coord_param, ref_param, deriv_size, deriv_size);
5921     if (sample_function->offset_size)
5922     {
5923         int offset_immdata[4] = {offset->u, offset->v, offset->w};
5924         shader_addline(buffer, ", ");
5925         shader_glsl_append_imm_ivec(buffer, offset_immdata, sample_function->offset_size);
5926     }
5927     shader_addline(buffer, "))%s);\n", dst_swizzle);
5928 }
5929 
5930 static void shader_glsl_sample_c(const struct wined3d_shader_instruction *ins)
5931 {
5932     unsigned int resource_idx, sampler_idx, sampler_bind_idx;
5933     const struct wined3d_shader_resource_info *resource_info;
5934     struct glsl_src_param coord_param, compare_param;
5935     struct glsl_sample_function sample_function;
5936     const char *lod_param = NULL;
5937     unsigned int coord_size;
5938     DWORD flags = 0;
5939 
5940     if (ins->handler_idx == WINED3DSIH_SAMPLE_C_LZ)
5941     {
5942         lod_param = "0";
5943         flags |= WINED3D_GLSL_SAMPLE_LOD;
5944     }
5945 
5946     if (wined3d_shader_instruction_has_texel_offset(ins))
5947         flags |= WINED3D_GLSL_SAMPLE_OFFSET;
5948 
5949     if (!(resource_info = shader_glsl_get_resource_info(ins, &ins->src[1].reg)))
5950         return;
5951     resource_idx = ins->src[1].reg.idx[0].offset;
5952     sampler_idx = ins->src[2].reg.idx[0].offset;
5953 
5954     shader_glsl_get_sample_function(ins->ctx, resource_idx, sampler_idx, flags, &sample_function);
5955     coord_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
5956     shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask >> 1, &coord_param);
5957     shader_glsl_add_src_param(ins, &ins->src[3], WINED3DSP_WRITEMASK_0, &compare_param);
5958     sampler_bind_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map, resource_idx, sampler_idx);
5959     if (ins->handler_idx == WINED3DSIH_SAMPLE_C_LZ
5960             && (resource_info->type == WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
5961             || resource_info->type == WINED3D_SHADER_RESOURCE_TEXTURE_CUBE))
5962     {
5963         shader_glsl_gen_sample_c_lz(ins, sampler_bind_idx, &sample_function,
5964                 coord_size, coord_param.param_str, compare_param.param_str);
5965     }
5966     else
5967     {
5968         shader_glsl_gen_sample_code(ins, sampler_bind_idx, &sample_function, WINED3DSP_NOSWIZZLE,
5969                 NULL, NULL, lod_param, &ins->texel_offset, "vec%u(%s, %s)",
5970                 coord_size, coord_param.param_str, compare_param.param_str);
5971     }
5972     shader_glsl_release_sample_function(ins->ctx, &sample_function);
5973 }
5974 
5975 static void shader_glsl_gather4(const struct wined3d_shader_instruction *ins)
5976 {
5977     unsigned int resource_param_idx, resource_idx, sampler_idx, sampler_bind_idx, component_idx;
5978     const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
5979     const char *prefix = shader_glsl_get_prefix(reg_maps->shader_version.type);
5980     struct glsl_src_param coord_param, compare_param, offset_param;
5981     const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
5982     const struct wined3d_shader_resource_info *resource_info;
5983     struct wined3d_string_buffer *buffer = ins->ctx->buffer;
5984     unsigned int coord_size, offset_size;
5985     char dst_swizzle[6];
5986     BOOL has_offset;
5987 
5988     if (!gl_info->supported[ARB_TEXTURE_GATHER])
5989     {
5990         FIXME("OpenGL implementation does not support textureGather.\n");
5991         return;
5992     }
5993 
5994     has_offset = ins->handler_idx == WINED3DSIH_GATHER4_PO
5995             || ins->handler_idx == WINED3DSIH_GATHER4_PO_C
5996             || wined3d_shader_instruction_has_texel_offset(ins);
5997 
5998     resource_param_idx =
5999             (ins->handler_idx == WINED3DSIH_GATHER4_PO || ins->handler_idx == WINED3DSIH_GATHER4_PO_C) ? 2 : 1;
6000     resource_idx = ins->src[resource_param_idx].reg.idx[0].offset;
6001     sampler_idx = ins->src[resource_param_idx + 1].reg.idx[0].offset;
6002     component_idx = shader_glsl_swizzle_get_component(ins->src[resource_param_idx + 1].swizzle, 0);
6003     sampler_bind_idx = shader_glsl_find_sampler(&reg_maps->sampler_map, resource_idx, sampler_idx);
6004 
6005     if (!(resource_info = shader_glsl_get_resource_info(ins, &ins->src[resource_param_idx].reg)))
6006         return;
6007 
6008     if (resource_info->type >= ARRAY_SIZE(resource_type_info))
6009     {
6010         ERR("Unexpected resource type %#x.\n", resource_info->type);
6011         return;
6012     }
6013     shader_glsl_get_coord_size(resource_info->type, &coord_size, &offset_size);
6014 
6015     shader_glsl_swizzle_to_str(ins->src[resource_param_idx].swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
6016     shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], resource_info->data_type);
6017 
6018     shader_glsl_add_src_param(ins, &ins->src[0], (1u << coord_size) - 1, &coord_param);
6019 
6020     shader_addline(buffer, "textureGather%s(%s_sampler%u, %s",
6021             has_offset ? "Offset" : "", prefix, sampler_bind_idx, coord_param.param_str);
6022     if (ins->handler_idx == WINED3DSIH_GATHER4_C || ins->handler_idx == WINED3DSIH_GATHER4_PO_C)
6023     {
6024         shader_glsl_add_src_param(ins, &ins->src[resource_param_idx + 2], WINED3DSP_WRITEMASK_0, &compare_param);
6025         shader_addline(buffer, ", %s", compare_param.param_str);
6026     }
6027     if (ins->handler_idx == WINED3DSIH_GATHER4_PO || ins->handler_idx == WINED3DSIH_GATHER4_PO_C)
6028     {
6029         shader_glsl_add_src_param(ins, &ins->src[1], (1u << offset_size) - 1, &offset_param);
6030         shader_addline(buffer, ", %s", offset_param.param_str);
6031     }
6032     else if (has_offset)
6033     {
6034         int offset_immdata[4] = {ins->texel_offset.u, ins->texel_offset.v, ins->texel_offset.w};
6035         shader_addline(buffer, ", ");
6036         shader_glsl_append_imm_ivec(buffer, offset_immdata, offset_size);
6037     }
6038     if (component_idx)
6039         shader_addline(buffer, ", %u", component_idx);
6040 
6041     shader_addline(buffer, ")%s);\n", dst_swizzle);
6042 }
6043 
6044 static void shader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
6045 {
6046     /* FIXME: Make this work for more than just 2D textures */
6047     struct wined3d_string_buffer *buffer = ins->ctx->buffer;
6048     DWORD write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
6049 
6050     if (!(ins->ctx->reg_maps->shader_version.major == 1 && ins->ctx->reg_maps->shader_version.minor == 4))
6051     {
6052         char dst_mask[6];
6053 
6054         shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
6055         shader_addline(buffer, "clamp(ffp_texcoord[%u], 0.0, 1.0)%s);\n",
6056                 ins->dst[0].reg.idx[0].offset, dst_mask);
6057     }
6058     else
6059     {
6060         enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
6061         DWORD reg = ins->src[0].reg.idx[0].offset;
6062         char dst_swizzle[6];
6063 
6064         shader_glsl_get_swizzle(&ins->src[0], FALSE, write_mask, dst_swizzle);
6065 
6066         if (src_mod == WINED3DSPSM_DZ || src_mod == WINED3DSPSM_DW)
6067         {
6068             unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
6069             struct glsl_src_param div_param;
6070             DWORD src_writemask = src_mod == WINED3DSPSM_DZ ? WINED3DSP_WRITEMASK_2 : WINED3DSP_WRITEMASK_3;
6071 
6072             shader_glsl_add_src_param(ins, &ins->src[0], src_writemask, &div_param);
6073 
6074             if (mask_size > 1)
6075                 shader_addline(buffer, "ffp_texcoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
6076             else
6077                 shader_addline(buffer, "ffp_texcoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
6078         }
6079         else
6080         {
6081             shader_addline(buffer, "ffp_texcoord[%u]%s);\n", reg, dst_swizzle);
6082         }
6083     }
6084 }
6085 
6086 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
6087  * Take a 3-component dot product of the TexCoord[dstreg] and src,
6088  * then perform a 1D texture lookup from stage dstregnum, place into dst. */
6089 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
6090 {
6091     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
6092     DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
6093     struct glsl_sample_function sample_function;
6094     struct glsl_src_param src0_param;
6095     UINT mask_size;
6096 
6097     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
6098 
6099     /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
6100      * scalar, and projected sampling would require 4.
6101      *
6102      * It is a dependent read - not valid with conditional NP2 textures
6103      */
6104     shader_glsl_get_sample_function(ins->ctx, sampler_idx, sampler_idx, 0, &sample_function);
6105     mask_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
6106 
6107     switch(mask_size)
6108     {
6109         case 1:
6110             shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
6111                     NULL, "dot(ffp_texcoord[%u].xyz, %s)", sampler_idx, src0_param.param_str);
6112             break;
6113 
6114         case 2:
6115             shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
6116                     NULL, "vec2(dot(ffp_texcoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str);
6117             break;
6118 
6119         case 3:
6120             shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
6121                     NULL, "vec3(dot(ffp_texcoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str);
6122             break;
6123 
6124         default:
6125             FIXME("Unexpected mask size %u\n", mask_size);
6126             break;
6127     }
6128     shader_glsl_release_sample_function(ins->ctx, &sample_function);
6129 }
6130 
6131 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
6132  * Take a 3-component dot product of the TexCoord[dstreg] and src. */
6133 static void shader_glsl_texdp3(const struct wined3d_shader_instruction *ins)
6134 {
6135     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
6136     DWORD dstreg = ins->dst[0].reg.idx[0].offset;
6137     struct glsl_src_param src0_param;
6138     DWORD dst_mask;
6139     unsigned int mask_size;
6140 
6141     dst_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
6142     mask_size = shader_glsl_get_write_mask_size(dst_mask);
6143     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
6144 
6145     if (mask_size > 1) {
6146         shader_addline(ins->ctx->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
6147     } else {
6148         shader_addline(ins->ctx->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
6149     }
6150 }
6151 
6152 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
6153  * Calculate the depth as dst.x / dst.y   */
6154 static void shader_glsl_texdepth(const struct wined3d_shader_instruction *ins)
6155 {
6156     struct glsl_dst_param dst_param;
6157 
6158     shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
6159 
6160     /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
6161      * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
6162      * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
6163      * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
6164      * >= 1.0 or < 0.0
6165      */
6166     shader_addline(ins->ctx->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
6167             dst_param.reg_name, dst_param.reg_name);
6168 }
6169 
6170 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
6171  * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
6172  * Calculate tmp0.y = TexCoord[dstreg] . src.xyz;  (tmp0.x has already been calculated)
6173  * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
6174  */
6175 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction *ins)
6176 {
6177     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
6178     DWORD dstreg = ins->dst[0].reg.idx[0].offset;
6179     struct glsl_src_param src0_param;
6180 
6181     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
6182 
6183     shader_addline(ins->ctx->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
6184     shader_addline(ins->ctx->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
6185 }
6186 
6187 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
6188  * Calculate the 1st of a 2-row matrix multiplication. */
6189 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins)
6190 {
6191     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
6192     DWORD reg = ins->dst[0].reg.idx[0].offset;
6193     struct wined3d_string_buffer *buffer = ins->ctx->buffer;
6194     struct glsl_src_param src0_param;
6195 
6196     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
6197     shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
6198 }
6199 
6200 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
6201  * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
6202 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins)
6203 {
6204     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
6205     struct wined3d_string_buffer *buffer = ins->ctx->buffer;
6206     struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
6207     DWORD reg = ins->dst[0].reg.idx[0].offset;
6208     struct glsl_src_param src0_param;
6209 
6210     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
6211     shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx->current_row, reg, src0_param.param_str);
6212     tex_mx->texcoord_w[tex_mx->current_row++] = reg;
6213 }
6214 
6215 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins)
6216 {
6217     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
6218     struct wined3d_string_buffer *buffer = ins->ctx->buffer;
6219     struct glsl_sample_function sample_function;
6220     DWORD reg = ins->dst[0].reg.idx[0].offset;
6221     struct glsl_src_param src0_param;
6222 
6223     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
6224     shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
6225 
6226     shader_glsl_get_sample_function(ins->ctx, reg, reg, 0, &sample_function);
6227 
6228     /* Sample the texture using the calculated coordinates */
6229     shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL, "tmp0.xy");
6230     shader_glsl_release_sample_function(ins->ctx, &sample_function);
6231 }
6232 
6233 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
6234  * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
6235 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins)
6236 {
6237     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
6238     struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
6239     struct glsl_sample_function sample_function;
6240     DWORD reg = ins->dst[0].reg.idx[0].offset;
6241     struct glsl_src_param src0_param;
6242 
6243     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
6244     shader_addline(ins->ctx->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
6245 
6246     /* Dependent read, not valid with conditional NP2 */
6247     shader_glsl_get_sample_function(ins->ctx, reg, reg, 0, &sample_function);
6248 
6249     /* Sample the texture using the calculated coordinates */
6250     shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL, "tmp0.xyz");
6251     shader_glsl_release_sample_function(ins->ctx, &sample_function);
6252 
6253     tex_mx->current_row = 0;
6254 }
6255 
6256 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
6257  * Perform the 3rd row of a 3x3 matrix multiply */
6258 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
6259 {
6260     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
6261     struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
6262     DWORD reg = ins->dst[0].reg.idx[0].offset;
6263     struct glsl_src_param src0_param;
6264     char dst_mask[6];
6265 
6266     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
6267 
6268     shader_glsl_append_dst(ins->ctx->buffer, ins);
6269     shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
6270     shader_addline(ins->ctx->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
6271 
6272     tex_mx->current_row = 0;
6273 }
6274 
6275 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
6276  * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
6277 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins)
6278 {
6279     struct glsl_src_param src0_param;
6280     struct glsl_src_param src1_param;
6281     struct wined3d_string_buffer *buffer = ins->ctx->buffer;
6282     struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
6283     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
6284     struct glsl_sample_function sample_function;
6285     DWORD reg = ins->dst[0].reg.idx[0].offset;
6286     char coord_mask[6];
6287 
6288     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
6289     shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
6290 
6291     /* Perform the last matrix multiply operation */
6292     shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
6293     /* Reflection calculation */
6294     shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
6295 
6296     /* Dependent read, not valid with conditional NP2 */
6297     shader_glsl_get_sample_function(ins->ctx, reg, reg, 0, &sample_function);
6298     shader_glsl_write_mask_to_str(sample_function.coord_mask, coord_mask);
6299 
6300     /* Sample the texture */
6301     shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE,
6302             NULL, NULL, NULL, NULL, "tmp0%s", coord_mask);
6303     shader_glsl_release_sample_function(ins->ctx, &sample_function);
6304 
6305     tex_mx->current_row = 0;
6306 }
6307 
6308 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
6309  * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
6310 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins)
6311 {
6312     struct wined3d_string_buffer *buffer = ins->ctx->buffer;
6313     struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
6314     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
6315     struct glsl_sample_function sample_function;
6316     DWORD reg = ins->dst[0].reg.idx[0].offset;
6317     struct glsl_src_param src0_param;
6318     char coord_mask[6];
6319 
6320     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
6321 
6322     /* Perform the last matrix multiply operation */
6323     shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
6324 
6325     /* Construct the eye-ray vector from w coordinates */
6326     shader_addline(buffer, "tmp1.xyz = normalize(vec3(ffp_texcoord[%u].w, ffp_texcoord[%u].w, ffp_texcoord[%u].w));\n",
6327             tex_mx->texcoord_w[0], tex_mx->texcoord_w[1], reg);
6328     shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
6329 
6330     /* Dependent read, not valid with conditional NP2 */
6331     shader_glsl_get_sample_function(ins->ctx, reg, reg, 0, &sample_function);
6332     shader_glsl_write_mask_to_str(sample_function.coord_mask, coord_mask);
6333 
6334     /* Sample the texture using the calculated coordinates */
6335     shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE,
6336             NULL, NULL, NULL, NULL, "tmp0%s", coord_mask);
6337     shader_glsl_release_sample_function(ins->ctx, &sample_function);
6338 
6339     tex_mx->current_row = 0;
6340 }
6341 
6342 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
6343  * Apply a fake bump map transform.
6344  * texbem is pshader <= 1.3 only, this saves a few version checks
6345  */
6346 static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins)
6347 {
6348     const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
6349     struct glsl_sample_function sample_function;
6350     struct glsl_src_param coord_param;
6351     DWORD sampler_idx;
6352     DWORD mask;
6353     DWORD flags;
6354     char coord_mask[6];
6355 
6356     sampler_idx = ins->dst[0].reg.idx[0].offset;
6357     flags = (priv->cur_ps_args->tex_transform >> sampler_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
6358             & WINED3D_PSARGS_TEXTRANSFORM_MASK;
6359 
6360     /* Dependent read, not valid with conditional NP2 */
6361     shader_glsl_get_sample_function(ins->ctx, sampler_idx, sampler_idx, 0, &sample_function);
6362     mask = sample_function.coord_mask;
6363 
6364     shader_glsl_write_mask_to_str(mask, coord_mask);
6365 
6366     /* With projected textures, texbem only divides the static texture coord,
6367      * not the displacement, so we can't let GL handle this. */
6368     if (flags & WINED3D_PSARGS_PROJECTED)
6369     {
6370         DWORD div_mask=0;
6371         char coord_div_mask[3];
6372         switch (flags & ~WINED3D_PSARGS_PROJECTED)
6373         {
6374             case WINED3D_TTFF_COUNT1:
6375                 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
6376                 break;
6377             case WINED3D_TTFF_COUNT2:
6378                 div_mask = WINED3DSP_WRITEMASK_1;
6379                 break;
6380             case WINED3D_TTFF_COUNT3:
6381                 div_mask = WINED3DSP_WRITEMASK_2;
6382                 break;
6383             case WINED3D_TTFF_COUNT4:
6384             case WINED3D_TTFF_DISABLE:
6385                 div_mask = WINED3DSP_WRITEMASK_3;
6386                 break;
6387         }
6388         shader_glsl_write_mask_to_str(div_mask, coord_div_mask);
6389         shader_addline(ins->ctx->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
6390     }
6391 
6392     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &coord_param);
6393 
6394     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL,
6395             "T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
6396             coord_param.param_str, coord_mask);
6397 
6398     if (ins->handler_idx == WINED3DSIH_TEXBEML)
6399     {
6400         struct glsl_src_param luminance_param;
6401         struct glsl_dst_param dst_param;
6402 
6403         shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &luminance_param);
6404         shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
6405 
6406         shader_addline(ins->ctx->buffer, "%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n",
6407                 dst_param.reg_name, dst_param.mask_str,
6408                 luminance_param.param_str, sampler_idx, sampler_idx);
6409     }
6410     shader_glsl_release_sample_function(ins->ctx, &sample_function);
6411 }
6412 
6413 static void shader_glsl_bem(const struct wined3d_shader_instruction *ins)
6414 {
6415     DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
6416     struct glsl_src_param src0_param, src1_param;
6417 
6418     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
6419     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
6420 
6421     shader_glsl_append_dst(ins->ctx->buffer, ins);
6422     shader_addline(ins->ctx->buffer, "%s + bumpenv_mat%u * %s);\n",
6423             src0_param.param_str, sampler_idx, src1_param.param_str);
6424 }
6425 
6426 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
6427  * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
6428 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
6429 {
6430     DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
6431     struct glsl_sample_function sample_function;
6432     struct glsl_src_param src0_param;
6433 
6434     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
6435 
6436     shader_glsl_get_sample_function(ins->ctx, sampler_idx, sampler_idx, 0, &sample_function);
6437     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL,
6438             "%s.wx", src0_param.reg_name);
6439     shader_glsl_release_sample_function(ins->ctx, &sample_function);
6440 }
6441 
6442 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
6443  * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
6444 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
6445 {
6446     DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
6447     struct glsl_sample_function sample_function;
6448     struct glsl_src_param src0_param;
6449 
6450     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
6451 
6452     shader_glsl_get_sample_function(ins->ctx, sampler_idx, sampler_idx, 0, &sample_function);
6453     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL,
6454             "%s.yz", src0_param.reg_name);
6455     shader_glsl_release_sample_function(ins->ctx, &sample_function);
6456 }
6457 
6458 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
6459  * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
6460 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins)
6461 {
6462     DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
6463     struct glsl_sample_function sample_function;
6464     struct glsl_src_param src0_param;
6465 
6466     /* Dependent read, not valid with conditional NP2 */
6467     shader_glsl_get_sample_function(ins->ctx, sampler_idx, sampler_idx, 0, &sample_function);
6468     shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &src0_param);
6469 
6470     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL,
6471             "%s", src0_param.param_str);
6472     shader_glsl_release_sample_function(ins->ctx, &sample_function);
6473 }
6474 
6475 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
6476  * If any of the first 3 components are < 0, discard this pixel */
6477 static void shader_glsl_texkill(const struct wined3d_shader_instruction *ins)
6478 {
6479     if (ins->ctx->reg_maps->shader_version.major >= 4)
6480     {
6481         shader_glsl_generate_conditional_op(ins, "discard;");
6482     }
6483     else
6484     {
6485         struct glsl_dst_param dst_param;
6486 
6487         /* The argument is a destination parameter, and no writemasks are allowed */
6488         shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
6489 
6490         /* 2.0 shaders compare all 4 components in texkill. */
6491         if (ins->ctx->reg_maps->shader_version.major >= 2)
6492             shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
6493         /* 1.x shaders only compare the first 3 components, probably due to
6494          * the nature of the texkill instruction as a tex* instruction, and
6495          * phase, which kills all .w components. Even if all 4 components are
6496          * defined, only the first 3 are used. */
6497         else
6498             shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
6499     }
6500 }
6501 
6502 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
6503  * dst = dot2(src0, src1) + src2 */
6504 static void shader_glsl_dp2add(const struct wined3d_shader_instruction *ins)
6505 {
6506     struct glsl_src_param src0_param;
6507     struct glsl_src_param src1_param;
6508     struct glsl_src_param src2_param;
6509     DWORD write_mask;
6510     unsigned int mask_size;
6511 
6512     write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
6513     mask_size = shader_glsl_get_write_mask_size(write_mask);
6514 
6515     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
6516     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
6517     shader_glsl_add_src_param(ins, &ins->src[2], WINED3DSP_WRITEMASK_0, &src2_param);
6518 
6519     if (mask_size > 1) {
6520         shader_addline(ins->ctx->buffer, "vec%d(dot(%s, %s) + %s));\n",
6521                 mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str);
6522     } else {
6523         shader_addline(ins->ctx->buffer, "dot(%s, %s) + %s);\n",
6524                 src0_param.param_str, src1_param.param_str, src2_param.param_str);
6525     }
6526 }
6527 
6528 static void shader_glsl_input_pack(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer,
6529         const struct wined3d_shader_signature *input_signature,
6530         const struct wined3d_shader_reg_maps *reg_maps,
6531         const struct ps_compile_args *args, const struct wined3d_gl_info *gl_info, BOOL unroll)
6532 {
6533     unsigned int i;
6534 
6535     for (i = 0; i < input_signature->element_count; ++i)
6536     {
6537         const struct wined3d_shader_signature_element *input = &input_signature->elements[i];
6538         const char *semantic_name;
6539         UINT semantic_idx;
6540         char reg_mask[6];
6541 
6542         /* Unused */
6543         if (!(reg_maps->input_registers & (1u << input->register_idx)))
6544             continue;
6545 
6546         semantic_name = input->semantic_name;
6547         semantic_idx = input->semantic_idx;
6548         shader_glsl_write_mask_to_str(input->mask, reg_mask);
6549 
6550         if (args->vp_mode == WINED3D_VP_MODE_SHADER)
6551         {
6552             if (input->sysval_semantic == WINED3D_SV_POSITION && !semantic_idx)
6553             {
6554                 shader_addline(buffer, "ps_in[%u]%s = vpos%s;\n",
6555                         shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask);
6556             }
6557             else if (args->pointsprite && shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
6558             {
6559                 shader_addline(buffer, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", input->register_idx);
6560             }
6561             else if (input->sysval_semantic == WINED3D_SV_IS_FRONT_FACE)
6562             {
6563                 shader_addline(buffer, "ps_in[%u]%s = uintBitsToFloat(gl_FrontFacing ? 0xffffffffu : 0u);\n",
6564                         input->register_idx, reg_mask);
6565             }
6566             else if (input->sysval_semantic == WINED3D_SV_SAMPLE_INDEX)
6567             {
6568                 if (gl_info->supported[ARB_SAMPLE_SHADING])
6569                     shader_addline(buffer, "ps_in[%u]%s = intBitsToFloat(gl_SampleID);\n",
6570                             input->register_idx, reg_mask);
6571                 else
6572                     FIXME("ARB_sample_shading is not supported.\n");
6573             }
6574             else if (input->sysval_semantic == WINED3D_SV_RENDER_TARGET_ARRAY_INDEX && !semantic_idx)
6575             {
6576                 if (gl_info->supported[ARB_FRAGMENT_LAYER_VIEWPORT])
6577                     shader_addline(buffer, "ps_in[%u]%s = intBitsToFloat(gl_Layer);\n",
6578                             input->register_idx, reg_mask);
6579                 else
6580                     FIXME("ARB_fragment_layer_viewport is not supported.\n");
6581             }
6582             else if (input->sysval_semantic == WINED3D_SV_VIEWPORT_ARRAY_INDEX && !semantic_idx)
6583             {
6584                 if (gl_info->supported[ARB_VIEWPORT_ARRAY])
6585                     shader_addline(buffer, "ps_in[%u]%s = intBitsToFloat(gl_ViewportIndex);\n",
6586                             input->register_idx, reg_mask);
6587                 else
6588                     FIXME("ARB_viewport_array is not supported.\n");
6589             }
6590             else
6591             {
6592                 if (input->sysval_semantic)
6593                     FIXME("Unhandled sysval semantic %#x.\n", input->sysval_semantic);
6594                 shader_addline(buffer, unroll ? "ps_in[%u]%s = %s%u%s;\n" : "ps_in[%u]%s = %s[%u]%s;\n",
6595                         shader->u.ps.input_reg_map[input->register_idx], reg_mask,
6596                         shader_glsl_shader_input_name(gl_info),
6597                         shader->u.ps.input_reg_map[input->register_idx], reg_mask);
6598             }
6599         }
6600         else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
6601         {
6602             if (args->pointsprite)
6603                 shader_addline(buffer, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n",
6604                         shader->u.ps.input_reg_map[input->register_idx]);
6605             else if (args->vp_mode == WINED3D_VP_MODE_NONE && args->texcoords_initialized & (1u << semantic_idx))
6606                 shader_addline(buffer, "ps_in[%u]%s = %s[%u]%s;\n",
6607                         shader->u.ps.input_reg_map[input->register_idx], reg_mask,
6608                         needs_legacy_glsl_syntax(gl_info)
6609                         ? "gl_TexCoord" : "ffp_varying_texcoord", semantic_idx, reg_mask);
6610             else
6611                 shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
6612                         shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask);
6613         }
6614         else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
6615         {
6616             if (!semantic_idx)
6617                 shader_addline(buffer, "ps_in[%u]%s = vec4(ffp_varying_diffuse)%s;\n",
6618                         shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask);
6619             else if (semantic_idx == 1)
6620                 shader_addline(buffer, "ps_in[%u]%s = vec4(ffp_varying_specular)%s;\n",
6621                         shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask);
6622             else
6623                 shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
6624                         shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask);
6625         }
6626         else
6627         {
6628             shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
6629                     shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask);
6630         }
6631     }
6632 }
6633 
6634 static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry)
6635 {
6636     struct glsl_program_key key;
6637 
6638     key.vs_id = entry->vs.id;
6639     key.hs_id = entry->hs.id;
6640     key.ds_id = entry->ds.id;
6641     key.gs_id = entry->gs.id;
6642     key.ps_id = entry->ps.id;
6643     key.cs_id = entry->cs.id;
6644 
6645     if (wine_rb_put(&priv->program_lookup, &key, &entry->program_lookup_entry) == -1)
6646     {
6647         ERR("Failed to insert program entry.\n");
6648     }
6649 }
6650 
6651 static struct glsl_shader_prog_link *get_glsl_program_entry(const struct shader_glsl_priv *priv,
6652         const struct glsl_program_key *key)
6653 {
6654     struct wine_rb_entry *entry;
6655 
6656     entry = wine_rb_get(&priv->program_lookup, key);
6657     return entry ? WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry) : NULL;
6658 }
6659 
6660 /* Context activation is done by the caller. */
6661 static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const struct wined3d_gl_info *gl_info,
6662         struct glsl_shader_prog_link *entry)
6663 {
6664     wine_rb_remove(&priv->program_lookup, &entry->program_lookup_entry);
6665 
6666     GL_EXTCALL(glDeleteProgram(entry->id));
6667     if (entry->vs.id)
6668         list_remove(&entry->vs.shader_entry);
6669     if (entry->hs.id)
6670         list_remove(&entry->hs.shader_entry);
6671     if (entry->ds.id)
6672         list_remove(&entry->ds.shader_entry);
6673     if (entry->gs.id)
6674         list_remove(&entry->gs.shader_entry);
6675     if (entry->ps.id)
6676         list_remove(&entry->ps.shader_entry);
6677     if (entry->cs.id)
6678         list_remove(&entry->cs.shader_entry);
6679     heap_free(entry);
6680 }
6681 
6682 static void shader_glsl_setup_vs3_output(struct shader_glsl_priv *priv,
6683         const struct wined3d_gl_info *gl_info, const DWORD *map,
6684         const struct wined3d_shader_signature *input_signature,
6685         const struct wined3d_shader_reg_maps *reg_maps_in,
6686         const struct wined3d_shader_signature *output_signature,
6687         const struct wined3d_shader_reg_maps *reg_maps_out)
6688 {
6689     struct wined3d_string_buffer *destination = string_buffer_get(&priv->string_buffers);
6690     const char *out_array_name = shader_glsl_shader_output_name(gl_info);
6691     struct wined3d_string_buffer *buffer = &priv->shader_buffer;
6692     unsigned int in_count = vec4_varyings(3, gl_info);
6693     unsigned int max_varyings = needs_legacy_glsl_syntax(gl_info) ? in_count + 2 : in_count;
6694     DWORD in_idx, *set = NULL;
6695     unsigned int i, j;
6696     char reg_mask[6];
6697 
6698     set = heap_calloc(max_varyings, sizeof(*set));
6699 
6700     for (i = 0; i < input_signature->element_count; ++i)
6701     {
6702         const struct wined3d_shader_signature_element *input = &input_signature->elements[i];
6703 
6704         if (!(reg_maps_in->input_registers & (1u << input->register_idx)))
6705             continue;
6706 
6707         in_idx = map[input->register_idx];
6708         /* Declared, but not read register */
6709         if (in_idx == ~0u)
6710             continue;
6711         if (in_idx >= max_varyings)
6712         {
6713             FIXME("More input varyings declared than supported, expect issues.\n");
6714             continue;
6715         }
6716 
6717         if (in_idx == in_count)
6718             string_buffer_sprintf(destination, "gl_FrontColor");
6719         else if (in_idx == in_count + 1)
6720             string_buffer_sprintf(destination, "gl_FrontSecondaryColor");
6721         else
6722             string_buffer_sprintf(destination, "%s[%u]", out_array_name, in_idx);
6723 
6724         if (!set[in_idx])
6725             set[in_idx] = ~0u;
6726 
6727         for (j = 0; j < output_signature->element_count; ++j)
6728         {
6729             const struct wined3d_shader_signature_element *output = &output_signature->elements[j];
6730             DWORD mask;
6731 
6732             if (!(reg_maps_out->output_registers & (1u << output->register_idx))
6733                     || input->semantic_idx != output->semantic_idx
6734                     || strcmp(input->semantic_name, output->semantic_name)
6735                     || !(mask = input->mask & output->mask))
6736                 continue;
6737 
6738             if (set[in_idx] == ~0u)
6739                 set[in_idx] = 0;
6740             set[in_idx] |= mask & reg_maps_out->u.output_registers_mask[output->register_idx];
6741             shader_glsl_write_mask_to_str(mask, reg_mask);
6742 
6743             shader_addline(buffer, "%s%s = outputs[%u]%s;\n",
6744                     destination->buffer, reg_mask, output->register_idx, reg_mask);
6745         }
6746     }
6747 
6748     for (i = 0; i < max_varyings; ++i)
6749     {
6750         unsigned int size;
6751 
6752         if (!set[i] || set[i] == WINED3DSP_WRITEMASK_ALL)
6753             continue;
6754 
6755         if (set[i] == ~0u)
6756             set[i] = 0;
6757 
6758         size = 0;
6759         if (!(set[i] & WINED3DSP_WRITEMASK_0))
6760             reg_mask[size++] = 'x';
6761         if (!(set[i] & WINED3DSP_WRITEMASK_1))
6762             reg_mask[size++] = 'y';
6763         if (!(set[i] & WINED3DSP_WRITEMASK_2))
6764             reg_mask[size++] = 'z';
6765         if (!(set[i] & WINED3DSP_WRITEMASK_3))
6766             reg_mask[size++] = 'w';
6767         reg_mask[size] = '\0';
6768 
6769         if (i == in_count)
6770             string_buffer_sprintf(destination, "gl_FrontColor");
6771         else if (i == in_count + 1)
6772             string_buffer_sprintf(destination, "gl_FrontSecondaryColor");
6773         else
6774             string_buffer_sprintf(destination, "%s[%u]", out_array_name, i);
6775 
6776         if (size == 1)
6777             shader_addline(buffer, "%s.%s = 0.0;\n", destination->buffer, reg_mask);
6778         else
6779             shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination->buffer, reg_mask, size);
6780     }
6781 
6782     heap_free(set);
6783     string_buffer_release(&priv->string_buffers, destination);
6784 }
6785 
6786 static void shader_glsl_setup_sm4_shader_output(struct shader_glsl_priv *priv,
6787         unsigned int input_count, const struct wined3d_shader_signature *output_signature,
6788         const struct wined3d_shader_reg_maps *reg_maps_out, const char *output_variable_name,
6789         BOOL rasterizer_setup)
6790 {
6791     struct wined3d_string_buffer *buffer = &priv->shader_buffer;
6792     char reg_mask[6];
6793     unsigned int i;
6794 
6795     for (i = 0; i < output_signature->element_count; ++i)
6796     {
6797         const struct wined3d_shader_signature_element *output = &output_signature->elements[i];
6798 
6799         if (!(reg_maps_out->output_registers & (1u << output->register_idx)))
6800             continue;
6801 
6802         if (output->stream_idx)
6803             continue;
6804 
6805         if (output->register_idx >= input_count)
6806             continue;
6807 
6808         shader_glsl_write_mask_to_str(output->mask, reg_mask);
6809 
6810         shader_addline(buffer,
6811                 rasterizer_setup ? "%s.reg%u%s = outputs[%u]%s;\n" : "%s.reg[%u]%s = outputs[%u]%s;\n",
6812                 output_variable_name, output->register_idx, reg_mask, output->register_idx, reg_mask);
