text: /*
   * GLSL pixel and vertex shader implementation
   *
   * Copyright 2006 Jason Green
   * Copyright 2006-2007 Henri Verbeet
   * Copyright 2007-2009, 2013 Stefan Dösinger for CodeWeavers
   * Copyright 2009-2011 Henri Verbeet for CodeWeavers
   *
   * This library is free software; you can redistribute it and/or
   * modify it under the terms of the GNU Lesser General Public
   * License as published by the Free Software Foundation; either
   * version 2.1 of the License, or (at your option) any later version.
   *
   * This library is distributed in the hope that it will be useful,
   * but WITHOUT ANY WARRANTY; without even the implied warranty of
   * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
   * Lesser General Public License for more details.
   *
   * You should have received a copy of the GNU Lesser General Public
   * License along with this library; if not, write to the Free Software
   * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
   */
  
  /*
   * D3D shader asm has swizzles on source parameters, and write masks for
   * destination parameters. GLSL uses swizzles for both. The result of this is
   * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
   * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
   * mask for the destination parameter into account.
   */
  
  #include "config.h"
  #include "wine/port.h"
  
  #include <limits.h>
  #include <stdio.h>
  #ifdef HAVE_FLOAT_H
  # include <float.h>
  #endif
  
  #include "wined3d_private.h"
  
  WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
  WINE_DECLARE_DEBUG_CHANNEL(d3d);
  WINE_DECLARE_DEBUG_CHANNEL(winediag);
  
  #define WINED3D_GLSL_SAMPLE_PROJECTED   0x01
  #define WINED3D_GLSL_SAMPLE_NPOT        0x02
  #define WINED3D_GLSL_SAMPLE_LOD         0x04
  #define WINED3D_GLSL_SAMPLE_GRAD        0x08
  #define WINED3D_GLSL_SAMPLE_LOAD        0x10
  
  struct glsl_dst_param
  {
      char reg_name[150];
      char mask_str[6];
  };
  
  struct glsl_src_param
  {
      char reg_name[150];
      char param_str[200];
  };
  
  struct glsl_sample_function
  {
      struct wined3d_string_buffer *name;
      DWORD coord_mask;
      enum wined3d_data_type data_type;
      BOOL output_single_component;
  };
  
  enum heap_node_op
  {
      HEAP_NODE_TRAVERSE_LEFT,
      HEAP_NODE_TRAVERSE_RIGHT,
      HEAP_NODE_POP,
  };
  
  struct constant_entry
  {
      unsigned int idx;
      unsigned int version;
  };
  
  struct constant_heap
  {
      struct constant_entry *entries;
      BOOL *contained;
      unsigned int *positions;
      unsigned int size;
  };
  
  /* GLSL shader private data */
  struct shader_glsl_priv {
      struct wined3d_string_buffer shader_buffer;
      struct wined3d_string_buffer_list string_buffers;
      struct wine_rb_tree program_lookup;
      struct constant_heap vconst_heap;
      struct constant_heap pconst_heap;
      unsigned char *stack;
      GLuint depth_blt_program_full[WINED3D_GL_RES_TYPE_COUNT];
      GLuint depth_blt_program_masked[WINED3D_GL_RES_TYPE_COUNT];
      UINT next_constant_version;
  
      const struct wined3d_vertex_pipe_ops *vertex_pipe;
      const struct fragment_pipeline *fragment_pipe;
      struct wine_rb_tree ffp_vertex_shaders;
      struct wine_rb_tree ffp_fragment_shaders;
      BOOL ffp_proj_control;
      BOOL legacy_lighting;
  };
  
  struct glsl_vs_program
  {
      struct list shader_entry;
      GLuint id;
      GLenum vertex_color_clamp;
      GLint *uniform_f_locations;
      GLint uniform_i_locations[MAX_CONST_I];
      GLint uniform_b_locations[MAX_CONST_B];
      GLint pos_fixup_location;
  
      GLint modelview_matrix_location[MAX_VERTEX_BLENDS];
      GLint projection_matrix_location;
      GLint normal_matrix_location;
      GLint texture_matrix_location[MAX_TEXTURES];
      GLint material_ambient_location;
      GLint material_diffuse_location;
      GLint material_specular_location;
      GLint material_emissive_location;
      GLint material_shininess_location;
      GLint light_ambient_location;
      struct
      {
          GLint diffuse;
          GLint specular;
          GLint ambient;
          GLint position;
          GLint direction;
          GLint range;
          GLint falloff;
          GLint c_att;
          GLint l_att;
          GLint q_att;
          GLint cos_htheta;
          GLint cos_hphi;
      } light_location[MAX_ACTIVE_LIGHTS];
      GLint pointsize_location;
      GLint pointsize_min_location;
      GLint pointsize_max_location;
      GLint pointsize_c_att_location;
      GLint pointsize_l_att_location;
      GLint pointsize_q_att_location;
  };
  
  struct glsl_gs_program
  {
      struct list shader_entry;
      GLuint id;
  };
  
  struct glsl_ps_program
  {
      struct list shader_entry;
      GLuint id;
      GLint *uniform_f_locations;
      GLint uniform_i_locations[MAX_CONST_I];
      GLint uniform_b_locations[MAX_CONST_B];
      GLint bumpenv_mat_location[MAX_TEXTURES];
      GLint bumpenv_lum_scale_location[MAX_TEXTURES];
      GLint bumpenv_lum_offset_location[MAX_TEXTURES];
      GLint tss_constant_location[MAX_TEXTURES];
      GLint tex_factor_location;
      GLint specular_enable_location;
      GLint fog_color_location;
      GLint fog_density_location;
      GLint fog_end_location;
      GLint fog_scale_location;
      GLint ycorrection_location;
      GLint np2_fixup_location;
      GLint color_key_location;
      const struct ps_np2fixup_info *np2_fixup_info;
  };
  