6813     }
6814 }
6815 
6816 static void shader_glsl_generate_clip_or_cull_distances(struct wined3d_string_buffer *buffer,
6817         const struct wined3d_shader_signature_element *element, DWORD clip_or_cull_distance_mask)
6818 {
6819     unsigned int i, clip_or_cull_index;
6820     const char *name;
6821     char reg_mask[6];
6822 
6823     name = element->sysval_semantic == WINED3D_SV_CLIP_DISTANCE ? "Clip" : "Cull";
6824     /* Assign consecutive indices starting from 0. */
6825     clip_or_cull_index = element->semantic_idx ? wined3d_popcount(clip_or_cull_distance_mask & 0xf) : 0;
6826     for (i = 0; i < 4; ++i)
6827     {
6828         if (!(element->mask & (WINED3DSP_WRITEMASK_0 << i)))
6829             continue;
6830 
6831         shader_glsl_write_mask_to_str(WINED3DSP_WRITEMASK_0 << i, reg_mask);
6832         shader_addline(buffer, "gl_%sDistance[%u] = outputs[%u]%s;\n",
6833                 name, clip_or_cull_index, element->register_idx, reg_mask);
6834         ++clip_or_cull_index;
6835     }
6836 }
6837 
6838 static void shader_glsl_setup_sm3_rasterizer_input(struct shader_glsl_priv *priv,
6839         const struct wined3d_gl_info *gl_info, const DWORD *map,
6840         const struct wined3d_shader_signature *input_signature,
6841         const struct wined3d_shader_reg_maps *reg_maps_in, unsigned int input_count,
6842         const struct wined3d_shader_signature *output_signature,
6843         const struct wined3d_shader_reg_maps *reg_maps_out, BOOL per_vertex_point_size)
6844 {
6845     struct wined3d_string_buffer *buffer = &priv->shader_buffer;
6846     const char *semantic_name;
6847     unsigned int semantic_idx;
6848     char reg_mask[6];
6849     unsigned int i;
6850 
6851     /* First, sort out position and point size system values. */
6852     for (i = 0; i < output_signature->element_count; ++i)
6853     {
6854         const struct wined3d_shader_signature_element *output = &output_signature->elements[i];
6855 
6856         if (!(reg_maps_out->output_registers & (1u << output->register_idx)))
6857             continue;
6858 
6859         if (output->stream_idx)
6860             continue;
6861 
6862         semantic_name = output->semantic_name;
6863         semantic_idx = output->semantic_idx;
6864         shader_glsl_write_mask_to_str(output->mask, reg_mask);
6865 
6866         if (output->sysval_semantic == WINED3D_SV_POSITION && !semantic_idx)
6867         {
6868             shader_addline(buffer, "gl_Position%s = outputs[%u]%s;\n",
6869                     reg_mask, output->register_idx, reg_mask);
6870         }
6871         else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE) && per_vertex_point_size)
6872         {
6873             shader_addline(buffer, "gl_PointSize = clamp(outputs[%u].%c, "
6874                     "ffp_point.size_min, ffp_point.size_max);\n", output->register_idx, reg_mask[1]);
6875         }
6876         else if (output->sysval_semantic == WINED3D_SV_RENDER_TARGET_ARRAY_INDEX && !semantic_idx)
6877         {
6878             shader_addline(buffer, "gl_Layer = floatBitsToInt(outputs[%u])%s;\n",
6879                     output->register_idx, reg_mask);
6880         }
6881         else if (output->sysval_semantic == WINED3D_SV_VIEWPORT_ARRAY_INDEX && !semantic_idx)
6882         {
6883             shader_addline(buffer, "gl_ViewportIndex = floatBitsToInt(outputs[%u])%s;\n",
6884                     output->register_idx, reg_mask);
6885         }
6886         else if (output->sysval_semantic == WINED3D_SV_CLIP_DISTANCE)
6887         {
6888             shader_glsl_generate_clip_or_cull_distances(buffer, output, reg_maps_out->clip_distance_mask);
6889         }
6890         else if (output->sysval_semantic == WINED3D_SV_CULL_DISTANCE)
6891         {
6892             shader_glsl_generate_clip_or_cull_distances(buffer, output, reg_maps_out->cull_distance_mask);
6893         }
6894         else if (output->sysval_semantic)
6895         {
6896             FIXME("Unhandled sysval semantic %#x.\n", output->sysval_semantic);
6897         }
6898     }
6899 
6900     /* Then, setup the pixel shader input. */
6901     if (reg_maps_out->shader_version.major < 4)
6902         shader_glsl_setup_vs3_output(priv, gl_info, map, input_signature, reg_maps_in,
6903                 output_signature, reg_maps_out);
6904     else
6905         shader_glsl_setup_sm4_shader_output(priv, input_count, output_signature, reg_maps_out, "shader_out", TRUE);
6906 }
6907 
6908 /* Context activation is done by the caller. */
6909 static GLuint shader_glsl_generate_vs3_rasterizer_input_setup(struct shader_glsl_priv *priv,
6910         const struct wined3d_shader *vs, const struct wined3d_shader *ps,
6911         BOOL per_vertex_point_size, BOOL flatshading, const struct wined3d_gl_info *gl_info)
6912 {
6913     const BOOL legacy_syntax = needs_legacy_glsl_syntax(gl_info);
6914     DWORD ps_major = ps ? ps->reg_maps.shader_version.major : 0;
6915     struct wined3d_string_buffer *buffer = &priv->shader_buffer;
6916     const char *semantic_name;
6917     UINT semantic_idx;
6918     char reg_mask[6];
6919     unsigned int i;
6920     GLuint ret;
6921 
6922     string_buffer_clear(buffer);
6923 
6924     shader_glsl_add_version_declaration(buffer, gl_info);
6925 
6926     if (per_vertex_point_size)
6927     {
6928         shader_addline(buffer, "uniform struct\n{\n");
6929         shader_addline(buffer, "    float size_min;\n");
6930         shader_addline(buffer, "    float size_max;\n");
6931         shader_addline(buffer, "} ffp_point;\n");
6932     }
6933 
6934     if (ps_major < 3)
6935     {
6936         DWORD colors_written_mask[2] = {0};
6937         DWORD texcoords_written_mask[MAX_TEXTURES] = {0};
6938 
6939         if (!legacy_syntax)
6940         {
6941             declare_out_varying(gl_info, buffer, flatshading, "vec4 ffp_varying_diffuse;\n");
6942             declare_out_varying(gl_info, buffer, flatshading, "vec4 ffp_varying_specular;\n");
6943             declare_out_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES);
6944             declare_out_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n");
6945         }
6946 
6947         shader_addline(buffer, "void setup_vs_output(in vec4 outputs[%u])\n{\n", vs->limits->packed_output);
6948 
6949         for (i = 0; i < vs->output_signature.element_count; ++i)
6950         {
6951             const struct wined3d_shader_signature_element *output = &vs->output_signature.elements[i];
6952             DWORD write_mask;
6953 
6954             if (!(vs->reg_maps.output_registers & (1u << output->register_idx)))
6955                 continue;
6956 
6957             semantic_name = output->semantic_name;
6958             semantic_idx = output->semantic_idx;
6959             write_mask = output->mask;
6960             shader_glsl_write_mask_to_str(write_mask, reg_mask);
6961 
6962             if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR) && semantic_idx < 2)
6963             {
6964                 if (legacy_syntax)
6965                     shader_addline(buffer, "gl_Front%sColor%s = outputs[%u]%s;\n",
6966                             semantic_idx ? "Secondary" : "", reg_mask, output->register_idx, reg_mask);
6967                 else
6968                     shader_addline(buffer, "ffp_varying_%s%s = clamp(outputs[%u]%s, 0.0, 1.0);\n",
6969                             semantic_idx ? "specular" : "diffuse", reg_mask, output->register_idx, reg_mask);
6970 
6971                 colors_written_mask[semantic_idx] = write_mask;
6972             }
6973             else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION) && !semantic_idx)
6974             {
6975                 shader_addline(buffer, "gl_Position%s = outputs[%u]%s;\n",
6976                         reg_mask, output->register_idx, reg_mask);
6977             }
6978             else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
6979             {
6980                 if (semantic_idx < MAX_TEXTURES)
6981                 {
6982                     shader_addline(buffer, "%s[%u]%s = outputs[%u]%s;\n",
6983                             legacy_syntax ? "gl_TexCoord" : "ffp_varying_texcoord",
6984                             semantic_idx, reg_mask, output->register_idx, reg_mask);
6985                     texcoords_written_mask[semantic_idx] = write_mask;
6986                 }
6987             }
6988             else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE) && per_vertex_point_size)
6989             {
6990                 shader_addline(buffer, "gl_PointSize = clamp(outputs[%u].%c, "
6991                         "ffp_point.size_min, ffp_point.size_max);\n", output->register_idx, reg_mask[1]);
6992             }
6993             else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
6994             {
6995                 shader_addline(buffer, "%s = clamp(outputs[%u].%c, 0.0, 1.0);\n",
6996                         legacy_syntax ? "gl_FogFragCoord" : "ffp_varying_fogcoord",
6997                         output->register_idx, reg_mask[1]);
6998             }
6999         }
7000 
7001         for (i = 0; i < 2; ++i)
7002         {
7003             if (colors_written_mask[i] != WINED3DSP_WRITEMASK_ALL)
7004             {
7005                 shader_glsl_write_mask_to_str(~colors_written_mask[i] & WINED3DSP_WRITEMASK_ALL, reg_mask);
7006                 if (!i)
7007                     shader_addline(buffer, "%s%s = vec4(1.0)%s;\n",
7008                             legacy_syntax ? "gl_FrontColor" : "ffp_varying_diffuse",
7009                             reg_mask, reg_mask);
7010                 else
7011                     shader_addline(buffer, "%s%s = vec4(0.0)%s;\n",
7012                             legacy_syntax ? "gl_FrontSecondaryColor" : "ffp_varying_specular",
7013                             reg_mask, reg_mask);
7014             }
7015         }
7016         for (i = 0; i < MAX_TEXTURES; ++i)
7017         {
7018             if (ps && !(ps->reg_maps.texcoord & (1u << i)))
7019                 continue;
7020 
7021             if (texcoords_written_mask[i] != WINED3DSP_WRITEMASK_ALL)
7022             {
7023                 if (gl_info->limits.glsl_varyings < wined3d_max_compat_varyings(gl_info)
7024                         && !texcoords_written_mask[i])
7025                     continue;
7026 
7027                 shader_glsl_write_mask_to_str(~texcoords_written_mask[i] & WINED3DSP_WRITEMASK_ALL, reg_mask);
7028                 shader_addline(buffer, "%s[%u]%s = vec4(0.0)%s;\n",
7029                         legacy_syntax ? "gl_TexCoord" : "ffp_varying_texcoord", i, reg_mask, reg_mask);
7030             }
7031         }
7032     }
7033     else
7034     {
7035         unsigned int in_count = min(vec4_varyings(ps_major, gl_info), ps->limits->packed_input);
7036 
7037         shader_glsl_declare_shader_outputs(gl_info, buffer, in_count, FALSE, NULL);
7038         shader_addline(buffer, "void setup_vs_output(in vec4 outputs[%u])\n{\n", vs->limits->packed_output);
7039         shader_glsl_setup_sm3_rasterizer_input(priv, gl_info, ps->u.ps.input_reg_map, &ps->input_signature,
7040                 &ps->reg_maps, 0, &vs->output_signature, &vs->reg_maps, per_vertex_point_size);
7041     }
7042 
7043     shader_addline(buffer, "}\n");
7044 
7045     ret = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER));
7046     checkGLcall("glCreateShader(GL_VERTEX_SHADER)");
7047     shader_glsl_compile(gl_info, ret, buffer->buffer);
7048 
7049     return ret;
7050 }
7051 
7052 static void shader_glsl_generate_stream_output_setup(struct shader_glsl_priv *priv,
7053         const struct wined3d_shader *shader, const struct wined3d_stream_output_desc *so_desc)
7054 {
7055     struct wined3d_string_buffer *buffer = &priv->shader_buffer;
7056     unsigned int i;
7057 
7058     shader_addline(buffer, "out shader_in_out\n{\n");
7059     for (i = 0; i < so_desc->element_count; ++i)
7060     {
7061         const struct wined3d_stream_output_element *e = &so_desc->elements[i];
7062 
7063         if (e->stream_idx)
7064         {
7065             FIXME("Unhandled stream %u.\n", e->stream_idx);
7066             continue;
7067         }
7068         if (e->register_idx == WINED3D_STREAM_OUTPUT_GAP)
7069             continue;
7070 
7071         if (e->component_idx || e->component_count != 4)
7072         {
7073             if (e->component_count == 1)
7074                 shader_addline(buffer, "float");
7075             else
7076                 shader_addline(buffer, "vec%u", e->component_count);
7077             shader_addline(buffer, " reg%u_%u_%u;\n",
7078                     e->register_idx, e->component_idx, e->component_idx + e->component_count - 1);
7079         }
7080         else
7081         {
7082             shader_addline(buffer, "vec4 reg%u;\n", e->register_idx);
7083         }
7084     }
7085     shader_addline(buffer, "} shader_out;\n");
7086 
7087     shader_addline(buffer, "void setup_gs_output(in vec4 outputs[%u])\n{\n",
7088             shader->limits->packed_output);
7089     for (i = 0; i < so_desc->element_count; ++i)
7090     {
7091         const struct wined3d_stream_output_element *e = &so_desc->elements[i];
7092 
7093         if (e->stream_idx)
7094         {
7095             FIXME("Unhandled stream %u.\n", e->stream_idx);
7096             continue;
7097         }
7098         if (e->register_idx == WINED3D_STREAM_OUTPUT_GAP)
7099             continue;
7100 
7101         if (e->component_idx || e->component_count != 4)
7102         {
7103             DWORD write_mask;
7104             char str_mask[6];
7105 
7106             write_mask = ((1u << e->component_count) - 1) << e->component_idx;
7107             shader_glsl_write_mask_to_str(write_mask, str_mask);
7108             shader_addline(buffer, "shader_out.reg%u_%u_%u = outputs[%u]%s;\n",
7109                     e->register_idx, e->component_idx, e->component_idx + e->component_count - 1,
7110                     e->register_idx, str_mask);
7111         }
7112         else
7113         {
7114             shader_addline(buffer, "shader_out.reg%u = outputs[%u];\n",
7115                     e->register_idx, e->register_idx);
7116         }
7117     }
7118     shader_addline(buffer, "}\n");
7119 }
7120 
7121 static void shader_glsl_generate_sm4_output_setup(struct shader_glsl_priv *priv,
7122         const struct wined3d_shader *shader, unsigned int input_count,
7123         const struct wined3d_gl_info *gl_info, BOOL rasterizer_setup, const DWORD *interpolation_mode)
7124 {
7125     const char *prefix = shader_glsl_get_prefix(shader->reg_maps.shader_version.type);
7126     struct wined3d_string_buffer *buffer = &priv->shader_buffer;
7127 
7128     if (rasterizer_setup)
7129         input_count = min(vec4_varyings(4, gl_info), input_count);
7130 
7131     if (input_count)
7132         shader_glsl_declare_shader_outputs(gl_info, buffer, input_count, rasterizer_setup, interpolation_mode);
7133 
7134     shader_addline(buffer, "void setup_%s_output(in vec4 outputs[%u])\n{\n",
7135             prefix, shader->limits->packed_output);
7136 
7137     if (rasterizer_setup)
7138         shader_glsl_setup_sm3_rasterizer_input(priv, gl_info, NULL, NULL,
7139                 NULL, input_count, &shader->output_signature, &shader->reg_maps, FALSE);
7140     else
7141         shader_glsl_setup_sm4_shader_output(priv, input_count, &shader->output_signature,
7142                 &shader->reg_maps, "shader_out", rasterizer_setup);
7143 
7144     shader_addline(buffer, "}\n");
7145 }
7146 
7147 static void shader_glsl_generate_patch_constant_name(struct wined3d_string_buffer *buffer,
7148         const struct wined3d_shader_signature_element *constant, unsigned int *user_constant_idx,
7149         const char *reg_mask)
7150 {
7151     if (!constant->sysval_semantic)
7152     {
7153         shader_addline(buffer, "user_patch_constant[%u]%s", (*user_constant_idx)++, reg_mask);
7154         return;
7155     }
7156 
7157     switch (constant->sysval_semantic)
7158     {
7159         case WINED3D_SV_TESS_FACTOR_QUADEDGE:
7160         case WINED3D_SV_TESS_FACTOR_TRIEDGE:
7161         case WINED3D_SV_TESS_FACTOR_LINEDET:
7162         case WINED3D_SV_TESS_FACTOR_LINEDEN:
7163             shader_addline(buffer, "gl_TessLevelOuter[%u]", constant->semantic_idx);
7164             break;
7165         case WINED3D_SV_TESS_FACTOR_QUADINT:
7166         case WINED3D_SV_TESS_FACTOR_TRIINT:
7167             shader_addline(buffer, "gl_TessLevelInner[%u]", constant->semantic_idx);
7168             break;
7169         default:
7170             FIXME("Unhandled sysval semantic %#x.\n", constant->sysval_semantic);
7171             shader_addline(buffer, "vec4(0.0)%s", reg_mask);
7172     }
7173 }
7174 
7175 static void shader_glsl_generate_patch_constant_setup(struct wined3d_string_buffer *buffer,
7176         const struct wined3d_shader_signature *signature, BOOL input_setup)
7177 {
7178     unsigned int i, register_count, user_constant_index, user_constant_count;
7179 
7180     register_count = user_constant_count = 0;
7181     for (i = 0; i < signature->element_count; ++i)
7182     {
7183         const struct wined3d_shader_signature_element *constant = &signature->elements[i];
7184         register_count = max(constant->register_idx + 1, register_count);
7185         if (!constant->sysval_semantic)
7186             ++user_constant_count;
7187     }
7188 
7189     if (user_constant_count)
7190         shader_addline(buffer, "patch %s vec4 user_patch_constant[%u];\n",
7191                 input_setup ? "in" : "out", user_constant_count);
7192     if (input_setup)
7193         shader_addline(buffer, "vec4 vpc[%u];\n", register_count);
7194 
7195     shader_addline(buffer, "void setup_patch_constant_%s()\n{\n", input_setup ? "input" : "output");
7196     for (i = 0, user_constant_index = 0; i < signature->element_count; ++i)
7197     {
7198         const struct wined3d_shader_signature_element *constant = &signature->elements[i];
7199         char reg_mask[6];
7200 
7201         shader_glsl_write_mask_to_str(constant->mask, reg_mask);
7202 
7203         if (input_setup)
7204             shader_addline(buffer, "vpc[%u]%s", constant->register_idx, reg_mask);
7205         else
7206             shader_glsl_generate_patch_constant_name(buffer, constant, &user_constant_index, reg_mask);
7207 
7208         shader_addline(buffer, " = ");
7209 
7210         if (input_setup)
7211             shader_glsl_generate_patch_constant_name(buffer, constant, &user_constant_index, reg_mask);
7212         else
7213             shader_addline(buffer, "hs_out[%u]%s", constant->register_idx, reg_mask);
7214 
7215         shader_addline(buffer, ";\n");
7216     }
7217     shader_addline(buffer, "}\n");
7218 }
7219 
7220 static void shader_glsl_generate_srgb_write_correction(struct wined3d_string_buffer *buffer,
7221         const struct wined3d_gl_info *gl_info)
7222 {
7223     const char *output = needs_legacy_glsl_syntax(gl_info) ? "gl_FragData[0]" : "ps_out0";
7224 
7225     shader_addline(buffer, "tmp0.xyz = pow(%s.xyz, vec3(srgb_const0.x));\n", output);
7226     shader_addline(buffer, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
7227     shader_addline(buffer, "tmp1.xyz = %s.xyz * vec3(srgb_const0.w);\n", output);
7228     shader_addline(buffer, "bvec3 srgb_compare = lessThan(%s.xyz, vec3(srgb_const1.x));\n", output);
7229     shader_addline(buffer, "%s.xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n", output);
7230     shader_addline(buffer, "%s = clamp(%s, 0.0, 1.0);\n", output, output);
7231 }
7232 
7233 static void shader_glsl_generate_fog_code(struct wined3d_string_buffer *buffer,
7234         const struct wined3d_gl_info *gl_info, enum wined3d_ffp_ps_fog_mode mode)
7235 {
7236     const char *output = needs_legacy_glsl_syntax(gl_info) ? "gl_FragData[0]" : "ps_out0";
7237 
7238     switch (mode)
7239     {
7240         case WINED3D_FFP_PS_FOG_OFF:
7241             return;
7242 
7243         case WINED3D_FFP_PS_FOG_LINEAR:
7244             shader_addline(buffer, "float fog = (ffp_fog.end - ffp_varying_fogcoord) * ffp_fog.scale;\n");
7245             break;
7246 
7247         case WINED3D_FFP_PS_FOG_EXP:
7248             shader_addline(buffer, "float fog = exp(-ffp_fog.density * ffp_varying_fogcoord);\n");
7249             break;
7250 
7251         case WINED3D_FFP_PS_FOG_EXP2:
7252             shader_addline(buffer, "float fog = exp(-ffp_fog.density * ffp_fog.density"
7253                     " * ffp_varying_fogcoord * ffp_varying_fogcoord);\n");
7254             break;
7255 
7256         default:
7257             ERR("Invalid fog mode %#x.\n", mode);
7258             return;
7259     }
7260 
7261     shader_addline(buffer, "%s.xyz = mix(ffp_fog.color.xyz, %s.xyz, clamp(fog, 0.0, 1.0));\n",
7262             output, output);
7263 }
7264 
7265 static void shader_glsl_generate_alpha_test(struct wined3d_string_buffer *buffer,
7266         const struct wined3d_gl_info *gl_info, enum wined3d_cmp_func alpha_func)
7267 {
7268     const char *output = needs_legacy_glsl_syntax(gl_info) ? "gl_FragData[0]" : "ps_out0";
7269 
7270     /* alpha_func is the PASS condition, not the DISCARD condition. Instead of
7271      * flipping all the operators here, just negate the comparison below. */
7272     static const char * const comparison_operator[] =
7273     {
7274         "",   /* WINED3D_CMP_NEVER */
7275         "<",  /* WINED3D_CMP_LESS */
7276         "==", /* WINED3D_CMP_EQUAL */
7277         "<=", /* WINED3D_CMP_LESSEQUAL */
7278         ">",  /* WINED3D_CMP_GREATER */
7279         "!=", /* WINED3D_CMP_NOTEQUAL */
7280         ">=", /* WINED3D_CMP_GREATEREQUAL */
7281         ""    /* WINED3D_CMP_ALWAYS */
7282     };
7283 
7284     if (alpha_func == WINED3D_CMP_ALWAYS)
7285         return;
7286 
7287     if (alpha_func != WINED3D_CMP_NEVER)
7288         shader_addline(buffer, "if (!(%s.a %s alpha_test_ref))\n",
7289                 output, comparison_operator[alpha_func - WINED3D_CMP_NEVER]);
7290     shader_addline(buffer, "    discard;\n");
7291 }
7292 
7293 static void shader_glsl_enable_extensions(struct wined3d_string_buffer *buffer,
7294         const struct wined3d_gl_info *gl_info)
7295 {
7296     if (gl_info->supported[ARB_CULL_DISTANCE])
7297         shader_addline(buffer, "#extension GL_ARB_cull_distance : enable\n");
7298     if (gl_info->supported[ARB_GPU_SHADER5])
7299         shader_addline(buffer, "#extension GL_ARB_gpu_shader5 : enable\n");
7300     if (gl_info->supported[ARB_SHADER_ATOMIC_COUNTERS])
7301         shader_addline(buffer, "#extension GL_ARB_shader_atomic_counters : enable\n");
7302     if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
7303         shader_addline(buffer, "#extension GL_ARB_shader_bit_encoding : enable\n");
7304     if (gl_info->supported[ARB_SHADER_IMAGE_LOAD_STORE])
7305         shader_addline(buffer, "#extension GL_ARB_shader_image_load_store : enable\n");
7306     if (gl_info->supported[ARB_SHADER_IMAGE_SIZE])
7307         shader_addline(buffer, "#extension GL_ARB_shader_image_size : enable\n");
7308     if (gl_info->supported[ARB_SHADER_STORAGE_BUFFER_OBJECT])
7309         shader_addline(buffer, "#extension GL_ARB_shader_storage_buffer_object : enable\n");
7310     if (gl_info->supported[ARB_SHADER_TEXTURE_IMAGE_SAMPLES])
7311         shader_addline(buffer, "#extension GL_ARB_shader_texture_image_samples : enable\n");
7312     if (gl_info->supported[ARB_SHADING_LANGUAGE_420PACK])
7313         shader_addline(buffer, "#extension GL_ARB_shading_language_420pack : enable\n");
7314     if (gl_info->supported[ARB_SHADING_LANGUAGE_PACKING])
7315         shader_addline(buffer, "#extension GL_ARB_shading_language_packing : enable\n");
7316     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP_ARRAY])
7317         shader_addline(buffer, "#extension GL_ARB_texture_cube_map_array : enable\n");
7318     if (gl_info->supported[ARB_TEXTURE_GATHER])
7319         shader_addline(buffer, "#extension GL_ARB_texture_gather : enable\n");
7320     if (gl_info->supported[ARB_TEXTURE_QUERY_LEVELS])
7321         shader_addline(buffer, "#extension GL_ARB_texture_query_levels : enable\n");
7322     if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
7323         shader_addline(buffer, "#extension GL_ARB_uniform_buffer_object : enable\n");
7324     if (gl_info->supported[ARB_VIEWPORT_ARRAY])
7325         shader_addline(buffer, "#extension GL_ARB_viewport_array : enable\n");
7326     if (gl_info->supported[EXT_GPU_SHADER4])
7327         shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
7328     if (gl_info->supported[EXT_TEXTURE_ARRAY])
7329         shader_addline(buffer, "#extension GL_EXT_texture_array : enable\n");
7330 }
7331 
7332 static void shader_glsl_generate_ps_epilogue(const struct wined3d_gl_info *gl_info,
7333         struct wined3d_string_buffer *buffer, const struct wined3d_shader *shader,
7334         const struct ps_compile_args *args)
7335 {
7336     const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
7337     const char *output = needs_legacy_glsl_syntax(gl_info) ? "gl_FragData[0]" : "ps_out0";
7338 
7339     /* Pixel shaders < 2.0 place the resulting color in R0 implicitly. */
7340     if (reg_maps->shader_version.major < 2)
7341         shader_addline(buffer, "%s = R0;\n", output);
7342 
7343     if (args->srgb_correction)
7344         shader_glsl_generate_srgb_write_correction(buffer, gl_info);
7345 
7346     /* SM < 3 does not replace the fog stage. */
7347     if (reg_maps->shader_version.major < 3)
7348         shader_glsl_generate_fog_code(buffer, gl_info, args->fog);
7349 
7350     shader_glsl_generate_alpha_test(buffer, gl_info, args->alpha_test_func + 1);
7351 
7352     if (reg_maps->sample_mask)
7353         shader_addline(buffer, "gl_SampleMask[0] = floatBitsToInt(sample_mask);\n");
7354 }
7355 
7356 /* Context activation is done by the caller. */
7357 static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context,
7358         struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers,
7359         const struct wined3d_shader *shader,
7360         const struct ps_compile_args *args, struct ps_np2fixup_info *np2fixup_info)
7361 {
7362     const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
7363     const struct wined3d_shader_version *version = &reg_maps->shader_version;
7364     const char *prefix = shader_glsl_get_prefix(version->type);
7365     const struct wined3d_gl_info *gl_info = context->gl_info;
7366     const BOOL legacy_syntax = needs_legacy_glsl_syntax(gl_info);
7367     unsigned int i, extra_constants_needed = 0;
7368     struct shader_glsl_ctx_priv priv_ctx;
7369     GLuint shader_id;
7370     DWORD map;
7371 
7372     memset(&priv_ctx, 0, sizeof(priv_ctx));
7373     priv_ctx.cur_ps_args = args;
7374     priv_ctx.cur_np2fixup_info = np2fixup_info;
7375     priv_ctx.string_buffers = string_buffers;
7376 
7377     shader_glsl_add_version_declaration(buffer, gl_info);
7378 
7379     shader_glsl_enable_extensions(buffer, gl_info);
7380     if (gl_info->supported[ARB_CONSERVATIVE_DEPTH])
7381         shader_addline(buffer, "#extension GL_ARB_conservative_depth : enable\n");
7382     if (gl_info->supported[ARB_DERIVATIVE_CONTROL])
7383         shader_addline(buffer, "#extension GL_ARB_derivative_control : enable\n");
7384     if (shader_glsl_use_explicit_attrib_location(gl_info))
7385         shader_addline(buffer, "#extension GL_ARB_explicit_attrib_location : enable\n");
7386     if (gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS])
7387         shader_addline(buffer, "#extension GL_ARB_fragment_coord_conventions : enable\n");
7388     if (gl_info->supported[ARB_FRAGMENT_LAYER_VIEWPORT])
7389         shader_addline(buffer, "#extension GL_ARB_fragment_layer_viewport : enable\n");
7390     if (gl_info->supported[ARB_SAMPLE_SHADING])
7391         shader_addline(buffer, "#extension GL_ARB_sample_shading : enable\n");
7392     if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
7393         shader_addline(buffer, "#extension GL_ARB_shader_texture_lod : enable\n");
7394     /* The spec says that it doesn't have to be explicitly enabled, but the
7395      * nvidia drivers write a warning if we don't do so. */
7396     if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
7397         shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
7398 
7399     /* Base Declarations */
7400     shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
7401 
7402     if (gl_info->supported[ARB_CONSERVATIVE_DEPTH])
7403     {
7404         if (shader->u.ps.depth_output == WINED3DSPR_DEPTHOUTGE)
7405             shader_addline(buffer, "layout (depth_greater) out float gl_FragDepth;\n");
7406         else if (shader->u.ps.depth_output == WINED3DSPR_DEPTHOUTLE)
7407             shader_addline(buffer, "layout (depth_less) out float gl_FragDepth;\n");
7408     }
7409 
7410     /* Declare uniforms for NP2 texcoord fixup:
7411      * This is NOT done inside the loop that declares the texture samplers
7412      * since the NP2 fixup code is currently only used for the GeforceFX
7413      * series and when forcing the ARB_npot extension off. Modern cards just
7414      * skip the code anyway, so put it inside a separate loop. */
7415     if (args->np2_fixup)
7416     {
7417         struct ps_np2fixup_info *fixup = priv_ctx.cur_np2fixup_info;
7418         unsigned int cur = 0;
7419 
7420         /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
7421          * while D3D has them in the (normalized) [0,1]x[0,1] range.
7422          * samplerNP2Fixup stores texture dimensions and is updated through
7423          * shader_glsl_load_np2fixup_constants when the sampler changes. */
7424 
7425         for (i = 0; i < shader->limits->sampler; ++i)
7426         {
7427             if (!reg_maps->resource_info[i].type || !(args->np2_fixup & (1u << i)))
7428                 continue;
7429 
7430             if (reg_maps->resource_info[i].type != WINED3D_SHADER_RESOURCE_TEXTURE_2D)
7431             {
7432                 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
7433                 continue;
7434             }
7435 
7436             fixup->idx[i] = cur++;
7437         }
7438 
7439         fixup->num_consts = (cur + 1) >> 1;
7440         fixup->active = args->np2_fixup;
7441         shader_addline(buffer, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix, fixup->num_consts);
7442     }
7443 
7444     if (version->major < 3 || args->vp_mode != WINED3D_VP_MODE_SHADER)
7445     {
7446         shader_addline(buffer, "uniform struct\n{\n");
7447         shader_addline(buffer, "    vec4 color;\n");
7448         shader_addline(buffer, "    float density;\n");
7449         shader_addline(buffer, "    float end;\n");
7450         shader_addline(buffer, "    float scale;\n");
7451         shader_addline(buffer, "} ffp_fog;\n");
7452 
7453         if (needs_legacy_glsl_syntax(gl_info))
7454         {
7455             if (glsl_is_color_reg_read(shader, 0))
7456                 shader_addline(buffer, "vec4 ffp_varying_diffuse;\n");
7457             if (glsl_is_color_reg_read(shader, 1))
7458                 shader_addline(buffer, "vec4 ffp_varying_specular;\n");
7459             shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES);
7460             shader_addline(buffer, "float ffp_varying_fogcoord;\n");
7461         }
7462         else
7463         {
7464             if (glsl_is_color_reg_read(shader, 0))
7465                 declare_in_varying(gl_info, buffer, args->flatshading, "vec4 ffp_varying_diffuse;\n");
7466             if (glsl_is_color_reg_read(shader, 1))
7467                 declare_in_varying(gl_info, buffer, args->flatshading, "vec4 ffp_varying_specular;\n");
7468             declare_in_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES);
7469             shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES);
7470             declare_in_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n");
7471         }
7472     }
7473 
7474     if (version->major >= 3)
7475     {
7476         unsigned int in_count = min(vec4_varyings(version->major, gl_info), shader->limits->packed_input);
7477 
7478         if (args->vp_mode == WINED3D_VP_MODE_SHADER && reg_maps->input_registers)
7479             shader_glsl_declare_shader_inputs(gl_info, buffer, in_count,
7480                     shader->u.ps.interpolation_mode, version->major >= 4);
7481         shader_addline(buffer, "vec4 %s_in[%u];\n", prefix, in_count);
7482     }
7483 
7484     for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
7485     {
7486         if (!(map & 1))
7487             continue;
7488 
7489         shader_addline(buffer, "uniform mat2 bumpenv_mat%u;\n", i);
7490 
7491         if (reg_maps->luminanceparams & (1u << i))
7492         {
7493             shader_addline(buffer, "uniform float bumpenv_lum_scale%u;\n", i);
7494             shader_addline(buffer, "uniform float bumpenv_lum_offset%u;\n", i);
7495             extra_constants_needed++;
7496         }
7497 
7498         extra_constants_needed++;
7499     }
7500 
7501     if (args->srgb_correction)
7502     {
7503         shader_addline(buffer, "const vec4 srgb_const0 = ");
7504         shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const0);
7505         shader_addline(buffer, ";\n");
7506         shader_addline(buffer, "const vec4 srgb_const1 = ");
7507         shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const1);
7508         shader_addline(buffer, ";\n");
7509     }
7510     if (reg_maps->vpos || reg_maps->usesdsy)
7511     {
7512         if (reg_maps->usesdsy || !gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS])
7513         {
7514             ++extra_constants_needed;
7515             shader_addline(buffer, "uniform vec4 ycorrection;\n");
7516         }
7517         if (reg_maps->vpos)
7518         {
7519             if (gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS])
7520             {
7521                 if (context->d3d_info->wined3d_creation_flags & WINED3D_PIXEL_CENTER_INTEGER)
7522                     shader_addline(buffer, "layout(%spixel_center_integer) in vec4 gl_FragCoord;\n",
7523                             args->render_offscreen ? "" : "origin_upper_left, ");
7524                 else if (!args->render_offscreen)
7525                     shader_addline(buffer, "layout(origin_upper_left) in vec4 gl_FragCoord;\n");
7526             }
7527             shader_addline(buffer, "vec4 vpos;\n");
7528         }
7529     }
7530 
7531     if (args->alpha_test_func + 1 != WINED3D_CMP_ALWAYS)
7532         shader_addline(buffer, "uniform float alpha_test_ref;\n");
7533 
7534     if (!needs_legacy_glsl_syntax(gl_info))
7535     {
7536         if (args->dual_source_blend)
7537         {
7538             for (i = 0; i < gl_info->limits.dual_buffers * 2; i++)
7539             {
7540                 if (shader_glsl_use_explicit_attrib_location(gl_info))
7541                     shader_addline(buffer, "layout(location = %u, index = %u) ", i / 2, i % 2);
7542                 shader_addline(buffer, "out vec4 ps_out%u;\n", i);
7543             }
7544         }
7545         else
7546         {
7547             for (i = 0; i < gl_info->limits.buffers; i++)
7548             {
7549                 if (shader_glsl_use_explicit_attrib_location(gl_info))
7550                     shader_addline(buffer, "layout(location = %u) ", i);
7551                 shader_addline(buffer, "out vec4 ps_out%u;\n", i);
7552             }
7553         }
7554     }
7555 
7556     if (shader->limits->constant_float + extra_constants_needed >= gl_info->limits.glsl_ps_float_constants)
7557         FIXME("Insufficient uniforms to run this shader.\n");
7558 
7559     if (shader->u.ps.force_early_depth_stencil)
7560         shader_addline(buffer, "layout(early_fragment_tests) in;\n");
7561 
7562     shader_addline(buffer, "void main()\n{\n");
7563 
7564     if (reg_maps->sample_mask)
7565         shader_addline(buffer, "float sample_mask = uintBitsToFloat(0xffffffffu);\n");
7566 
7567     /* Direct3D applications expect integer vPos values, while OpenGL drivers
7568      * add approximately 0.5. This causes off-by-one problems as spotted by
7569      * the vPos d3d9 visual test. Unfortunately ATI cards do not add exactly
7570      * 0.5, but rather something like 0.49999999 or 0.50000001, which still
7571      * causes precision troubles when we just subtract 0.5.
7572      *
7573      * To deal with that, just floor() the position. This will eliminate the
7574      * fraction on all cards.
7575      *
7576      * TODO: Test how this behaves with multisampling.
7577      *
7578      * An advantage of floor is that it works even if the driver doesn't add
7579      * 0.5. It is somewhat questionable if 1.5, 2.5, ... are the proper values
7580      * to return in gl_FragCoord, even though coordinates specify the pixel
7581      * centers instead of the pixel corners. This code will behave correctly
7582      * on drivers that returns integer values. */
7583     if (reg_maps->vpos)
7584     {
7585         if (gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS])
7586             shader_addline(buffer, "vpos = gl_FragCoord;\n");
7587         else if (context->d3d_info->wined3d_creation_flags & WINED3D_PIXEL_CENTER_INTEGER)
7588             shader_addline(buffer,
7589                     "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
7590         else
7591             shader_addline(buffer,
7592                     "vpos = vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1);\n");
7593     }
7594 
7595     if (reg_maps->shader_version.major < 3 || args->vp_mode != WINED3D_VP_MODE_SHADER)
7596     {
7597         unsigned int i;
7598         WORD map = reg_maps->texcoord;
7599 
7600         if (legacy_syntax)
7601         {
7602             if (glsl_is_color_reg_read(shader, 0))
7603                 shader_addline(buffer, "ffp_varying_diffuse = gl_Color;\n");
7604             if (glsl_is_color_reg_read(shader, 1))
7605                 shader_addline(buffer, "ffp_varying_specular = gl_SecondaryColor;\n");
7606         }
7607 
7608         for (i = 0; map; map >>= 1, ++i)
7609         {
7610             if (map & 1)
7611             {
7612                 if (args->pointsprite)
7613                     shader_addline(buffer, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", i);
7614                 else if (args->texcoords_initialized & (1u << i))
7615                     shader_addline(buffer, "ffp_texcoord[%u] = %s[%u];\n", i,
7616                             legacy_syntax ? "gl_TexCoord" : "ffp_varying_texcoord", i);
7617                 else
7618                     shader_addline(buffer, "ffp_texcoord[%u] = vec4(0.0);\n", i);
7619                 shader_addline(buffer, "vec4 T%u = ffp_texcoord[%u];\n", i, i);
7620             }
7621         }
7622 
7623         if (legacy_syntax)
7624             shader_addline(buffer, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
7625     }
7626 
7627     /* Pack 3.0 inputs */
7628     if (reg_maps->shader_version.major >= 3)
7629         shader_glsl_input_pack(shader, buffer, &shader->input_signature, reg_maps, args, gl_info,
7630                 reg_maps->shader_version.major >= 4);
7631 
7632     /* Base Shader Body */
7633     if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL)))
7634         return 0;
7635 
7636     /* In SM4+ the shader epilogue is generated by the "ret" instruction. */
7637     if (reg_maps->shader_version.major < 4)
7638         shader_glsl_generate_ps_epilogue(gl_info, buffer, shader, args);
7639 
7640     shader_addline(buffer, "}\n");
7641 
7642     shader_id = GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER));
7643     TRACE("Compiling shader object %u.\n", shader_id);
7644     shader_glsl_compile(gl_info, shader_id, buffer->buffer);
7645 
7646     return shader_id;
7647 }
7648 
7649 static void shader_glsl_generate_vs_epilogue(const struct wined3d_gl_info *gl_info,
7650         struct wined3d_string_buffer *buffer, const struct wined3d_shader *shader,
7651         const struct vs_compile_args *args)
7652 {
7653     const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
7654     const BOOL legacy_syntax = needs_legacy_glsl_syntax(gl_info);
7655     unsigned int i;
7656 
7657     /* Unpack outputs. */
7658     shader_addline(buffer, "setup_vs_output(vs_out);\n");
7659 
7660     /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
7661      * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
7662      * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
7663      * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0).
7664      */
7665     if (reg_maps->shader_version.major < 3)
7666     {
7667         if (args->fog_src == VS_FOG_Z)
7668             shader_addline(buffer, "%s = gl_Position.z;\n",
7669                     legacy_syntax ? "gl_FogFragCoord" : "ffp_varying_fogcoord");
7670         else if (!reg_maps->fog)
7671             shader_addline(buffer, "%s = 0.0;\n",
7672                     legacy_syntax ? "gl_FogFragCoord" : "ffp_varying_fogcoord");
7673     }
7674 
7675     /* We always store the clipplanes without y inversion. */
7676     if (args->clip_enabled)
7677     {
7678         if (legacy_syntax)
7679             shader_addline(buffer, "gl_ClipVertex = gl_Position;\n");
7680         else
7681             for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
7682                 shader_addline(buffer, "gl_ClipDistance[%u] = dot(gl_Position, clip_planes[%u]);\n", i, i);
7683     }
7684 
7685     if (args->point_size && !args->per_vertex_point_size)
7686         shader_addline(buffer, "gl_PointSize = clamp(ffp_point.size, ffp_point.size_min, ffp_point.size_max);\n");
7687 
7688     if (args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL && !gl_info->supported[ARB_CLIP_CONTROL])
7689         shader_glsl_fixup_position(buffer, FALSE);
7690 }
7691 
7692 /* Context activation is done by the caller. */
7693 static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context,
7694         struct shader_glsl_priv *priv, const struct wined3d_shader *shader, const struct vs_compile_args *args)
7695 {
7696     struct wined3d_string_buffer_list *string_buffers = &priv->string_buffers;
7697     const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
7698     const struct wined3d_shader_version *version = &reg_maps->shader_version;
7699     struct wined3d_string_buffer *buffer = &priv->shader_buffer;
7700     const struct wined3d_gl_info *gl_info = context->gl_info;
7701     struct shader_glsl_ctx_priv priv_ctx;
7702     GLuint shader_id;
7703     unsigned int i;
7704 
7705     memset(&priv_ctx, 0, sizeof(priv_ctx));
7706     priv_ctx.cur_vs_args = args;
7707     priv_ctx.string_buffers = string_buffers;
7708 
7709     shader_glsl_add_version_declaration(buffer, gl_info);
7710 
7711     shader_glsl_enable_extensions(buffer, gl_info);
7712     if (gl_info->supported[ARB_DRAW_INSTANCED])
7713         shader_addline(buffer, "#extension GL_ARB_draw_instanced : enable\n");
7714     if (shader_glsl_use_explicit_attrib_location(gl_info))
7715         shader_addline(buffer, "#extension GL_ARB_explicit_attrib_location : enable\n");
7716 
7717     /* Base Declarations */
7718     shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
7719 
7720     for (i = 0; i < shader->input_signature.element_count; ++i)
7721         shader_glsl_declare_generic_vertex_attribute(buffer, gl_info, &shader->input_signature.elements[i]);
7722 
7723     if (args->point_size && !args->per_vertex_point_size)
7724     {
7725         shader_addline(buffer, "uniform struct\n{\n");
7726         shader_addline(buffer, "    float size;\n");
7727         shader_addline(buffer, "    float size_min;\n");
7728         shader_addline(buffer, "    float size_max;\n");
7729         shader_addline(buffer, "} ffp_point;\n");
7730     }
7731 
7732     if (!needs_legacy_glsl_syntax(gl_info))
7733     {
7734         if (args->clip_enabled)
7735             shader_addline(buffer, "uniform vec4 clip_planes[%u];\n", gl_info->limits.user_clip_distances);
7736 
7737         if (version->major < 3)
7738         {
7739             declare_out_varying(gl_info, buffer, args->flatshading, "vec4 ffp_varying_diffuse;\n");
7740             declare_out_varying(gl_info, buffer, args->flatshading, "vec4 ffp_varying_specular;\n");
7741             declare_out_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES);
7742             declare_out_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n");
7743         }
7744     }
7745 
7746     if (version->major < 4)
7747         shader_addline(buffer, "void setup_vs_output(in vec4[%u]);\n", shader->limits->packed_output);
7748 
7749     if (args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL && !gl_info->supported[ARB_CLIP_CONTROL])
7750         shader_addline(buffer, "uniform vec4 pos_fixup;\n");
7751 
7752     if (reg_maps->shader_version.major >= 4)
7753         shader_glsl_generate_sm4_output_setup(priv, shader, args->next_shader_input_count,
7754                 gl_info, args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL, args->interpolation_mode);
7755 
7756     shader_addline(buffer, "void main()\n{\n");
7757 
7758     if (reg_maps->input_rel_addressing)
7759     {
7760         unsigned int highest_input_register = wined3d_log2i(reg_maps->input_registers);
7761         shader_addline(buffer, "vec4 vs_in[%u];\n", highest_input_register + 1);
7762         for (i = 0; i < shader->input_signature.element_count; ++i)
7763         {
7764             const struct wined3d_shader_signature_element *e = &shader->input_signature.elements[i];
7765             shader_addline(buffer, "vs_in[%u] = vs_in%u;\n", e->register_idx, e->register_idx);
7766         }
7767     }
7768 
7769     if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL)))
7770         return 0;
7771 
7772     /* In SM4+ the shader epilogue is generated by the "ret" instruction. */
7773     if (reg_maps->shader_version.major < 4)
7774         shader_glsl_generate_vs_epilogue(gl_info, buffer, shader, args);
7775 
7776     shader_addline(buffer, "}\n");
7777 
7778     shader_id = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER));
7779     TRACE("Compiling shader object %u.\n", shader_id);
7780     shader_glsl_compile(gl_info, shader_id, buffer->buffer);
7781 
7782     return shader_id;
7783 }
7784 
7785 static void shader_glsl_generate_default_control_point_phase(const struct wined3d_shader *shader,
7786         struct wined3d_string_buffer *buffer, const struct wined3d_shader_reg_maps *reg_maps)
7787 {
7788     const struct wined3d_shader_signature *output_signature = &shader->output_signature;
7789     char reg_mask[6];
7790     unsigned int i;
7791 
7792     for (i = 0; i < output_signature->element_count; ++i)
7793     {
7794         const struct wined3d_shader_signature_element *output = &output_signature->elements[i];
7795 
7796         shader_glsl_write_mask_to_str(output->mask, reg_mask);
7797         shader_addline(buffer, "shader_out[gl_InvocationID].reg[%u]%s = shader_in[gl_InvocationID].reg[%u]%s;\n",
7798                 output->register_idx, reg_mask, output->register_idx, reg_mask);
7799     }
7800 }
7801 
7802 static HRESULT shader_glsl_generate_shader_phase(const struct wined3d_shader *shader,
7803         struct wined3d_string_buffer *buffer, const struct wined3d_shader_reg_maps *reg_maps,
7804         struct shader_glsl_ctx_priv *priv_ctx, const struct wined3d_shader_phase *phase,
7805         const char *phase_name, unsigned phase_idx)
7806 {
7807     unsigned int i;
7808     HRESULT hr;
7809 
7810     shader_addline(buffer, "void hs_%s_phase%u(%s)\n{\n",
7811             phase_name, phase_idx, phase->instance_count ? "int phase_instance_id" : "");
7812     for (i = 0; i < phase->temporary_count; ++i)
7813         shader_addline(buffer, "vec4 R%u;\n", i);
7814     hr = shader_generate_code(shader, buffer, reg_maps, priv_ctx, phase->start, phase->end);
7815     shader_addline(buffer, "}\n");
7816     return hr;
7817 }
7818 
7819 static void shader_glsl_generate_shader_phase_invocation(struct wined3d_string_buffer *buffer,
7820         const struct wined3d_shader_phase *phase, const char *phase_name, unsigned int phase_idx)
7821 {
7822     if (phase->instance_count)
7823     {
7824         shader_addline(buffer, "for (int i = 0; i < %u; ++i)\n{\n", phase->instance_count);
7825         shader_addline(buffer, "hs_%s_phase%u(i);\n", phase_name, phase_idx);
7826         shader_addline(buffer, "}\n");
7827     }
7828     else
7829     {
7830         shader_addline(buffer, "hs_%s_phase%u();\n", phase_name, phase_idx);
7831     }
7832 }
7833 
7834 static GLuint shader_glsl_generate_hull_shader(const struct wined3d_context *context,
7835         struct shader_glsl_priv *priv, const struct wined3d_shader *shader)
7836 {
7837     struct wined3d_string_buffer_list *string_buffers = &priv->string_buffers;
7838     const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
7839     struct wined3d_string_buffer *buffer = &priv->shader_buffer;
7840     const struct wined3d_gl_info *gl_info = context->gl_info;
7841     const struct wined3d_hull_shader *hs = &shader->u.hs;
7842     const struct wined3d_shader_phase *phase;
7843     struct shader_glsl_ctx_priv priv_ctx;
7844     GLuint shader_id;
7845     unsigned int i;
7846 
7847     memset(&priv_ctx, 0, sizeof(priv_ctx));
7848     priv_ctx.string_buffers = string_buffers;
7849 
7850     shader_glsl_add_version_declaration(buffer, gl_info);
7851 
7852     shader_glsl_enable_extensions(buffer, gl_info);
7853     shader_addline(buffer, "#extension GL_ARB_tessellation_shader : enable\n");
7854 
7855     shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
7856 
7857     shader_addline(buffer, "layout(vertices = %u) out;\n", hs->output_vertex_count);
7858 
7859     shader_addline(buffer, "in shader_in_out { vec4 reg[%u]; } shader_in[];\n", shader->limits->packed_input);
7860     shader_addline(buffer, "out shader_in_out { vec4 reg[%u]; } shader_out[];\n", shader->limits->packed_output);
7861 
7862     shader_glsl_generate_patch_constant_setup(buffer, &shader->patch_constant_signature, FALSE);
7863 
7864     if (hs->phases.control_point)
7865     {
7866         shader_addline(buffer, "void setup_hs_output(in vec4 outputs[%u])\n{\n",
7867                 shader->limits->packed_output);
7868         shader_glsl_setup_sm4_shader_output(priv, shader->limits->packed_output, &shader->output_signature,
7869                 &shader->reg_maps, "shader_out[gl_InvocationID]", FALSE);
7870         shader_addline(buffer, "}\n");
7871     }
7872 
7873     shader_addline(buffer, "void hs_control_point_phase()\n{\n");
7874     if ((phase = hs->phases.control_point))
7875     {
7876         for (i = 0; i < phase->temporary_count; ++i)
7877             shader_addline(buffer, "vec4 R%u;\n", i);
7878         if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, phase->start, phase->end)))
7879             return 0;
7880         shader_addline(buffer, "setup_hs_output(hs_out);\n");
7881     }
7882     else
7883     {
7884         shader_glsl_generate_default_control_point_phase(shader, buffer, reg_maps);
7885     }
7886     shader_addline(buffer, "}\n");
7887 
7888     for (i = 0; i < hs->phases.fork_count; ++i)
7889     {
7890         if (FAILED(shader_glsl_generate_shader_phase(shader, buffer, reg_maps, &priv_ctx,
7891                 &hs->phases.fork[i], "fork", i)))
7892             return 0;
7893     }
7894 
7895     for (i = 0; i < hs->phases.join_count; ++i)
7896     {
7897         if (FAILED(shader_glsl_generate_shader_phase(shader, buffer, reg_maps, &priv_ctx,
7898                 &hs->phases.join[i], "join", i)))
7899             return 0;
7900     }
7901 
7902     shader_addline(buffer, "void main()\n{\n");
7903     shader_addline(buffer, "hs_control_point_phase();\n");
7904     if (reg_maps->vocp)
7905         shader_addline(buffer, "barrier();\n");
7906     for (i = 0; i < hs->phases.fork_count; ++i)
7907         shader_glsl_generate_shader_phase_invocation(buffer, &hs->phases.fork[i], "fork", i);
7908     for (i = 0; i < hs->phases.join_count; ++i)
7909         shader_glsl_generate_shader_phase_invocation(buffer, &hs->phases.join[i], "join", i);
7910     shader_addline(buffer, "setup_patch_constant_output();\n");
7911     shader_addline(buffer, "}\n");
7912 
7913     shader_id = GL_EXTCALL(glCreateShader(GL_TESS_CONTROL_SHADER));
7914     TRACE("Compiling shader object %u.\n", shader_id);
7915     shader_glsl_compile(gl_info, shader_id, buffer->buffer);
7916 
7917     return shader_id;
7918 }
7919 
7920 static void shader_glsl_generate_ds_epilogue(const struct wined3d_gl_info *gl_info,
7921         struct wined3d_string_buffer *buffer, const struct wined3d_shader *shader,
7922         const struct ds_compile_args *args)
7923 {
7924     shader_addline(buffer, "setup_ds_output(ds_out);\n");
7925 
7926     if (args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL && !gl_info->supported[ARB_CLIP_CONTROL])
7927         shader_glsl_fixup_position(buffer, FALSE);
7928 }
7929 
7930 static GLuint shader_glsl_generate_domain_shader(const struct wined3d_context *context,
7931         struct shader_glsl_priv *priv, const struct wined3d_shader *shader, const struct ds_compile_args *args)
7932 {
7933     struct wined3d_string_buffer_list *string_buffers = &priv->string_buffers;
7934     const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
7935     struct wined3d_string_buffer *buffer = &priv->shader_buffer;
7936     const struct wined3d_gl_info *gl_info = context->gl_info;
7937     struct shader_glsl_ctx_priv priv_ctx;
7938     GLuint shader_id;
7939 
7940     memset(&priv_ctx, 0, sizeof(priv_ctx));
7941     priv_ctx.cur_ds_args = args;
7942     priv_ctx.string_buffers = string_buffers;
7943 
7944     shader_glsl_add_version_declaration(buffer, gl_info);
7945 
7946     shader_glsl_enable_extensions(buffer, gl_info);
7947     shader_addline(buffer, "#extension GL_ARB_tessellation_shader : enable\n");
7948 
7949     shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
7950 
7951     shader_addline(buffer, "layout(");
7952     switch (shader->u.ds.tessellator_domain)
7953     {
7954         case WINED3D_TESSELLATOR_DOMAIN_LINE:
7955             shader_addline(buffer, "isolines");
7956             break;
7957         case WINED3D_TESSELLATOR_DOMAIN_QUAD:
7958             shader_addline(buffer, "quads");
7959             break;
7960         case WINED3D_TESSELLATOR_DOMAIN_TRIANGLE:
7961             shader_addline(buffer, "triangles");
7962             break;
7963     }
7964     switch (args->tessellator_output_primitive)
7965     {
7966         case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW:
7967             if (args->render_offscreen)
7968                 shader_addline(buffer, ", ccw");
7969             else
7970                 shader_addline(buffer, ", cw");
7971             break;
7972         case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW:
7973             if (args->render_offscreen)
7974                 shader_addline(buffer, ", cw");
7975             else
7976                 shader_addline(buffer, ", ccw");
7977             break;
7978         case WINED3D_TESSELLATOR_OUTPUT_POINT:
7979             shader_addline(buffer, ", point_mode");
7980             break;
7981         case WINED3D_TESSELLATOR_OUTPUT_LINE:
7982             break;
7983     }
7984     switch (args->tessellator_partitioning)
7985     {
7986         case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD:
7987             shader_addline(buffer, ", fractional_odd_spacing");
7988             break;
7989         case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN:
7990             shader_addline(buffer, ", fractional_even_spacing");
7991             break;
7992         case WINED3D_TESSELLATOR_PARTITIONING_INTEGER:
7993         case WINED3D_TESSELLATOR_PARTITIONING_POW2:
7994             shader_addline(buffer, ", equal_spacing");
7995             break;
7996     }
7997     shader_addline(buffer, ") in;\n");
7998 
7999     shader_addline(buffer, "in shader_in_out { vec4 reg[%u]; } shader_in[];\n", shader->limits->packed_input);
8000 
8001     if (args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL && !gl_info->supported[ARB_CLIP_CONTROL])
8002         shader_addline(buffer, "uniform vec4 pos_fixup;\n");
8003 
8004     shader_glsl_generate_sm4_output_setup(priv, shader, args->output_count, gl_info,
8005             args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL, args->interpolation_mode);
8006     shader_glsl_generate_patch_constant_setup(buffer, &shader->patch_constant_signature, TRUE);
8007 
8008     shader_addline(buffer, "void main()\n{\n");
8009     shader_addline(buffer, "setup_patch_constant_input();\n");
8010 
8011     if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL)))
8012         return 0;
8013 
8014     shader_addline(buffer, "}\n");
8015 
8016     shader_id = GL_EXTCALL(glCreateShader(GL_TESS_EVALUATION_SHADER));
8017     TRACE("Compiling shader object %u.\n", shader_id);
8018     shader_glsl_compile(gl_info, shader_id, buffer->buffer);
8019 
8020     return shader_id;
8021 }
8022 
8023 /* Context activation is done by the caller. */
8024 static GLuint shader_glsl_generate_geometry_shader(const struct wined3d_context *context,
8025         struct shader_glsl_priv *priv, const struct wined3d_shader *shader, const struct gs_compile_args *args)
8026 {
8027     struct wined3d_string_buffer_list *string_buffers = &priv->string_buffers;
8028     const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
8029     struct wined3d_string_buffer *buffer = &priv->shader_buffer;
8030     const struct wined3d_gl_info *gl_info = context->gl_info;
8031     const struct wined3d_shader_signature_element *output;
8032     enum wined3d_primitive_type primitive_type;
8033     struct shader_glsl_ctx_priv priv_ctx;
8034     unsigned int max_vertices;
8035     unsigned int i, j;
8036     GLuint shader_id;
8037 
8038     memset(&priv_ctx, 0, sizeof(priv_ctx));
8039     priv_ctx.string_buffers = string_buffers;
8040 
8041     shader_glsl_add_version_declaration(buffer, gl_info);
8042 
8043     shader_glsl_enable_extensions(buffer, gl_info);
8044 
8045     shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
8046 
8047     primitive_type = shader->u.gs.input_type ? shader->u.gs.input_type : args->primitive_type;
8048     shader_addline(buffer, "layout(%s", glsl_primitive_type_from_d3d(primitive_type));
8049     if (shader->u.gs.instance_count > 1)
8050         shader_addline(buffer, ", invocations = %u", shader->u.gs.instance_count);
8051     shader_addline(buffer, ") in;\n");
8052 
8053     primitive_type = shader->u.gs.output_type ? shader->u.gs.output_type : args->primitive_type;
8054     if (!(max_vertices = shader->u.gs.vertices_out))
8055     {
8056         switch (args->primitive_type)
8057         {
8058             case WINED3D_PT_POINTLIST:
8059                 max_vertices = 1;
8060                 break;
8061             case WINED3D_PT_LINELIST:
8062                 max_vertices = 2;
8063                 break;
8064             case WINED3D_PT_TRIANGLELIST:
8065                 max_vertices = 3;
8066                 break;
8067             default:
8068                 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(args->primitive_type));
8069                 break;
8070         }
8071     }
8072     shader_addline(buffer, "layout(%s, max_vertices = %u) out;\n",
8073             glsl_primitive_type_from_d3d(primitive_type), max_vertices);
8074     shader_addline(buffer, "in shader_in_out { vec4 reg[%u]; } shader_in[];\n", shader->limits->packed_input);
8075 
8076     if (!gl_info->supported[ARB_CLIP_CONTROL])
8077     {
8078         shader_addline(buffer, "uniform vec4 pos_fixup");
8079         if (reg_maps->viewport_array)
8080             shader_addline(buffer, "[%u]", WINED3D_MAX_VIEWPORTS);
8081         shader_addline(buffer, ";\n");
8082     }
8083 
8084     if (is_rasterization_disabled(shader))
8085     {
8086         shader_glsl_generate_stream_output_setup(priv, shader, &shader->u.gs.so_desc);
8087     }
8088     else
8089     {
8090         shader_glsl_generate_sm4_output_setup(priv, shader, args->output_count,
8091                 gl_info, TRUE, args->interpolation_mode);
8092     }
8093 
8094     shader_addline(buffer, "void main()\n{\n");
8095     if (shader->function)
8096     {
8097         if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL)))
8098             return 0;
8099     }
8100     else
8101     {
8102         for (i = 0; i < max_vertices; ++i)
8103         {
8104             for (j = 0; j < shader->output_signature.element_count; ++j)
8105             {
8106                 output = &shader->output_signature.elements[j];
8107                 shader_addline(buffer, "gs_out[%u] = shader_in[%u].reg[%u];\n",
8108                         output->register_idx, i, output->register_idx);
8109             }
8110             shader_addline(buffer, "setup_gs_output(gs_out);\n");
8111             if (!gl_info->supported[ARB_CLIP_CONTROL])
8112                 shader_glsl_fixup_position(buffer, FALSE);
8113             shader_addline(buffer, "EmitVertex();\n");
8114         }
8115     }
8116     shader_addline(buffer, "}\n");
8117 
8118     shader_id = GL_EXTCALL(glCreateShader(GL_GEOMETRY_SHADER));
8119     TRACE("Compiling shader object %u.\n", shader_id);
8120     shader_glsl_compile(gl_info, shader_id, buffer->buffer);
8121 
8122     return shader_id;
8123 }
8124 
8125 static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_context *ctx)
8126 {
8127     const struct shader_glsl_ctx_priv *priv = ctx->backend_data;
8128     const struct wined3d_gl_info *gl_info = ctx->gl_info;
8129     struct wined3d_string_buffer *buffer = ctx->buffer;
8130     const struct wined3d_shader *shader = ctx->shader;
8131 
8132     switch (shader->reg_maps.shader_version.type)
8133     {
8134         case WINED3D_SHADER_TYPE_PIXEL:
8135             shader_glsl_generate_ps_epilogue(gl_info, buffer, shader, priv->cur_ps_args);
8136             break;
8137         case WINED3D_SHADER_TYPE_VERTEX:
8138             shader_glsl_generate_vs_epilogue(gl_info, buffer, shader, priv->cur_vs_args);
8139             break;
8140         case WINED3D_SHADER_TYPE_DOMAIN:
8141             shader_glsl_generate_ds_epilogue(gl_info, buffer, shader, priv->cur_ds_args);
8142             break;
8143         case WINED3D_SHADER_TYPE_GEOMETRY:
8144         case WINED3D_SHADER_TYPE_COMPUTE:
8145             break;
8146         default:
8147             FIXME("Unhandled shader type %#x.\n", shader->reg_maps.shader_version.type);
8148             break;
8149     }
8150 }
8151 
8152 /* Context activation is done by the caller. */
8153 static GLuint shader_glsl_generate_compute_shader(const struct wined3d_context *context,
8154         struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers,
8155         const struct wined3d_shader *shader)
8156 {
8157     const struct wined3d_shader_thread_group_size *thread_group_size = &shader->u.cs.thread_group_size;
8158     const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
8159     const struct wined3d_gl_info *gl_info = context->gl_info;
8160     struct shader_glsl_ctx_priv priv_ctx;
8161     GLuint shader_id;
8162     unsigned int i;
8163 
8164     memset(&priv_ctx, 0, sizeof(priv_ctx));
8165     priv_ctx.string_buffers = string_buffers;
8166 
8167     shader_glsl_add_version_declaration(buffer, gl_info);
8168 
8169     shader_glsl_enable_extensions(buffer, gl_info);
8170     shader_addline(buffer, "#extension GL_ARB_compute_shader : enable\n");
8171 
8172     shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
8173 
8174     for (i = 0; i < reg_maps->tgsm_count; ++i)
8175     {
8176         if (reg_maps->tgsm[i].size)
8177             shader_addline(buffer, "shared uint cs_g%u[%u];\n", i, reg_maps->tgsm[i].size);
8178     }
8179 
8180     shader_addline(buffer, "layout(local_size_x = %u, local_size_y = %u, local_size_z = %u) in;\n",
8181             thread_group_size->x, thread_group_size->y, thread_group_size->z);
8182 
8183     shader_addline(buffer, "void main()\n{\n");
8184     shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL);
8185     shader_addline(buffer, "}\n");
8186 
8187     shader_id = GL_EXTCALL(glCreateShader(GL_COMPUTE_SHADER));
8188     TRACE("Compiling shader object %u.\n", shader_id);
8189     shader_glsl_compile(gl_info, shader_id, buffer->buffer);
8190 
8191     return shader_id;
8192 }
8193 
8194 static GLuint find_glsl_pshader(const struct wined3d_context *context,
8195         struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers,
8196         struct wined3d_shader *shader,
8197         const struct ps_compile_args *args, const struct ps_np2fixup_info **np2fixup_info)
8198 {
8199     struct glsl_ps_compiled_shader *gl_shaders, *new_array;
8200     struct glsl_shader_private *shader_data;
8201     struct ps_np2fixup_info *np2fixup;
8202     UINT i;
8203     DWORD new_size;
8204     GLuint ret;
8205 
8206     if (!shader->backend_data)
8207     {
8208         if (!(shader->backend_data = heap_alloc_zero(sizeof(*shader_data))))
8209         {
8210             ERR("Failed to allocate backend data.\n");
8211             return 0;
8212         }
8213     }
8214     shader_data = shader->backend_data;
8215     gl_shaders = shader_data->gl_shaders.ps;
8216 
8217     /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
8218      * so a linear search is more performant than a hashmap or a binary search
8219      * (cache coherency etc)
8220      */
8221     for (i = 0; i < shader_data->num_gl_shaders; ++i)
8222     {
8223         if (!memcmp(&gl_shaders[i].args, args, sizeof(*args)))
8224         {
8225             if (args->np2_fixup)
8226                 *np2fixup_info = &gl_shaders[i].np2fixup;
8227             return gl_shaders[i].id;
8228         }
8229     }
8230 
8231     TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
8232     if (shader_data->shader_array_size == shader_data->num_gl_shaders)
8233     {
8234         if (shader_data->num_gl_shaders)
8235         {
8236             new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
8237             new_array = heap_realloc(shader_data->gl_shaders.ps, new_size * sizeof(*gl_shaders));
8238         }
8239         else
8240         {
8241             new_array = heap_alloc(sizeof(*gl_shaders));
8242             new_size = 1;
8243         }
8244 
8245         if(!new_array) {
8246             ERR("Out of memory\n");
8247             return 0;
8248         }
8249         shader_data->gl_shaders.ps = new_array;
8250         shader_data->shader_array_size = new_size;
8251         gl_shaders = new_array;
8252     }
8253 
8254     gl_shaders[shader_data->num_gl_shaders].args = *args;
8255 
8256     np2fixup = &gl_shaders[shader_data->num_gl_shaders].np2fixup;
8257     memset(np2fixup, 0, sizeof(*np2fixup));
8258     *np2fixup_info = args->np2_fixup ? np2fixup : NULL;
8259 
8260     pixelshader_update_resource_types(shader, args->tex_types);
8261 
8262     string_buffer_clear(buffer);
8263     ret = shader_glsl_generate_pshader(context, buffer, string_buffers, shader, args, np2fixup);
8264     gl_shaders[shader_data->num_gl_shaders++].id = ret;
8265 
8266     return ret;
8267 }
8268 
8269 static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const struct vs_compile_args *new,
8270         const DWORD use_map)
8271 {
8272     if((stored->swizzle_map & use_map) != new->swizzle_map) return FALSE;
8273     if((stored->clip_enabled) != new->clip_enabled) return FALSE;
8274     if (stored->point_size != new->point_size)
8275         return FALSE;
8276     if (stored->per_vertex_point_size != new->per_vertex_point_size)
8277         return FALSE;
8278     if (stored->flatshading != new->flatshading)
8279         return FALSE;
8280     if (stored->next_shader_type != new->next_shader_type)
8281         return FALSE;
8282     if (stored->next_shader_input_count != new->next_shader_input_count)
8283         return FALSE;
8284     return stored->fog_src == new->fog_src;
8285 }
8286 
8287 static GLuint find_glsl_vshader(const struct wined3d_context *context, struct shader_glsl_priv *priv,
8288         struct wined3d_shader *shader, const struct vs_compile_args *args)
8289 {
8290     UINT i;
8291     DWORD new_size;
8292     DWORD use_map = context->stream_info.use_map;
8293     struct glsl_vs_compiled_shader *gl_shaders, *new_array;
8294     struct glsl_shader_private *shader_data;
8295     GLuint ret;
8296 
8297     if (!shader->backend_data)
8298     {
8299         if (!(shader->backend_data = heap_alloc_zero(sizeof(*shader_data))))
8300         {
8301             ERR("Failed to allocate backend data.\n");
8302             return 0;
8303         }
8304     }
8305     shader_data = shader->backend_data;
8306     gl_shaders = shader_data->gl_shaders.vs;
8307 
8308     /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
8309      * so a linear search is more performant than a hashmap or a binary search
8310      * (cache coherency etc)
8311      */
8312     for (i = 0; i < shader_data->num_gl_shaders; ++i)
8313     {
8314         if (vs_args_equal(&gl_shaders[i].args, args, use_map))
8315             return gl_shaders[i].id;
8316     }
8317 
8318     TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
8319 
8320     if (shader_data->shader_array_size == shader_data->num_gl_shaders)
8321     {
8322         if (shader_data->num_gl_shaders)
8323         {
8324             new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
8325             new_array = heap_realloc(shader_data->gl_shaders.vs, new_size * sizeof(*gl_shaders));
8326         }
8327         else
8328         {
8329             new_array = heap_alloc(sizeof(*gl_shaders));
8330             new_size = 1;
8331         }
8332 
8333         if(!new_array) {
8334             ERR("Out of memory\n");
8335             return 0;
8336         }
8337         shader_data->gl_shaders.vs = new_array;
8338         shader_data->shader_array_size = new_size;
8339         gl_shaders = new_array;
8340     }
8341 
8342     gl_shaders[shader_data->num_gl_shaders].args = *args;
8343 
8344     string_buffer_clear(&priv->shader_buffer);
8345     ret = shader_glsl_generate_vshader(context, priv, shader, args);
8346     gl_shaders[shader_data->num_gl_shaders++].id = ret;
8347 
8348     return ret;
8349 }
8350 
8351 static GLuint find_glsl_hull_shader(const struct wined3d_context *context,
8352         struct shader_glsl_priv *priv, struct wined3d_shader *shader)
8353 {
8354     struct glsl_hs_compiled_shader *gl_shaders, *new_array;
8355     struct glsl_shader_private *shader_data;
8356     unsigned int new_size;
8357     GLuint ret;
8358 
8359     if (!shader->backend_data)
8360     {
8361         if (!(shader->backend_data = heap_alloc_zero(sizeof(*shader_data))))
8362         {
8363             ERR("Failed to allocate backend data.\n");
8364             return 0;
8365         }
8366     }
8367     shader_data = shader->backend_data;
8368     gl_shaders = shader_data->gl_shaders.hs;
8369 
8370     if (shader_data->num_gl_shaders > 0)
8371     {
8372         assert(shader_data->num_gl_shaders == 1);
8373         return gl_shaders[0].id;
8374     }
8375 
8376     TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
8377 
8378     assert(!shader_data->gl_shaders.hs);
8379     new_size = 1;
8380     if (!(new_array = heap_alloc(sizeof(*new_array))))
8381     {
8382         ERR("Failed to allocate GL shaders array.\n");
8383         return 0;
8384     }
8385     shader_data->gl_shaders.hs = new_array;
8386     shader_data->shader_array_size = new_size;
8387     gl_shaders = new_array;
8388 
8389     string_buffer_clear(&priv->shader_buffer);
8390     ret = shader_glsl_generate_hull_shader(context, priv, shader);
8391     gl_shaders[shader_data->num_gl_shaders++].id = ret;
8392 
8393     return ret;
8394 }
8395 
8396 static GLuint find_glsl_domain_shader(const struct wined3d_context *context,
8397         struct shader_glsl_priv *priv, struct wined3d_shader *shader, const struct ds_compile_args *args)
8398 {
8399     struct glsl_ds_compiled_shader *gl_shaders, *new_array;
8400     struct glsl_shader_private *shader_data;
8401     unsigned int i, new_size;
8402     GLuint ret;
8403 
8404     if (!shader->backend_data)
8405     {
8406         if (!(shader->backend_data = heap_alloc_zero(sizeof(*shader_data))))
8407         {
8408             ERR("Failed to allocate backend data.\n");
8409             return 0;
8410         }
8411     }
8412     shader_data = shader->backend_data;
8413     gl_shaders = shader_data->gl_shaders.ds;
8414 
8415     for (i = 0; i < shader_data->num_gl_shaders; ++i)
8416     {
8417         if (!memcmp(&gl_shaders[i].args, args, sizeof(*args)))
8418             return gl_shaders[i].id;
8419     }
8420 
8421     TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
8422 
8423     if (shader_data->num_gl_shaders)
8424     {
8425         new_size = shader_data->shader_array_size + 1;
8426         new_array = heap_realloc(shader_data->gl_shaders.ds, new_size * sizeof(*new_array));
8427     }
8428     else
8429     {
8430         new_array = heap_alloc(sizeof(*new_array));
8431         new_size = 1;
8432     }
8433 
8434     if (!new_array)
8435     {
8436         ERR("Failed to allocate GL shaders array.\n");
8437         return 0;
8438     }
8439     shader_data->gl_shaders.ds = new_array;
8440     shader_data->shader_array_size = new_size;
8441     gl_shaders = new_array;
8442 
8443     string_buffer_clear(&priv->shader_buffer);
8444     ret = shader_glsl_generate_domain_shader(context, priv, shader, args);
8445     gl_shaders[shader_data->num_gl_shaders].args = *args;
8446     gl_shaders[shader_data->num_gl_shaders++].id = ret;
8447 
8448     return ret;
8449 }
8450 
8451 static GLuint find_glsl_geometry_shader(const struct wined3d_context *context,
8452         struct shader_glsl_priv *priv, struct wined3d_shader *shader, const struct gs_compile_args *args)
8453 {
8454     struct glsl_gs_compiled_shader *gl_shaders, *new_array;
8455     struct glsl_shader_private *shader_data;
8456     unsigned int i, new_size;
8457     GLuint ret;
8458 
8459     if (!shader->backend_data)
8460     {
8461         if (!(shader->backend_data = heap_alloc_zero(sizeof(*shader_data))))
8462         {
8463             ERR("Failed to allocate backend data.\n");
8464             return 0;
8465         }
8466     }
8467     shader_data = shader->backend_data;
8468     gl_shaders = shader_data->gl_shaders.gs;
8469 
8470     for (i = 0; i < shader_data->num_gl_shaders; ++i)
8471     {
8472         if (!memcmp(&gl_shaders[i].args, args, sizeof(*args)))
8473             return gl_shaders[i].id;
8474     }
8475 
8476     TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
8477 
8478     if (shader_data->num_gl_shaders)
8479     {
8480         new_size = shader_data->shader_array_size + 1;
8481         new_array = heap_realloc(shader_data->gl_shaders.gs, new_size * sizeof(*new_array));
8482     }
8483     else
8484     {
8485         new_array = heap_alloc(sizeof(*new_array));
8486         new_size = 1;
8487     }
8488 
8489     if (!new_array)
8490     {
8491         ERR("Failed to allocate GL shaders array.\n");
8492         return 0;
8493     }
8494     shader_data->gl_shaders.gs = new_array;
8495     shader_data->shader_array_size = new_size;
8496     gl_shaders = new_array;
8497 
8498     string_buffer_clear(&priv->shader_buffer);
8499     ret = shader_glsl_generate_geometry_shader(context, priv, shader, args);
8500     gl_shaders[shader_data->num_gl_shaders].args = *args;
8501     gl_shaders[shader_data->num_gl_shaders++].id = ret;
8502 
8503     return ret;
8504 }
8505 
8506 static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs, const char *material)
8507 {
8508     switch (mcs)
8509     {
8510         case WINED3D_MCS_MATERIAL:
8511             return material;
8512         case WINED3D_MCS_COLOR1:
8513             return "ffp_attrib_diffuse";
8514         case WINED3D_MCS_COLOR2:
8515             return "ffp_attrib_specular";
8516         default:
8517             ERR("Invalid material color source %#x.\n", mcs);
8518             return "<invalid>";
8519     }
8520 }
8521 
8522 static void shader_glsl_ffp_vertex_lighting_footer(struct wined3d_string_buffer *buffer,
8523         const struct wined3d_ffp_vs_settings *settings, unsigned int idx)
8524 {
8525     shader_addline(buffer, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
8526             " * ffp_light[%u].diffuse.xyz * att;\n", idx);
8527     if (settings->localviewer)
8528         shader_addline(buffer, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
8529     else
8530         shader_addline(buffer, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
8531     shader_addline(buffer, "if (dot(dir, normal) > 0.0 && t > 0.0) specular +="
8532             " pow(t, ffp_material.shininess) * ffp_light[%u].specular * att;\n", idx);
8533 }
8534 
8535 static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer,
8536         const struct wined3d_ffp_vs_settings *settings, BOOL legacy_lighting)
8537 {
8538     const char *diffuse, *specular, *emissive, *ambient;
8539     unsigned int i, idx;
8540 
8541     if (!settings->lighting)
8542     {
8543         shader_addline(buffer, "ffp_varying_diffuse = ffp_attrib_diffuse;\n");
8544         shader_addline(buffer, "ffp_varying_specular = ffp_attrib_specular;\n");
8545         return;
8546     }
8547 
8548     shader_addline(buffer, "vec3 ambient = ffp_light_ambient;\n");
8549     shader_addline(buffer, "vec3 diffuse = vec3(0.0);\n");
8550     shader_addline(buffer, "vec4 specular = vec4(0.0);\n");
8551     shader_addline(buffer, "vec3 dir, dst;\n");
8552     shader_addline(buffer, "float att, t;\n");
8553 
8554     ambient = shader_glsl_ffp_mcs(settings->ambient_source, "ffp_material.ambient");
8555     diffuse = shader_glsl_ffp_mcs(settings->diffuse_source, "ffp_material.diffuse");
8556     specular = shader_glsl_ffp_mcs(settings->specular_source, "ffp_material.specular");
8557     emissive = shader_glsl_ffp_mcs(settings->emissive_source, "ffp_material.emissive");
8558 
8559     idx = 0;
8560     for (i = 0; i < settings->point_light_count; ++i, ++idx)
8561     {
8562         shader_addline(buffer, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", idx);
8563         shader_addline(buffer, "dst.z = dot(dir, dir);\n");
8564         shader_addline(buffer, "dst.y = sqrt(dst.z);\n");
8565         shader_addline(buffer, "dst.x = 1.0;\n");
8566         if (legacy_lighting)
8567         {
8568             shader_addline(buffer, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", idx, idx);
8569             shader_addline(buffer, "dst.z = dst.y * dst.y;\n");
8570             shader_addline(buffer, "if (dst.y > 0.0)\n{\n");
8571         }
8572         else
8573         {
8574             shader_addline(buffer, "if (dst.y <= ffp_light[%u].range)\n{\n", idx);
8575         }
8576         shader_addline(buffer, "att = dot(dst.xyz, vec3(ffp_light[%u].c_att,"
8577                 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n", idx, idx, idx);
8578         if (!legacy_lighting)
8579             shader_addline(buffer, "att = 1.0 / att;\n");
8580         shader_addline(buffer, "ambient += ffp_light[%u].ambient.xyz * att;\n", idx);
8581         if (!settings->normal)
8582         {
8583             shader_addline(buffer, "}\n");
8584             continue;
8585         }
8586         shader_addline(buffer, "dir = normalize(dir);\n");
8587         shader_glsl_ffp_vertex_lighting_footer(buffer, settings, idx);
8588         shader_addline(buffer, "}\n");
8589     }
8590 
8591     for (i = 0; i < settings->spot_light_count; ++i, ++idx)
8592     {
8593         shader_addline(buffer, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", idx);
8594         shader_addline(buffer, "dst.z = dot(dir, dir);\n");
8595         shader_addline(buffer, "dst.y = sqrt(dst.z);\n");
8596         shader_addline(buffer, "dst.x = 1.0;\n");
8597         if (legacy_lighting)
8598         {
8599             shader_addline(buffer, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", idx, idx);
8600             shader_addline(buffer, "dst.z = dst.y * dst.y;\n");
8601             shader_addline(buffer, "if (dst.y > 0.0)\n{\n");
8602         }
8603         else
8604         {
8605             shader_addline(buffer, "if (dst.y <= ffp_light[%u].range)\n{\n", idx);
8606         }
8607         shader_addline(buffer, "dir = normalize(dir);\n");
8608         shader_addline(buffer, "t = dot(-dir, normalize(ffp_light[%u].direction));\n", idx);
8609         shader_addline(buffer, "if (t > ffp_light[%u].cos_htheta) att = 1.0;\n", idx);
8610         shader_addline(buffer, "else if (t <= ffp_light[%u].cos_hphi) att = 0.0;\n", idx);
8611         shader_addline(buffer, "else att = pow((t - ffp_light[%u].cos_hphi)"
8612                 " / (ffp_light[%u].cos_htheta - ffp_light[%u].cos_hphi), ffp_light[%u].falloff);\n",
8613                 idx, idx, idx, idx);
8614         if (legacy_lighting)
8615             shader_addline(buffer, "att *= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
8616                     " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
8617                     idx, idx, idx);
8618         else
8619             shader_addline(buffer, "att /= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
8620                     " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
8621                     idx, idx, idx);
8622         shader_addline(buffer, "ambient += ffp_light[%u].ambient.xyz * att;\n", idx);
8623         if (!settings->normal)
8624         {
8625             shader_addline(buffer, "}\n");
8626             continue;
8627         }
8628         shader_glsl_ffp_vertex_lighting_footer(buffer, settings, idx);
8629         shader_addline(buffer, "}\n");
8630     }
8631 
8632     for (i = 0; i < settings->directional_light_count; ++i, ++idx)
8633     {
8634         shader_addline(buffer, "ambient += ffp_light[%u].ambient.xyz;\n", idx);
8635         if (!settings->normal)
8636             continue;
8637         shader_addline(buffer, "att = 1.0;\n");
8638         shader_addline(buffer, "dir = normalize(ffp_light[%u].direction.xyz);\n", idx);
8639         shader_glsl_ffp_vertex_lighting_footer(buffer, settings, idx);
8640     }
8641 
8642     for (i = 0; i < settings->parallel_point_light_count; ++i, ++idx)
8643     {
8644         shader_addline(buffer, "ambient += ffp_light[%u].ambient.xyz;\n", idx);
8645         if (!settings->normal)
8646             continue;
8647         shader_addline(buffer, "att = 1.0;\n");
8648         shader_addline(buffer, "dir = normalize(ffp_light[%u].position.xyz);\n", idx);
8649         shader_glsl_ffp_vertex_lighting_footer(buffer, settings, idx);
8650     }
8651 
8652     shader_addline(buffer, "ffp_varying_diffuse.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n",
8653             ambient, diffuse, emissive);
8654     shader_addline(buffer, "ffp_varying_diffuse.w = %s.w;\n", diffuse);
8655     shader_addline(buffer, "ffp_varying_specular = %s * specular;\n", specular);
8656 }
8657 
8658 /* Context activation is done by the caller. */
8659 static GLuint shader_glsl_generate_ffp_vertex_shader(struct shader_glsl_priv *priv,
8660         const struct wined3d_ffp_vs_settings *settings, const struct wined3d_gl_info *gl_info)
8661 {
8662     static const struct attrib_info
8663     {
8664         const char type[6];
8665         const char name[24];
8666     }
8667     attrib_info[] =
8668     {
8669         {"vec4", "ffp_attrib_position"},        /* WINED3D_FFP_POSITION */
8670         {"vec4", "ffp_attrib_blendweight"},     /* WINED3D_FFP_BLENDWEIGHT */
8671         {"vec4", "ffp_attrib_blendindices"},    /* WINED3D_FFP_BLENDINDICES */
8672         {"vec3", "ffp_attrib_normal"},          /* WINED3D_FFP_NORMAL */
8673         {"float", "ffp_attrib_psize"},          /* WINED3D_FFP_PSIZE */
8674         {"vec4", "ffp_attrib_diffuse"},         /* WINED3D_FFP_DIFFUSE */
8675         {"vec4", "ffp_attrib_specular"},        /* WINED3D_FFP_SPECULAR */
8676     };
8677     const BOOL legacy_syntax = needs_legacy_glsl_syntax(gl_info);
8678     struct wined3d_string_buffer *buffer = &priv->shader_buffer;
8679     BOOL output_legacy_fogcoord = legacy_syntax;
8680     BOOL legacy_lighting = priv->legacy_lighting;
8681     GLuint shader_obj;
8682     unsigned int i;
8683     char var[64];
8684 
8685     string_buffer_clear(buffer);
8686 
8687     shader_glsl_add_version_declaration(buffer, gl_info);
8688 
8689     if (shader_glsl_use_explicit_attrib_location(gl_info))
8690         shader_addline(buffer, "#extension GL_ARB_explicit_attrib_location : enable\n");
8691 
8692     for (i = 0; i < WINED3D_FFP_ATTRIBS_COUNT; ++i)
8693     {
8694         const char *type = i < ARRAY_SIZE(attrib_info) ? attrib_info[i].type : "vec4";
8695 
8696         if (shader_glsl_use_explicit_attrib_location(gl_info))
8697             shader_addline(buffer, "layout(location = %u) ", i);
8698         shader_addline(buffer, "%s %s vs_in%u;\n", get_attribute_keyword(gl_info), type, i);
8699     }
8700     shader_addline(buffer, "\n");
8701 
8702     shader_addline(buffer, "uniform mat4 ffp_modelview_matrix[%u];\n", MAX_VERTEX_INDEX_BLENDS);
8703     shader_addline(buffer, "uniform mat3 ffp_normal_matrix[%u];\n", MAX_VERTEX_INDEX_BLENDS);
8704     shader_addline(buffer, "uniform mat4 ffp_projection_matrix;\n");
8705     shader_addline(buffer, "uniform mat4 ffp_texture_matrix[%u];\n", MAX_TEXTURES);
8706 
8707     shader_addline(buffer, "uniform struct\n{\n");
8708     shader_addline(buffer, "    vec4 emissive;\n");
8709     shader_addline(buffer, "    vec4 ambient;\n");
8710     shader_addline(buffer, "    vec4 diffuse;\n");
8711     shader_addline(buffer, "    vec4 specular;\n");
8712     shader_addline(buffer, "    float shininess;\n");
8713     shader_addline(buffer, "} ffp_material;\n");
8714 
8715     shader_addline(buffer, "uniform vec3 ffp_light_ambient;\n");
8716     shader_addline(buffer, "uniform struct\n{\n");
8717     shader_addline(buffer, "    vec4 diffuse;\n");
8718     shader_addline(buffer, "    vec4 specular;\n");
8719     shader_addline(buffer, "    vec4 ambient;\n");
8720     shader_addline(buffer, "    vec4 position;\n");
8721     shader_addline(buffer, "    vec3 direction;\n");
8722     shader_addline(buffer, "    float range;\n");
8723     shader_addline(buffer, "    float falloff;\n");
8724     shader_addline(buffer, "    float c_att;\n");
8725     shader_addline(buffer, "    float l_att;\n");
8726     shader_addline(buffer, "    float q_att;\n");
8727     shader_addline(buffer, "    float cos_htheta;\n");
8728     shader_addline(buffer, "    float cos_hphi;\n");
8729     shader_addline(buffer, "} ffp_light[%u];\n", MAX_ACTIVE_LIGHTS);
8730 
8731     if (settings->point_size)
8732     {
8733         shader_addline(buffer, "uniform struct\n{\n");
8734         shader_addline(buffer, "    float size;\n");
8735         shader_addline(buffer, "    float size_min;\n");
8736         shader_addline(buffer, "    float size_max;\n");
8737         shader_addline(buffer, "    float c_att;\n");
8738         shader_addline(buffer, "    float l_att;\n");
8739         shader_addline(buffer, "    float q_att;\n");
8740         shader_addline(buffer, "} ffp_point;\n");
8741     }
8742 
8743     if (legacy_syntax)
8744     {
8745         shader_addline(buffer, "vec4 ffp_varying_diffuse;\n");
8746         shader_addline(buffer, "vec4 ffp_varying_specular;\n");
8747         shader_addline(buffer, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES);
8748         shader_addline(buffer, "float ffp_varying_fogcoord;\n");
8749     }
8750     else
8751     {
8752         if (settings->clipping)
8753             shader_addline(buffer, "uniform vec4 clip_planes[%u];\n", gl_info->limits.user_clip_distances);
8754 
8755         declare_out_varying(gl_info, buffer, settings->flatshading, "vec4 ffp_varying_diffuse;\n");
8756         declare_out_varying(gl_info, buffer, settings->flatshading, "vec4 ffp_varying_specular;\n");
8757         declare_out_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES);
8758         declare_out_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n");
8759     }
8760 
8761     shader_addline(buffer, "\nvoid main()\n{\n");
8762     shader_addline(buffer, "float m;\n");
8763     shader_addline(buffer, "vec3 r;\n");
8764 
8765     for (i = 0; i < ARRAY_SIZE(attrib_info); ++i)
8766     {