  /* Struct to maintain data about a linked GLSL program */
  struct glsl_shader_prog_link
  {
      struct wine_rb_entry program_lookup_entry;
      struct glsl_vs_program vs;
      struct glsl_gs_program gs;
      struct glsl_ps_program ps;
      GLuint id;
      DWORD constant_update_mask;
      UINT constant_version;
  };
  
  struct glsl_program_key
  {
      GLuint vs_id;
      GLuint gs_id;
      GLuint ps_id;
  };
  
  struct shader_glsl_ctx_priv {
      const struct vs_compile_args    *cur_vs_args;
      const struct ps_compile_args    *cur_ps_args;
      struct ps_np2fixup_info         *cur_np2fixup_info;
      struct wined3d_string_buffer_list *string_buffers;
  };
  
  struct glsl_context_data
  {
      struct glsl_shader_prog_link *glsl_program;
  };
  
  struct glsl_ps_compiled_shader
  {
      struct ps_compile_args          args;
      struct ps_np2fixup_info         np2fixup;
      GLuint                          id;
  };
  
  struct glsl_vs_compiled_shader
  {
      struct vs_compile_args          args;
      GLuint                          id;
  };
  
  struct glsl_gs_compiled_shader
  {
      GLuint id;
  };
  
  struct glsl_shader_private
  {
      union
      {
          struct glsl_vs_compiled_shader *vs;
          struct glsl_gs_compiled_shader *gs;
          struct glsl_ps_compiled_shader *ps;
      } gl_shaders;
      UINT num_gl_shaders, shader_array_size;
  };
  
  struct glsl_ffp_vertex_shader
  {
      struct wined3d_ffp_vs_desc desc;
      GLuint id;
      struct list linked_programs;
  };
  
  struct glsl_ffp_fragment_shader
  {
      struct ffp_frag_desc entry;
      GLuint id;
      struct list linked_programs;
  };
  
  struct glsl_ffp_destroy_ctx
  {
      struct shader_glsl_priv *priv;
      const struct wined3d_gl_info *gl_info;
  };
  
  static const char *debug_gl_shader_type(GLenum type)
  {
      switch (type)
      {
  #define WINED3D_TO_STR(u) case u: return #u
          WINED3D_TO_STR(GL_VERTEX_SHADER);
          WINED3D_TO_STR(GL_GEOMETRY_SHADER);
          WINED3D_TO_STR(GL_FRAGMENT_SHADER);
  #undef WINED3D_TO_STR
          default:
              return wine_dbg_sprintf("UNKNOWN(%#x)", type);
      }
  }
  
  static const char *shader_glsl_get_prefix(enum wined3d_shader_type type)
  {
      switch (type)
      {
          case WINED3D_SHADER_TYPE_VERTEX:
              return "vs";
  
          case WINED3D_SHADER_TYPE_GEOMETRY:
              return "gs";
  
          case WINED3D_SHADER_TYPE_PIXEL:
              return "ps";
  
          default:
              FIXME("Unhandled shader type %#x.\n", type);
              return "unknown";
      }
  }
  
  static const char *shader_glsl_get_version(const struct wined3d_gl_info *gl_info,
          const struct wined3d_shader_version *version)
  {
      if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
          return "#version 150";
      else if (gl_info->glsl_version >= MAKEDWORD_VERSION(1, 30) && version && version->major >= 4)
          return "#version 130";
      else
          return "#version 120";
  }
  
  static void shader_glsl_append_imm_vec4(struct wined3d_string_buffer *buffer, const float *values)
  {
      char str[4][17];
  
      wined3d_ftoa(values[0], str[0]);
      wined3d_ftoa(values[1], str[1]);
      wined3d_ftoa(values[2], str[2]);
      wined3d_ftoa(values[3], str[3]);
      shader_addline(buffer, "vec4(%s, %s, %s, %s)", str[0], str[1], str[2], str[3]);
  }
  
  static const char *get_info_log_line(const char **ptr)
  {
      const char *p, *q;
  
      p = *ptr;
      if (!(q = strstr(p, "\n")))
      {
          if (!*p) return NULL;
          *ptr += strlen(p);
          return p;
      }
      *ptr = q + 1;
  
      return p;
  }
  
  /* Context activation is done by the caller. */
  void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLuint id, BOOL program)
  {
      int length = 0;
      char *log;
  
      if (!WARN_ON(d3d_shader) && !FIXME_ON(d3d_shader))
          return;
  
      if (program)
          GL_EXTCALL(glGetProgramiv(id, GL_INFO_LOG_LENGTH, &length));
      else
          GL_EXTCALL(glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length));
  
      /* A size of 1 is just a null-terminated string, so the log should be bigger than
       * that if there are errors. */
      if (length > 1)
      {
          const char *ptr, *line;
  
          log = HeapAlloc(GetProcessHeap(), 0, length);
          /* The info log is supposed to be zero-terminated, but at least some
           * versions of fglrx don't terminate the string properly. The reported
           * length does include the terminator, so explicitly set it to zero
           * here. */
          log[length - 1] = 0;
          if (program)
              GL_EXTCALL(glGetProgramInfoLog(id, length, NULL, log));
          else
              GL_EXTCALL(glGetShaderInfoLog(id, length, NULL, log));
  
          ptr = log;
          if (gl_info->quirks & WINED3D_QUIRK_INFO_LOG_SPAM)
          {
              WARN("Info log received from GLSL shader #%u:\n", id);
              while ((line = get_info_log_line(&ptr))) WARN("    %.*s", (int)(ptr - line), line);
          }
          else
          {
              FIXME("Info log received from GLSL shader #%u:\n", id);
              while ((line = get_info_log_line(&ptr))) FIXME("    %.*s", (int)(ptr - line), line);
          }
          HeapFree(GetProcessHeap(), 0, log);
      }
  }
  
  /* Context activation is done by the caller. */
  static void shader_glsl_compile(const struct wined3d_gl_info *gl_info, GLuint shader, const char *src)
  {
      const char *ptr, *line;
  