8767         if (attrib_info[i].name[0])
8768             shader_addline(buffer, "%s %s = vs_in%u%s;\n", attrib_info[i].type, attrib_info[i].name,
8769                     i, settings->swizzle_map & (1u << i) ? ".zyxw" : "");
8770     }
8771     for (i = 0; i < MAX_TEXTURES; ++i)
8772     {
8773         unsigned int coord_idx = settings->texgen[i] & 0x0000ffff;
8774         if ((settings->texgen[i] & 0xffff0000) == WINED3DTSS_TCI_PASSTHRU
8775                 && settings->texcoords & (1u << i))
8776             shader_addline(buffer, "vec4 ffp_attrib_texcoord%u = vs_in%u;\n", i, coord_idx + WINED3D_FFP_TEXCOORD0);
8777     }
8778 
8779     shader_addline(buffer, "ffp_attrib_blendweight[%u] = 1.0;\n", settings->vertexblends);
8780 
8781     if (settings->transformed)
8782     {
8783         shader_addline(buffer, "vec4 ec_pos = vec4(ffp_attrib_position.xyz, 1.0);\n");
8784         shader_addline(buffer, "gl_Position = ffp_projection_matrix * ec_pos;\n");
8785         shader_addline(buffer, "if (ffp_attrib_position.w != 0.0) gl_Position /= ffp_attrib_position.w;\n");
8786     }
8787     else
8788     {
8789         if (!settings->sw_blending)
8790         {
8791             for (i = 0; i < settings->vertexblends; ++i)
8792                 shader_addline(buffer, "ffp_attrib_blendweight[%u] -= ffp_attrib_blendweight[%u];\n", settings->vertexblends, i);
8793 
8794             shader_addline(buffer, "vec4 ec_pos = vec4(0.0);\n");
8795             for (i = 0; i < settings->vertexblends + 1; ++i)
8796             {
8797                 sprintf(var, settings->vb_indices ? "int(ffp_attrib_blendindices[%u] + 0.1)" : "%u", i);
8798                 shader_addline(buffer, "ec_pos += ffp_attrib_blendweight[%u] * (ffp_modelview_matrix[%s] * ffp_attrib_position);\n", i, var);
8799             }
8800         }
8801         else
8802         {
8803             shader_addline(buffer, "vec4 ec_pos = ffp_attrib_position;\n");
8804         }
8805 
8806         shader_addline(buffer, "gl_Position = ffp_projection_matrix * ec_pos;\n");
8807         if (settings->clipping)
8808         {
8809             if (legacy_syntax)
8810                 shader_addline(buffer, "gl_ClipVertex = ec_pos;\n");
8811             else
8812                 for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
8813                     shader_addline(buffer, "gl_ClipDistance[%u] = dot(ec_pos, clip_planes[%u]);\n", i, i);
8814         }
8815         shader_addline(buffer, "ec_pos /= ec_pos.w;\n");
8816     }
8817 
8818     shader_addline(buffer, "vec3 normal = vec3(0.0);\n");
8819     if (settings->normal)
8820     {
8821         if (!settings->sw_blending)
8822         {
8823             for (i = 0; i < settings->vertexblends + 1; ++i)
8824             {
8825                 sprintf(var, settings->vb_indices ? "int(ffp_attrib_blendindices[%u] + 0.1)" : "%u", i);
8826                 shader_addline(buffer, "normal += ffp_attrib_blendweight[%u] * (ffp_normal_matrix[%s] * ffp_attrib_normal);\n", i, var);
8827             }
8828         }
8829         else
8830         {
8831             shader_addline(buffer, "normal = ffp_attrib_normal;\n");
8832         }
8833 
8834         if (settings->normalize)
8835             shader_addline(buffer, "normal = normalize(normal);\n");
8836     }
8837 
8838     shader_glsl_ffp_vertex_lighting(buffer, settings, legacy_lighting);
8839     if (legacy_syntax)
8840     {
8841         shader_addline(buffer, "gl_FrontColor = ffp_varying_diffuse;\n");
8842         shader_addline(buffer, "gl_FrontSecondaryColor = ffp_varying_specular;\n");
8843     }
8844     else
8845     {
8846         shader_addline(buffer, "ffp_varying_diffuse = clamp(ffp_varying_diffuse, 0.0, 1.0);\n");
8847         shader_addline(buffer, "ffp_varying_specular = clamp(ffp_varying_specular, 0.0, 1.0);\n");
8848     }
8849 
8850     for (i = 0; i < MAX_TEXTURES; ++i)
8851     {
8852         BOOL output_legacy_texcoord = legacy_syntax;
8853 
8854         switch (settings->texgen[i] & 0xffff0000)
8855         {
8856             case WINED3DTSS_TCI_PASSTHRU:
8857                 if (settings->texcoords & (1u << i))
8858                     shader_addline(buffer, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ffp_attrib_texcoord%u;\n",
8859                             i, i, i);
8860                 else if (gl_info->limits.glsl_varyings >= wined3d_max_compat_varyings(gl_info))
8861                     shader_addline(buffer, "ffp_varying_texcoord[%u] = vec4(0.0);\n", i);
8862                 else
8863                     output_legacy_texcoord = FALSE;
8864                 break;
8865 
8866             case WINED3DTSS_TCI_CAMERASPACENORMAL:
8867                 shader_addline(buffer, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * vec4(normal, 1.0);\n", i, i);
8868                 break;
8869 
8870             case WINED3DTSS_TCI_CAMERASPACEPOSITION:
8871                 shader_addline(buffer, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ec_pos;\n", i, i);
8872                 break;
8873 
8874             case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
8875                 shader_addline(buffer, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
8876                         " * vec4(reflect(normalize(ec_pos.xyz), normal), 1.0);\n", i, i);
8877                 break;
8878 
8879             case WINED3DTSS_TCI_SPHEREMAP:
8880                 shader_addline(buffer, "r = reflect(normalize(ec_pos.xyz), normal);\n");
8881                 shader_addline(buffer, "m = 2.0 * length(vec3(r.x, r.y, r.z + 1.0));\n");
8882                 shader_addline(buffer, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
8883                         " * vec4(r.x / m + 0.5, r.y / m + 0.5, 0.0, 1.0);\n", i, i);
8884                 break;
8885 
8886             default:
8887                 ERR("Unhandled texgen %#x.\n", settings->texgen[i]);
8888                 break;
8889         }
8890         if (output_legacy_texcoord)
8891             shader_addline(buffer, "gl_TexCoord[%u] = ffp_varying_texcoord[%u];\n", i, i);
8892     }
8893 
8894     switch (settings->fog_mode)
8895     {
8896         case WINED3D_FFP_VS_FOG_OFF:
8897             output_legacy_fogcoord = FALSE;
8898             break;
8899 
8900         case WINED3D_FFP_VS_FOG_FOGCOORD:
8901             shader_addline(buffer, "ffp_varying_fogcoord = ffp_attrib_specular.w * 255.0;\n");
8902             break;
8903 
8904         case WINED3D_FFP_VS_FOG_RANGE:
8905             shader_addline(buffer, "ffp_varying_fogcoord = length(ec_pos.xyz);\n");
8906             break;
8907 
8908         case WINED3D_FFP_VS_FOG_DEPTH:
8909             if (settings->ortho_fog)
8910             {
8911                 if (gl_info->supported[ARB_CLIP_CONTROL])
8912                     shader_addline(buffer, "ffp_varying_fogcoord = gl_Position.z;\n");
8913                 else
8914                     /* Need to undo the [0.0 - 1.0] -> [-1.0 - 1.0] transformation from D3D to GL coordinates. */
8915                     shader_addline(buffer, "ffp_varying_fogcoord = gl_Position.z * 0.5 + 0.5;\n");
8916             }
8917             else if (settings->transformed)
8918             {
8919                 shader_addline(buffer, "ffp_varying_fogcoord = ec_pos.z;\n");
8920             }
8921             else
8922             {
8923                 shader_addline(buffer, "ffp_varying_fogcoord = abs(ec_pos.z);\n");
8924             }
8925             break;
8926 
8927         default:
8928             ERR("Unhandled fog mode %#x.\n", settings->fog_mode);
8929             break;
8930     }
8931     if (output_legacy_fogcoord)
8932         shader_addline(buffer, "gl_FogFragCoord = ffp_varying_fogcoord;\n");
8933 
8934     if (settings->point_size)
8935     {
8936         shader_addline(buffer, "gl_PointSize = %s / sqrt(ffp_point.c_att"
8937                 " + ffp_point.l_att * length(ec_pos.xyz)"
8938                 " + ffp_point.q_att * dot(ec_pos.xyz, ec_pos.xyz));\n",
8939                 settings->per_vertex_point_size ? "ffp_attrib_psize" : "ffp_point.size");
8940         shader_addline(buffer, "gl_PointSize = clamp(gl_PointSize, ffp_point.size_min, ffp_point.size_max);\n");
8941     }
8942 
8943     shader_addline(buffer, "}\n");
8944 
8945     shader_obj = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER));
8946     shader_glsl_compile(gl_info, shader_obj, buffer->buffer);
8947 
8948     return shader_obj;
8949 }
8950 
8951 static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_string_buffer *buffer,
8952         DWORD argnum, unsigned int stage, DWORD arg)
8953 {
8954     const char *ret;
8955 
8956     if (arg == ARG_UNUSED)
8957         return "<unused arg>";
8958 
8959     switch (arg & WINED3DTA_SELECTMASK)
8960     {
8961         case WINED3DTA_DIFFUSE:
8962             ret = "ffp_varying_diffuse";
8963             break;
8964 
8965         case WINED3DTA_CURRENT:
8966             ret = "ret";
8967             break;
8968 
8969         case WINED3DTA_TEXTURE:
8970             switch (stage)
8971             {
8972                 case 0: ret = "tex0"; break;
8973                 case 1: ret = "tex1"; break;
8974                 case 2: ret = "tex2"; break;
8975                 case 3: ret = "tex3"; break;
8976                 case 4: ret = "tex4"; break;
8977                 case 5: ret = "tex5"; break;
8978                 case 6: ret = "tex6"; break;
8979                 case 7: ret = "tex7"; break;
8980                 default:
8981                     ret = "<invalid texture>";
8982                     break;
8983             }
8984             break;
8985 
8986         case WINED3DTA_TFACTOR:
8987             ret = "tex_factor";
8988             break;
8989 
8990         case WINED3DTA_SPECULAR:
8991             ret = "ffp_varying_specular";
8992             break;
8993 
8994         case WINED3DTA_TEMP:
8995             ret = "temp_reg";
8996             break;
8997 
8998         case WINED3DTA_CONSTANT:
8999             switch (stage)
9000             {
9001                 case 0: ret = "tss_const0"; break;
9002                 case 1: ret = "tss_const1"; break;
9003                 case 2: ret = "tss_const2"; break;
9004                 case 3: ret = "tss_const3"; break;
9005                 case 4: ret = "tss_const4"; break;
9006                 case 5: ret = "tss_const5"; break;
9007                 case 6: ret = "tss_const6"; break;
9008                 case 7: ret = "tss_const7"; break;
9009                 default:
9010                     ret = "<invalid constant>";
9011                     break;
9012             }
9013             break;
9014 
9015         default:
9016             return "<unhandled arg>";
9017     }
9018 
9019     if (arg & WINED3DTA_COMPLEMENT)
9020     {
9021         shader_addline(buffer, "arg%u = vec4(1.0) - %s;\n", argnum, ret);
9022         if (argnum == 0)
9023             ret = "arg0";
9024         else if (argnum == 1)
9025             ret = "arg1";
9026         else if (argnum == 2)
9027             ret = "arg2";
9028     }
9029 
9030     if (arg & WINED3DTA_ALPHAREPLICATE)
9031     {
9032         shader_addline(buffer, "arg%u = vec4(%s.w);\n", argnum, ret);
9033         if (argnum == 0)
9034             ret = "arg0";
9035         else if (argnum == 1)
9036             ret = "arg1";
9037         else if (argnum == 2)
9038             ret = "arg2";
9039     }
9040 
9041     return ret;
9042 }
9043 
9044 static void shader_glsl_ffp_fragment_op(struct wined3d_string_buffer *buffer, unsigned int stage, BOOL color,
9045         BOOL alpha, BOOL tmp_dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
9046 {
9047     const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
9048 
9049     if (color && alpha)
9050         dstmask = "";
9051     else if (color)
9052         dstmask = ".xyz";
9053     else
9054         dstmask = ".w";
9055 
9056     dstreg = tmp_dst ? "temp_reg" : "ret";
9057 
9058     arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, dw_arg0);
9059     arg1 = shader_glsl_get_ffp_fragment_op_arg(buffer, 1, stage, dw_arg1);
9060     arg2 = shader_glsl_get_ffp_fragment_op_arg(buffer, 2, stage, dw_arg2);
9061 
9062     switch (op)
9063     {
9064         case WINED3D_TOP_DISABLE:
9065             break;
9066 
9067         case WINED3D_TOP_SELECT_ARG1:
9068             shader_addline(buffer, "%s%s = %s%s;\n", dstreg, dstmask, arg1, dstmask);
9069             break;
9070 
9071         case WINED3D_TOP_SELECT_ARG2:
9072             shader_addline(buffer, "%s%s = %s%s;\n", dstreg, dstmask, arg2, dstmask);
9073             break;
9074 
9075         case WINED3D_TOP_MODULATE:
9076             shader_addline(buffer, "%s%s = %s%s * %s%s;\n", dstreg, dstmask, arg1, dstmask, arg2, dstmask);
9077             break;
9078 
9079         case WINED3D_TOP_MODULATE_4X:
9080             shader_addline(buffer, "%s%s = clamp(%s%s * %s%s * 4.0, 0.0, 1.0);\n",
9081                     dstreg, dstmask, arg1, dstmask, arg2, dstmask);
9082             break;
9083 
9084         case WINED3D_TOP_MODULATE_2X:
9085             shader_addline(buffer, "%s%s = clamp(%s%s * %s%s * 2.0, 0.0, 1.0);\n",
9086                     dstreg, dstmask, arg1, dstmask, arg2, dstmask);
9087             break;
9088 
9089         case WINED3D_TOP_ADD:
9090             shader_addline(buffer, "%s%s = clamp(%s%s + %s%s, 0.0, 1.0);\n",
9091                     dstreg, dstmask, arg1, dstmask, arg2, dstmask);
9092             break;
9093 
9094         case WINED3D_TOP_ADD_SIGNED:
9095             shader_addline(buffer, "%s%s = clamp(%s%s + (%s - vec4(0.5))%s, 0.0, 1.0);\n",
9096                     dstreg, dstmask, arg1, dstmask, arg2, dstmask);
9097             break;
9098 
9099         case WINED3D_TOP_ADD_SIGNED_2X:
9100             shader_addline(buffer, "%s%s = clamp((%s%s + (%s - vec4(0.5))%s) * 2.0, 0.0, 1.0);\n",
9101                     dstreg, dstmask, arg1, dstmask, arg2, dstmask);
9102             break;
9103 
9104         case WINED3D_TOP_SUBTRACT:
9105             shader_addline(buffer, "%s%s = clamp(%s%s - %s%s, 0.0, 1.0);\n",
9106                     dstreg, dstmask, arg1, dstmask, arg2, dstmask);
9107             break;
9108 
9109         case WINED3D_TOP_ADD_SMOOTH:
9110             shader_addline(buffer, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s%s, 0.0, 1.0);\n",
9111                     dstreg, dstmask, arg1, dstmask, arg2, dstmask, arg1, dstmask);
9112             break;
9113 
9114         case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
9115             arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_DIFFUSE);
9116             shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s.w);\n",
9117                     dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0);
9118             break;
9119 
9120         case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
9121             arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_TEXTURE);
9122             shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s.w);\n",
9123                     dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0);
9124             break;
9125 
9126         case WINED3D_TOP_BLEND_FACTOR_ALPHA:
9127             arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_TFACTOR);
9128             shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s.w);\n",
9129                     dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0);
9130             break;
9131 
9132         case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
9133             arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_TEXTURE);
9134             shader_addline(buffer, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
9135                     dstreg, dstmask, arg2, dstmask, arg0, arg1, dstmask);
9136             break;
9137 
9138         case WINED3D_TOP_BLEND_CURRENT_ALPHA:
9139             arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_CURRENT);
9140             shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s.w);\n",
9141                     dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0);
9142             break;
9143 
9144         case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
9145             shader_addline(buffer, "%s%s = clamp(%s%s * %s.w + %s%s, 0.0, 1.0);\n",
9146                     dstreg, dstmask, arg2, dstmask, arg1, arg1, dstmask);
9147             break;
9148 
9149         case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
9150             shader_addline(buffer, "%s%s = clamp(%s%s * %s%s + %s.w, 0.0, 1.0);\n",
9151                     dstreg, dstmask, arg1, dstmask, arg2, dstmask, arg1);
9152             break;
9153 
9154         case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
9155             shader_addline(buffer, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
9156                     dstreg, dstmask, arg2, dstmask, arg1, arg1, dstmask);
9157             break;
9158         case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
9159             shader_addline(buffer, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s.w, 0.0, 1.0);\n",
9160                     dstreg, dstmask, arg1, dstmask, arg2, dstmask, arg1);
9161             break;
9162 
9163         case WINED3D_TOP_BUMPENVMAP:
9164         case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
9165             /* These are handled in the first pass, nothing to do. */
9166             break;
9167 
9168         case WINED3D_TOP_DOTPRODUCT3:
9169             shader_addline(buffer, "%s%s = vec4(clamp(dot(%s.xyz - 0.5, %s.xyz - 0.5) * 4.0, 0.0, 1.0))%s;\n",
9170                     dstreg, dstmask, arg1, arg2, dstmask);
9171             break;
9172 
9173         case WINED3D_TOP_MULTIPLY_ADD:
9174             shader_addline(buffer, "%s%s = clamp(%s%s * %s%s + %s%s, 0.0, 1.0);\n",
9175                     dstreg, dstmask, arg1, dstmask, arg2, dstmask, arg0, dstmask);
9176             break;
9177 
9178         case WINED3D_TOP_LERP:
9179             /* MSDN isn't quite right here. */
9180             shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s%s);\n",
9181                     dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0, dstmask);
9182             break;
9183 
9184         default:
9185             FIXME("Unhandled operation %#x.\n", op);
9186             break;
9187     }
9188 }
9189 
9190 /* Context activation is done by the caller. */
9191 static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv *priv,
9192         const struct ffp_frag_settings *settings, const struct wined3d_context *context)
9193 {
9194     const char *output = needs_legacy_glsl_syntax(context->gl_info) ? "gl_FragData[0]" : "ps_out0";
9195     struct wined3d_string_buffer *tex_reg_name = string_buffer_get(&priv->string_buffers);
9196     enum wined3d_cmp_func alpha_test_func = settings->alpha_test_func + 1;
9197     struct wined3d_string_buffer *buffer = &priv->shader_buffer;
9198     BYTE lum_map = 0, bump_map = 0, tex_map = 0, tss_const_map = 0;
9199     const struct wined3d_gl_info *gl_info = context->gl_info;
9200     const BOOL legacy_syntax = needs_legacy_glsl_syntax(gl_info);
9201     BOOL tempreg_used = FALSE, tfactor_used = FALSE;
9202     UINT lowest_disabled_stage;
9203     GLuint shader_id;
9204     DWORD arg0, arg1, arg2;
9205     unsigned int stage;
9206 
9207     string_buffer_clear(buffer);
9208 
9209     /* Find out which textures are read */
9210     for (stage = 0; stage < MAX_TEXTURES; ++stage)
9211     {
9212         if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
9213             break;
9214 
9215         arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
9216         arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
9217         arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
9218 
9219         if (arg0 == WINED3DTA_TEXTURE || arg1 == WINED3DTA_TEXTURE || arg2 == WINED3DTA_TEXTURE
9220                 || (stage == 0 && settings->color_key_enabled))
9221             tex_map |= 1u << stage;
9222         if (arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR)
9223             tfactor_used = TRUE;
9224         if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP)
9225             tempreg_used = TRUE;
9226         if (settings->op[stage].tmp_dst)
9227             tempreg_used = TRUE;
9228         if (arg0 == WINED3DTA_CONSTANT || arg1 == WINED3DTA_CONSTANT || arg2 == WINED3DTA_CONSTANT)
9229             tss_const_map |= 1u << stage;
9230 
9231         switch (settings->op[stage].cop)
9232         {
9233             case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
9234                 lum_map |= 1u << stage;
9235                 /* fall through */
9236             case WINED3D_TOP_BUMPENVMAP:
9237                 bump_map |= 1u << stage;
9238                 /* fall through */
9239             case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
9240             case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
9241                 tex_map |= 1u << stage;
9242                 break;
9243 
9244             case WINED3D_TOP_BLEND_FACTOR_ALPHA:
9245                 tfactor_used = TRUE;
9246                 break;
9247 
9248             default:
9249                 break;
9250         }
9251 
9252         if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
9253             continue;
9254 
9255         arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
9256         arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
9257         arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
9258 
9259         if (arg0 == WINED3DTA_TEXTURE || arg1 == WINED3DTA_TEXTURE || arg2 == WINED3DTA_TEXTURE)
9260             tex_map |= 1u << stage;
9261         if (arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR)
9262             tfactor_used = TRUE;
9263         if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP)
9264             tempreg_used = TRUE;
9265         if (arg0 == WINED3DTA_CONSTANT || arg1 == WINED3DTA_CONSTANT || arg2 == WINED3DTA_CONSTANT)
9266             tss_const_map |= 1u << stage;
9267     }
9268     lowest_disabled_stage = stage;
9269 
9270     shader_glsl_add_version_declaration(buffer, gl_info);
9271 
9272     if (shader_glsl_use_explicit_attrib_location(gl_info))
9273         shader_addline(buffer, "#extension GL_ARB_explicit_attrib_location : enable\n");
9274     if (gl_info->supported[ARB_SHADING_LANGUAGE_420PACK])
9275         shader_addline(buffer, "#extension GL_ARB_shading_language_420pack : enable\n");
9276     if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
9277         shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
9278 
9279     if (!needs_legacy_glsl_syntax(gl_info))
9280     {
9281         if (shader_glsl_use_explicit_attrib_location(gl_info))
9282             shader_addline(buffer, "layout(location = 0) ");
9283         shader_addline(buffer, "out vec4 ps_out0;\n");
9284     }
9285 
9286     shader_addline(buffer, "vec4 tmp0, tmp1;\n");
9287     shader_addline(buffer, "vec4 ret;\n");
9288     if (tempreg_used || settings->sRGB_write)
9289         shader_addline(buffer, "vec4 temp_reg = vec4(0.0);\n");
9290     shader_addline(buffer, "vec4 arg0, arg1, arg2;\n");
9291 
9292     for (stage = 0; stage < MAX_TEXTURES; ++stage)
9293     {
9294         const char *sampler_type;
9295 
9296         if (tss_const_map & (1u << stage))
9297             shader_addline(buffer, "uniform vec4 tss_const%u;\n", stage);
9298 
9299         if (!(tex_map & (1u << stage)))
9300             continue;
9301 
9302         switch (settings->op[stage].tex_type)
9303         {
9304             case WINED3D_GL_RES_TYPE_TEX_1D:
9305                 sampler_type = "1D";
9306                 break;
9307             case WINED3D_GL_RES_TYPE_TEX_2D:
9308                 sampler_type = "2D";
9309                 break;
9310             case WINED3D_GL_RES_TYPE_TEX_3D:
9311                 sampler_type = "3D";
9312                 break;
9313             case WINED3D_GL_RES_TYPE_TEX_CUBE:
9314                 sampler_type = "Cube";
9315                 break;
9316             case WINED3D_GL_RES_TYPE_TEX_RECT:
9317                 sampler_type = "2DRect";
9318                 break;
9319             default:
9320                 FIXME("Unhandled sampler type %#x.\n", settings->op[stage].tex_type);
9321                 sampler_type = NULL;
9322                 break;
9323         }
9324         if (sampler_type)
9325         {
9326             if (shader_glsl_use_layout_binding_qualifier(gl_info))
9327                 shader_glsl_append_sampler_binding_qualifier(buffer, context, NULL, stage);
9328             shader_addline(buffer, "uniform sampler%s ps_sampler%u;\n", sampler_type, stage);
9329         }
9330 
9331         shader_addline(buffer, "vec4 tex%u;\n", stage);
9332 
9333         if (!(bump_map & (1u << stage)))
9334             continue;
9335         shader_addline(buffer, "uniform mat2 bumpenv_mat%u;\n", stage);
9336 
9337         if (!(lum_map & (1u << stage)))
9338             continue;
9339         shader_addline(buffer, "uniform float bumpenv_lum_scale%u;\n", stage);
9340         shader_addline(buffer, "uniform float bumpenv_lum_offset%u;\n", stage);
9341     }
9342     if (tfactor_used)
9343         shader_addline(buffer, "uniform vec4 tex_factor;\n");
9344     if (settings->color_key_enabled)
9345         shader_addline(buffer, "uniform vec4 color_key[2];\n");
9346     shader_addline(buffer, "uniform vec4 specular_enable;\n");
9347 
9348     if (settings->sRGB_write)
9349     {
9350         shader_addline(buffer, "const vec4 srgb_const0 = ");
9351         shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const0);
9352         shader_addline(buffer, ";\n");
9353         shader_addline(buffer, "const vec4 srgb_const1 = ");
9354         shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const1);
9355         shader_addline(buffer, ";\n");
9356     }
9357 
9358     shader_addline(buffer, "uniform struct\n{\n");
9359     shader_addline(buffer, "    vec4 color;\n");
9360     shader_addline(buffer, "    float density;\n");
9361     shader_addline(buffer, "    float end;\n");
9362     shader_addline(buffer, "    float scale;\n");
9363     shader_addline(buffer, "} ffp_fog;\n");
9364 
9365     if (alpha_test_func != WINED3D_CMP_ALWAYS)
9366         shader_addline(buffer, "uniform float alpha_test_ref;\n");
9367 
9368     if (legacy_syntax)
9369     {
9370         shader_addline(buffer, "vec4 ffp_varying_diffuse;\n");
9371         shader_addline(buffer, "vec4 ffp_varying_specular;\n");
9372         shader_addline(buffer, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES);
9373         shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES);
9374         shader_addline(buffer, "float ffp_varying_fogcoord;\n");
9375     }
9376     else
9377     {
9378         declare_in_varying(gl_info, buffer, settings->flatshading, "vec4 ffp_varying_diffuse;\n");
9379         declare_in_varying(gl_info, buffer, settings->flatshading, "vec4 ffp_varying_specular;\n");
9380         declare_in_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES);
9381         shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES);
9382         declare_in_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n");
9383     }
9384 
9385     shader_addline(buffer, "void main()\n{\n");
9386 
9387     if (legacy_syntax)
9388     {
9389         shader_addline(buffer, "ffp_varying_diffuse = gl_Color;\n");
9390         shader_addline(buffer, "ffp_varying_specular = gl_SecondaryColor;\n");
9391     }
9392 
9393     for (stage = 0; stage < MAX_TEXTURES; ++stage)
9394     {
9395         if (tex_map & (1u << stage))
9396         {
9397             if (settings->pointsprite)
9398                 shader_addline(buffer, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", stage);
9399             else if (settings->texcoords_initialized & (1u << stage))
9400                 shader_addline(buffer, "ffp_texcoord[%u] = %s[%u];\n",
9401                         stage, legacy_syntax ? "gl_TexCoord" : "ffp_varying_texcoord", stage);
9402             else
9403                 shader_addline(buffer, "ffp_texcoord[%u] = vec4(0.0);\n", stage);
9404         }
9405     }
9406 
9407     if (legacy_syntax && settings->fog != WINED3D_FFP_PS_FOG_OFF)
9408         shader_addline(buffer, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
9409 
9410     if (lowest_disabled_stage < 7 && settings->emul_clipplanes)
9411         shader_addline(buffer, "if (any(lessThan(ffp_texcoord[7], vec4(0.0)))) discard;\n");
9412 
9413     /* Generate texture sampling instructions */
9414     for (stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage)
9415     {
9416         const char *texture_function, *coord_mask;
9417         BOOL proj;
9418 
9419         if (!(tex_map & (1u << stage)))
9420             continue;
9421 
9422         if (settings->op[stage].projected == WINED3D_PROJECTION_NONE)
9423         {
9424             proj = FALSE;
9425         }
9426         else if (settings->op[stage].projected == WINED3D_PROJECTION_COUNT4
9427                 || settings->op[stage].projected == WINED3D_PROJECTION_COUNT3)
9428         {
9429             proj = TRUE;
9430         }
9431         else
9432         {
9433             FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
9434             proj = TRUE;
9435         }
9436 
9437         if (settings->op[stage].tex_type == WINED3D_GL_RES_TYPE_TEX_CUBE)
9438             proj = FALSE;
9439 
9440         switch (settings->op[stage].tex_type)
9441         {
9442             case WINED3D_GL_RES_TYPE_TEX_1D:
9443                 if (proj)
9444                 {
9445                     texture_function = "texture1DProj";
9446                     coord_mask = "xw";
9447                 }
9448                 else
9449                 {
9450                     texture_function = "texture1D";
9451                     coord_mask = "x";
9452                 }
9453                 break;
9454             case WINED3D_GL_RES_TYPE_TEX_2D:
9455                 if (proj)
9456                 {
9457                     texture_function = "texture2DProj";
9458                     coord_mask = "xyw";
9459                 }
9460                 else
9461                 {
9462                     texture_function = "texture2D";
9463                     coord_mask = "xy";
9464                 }
9465                 break;
9466             case WINED3D_GL_RES_TYPE_TEX_3D:
9467                 if (proj)
9468                 {
9469                     texture_function = "texture3DProj";
9470                     coord_mask = "xyzw";
9471                 }
9472                 else
9473                 {
9474                     texture_function = "texture3D";
9475                     coord_mask = "xyz";
9476                 }
9477                 break;
9478             case WINED3D_GL_RES_TYPE_TEX_CUBE:
9479                 texture_function = "textureCube";
9480                 coord_mask = "xyz";
9481                 break;
9482             case WINED3D_GL_RES_TYPE_TEX_RECT:
9483                 if (proj)
9484                 {
9485                     texture_function = "texture2DRectProj";
9486                     coord_mask = "xyw";
9487                 }
9488                 else
9489                 {
9490                     texture_function = "texture2DRect";
9491                     coord_mask = "xy";
9492                 }
9493                 break;
9494             default:
9495                 FIXME("Unhandled texture type %#x.\n", settings->op[stage].tex_type);
9496                 texture_function = "";
9497                 coord_mask = "xyzw";
9498                 break;
9499         }
9500         if (!legacy_syntax)
9501             texture_function = proj ? "textureProj" : "texture";
9502 
9503         if (stage > 0
9504                 && (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP
9505                 || settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE))
9506         {
9507             shader_addline(buffer, "ret.xy = bumpenv_mat%u * tex%u.xy;\n", stage - 1, stage - 1);
9508 
9509             /* With projective textures, texbem only divides the static
9510              * texture coordinate, not the displacement, so multiply the
9511              * displacement with the dividing parameter before passing it to
9512              * TXP. */
9513             if (settings->op[stage].projected != WINED3D_PROJECTION_NONE)
9514             {
9515                 if (settings->op[stage].projected == WINED3D_PROJECTION_COUNT4)
9516                 {
9517                     shader_addline(buffer, "ret.xy = (ret.xy * ffp_texcoord[%u].w) + ffp_texcoord[%u].xy;\n",
9518                             stage, stage);
9519                     shader_addline(buffer, "ret.zw = ffp_texcoord[%u].ww;\n", stage);
9520                 }
9521                 else
9522                 {
9523                     shader_addline(buffer, "ret.xy = (ret.xy * ffp_texcoord[%u].z) + ffp_texcoord[%u].xy;\n",
9524                             stage, stage);
9525                     shader_addline(buffer, "ret.zw = ffp_texcoord[%u].zz;\n", stage);
9526                 }
9527             }
9528             else
9529             {
9530                 shader_addline(buffer, "ret = ffp_texcoord[%u] + ret.xyxy;\n", stage);
9531             }
9532 
9533             shader_addline(buffer, "tex%u = %s(ps_sampler%u, ret.%s);\n",
9534                     stage, texture_function, stage, coord_mask);
9535 
9536             if (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
9537                 shader_addline(buffer, "tex%u *= clamp(tex%u.z * bumpenv_lum_scale%u + bumpenv_lum_offset%u, 0.0, 1.0);\n",
9538                         stage, stage - 1, stage - 1, stage - 1);
9539         }
9540         else if (settings->op[stage].projected == WINED3D_PROJECTION_COUNT3)
9541         {
9542             shader_addline(buffer, "tex%u = %s(ps_sampler%u, ffp_texcoord[%u].xyz);\n",
9543                     stage, texture_function, stage, stage);
9544         }
9545         else
9546         {
9547             shader_addline(buffer, "tex%u = %s(ps_sampler%u, ffp_texcoord[%u].%s);\n",
9548                     stage, texture_function, stage, stage, coord_mask);
9549         }
9550 
9551         string_buffer_sprintf(tex_reg_name, "tex%u", stage);
9552         shader_glsl_color_correction_ext(buffer, tex_reg_name->buffer, WINED3DSP_WRITEMASK_ALL,
9553                 settings->op[stage].color_fixup);
9554     }
9555 
9556     if (settings->color_key_enabled)
9557     {
9558         shader_addline(buffer, "if (all(greaterThanEqual(tex0, color_key[0])) && all(lessThan(tex0, color_key[1])))\n");
9559         shader_addline(buffer, "    discard;\n");
9560     }
9561 
9562     shader_addline(buffer, "ret = ffp_varying_diffuse;\n");
9563 
9564     /* Generate the main shader */
9565     for (stage = 0; stage < MAX_TEXTURES; ++stage)
9566     {
9567         BOOL op_equal;
9568 
9569         if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
9570             break;
9571 
9572         if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
9573                 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
9574             op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
9575         else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
9576                 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
9577             op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
9578         else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
9579                 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
9580             op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
9581         else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
9582                 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
9583             op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
9584         else
9585             op_equal = settings->op[stage].aop == settings->op[stage].cop
9586                     && settings->op[stage].carg0 == settings->op[stage].aarg0
9587                     && settings->op[stage].carg1 == settings->op[stage].aarg1
9588                     && settings->op[stage].carg2 == settings->op[stage].aarg2;
9589 
9590         if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
9591         {
9592             shader_glsl_ffp_fragment_op(buffer, stage, TRUE, FALSE, settings->op[stage].tmp_dst,
9593                     settings->op[stage].cop, settings->op[stage].carg0,
9594                     settings->op[stage].carg1, settings->op[stage].carg2);
9595         }
9596         else if (op_equal)
9597         {
9598             shader_glsl_ffp_fragment_op(buffer, stage, TRUE, TRUE, settings->op[stage].tmp_dst,
9599                     settings->op[stage].cop, settings->op[stage].carg0,
9600                     settings->op[stage].carg1, settings->op[stage].carg2);
9601         }
9602         else if (settings->op[stage].cop != WINED3D_TOP_BUMPENVMAP
9603                 && settings->op[stage].cop != WINED3D_TOP_BUMPENVMAP_LUMINANCE)
9604         {
9605             shader_glsl_ffp_fragment_op(buffer, stage, TRUE, FALSE, settings->op[stage].tmp_dst,
9606                     settings->op[stage].cop, settings->op[stage].carg0,
9607                     settings->op[stage].carg1, settings->op[stage].carg2);
9608             shader_glsl_ffp_fragment_op(buffer, stage, FALSE, TRUE, settings->op[stage].tmp_dst,
9609                     settings->op[stage].aop, settings->op[stage].aarg0,
9610                     settings->op[stage].aarg1, settings->op[stage].aarg2);
9611         }
9612     }
9613 
9614     shader_addline(buffer, "%s = ffp_varying_specular * specular_enable + ret;\n", output);
9615 
9616     if (settings->sRGB_write)
9617         shader_glsl_generate_srgb_write_correction(buffer, gl_info);
9618 
9619     shader_glsl_generate_fog_code(buffer, gl_info, settings->fog);
9620 
9621     shader_glsl_generate_alpha_test(buffer, gl_info, alpha_test_func);
9622 
9623     shader_addline(buffer, "}\n");
9624 
9625     shader_id = GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER));
9626     shader_glsl_compile(gl_info, shader_id, buffer->buffer);
9627 
9628     string_buffer_release(&priv->string_buffers, tex_reg_name);
9629     return shader_id;
9630 }
9631 
9632 static struct glsl_ffp_vertex_shader *shader_glsl_find_ffp_vertex_shader(struct shader_glsl_priv *priv,
9633         const struct wined3d_gl_info *gl_info, const struct wined3d_ffp_vs_settings *settings)
9634 {
9635     struct glsl_ffp_vertex_shader *shader;
9636     const struct wine_rb_entry *entry;
9637 
9638     if ((entry = wine_rb_get(&priv->ffp_vertex_shaders, settings)))
9639         return WINE_RB_ENTRY_VALUE(entry, struct glsl_ffp_vertex_shader, desc.entry);
9640 
9641     if (!(shader = heap_alloc(sizeof(*shader))))
9642         return NULL;
9643 
9644     shader->desc.settings = *settings;
9645     shader->id = shader_glsl_generate_ffp_vertex_shader(priv, settings, gl_info);
9646     list_init(&shader->linked_programs);
9647     if (wine_rb_put(&priv->ffp_vertex_shaders, &shader->desc.settings, &shader->desc.entry) == -1)
9648         ERR("Failed to insert ffp vertex shader.\n");
9649 
9650     return shader;
9651 }
9652 
9653 static struct glsl_ffp_fragment_shader *shader_glsl_find_ffp_fragment_shader(struct shader_glsl_priv *priv,
9654         const struct ffp_frag_settings *args, const struct wined3d_context *context)
9655 {
9656     struct glsl_ffp_fragment_shader *glsl_desc;
9657     const struct ffp_frag_desc *desc;
9658 
9659     if ((desc = find_ffp_frag_shader(&priv->ffp_fragment_shaders, args)))
9660         return CONTAINING_RECORD(desc, struct glsl_ffp_fragment_shader, entry);
9661 
9662     if (!(glsl_desc = heap_alloc(sizeof(*glsl_desc))))
9663         return NULL;
9664 
9665     glsl_desc->entry.settings = *args;
9666     glsl_desc->id = shader_glsl_generate_ffp_fragment_shader(priv, args, context);
9667     list_init(&glsl_desc->linked_programs);
9668     add_ffp_frag_shader(&priv->ffp_fragment_shaders, &glsl_desc->entry);
9669 
9670     return glsl_desc;
9671 }
9672 
9673 
9674 static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info *gl_info,
9675         struct shader_glsl_priv *priv, GLuint program_id, struct glsl_vs_program *vs, unsigned int vs_c_count)
9676 {
9677     unsigned int i;
9678     struct wined3d_string_buffer *name = string_buffer_get(&priv->string_buffers);
9679 
9680     for (i = 0; i < vs_c_count; ++i)
9681     {
9682         string_buffer_sprintf(name, "vs_c[%u]", i);
9683         vs->uniform_f_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
9684     }
9685     memset(&vs->uniform_f_locations[vs_c_count], 0xff, (WINED3D_MAX_VS_CONSTS_F - vs_c_count) * sizeof(GLuint));
9686 
9687     for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
9688     {
9689         string_buffer_sprintf(name, "vs_i[%u]", i);
9690         vs->uniform_i_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
9691     }
9692 
9693     for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i)
9694     {
9695         string_buffer_sprintf(name, "vs_b[%u]", i);
9696         vs->uniform_b_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
9697     }
9698 
9699     vs->pos_fixup_location = GL_EXTCALL(glGetUniformLocation(program_id, "pos_fixup"));
9700 
9701     for (i = 0; i < MAX_VERTEX_INDEX_BLENDS; ++i)
9702     {
9703         string_buffer_sprintf(name, "ffp_modelview_matrix[%u]", i);
9704         vs->modelview_matrix_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
9705     }
9706     for (i = 0; i < MAX_VERTEX_INDEX_BLENDS; ++i)
9707     {
9708         string_buffer_sprintf(name, "ffp_normal_matrix[%u]", i);
9709         vs->normal_matrix_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
9710     }
9711     vs->projection_matrix_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_projection_matrix"));
9712     for (i = 0; i < MAX_TEXTURES; ++i)
9713     {
9714         string_buffer_sprintf(name, "ffp_texture_matrix[%u]", i);
9715         vs->texture_matrix_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
9716     }
9717     vs->material_ambient_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.ambient"));
9718     vs->material_diffuse_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.diffuse"));
9719     vs->material_specular_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.specular"));
9720     vs->material_emissive_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.emissive"));
9721     vs->material_shininess_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.shininess"));
9722     vs->light_ambient_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_light_ambient"));
9723     for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
9724     {
9725         string_buffer_sprintf(name, "ffp_light[%u].diffuse", i);
9726         vs->light_location[i].diffuse = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
9727         string_buffer_sprintf(name, "ffp_light[%u].specular", i);
9728         vs->light_location[i].specular = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
9729         string_buffer_sprintf(name, "ffp_light[%u].ambient", i);
9730         vs->light_location[i].ambient = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
9731         string_buffer_sprintf(name, "ffp_light[%u].position", i);
9732         vs->light_location[i].position = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
9733         string_buffer_sprintf(name, "ffp_light[%u].direction", i);
9734         vs->light_location[i].direction = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
9735         string_buffer_sprintf(name, "ffp_light[%u].range", i);
9736         vs->light_location[i].range = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
9737         string_buffer_sprintf(name, "ffp_light[%u].falloff", i);
9738         vs->light_location[i].falloff = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
9739         string_buffer_sprintf(name, "ffp_light[%u].c_att", i);
9740         vs->light_location[i].c_att = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
9741         string_buffer_sprintf(name, "ffp_light[%u].l_att", i);
9742         vs->light_location[i].l_att = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
9743         string_buffer_sprintf(name, "ffp_light[%u].q_att", i);
9744         vs->light_location[i].q_att = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
9745         string_buffer_sprintf(name, "ffp_light[%u].cos_htheta", i);
9746         vs->light_location[i].cos_htheta = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
9747         string_buffer_sprintf(name, "ffp_light[%u].cos_hphi", i);
9748         vs->light_location[i].cos_hphi = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
9749     }
9750     vs->pointsize_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_point.size"));
9751     vs->pointsize_min_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_point.size_min"));
9752     vs->pointsize_max_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_point.size_max"));
9753     vs->pointsize_c_att_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_point.c_att"));
9754     vs->pointsize_l_att_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_point.l_att"));
9755     vs->pointsize_q_att_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_point.q_att"));
9756     vs->clip_planes_location = GL_EXTCALL(glGetUniformLocation(program_id, "clip_planes"));
9757 
9758     string_buffer_release(&priv->string_buffers, name);
9759 }
9760 
9761 static void shader_glsl_init_ds_uniform_locations(const struct wined3d_gl_info *gl_info,
9762         struct shader_glsl_priv *priv, GLuint program_id, struct glsl_ds_program *ds)
9763 {
9764     ds->pos_fixup_location = GL_EXTCALL(glGetUniformLocation(program_id, "pos_fixup"));
9765 }
9766 
9767 static void shader_glsl_init_gs_uniform_locations(const struct wined3d_gl_info *gl_info,
9768         struct shader_glsl_priv *priv, GLuint program_id, struct glsl_gs_program *gs)
9769 {
9770     gs->pos_fixup_location = GL_EXTCALL(glGetUniformLocation(program_id, "pos_fixup"));
9771 }
9772 
9773 static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info *gl_info,
9774         struct shader_glsl_priv *priv, GLuint program_id, struct glsl_ps_program *ps, unsigned int ps_c_count)
9775 {
9776     unsigned int i;
9777     struct wined3d_string_buffer *name = string_buffer_get(&priv->string_buffers);
9778 
9779     for (i = 0; i < ps_c_count; ++i)
9780     {
9781         string_buffer_sprintf(name, "ps_c[%u]", i);
9782         ps->uniform_f_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
9783     }
9784     memset(&ps->uniform_f_locations[ps_c_count], 0xff, (WINED3D_MAX_PS_CONSTS_F - ps_c_count) * sizeof(GLuint));
9785 
9786     for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
9787     {
9788         string_buffer_sprintf(name, "ps_i[%u]", i);
9789         ps->uniform_i_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
9790     }
9791 
9792     for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i)
9793     {
9794         string_buffer_sprintf(name, "ps_b[%u]", i);
9795         ps->uniform_b_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
9796     }
9797 
9798     for (i = 0; i < MAX_TEXTURES; ++i)
9799     {
9800         string_buffer_sprintf(name, "bumpenv_mat%u", i);
9801         ps->bumpenv_mat_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
9802         string_buffer_sprintf(name, "bumpenv_lum_scale%u", i);
9803         ps->bumpenv_lum_scale_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
9804         string_buffer_sprintf(name, "bumpenv_lum_offset%u", i);
9805         ps->bumpenv_lum_offset_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
9806         string_buffer_sprintf(name, "tss_const%u", i);
9807         ps->tss_constant_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
9808     }
9809 
9810     ps->tex_factor_location = GL_EXTCALL(glGetUniformLocation(program_id, "tex_factor"));
9811     ps->specular_enable_location = GL_EXTCALL(glGetUniformLocation(program_id, "specular_enable"));
9812 
9813     ps->fog_color_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_fog.color"));
9814     ps->fog_density_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_fog.density"));
9815     ps->fog_end_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_fog.end"));
9816     ps->fog_scale_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_fog.scale"));
9817 
9818     ps->alpha_test_ref_location = GL_EXTCALL(glGetUniformLocation(program_id, "alpha_test_ref"));
9819 
9820     ps->np2_fixup_location = GL_EXTCALL(glGetUniformLocation(program_id, "ps_samplerNP2Fixup"));
9821     ps->ycorrection_location = GL_EXTCALL(glGetUniformLocation(program_id, "ycorrection"));
9822     ps->color_key_location = GL_EXTCALL(glGetUniformLocation(program_id, "color_key"));
9823 
9824     string_buffer_release(&priv->string_buffers, name);
9825 }
9826 
9827 static HRESULT shader_glsl_compile_compute_shader(struct shader_glsl_priv *priv,
9828         const struct wined3d_context *context, struct wined3d_shader *shader)
9829 {
9830     struct glsl_context_data *ctx_data = context->shader_backend_data;
9831     struct wined3d_string_buffer *buffer = &priv->shader_buffer;
9832     const struct wined3d_gl_info *gl_info = context->gl_info;
9833     struct glsl_cs_compiled_shader *gl_shaders;
9834     struct glsl_shader_private *shader_data;
9835     struct glsl_shader_prog_link *entry;
9836     GLuint shader_id, program_id;
9837 
9838     if (!(entry = heap_alloc(sizeof(*entry))))
9839     {
9840         ERR("Out of memory.\n");
9841         return E_OUTOFMEMORY;
9842     }
9843 
9844     if (!(shader->backend_data = heap_alloc_zero(sizeof(*shader_data))))
9845     {
9846         ERR("Failed to allocate backend data.\n");
9847         heap_free(entry);
9848         return E_OUTOFMEMORY;
9849     }
9850     shader_data = shader->backend_data;
9851     gl_shaders = shader_data->gl_shaders.cs;
9852 
9853     if (!(shader_data->gl_shaders.cs = heap_alloc(sizeof(*gl_shaders))))
9854     {
9855         ERR("Failed to allocate GL shader array.\n");
9856         heap_free(entry);
9857         heap_free(shader->backend_data);
9858         shader->backend_data = NULL;
9859         return E_OUTOFMEMORY;
9860     }
9861     shader_data->shader_array_size = 1;
9862     gl_shaders = shader_data->gl_shaders.cs;
9863 
9864     TRACE("Compiling compute shader %p.\n", shader);
9865 
9866     string_buffer_clear(buffer);
9867     shader_id = shader_glsl_generate_compute_shader(context, buffer, &priv->string_buffers, shader);
9868     gl_shaders[shader_data->num_gl_shaders++].id = shader_id;
9869 
9870     program_id = GL_EXTCALL(glCreateProgram());
9871     TRACE("Created new GLSL shader program %u.\n", program_id);
9872 
9873     entry->id = program_id;
9874     entry->vs.id = 0;
9875     entry->hs.id = 0;
9876     entry->ds.id = 0;
9877     entry->gs.id = 0;
9878     entry->ps.id = 0;
9879     entry->cs.id = shader_id;
9880     entry->constant_version = 0;
9881     entry->shader_controlled_clip_distances = 0;
9882     entry->ps.np2_fixup_info = NULL;
9883     add_glsl_program_entry(priv, entry);
9884 
9885     TRACE("Attaching GLSL shader object %u to program %u.\n", shader_id, program_id);
9886     GL_EXTCALL(glAttachShader(program_id, shader_id));
9887     checkGLcall("glAttachShader");
9888 
9889     list_add_head(&shader->linked_programs, &entry->cs.shader_entry);
9890 
9891     TRACE("Linking GLSL shader program %u.\n", program_id);
9892     GL_EXTCALL(glLinkProgram(program_id));
9893     shader_glsl_validate_link(gl_info, program_id);
9894 
9895     GL_EXTCALL(glUseProgram(program_id));
9896     checkGLcall("glUseProgram");
9897     shader_glsl_load_program_resources(context, priv, program_id, shader);
9898     shader_glsl_load_images(gl_info, priv, program_id, &shader->reg_maps);
9899 
9900     entry->constant_update_mask = 0;
9901 
9902     GL_EXTCALL(glUseProgram(ctx_data->glsl_program ? ctx_data->glsl_program->id : 0));
9903     checkGLcall("glUseProgram");
9904     return WINED3D_OK;
9905 }
9906 
9907 static GLuint find_glsl_compute_shader(const struct wined3d_context *context,
9908         struct shader_glsl_priv *priv, struct wined3d_shader *shader)
9909 {
9910     struct glsl_shader_private *shader_data;
9911 
9912     if (!shader->backend_data)
9913     {
9914         WARN("Failed to find GLSL program for compute shader %p.\n", shader);
9915         if (FAILED(shader_glsl_compile_compute_shader(priv, context, shader)))
9916         {
9917             ERR("Failed to compile compute shader %p.\n", shader);
9918             return 0;
9919         }
9920     }
9921     shader_data = shader->backend_data;
9922     return shader_data->gl_shaders.cs[0].id;
9923 }
9924 
9925 /* Context activation is done by the caller. */
9926 static void set_glsl_compute_shader_program(const struct wined3d_context *context,
9927         const struct wined3d_state *state, struct shader_glsl_priv *priv, struct glsl_context_data *ctx_data)
9928 {
9929     struct glsl_shader_prog_link *entry;
9930     struct wined3d_shader *shader;
9931     struct glsl_program_key key;
9932     GLuint cs_id;
9933 
9934     if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_COMPUTE)))
9935         return;
9936 
9937     if (!(shader = state->shader[WINED3D_SHADER_TYPE_COMPUTE]))
9938     {
9939         WARN("Compute shader is NULL.\n");
9940         ctx_data->glsl_program = NULL;
9941         return;
9942     }
9943 
9944     cs_id = find_glsl_compute_shader(context, priv, shader);
9945     memset(&key, 0, sizeof(key));
9946     key.cs_id = cs_id;
9947     if (!(entry = get_glsl_program_entry(priv, &key)))
9948         ERR("Failed to find GLSL program for compute shader %p.\n", shader);
9949     ctx_data->glsl_program = entry;
9950 }
9951 
9952 /* Context activation is done by the caller. */
9953 static void set_glsl_shader_program(const struct wined3d_context *context, const struct wined3d_state *state,
9954         struct shader_glsl_priv *priv, struct glsl_context_data *ctx_data)
9955 {
9956     const struct wined3d_d3d_info *d3d_info = context->d3d_info;
9957     const struct wined3d_gl_info *gl_info = context->gl_info;
9958     const struct wined3d_shader *pre_rasterization_shader;
9959     const struct ps_np2fixup_info *np2fixup_info = NULL;
9960     struct wined3d_shader *hshader, *dshader, *gshader;
9961     struct glsl_shader_prog_link *entry = NULL;
9962     struct wined3d_shader *vshader = NULL;
9963     struct wined3d_shader *pshader = NULL;
9964     GLuint reorder_shader_id = 0;
9965     struct glsl_program_key key;
9966     GLuint program_id;
9967     unsigned int i;
9968     GLuint vs_id = 0;
9969     GLuint hs_id = 0;
9970     GLuint ds_id = 0;
9971     GLuint gs_id = 0;
9972     GLuint ps_id = 0;
9973     struct list *ps_list = NULL, *vs_list = NULL;
9974     WORD attribs_map;
9975     struct wined3d_string_buffer *tmp_name;
9976 
9977     if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_VERTEX)) && ctx_data->glsl_program)
9978     {
9979         vs_id = ctx_data->glsl_program->vs.id;
9980         vs_list = &ctx_data->glsl_program->vs.shader_entry;
9981 
9982         if (use_vs(state))
9983             vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
9984     }
9985     else if (use_vs(state))
9986     {
9987         struct vs_compile_args vs_compile_args;
9988 
9989         vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
9990 
9991         find_vs_compile_args(state, vshader, context->stream_info.swizzle_map, &vs_compile_args, context);
9992         vs_id = find_glsl_vshader(context, priv, vshader, &vs_compile_args);
9993         vs_list = &vshader->linked_programs;
9994     }
9995     else if (priv->vertex_pipe == &glsl_vertex_pipe)
9996     {
9997         struct glsl_ffp_vertex_shader *ffp_shader;
9998         struct wined3d_ffp_vs_settings settings;
9999 
10000         wined3d_ffp_get_vs_settings(context, state, &settings);
10001         ffp_shader = shader_glsl_find_ffp_vertex_shader(priv, gl_info, &settings);
10002         vs_id = ffp_shader->id;
10003         vs_list = &ffp_shader->linked_programs;
10004     }
10005 
10006     hshader = state->shader[WINED3D_SHADER_TYPE_HULL];
10007     if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_HULL)) && ctx_data->glsl_program)
10008         hs_id = ctx_data->glsl_program->hs.id;
10009     else if (hshader)
10010         hs_id = find_glsl_hull_shader(context, priv, hshader);
10011 
10012     dshader = state->shader[WINED3D_SHADER_TYPE_DOMAIN];
10013     if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_DOMAIN)) && ctx_data->glsl_program)
10014     {
10015         ds_id = ctx_data->glsl_program->ds.id;
10016     }
10017     else if (dshader)
10018     {
10019         struct ds_compile_args args;
10020 
10021         find_ds_compile_args(state, dshader, &args, context);
10022         ds_id = find_glsl_domain_shader(context, priv, dshader, &args);
10023     }
10024 
10025     gshader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
10026     if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_GEOMETRY)) && ctx_data->glsl_program)
10027     {
10028         gs_id = ctx_data->glsl_program->gs.id;
10029     }
10030     else if (gshader)
10031     {
10032         struct gs_compile_args args;
10033 
10034         find_gs_compile_args(state, gshader, &args, context);
10035         gs_id = find_glsl_geometry_shader(context, priv, gshader, &args);
10036     }
10037 
10038     /* A pixel shader is not used when rasterization is disabled. */
10039     if (is_rasterization_disabled(gshader))
10040     {
10041         ps_id = 0;
10042         ps_list = NULL;
10043     }
10044     else if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_PIXEL)) && ctx_data->glsl_program)
10045     {
10046         ps_id = ctx_data->glsl_program->ps.id;
10047         ps_list = &ctx_data->glsl_program->ps.shader_entry;
10048 
10049         if (use_ps(state))
10050             pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
10051     }
10052     else if (use_ps(state))
10053     {
10054         struct ps_compile_args ps_compile_args;
10055         pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
10056         find_ps_compile_args(state, pshader, context->stream_info.position_transformed, &ps_compile_args, context);
10057         ps_id = find_glsl_pshader(context, &priv->shader_buffer, &priv->string_buffers,
10058                 pshader, &ps_compile_args, &np2fixup_info);
10059         ps_list = &pshader->linked_programs;
10060     }
10061     else if (priv->fragment_pipe == &glsl_fragment_pipe
10062             && !(vshader && vshader->reg_maps.shader_version.major >= 4))
10063     {
10064         struct glsl_ffp_fragment_shader *ffp_shader;
10065         struct ffp_frag_settings settings;
10066 
10067         gen_ffp_frag_op(context, state, &settings, FALSE);
10068         ffp_shader = shader_glsl_find_ffp_fragment_shader(priv, &settings, context);
10069         ps_id = ffp_shader->id;
10070         ps_list = &ffp_shader->linked_programs;
10071     }
10072 
10073     key.vs_id = vs_id;
10074     key.hs_id = hs_id;
10075     key.ds_id = ds_id;
10076     key.gs_id = gs_id;
10077     key.ps_id = ps_id;
10078     key.cs_id = 0;
10079     if ((!vs_id && !hs_id && !ds_id && !gs_id && !ps_id) || (entry = get_glsl_program_entry(priv, &key)))
10080     {
10081         ctx_data->glsl_program = entry;
10082         return;
10083     }
10084 
10085     /* If we get to this point, then no matching program exists, so we create one */
10086     program_id = GL_EXTCALL(glCreateProgram());
10087     TRACE("Created new GLSL shader program %u.\n", program_id);
10088 
10089     /* Create the entry */
10090     entry = heap_alloc(sizeof(*entry));
10091     entry->id = program_id;
10092     entry->vs.id = vs_id;
10093     entry->hs.id = hs_id;
10094     entry->ds.id = ds_id;
10095     entry->gs.id = gs_id;
10096     entry->ps.id = ps_id;
10097     entry->cs.id = 0;
10098     entry->constant_version = 0;
10099     entry->shader_controlled_clip_distances = 0;
10100     entry->ps.np2_fixup_info = np2fixup_info;
10101     /* Add the hash table entry */
10102     add_glsl_program_entry(priv, entry);
10103 
10104     /* Set the current program */
10105     ctx_data->glsl_program = entry;
10106 
10107     /* Attach GLSL vshader */
10108     if (vs_id)
10109     {
10110         TRACE("Attaching GLSL shader object %u to program %u.\n", vs_id, program_id);
10111         GL_EXTCALL(glAttachShader(program_id, vs_id));
10112         checkGLcall("glAttachShader");
10113 
10114         list_add_head(vs_list, &entry->vs.shader_entry);
10115     }
10116 
10117     if (vshader)
10118     {
10119         attribs_map = vshader->reg_maps.input_registers;
10120         if (vshader->reg_maps.shader_version.major < 4)
10121         {
10122             reorder_shader_id = shader_glsl_generate_vs3_rasterizer_input_setup(priv, vshader, pshader,
10123                     state->gl_primitive_type == GL_POINTS && vshader->reg_maps.point_size,
10124                     d3d_info->emulated_flatshading
10125                     && state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT, gl_info);
10126             TRACE("Attaching GLSL shader object %u to program %u.\n", reorder_shader_id, program_id);
10127             GL_EXTCALL(glAttachShader(program_id, reorder_shader_id));
10128             checkGLcall("glAttachShader");
10129             /* Flag the reorder function for deletion, it will be freed
10130              * automatically when the program is destroyed. */
10131             GL_EXTCALL(glDeleteShader(reorder_shader_id));
10132         }
10133     }
10134     else
10135     {
10136         attribs_map = (1u << WINED3D_FFP_ATTRIBS_COUNT) - 1;
10137     }
10138 
10139     if (!shader_glsl_use_explicit_attrib_location(gl_info))
10140     {
10141         /* Bind vertex attributes to a corresponding index number to match
10142          * the same index numbers as ARB_vertex_programs (makes loading
10143          * vertex attributes simpler). With this method, we can use the
10144          * exact same code to load the attributes later for both ARB and
10145          * GLSL shaders.
10146          *
10147          * We have to do this here because we need to know the Program ID
10148          * in order to make the bindings work, and it has to be done prior
10149          * to linking the GLSL program. */
10150         tmp_name = string_buffer_get(&priv->string_buffers);
10151         for (i = 0; attribs_map; attribs_map >>= 1, ++i)
10152         {
10153             if (!(attribs_map & 1))
10154                 continue;
10155 
10156             string_buffer_sprintf(tmp_name, "vs_in%u", i);
10157             GL_EXTCALL(glBindAttribLocation(program_id, i, tmp_name->buffer));
10158             if (vshader && vshader->reg_maps.shader_version.major >= 4)
10159             {
10160                 string_buffer_sprintf(tmp_name, "vs_in_uint%u", i);
10161                 GL_EXTCALL(glBindAttribLocation(program_id, i, tmp_name->buffer));
10162                 string_buffer_sprintf(tmp_name, "vs_in_int%u", i);
10163                 GL_EXTCALL(glBindAttribLocation(program_id, i, tmp_name->buffer));
10164             }
10165         }
10166         checkGLcall("glBindAttribLocation");
10167         string_buffer_release(&priv->string_buffers, tmp_name);
10168 
10169         if (!needs_legacy_glsl_syntax(gl_info))
10170         {
10171             char var[12];
10172 
10173             if (wined3d_dualblend_enabled(state, gl_info))
10174             {
10175                 for (i = 0; i < gl_info->limits.dual_buffers * 2; i++)
10176                 {
10177                     sprintf(var, "ps_out%u", i);
10178                     GL_EXTCALL(glBindFragDataLocationIndexed(program_id, i / 2, i % 2, var));
10179                     checkGLcall("glBindFragDataLocationIndexed");
10180                 }
10181             }
10182             else
10183             {
10184                 for (i = 0; i < gl_info->limits.buffers; i++)
10185                 {
10186                     sprintf(var, "ps_out%u", i);
10187                     GL_EXTCALL(glBindFragDataLocation(program_id, i, var));
10188                     checkGLcall("glBindFragDataLocation");
10189                 }
10190             }
10191         }
10192     }
10193 
10194     if (hshader)
10195     {
10196         TRACE("Attaching GLSL tessellation control shader object %u to program %u.\n", hs_id, program_id);
10197         GL_EXTCALL(glAttachShader(program_id, hs_id));
10198         checkGLcall("glAttachShader");
10199 
10200         list_add_head(&hshader->linked_programs, &entry->hs.shader_entry);
10201     }
10202 
10203     if (dshader)
10204     {
10205         TRACE("Attaching GLSL tessellation evaluation shader object %u to program %u.\n", ds_id, program_id);
10206         GL_EXTCALL(glAttachShader(program_id, ds_id));
10207         checkGLcall("glAttachShader");
10208 
10209         list_add_head(&dshader->linked_programs, &entry->ds.shader_entry);
10210     }
10211 
10212     if (gshader)
10213     {
10214         TRACE("Attaching GLSL geometry shader object %u to program %u.\n", gs_id, program_id);
10215         GL_EXTCALL(glAttachShader(program_id, gs_id));
10216         checkGLcall("glAttachShader");
10217 
10218         shader_glsl_init_transform_feedback(context, priv, program_id, gshader);
10219 
10220         list_add_head(&gshader->linked_programs, &entry->gs.shader_entry);
10221     }
10222 
10223     /* Attach GLSL pshader */
10224     if (ps_id)
10225     {
10226         TRACE("Attaching GLSL shader object %u to program %u.\n", ps_id, program_id);
10227         GL_EXTCALL(glAttachShader(program_id, ps_id));
10228         checkGLcall("glAttachShader");
10229 
10230         list_add_head(ps_list, &entry->ps.shader_entry);
10231     }
10232 
10233     /* Link the program */
10234     TRACE("Linking GLSL shader program %u.\n", program_id);
10235     GL_EXTCALL(glLinkProgram(program_id));
10236     shader_glsl_validate_link(gl_info, program_id);
10237 
10238     shader_glsl_init_vs_uniform_locations(gl_info, priv, program_id, &entry->vs,
10239             vshader ? vshader->limits->constant_float : 0);
10240     shader_glsl_init_ds_uniform_locations(gl_info, priv, program_id, &entry->ds);
10241     shader_glsl_init_gs_uniform_locations(gl_info, priv, program_id, &entry->gs);
10242     shader_glsl_init_ps_uniform_locations(gl_info, priv, program_id, &entry->ps,
10243             pshader ? pshader->limits->constant_float : 0);
10244     checkGLcall("find glsl program uniform locations");
10245 
10246     pre_rasterization_shader = gshader ? gshader : dshader ? dshader : vshader;
10247     if (pre_rasterization_shader && pre_rasterization_shader->reg_maps.shader_version.major >= 4)
10248     {
10249         unsigned int clip_distance_count = wined3d_popcount(pre_rasterization_shader->reg_maps.clip_distance_mask);
10250         entry->shader_controlled_clip_distances = 1;
10251         entry->clip_distance_mask = (1u << clip_distance_count) - 1;
10252     }
10253 
10254     if (needs_legacy_glsl_syntax(gl_info))
10255     {
10256         if (pshader && pshader->reg_maps.shader_version.major >= 3
10257                 && pshader->u.ps.declared_in_count > vec4_varyings(3, gl_info))
10258         {
10259             TRACE("Shader %d needs vertex color clamping disabled.\n", program_id);
10260             entry->vs.vertex_color_clamp = GL_FALSE;
10261         }
10262         else
10263         {
10264             entry->vs.vertex_color_clamp = GL_FIXED_ONLY_ARB;
10265         }
10266     }
10267     else
10268     {
10269         /* With core profile we never change vertex_color_clamp from
10270          * GL_FIXED_ONLY_MODE (which is also the initial value) so we never call
10271          * glClampColorARB(). */
10272         entry->vs.vertex_color_clamp = GL_FIXED_ONLY_ARB;
10273     }
10274 
10275     /* Set the shader to allow uniform loading on it */
10276     GL_EXTCALL(glUseProgram(program_id));
10277     checkGLcall("glUseProgram");
10278 
10279     entry->constant_update_mask = 0;
10280     if (vshader)
10281     {
10282         entry->constant_update_mask |= WINED3D_SHADER_CONST_VS_F;
10283         if (vshader->reg_maps.integer_constants)
10284             entry->constant_update_mask |= WINED3D_SHADER_CONST_VS_I;
10285         if (vshader->reg_maps.boolean_constants)
10286             entry->constant_update_mask |= WINED3D_SHADER_CONST_VS_B;
10287         if (entry->vs.pos_fixup_location != -1)
10288             entry->constant_update_mask |= WINED3D_SHADER_CONST_POS_FIXUP;
10289 
10290         shader_glsl_load_program_resources(context, priv, program_id, vshader);
10291     }
10292     else
10293     {
10294         entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MODELVIEW
10295                 | WINED3D_SHADER_CONST_FFP_PROJ;
10296 
10297         for (i = 1; i < MAX_VERTEX_INDEX_BLENDS; ++i)
10298         {
10299             if (entry->vs.modelview_matrix_location[i] != -1)
10300             {
10301                 entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_VERTEXBLEND;
10302                 break;
10303             }
10304         }
10305 
10306         for (i = 0; i < MAX_TEXTURES; ++i)
10307         {
10308             if (entry->vs.texture_matrix_location[i] != -1)
10309             {
10310                 entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_TEXMATRIX;
10311                 break;
10312             }
10313         }
10314         if (entry->vs.material_ambient_location != -1 || entry->vs.material_diffuse_location != -1
10315                 || entry->vs.material_specular_location != -1
10316                 || entry->vs.material_emissive_location != -1
10317                 || entry->vs.material_shininess_location != -1)
10318             entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MATERIAL;
10319         if (entry->vs.light_ambient_location != -1)
10320             entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_LIGHTS;
10321     }
10322     if (entry->vs.clip_planes_location != -1)
10323         entry->constant_update_mask |= WINED3D_SHADER_CONST_VS_CLIP_PLANES;
10324     if (entry->vs.pointsize_min_location != -1)
10325         entry->constant_update_mask |= WINED3D_SHADER_CONST_VS_POINTSIZE;
10326 
10327     if (hshader)
10328         shader_glsl_load_program_resources(context, priv, program_id, hshader);
10329 
10330     if (dshader)
10331     {
10332         if (entry->ds.pos_fixup_location != -1)
10333             entry->constant_update_mask |= WINED3D_SHADER_CONST_POS_FIXUP;
10334 
10335         shader_glsl_load_program_resources(context, priv, program_id, dshader);
10336     }
10337 
10338     if (gshader)
10339     {
10340         if (entry->gs.pos_fixup_location != -1)
10341             entry->constant_update_mask |= WINED3D_SHADER_CONST_POS_FIXUP;
10342 
10343         shader_glsl_load_program_resources(context, priv, program_id, gshader);
10344     }
10345 
10346     if (ps_id)
10347     {
10348         if (pshader)
10349         {
10350             entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
10351             if (pshader->reg_maps.integer_constants)
10352                 entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_I;
10353             if (pshader->reg_maps.boolean_constants)
10354                 entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_B;
10355             if (entry->ps.ycorrection_location != -1)
10356                 entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_Y_CORR;
10357 
10358             shader_glsl_load_program_resources(context, priv, program_id, pshader);
10359             shader_glsl_load_images(gl_info, priv, program_id, &pshader->reg_maps);
10360         }
10361         else
10362         {
10363             entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_PS;
10364 
10365             shader_glsl_load_samplers(context, priv, program_id, NULL);
10366         }
10367 
10368         for (i = 0; i < MAX_TEXTURES; ++i)
10369         {
10370             if (entry->ps.bumpenv_mat_location[i] != -1)
10371             {
10372                 entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
10373                 break;
10374             }
10375         }
10376 
10377         if (entry->ps.fog_color_location != -1)
10378             entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_FOG;
10379         if (entry->ps.alpha_test_ref_location != -1)
10380             entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_ALPHA_TEST;
10381         if (entry->ps.np2_fixup_location != -1)
10382             entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
10383         if (entry->ps.color_key_location != -1)
10384             entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_COLOR_KEY;
10385     }
10386 }
10387 
10388 static void shader_glsl_precompile(void *shader_priv, struct wined3d_shader *shader)
10389 {
10390     struct wined3d_device *device = shader->device;
10391     struct wined3d_context *context;
10392 
10393     if (shader->reg_maps.shader_version.type == WINED3D_SHADER_TYPE_COMPUTE)
10394     {
10395         context = context_acquire(device, NULL, 0);
10396         shader_glsl_compile_compute_shader(shader_priv, context, shader);
10397         context_release(context);
10398     }
10399 }
10400 
10401 /* Context activation is done by the caller. */
10402 static void shader_glsl_select(void *shader_priv, struct wined3d_context *context,
10403         const struct wined3d_state *state)
10404 {
10405     struct glsl_context_data *ctx_data = context->shader_backend_data;
10406     const struct wined3d_gl_info *gl_info = context->gl_info;
10407     struct shader_glsl_priv *priv = shader_priv;
10408     struct glsl_shader_prog_link *glsl_program;
10409     GLenum current_vertex_color_clamp;
10410     GLuint program_id, prev_id;
10411 
10412     priv->vertex_pipe->vp_enable(gl_info, !use_vs(state));
10413     priv->fragment_pipe->enable_extension(gl_info, !use_ps(state));
10414 
10415     prev_id = ctx_data->glsl_program ? ctx_data->glsl_program->id : 0;
10416     set_glsl_shader_program(context, state, priv, ctx_data);
10417     glsl_program = ctx_data->glsl_program;
10418 
10419     if (glsl_program)
10420     {
10421         program_id = glsl_program->id;
10422         current_vertex_color_clamp = glsl_program->vs.vertex_color_clamp;
10423         if (glsl_program->shader_controlled_clip_distances)
10424             context_enable_clip_distances(context, glsl_program->clip_distance_mask);
10425     }
10426     else
10427     {
10428         program_id = 0;
10429         current_vertex_color_clamp = GL_FIXED_ONLY_ARB;
10430     }
10431 
10432     if (ctx_data->vertex_color_clamp != current_vertex_color_clamp)
10433     {
10434         ctx_data->vertex_color_clamp = current_vertex_color_clamp;
10435         if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
10436         {
10437             GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp));
10438             checkGLcall("glClampColorARB");
10439         }
10440         else
10441         {
10442             FIXME("Vertex color clamp needs to be changed, but extension not supported.\n");
10443         }
10444     }
10445 
10446     TRACE("Using GLSL program %u.\n", program_id);
10447 
10448     if (prev_id != program_id)
10449     {
10450         GL_EXTCALL(glUseProgram(program_id));
10451         checkGLcall("glUseProgram");
10452 
10453         if (glsl_program)
10454             context->constant_update_mask |= glsl_program->constant_update_mask;
10455     }
10456 
10457     context->shader_update_mask |= (1u << WINED3D_SHADER_TYPE_COMPUTE);
10458 }
10459 
10460 /* Context activation is done by the caller. */
10461 static void shader_glsl_select_compute(void *shader_priv, struct wined3d_context *context,
10462         const struct wined3d_state *state)
10463 {
10464     struct glsl_context_data *ctx_data = context->shader_backend_data;
10465     const struct wined3d_gl_info *gl_info = context->gl_info;
10466     struct shader_glsl_priv *priv = shader_priv;
10467     GLuint program_id, prev_id;
10468 
10469     prev_id = ctx_data->glsl_program ? ctx_data->glsl_program->id : 0;
10470     set_glsl_compute_shader_program(context, state, priv, ctx_data);
10471     program_id = ctx_data->glsl_program ? ctx_data->glsl_program->id : 0;
10472 
10473     TRACE("Using GLSL program %u.\n", program_id);
10474 
10475     if (prev_id != program_id)
10476     {
10477         GL_EXTCALL(glUseProgram(program_id));
10478         checkGLcall("glUseProgram");
10479     }
10480 
10481     context->shader_update_mask |= (1u << WINED3D_SHADER_TYPE_PIXEL)
10482             | (1u << WINED3D_SHADER_TYPE_VERTEX)
10483             | (1u << WINED3D_SHADER_TYPE_GEOMETRY)
10484             | (1u << WINED3D_SHADER_TYPE_HULL)
10485             | (1u << WINED3D_SHADER_TYPE_DOMAIN);
10486 }
10487 
10488 /* "context" is not necessarily the currently active context. */
10489 static void shader_glsl_invalidate_current_program(struct wined3d_context *context)
10490 {
10491     struct glsl_context_data *ctx_data = context->shader_backend_data;
10492 
10493     ctx_data->glsl_program = NULL;
10494     context->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL)
10495             | (1u << WINED3D_SHADER_TYPE_VERTEX)
10496             | (1u << WINED3D_SHADER_TYPE_GEOMETRY)
10497             | (1u << WINED3D_SHADER_TYPE_HULL)
10498             | (1u << WINED3D_SHADER_TYPE_DOMAIN)
10499             | (1u << WINED3D_SHADER_TYPE_COMPUTE);
10500 }
10501 
10502 /* Context activation is done by the caller. */
10503 static void shader_glsl_disable(void *shader_priv, struct wined3d_context *context)
10504 {
10505     struct glsl_context_data *ctx_data = context->shader_backend_data;
10506     const struct wined3d_gl_info *gl_info = context->gl_info;
10507     struct shader_glsl_priv *priv = shader_priv;
10508 
10509     shader_glsl_invalidate_current_program(context);
10510     GL_EXTCALL(glUseProgram(0));
10511     checkGLcall("glUseProgram");
10512 
10513     priv->vertex_pipe->vp_enable(gl_info, FALSE);
10514     priv->fragment_pipe->enable_extension(gl_info, FALSE);
10515 
10516     if (needs_legacy_glsl_syntax(gl_info) && gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
10517     {
10518         ctx_data->vertex_color_clamp = GL_FIXED_ONLY_ARB;
10519         GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FIXED_ONLY_ARB));
10520         checkGLcall("glClampColorARB");
10521     }
10522 }
10523 
10524 static void shader_glsl_invalidate_contexts_program(struct wined3d_device *device,
10525         const struct glsl_shader_prog_link *program)
10526 {
10527     const struct glsl_context_data *ctx_data;
10528     struct wined3d_context *context;
10529     unsigned int i;
10530 
10531     for (i = 0; i < device->context_count; ++i)
10532     {
10533         context = device->contexts[i];
10534         ctx_data = context->shader_backend_data;
10535 
10536         if (ctx_data->glsl_program == program)
10537             shader_glsl_invalidate_current_program(context);
10538     }
10539 }
10540 
10541 static void shader_glsl_destroy(struct wined3d_shader *shader)
10542 {
10543     struct glsl_shader_private *shader_data = shader->backend_data;
10544     struct wined3d_device *device = shader->device;
10545     struct shader_glsl_priv *priv = device->shader_priv;
10546     const struct wined3d_gl_info *gl_info;
10547     const struct list *linked_programs;
10548     struct wined3d_context *context;
10549 
10550     if (!shader_data || !shader_data->num_gl_shaders)
10551     {
10552         heap_free(shader_data);
10553         shader->backend_data = NULL;
10554         return;
10555     }
10556 
10557     context = context_acquire(device, NULL, 0);
10558     gl_info = context->gl_info;
10559 
10560     TRACE("Deleting linked programs.\n");
10561     linked_programs = &shader->linked_programs;
10562     if (linked_programs->next)
10563     {
10564         struct glsl_shader_prog_link *entry, *entry2;
10565         UINT i;
10566 
10567         switch (shader->reg_maps.shader_version.type)
10568         {
10569             case WINED3D_SHADER_TYPE_PIXEL:
10570             {
10571                 struct glsl_ps_compiled_shader *gl_shaders = shader_data->gl_shaders.ps;
10572 
10573                 for (i = 0; i < shader_data->num_gl_shaders; ++i)
10574                 {
10575                     TRACE("Deleting pixel shader %u.\n", gl_shaders[i].id);
10576                     GL_EXTCALL(glDeleteShader(gl_shaders[i].id));
10577                     checkGLcall("glDeleteShader");
10578                 }
10579                 heap_free(shader_data->gl_shaders.ps);
10580 
10581                 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
10582                         struct glsl_shader_prog_link, ps.shader_entry)
10583                 {
10584                     shader_glsl_invalidate_contexts_program(device, entry);
10585                     delete_glsl_program_entry(priv, gl_info, entry);
10586                 }
10587 
10588                 break;
10589             }
10590 
10591             case WINED3D_SHADER_TYPE_VERTEX:
10592             {
10593                 struct glsl_vs_compiled_shader *gl_shaders = shader_data->gl_shaders.vs;
10594 
10595                 for (i = 0; i < shader_data->num_gl_shaders; ++i)
10596                 {
10597                     TRACE("Deleting vertex shader %u.\n", gl_shaders[i].id);
10598                     GL_EXTCALL(glDeleteShader(gl_shaders[i].id));
10599                     checkGLcall("glDeleteShader");
10600                 }
10601                 heap_free(shader_data->gl_shaders.vs);
10602 
10603                 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
10604                         struct glsl_shader_prog_link, vs.shader_entry)
10605                 {
10606                     shader_glsl_invalidate_contexts_program(device, entry);
10607                     delete_glsl_program_entry(priv, gl_info, entry);
10608                 }
10609 
10610                 break;
10611             }
10612 
10613             case WINED3D_SHADER_TYPE_HULL:
10614             {
10615                 struct glsl_hs_compiled_shader *gl_shaders = shader_data->gl_shaders.hs;
10616 
10617                 for (i = 0; i < shader_data->num_gl_shaders; ++i)
10618                 {
10619                     TRACE("Deleting hull shader %u.\n", gl_shaders[i].id);
10620                     GL_EXTCALL(glDeleteShader(gl_shaders[i].id));
10621                     checkGLcall("glDeleteShader");
10622                 }
10623                 heap_free(shader_data->gl_shaders.hs);
10624 
10625                 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
10626                         struct glsl_shader_prog_link, hs.shader_entry)
10627                 {
10628                     shader_glsl_invalidate_contexts_program(device, entry);
10629                     delete_glsl_program_entry(priv, gl_info, entry);
10630                 }
10631 
10632                 break;
10633             }
10634 
10635             case WINED3D_SHADER_TYPE_DOMAIN:
10636             {
10637                 struct glsl_ds_compiled_shader *gl_shaders = shader_data->gl_shaders.ds;
10638 
10639                 for (i = 0; i < shader_data->num_gl_shaders; ++i)
10640                 {
10641                     TRACE("Deleting domain shader %u.\n", gl_shaders[i].id);
10642                     GL_EXTCALL(glDeleteShader(gl_shaders[i].id));
10643                     checkGLcall("glDeleteShader");
10644                 }
10645                 heap_free(shader_data->gl_shaders.ds);
10646 
10647                 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
10648                         struct glsl_shader_prog_link, ds.shader_entry)
10649                 {
10650                     shader_glsl_invalidate_contexts_program(device, entry);
10651                     delete_glsl_program_entry(priv, gl_info, entry);
10652                 }
10653 
10654                 break;
10655             }
10656 
10657             case WINED3D_SHADER_TYPE_GEOMETRY:
10658             {
10659                 struct glsl_gs_compiled_shader *gl_shaders = shader_data->gl_shaders.gs;
10660 
10661                 for (i = 0; i < shader_data->num_gl_shaders; ++i)
10662                 {
10663                     TRACE("Deleting geometry shader %u.\n", gl_shaders[i].id);
10664                     GL_EXTCALL(glDeleteShader(gl_shaders[i].id));
10665                     checkGLcall("glDeleteShader");
10666                 }
10667                 heap_free(shader_data->gl_shaders.gs);
10668 
10669                 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
10670                         struct glsl_shader_prog_link, gs.shader_entry)
10671                 {
10672                     shader_glsl_invalidate_contexts_program(device, entry);
10673                     delete_glsl_program_entry(priv, gl_info, entry);
10674                 }
10675 
10676                 break;
10677             }
10678 
10679             case WINED3D_SHADER_TYPE_COMPUTE:
10680             {
10681                 struct glsl_cs_compiled_shader *gl_shaders = shader_data->gl_shaders.cs;
10682 
10683                 for (i = 0; i < shader_data->num_gl_shaders; ++i)
10684                 {
10685                     TRACE("Deleting compute shader %u.\n", gl_shaders[i].id);
10686                     GL_EXTCALL(glDeleteShader(gl_shaders[i].id));
10687                     checkGLcall("glDeleteShader");
10688                 }
10689                 heap_free(shader_data->gl_shaders.cs);
10690 
10691                 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
10692                         struct glsl_shader_prog_link, cs.shader_entry)
10693                 {
10694                     shader_glsl_invalidate_contexts_program(device, entry);
10695                     delete_glsl_program_entry(priv, gl_info, entry);
10696                 }
10697 
10698                 break;
10699             }
10700 
10701             default:
10702                 ERR("Unhandled shader type %#x.\n", shader->reg_maps.shader_version.type);
10703                 break;
10704         }
10705     }
10706 
10707     heap_free(shader->backend_data);
10708     shader->backend_data = NULL;
10709 
10710     context_release(context);
10711 }
10712 
10713 static int glsl_program_key_compare(const void *key, const struct wine_rb_entry *entry)
10714 {
10715     const struct glsl_program_key *k = key;
10716     const struct glsl_shader_prog_link *prog = WINE_RB_ENTRY_VALUE(entry,
10717             const struct glsl_shader_prog_link, program_lookup_entry);
10718 
10719     if (k->vs_id > prog->vs.id) return 1;
10720     else if (k->vs_id < prog->vs.id) return -1;
10721 
10722     if (k->gs_id > prog->gs.id) return 1;
10723     else if (k->gs_id < prog->gs.id) return -1;
10724 
10725     if (k->ps_id > prog->ps.id) return 1;
10726     else if (k->ps_id < prog->ps.id) return -1;
10727 
10728     if (k->hs_id > prog->hs.id) return 1;
10729     else if (k->hs_id < prog->hs.id) return -1;
10730 
10731     if (k->ds_id > prog->ds.id) return 1;
10732     else if (k->ds_id < prog->ds.id) return -1;
10733 
10734     if (k->cs_id > prog->cs.id) return 1;
10735     else if (k->cs_id < prog->cs.id) return -1;
10736 
10737     return 0;
10738 }
10739 
10740 static BOOL constant_heap_init(struct constant_heap *heap, unsigned int constant_count)
10741 {
10742     SIZE_T size = (constant_count + 1) * sizeof(*heap->entries)
10743             + constant_count * sizeof(*heap->contained)
10744             + constant_count * sizeof(*heap->positions);
10745     void *mem;
10746 
10747     if (!(mem = heap_alloc(size)))
10748     {
10749         ERR("Failed to allocate memory\n");
10750         return FALSE;
10751     }
10752 
10753     heap->entries = mem;
10754     heap->entries[1].version = 0;
10755     heap->contained = (BOOL *)(heap->entries + constant_count + 1);
10756     memset(heap->contained, 0, constant_count * sizeof(*heap->contained));
10757     heap->positions = (unsigned int *)(heap->contained + constant_count);
10758     heap->size = 1;
10759 
10760     return TRUE;
10761 }
10762 
10763 static void constant_heap_free(struct constant_heap *heap)
10764 {
10765     heap_free(heap->entries);
10766 }
10767 
10768 static HRESULT shader_glsl_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
10769         const struct fragment_pipeline *fragment_pipe)
10770 {
10771     SIZE_T stack_size = wined3d_log2i(max(WINED3D_MAX_VS_CONSTS_F, WINED3D_MAX_PS_CONSTS_F)) + 1;
10772     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
10773     struct fragment_caps fragment_caps;
10774     void *vertex_priv, *fragment_priv;
10775     struct shader_glsl_priv *priv;
10776 
10777     if (!(priv = heap_alloc_zero(sizeof(*priv))))
10778         return E_OUTOFMEMORY;
10779 
10780     string_buffer_list_init(&priv->string_buffers);
10781 
10782     if (!(vertex_priv = vertex_pipe->vp_alloc(&glsl_shader_backend, priv)))
10783     {
10784         ERR("Failed to initialize vertex pipe.\n");
10785         heap_free(priv);
10786         return E_FAIL;
10787     }
10788 
10789     if (!(fragment_priv = fragment_pipe->alloc_private(&glsl_shader_backend, priv)))
10790     {
10791         ERR("Failed to initialize fragment pipe.\n");
10792         vertex_pipe->vp_free(device);
10793         heap_free(priv);
10794         return E_FAIL;
10795     }
10796 
10797     if (!string_buffer_init(&priv->shader_buffer))
10798     {
10799         ERR("Failed to initialize shader buffer.\n");
10800         goto fail;
10801     }
10802 
10803     if (!(priv->stack = heap_calloc(stack_size, sizeof(*priv->stack))))
10804     {
10805         ERR("Failed to allocate memory.\n");
10806         goto fail;
10807     }
10808 
10809     if (!constant_heap_init(&priv->vconst_heap, WINED3D_MAX_VS_CONSTS_F))
10810     {
10811         ERR("Failed to initialize vertex shader constant heap\n");
10812         goto fail;
10813     }
10814 
10815     if (!constant_heap_init(&priv->pconst_heap, WINED3D_MAX_PS_CONSTS_F))
10816     {
10817         ERR("Failed to initialize pixel shader constant heap\n");
10818         goto fail;
10819     }
10820 
10821     wine_rb_init(&priv->program_lookup, glsl_program_key_compare);
10822 
10823     priv->next_constant_version = 1;
10824     priv->vertex_pipe = vertex_pipe;
10825     priv->fragment_pipe = fragment_pipe;
10826     fragment_pipe->get_caps(gl_info, &fragment_caps);
10827     priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
10828     priv->legacy_lighting = device->wined3d->flags & WINED3D_LEGACY_FFP_LIGHTING;
10829 
10830     device->vertex_priv = vertex_priv;
10831     device->fragment_priv = fragment_priv;
10832     device->shader_priv = priv;
10833 
10834     return WINED3D_OK;
10835 
10836 fail:
10837     constant_heap_free(&priv->pconst_heap);
10838     constant_heap_free(&priv->vconst_heap);
10839     heap_free(priv->stack);
10840     string_buffer_free(&priv->shader_buffer);
10841     fragment_pipe->free_private(device);
10842     vertex_pipe->vp_free(device);
10843     heap_free(priv);
10844     return E_OUTOFMEMORY;
10845 }
10846 
10847 /* Context activation is done by the caller. */
10848 static void shader_glsl_free(struct wined3d_device *device)
10849 {
10850     struct shader_glsl_priv *priv = device->shader_priv;
10851 
10852     wine_rb_destroy(&priv->program_lookup, NULL, NULL);
10853     constant_heap_free(&priv->pconst_heap);
10854     constant_heap_free(&priv->vconst_heap);
10855     heap_free(priv->stack);
10856     string_buffer_list_cleanup(&priv->string_buffers);
10857     string_buffer_free(&priv->shader_buffer);
10858     priv->fragment_pipe->free_private(device);
10859     priv->vertex_pipe->vp_free(device);
10860 
10861     heap_free(device->shader_priv);
10862     device->shader_priv = NULL;
10863 }
10864 
10865 static BOOL shader_glsl_allocate_context_data(struct wined3d_context *context)
10866 {
10867     struct glsl_context_data *ctx_data;
10868 
10869     if (!(ctx_data = heap_alloc_zero(sizeof(*ctx_data))))
10870         return FALSE;
10871     ctx_data->vertex_color_clamp = GL_FIXED_ONLY_ARB;
10872     context->shader_backend_data = ctx_data;
10873     return TRUE;
10874 }
10875 
10876 static void shader_glsl_free_context_data(struct wined3d_context *context)
10877 {
10878     heap_free(context->shader_backend_data);
10879 }
10880 
10881 static void shader_glsl_init_context_state(struct wined3d_context *context)
10882 {
10883     const struct wined3d_gl_info *gl_info = context->gl_info;
10884 
10885     gl_info->gl_ops.gl.p_glEnable(GL_PROGRAM_POINT_SIZE);
10886     checkGLcall("GL_PROGRAM_POINT_SIZE");
10887 }
10888 
10889 static unsigned int shader_glsl_get_shader_model(const struct wined3d_gl_info *gl_info)
10890 {
10891     BOOL shader_model_4 = gl_info->glsl_version >= MAKEDWORD_VERSION(1, 50)
10892             && gl_info->supported[WINED3D_GL_VERSION_3_2]
10893             && gl_info->supported[ARB_SAMPLER_OBJECTS]
10894             && gl_info->supported[ARB_SHADER_BIT_ENCODING]
10895             && gl_info->supported[ARB_TEXTURE_SWIZZLE];
10896 
10897     if (shader_model_4
10898             && gl_info->supported[ARB_COMPUTE_SHADER]
10899             && gl_info->supported[ARB_CULL_DISTANCE]
10900             && gl_info->supported[ARB_DERIVATIVE_CONTROL]
10901             && gl_info->supported[ARB_DRAW_INDIRECT]
10902             && gl_info->supported[ARB_GPU_SHADER5]
10903             && gl_info->supported[ARB_SHADER_ATOMIC_COUNTERS]
10904             && gl_info->supported[ARB_SHADER_IMAGE_LOAD_STORE]
10905             && gl_info->supported[ARB_SHADER_IMAGE_SIZE]
10906             && gl_info->supported[ARB_SHADING_LANGUAGE_PACKING]
10907             && gl_info->supported[ARB_TESSELLATION_SHADER]
10908             && gl_info->supported[ARB_TEXTURE_COMPRESSION_BPTC]
10909             && gl_info->supported[ARB_TEXTURE_GATHER]
10910             && gl_info->supported[ARB_TRANSFORM_FEEDBACK3])
10911         return 5;
10912 
10913     if (shader_model_4)
10914         return 4;
10915 
10916     /* Support for texldd and texldl instructions in pixel shaders is required
10917      * for SM3. */
10918     if (shader_glsl_has_core_grad(gl_info) || gl_info->supported[ARB_SHADER_TEXTURE_LOD])
10919         return 3;
10920 
10921     return 2;
10922 }
10923 
10924 static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
10925 {
10926     unsigned int shader_model = shader_glsl_get_shader_model(gl_info);
10927 
10928     TRACE("Shader model %u.\n", shader_model);
10929 
10930     caps->vs_version = min(wined3d_settings.max_sm_vs, shader_model);
10931     caps->hs_version = min(wined3d_settings.max_sm_hs, shader_model);
10932     caps->ds_version = min(wined3d_settings.max_sm_ds, shader_model);
10933     caps->gs_version = min(wined3d_settings.max_sm_gs, shader_model);
10934     caps->ps_version = min(wined3d_settings.max_sm_ps, shader_model);
10935     caps->cs_version = min(wined3d_settings.max_sm_cs, shader_model);
10936 
10937     caps->vs_version = gl_info->supported[ARB_VERTEX_SHADER] ? caps->vs_version : 0;
10938     caps->ps_version = gl_info->supported[ARB_FRAGMENT_SHADER] ? caps->ps_version : 0;
10939 
10940     caps->vs_uniform_count = min(WINED3D_MAX_VS_CONSTS_F, gl_info->limits.glsl_vs_float_constants);
10941     caps->ps_uniform_count = min(WINED3D_MAX_PS_CONSTS_F, gl_info->limits.glsl_ps_float_constants);
10942     caps->varying_count = gl_info->limits.glsl_varyings;
10943 
10944     /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
10945      * Direct3D minimum requirement.