      TRACE("Compiling shader object %u.\n", shader);
  
      if (TRACE_ON(d3d_shader))
      {
          ptr = src;
          while ((line = get_info_log_line(&ptr))) TRACE_(d3d_shader)("    %.*s", (int)(ptr - line), line);
      }
  
      GL_EXTCALL(glShaderSource(shader, 1, &src, NULL));
      checkGLcall("glShaderSource");
      GL_EXTCALL(glCompileShader(shader));
      checkGLcall("glCompileShader");
      print_glsl_info_log(gl_info, shader, FALSE);
  }
  
  /* Context activation is done by the caller. */
  static void shader_glsl_dump_program_source(const struct wined3d_gl_info *gl_info, GLuint program)
  {
      GLint i, shader_count, source_size = -1;
      GLuint *shaders;
      char *source = NULL;
  
      GL_EXTCALL(glGetProgramiv(program, GL_ATTACHED_SHADERS, &shader_count));
      shaders = HeapAlloc(GetProcessHeap(), 0, shader_count * sizeof(*shaders));
      if (!shaders)
      {
          ERR("Failed to allocate shader array memory.\n");
          return;
      }
  
      GL_EXTCALL(glGetAttachedShaders(program, shader_count, NULL, shaders));
      for (i = 0; i < shader_count; ++i)
      {
          const char *ptr, *line;
          GLint tmp;
  
          GL_EXTCALL(glGetShaderiv(shaders[i], GL_SHADER_SOURCE_LENGTH, &tmp));
  
          if (source_size < tmp)
          {
              HeapFree(GetProcessHeap(), 0, source);
  
              source = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, tmp);
              if (!source)
              {
                  ERR("Failed to allocate %d bytes for shader source.\n", tmp);
                  HeapFree(GetProcessHeap(), 0, shaders);
                  return;
              }
              source_size = tmp;
          }
  
          FIXME("Shader %u:\n", shaders[i]);
          GL_EXTCALL(glGetShaderiv(shaders[i], GL_SHADER_TYPE, &tmp));
          FIXME("    GL_SHADER_TYPE: %s.\n", debug_gl_shader_type(tmp));
          GL_EXTCALL(glGetShaderiv(shaders[i], GL_COMPILE_STATUS, &tmp));
          FIXME("    GL_COMPILE_STATUS: %d.\n", tmp);
          FIXME("\n");
  
          ptr = source;
          GL_EXTCALL(glGetShaderSource(shaders[i], source_size, NULL, source));
          while ((line = get_info_log_line(&ptr))) FIXME("    %.*s", (int)(ptr - line), line);
          FIXME("\n");
      }
  
      HeapFree(GetProcessHeap(), 0, source);
      HeapFree(GetProcessHeap(), 0, shaders);
  }
  
  /* Context activation is done by the caller. */
  void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLuint program)
  {
      GLint tmp;
  
      if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader))
          return;
  
      GL_EXTCALL(glGetProgramiv(program, GL_LINK_STATUS, &tmp));
      if (!tmp)
      {
          FIXME("Program %u link status invalid.\n", program);
          shader_glsl_dump_program_source(gl_info, program);
      }
  
      print_glsl_info_log(gl_info, program, TRUE);
  }
  
  /* Context activation is done by the caller. */
  static void shader_glsl_load_samplers(const struct wined3d_gl_info *gl_info,
          struct shader_glsl_priv *priv, const DWORD *tex_unit_map, GLuint program_id)
  {
      unsigned int mapped_unit;
      struct wined3d_string_buffer *sampler_name = string_buffer_get(&priv->string_buffers);
      const char *prefix;
      unsigned int i, j;
      GLint name_loc;
  
      static const struct
      {
          enum wined3d_shader_type type;
          unsigned int base_idx;
          unsigned int count;
      }
      sampler_info[] =
      {
          {WINED3D_SHADER_TYPE_PIXEL,     0,                      MAX_FRAGMENT_SAMPLERS},
          {WINED3D_SHADER_TYPE_VERTEX,    MAX_FRAGMENT_SAMPLERS,  MAX_VERTEX_SAMPLERS},
      };
  
      for (i = 0; i < ARRAY_SIZE(sampler_info); ++i)
      {
          prefix = shader_glsl_get_prefix(sampler_info[i].type);
  
          for (j = 0; j < sampler_info[i].count; ++j)
          {
              string_buffer_sprintf(sampler_name, "%s_sampler%u", prefix, j);
              name_loc = GL_EXTCALL(glGetUniformLocation(program_id, sampler_name->buffer));
              if (name_loc == -1)
                  continue;
  
              mapped_unit = tex_unit_map[sampler_info[i].base_idx + j];
              if (mapped_unit == WINED3D_UNMAPPED_STAGE || mapped_unit >= gl_info->limits.combined_samplers)
              {
                  ERR("Trying to load sampler %s on unsupported unit %u.\n", sampler_name->buffer, mapped_unit);
                  continue;
              }
  
              TRACE("Loading sampler %s on unit %u.\n", sampler_name->buffer, mapped_unit);
              GL_EXTCALL(glUniform1i(name_loc, mapped_unit));
          }
      }
      checkGLcall("glUniform1i");
      string_buffer_release(&priv->string_buffers, sampler_name);
  }
  