10946      *
10947      * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
10948      * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
10949      *
10950      * The problem is that the refrast clamps temporary results in the shader to
10951      * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
10952      * then applications may miss the clamping behavior. On the other hand, if it is smaller,
10953      * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
10954      * offer a way to query this.
10955      */
10956     if (shader_model >= 4)
10957         caps->ps_1x_max_value = FLT_MAX;
10958     else
10959         caps->ps_1x_max_value = 1024.0f;
10960 
10961     /* Ideally we'd only set caps like sRGB writes here if supported by both
10962      * the shader backend and the fragment pipe, but we can get called before
10963      * shader_glsl_alloc(). */
10964     caps->wined3d_caps = WINED3D_SHADER_CAP_VS_CLIPPING
10965             | WINED3D_SHADER_CAP_SRGB_WRITE;
10966 }
10967 
10968 static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
10969 {
10970     /* We support everything except YUV conversions. */
10971     return !is_complex_fixup(fixup);
10972 }
10973 
10974 static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
10975 {
10976     /* WINED3DSIH_ABS                              */ shader_glsl_map2gl,
10977     /* WINED3DSIH_ADD                              */ shader_glsl_binop,
10978     /* WINED3DSIH_AND                              */ shader_glsl_binop,
10979     /* WINED3DSIH_ATOMIC_AND                       */ shader_glsl_atomic,
10980     /* WINED3DSIH_ATOMIC_CMP_STORE                 */ shader_glsl_atomic,
10981     /* WINED3DSIH_ATOMIC_IADD                      */ shader_glsl_atomic,
10982     /* WINED3DSIH_ATOMIC_IMAX                      */ shader_glsl_atomic,
10983     /* WINED3DSIH_ATOMIC_IMIN                      */ shader_glsl_atomic,
10984     /* WINED3DSIH_ATOMIC_OR                        */ shader_glsl_atomic,
10985     /* WINED3DSIH_ATOMIC_UMAX                      */ shader_glsl_atomic,
10986     /* WINED3DSIH_ATOMIC_UMIN                      */ shader_glsl_atomic,
10987     /* WINED3DSIH_ATOMIC_XOR                       */ shader_glsl_atomic,
10988     /* WINED3DSIH_BEM                              */ shader_glsl_bem,
10989     /* WINED3DSIH_BFI                              */ shader_glsl_bitwise_op,
10990     /* WINED3DSIH_BFREV                            */ shader_glsl_map2gl,
10991     /* WINED3DSIH_BREAK                            */ shader_glsl_break,
10992     /* WINED3DSIH_BREAKC                           */ shader_glsl_breakc,
10993     /* WINED3DSIH_BREAKP                           */ shader_glsl_conditional_op,
10994     /* WINED3DSIH_BUFINFO                          */ shader_glsl_bufinfo,
10995     /* WINED3DSIH_CALL                             */ shader_glsl_call,
10996     /* WINED3DSIH_CALLNZ                           */ shader_glsl_callnz,
10997     /* WINED3DSIH_CASE                             */ shader_glsl_case,
10998     /* WINED3DSIH_CMP                              */ shader_glsl_conditional_move,
10999     /* WINED3DSIH_CND                              */ shader_glsl_cnd,
11000     /* WINED3DSIH_CONTINUE                         */ shader_glsl_continue,
11001     /* WINED3DSIH_CONTINUEP                        */ shader_glsl_conditional_op,
11002     /* WINED3DSIH_COUNTBITS                        */ shader_glsl_map2gl,
11003     /* WINED3DSIH_CRS                              */ shader_glsl_cross,
11004     /* WINED3DSIH_CUT                              */ shader_glsl_cut,
11005     /* WINED3DSIH_CUT_STREAM                       */ shader_glsl_cut,
11006     /* WINED3DSIH_DCL                              */ shader_glsl_nop,
11007     /* WINED3DSIH_DCL_CONSTANT_BUFFER              */ shader_glsl_nop,
11008     /* WINED3DSIH_DCL_FUNCTION_BODY                */ NULL,
11009     /* WINED3DSIH_DCL_FUNCTION_TABLE               */ NULL,
11010     /* WINED3DSIH_DCL_GLOBAL_FLAGS                 */ shader_glsl_nop,
11011     /* WINED3DSIH_DCL_GS_INSTANCES                 */ shader_glsl_nop,
11012     /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ shader_glsl_nop,
11013     /* WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT */ shader_glsl_nop,
11014     /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR            */ shader_glsl_nop,
11015     /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER    */ shader_glsl_nop,
11016     /* WINED3DSIH_DCL_INDEX_RANGE                  */ shader_glsl_nop,
11017     /* WINED3DSIH_DCL_INDEXABLE_TEMP               */ shader_glsl_nop,
11018     /* WINED3DSIH_DCL_INPUT                        */ shader_glsl_nop,
11019     /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT    */ shader_glsl_nop,
11020     /* WINED3DSIH_DCL_INPUT_PRIMITIVE              */ shader_glsl_nop,
11021     /* WINED3DSIH_DCL_INPUT_PS                     */ shader_glsl_nop,
11022     /* WINED3DSIH_DCL_INPUT_PS_SGV                 */ NULL,
11023     /* WINED3DSIH_DCL_INPUT_PS_SIV                 */ NULL,
11024     /* WINED3DSIH_DCL_INPUT_SGV                    */ shader_glsl_nop,
11025     /* WINED3DSIH_DCL_INPUT_SIV                    */ shader_glsl_nop,
11026     /* WINED3DSIH_DCL_INTERFACE                    */ NULL,
11027     /* WINED3DSIH_DCL_OUTPUT                       */ shader_glsl_nop,
11028     /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT   */ shader_glsl_nop,
11029     /* WINED3DSIH_DCL_OUTPUT_SIV                   */ shader_glsl_nop,
11030     /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY              */ shader_glsl_nop,
11031     /* WINED3DSIH_DCL_RESOURCE_RAW                 */ shader_glsl_nop,
11032     /* WINED3DSIH_DCL_RESOURCE_STRUCTURED          */ shader_glsl_nop,
11033     /* WINED3DSIH_DCL_SAMPLER                      */ shader_glsl_nop,
11034     /* WINED3DSIH_DCL_STREAM                       */ NULL,
11035     /* WINED3DSIH_DCL_TEMPS                        */ shader_glsl_nop,
11036     /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN           */ shader_glsl_nop,
11037     /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ shader_glsl_nop,
11038     /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING     */ shader_glsl_nop,
11039     /* WINED3DSIH_DCL_TGSM_RAW                     */ shader_glsl_nop,
11040     /* WINED3DSIH_DCL_TGSM_STRUCTURED              */ shader_glsl_nop,
11041     /* WINED3DSIH_DCL_THREAD_GROUP                 */ shader_glsl_nop,
11042     /* WINED3DSIH_DCL_UAV_RAW                      */ shader_glsl_nop,
11043     /* WINED3DSIH_DCL_UAV_STRUCTURED               */ shader_glsl_nop,
11044     /* WINED3DSIH_DCL_UAV_TYPED                    */ shader_glsl_nop,
11045     /* WINED3DSIH_DCL_VERTICES_OUT                 */ shader_glsl_nop,
11046     /* WINED3DSIH_DEF                              */ shader_glsl_nop,
11047     /* WINED3DSIH_DEFAULT                          */ shader_glsl_default,
11048     /* WINED3DSIH_DEFB                             */ shader_glsl_nop,
11049     /* WINED3DSIH_DEFI                             */ shader_glsl_nop,
11050     /* WINED3DSIH_DIV                              */ shader_glsl_binop,
11051     /* WINED3DSIH_DP2                              */ shader_glsl_dot,
11052     /* WINED3DSIH_DP2ADD                           */ shader_glsl_dp2add,
11053     /* WINED3DSIH_DP3                              */ shader_glsl_dot,
11054     /* WINED3DSIH_DP4                              */ shader_glsl_dot,
11055     /* WINED3DSIH_DST                              */ shader_glsl_dst,
11056     /* WINED3DSIH_DSX                              */ shader_glsl_map2gl,
11057     /* WINED3DSIH_DSX_COARSE                       */ shader_glsl_map2gl,
11058     /* WINED3DSIH_DSX_FINE                         */ shader_glsl_map2gl,
11059     /* WINED3DSIH_DSY                              */ shader_glsl_map2gl,
11060     /* WINED3DSIH_DSY_COARSE                       */ shader_glsl_map2gl,
11061     /* WINED3DSIH_DSY_FINE                         */ shader_glsl_map2gl,
11062     /* WINED3DSIH_EVAL_SAMPLE_INDEX                */ NULL,
11063     /* WINED3DSIH_ELSE                             */ shader_glsl_else,
11064     /* WINED3DSIH_EMIT                             */ shader_glsl_emit,
11065     /* WINED3DSIH_EMIT_STREAM                      */ shader_glsl_emit,
11066     /* WINED3DSIH_ENDIF                            */ shader_glsl_end,
11067     /* WINED3DSIH_ENDLOOP                          */ shader_glsl_end,
11068     /* WINED3DSIH_ENDREP                           */ shader_glsl_end,
11069     /* WINED3DSIH_ENDSWITCH                        */ shader_glsl_end,
11070     /* WINED3DSIH_EQ                               */ shader_glsl_relop,
11071     /* WINED3DSIH_EXP                              */ shader_glsl_scalar_op,
11072     /* WINED3DSIH_EXPP                             */ shader_glsl_expp,
11073     /* WINED3DSIH_F16TOF32                         */ shader_glsl_float16,
11074     /* WINED3DSIH_F32TOF16                         */ shader_glsl_float16,
11075     /* WINED3DSIH_FCALL                            */ NULL,
11076     /* WINED3DSIH_FIRSTBIT_HI                      */ shader_glsl_map2gl,
11077     /* WINED3DSIH_FIRSTBIT_LO                      */ shader_glsl_map2gl,
11078     /* WINED3DSIH_FIRSTBIT_SHI                     */ shader_glsl_map2gl,
11079     /* WINED3DSIH_FRC                              */ shader_glsl_map2gl,
11080     /* WINED3DSIH_FTOI                             */ shader_glsl_to_int,
11081     /* WINED3DSIH_FTOU                             */ shader_glsl_to_uint,
11082     /* WINED3DSIH_GATHER4                          */ shader_glsl_gather4,
11083     /* WINED3DSIH_GATHER4_C                        */ shader_glsl_gather4,
11084     /* WINED3DSIH_GATHER4_PO                       */ shader_glsl_gather4,
11085     /* WINED3DSIH_GATHER4_PO_C                     */ shader_glsl_gather4,
11086     /* WINED3DSIH_GE                               */ shader_glsl_relop,
11087     /* WINED3DSIH_HS_CONTROL_POINT_PHASE           */ shader_glsl_nop,
11088     /* WINED3DSIH_HS_DECLS                         */ shader_glsl_nop,
11089     /* WINED3DSIH_HS_FORK_PHASE                    */ shader_glsl_nop,
11090     /* WINED3DSIH_HS_JOIN_PHASE                    */ shader_glsl_nop,
11091     /* WINED3DSIH_IADD                             */ shader_glsl_binop,
11092     /* WINED3DSIH_IBFE                             */ shader_glsl_bitwise_op,
11093     /* WINED3DSIH_IEQ                              */ shader_glsl_relop,
11094     /* WINED3DSIH_IF                               */ shader_glsl_if,
11095     /* WINED3DSIH_IFC                              */ shader_glsl_ifc,
11096     /* WINED3DSIH_IGE                              */ shader_glsl_relop,
11097     /* WINED3DSIH_ILT                              */ shader_glsl_relop,
11098     /* WINED3DSIH_IMAD                             */ shader_glsl_mad,
11099     /* WINED3DSIH_IMAX                             */ shader_glsl_map2gl,
11100     /* WINED3DSIH_IMIN                             */ shader_glsl_map2gl,
11101     /* WINED3DSIH_IMM_ATOMIC_ALLOC                 */ shader_glsl_uav_counter,
11102     /* WINED3DSIH_IMM_ATOMIC_AND                   */ shader_glsl_atomic,
11103     /* WINED3DSIH_IMM_ATOMIC_CMP_EXCH              */ shader_glsl_atomic,
11104     /* WINED3DSIH_IMM_ATOMIC_CONSUME               */ shader_glsl_uav_counter,
11105     /* WINED3DSIH_IMM_ATOMIC_EXCH                  */ shader_glsl_atomic,
11106     /* WINED3DSIH_IMM_ATOMIC_IADD                  */ shader_glsl_atomic,
11107     /* WINED3DSIH_IMM_ATOMIC_IMAX                  */ shader_glsl_atomic,
11108     /* WINED3DSIH_IMM_ATOMIC_IMIN                  */ shader_glsl_atomic,
11109     /* WINED3DSIH_IMM_ATOMIC_OR                    */ shader_glsl_atomic,
11110     /* WINED3DSIH_IMM_ATOMIC_UMAX                  */ shader_glsl_atomic,
11111     /* WINED3DSIH_IMM_ATOMIC_UMIN                  */ shader_glsl_atomic,
11112     /* WINED3DSIH_IMM_ATOMIC_XOR                   */ shader_glsl_atomic,
11113     /* WINED3DSIH_IMUL                             */ shader_glsl_mul_extended,
11114     /* WINED3DSIH_INE                              */ shader_glsl_relop,
11115     /* WINED3DSIH_INEG                             */ shader_glsl_unary_op,
11116     /* WINED3DSIH_ISHL                             */ shader_glsl_binop,
11117     /* WINED3DSIH_ISHR                             */ shader_glsl_binop,
11118     /* WINED3DSIH_ITOF                             */ shader_glsl_to_float,
11119     /* WINED3DSIH_LABEL                            */ shader_glsl_label,
11120     /* WINED3DSIH_LD                               */ shader_glsl_ld,
11121     /* WINED3DSIH_LD2DMS                           */ shader_glsl_ld,
11122     /* WINED3DSIH_LD_RAW                           */ shader_glsl_ld_raw_structured,
11123     /* WINED3DSIH_LD_STRUCTURED                    */ shader_glsl_ld_raw_structured,
11124     /* WINED3DSIH_LD_UAV_TYPED                     */ shader_glsl_ld_uav,
11125     /* WINED3DSIH_LIT                              */ shader_glsl_lit,
11126     /* WINED3DSIH_LOD                              */ NULL,
11127     /* WINED3DSIH_LOG                              */ shader_glsl_scalar_op,
11128     /* WINED3DSIH_LOGP                             */ shader_glsl_scalar_op,
11129     /* WINED3DSIH_LOOP                             */ shader_glsl_loop,
11130     /* WINED3DSIH_LRP                              */ shader_glsl_lrp,
11131     /* WINED3DSIH_LT                               */ shader_glsl_relop,
11132     /* WINED3DSIH_M3x2                             */ shader_glsl_mnxn,
11133     /* WINED3DSIH_M3x3                             */ shader_glsl_mnxn,
11134     /* WINED3DSIH_M3x4                             */ shader_glsl_mnxn,
11135     /* WINED3DSIH_M4x3                             */ shader_glsl_mnxn,
11136     /* WINED3DSIH_M4x4                             */ shader_glsl_mnxn,
11137     /* WINED3DSIH_MAD                              */ shader_glsl_mad,
11138     /* WINED3DSIH_MAX                              */ shader_glsl_map2gl,
11139     /* WINED3DSIH_MIN                              */ shader_glsl_map2gl,
11140     /* WINED3DSIH_MOV                              */ shader_glsl_mov,
11141     /* WINED3DSIH_MOVA                             */ shader_glsl_mov,
11142     /* WINED3DSIH_MOVC                             */ shader_glsl_conditional_move,
11143     /* WINED3DSIH_MUL                              */ shader_glsl_binop,
11144     /* WINED3DSIH_NE                               */ shader_glsl_relop,
11145     /* WINED3DSIH_NOP                              */ shader_glsl_nop,
11146     /* WINED3DSIH_NOT                              */ shader_glsl_unary_op,
11147     /* WINED3DSIH_NRM                              */ shader_glsl_nrm,
11148     /* WINED3DSIH_OR                               */ shader_glsl_binop,
11149     /* WINED3DSIH_PHASE                            */ shader_glsl_nop,
11150     /* WINED3DSIH_POW                              */ shader_glsl_pow,
11151     /* WINED3DSIH_RCP                              */ shader_glsl_scalar_op,
11152     /* WINED3DSIH_REP                              */ shader_glsl_rep,
11153     /* WINED3DSIH_RESINFO                          */ shader_glsl_resinfo,
11154     /* WINED3DSIH_RET                              */ shader_glsl_ret,
11155     /* WINED3DSIH_RETP                             */ shader_glsl_conditional_op,
11156     /* WINED3DSIH_ROUND_NE                         */ shader_glsl_map2gl,
11157     /* WINED3DSIH_ROUND_NI                         */ shader_glsl_map2gl,
11158     /* WINED3DSIH_ROUND_PI                         */ shader_glsl_map2gl,
11159     /* WINED3DSIH_ROUND_Z                          */ shader_glsl_map2gl,
11160     /* WINED3DSIH_RSQ                              */ shader_glsl_scalar_op,
11161     /* WINED3DSIH_SAMPLE                           */ shader_glsl_sample,
11162     /* WINED3DSIH_SAMPLE_B                         */ shader_glsl_sample,
11163     /* WINED3DSIH_SAMPLE_C                         */ shader_glsl_sample_c,
11164     /* WINED3DSIH_SAMPLE_C_LZ                      */ shader_glsl_sample_c,
11165     /* WINED3DSIH_SAMPLE_GRAD                      */ shader_glsl_sample,
11166     /* WINED3DSIH_SAMPLE_INFO                      */ shader_glsl_sample_info,
11167     /* WINED3DSIH_SAMPLE_LOD                       */ shader_glsl_sample,
11168     /* WINED3DSIH_SAMPLE_POS                       */ NULL,
11169     /* WINED3DSIH_SETP                             */ NULL,
11170     /* WINED3DSIH_SGE                              */ shader_glsl_compare,
11171     /* WINED3DSIH_SGN                              */ shader_glsl_sgn,
11172     /* WINED3DSIH_SINCOS                           */ shader_glsl_sincos,
11173     /* WINED3DSIH_SLT                              */ shader_glsl_compare,
11174     /* WINED3DSIH_SQRT                             */ shader_glsl_map2gl,
11175     /* WINED3DSIH_STORE_RAW                        */ shader_glsl_store_raw_structured,
11176     /* WINED3DSIH_STORE_STRUCTURED                 */ shader_glsl_store_raw_structured,
11177     /* WINED3DSIH_STORE_UAV_TYPED                  */ shader_glsl_store_uav,
11178     /* WINED3DSIH_SUB                              */ shader_glsl_binop,
11179     /* WINED3DSIH_SWAPC                            */ shader_glsl_swapc,
11180     /* WINED3DSIH_SWITCH                           */ shader_glsl_switch,
11181     /* WINED3DSIH_SYNC                             */ shader_glsl_sync,
11182     /* WINED3DSIH_TEX                              */ shader_glsl_tex,
11183     /* WINED3DSIH_TEXBEM                           */ shader_glsl_texbem,
11184     /* WINED3DSIH_TEXBEML                          */ shader_glsl_texbem,
11185     /* WINED3DSIH_TEXCOORD                         */ shader_glsl_texcoord,
11186     /* WINED3DSIH_TEXDEPTH                         */ shader_glsl_texdepth,
11187     /* WINED3DSIH_TEXDP3                           */ shader_glsl_texdp3,
11188     /* WINED3DSIH_TEXDP3TEX                        */ shader_glsl_texdp3tex,
11189     /* WINED3DSIH_TEXKILL                          */ shader_glsl_texkill,
11190     /* WINED3DSIH_TEXLDD                           */ shader_glsl_texldd,
11191     /* WINED3DSIH_TEXLDL                           */ shader_glsl_texldl,
11192     /* WINED3DSIH_TEXM3x2DEPTH                     */ shader_glsl_texm3x2depth,
11193     /* WINED3DSIH_TEXM3x2PAD                       */ shader_glsl_texm3x2pad,
11194     /* WINED3DSIH_TEXM3x2TEX                       */ shader_glsl_texm3x2tex,
11195     /* WINED3DSIH_TEXM3x3                          */ shader_glsl_texm3x3,
11196     /* WINED3DSIH_TEXM3x3DIFF                      */ NULL,
11197     /* WINED3DSIH_TEXM3x3PAD                       */ shader_glsl_texm3x3pad,
11198     /* WINED3DSIH_TEXM3x3SPEC                      */ shader_glsl_texm3x3spec,
11199     /* WINED3DSIH_TEXM3x3TEX                       */ shader_glsl_texm3x3tex,
11200     /* WINED3DSIH_TEXM3x3VSPEC                     */ shader_glsl_texm3x3vspec,
11201     /* WINED3DSIH_TEXREG2AR                        */ shader_glsl_texreg2ar,
11202     /* WINED3DSIH_TEXREG2GB                        */ shader_glsl_texreg2gb,
11203     /* WINED3DSIH_TEXREG2RGB                       */ shader_glsl_texreg2rgb,
11204     /* WINED3DSIH_UBFE                             */ shader_glsl_bitwise_op,
11205     /* WINED3DSIH_UDIV                             */ shader_glsl_udiv,
11206     /* WINED3DSIH_UGE                              */ shader_glsl_relop,
11207     /* WINED3DSIH_ULT                              */ shader_glsl_relop,
11208     /* WINED3DSIH_UMAX                             */ shader_glsl_map2gl,
11209     /* WINED3DSIH_UMIN                             */ shader_glsl_map2gl,
11210     /* WINED3DSIH_UMUL                             */ shader_glsl_mul_extended,
11211     /* WINED3DSIH_USHR                             */ shader_glsl_binop,
11212     /* WINED3DSIH_UTOF                             */ shader_glsl_to_float,
11213     /* WINED3DSIH_XOR                              */ shader_glsl_binop,
11214 };
11215 
11216 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction *ins) {
11217     SHADER_HANDLER hw_fct;
11218 
11219     /* Select handler */
11220     hw_fct = shader_glsl_instruction_handler_table[ins->handler_idx];
11221 
11222     /* Unhandled opcode */
11223     if (!hw_fct)
11224     {
11225         FIXME("Backend can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
11226         return;
11227     }
11228     hw_fct(ins);
11229 
11230     shader_glsl_add_instruction_modifiers(ins);
11231 }
11232 
11233 static BOOL shader_glsl_has_ffp_proj_control(void *shader_priv)
11234 {
11235     struct shader_glsl_priv *priv = shader_priv;
11236 
11237     return priv->ffp_proj_control;
11238 }
11239 
11240 const struct wined3d_shader_backend_ops glsl_shader_backend =
11241 {
11242     shader_glsl_handle_instruction,
11243     shader_glsl_precompile,
11244     shader_glsl_select,
11245     shader_glsl_select_compute,
11246     shader_glsl_disable,
11247     shader_glsl_update_float_vertex_constants,
11248     shader_glsl_update_float_pixel_constants,
11249     shader_glsl_load_constants,
11250     shader_glsl_destroy,
11251     shader_glsl_alloc,
11252     shader_glsl_free,
11253     shader_glsl_allocate_context_data,
11254     shader_glsl_free_context_data,
11255     shader_glsl_init_context_state,
11256     shader_glsl_get_caps,
11257     shader_glsl_color_fixup_supported,
11258     shader_glsl_has_ffp_proj_control,
11259 };
11260 
11261 static void glsl_vertex_pipe_vp_enable(const struct wined3d_gl_info *gl_info, BOOL enable) {}
11262 
11263 static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps)
11264 {
11265     caps->xyzrhw = TRUE;
11266     caps->emulated_flatshading = !needs_legacy_glsl_syntax(gl_info);
11267     caps->ffp_generic_attributes = TRUE;
11268     caps->max_active_lights = MAX_ACTIVE_LIGHTS;
11269     caps->max_vertex_blend_matrices = MAX_VERTEX_BLENDS;
11270     caps->max_vertex_blend_matrix_index = MAX_VERTEX_INDEX_BLENDS - 1;
11271     caps->vertex_processing_caps = WINED3DVTXPCAPS_TEXGEN
11272             | WINED3DVTXPCAPS_MATERIALSOURCE7
11273             | WINED3DVTXPCAPS_VERTEXFOG
11274             | WINED3DVTXPCAPS_DIRECTIONALLIGHTS
11275             | WINED3DVTXPCAPS_POSITIONALLIGHTS
11276             | WINED3DVTXPCAPS_LOCALVIEWER
11277             | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP;
11278     caps->fvf_caps = WINED3DFVFCAPS_PSIZE | 8; /* 8 texture coordinates. */
11279     caps->max_user_clip_planes = gl_info->limits.user_clip_distances;
11280     caps->raster_caps = WINED3DPRASTERCAPS_FOGRANGE;
11281 }
11282 
11283 static DWORD glsl_vertex_pipe_vp_get_emul_mask(const struct wined3d_gl_info *gl_info)
11284 {
11285     if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
11286         return GL_EXT_EMUL_ARB_MULTITEXTURE;
11287     return 0;
11288 }
11289 
11290 static void *glsl_vertex_pipe_vp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
11291 {
11292     struct shader_glsl_priv *priv;
11293 
11294     if (shader_backend == &glsl_shader_backend)
11295     {
11296         priv = shader_priv;
11297         wine_rb_init(&priv->ffp_vertex_shaders, wined3d_ffp_vertex_program_key_compare);
11298         return priv;
11299     }
11300 
11301     FIXME("GLSL vertex pipe without GLSL shader backend not implemented.\n");
11302 
11303     return NULL;
11304 }
11305 
11306 static void shader_glsl_free_ffp_vertex_shader(struct wine_rb_entry *entry, void *context)
11307 {
11308     struct glsl_ffp_vertex_shader *shader = WINE_RB_ENTRY_VALUE(entry,
11309             struct glsl_ffp_vertex_shader, desc.entry);
11310     struct glsl_shader_prog_link *program, *program2;
11311     struct glsl_ffp_destroy_ctx *ctx = context;
11312 
11313     LIST_FOR_EACH_ENTRY_SAFE(program, program2, &shader->linked_programs,
11314             struct glsl_shader_prog_link, vs.shader_entry)
11315     {
11316         delete_glsl_program_entry(ctx->priv, ctx->gl_info, program);
11317     }
11318     ctx->gl_info->gl_ops.ext.p_glDeleteShader(shader->id);
11319     heap_free(shader);
11320 }
11321 
11322 /* Context activation is done by the caller. */
11323 static void glsl_vertex_pipe_vp_free(struct wined3d_device *device)
11324 {
11325     struct shader_glsl_priv *priv = device->vertex_priv;
11326     struct glsl_ffp_destroy_ctx ctx;
11327 
11328     ctx.priv = priv;
11329     ctx.gl_info = &device->adapter->gl_info;
11330     wine_rb_destroy(&priv->ffp_vertex_shaders, shader_glsl_free_ffp_vertex_shader, &ctx);
11331 }
11332 
11333 static void glsl_vertex_pipe_nop(struct wined3d_context *context,
11334         const struct wined3d_state *state, DWORD state_id) {}
11335 
11336 static void glsl_vertex_pipe_shader(struct wined3d_context *context,
11337         const struct wined3d_state *state, DWORD state_id)
11338 {
11339     context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
11340 }
11341 
11342 static void glsl_vertex_pipe_vdecl(struct wined3d_context *context,
11343         const struct wined3d_state *state, DWORD state_id)
11344 {
11345     const struct wined3d_gl_info *gl_info = context->gl_info;
11346     BOOL normal = !!(context->stream_info.use_map & (1u << WINED3D_FFP_NORMAL));
11347     const BOOL legacy_clip_planes = needs_legacy_glsl_syntax(gl_info);
11348     BOOL transformed = context->stream_info.position_transformed;
11349     BOOL wasrhw = context->last_was_rhw;
11350     unsigned int i;
11351 
11352     context->last_was_rhw = transformed;
11353 
11354     /* If the vertex declaration contains a transformed position attribute,
11355      * the draw uses the fixed function vertex pipeline regardless of any
11356      * vertex shader set by the application. */
11357     if (transformed != wasrhw
11358             || context->stream_info.swizzle_map != context->last_swizzle_map)
11359         context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
11360 
11361     context->last_swizzle_map = context->stream_info.swizzle_map;
11362 
11363     if (!use_vs(state))
11364     {
11365         if (context->last_was_vshader)
11366         {
11367             if (legacy_clip_planes)
11368                 for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
11369                     clipplane(context, state, STATE_CLIPPLANE(i));
11370             else
11371                 context->constant_update_mask |= WINED3D_SHADER_CONST_VS_CLIP_PLANES;
11372         }
11373 
11374         context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_TEXMATRIX;
11375 
11376         /* Because of settings->texcoords, we have to regenerate the vertex
11377          * shader on a vdecl change if there aren't enough varyings to just
11378          * always output all the texture coordinates. */
11379         if (gl_info->limits.glsl_varyings < wined3d_max_compat_varyings(gl_info)
11380                 || normal != context->last_was_normal)
11381             context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
11382 
11383         if (use_ps(state)
11384                 && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.major == 1
11385                 && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.minor <= 3)
11386             context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
11387     }
11388     else
11389     {
11390         if (!context->last_was_vshader)
11391         {
11392             /* Vertex shader clipping ignores the view matrix. Update all clip planes. */
11393             if (legacy_clip_planes)
11394                 for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
11395                     clipplane(context, state, STATE_CLIPPLANE(i));
11396             else
11397                 context->constant_update_mask |= WINED3D_SHADER_CONST_VS_CLIP_PLANES;
11398         }
11399     }
11400 
11401     context->last_was_vshader = use_vs(state);
11402     context->last_was_normal = normal;
11403 }
11404 
11405 static void glsl_vertex_pipe_vs(struct wined3d_context *context,
11406         const struct wined3d_state *state, DWORD state_id)
11407 {
11408     context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
11409     /* Different vertex shaders potentially require a different vertex attributes setup. */
11410     if (!isStateDirty(context, STATE_VDECL))
11411         context_apply_state(context, state, STATE_VDECL);
11412 }
11413 
11414 static void glsl_vertex_pipe_hs(struct wined3d_context *context,
11415         const struct wined3d_state *state, DWORD state_id)
11416 {
11417     /* In Direct3D tessellator options (e.g. output primitive type, primitive
11418      * winding) are defined in Hull Shaders, while in GLSL those are
11419      * specified in Tessellation Evaluation Shaders. */
11420     context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_DOMAIN;
11421 
11422     if (state->shader[WINED3D_SHADER_TYPE_VERTEX])
11423         context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
11424 }
11425 
11426 static void glsl_vertex_pipe_geometry_shader(struct wined3d_context *context,
11427         const struct wined3d_state *state, DWORD state_id)
11428 {
11429     struct glsl_context_data *ctx_data = context->shader_backend_data;
11430     BOOL rasterization_disabled;
11431 
11432     rasterization_disabled = is_rasterization_disabled(state->shader[WINED3D_SHADER_TYPE_GEOMETRY]);
11433     if (ctx_data->rasterization_disabled != rasterization_disabled)
11434         context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
11435     ctx_data->rasterization_disabled = rasterization_disabled;
11436 
11437     if (state->shader[WINED3D_SHADER_TYPE_DOMAIN])
11438         context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_DOMAIN;
11439     else if (state->shader[WINED3D_SHADER_TYPE_VERTEX]
11440             && state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.shader_version.major >= 4)
11441         context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
11442 }
11443 
11444 static void glsl_vertex_pipe_pixel_shader(struct wined3d_context *context,
11445         const struct wined3d_state *state, DWORD state_id)
11446 {
11447     if (state->shader[WINED3D_SHADER_TYPE_GEOMETRY])
11448         context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_GEOMETRY;
11449     else if (state->shader[WINED3D_SHADER_TYPE_DOMAIN])
11450         context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_DOMAIN;
11451     else if (state->shader[WINED3D_SHADER_TYPE_VERTEX]
11452             && state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.shader_version.major >= 4)
11453         context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
11454 }
11455 
11456 static void glsl_vertex_pipe_world(struct wined3d_context *context,
11457         const struct wined3d_state *state, DWORD state_id)
11458 {
11459     context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MODELVIEW;
11460 }
11461 
11462 static void glsl_vertex_pipe_vertexblend(struct wined3d_context *context,
11463         const struct wined3d_state *state, DWORD state_id)
11464 {
11465     int i = state_id - STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0));
11466     context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_VERTEXBLEND_INDEX(i);
11467 }
11468 
11469 static void glsl_vertex_pipe_view(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
11470 {
11471     const struct wined3d_gl_info *gl_info = context->gl_info;
11472     unsigned int k;
11473 
11474     context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MODELVIEW
11475             | WINED3D_SHADER_CONST_FFP_LIGHTS
11476             | WINED3D_SHADER_CONST_FFP_VERTEXBLEND;
11477 
11478     if (needs_legacy_glsl_syntax(gl_info))
11479     {
11480         for (k = 0; k < gl_info->limits.user_clip_distances; ++k)
11481         {
11482             if (!isStateDirty(context, STATE_CLIPPLANE(k)))
11483                 clipplane(context, state, STATE_CLIPPLANE(k));
11484         }
11485     }
11486     else
11487     {
11488         context->constant_update_mask |= WINED3D_SHADER_CONST_VS_CLIP_PLANES;
11489     }
11490 }
11491 
11492 static void glsl_vertex_pipe_projection(struct wined3d_context *context,
11493         const struct wined3d_state *state, DWORD state_id)
11494 {
11495     /* Table fog behavior depends on the projection matrix. */
11496     if (state->render_states[WINED3D_RS_FOGENABLE]
11497             && state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
11498         context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
11499     context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_PROJ;
11500 }
11501 
11502 static void glsl_vertex_pipe_viewport(struct wined3d_context *context,
11503         const struct wined3d_state *state, DWORD state_id)
11504 {
11505     if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
11506         glsl_vertex_pipe_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
11507     if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE))
11508             && state->render_states[WINED3D_RS_POINTSCALEENABLE])
11509         context->constant_update_mask |= WINED3D_SHADER_CONST_VS_POINTSIZE;
11510     context->constant_update_mask |= WINED3D_SHADER_CONST_POS_FIXUP;
11511 }
11512 
11513 static void glsl_vertex_pipe_texmatrix(struct wined3d_context *context,
11514         const struct wined3d_state *state, DWORD state_id)
11515 {
11516     context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_TEXMATRIX;
11517 }
11518 
11519 static void glsl_vertex_pipe_texmatrix_np2(struct wined3d_context *context,
11520         const struct wined3d_state *state, DWORD state_id)
11521 {
11522     DWORD sampler = state_id - STATE_SAMPLER(0);
11523     const struct wined3d_texture *texture = state->textures[sampler];
11524     BOOL np2;
11525 
11526     if (!texture)
11527         return;
11528 
11529     if (sampler >= MAX_TEXTURES)
11530         return;
11531 
11532     if ((np2 = !(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
11533             || context->lastWasPow2Texture & (1u << sampler))
11534     {
11535         if (np2)
11536             context->lastWasPow2Texture |= 1u << sampler;
11537         else
11538             context->lastWasPow2Texture &= ~(1u << sampler);
11539 
11540         context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_TEXMATRIX;
11541     }
11542 }
11543 
11544 static void glsl_vertex_pipe_material(struct wined3d_context *context,
11545         const struct wined3d_state *state, DWORD state_id)
11546 {
11547     context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MATERIAL;
11548 }
11549 
11550 static void glsl_vertex_pipe_light(struct wined3d_context *context,
11551         const struct wined3d_state *state, DWORD state_id)
11552 {
11553     context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_LIGHTS;
11554 }
11555 
11556 static void glsl_vertex_pipe_pointsize(struct wined3d_context *context,
11557         const struct wined3d_state *state, DWORD state_id)
11558 {
11559     context->constant_update_mask |= WINED3D_SHADER_CONST_VS_POINTSIZE;
11560 }
11561 
11562 static void glsl_vertex_pipe_pointscale(struct wined3d_context *context,
11563         const struct wined3d_state *state, DWORD state_id)
11564 {
11565     if (!use_vs(state))
11566         context->constant_update_mask |= WINED3D_SHADER_CONST_VS_POINTSIZE;
11567 }
11568 
11569 static void glsl_vertex_pointsprite_core(struct wined3d_context *context,
11570         const struct wined3d_state *state, DWORD state_id)
11571 {
11572     static unsigned int once;
11573 
11574     if (state->gl_primitive_type == GL_POINTS && !state->render_states[WINED3D_RS_POINTSPRITEENABLE] && !once++)
11575         FIXME("Non-point sprite points not supported in core profile.\n");
11576 }
11577 
11578 static void glsl_vertex_pipe_shademode(struct wined3d_context *context,
11579         const struct wined3d_state *state, DWORD state_id)
11580 {
11581     context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
11582 }
11583 
11584 static void glsl_vertex_pipe_clip_plane(struct wined3d_context *context,
11585         const struct wined3d_state *state, DWORD state_id)
11586 {
11587     const struct wined3d_gl_info *gl_info = context->gl_info;
11588     UINT index = state_id - STATE_CLIPPLANE(0);
11589 
11590     if (index >= gl_info->limits.user_clip_distances)
11591         return;
11592 
11593     context->constant_update_mask |= WINED3D_SHADER_CONST_VS_CLIP_PLANES;
11594 }
11595 
11596 static const struct StateEntryTemplate glsl_vertex_pipe_vp_states[] =
11597 {
11598     {STATE_VDECL,                                                {STATE_VDECL,                                                glsl_vertex_pipe_vdecl }, WINED3D_GL_EXT_NONE          },
11599     {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),                   {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),                   glsl_vertex_pipe_vs    }, WINED3D_GL_EXT_NONE          },
11600     {STATE_SHADER(WINED3D_SHADER_TYPE_HULL),                     {STATE_SHADER(WINED3D_SHADER_TYPE_HULL),                     glsl_vertex_pipe_hs    }, WINED3D_GL_EXT_NONE          },
11601     {STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY),                 {STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY),                 glsl_vertex_pipe_geometry_shader}, WINED3D_GL_EXT_NONE },
11602     {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    glsl_vertex_pipe_pixel_shader}, WINED3D_GL_EXT_NONE    },
11603     {STATE_MATERIAL,                                             {STATE_RENDER(WINED3D_RS_SPECULARENABLE),                    NULL                   }, WINED3D_GL_EXT_NONE          },
11604     {STATE_RENDER(WINED3D_RS_SPECULARENABLE),                    {STATE_RENDER(WINED3D_RS_SPECULARENABLE),                    glsl_vertex_pipe_material}, WINED3D_GL_EXT_NONE        },
11605     /* Clip planes */
11606     {STATE_CLIPPLANE(0),                                         {STATE_CLIPPLANE(0),                                         glsl_vertex_pipe_clip_plane}, WINED3D_GLSL_130         },
11607     {STATE_CLIPPLANE(0),                                         {STATE_CLIPPLANE(0),                                         clipplane              }, WINED3D_GL_EXT_NONE          },
11608     {STATE_CLIPPLANE(1),                                         {STATE_CLIPPLANE(1),                                         glsl_vertex_pipe_clip_plane}, WINED3D_GLSL_130         },
11609     {STATE_CLIPPLANE(1),                                         {STATE_CLIPPLANE(1),                                         clipplane              }, WINED3D_GL_EXT_NONE          },
11610     {STATE_CLIPPLANE(2),                                         {STATE_CLIPPLANE(2),                                         glsl_vertex_pipe_clip_plane}, WINED3D_GLSL_130         },
11611     {STATE_CLIPPLANE(2),                                         {STATE_CLIPPLANE(2),                                         clipplane              }, WINED3D_GL_EXT_NONE          },
11612     {STATE_CLIPPLANE(3),                                         {STATE_CLIPPLANE(3),                                         glsl_vertex_pipe_clip_plane}, WINED3D_GLSL_130         },
11613     {STATE_CLIPPLANE(3),                                         {STATE_CLIPPLANE(3),                                         clipplane              }, WINED3D_GL_EXT_NONE          },
11614     {STATE_CLIPPLANE(4),                                         {STATE_CLIPPLANE(4),                                         glsl_vertex_pipe_clip_plane}, WINED3D_GLSL_130         },
11615     {STATE_CLIPPLANE(4),                                         {STATE_CLIPPLANE(4),                                         clipplane              }, WINED3D_GL_EXT_NONE          },
11616     {STATE_CLIPPLANE(5),                                         {STATE_CLIPPLANE(5),                                         glsl_vertex_pipe_clip_plane}, WINED3D_GLSL_130         },
11617     {STATE_CLIPPLANE(5),                                         {STATE_CLIPPLANE(5),                                         clipplane              }, WINED3D_GL_EXT_NONE          },
11618     {STATE_CLIPPLANE(6),                                         {STATE_CLIPPLANE(6),                                         glsl_vertex_pipe_clip_plane}, WINED3D_GLSL_130         },
11619     {STATE_CLIPPLANE(6),                                         {STATE_CLIPPLANE(6),                                         clipplane              }, WINED3D_GL_EXT_NONE          },
11620     {STATE_CLIPPLANE(7),                                         {STATE_CLIPPLANE(7),                                         glsl_vertex_pipe_clip_plane}, WINED3D_GLSL_130         },
11621     {STATE_CLIPPLANE(7),                                         {STATE_CLIPPLANE(7),                                         clipplane              }, WINED3D_GL_EXT_NONE          },
11622     /* Lights */
11623     {STATE_LIGHT_TYPE,                                           {STATE_RENDER(WINED3D_RS_FOGENABLE),                         NULL                   }, WINED3D_GL_EXT_NONE          },
11624     {STATE_ACTIVELIGHT(0),                                       {STATE_ACTIVELIGHT(0),                                       glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE          },
11625     {STATE_ACTIVELIGHT(1),                                       {STATE_ACTIVELIGHT(1),                                       glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE          },
11626     {STATE_ACTIVELIGHT(2),                                       {STATE_ACTIVELIGHT(2),                                       glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE          },
11627     {STATE_ACTIVELIGHT(3),                                       {STATE_ACTIVELIGHT(3),                                       glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE          },
11628     {STATE_ACTIVELIGHT(4),                                       {STATE_ACTIVELIGHT(4),                                       glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE          },
11629     {STATE_ACTIVELIGHT(5),                                       {STATE_ACTIVELIGHT(5),                                       glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE          },
11630     {STATE_ACTIVELIGHT(6),                                       {STATE_ACTIVELIGHT(6),                                       glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE          },
11631     {STATE_ACTIVELIGHT(7),                                       {STATE_ACTIVELIGHT(7),                                       glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE          },
11632     /* Viewport */
11633     {STATE_VIEWPORT,                                             {STATE_VIEWPORT,                                             glsl_vertex_pipe_viewport}, WINED3D_GL_EXT_NONE        },
11634     /* Transform states */
11635     {STATE_TRANSFORM(WINED3D_TS_VIEW),                           {STATE_TRANSFORM(WINED3D_TS_VIEW),                           glsl_vertex_pipe_view  }, WINED3D_GL_EXT_NONE          },
11636     {STATE_TRANSFORM(WINED3D_TS_PROJECTION),                     {STATE_TRANSFORM(WINED3D_TS_PROJECTION),                     glsl_vertex_pipe_projection}, WINED3D_GL_EXT_NONE      },
11637     {STATE_TRANSFORM(WINED3D_TS_TEXTURE0),                       {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL                   }, WINED3D_GL_EXT_NONE          },
11638     {STATE_TRANSFORM(WINED3D_TS_TEXTURE1),                       {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL                   }, WINED3D_GL_EXT_NONE          },
11639     {STATE_TRANSFORM(WINED3D_TS_TEXTURE2),                       {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL                   }, WINED3D_GL_EXT_NONE          },
11640     {STATE_TRANSFORM(WINED3D_TS_TEXTURE3),                       {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL                   }, WINED3D_GL_EXT_NONE          },
11641     {STATE_TRANSFORM(WINED3D_TS_TEXTURE4),                       {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL                   }, WINED3D_GL_EXT_NONE          },
11642     {STATE_TRANSFORM(WINED3D_TS_TEXTURE5),                       {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL                   }, WINED3D_GL_EXT_NONE          },