  /* Context activation is done by the caller. */
  static inline void walk_constant_heap(const struct wined3d_gl_info *gl_info, const float *constants,
          const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
  {
      unsigned int start = ~0U, end = 0;
      int stack_idx = 0;
      unsigned int heap_idx = 1;
      unsigned int idx;
  
      if (heap->entries[heap_idx].version <= version) return;
  
      idx = heap->entries[heap_idx].idx;
      if (constant_locations[idx] != -1)
          start = end = idx;
      stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
  
      while (stack_idx >= 0)
      {
          /* Note that we fall through to the next case statement. */
          switch(stack[stack_idx])
          {
              case HEAP_NODE_TRAVERSE_LEFT:
              {
                  unsigned int left_idx = heap_idx << 1;
                  if (left_idx < heap->size && heap->entries[left_idx].version > version)
                  {
                      heap_idx = left_idx;
                      idx = heap->entries[heap_idx].idx;
                      if (constant_locations[idx] != -1)
                      {
                          if (start > idx)
                              start = idx;
                          if (end < idx)
                              end = idx;
                      }
  
                      stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
                      stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
                      break;
                  }
              }
  
              case HEAP_NODE_TRAVERSE_RIGHT:
              {
                  unsigned int right_idx = (heap_idx << 1) + 1;
                  if (right_idx < heap->size && heap->entries[right_idx].version > version)
                  {
                      heap_idx = right_idx;
                      idx = heap->entries[heap_idx].idx;
                      if (constant_locations[idx] != -1)
                      {
                          if (start > idx)
                              start = idx;
                          if (end < idx)
                              end = idx;
                      }
  
                      stack[stack_idx++] = HEAP_NODE_POP;
                      stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
                      break;
                  }
              }
  
              case HEAP_NODE_POP:
                  heap_idx >>= 1;
                  --stack_idx;
                  break;
          }
      }
      if (start <= end)
          GL_EXTCALL(glUniform4fv(constant_locations[start], end - start + 1, &constants[start * 4]));
      checkGLcall("walk_constant_heap()");
  }
  
  /* Context activation is done by the caller. */
  static inline void apply_clamped_constant(const struct wined3d_gl_info *gl_info, GLint location, const GLfloat *data)
  {
      GLfloat clamped_constant[4];
  
      if (location == -1) return;
  
      clamped_constant[0] = data[0] < -1.0f ? -1.0f : data[0] > 1.0f ? 1.0f : data[0];
      clamped_constant[1] = data[1] < -1.0f ? -1.0f : data[1] > 1.0f ? 1.0f : data[1];
      clamped_constant[2] = data[2] < -1.0f ? -1.0f : data[2] > 1.0f ? 1.0f : data[2];
      clamped_constant[3] = data[3] < -1.0f ? -1.0f : data[3] > 1.0f ? 1.0f : data[3];
  
      GL_EXTCALL(glUniform4fv(location, 1, clamped_constant));
  }
  
  /* Context activation is done by the caller. */
  static inline void walk_constant_heap_clamped(const struct wined3d_gl_info *gl_info, const float *constants,
          const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
  {
      int stack_idx = 0;
      unsigned int heap_idx = 1;
      unsigned int idx;
  
      if (heap->entries[heap_idx].version <= version) return;
  
      idx = heap->entries[heap_idx].idx;
      apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
      stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
  
      while (stack_idx >= 0)
      {
          /* Note that we fall through to the next case statement. */
          switch(stack[stack_idx])
          {
              case HEAP_NODE_TRAVERSE_LEFT:
              {
                  unsigned int left_idx = heap_idx << 1;
                  if (left_idx < heap->size && heap->entries[left_idx].version > version)
                  {
                      heap_idx = left_idx;
                      idx = heap->entries[heap_idx].idx;
                      apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
  
                      stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
                      stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
                      break;
                  }
              }
  
              case HEAP_NODE_TRAVERSE_RIGHT:
              {
                  unsigned int right_idx = (heap_idx << 1) + 1;
                  if (right_idx < heap->size && heap->entries[right_idx].version > version)
                  {
                      heap_idx = right_idx;
                      idx = heap->entries[heap_idx].idx;
                      apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
  
                      stack[stack_idx++] = HEAP_NODE_POP;
                      stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
                      break;
                  }
              }
  
              case HEAP_NODE_POP:
                  heap_idx >>= 1;
                  --stack_idx;
                  break;
          }
      }
      checkGLcall("walk_constant_heap_clamped()");
  }
  
  /* Context activation is done by the caller. */
  static void shader_glsl_load_constantsF(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
          const float *constants, const GLint *constant_locations, const struct constant_heap *heap,
          unsigned char *stack, UINT version)
  {
      const struct wined3d_shader_lconst *lconst;
  
      /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
      if (shader->reg_maps.shader_version.major == 1
              && shader->reg_maps.shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
          walk_constant_heap_clamped(gl_info, constants, constant_locations, heap, stack, version);
      else
          walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version);
  
      if (!shader->load_local_constsF)
      {
          TRACE("No need to load local float constants for this shader\n");
          return;
      }
  
      /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
      LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
      {
          GL_EXTCALL(glUniform4fv(constant_locations[lconst->idx], 1, (const GLfloat *)lconst->value));
      }
      checkGLcall("glUniform4fv()");
  }
  
  /* Context activation is done by the caller. */
  static void shader_glsl_load_constantsI(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
          const GLint locations[MAX_CONST_I], const int *constants, WORD constants_set)
  {
      unsigned int i;
      struct list* ptr;
  
      for (i = 0; constants_set; constants_set >>= 1, ++i)
      {
          if (!(constants_set & 1)) continue;
  
          /* We found this uniform name in the program - go ahead and send the data */
          GL_EXTCALL(glUniform4iv(locations[i], 1, &constants[i * 4]));
      }
  
      /* Load immediate constants */
      ptr = list_head(&shader->constantsI);
      while (ptr)
      {
          const struct wined3d_shader_lconst *lconst = LIST_ENTRY(ptr, const struct wined3d_shader_lconst, entry);
          unsigned int idx = lconst->idx;
          const GLint *values = (const GLint *)lconst->value;
  
          /* We found this uniform name in the program - go ahead and send the data */
          GL_EXTCALL(glUniform4iv(locations[idx], 1, values));
          ptr = list_next(&shader->constantsI, ptr);
      }
      checkGLcall("glUniform4iv()");
  }
  
  /* Context activation is done by the caller. */
  static void shader_glsl_load_constantsB(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
          const GLint locations[MAX_CONST_B], const BOOL *constants, WORD constants_set)
  {
      unsigned int i;
      struct list* ptr;
  
      for (i = 0; constants_set; constants_set >>= 1, ++i)
      {
          if (!(constants_set & 1)) continue;
  
          GL_EXTCALL(glUniform1iv(locations[i], 1, &constants[i]));
      }
  
      /* Load immediate constants */
      ptr = list_head(&shader->constantsB);
      while (ptr)
      {
          const struct wined3d_shader_lconst *lconst = LIST_ENTRY(ptr, const struct wined3d_shader_lconst, entry);
          unsigned int idx = lconst->idx;
          const GLint *values = (const GLint *)lconst->value;
  
          GL_EXTCALL(glUniform1iv(locations[idx], 1, values));
          ptr = list_next(&shader->constantsB, ptr);
      }
      checkGLcall("glUniform1iv()");
  }
  
  static void reset_program_constant_version(struct wine_rb_entry *entry, void *context)
  {
      WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry)->constant_version = 0;
  }
  
  /* Context activation is done by the caller (state handler). */
  static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program *ps,
          const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
  {
      GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
      UINT fixup = ps->np2_fixup_info->active;
      UINT i;
  
      for (i = 0; fixup; fixup >>= 1, ++i)
      {
          const struct wined3d_texture *tex = state->textures[i];
          unsigned char idx = ps->np2_fixup_info->idx[i];
          GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
  
          if (!tex)
          {
              ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
              continue;
          }
  
          if (idx % 2)
          {
              tex_dim[2] = tex->pow2_matrix[0];
              tex_dim[3] = tex->pow2_matrix[5];
          }
          else
          {
              tex_dim[0] = tex->pow2_matrix[0];
              tex_dim[1] = tex->pow2_matrix[5];
          }
      }
  
      GL_EXTCALL(glUniform4fv(ps->np2_fixup_location, ps->np2_fixup_info->num_consts, np2fixup_constants));
  }
  
  /* Taken and adapted from Mesa. */
  static BOOL invert_matrix_3d(struct wined3d_matrix *out, const struct wined3d_matrix *in)
  {
      float pos, neg, t, det;
      struct wined3d_matrix temp;
  
      /* Calculate the determinant of upper left 3x3 submatrix and
       * determine if the matrix is singular. */
      pos = neg = 0.0f;
      t =  in->_11 * in->_22 * in->_33;
      if (t >= 0.0f)
          pos += t;
      else
          neg += t;
  
      t =  in->_21 * in->_32 * in->_13;
      if (t >= 0.0f)
          pos += t;
      else
          neg += t;
      t =  in->_31 * in->_12 * in->_23;
      if (t >= 0.0f)
          pos += t;
      else
          neg += t;
  
      t = -in->_31 * in->_22 * in->_13;
      if (t >= 0.0f)
          pos += t;
      else
          neg += t;
      t = -in->_21 * in->_12 * in->_33;
      if (t >= 0.0f)
          pos += t;
      else
          neg += t;
  
      t = -in->_11 * in->_32 * in->_23;
      if (t >= 0.0f)
          pos += t;
      else
          neg += t;
  
      det = pos + neg;
  
      if (fabsf(det) < 1e-25f)
          return FALSE;
  
      det = 1.0f / det;
      temp._11 =  (in->_22 * in->_33 - in->_32 * in->_23) * det;
      temp._12 = -(in->_12 * in->_33 - in->_32 * in->_13) * det;
      temp._13 =  (in->_12 * in->_23 - in->_22 * in->_13) * det;
      temp._21 = -(in->_21 * in->_33 - in->_31 * in->_23) * det;
      temp._22 =  (in->_11 * in->_33 - in->_31 * in->_13) * det;
      temp._23 = -(in->_11 * in->_23 - in->_21 * in->_13) * det;
      temp._31 =  (in->_21 * in->_32 - in->_31 * in->_22) * det;
      temp._32 = -(in->_11 * in->_32 - in->_31 * in->_12) * det;
      temp._33 =  (in->_11 * in->_22 - in->_21 * in->_12) * det;
  
      *out = temp;
      return TRUE;
  }
  
  static void swap_rows(float **a, float **b)
  {
      float *tmp = *a;
  
      *a = *b;
      *b = tmp;
  }
  
  static BOOL invert_matrix(struct wined3d_matrix *out, struct wined3d_matrix *m)
  {
      float wtmp[4][8];
      float m0, m1, m2, m3, s;
      float *r0, *r1, *r2, *r3;
  
      r0 = wtmp[0];
      r1 = wtmp[1];
      r2 = wtmp[2];
      r3 = wtmp[3];
  
      r0[0] = m->_11;
      r0[1] = m->_12;
      r0[2] = m->_13;
      r0[3] = m->_14;
      r0[4] = 1.0f;
      r0[5] = r0[6] = r0[7] = 0.0f;
  
      r1[0] = m->_21;
      r1[1] = m->_22;
      r1[2] = m->_23;
      r1[3] = m->_24;
      r1[5] = 1.0f;
      r1[4] = r1[6] = r1[7] = 0.0f;
  
      r2[0] = m->_31;
      r2[1] = m->_32;
      r2[2] = m->_33;
      r2[3] = m->_34;
      r2[6] = 1.0f;
      r2[4] = r2[5] = r2[7] = 0.0f;
  
      r3[0] = m->_41;
      r3[1] = m->_42;
      r3[2] = m->_43;
      r3[3] = m->_44;
      r3[7] = 1.0f;
      r3[4] = r3[5] = r3[6] = 0.0f;
  