11643     {STATE_TRANSFORM(WINED3D_TS_TEXTURE6),                       {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL                   }, WINED3D_GL_EXT_NONE          },
11644     {STATE_TRANSFORM(WINED3D_TS_TEXTURE7),                       {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL                   }, WINED3D_GL_EXT_NONE          },
11645     {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)),                {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)),                glsl_vertex_pipe_world }, WINED3D_GL_EXT_NONE          },
11646     {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)),                {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)),                glsl_vertex_pipe_vertexblend }, WINED3D_GL_EXT_NONE    },
11647     {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)),                {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)),                glsl_vertex_pipe_vertexblend }, WINED3D_GL_EXT_NONE    },
11648     {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)),                {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)),                glsl_vertex_pipe_vertexblend }, WINED3D_GL_EXT_NONE    },
11649     {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(4)),                {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(4)),                glsl_vertex_pipe_vertexblend }, WINED3D_GL_EXT_NONE    },
11650     {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(5)),                {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(5)),                glsl_vertex_pipe_vertexblend }, WINED3D_GL_EXT_NONE    },
11651     {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(6)),                {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(6)),                glsl_vertex_pipe_vertexblend }, WINED3D_GL_EXT_NONE    },
11652     {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(7)),                {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(7)),                glsl_vertex_pipe_vertexblend }, WINED3D_GL_EXT_NONE    },
11653     {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(8)),                {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(8)),                glsl_vertex_pipe_vertexblend }, WINED3D_GL_EXT_NONE    },
11654     {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE       },
11655     {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE       },
11656     {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE       },
11657     {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE       },
11658     {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE       },
11659     {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE       },
11660     {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE       },
11661     {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE       },
11662     {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX),          {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),                   NULL                   }, WINED3D_GL_EXT_NONE          },
11663     {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX),          {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),                   NULL                   }, WINED3D_GL_EXT_NONE          },
11664     {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX),          {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),                   NULL                   }, WINED3D_GL_EXT_NONE          },
11665     {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX),          {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),                   NULL                   }, WINED3D_GL_EXT_NONE          },
11666     {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX),          {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),                   NULL                   }, WINED3D_GL_EXT_NONE          },
11667     {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX),          {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),                   NULL                   }, WINED3D_GL_EXT_NONE          },
11668     {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX),          {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),                   NULL                   }, WINED3D_GL_EXT_NONE          },
11669     {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX),          {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),                   NULL                   }, WINED3D_GL_EXT_NONE          },
11670     /* Fog */
11671     {STATE_RENDER(WINED3D_RS_FOGENABLE),                         {STATE_RENDER(WINED3D_RS_FOGENABLE),                         glsl_vertex_pipe_shader}, WINED3D_GL_EXT_NONE          },
11672     {STATE_RENDER(WINED3D_RS_FOGTABLEMODE),                      {STATE_RENDER(WINED3D_RS_FOGENABLE),                         NULL                   }, WINED3D_GL_EXT_NONE          },
11673     {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE),                     {STATE_RENDER(WINED3D_RS_FOGENABLE),                         NULL                   }, WINED3D_GL_EXT_NONE          },
11674     {STATE_RENDER(WINED3D_RS_RANGEFOGENABLE),                    {STATE_RENDER(WINED3D_RS_FOGENABLE),                         NULL                   }, WINED3D_GL_EXT_NONE          },
11675     {STATE_RENDER(WINED3D_RS_CLIPPING),                          {STATE_RENDER(WINED3D_RS_CLIPPING),                          state_clipping         }, WINED3D_GL_EXT_NONE          },
11676     {STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE),                   {STATE_RENDER(WINED3D_RS_CLIPPING),                          NULL                   }, WINED3D_GL_EXT_NONE          },
11677     {STATE_RENDER(WINED3D_RS_LIGHTING),                          {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),                   NULL                   }, WINED3D_GL_EXT_NONE          },
11678     {STATE_RENDER(WINED3D_RS_AMBIENT),                           {STATE_RENDER(WINED3D_RS_AMBIENT),                           glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE          },
11679     {STATE_RENDER(WINED3D_RS_COLORVERTEX),                       {STATE_RENDER(WINED3D_RS_COLORVERTEX),                       glsl_vertex_pipe_shader}, WINED3D_GL_EXT_NONE          },
11680     {STATE_RENDER(WINED3D_RS_LOCALVIEWER),                       {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),                   NULL                   }, WINED3D_GL_EXT_NONE          },
11681     {STATE_RENDER(WINED3D_RS_NORMALIZENORMALS),                  {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),                   NULL                   }, WINED3D_GL_EXT_NONE          },
11682     {STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE),             {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),                   NULL                   }, WINED3D_GL_EXT_NONE          },
11683     {STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE),            {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),                   NULL                   }, WINED3D_GL_EXT_NONE          },
11684     {STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE),             {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),                   NULL                   }, WINED3D_GL_EXT_NONE          },
11685     {STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE),            {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),                   NULL                   }, WINED3D_GL_EXT_NONE          },
11686     {STATE_RENDER(WINED3D_RS_VERTEXBLEND),                       {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),                   NULL                   }, WINED3D_GL_EXT_NONE          },
11687     {STATE_RENDER(WINED3D_RS_POINTSIZE),                         {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN),                     NULL                   }, WINED3D_GL_EXT_NONE          },
11688     {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN),                     {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN),                     glsl_vertex_pipe_pointsize}, WINED3D_GL_EXT_NONE       },
11689     {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE),                 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE),                 state_pointsprite      }, ARB_POINT_SPRITE             },
11690     {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE),                 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE),                 state_pointsprite_w    }, WINED3D_GL_LEGACY_CONTEXT    },
11691     {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE),                 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE),                 glsl_vertex_pointsprite_core}, WINED3D_GL_EXT_NONE     },
11692     {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE),                  {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE),                  glsl_vertex_pipe_pointscale}, WINED3D_GL_EXT_NONE      },
11693     {STATE_RENDER(WINED3D_RS_POINTSCALE_A),                      {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE),                  NULL                   }, WINED3D_GL_EXT_NONE          },
11694     {STATE_RENDER(WINED3D_RS_POINTSCALE_B),                      {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE),                  NULL                   }, WINED3D_GL_EXT_NONE          },
11695     {STATE_RENDER(WINED3D_RS_POINTSCALE_C),                      {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE),                  NULL                   }, WINED3D_GL_EXT_NONE          },
11696     {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX),                     {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN),                     NULL                   }, WINED3D_GL_EXT_NONE          },
11697     {STATE_RENDER(WINED3D_RS_TWEENFACTOR),                       {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),                   NULL                   }, WINED3D_GL_EXT_NONE          },
11698     {STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE),          {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),                   NULL                   }, WINED3D_GL_EXT_NONE          },
11699     /* NP2 texture matrix fixups. They are not needed if
11700      * GL_ARB_texture_non_power_of_two is supported. Otherwise, register
11701      * glsl_vertex_pipe_texmatrix(), which takes care of updating the texture
11702      * matrix. */
11703     {STATE_SAMPLER(0),                                           {0,                                                          NULL                   }, ARB_TEXTURE_NON_POWER_OF_TWO },
11704     {STATE_SAMPLER(0),                                           {0,                                                          NULL                   }, WINED3D_GL_NORMALIZED_TEXRECT},
11705     {STATE_SAMPLER(0),                                           {STATE_SAMPLER(0),                                           glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE   },
11706     {STATE_SAMPLER(1),                                           {0,                                                          NULL                   }, ARB_TEXTURE_NON_POWER_OF_TWO },
11707     {STATE_SAMPLER(1),                                           {0,                                                          NULL                   }, WINED3D_GL_NORMALIZED_TEXRECT},
11708     {STATE_SAMPLER(1),                                           {STATE_SAMPLER(1),                                           glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE   },
11709     {STATE_SAMPLER(2),                                           {0,                                                          NULL                   }, ARB_TEXTURE_NON_POWER_OF_TWO },
11710     {STATE_SAMPLER(2),                                           {0,                                                          NULL                   }, WINED3D_GL_NORMALIZED_TEXRECT},
11711     {STATE_SAMPLER(2),                                           {STATE_SAMPLER(2),                                           glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE   },
11712     {STATE_SAMPLER(3),                                           {0,                                                          NULL                   }, ARB_TEXTURE_NON_POWER_OF_TWO },
11713     {STATE_SAMPLER(3),                                           {0,                                                          NULL                   }, WINED3D_GL_NORMALIZED_TEXRECT},
11714     {STATE_SAMPLER(3),                                           {STATE_SAMPLER(3),                                           glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE   },
11715     {STATE_SAMPLER(4),                                           {0,                                                          NULL                   }, ARB_TEXTURE_NON_POWER_OF_TWO },
11716     {STATE_SAMPLER(4),                                           {0,                                                          NULL                   }, WINED3D_GL_NORMALIZED_TEXRECT},
11717     {STATE_SAMPLER(4),                                           {STATE_SAMPLER(4),                                           glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE   },
11718     {STATE_SAMPLER(5),                                           {0,                                                          NULL                   }, ARB_TEXTURE_NON_POWER_OF_TWO },
11719     {STATE_SAMPLER(5),                                           {0,                                                          NULL                   }, WINED3D_GL_NORMALIZED_TEXRECT},
11720     {STATE_SAMPLER(5),                                           {STATE_SAMPLER(5),                                           glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE   },
11721     {STATE_SAMPLER(6),                                           {0,                                                          NULL                   }, ARB_TEXTURE_NON_POWER_OF_TWO },
11722     {STATE_SAMPLER(6),                                           {0,                                                          NULL                   }, WINED3D_GL_NORMALIZED_TEXRECT},
11723     {STATE_SAMPLER(6),                                           {STATE_SAMPLER(6),                                           glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE   },
11724     {STATE_SAMPLER(7),                                           {0,                                                          NULL                   }, ARB_TEXTURE_NON_POWER_OF_TWO },
11725     {STATE_SAMPLER(7),                                           {0,                                                          NULL                   }, WINED3D_GL_NORMALIZED_TEXRECT},
11726     {STATE_SAMPLER(7),                                           {STATE_SAMPLER(7),                                           glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE   },
11727     {STATE_POINT_ENABLE,                                         {STATE_POINT_ENABLE,                                         glsl_vertex_pipe_shader}, WINED3D_GL_EXT_NONE          },
11728     {STATE_RENDER(WINED3D_RS_SHADEMODE),                         {STATE_RENDER(WINED3D_RS_SHADEMODE),                         glsl_vertex_pipe_shademode}, WINED3D_GLSL_130          },
11729     {STATE_RENDER(WINED3D_RS_SHADEMODE),                         {STATE_RENDER(WINED3D_RS_SHADEMODE),                         glsl_vertex_pipe_nop   }, WINED3D_GL_EXT_NONE          },
11730     {0 /* Terminate */,                                          {0,                                                          NULL                   }, WINED3D_GL_EXT_NONE          },
11731 };
11732 
11733 /* TODO:
11734  *   - Implement vertex tweening. */
11735 const struct wined3d_vertex_pipe_ops glsl_vertex_pipe =
11736 {
11737     glsl_vertex_pipe_vp_enable,
11738     glsl_vertex_pipe_vp_get_caps,
11739     glsl_vertex_pipe_vp_get_emul_mask,
11740     glsl_vertex_pipe_vp_alloc,
11741     glsl_vertex_pipe_vp_free,
11742     glsl_vertex_pipe_vp_states,
11743 };
11744 
11745 static void glsl_fragment_pipe_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
11746 {
11747     /* Nothing to do. */
11748 }
11749 
11750 static void glsl_fragment_pipe_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
11751 {
11752     caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL
11753             | WINED3D_FRAGMENT_CAP_SRGB_WRITE
11754             | WINED3D_FRAGMENT_CAP_COLOR_KEY;
11755     caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP
11756             | WINED3DPMISCCAPS_PERSTAGECONSTANT;
11757     caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE
11758             | WINED3DTEXOPCAPS_SELECTARG1
11759             | WINED3DTEXOPCAPS_SELECTARG2
11760             | WINED3DTEXOPCAPS_MODULATE4X
11761             | WINED3DTEXOPCAPS_MODULATE2X
11762             | WINED3DTEXOPCAPS_MODULATE
11763             | WINED3DTEXOPCAPS_ADDSIGNED2X
11764             | WINED3DTEXOPCAPS_ADDSIGNED
11765             | WINED3DTEXOPCAPS_ADD
11766             | WINED3DTEXOPCAPS_SUBTRACT
11767             | WINED3DTEXOPCAPS_ADDSMOOTH
11768             | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
11769             | WINED3DTEXOPCAPS_BLENDFACTORALPHA
11770             | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
11771             | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
11772             | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
11773             | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
11774             | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
11775             | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
11776             | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
11777             | WINED3DTEXOPCAPS_DOTPRODUCT3
11778             | WINED3DTEXOPCAPS_MULTIPLYADD
11779             | WINED3DTEXOPCAPS_LERP
11780             | WINED3DTEXOPCAPS_BUMPENVMAP
11781             | WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
11782     caps->MaxTextureBlendStages = MAX_TEXTURES;
11783     caps->MaxSimultaneousTextures = min(gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL], MAX_TEXTURES);
11784 }
11785 
11786 static DWORD glsl_fragment_pipe_get_emul_mask(const struct wined3d_gl_info *gl_info)
11787 {
11788     if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
11789         return GL_EXT_EMUL_ARB_MULTITEXTURE;
11790     return 0;
11791 }
11792 
11793 static void *glsl_fragment_pipe_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
11794 {
11795     struct shader_glsl_priv *priv;
11796 
11797     if (shader_backend == &glsl_shader_backend)
11798     {
11799         priv = shader_priv;
11800         wine_rb_init(&priv->ffp_fragment_shaders, wined3d_ffp_frag_program_key_compare);
11801         return priv;
11802     }
11803 
11804     FIXME("GLSL fragment pipe without GLSL shader backend not implemented.\n");
11805 
11806     return NULL;
11807 }
11808 
11809 static void shader_glsl_free_ffp_fragment_shader(struct wine_rb_entry *entry, void *context)
11810 {
11811     struct glsl_ffp_fragment_shader *shader = WINE_RB_ENTRY_VALUE(entry,
11812             struct glsl_ffp_fragment_shader, entry.entry);
11813     struct glsl_shader_prog_link *program, *program2;
11814     struct glsl_ffp_destroy_ctx *ctx = context;
11815 
11816     LIST_FOR_EACH_ENTRY_SAFE(program, program2, &shader->linked_programs,
11817             struct glsl_shader_prog_link, ps.shader_entry)
11818     {
11819         delete_glsl_program_entry(ctx->priv, ctx->gl_info, program);
11820     }
11821     ctx->gl_info->gl_ops.ext.p_glDeleteShader(shader->id);
11822     heap_free(shader);
11823 }
11824 
11825 /* Context activation is done by the caller. */
11826 static void glsl_fragment_pipe_free(struct wined3d_device *device)
11827 {
11828     struct shader_glsl_priv *priv = device->fragment_priv;
11829     struct glsl_ffp_destroy_ctx ctx;
11830 
11831     ctx.priv = priv;
11832     ctx.gl_info = &device->adapter->gl_info;
11833     wine_rb_destroy(&priv->ffp_fragment_shaders, shader_glsl_free_ffp_fragment_shader, &ctx);
11834 }
11835 
11836 static void glsl_fragment_pipe_shader(struct wined3d_context *context,
11837         const struct wined3d_state *state, DWORD state_id)
11838 {
11839     context->last_was_pshader = use_ps(state);
11840 
11841     context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
11842 }
11843 
11844 static void glsl_fragment_pipe_fogparams(struct wined3d_context *context,
11845         const struct wined3d_state *state, DWORD state_id)
11846 {
11847     context->constant_update_mask |= WINED3D_SHADER_CONST_PS_FOG;
11848 }
11849 
11850 static void glsl_fragment_pipe_fog(struct wined3d_context *context,
11851         const struct wined3d_state *state, DWORD state_id)
11852 {
11853     BOOL use_vshader = use_vs(state);
11854     enum fogsource new_source;
11855     DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART];
11856     DWORD fogend = state->render_states[WINED3D_RS_FOGEND];
11857 
11858     context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
11859 
11860     if (!state->render_states[WINED3D_RS_FOGENABLE])
11861         return;
11862 
11863     if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
11864     {
11865         if (use_vshader)
11866             new_source = FOGSOURCE_VS;
11867         else if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->stream_info.position_transformed)
11868             new_source = FOGSOURCE_COORD;
11869         else
11870             new_source = FOGSOURCE_FFP;
11871     }
11872     else
11873     {
11874         new_source = FOGSOURCE_FFP;
11875     }
11876 
11877     if (new_source != context->fog_source || fogstart == fogend)
11878     {
11879         context->fog_source = new_source;
11880         context->constant_update_mask |= WINED3D_SHADER_CONST_PS_FOG;
11881     }
11882 }
11883 
11884 static void glsl_fragment_pipe_vdecl(struct wined3d_context *context,
11885         const struct wined3d_state *state, DWORD state_id)
11886 {
11887     /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
11888     if (context->gl_info->limits.glsl_varyings < wined3d_max_compat_varyings(context->gl_info))
11889         context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
11890 
11891     if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_FOGENABLE)))
11892         glsl_fragment_pipe_fog(context, state, state_id);
11893 }
11894 
11895 static void glsl_fragment_pipe_vs(struct wined3d_context *context,
11896         const struct wined3d_state *state, DWORD state_id)
11897 {
11898     /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
11899     if (context->gl_info->limits.glsl_varyings < wined3d_max_compat_varyings(context->gl_info))
11900         context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
11901 }
11902 
11903 static void glsl_fragment_pipe_tex_transform(struct wined3d_context *context,
11904         const struct wined3d_state *state, DWORD state_id)
11905 {
11906     context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
11907 }
11908 
11909 static void glsl_fragment_pipe_invalidate_constants(struct wined3d_context *context,
11910         const struct wined3d_state *state, DWORD state_id)
11911 {
11912     context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_PS;
11913 }
11914 
11915 static void glsl_fragment_pipe_alpha_test_func(struct wined3d_context *context,
11916         const struct wined3d_state *state, DWORD state_id)
11917 {
11918     const struct wined3d_gl_info *gl_info = context->gl_info;
11919     GLint func = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]);
11920     float ref = state->render_states[WINED3D_RS_ALPHAREF] / 255.0f;
11921 
11922     if (func)
11923     {
11924         gl_info->gl_ops.gl.p_glAlphaFunc(func, ref);
11925         checkGLcall("glAlphaFunc");
11926     }
11927 }
11928 
11929 static void glsl_fragment_pipe_core_alpha_test(struct wined3d_context *context,
11930         const struct wined3d_state *state, DWORD state_id)
11931 {
11932     context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
11933 }
11934 
11935 static void glsl_fragment_pipe_alpha_test(struct wined3d_context *context,
11936         const struct wined3d_state *state, DWORD state_id)
11937 {
11938     const struct wined3d_gl_info *gl_info = context->gl_info;
11939 
11940     if (state->render_states[WINED3D_RS_ALPHATESTENABLE])
11941     {
11942         gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
11943         checkGLcall("glEnable(GL_ALPHA_TEST)");
11944     }
11945     else
11946     {
11947         gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
11948         checkGLcall("glDisable(GL_ALPHA_TEST)");
11949     }
11950 }
11951 
11952 static void glsl_fragment_pipe_core_alpha_test_ref(struct wined3d_context *context,
11953         const struct wined3d_state *state, DWORD state_id)
11954 {
11955     context->constant_update_mask |= WINED3D_SHADER_CONST_PS_ALPHA_TEST;
11956 }
11957 
11958 static void glsl_fragment_pipe_color_key(struct wined3d_context *context,
11959         const struct wined3d_state *state, DWORD state_id)
11960 {
11961     context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_COLOR_KEY;
11962 }
11963 
11964 static void glsl_fragment_pipe_shademode(struct wined3d_context *context,
11965         const struct wined3d_state *state, DWORD state_id)
11966 {
11967     context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
11968 }
11969 
11970 static const struct StateEntryTemplate glsl_fragment_pipe_state_template[] =
11971 {
11972     {STATE_VDECL,                                               {STATE_VDECL,                                                glsl_fragment_pipe_vdecl               }, WINED3D_GL_EXT_NONE },
11973     {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),                  {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),                   glsl_fragment_pipe_vs                  }, WINED3D_GL_EXT_NONE },
11974     {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR),                    {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR),                     glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
11975     {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP),               {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
11976     {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
11977     {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
11978     {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
11979     {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP),               {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
11980     {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
11981     {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
11982     {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
11983     {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
11984     {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP),               {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
11985     {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
11986     {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
11987     {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
11988     {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP),               {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
11989     {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
11990     {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
11991     {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
11992     {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
11993     {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP),               {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
11994     {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
11995     {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
11996     {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
11997     {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP),               {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
11998     {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
11999     {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
12000     {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
12001     {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
12002     {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP),               {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
12003     {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
12004     {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
12005     {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
12006     {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP),               {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
12007     {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
12008     {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
12009     {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
12010     {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
12011     {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP),               {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
12012     {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
12013     {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
12014     {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
12015     {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP),               {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
12016     {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
12017     {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
12018     {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
12019     {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
12020     {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP),               {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
12021     {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
12022     {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
12023     {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
12024     {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP),               {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
12025     {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
12026     {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
12027     {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
12028     {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
12029     {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP),               {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
12030     {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
12031     {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
12032     {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
12033     {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP),               {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
12034     {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
12035     {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
12036     {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
12037     {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
12038     {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP),               {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
12039     {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
12040     {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
12041     {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
12042     {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP),               {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
12043     {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
12044     {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
12045     {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
12046     {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
12047     {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                   {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    glsl_fragment_pipe_shader              }, WINED3D_GL_EXT_NONE },
12048     {STATE_RENDER(WINED3D_RS_ALPHAFUNC),                        {STATE_RENDER(WINED3D_RS_ALPHAFUNC),                         glsl_fragment_pipe_alpha_test_func     }, WINED3D_GL_LEGACY_CONTEXT},
12049     {STATE_RENDER(WINED3D_RS_ALPHAFUNC),                        {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE),                   NULL                                   }, WINED3D_GL_EXT_NONE },
12050     {STATE_RENDER(WINED3D_RS_ALPHAREF),                         {STATE_RENDER(WINED3D_RS_ALPHAFUNC),                         NULL                                   }, WINED3D_GL_LEGACY_CONTEXT},
12051     {STATE_RENDER(WINED3D_RS_ALPHAREF),                         {STATE_RENDER(WINED3D_RS_ALPHAREF),                          glsl_fragment_pipe_core_alpha_test_ref }, WINED3D_GL_EXT_NONE },
12052     {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE),                  {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE),                   glsl_fragment_pipe_alpha_test          }, WINED3D_GL_LEGACY_CONTEXT},
12053     {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE),                  {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE),                   glsl_fragment_pipe_core_alpha_test     }, WINED3D_GL_EXT_NONE },
12054     {STATE_RENDER(WINED3D_RS_COLORKEYENABLE),                   {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
12055     {STATE_COLOR_KEY,                                           { STATE_COLOR_KEY,                                           glsl_fragment_pipe_color_key           }, WINED3D_GL_EXT_NONE },
12056     {STATE_RENDER(WINED3D_RS_FOGENABLE),                        {STATE_RENDER(WINED3D_RS_FOGENABLE),                         glsl_fragment_pipe_fog                 }, WINED3D_GL_EXT_NONE },
12057     {STATE_RENDER(WINED3D_RS_FOGTABLEMODE),                     {STATE_RENDER(WINED3D_RS_FOGENABLE),                         NULL                                   }, WINED3D_GL_EXT_NONE },
12058     {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE),                    {STATE_RENDER(WINED3D_RS_FOGENABLE),                         NULL                                   }, WINED3D_GL_EXT_NONE },
12059     {STATE_RENDER(WINED3D_RS_FOGSTART),                         {STATE_RENDER(WINED3D_RS_FOGSTART),                          glsl_fragment_pipe_fogparams           }, WINED3D_GL_EXT_NONE },
12060     {STATE_RENDER(WINED3D_RS_FOGEND),                           {STATE_RENDER(WINED3D_RS_FOGSTART),                          NULL                                   }, WINED3D_GL_EXT_NONE },
12061     {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE),                  {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE),                   state_srgbwrite                        }, ARB_FRAMEBUFFER_SRGB},
12062     {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE),                  {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
12063     {STATE_RENDER(WINED3D_RS_FOGCOLOR),                         {STATE_RENDER(WINED3D_RS_FOGCOLOR),                          glsl_fragment_pipe_fogparams           }, WINED3D_GL_EXT_NONE },
12064     {STATE_RENDER(WINED3D_RS_FOGDENSITY),                       {STATE_RENDER(WINED3D_RS_FOGDENSITY),                        glsl_fragment_pipe_fogparams           }, WINED3D_GL_EXT_NONE },
12065     {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE),                {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE),                 glsl_fragment_pipe_shader              }, ARB_POINT_SPRITE    },
12066     {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE),                {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE),                 glsl_fragment_pipe_shader              }, WINED3D_GL_VERSION_2_0},
12067     {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform       }, WINED3D_GL_EXT_NONE },
12068     {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform       }, WINED3D_GL_EXT_NONE },
12069     {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform       }, WINED3D_GL_EXT_NONE },
12070     {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform       }, WINED3D_GL_EXT_NONE },
12071     {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform       }, WINED3D_GL_EXT_NONE },
12072     {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform       }, WINED3D_GL_EXT_NONE },
12073     {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform       }, WINED3D_GL_EXT_NONE },
12074     {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform       }, WINED3D_GL_EXT_NONE },
12075     {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT),               {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT),                glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
12076     {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT),               {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT),                glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
12077     {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT),               {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT),                glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
12078     {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT),               {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT),                glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
12079     {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT),               {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT),                glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
12080     {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT),               {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT),                glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
12081     {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT),               {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT),                glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
12082     {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT),               {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT),                glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
12083     {STATE_RENDER(WINED3D_RS_SPECULARENABLE),                   {STATE_RENDER(WINED3D_RS_SPECULARENABLE),                    glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
12084     {STATE_POINT_ENABLE,                                        {STATE_POINT_ENABLE,                                         glsl_fragment_pipe_shader              }, WINED3D_GL_EXT_NONE },
12085     {STATE_RENDER(WINED3D_RS_SHADEMODE),                        {STATE_RENDER(WINED3D_RS_SHADEMODE),                         glsl_fragment_pipe_shademode           }, WINED3D_GLSL_130    },
12086     {STATE_RENDER(WINED3D_RS_SHADEMODE),                        {STATE_RENDER(WINED3D_RS_SHADEMODE),                         state_shademode                        }, WINED3D_GL_EXT_NONE },
12087     {0 /* Terminate */,                                         {0,                                                          0                                      }, WINED3D_GL_EXT_NONE },
12088 };
12089 
12090 static BOOL glsl_fragment_pipe_alloc_context_data(struct wined3d_context *context)
12091 {
12092     return TRUE;
12093 }
12094 
12095 static void glsl_fragment_pipe_free_context_data(struct wined3d_context *context)
12096 {
12097 }
12098 
12099 const struct fragment_pipeline glsl_fragment_pipe =
12100 {
12101     glsl_fragment_pipe_enable,
12102     glsl_fragment_pipe_get_caps,
12103     glsl_fragment_pipe_get_emul_mask,
12104     glsl_fragment_pipe_alloc,
12105     glsl_fragment_pipe_free,
12106     glsl_fragment_pipe_alloc_context_data,
12107     glsl_fragment_pipe_free_context_data,
12108     shader_glsl_color_fixup_supported,
12109     glsl_fragment_pipe_state_template,
12110 };
12111 
12112 struct glsl_blitter_args
12113 {
12114     GLenum texture_type;
12115     struct color_fixup_desc fixup;
12116     unsigned short padding;
12117 };
12118 
12119 struct glsl_blitter_program
12120 {
12121     struct wine_rb_entry entry;
12122     struct glsl_blitter_args args;
12123     GLuint id;
12124 };
12125 
12126 struct wined3d_glsl_blitter
12127 {
12128     struct wined3d_blitter blitter;
12129     struct wined3d_string_buffer_list string_buffers;
12130     struct wine_rb_tree programs;
12131     GLuint palette_texture;
12132 };
12133 
12134 static int glsl_blitter_args_compare(const void *key, const struct wine_rb_entry *entry)
12135 {
12136     const struct glsl_blitter_args *a = key;
12137     const struct glsl_blitter_args *b = &WINE_RB_ENTRY_VALUE(entry, const struct glsl_blitter_program, entry)->args;
12138 
12139     return memcmp(a, b, sizeof(*a));
12140 }
12141 
12142 /* Context activation is done by the caller. */
12143 static void glsl_free_blitter_program(struct wine_rb_entry *entry, void *ctx)
12144 {
12145     struct glsl_blitter_program *program = WINE_RB_ENTRY_VALUE(entry, struct glsl_blitter_program, entry);
12146     struct wined3d_context *context = ctx;
12147     const struct wined3d_gl_info *gl_info = context->gl_info;
12148 
12149     GL_EXTCALL(glDeleteProgram(program->id));
12150     checkGLcall("glDeleteProgram()");
12151     heap_free(program);
12152 }
12153 
12154 /* Context activation is done by the caller. */
12155 static void glsl_blitter_destroy(struct wined3d_blitter *blitter, struct wined3d_context *context)
12156 {
12157     const struct wined3d_gl_info *gl_info = context->gl_info;
12158     struct wined3d_glsl_blitter *glsl_blitter;
12159     struct wined3d_blitter *next;
12160 
12161     if ((next = blitter->next))
12162         next->ops->blitter_destroy(next, context);
12163 
12164     glsl_blitter = CONTAINING_RECORD(blitter, struct wined3d_glsl_blitter, blitter);
12165 
12166     if (glsl_blitter->palette_texture)
12167         gl_info->gl_ops.gl.p_glDeleteTextures(1, &glsl_blitter->palette_texture);
12168 
12169     wine_rb_destroy(&glsl_blitter->programs, glsl_free_blitter_program, context);
12170     string_buffer_list_cleanup(&glsl_blitter->string_buffers);
12171 
12172     heap_free(glsl_blitter);
12173 }
12174 
12175 static void glsl_blitter_generate_p8_shader(struct wined3d_string_buffer *buffer,
12176         const struct wined3d_gl_info *gl_info, const struct glsl_blitter_args *args,
12177         const char *output, const char *tex_type, const char *swizzle)
12178 {
12179     shader_addline(buffer, "uniform sampler1D sampler_palette;\n");
12180     shader_addline(buffer, "\nvoid main()\n{\n");
12181     /* The alpha-component contains the palette index. */
12182     shader_addline(buffer, "    float index = texture%s(sampler, out_texcoord.%s).%c;\n",
12183             needs_legacy_glsl_syntax(gl_info) ? tex_type : "", swizzle,
12184             gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? 'w' : 'x');
12185     /* Scale the index by 255/256 and add a bias of 0.5 in order to sample in
12186      * the middle. */
12187     shader_addline(buffer, "    index = (index * 255.0 + 0.5) / 256.0;\n");
12188     shader_addline(buffer, "    %s = texture%s(sampler_palette, index);\n",
12189             output, needs_legacy_glsl_syntax(gl_info) ? "1D" : "");
12190     shader_addline(buffer, "}\n");
12191 }
12192 
12193 static void gen_packed_yuv_read(struct wined3d_string_buffer *buffer,
12194         const struct wined3d_gl_info *gl_info, const struct glsl_blitter_args *args,
12195         const char *tex_type)
12196 {
12197     enum complex_fixup complex_fixup = get_complex_fixup(args->fixup);
12198     char chroma, luminance;
12199     const char *tex;
12200 
12201     /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit
12202      * macropixel, giving effectively 16 bits per pixel. The color consists of
12203      * a luminance(Y) and two chroma(U and V) values. Each macropixel has two
12204      * luminance values, one for each single pixel it contains, and one U and
12205      * one V value shared between both pixels.