      /* Choose pivot - or die. */
      if (fabsf(r3[0]) > fabsf(r2[0]))
          swap_rows(&r3, &r2);
      if (fabsf(r2[0]) > fabsf(r1[0]))
          swap_rows(&r2, &r1);
      if (fabsf(r1[0]) > fabsf(r0[0]))
          swap_rows(&r1, &r0);
      if (r0[0] == 0.0f)
          return FALSE;
  
      /* Eliminate first variable. */
      m1 = r1[0] / r0[0]; m2 = r2[0] / r0[0]; m3 = r3[0] / r0[0];
      s = r0[1]; r1[1] -= m1 * s; r2[1] -= m2 * s; r3[1] -= m3 * s;
      s = r0[2]; r1[2] -= m1 * s; r2[2] -= m2 * s; r3[2] -= m3 * s;
      s = r0[3]; r1[3] -= m1 * s; r2[3] -= m2 * s; r3[3] -= m3 * s;
      s = r0[4];
      if (s != 0.0f)
      {
          r1[4] -= m1 * s;
          r2[4] -= m2 * s;
          r3[4] -= m3 * s;
      }
      s = r0[5];
      if (s != 0.0f)
      {
          r1[5] -= m1 * s;
          r2[5] -= m2 * s;
          r3[5] -= m3 * s;
      }
      s = r0[6];
      if (s != 0.0f)
      {
          r1[6] -= m1 * s;
          r2[6] -= m2 * s;
          r3[6] -= m3 * s;
      }
      s = r0[7];
      if (s != 0.0f)
      {
          r1[7] -= m1 * s;
          r2[7] -= m2 * s;
          r3[7] -= m3 * s;
      }
  
      /* Choose pivot - or die. */
      if (fabsf(r3[1]) > fabsf(r2[1]))
          swap_rows(&r3, &r2);
      if (fabsf(r2[1]) > fabsf(r1[1]))
          swap_rows(&r2, &r1);
      if (r1[1] == 0.0f)
          return FALSE;
  
      /* Eliminate second variable. */
      m2 = r2[1] / r1[1]; m3 = r3[1] / r1[1];
      r2[2] -= m2 * r1[2]; r3[2] -= m3 * r1[2];
      r2[3] -= m2 * r1[3]; r3[3] -= m3 * r1[3];
      s = r1[4];
      if (s != 0.0f)
      {
          r2[4] -= m2 * s;
          r3[4] -= m3 * s;
      }
      s = r1[5];
      if (s != 0.0f)
      {
          r2[5] -= m2 * s;
          r3[5] -= m3 * s;
      }
      s = r1[6];
      if (s != 0.0f)
      {
          r2[6] -= m2 * s;
          r3[6] -= m3 * s;
      }
      s = r1[7];
      if (s != 0.0f)
      {
          r2[7] -= m2 * s;
          r3[7] -= m3 * s;
      }
  
      /* Choose pivot - or die. */
      if (fabsf(r3[2]) > fabsf(r2[2]))
          swap_rows(&r3, &r2);
      if (r2[2] == 0.0f)
          return FALSE;
  
      /* Eliminate third variable. */
      m3 = r3[2] / r2[2];
      r3[3] -= m3 * r2[3];
      r3[4] -= m3 * r2[4];
      r3[5] -= m3 * r2[5];
      r3[6] -= m3 * r2[6];
      r3[7] -= m3 * r2[7];
  
      /* Last check. */
      if (r3[3] == 0.0f)
          return FALSE;
  
      /* Back substitute row 3. */
      s = 1.0f / r3[3];
      r3[4] *= s;
      r3[5] *= s;
      r3[6] *= s;
      r3[7] *= s;
  
      /* Back substitute row 2. */
      m2 = r2[3];
      s = 1.0f / r2[2];
      r2[4] = s * (r2[4] - r3[4] * m2);
      r2[5] = s * (r2[5] - r3[5] * m2);
      r2[6] = s * (r2[6] - r3[6] * m2);
      r2[7] = s * (r2[7] - r3[7] * m2);
      m1 = r1[3];
      r1[4] -= r3[4] * m1;
      r1[5] -= r3[5] * m1;
      r1[6] -= r3[6] * m1;
      r1[7] -= r3[7] * m1;
      m0 = r0[3];
      r0[4] -= r3[4] * m0;
      r0[5] -= r3[5] * m0;
      r0[6] -= r3[6] * m0;
      r0[7] -= r3[7] * m0;
  
      /* Back substitute row 1. */
      m1 = r1[2];
      s = 1.0f / r1[1];
      r1[4] = s * (r1[4] - r2[4] * m1);
      r1[5] = s * (r1[5] - r2[5] * m1);
      r1[6] = s * (r1[6] - r2[6] * m1);
      r1[7] = s * (r1[7] - r2[7] * m1);
      m0 = r0[2];
      r0[4] -= r2[4] * m0;
      r0[5] -= r2[5] * m0;
      r0[6] -= r2[6] * m0;
      r0[7] -= r2[7] * m0;
  
      /* Back substitute row 0. */
      m0 = r0[1];
      s = 1.0f / r0[0];
      r0[4] = s * (r0[4] - r1[4] * m0);
      r0[5] = s * (r0[5] - r1[5] * m0);
      r0[6] = s * (r0[6] - r1[6] * m0);
      r0[7] = s * (r0[7] - r1[7] * m0);
  
      out->_11 = r0[4];
      out->_12 = r0[5];
      out->_13 = r0[6];
      out->_14 = r0[7];
      out->_21 = r1[4];
      out->_22 = r1[5];
      out->_23 = r1[6];
      out->_24 = r1[7];
      out->_31 = r2[4];
      out->_32 = r2[5];
      out->_33 = r2[6];
      out->_34 = r2[7];
      out->_41 = r3[4];
      out->_42 = r3[5];
      out->_43 = r3[6];
      out->_44 = r3[7];
  
      return TRUE;
  }
  
  static void shader_glsl_ffp_vertex_normalmatrix_uniform(const struct wined3d_context *context,
          const struct wined3d_state *state, struct glsl_shader_prog_link *prog)
  {
      const struct wined3d_gl_info *gl_info = context->gl_info;
      float mat[3 * 3];
      struct wined3d_matrix mv;
      unsigned int i, j;
  
      if (prog->vs.normal_matrix_location == -1)
          return;
  
      get_modelview_matrix(context, state, 0, &mv);
      if (context->swapchain->device->wined3d->flags & WINED3D_LEGACY_FFP_LIGHTING)
          invert_matrix_3d(&mv, &mv);
      else
          invert_matrix(&mv, &mv);
      /* Tests show that singular modelview matrices are used unchanged as normal
       * matrices on D3D3 and older. There seems to be no clearly consistent
       * behavior on newer D3D versions so always follow older ddraw behavior. */
      for (i = 0; i < 3; ++i)
          for (j = 0; j < 3; ++j)
              mat[i * 3 + j] = (&mv._11)[j * 4 + i];
  
      GL_EXTCALL(glUniformMatrix3fv(prog->vs.normal_matrix_location, 1, FALSE, mat));
      checkGLcall("glUniformMatrix3fv");
  }
  
  static void shader_glsl_ffp_vertex_texmatrix_uniform(const struct wined3d_context *context,
          const struct wined3d_state *state, unsigned int tex, struct glsl_shader_prog_link *prog)
  {
      const struct wined3d_gl_info *gl_info = context->gl_info;
      struct wined3d_matrix mat;
  
      if (tex >= MAX_TEXTURES)
          return;
      if (prog->vs.texture_matrix_location[tex] == -1)
          return;
  
      get_texture_matrix(context, state, tex, &mat);
      GL_EXTCALL(glUniformMatrix4fv(prog->vs.texture_matrix_location[tex], 1, FALSE, &mat._11));
      checkGLcall("glUniformMatrix4fv");
  }
  
  static void shader_glsl_ffp_vertex_material_uniform(const struct wined3d_context *context,
          const struct wined3d_state *state, struct glsl_shader_prog_link *prog)
  {
      const struct wined3d_gl_info *gl_info = context->gl_info;
  
      if (state->render_states[WINED3D_RS_SPECULARENABLE])
      {
          GL_EXTCALL(glUniform4fv(prog->vs.material_specular_location, 1, &state->material.specular.r));
          GL_EXTCALL(glUniform1f(prog->vs.material_shininess_location, state->material.power));
      }
      else
      {
          static const float black[] = {0.0f, 0.0f, 0.0f, 0.0f};
  
          GL_EXTCALL(glUniform4fv(prog->vs.material_specular_location, 1, black));
      }
      GL_EXTCALL(glUniform4fv(prog->vs.material_ambient_location, 1, &state->material.ambient.r));
      GL_EXTCALL(glUniform4fv(prog->vs.material_diffuse_location, 1, &state->material.diffuse.r));
      GL_EXTCALL(glUniform4fv(prog->vs.material_emissive_location, 1, &state->material.emissive.r));
      checkGLcall("setting FFP material uniforms");
  }
  
  static void shader_glsl_ffp_vertex_lightambient_uniform(const struct wined3d_context *context,
          const struct wined3d_state *state, struct glsl_shader_prog_link *prog)
  {
      const struct wined3d_gl_info *gl_info = context->gl_info;
      float col[4];
  
      D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_AMBIENT], col);
      GL_EXTCALL(glUniform3fv(prog->vs.light_ambient_location, 1, col));
      checkGLcall("glUniform3fv");
  }
  
  static void multiply_vector_matrix(struct wined3d_vec4 *dest, const struct wined3d_vec4 *src1,
          const struct wined3d_matrix *src2)
  {
      struct wined3d_vec4 temp;
  
      temp.x = (src1->x * src2->_11) + (src1->y * src2->_21) + (src1->z * src2->_31) + (src1->w * src2->_41);
      temp.y = (src1->x * src2->_12) + (src1->y * src2->_22) + (src1->z * src2->_32) + (src1->w * src2->_42);
      temp.z = (src1->x * src2->_13) + (src1->y * src2->_23) + (src1->z * src2->_33) + (src1->w * src2->_43);
      temp.w = (src1->x * src2->_14) + (src1->y * src2->_24) + (src1->z * src2->_34) + (src1->w * src2->_44);
  
      *dest = temp;
  }
  
  static void shader_glsl_ffp_vertex_light_uniform(const struct wined3d_context *context,
          const struct wined3d_state *state, unsigned int light, struct glsl_shader_prog_link *prog)
  {
      const struct wined3d_gl_info *gl_info = context->gl_info;
      const struct wined3d_light_info *light_info = state->lights[light];
      struct wined3d_vec4 vec4;
      const struct wined3d_matrix *view = &state->transforms[WINED3D_TS_VIEW];
  
      if (!light_info)
          return;
  
      GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].diffuse, 1, &light_info->OriginalParms.diffuse.r));
      GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].specular, 1, &light_info->OriginalParms.specular.r));
      GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].ambient, 1, &light_info->OriginalParms.ambient.r));
  
      switch (light_info->OriginalParms.type)
      {
          case WINED3D_LIGHT_POINT:
              multiply_vector_matrix(&vec4, &light_info->position, view);
              GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].position, 1, &vec4.x));
              GL_EXTCALL(glUniform1f(prog->vs.light_location[light].range, light_info->OriginalParms.range));
              GL_EXTCALL(glUniform1f(prog->vs.light_location[light].c_att, light_info->OriginalParms.attenuation0));
              GL_EXTCALL(glUniform1f(prog->vs.light_location[light].l_att, light_info->OriginalParms.attenuation1));
              GL_EXTCALL(glUniform1f(prog->vs.light_location[light].q_att, light_info->OriginalParms.attenuation2));
              break;
  
          case WINED3D_LIGHT_SPOT:
              multiply_vector_matrix(&vec4, &light_info->position, view);
              GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].position, 1, &vec4.x));
  
              multiply_vector_matrix(&vec4, &light_info->direction, view);
              GL_EXTCALL(glUniform3fv(prog->vs.light_location[light].direction, 1, &vec4.x));
  