12206      *
12207      * The data is loaded into an A8L8 texture. With YUY2, the luminance
12208      * component contains the luminance and alpha the chroma. With UYVY it is
12209      * vice versa. Thus take the format into account when generating the read
12210      * swizzles
12211      *
12212      * Reading the Y value is straightforward - just sample the texture. The
12213      * hardware takes care of filtering in the horizontal and vertical
12214      * direction.
12215      *
12216      * Reading the U and V values is harder. We have to avoid filtering
12217      * horizontally, because that would mix the U and V values of one pixel or
12218      * two adjacent pixels.  Thus floor the texture coordinate and add 0.5 to
12219      * get an unfiltered read, regardless of the filtering setting. Vertical
12220      * filtering works automatically though - the U and V values of two rows
12221      * are mixed nicely.
12222      *
12223      * Apart of avoiding filtering issues, the code has to know which value it
12224      * just read, and where it can find the other one. To determine this, it
12225      * checks if it sampled an even or odd pixel, and shifts the 2nd read
12226      * accordingly.
12227      *
12228      * Handling horizontal filtering of U and V values requires reading a 2nd
12229      * pair of pixels, extracting U and V and mixing them. This is not
12230      * implemented yet.
12231      *
12232      * An alternative implementation idea is to load the texture as A8R8G8B8
12233      * texture, with width / 2. This way one read gives all 3 values, finding
12234      * U and V is easy in an unfiltered situation. Finding the luminance on
12235      * the other hand requires finding out if it is an odd or even pixel. The
12236      * real drawback of this approach is filtering. This would have to be
12237      * emulated completely in the shader, reading up two 2 packed pixels in up
12238      * to 2 rows and interpolating both horizontally and vertically. Beyond
12239      * that it would require adjustments to the texture handling code to deal
12240      * with the width scaling. */
12241 
12242     if (complex_fixup == COMPLEX_FIXUP_UYVY)
12243     {
12244         chroma = 'x';
12245         luminance = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? 'w' : 'y';
12246     }
12247     else
12248     {
12249         chroma = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? 'w' : 'y';
12250         luminance = 'x';
12251     }
12252 
12253     tex = needs_legacy_glsl_syntax(gl_info) ? tex_type : "";
12254 
12255     /* First we have to read the chroma values. This means we need at least
12256      * two pixels (no filtering), or 4 pixels (with filtering). To get the
12257      * unmodified chroma, we have to rid ourselves of the filtering when we
12258      * sample the texture. */
12259     shader_addline(buffer, "    texcoord.xy = out_texcoord.xy;\n");
12260     /* We must not allow filtering between pixel x and x+1, this would mix U
12261      * and V. Vertical filtering is ok. However, bear in mind that the pixel
12262      * center is at 0.5, so add 0.5. */
12263     shader_addline(buffer, "    texcoord.x = (floor(texcoord.x * size.x) + 0.5) / size.x;\n");
12264     shader_addline(buffer, "    luminance = texture%s(sampler, texcoord.xy).%c;\n", tex, chroma);
12265 
12266     /* Multiply the x coordinate by 0.5 and get the fraction. This gives 0.25
12267      * and 0.75 for the even and odd pixels respectively. */
12268     /* Put the value into either of the chroma values. */
12269     shader_addline(buffer, "    bool even = fract(texcoord.x * size.x * 0.5) < 0.5;\n");
12270     shader_addline(buffer, "    if (even)\n");
12271     shader_addline(buffer, "        chroma.y = luminance;\n");
12272     shader_addline(buffer, "    else\n");
12273     shader_addline(buffer, "        chroma.x = luminance;\n");
12274 
12275     /* Sample pixel 2. If we read an even pixel, sample the pixel right to the
12276      * current one. Otherwise, sample the left pixel. */
12277     shader_addline(buffer, "    texcoord.x += even ? 1.0 / size.x : -1.0 / size.x;\n");
12278     shader_addline(buffer, "    luminance = texture%s(sampler, texcoord.xy).%c;\n", tex, chroma);
12279 
12280     /* Put the value into the other chroma. */
12281     shader_addline(buffer, "    if (even)\n");
12282     shader_addline(buffer, "        chroma.x = luminance;\n");
12283     shader_addline(buffer, "    else\n");
12284     shader_addline(buffer, "        chroma.y = luminance;\n");
12285 
12286     /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
12287      * the current one and lerp the two U and V values. */
12288 
12289     /* This gives the correctly filtered luminance value. */
12290     shader_addline(buffer, "    luminance = texture%s(sampler, out_texcoord.xy).%c;\n", tex, luminance);
12291 }
12292 
12293 static void gen_yv12_read(struct wined3d_string_buffer *buffer,
12294         const struct wined3d_gl_info *gl_info, const char *tex_type)
12295 {
12296     char component = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? 'w' : 'x';
12297     const char *tex = needs_legacy_glsl_syntax(gl_info) ? tex_type : "";
12298 
12299     /* YV12 surfaces contain a WxH sized luminance plane, followed by a
12300      * (W/2)x(H/2) V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So
12301      * the effective bitdepth is 12 bits per pixel. Since the U and V planes
12302      * have only half the pitch of the luminance plane, the packing into the
12303      * gl texture is a bit unfortunate. If the whole texture is interpreted as
12304      * luminance data it looks approximately like this:
12305      *
12306      *        +----------------------------------+----
12307      *        |                                  |
12308      *        |                                  |
12309      *        |                                  |
12310      *        |                                  |
12311      *        |                                  |   2
12312      *        |            LUMINANCE             |   -
12313      *        |                                  |   3
12314      *        |                                  |
12315      *        |                                  |
12316      *        |                                  |
12317      *        |                                  |
12318      *        +----------------+-----------------+----
12319      *        |                |                 |
12320      *        |  V even rows   |  V odd rows     |
12321      *        |                |                 |   1
12322      *        +----------------+------------------   -
12323      *        |                |                 |   3
12324      *        |  U even rows   |  U odd rows     |
12325      *        |                |                 |
12326      *        +----------------+-----------------+----
12327      *        |                |                 |
12328      *        |     0.5        |       0.5       |
12329      *
12330      * So it appears as if there are 4 chroma images, but in fact the odd rows
12331      * in the chroma images are in the same row as the even ones. So it is
12332      * kinda tricky to read. */
12333 
12334     /* First sample the chroma values. */
12335     shader_addline(buffer, "    texcoord.xy = out_texcoord.xy;\n");
12336     /* The chroma planes have only half the width. */
12337     shader_addline(buffer, "    texcoord.x *= 0.5;\n");
12338 
12339     /* The first value is between 2/3 and 5/6 of the texture's height, so
12340      * scale+bias the coordinate. Also read the right side of the image when
12341      * reading odd lines.
12342      *
12343      * Don't forget to clamp the y values in into the range, otherwise we'll
12344      * get filtering bleeding. */
12345 
12346     /* Read odd lines from the right side (add 0.5 to the x coordinate). */
12347     shader_addline(buffer, "    if (fract(floor(texcoord.y * size.y) * 0.5 + 1.0 / 6.0) >= 0.5)\n");
12348     shader_addline(buffer, "        texcoord.x += 0.5;\n");
12349 
12350     /* Clamp, keep the half pixel origin in mind. */
12351     shader_addline(buffer, "    texcoord.y = clamp(2.0 / 3.0 + texcoord.y / 6.0, "
12352             "2.0 / 3.0 + 0.5 / size.y, 5.0 / 6.0 - 0.5 / size.y);\n");
12353 
12354     shader_addline(buffer, "    chroma.x = texture%s(sampler, texcoord.xy).%c;\n", tex, component);
12355 
12356     /* The other chroma value is 1/6th of the texture lower, from 5/6th to
12357      * 6/6th No need to clamp because we're just reusing the already clamped
12358      * value from above. */
12359     shader_addline(buffer, "    texcoord.y += 1.0 / 6.0;\n");
12360     shader_addline(buffer, "    chroma.y = texture%s(sampler, texcoord.xy).%c;\n", tex, component);
12361 
12362     /* Sample the luminance value. It is in the top 2/3rd of the texture, so
12363      * scale the y coordinate.  Clamp the y coordinate to prevent the chroma
12364      * values from bleeding into the sampled luminance values due to
12365      * filtering. */
12366     shader_addline(buffer, "    texcoord.xy = out_texcoord.xy;\n");
12367     /* Multiply the y coordinate by 2/3 and clamp it. */
12368     shader_addline(buffer, "    texcoord.y = min(texcoord.y * 2.0 / 3.0, 2.0 / 3.0 - 0.5 / size.y);\n");
12369     shader_addline(buffer, "    luminance = texture%s(sampler, texcoord.xy).%c;\n", tex, component);
12370 }
12371 
12372 static void gen_nv12_read(struct wined3d_string_buffer *buffer,
12373         const struct wined3d_gl_info *gl_info, const char *tex_type)
12374 {
12375     char component = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? 'w' : 'x';
12376     const char *tex = needs_legacy_glsl_syntax(gl_info) ? tex_type : "";
12377 
12378     /* NV12 surfaces contain a WxH sized luminance plane, followed by a
12379      * (W/2)x(H/2) sized plane where each component is an UV pair. So the
12380      * effective bitdepth is 12 bits per pixel. If the whole texture is
12381      * interpreted as luminance data it looks approximately like this:
12382      *
12383      *        +----------------------------------+----
12384      *        |                                  |
12385      *        |                                  |
12386      *        |                                  |
12387      *        |                                  |
12388      *        |                                  |   2
12389      *        |            LUMINANCE             |   -
12390      *        |                                  |   3
12391      *        |                                  |
12392      *        |                                  |
12393      *        |                                  |
12394      *        |                                  |
12395      *        +----------------------------------+----
12396      *        |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
12397      *        |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
12398      *        |                                  |   1
12399      *        |                                  |   -
12400      *        |                                  |   3
12401      *        |                                  |
12402      *        |                                  |
12403      *        +----------------------------------+---- */
12404 
12405     /* First sample the chroma values. */
12406     shader_addline(buffer, "    texcoord.xy = out_texcoord.xy;\n");
12407     /* We only have half the number of chroma pixels. */
12408     shader_addline(buffer, "    texcoord.x *= 0.5;\n");
12409     shader_addline(buffer, "    texcoord.y = (texcoord.y + 2.0) / 3.0;\n");
12410 
12411     /* We must not allow filtering horizontally, this would mix U and V.
12412      * Vertical filtering is ok. However, bear in mind that the pixel center
12413      * is at 0.5, so add 0.5. */
12414 
12415     /* Convert to non-normalised coordinates so we can find the individual
12416      * pixel. */
12417     shader_addline(buffer, "    texcoord.x = floor(texcoord.x * size.x);\n");
12418     /* Multiply by 2 since chroma components are stored in UV pixel pairs, add
12419      * 0.5 to hit the center of the pixel. Then convert back to normalised
12420      * coordinates. */
12421     shader_addline(buffer, "    texcoord.x = (texcoord.x * 2.0 + 0.5) / size.x;\n");
12422     /* Clamp, keep the half pixel origin in mind. */
12423     shader_addline(buffer, "    texcoord.y = max(texcoord.y, 2.0 / 3.0 + 0.5 / size.y);\n");
12424 
12425     shader_addline(buffer, "    chroma.y = texture%s(sampler, texcoord.xy).%c;\n", tex, component);
12426     /* Add 1.0 / size.x to sample the adjacent texel. */
12427     shader_addline(buffer, "    texcoord.x += 1.0 / size.x;\n");
12428     shader_addline(buffer, "    chroma.x = texture%s(sampler, texcoord.xy).%c;\n", tex, component);
12429 
12430     /* Sample the luminance value. It is in the top 2/3rd of the texture, so
12431      * scale the y coordinate. Clamp the y coordinate to prevent the chroma
12432      * values from bleeding into the sampled luminance values due to
12433      * filtering. */
12434     shader_addline(buffer, "    texcoord.xy = out_texcoord.xy;\n");
12435     /* Multiply the y coordinate by 2/3 and clamp it. */
12436     shader_addline(buffer, "    texcoord.y = min(texcoord.y * 2.0 / 3.0, 2.0 / 3.0 - 0.5 / size.y);\n");
12437     shader_addline(buffer, "    luminance = texture%s(sampler, texcoord.xy).%c;\n", tex, component);
12438 }
12439 
12440 static void glsl_blitter_generate_yuv_shader(struct wined3d_string_buffer *buffer,
12441         const struct wined3d_gl_info *gl_info, const struct glsl_blitter_args *args,
12442         const char *output, const char *tex_type, const char *swizzle)
12443 {
12444     enum complex_fixup complex_fixup = get_complex_fixup(args->fixup);
12445 
12446     shader_addline(buffer, "const vec4 yuv_coef = vec4(1.403, -0.344, -0.714, 1.770);\n");
12447     shader_addline(buffer, "float luminance;\n");
12448     shader_addline(buffer, "vec2 texcoord;\n");
12449     shader_addline(buffer, "vec2 chroma;\n");
12450     shader_addline(buffer, "uniform vec2 size;\n");
12451 
12452     shader_addline(buffer, "\nvoid main()\n{\n");
12453 
12454     switch (complex_fixup)
12455     {
12456         case COMPLEX_FIXUP_UYVY:
12457         case COMPLEX_FIXUP_YUY2:
12458             gen_packed_yuv_read(buffer, gl_info, args, tex_type);
12459             break;
12460 
12461         case COMPLEX_FIXUP_YV12:
12462             gen_yv12_read(buffer, gl_info, tex_type);
12463             break;
12464 
12465         case COMPLEX_FIXUP_NV12:
12466             gen_nv12_read(buffer, gl_info, tex_type);
12467             break;
12468 
12469         default:
12470             FIXME("Unsupported fixup %#x.\n", complex_fixup);
12471             string_buffer_free(buffer);
12472             return;
12473     }
12474 
12475     /* Calculate the final result. Formula is taken from
12476      * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
12477      * ranges from -0.5 to 0.5. */
12478     shader_addline(buffer, "\n    chroma.xy -= 0.5;\n");
12479 
12480     shader_addline(buffer, "    %s.x = luminance + chroma.x * yuv_coef.x;\n", output);
12481     shader_addline(buffer, "    %s.y = luminance + chroma.y * yuv_coef.y + chroma.x * yuv_coef.z;\n", output);
12482     shader_addline(buffer, "    %s.z = luminance + chroma.y * yuv_coef.w;\n", output);
12483 
12484     shader_addline(buffer, "}\n");
12485 }
12486 
12487 static void glsl_blitter_generate_plain_shader(struct wined3d_string_buffer *buffer,
12488         const struct wined3d_gl_info *gl_info, const struct glsl_blitter_args *args,
12489         const char *output, const char *tex_type, const char *swizzle)
12490 {
12491     shader_addline(buffer, "\nvoid main()\n{\n");
12492     shader_addline(buffer, "    %s = texture%s(sampler, out_texcoord.%s);\n",
12493             output, needs_legacy_glsl_syntax(gl_info) ? tex_type : "", swizzle);
12494     shader_glsl_color_correction_ext(buffer, output, WINED3DSP_WRITEMASK_ALL, args->fixup);
12495     shader_addline(buffer, "}\n");
12496 }
12497 
12498 /* Context activation is done by the caller. */
12499 static GLuint glsl_blitter_generate_program(struct wined3d_glsl_blitter *blitter,
12500         const struct wined3d_gl_info *gl_info, const struct glsl_blitter_args *args)
12501 {
12502     static const struct
12503     {
12504         GLenum texture_target;
12505         const char texture_type[7];
12506         const char texcoord_swizzle[4];
12507     }
12508     texture_data[] =
12509     {
12510         {GL_TEXTURE_2D, "2D", "xy"},
12511         {GL_TEXTURE_CUBE_MAP, "Cube", "xyz"},
12512         {GL_TEXTURE_RECTANGLE_ARB, "2DRect", "xy"},
12513     };
12514     static const char vshader_main[] =
12515         "\n"
12516         "void main()\n"
12517         "{\n"
12518         "    gl_Position = vec4(pos, 0.0, 1.0);\n"
12519         "    out_texcoord = texcoord;\n"
12520         "}\n";
12521     enum complex_fixup complex_fixup = get_complex_fixup(args->fixup);
12522     struct wined3d_string_buffer *buffer, *output;
12523     GLuint program, vshader_id, fshader_id;
12524     const char *tex_type, *swizzle, *ptr;
12525     unsigned int i;
12526     GLint loc;
12527 
12528     for (i = 0; i < ARRAY_SIZE(texture_data); ++i)
12529     {
12530         if (args->texture_type == texture_data[i].texture_target)
12531         {
12532             tex_type = texture_data[i].texture_type;
12533             swizzle = texture_data[i].texcoord_swizzle;
12534             break;
12535         }
12536     }
12537     if (i == ARRAY_SIZE(texture_data))
12538     {
12539         FIXME("Unsupported texture type %#x.\n", args->texture_type);
12540         return 0;
12541     }
12542 
12543     program = GL_EXTCALL(glCreateProgram());
12544 
12545     vshader_id = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER));
12546 
12547     buffer = string_buffer_get(&blitter->string_buffers);
12548     shader_glsl_add_version_declaration(buffer, gl_info);
12549     shader_addline(buffer, "%s vec2 pos;\n", get_attribute_keyword(gl_info));
12550     shader_addline(buffer, "%s vec3 texcoord;\n", get_attribute_keyword(gl_info));
12551     declare_out_varying(gl_info, buffer, FALSE, "vec3 out_texcoord;\n");
12552     shader_addline(buffer, vshader_main);
12553 
12554     ptr = buffer->buffer;
12555     GL_EXTCALL(glShaderSource(vshader_id, 1, &ptr, NULL));
12556     GL_EXTCALL(glAttachShader(program, vshader_id));
12557     GL_EXTCALL(glDeleteShader(vshader_id));
12558 
12559     fshader_id = GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER));
12560 
12561     string_buffer_clear(buffer);
12562     shader_glsl_add_version_declaration(buffer, gl_info);
12563     shader_addline(buffer, "uniform sampler%s sampler;\n", tex_type);
12564     declare_in_varying(gl_info, buffer, FALSE, "vec3 out_texcoord;\n");
12565     if (!needs_legacy_glsl_syntax(gl_info))
12566         shader_addline(buffer, "out vec4 ps_out[1];\n");
12567 
12568     output = string_buffer_get(&blitter->string_buffers);
12569     string_buffer_sprintf(output, "%s[0]", get_fragment_output(gl_info));
12570 
12571     switch (complex_fixup)
12572     {
12573         case COMPLEX_FIXUP_P8:
12574             glsl_blitter_generate_p8_shader(buffer, gl_info, args, output->buffer, tex_type, swizzle);
12575             break;
12576         case COMPLEX_FIXUP_YUY2:
12577         case COMPLEX_FIXUP_UYVY:
12578         case COMPLEX_FIXUP_YV12:
12579         case COMPLEX_FIXUP_NV12:
12580             glsl_blitter_generate_yuv_shader(buffer, gl_info, args, output->buffer, tex_type, swizzle);
12581             break;
12582         case COMPLEX_FIXUP_NONE:
12583             glsl_blitter_generate_plain_shader(buffer, gl_info, args, output->buffer, tex_type, swizzle);
12584     }
12585 
12586     string_buffer_release(&blitter->string_buffers, output);
12587 
12588     ptr = buffer->buffer;
12589     GL_EXTCALL(glShaderSource(fshader_id, 1, &ptr, NULL));
12590     string_buffer_release(&blitter->string_buffers, buffer);
12591     GL_EXTCALL(glAttachShader(program, fshader_id));
12592     GL_EXTCALL(glDeleteShader(fshader_id));
12593 
12594     GL_EXTCALL(glBindAttribLocation(program, 0, "pos"));
12595     GL_EXTCALL(glBindAttribLocation(program, 1, "texcoord"));
12596 
12597     if (!needs_legacy_glsl_syntax(gl_info))
12598         GL_EXTCALL(glBindFragDataLocation(program, 0, "ps_out"));
12599 
12600     GL_EXTCALL(glCompileShader(vshader_id));
12601     print_glsl_info_log(gl_info, vshader_id, FALSE);
12602     GL_EXTCALL(glCompileShader(fshader_id));
12603     print_glsl_info_log(gl_info, fshader_id, FALSE);
12604     GL_EXTCALL(glLinkProgram(program));
12605     shader_glsl_validate_link(gl_info, program);
12606 
12607     GL_EXTCALL(glUseProgram(program));
12608     loc = GL_EXTCALL(glGetUniformLocation(program, "sampler"));
12609     GL_EXTCALL(glUniform1i(loc, 0));
12610     if (complex_fixup == COMPLEX_FIXUP_P8)
12611     {
12612         loc = GL_EXTCALL(glGetUniformLocation(program, "sampler_palette"));
12613         GL_EXTCALL(glUniform1i(loc, 1));
12614     }
12615 
12616     return program;
12617 }
12618 
12619 /* Context activation is done by the caller. */
12620 static void glsl_blitter_upload_palette(struct wined3d_glsl_blitter *blitter,
12621         struct wined3d_context *context, const struct wined3d_texture *texture)
12622 {
12623     const struct wined3d_gl_info *gl_info = context->gl_info;
12624     const struct wined3d_palette *palette;
12625 
12626     palette = texture->swapchain ? texture->swapchain->palette : NULL;
12627 
12628     if (!blitter->palette_texture)
12629         gl_info->gl_ops.gl.p_glGenTextures(1, &blitter->palette_texture);
12630 
12631     context_active_texture(context, gl_info, 1);
12632     gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, blitter->palette_texture);
12633     gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
12634     gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
12635     gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
12636 
12637     if (palette)
12638     {
12639         gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, 256, 0, GL_BGRA,
12640                 GL_UNSIGNED_INT_8_8_8_8_REV, palette->colors);
12641     }
12642     else
12643     {
12644         static const DWORD black;
12645 
12646         FIXME("P8 texture loaded without a palette.\n");
12647         gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, 1, 0, GL_BGRA,
12648                 GL_UNSIGNED_INT_8_8_8_8_REV, &black);
12649     }
12650 
12651     context_active_texture(context, gl_info, 0);
12652 }
12653 
12654 /* Context activation is done by the caller. */
12655 static struct glsl_blitter_program *glsl_blitter_get_program(struct wined3d_glsl_blitter *blitter,
12656         struct wined3d_context *context, const struct wined3d_texture *texture)
12657 {
12658     const struct wined3d_gl_info *gl_info = context->gl_info;
12659     struct glsl_blitter_program *program;
12660     struct glsl_blitter_args args;
12661     struct wine_rb_entry *entry;
12662 
12663     memset(&args, 0, sizeof(args));
12664     args.texture_type = texture->target;
12665     args.fixup = texture->resource.format->color_fixup;
12666 
12667     if ((entry = wine_rb_get(&blitter->programs, &args)))
12668         return WINE_RB_ENTRY_VALUE(entry, struct glsl_blitter_program, entry);
12669 
12670     if (!(program = heap_alloc(sizeof(*program))))
12671     {
12672         ERR("Failed to allocate blitter program memory.\n");
12673         return NULL;
12674     }
12675 
12676     program->args = args;
12677     if (!(program->id = glsl_blitter_generate_program(blitter, gl_info, &args)))
12678     {
12679         WARN("Failed to generate blitter program.\n");
12680         heap_free(program);
12681         return NULL;
12682     }
12683 
12684     if (wine_rb_put(&blitter->programs, &program->args, &program->entry) == -1)
12685     {
12686         ERR("Failed to store blitter program.\n");
12687         GL_EXTCALL(glDeleteProgram(program->id));
12688         heap_free(program);
12689         return NULL;
12690     }
12691 
12692     return program;
12693 }
12694 
12695 static BOOL glsl_blitter_supported(enum wined3d_blit_op blit_op, const struct wined3d_context *context,
12696         const struct wined3d_texture *src_texture, DWORD src_location,
12697         const struct wined3d_texture *dst_texture, DWORD dst_location)
12698 {
12699     const struct wined3d_resource *src_resource = &src_texture->resource;
12700     const struct wined3d_resource *dst_resource = &dst_texture->resource;
12701     const struct wined3d_format *src_format = src_resource->format;
12702     const struct wined3d_format *dst_format = dst_resource->format;
12703     BOOL decompress;
12704 
12705     if (blit_op == WINED3D_BLIT_OP_RAW_BLIT && dst_format->id == src_format->id)
12706     {
12707         if (dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
12708             blit_op = WINED3D_BLIT_OP_DEPTH_BLIT;
12709         else
12710             blit_op = WINED3D_BLIT_OP_COLOR_BLIT;
12711     }
12712 
12713     if (blit_op != WINED3D_BLIT_OP_COLOR_BLIT)
12714     {
12715         TRACE("Unsupported blit_op %#x.\n", blit_op);
12716         return FALSE;
12717     }
12718 
12719     if (src_resource->type != WINED3D_RTYPE_TEXTURE_2D)
12720         return FALSE;
12721 
12722     if (src_texture->target == GL_TEXTURE_2D_MULTISAMPLE
12723             || dst_texture->target == GL_TEXTURE_2D_MULTISAMPLE
12724             || src_texture->target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY
12725             || dst_texture->target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY)
12726     {
12727         TRACE("Multi-sample textures not supported.\n");
12728         return FALSE;
12729     }
12730 
12731     /* We don't necessarily want to blit from resources without
12732      * WINED3D_RESOURCE_ACCESS_GPU, but that may be the only way to decompress
12733      * compressed textures. */
12734     decompress = src_format && (src_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED)
12735             && !(dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED);
12736     if (!decompress && !(src_resource->access & dst_resource->access & WINED3D_RESOURCE_ACCESS_GPU))
12737     {
12738         TRACE("Source or destination resource does not have GPU access.\n");
12739         return FALSE;
12740     }
12741 
12742     if (!is_identity_fixup(dst_format->color_fixup)
12743             && (dst_format->id != src_format->id || dst_location != WINED3D_LOCATION_DRAWABLE))
12744     {
12745         TRACE("Destination fixups are not supported.\n");
12746         return FALSE;
12747     }
12748 
12749     TRACE("Returning supported.\n");
12750     return TRUE;
12751 }
12752 
12753 static DWORD glsl_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit_op op,
12754         struct wined3d_context *context, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
12755         DWORD src_location, const RECT *src_rect, struct wined3d_texture *dst_texture,
12756         unsigned int dst_sub_resource_idx, DWORD dst_location, const RECT *dst_rect,
12757         const struct wined3d_color_key *colour_key, enum wined3d_texture_filter_type filter)
12758 {
12759     struct wined3d_device *device = dst_texture->resource.device;
12760     const struct wined3d_gl_info *gl_info = context->gl_info;
12761     struct wined3d_texture *staging_texture = NULL;
12762     struct wined3d_glsl_blitter *glsl_blitter;
12763     struct glsl_blitter_program *program;
12764     struct wined3d_blitter *next;
12765     unsigned int src_level;
12766     GLint location;
12767     RECT s, d;
12768 
12769     TRACE("blitter %p, op %#x, context %p, src_texture %p, src_sub_resource_idx %u, src_location %s, src_rect %s, "
12770             "dst_texture %p, dst_sub_resource_idx %u, dst_location %s, dst_rect %s, colour_key %p, filter %s.\n",
12771             blitter, op, context, src_texture, src_sub_resource_idx, wined3d_debug_location(src_location),
12772             wine_dbgstr_rect(src_rect), dst_texture, dst_sub_resource_idx, wined3d_debug_location(dst_location),
12773             wine_dbgstr_rect(dst_rect), colour_key, debug_d3dtexturefiltertype(filter));
12774 
12775     if (!glsl_blitter_supported(op, context, src_texture, src_location, dst_texture, dst_location))
12776     {
12777         if (!(next = blitter->next))
12778         {
12779             ERR("No blitter to handle blit op %#x.\n", op);
12780             return dst_location;
12781         }
12782 
12783         TRACE("Forwarding to blitter %p.\n", next);
12784         return next->ops->blitter_blit(next, op, context, src_texture, src_sub_resource_idx, src_location,
12785                 src_rect, dst_texture, dst_sub_resource_idx, dst_location, dst_rect, colour_key, filter);
12786     }
12787 
12788     glsl_blitter = CONTAINING_RECORD(blitter, struct wined3d_glsl_blitter, blitter);
12789 
12790     if (!(src_texture->resource.access & WINED3D_RESOURCE_ACCESS_GPU))
12791     {
12792         struct wined3d_resource_desc desc;
12793         struct wined3d_box upload_box;
12794         HRESULT hr;
12795 
12796         TRACE("Source texture is not GPU accessible, creating a staging texture.\n");
12797 
12798         src_level = src_sub_resource_idx % src_texture->level_count;
12799         desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
12800         desc.format = src_texture->resource.format->id;
12801         desc.multisample_type = src_texture->resource.multisample_type;
12802         desc.multisample_quality = src_texture->resource.multisample_quality;
12803         desc.usage = WINED3DUSAGE_PRIVATE;
12804         desc.access = WINED3D_RESOURCE_ACCESS_GPU;
12805         desc.width = wined3d_texture_get_level_width(src_texture, src_level);
12806         desc.height = wined3d_texture_get_level_height(src_texture, src_level);
12807         desc.depth = 1;
12808         desc.size = 0;
12809 
12810         if (FAILED(hr = wined3d_texture_create(device, &desc, 1, 1, 0,
12811                 NULL, NULL, &wined3d_null_parent_ops, &staging_texture)))
12812         {
12813             ERR("Failed to create staging texture, hr %#x.\n", hr);
12814             return dst_location;
12815         }
12816 
12817         wined3d_box_set(&upload_box, 0, 0, desc.width, desc.height, 0, desc.depth);
12818         wined3d_texture_upload_from_texture(staging_texture, 0, 0, 0, 0,
12819                 src_texture, src_sub_resource_idx, &upload_box);
12820 
12821         src_texture = staging_texture;
12822         src_sub_resource_idx = 0;
12823     }
12824     else if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
12825             && (src_texture->sub_resources[src_sub_resource_idx].locations
12826             & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_DRAWABLE)) == WINED3D_LOCATION_DRAWABLE
12827             && !wined3d_resource_is_offscreen(&src_texture->resource))
12828     {
12829 
12830         /* Without FBO blits transferring from the drawable to the texture is
12831          * expensive, because we have to flip the data in sysmem. Since we can
12832          * flip in the blitter, we don't actually need that flip anyway. So we
12833          * use the surface's texture as scratch texture, and flip the source
12834          * rectangle instead. */
12835         texture2d_load_fb_texture(src_texture, src_sub_resource_idx, FALSE, context);
12836 
12837         s = *src_rect;
12838         src_level = src_sub_resource_idx % src_texture->level_count;
12839         s.top = wined3d_texture_get_level_height(src_texture, src_level) - s.top;
12840         s.bottom = wined3d_texture_get_level_height(src_texture, src_level) - s.bottom;
12841         src_rect = &s;
12842     }
12843     else
12844     {
12845         wined3d_texture_load(src_texture, context, FALSE);
12846     }
12847 
12848     context_apply_blit_state(context, device);
12849 
12850     if (dst_location == WINED3D_LOCATION_DRAWABLE)
12851     {
12852         d = *dst_rect;
12853         wined3d_texture_translate_drawable_coords(dst_texture, context->win_handle, &d);
12854         dst_rect = &d;
12855     }
12856 
12857     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
12858     {
12859         GLenum buffer;
12860 
12861         if (dst_location == WINED3D_LOCATION_DRAWABLE)
12862         {
12863             TRACE("Destination texture %p is onscreen.\n", dst_texture);
12864             buffer = wined3d_texture_get_gl_buffer(dst_texture);
12865         }
12866         else
12867         {
12868             TRACE("Destination texture %p is offscreen.\n", dst_texture);
12869             buffer = GL_COLOR_ATTACHMENT0;
12870         }
12871         context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER,
12872                 &dst_texture->resource, dst_sub_resource_idx, NULL, 0, dst_location);
12873         context_set_draw_buffer(context, buffer);
12874         context_check_fbo_status(context, GL_DRAW_FRAMEBUFFER);
12875         context_invalidate_state(context, STATE_FRAMEBUFFER);
12876     }
12877 
12878     if (!(program = glsl_blitter_get_program(glsl_blitter, context, src_texture)))
12879     {
12880         ERR("Failed to get blitter program.\n");
12881         return dst_location;
12882     }
12883     GL_EXTCALL(glUseProgram(program->id));
12884     switch (get_complex_fixup(program->args.fixup))
12885     {
12886         case COMPLEX_FIXUP_P8:
12887             glsl_blitter_upload_palette(glsl_blitter, context, src_texture);
12888             break;
12889 
12890         case COMPLEX_FIXUP_YUY2:
12891         case COMPLEX_FIXUP_UYVY:
12892         case COMPLEX_FIXUP_YV12:
12893         case COMPLEX_FIXUP_NV12:
12894             src_level = src_sub_resource_idx % src_texture->level_count;
12895             location = GL_EXTCALL(glGetUniformLocation(program->id, "size"));
12896             GL_EXTCALL(glUniform2f(location, wined3d_texture_get_level_pow2_width(src_texture, src_level),
12897                     wined3d_texture_get_level_pow2_height(src_texture, src_level)));
12898             break;
12899 
12900         default:
12901             break;
12902     }
12903     context_draw_shaded_quad(context, src_texture, src_sub_resource_idx, src_rect, dst_rect, filter);
12904     GL_EXTCALL(glUseProgram(0));
12905 
12906     if (dst_texture->swapchain && (dst_texture->swapchain->front_buffer == dst_texture))
12907         gl_info->gl_ops.gl.p_glFlush();
12908 
12909     if (staging_texture)
12910         wined3d_texture_decref(staging_texture);
12911 
12912     return dst_location;
12913 }
12914 
12915 static void glsl_blitter_clear(struct wined3d_blitter *blitter, struct wined3d_device *device,
12916         unsigned int rt_count, const struct wined3d_fb_state *fb, unsigned int rect_count, const RECT *clear_rects,
12917         const RECT *draw_rect, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil)
12918 {
12919     struct wined3d_blitter *next;
12920 
12921     if ((next = blitter->next))
12922         next->ops->blitter_clear(next, device, rt_count, fb, rect_count,
12923                 clear_rects, draw_rect, flags, color, depth, stencil);
12924 }
12925 
12926 static const struct wined3d_blitter_ops glsl_blitter_ops =
12927 {
12928     glsl_blitter_destroy,
12929     glsl_blitter_clear,
12930     glsl_blitter_blit,
12931 };
12932 
12933 struct wined3d_blitter *wined3d_glsl_blitter_create(struct wined3d_blitter **next,
12934         const struct wined3d_device *device)
12935 {
12936     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
12937     struct wined3d_glsl_blitter *blitter;
12938 
12939     if (device->shader_backend != &glsl_shader_backend)
12940         return NULL;
12941 
12942     if (!gl_info->supported[ARB_VERTEX_SHADER] || !gl_info->supported[ARB_FRAGMENT_SHADER])
12943         return NULL;
12944 
12945     if (!(blitter = heap_alloc(sizeof(*blitter))))
12946     {
12947         ERR("Failed to allocate blitter.\n");
12948         return NULL;
12949     }
12950 
12951     TRACE("Created blitter %p.\n", blitter);
12952 
12953     blitter->blitter.ops = &glsl_blitter_ops;
12954     blitter->blitter.next = *next;
12955     string_buffer_list_init(&blitter->string_buffers);
12956     wine_rb_init(&blitter->programs, glsl_blitter_args_compare);
12957     blitter->palette_texture = 0;
12958     *next = &blitter->blitter;
12959 
12960     return *next;
12961 }
12962