              GL_EXTCALL(glUniform1f(prog->vs.light_location[light].range, light_info->OriginalParms.range));
              GL_EXTCALL(glUniform1f(prog->vs.light_location[light].falloff, light_info->OriginalParms.falloff));
              GL_EXTCALL(glUniform1f(prog->vs.light_location[light].c_att, light_info->OriginalParms.attenuation0));
              GL_EXTCALL(glUniform1f(prog->vs.light_location[light].l_att, light_info->OriginalParms.attenuation1));
              GL_EXTCALL(glUniform1f(prog->vs.light_location[light].q_att, light_info->OriginalParms.attenuation2));
              GL_EXTCALL(glUniform1f(prog->vs.light_location[light].cos_htheta, cosf(light_info->OriginalParms.theta / 2.0f)));
              GL_EXTCALL(glUniform1f(prog->vs.light_location[light].cos_hphi, cosf(light_info->OriginalParms.phi / 2.0f)));
              break;
  
          case WINED3D_LIGHT_DIRECTIONAL:
              multiply_vector_matrix(&vec4, &light_info->direction, view);
              GL_EXTCALL(glUniform3fv(prog->vs.light_location[light].direction, 1, &vec4.x));
              break;
  
          case WINED3D_LIGHT_PARALLELPOINT:
              multiply_vector_matrix(&vec4, &light_info->position, view);
              GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].position, 1, &vec4.x));
              break;
  
          default:
              FIXME("Unrecognized light type %#x.\n", light_info->OriginalParms.type);
      }
      checkGLcall("setting FFP lights uniforms");
  }
  
  static void shader_glsl_pointsize_uniform(const struct wined3d_context *context,
          const struct wined3d_state *state, struct glsl_shader_prog_link *prog)
  {
      const struct wined3d_gl_info *gl_info = context->gl_info;
      float min, max;
      float size, att[3];
  
      get_pointsize_minmax(context, state, &min, &max);
  
      GL_EXTCALL(glUniform1f(prog->vs.pointsize_min_location, min));
      checkGLcall("glUniform1f");
      GL_EXTCALL(glUniform1f(prog->vs.pointsize_max_location, max));
      checkGLcall("glUniform1f");
  
      get_pointsize(context, state, &size, att);
  
      GL_EXTCALL(glUniform1f(prog->vs.pointsize_location, size));
      checkGLcall("glUniform1f");
      GL_EXTCALL(glUniform1f(prog->vs.pointsize_c_att_location, att[0]));
      checkGLcall("glUniform1f");
      GL_EXTCALL(glUniform1f(prog->vs.pointsize_l_att_location, att[1]));
      checkGLcall("glUniform1f");
      GL_EXTCALL(glUniform1f(prog->vs.pointsize_q_att_location, att[2]));
      checkGLcall("glUniform1f");
  }
  
  static void shader_glsl_load_fog_uniform(const struct wined3d_context *context,
          const struct wined3d_state *state, struct glsl_shader_prog_link *prog)
  {
      const struct wined3d_gl_info *gl_info = context->gl_info;
      float start, end, scale;
      union
      {
          DWORD d;
          float f;
      } tmpvalue;
      float col[4];
  
      D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_FOGCOLOR], col);
      GL_EXTCALL(glUniform4fv(prog->ps.fog_color_location, 1, col));
      tmpvalue.d = state->render_states[WINED3D_RS_FOGDENSITY];
      GL_EXTCALL(glUniform1f(prog->ps.fog_density_location, tmpvalue.f));
      get_fog_start_end(context, state, &start, &end);
      scale = 1.0f / (end - start);
      GL_EXTCALL(glUniform1f(prog->ps.fog_end_location, end));
      GL_EXTCALL(glUniform1f(prog->ps.fog_scale_location, scale));
      checkGLcall("fog emulation uniforms");
  }
  
  /* Context activation is done by the caller (state handler). */
  static void shader_glsl_load_color_key_constant(const struct glsl_ps_program *ps,
          const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
  {
      struct wined3d_color float_key[2];
      const struct wined3d_texture *texture = state->textures[0];
  
      wined3d_format_get_float_color_key(texture->resource.format, &texture->async.src_blt_color_key, float_key);
      GL_EXTCALL(glUniform4fv(ps->color_key_location, 2, &float_key[0].r));
  }
  
  /* Context activation is done by the caller (state handler). */
  static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context *context,
          const struct wined3d_state *state)
  {
      const struct glsl_context_data *ctx_data = context->shader_backend_data;
      const struct wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
      const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
      const struct wined3d_gl_info *gl_info = context->gl_info;
      struct shader_glsl_priv *priv = shader_priv;
      float position_fixup[4];
      DWORD update_mask;
  
      struct glsl_shader_prog_link *prog = ctx_data->glsl_program;
      UINT constant_version;
      int i;
  
      if (!prog) {
          /* No GLSL program set - nothing to do. */
          return;
      }
      constant_version = prog->constant_version;
      update_mask = context->constant_update_mask & prog->constant_update_mask;
  
      if (update_mask & WINED3D_SHADER_CONST_VS_F)
          shader_glsl_load_constantsF(vshader, gl_info, state->vs_consts_f,
                  prog->vs.uniform_f_locations, &priv->vconst_heap, priv->stack, constant_version);
  
      if (update_mask & WINED3D_SHADER_CONST_VS_I)
          shader_glsl_load_constantsI(vshader, gl_info, prog->vs.uniform_i_locations, state->vs_consts_i,
                  vshader->reg_maps.integer_constants);
  
      if (update_mask & WINED3D_SHADER_CONST_VS_B)
          shader_glsl_load_constantsB(vshader, gl_info, prog->vs.uniform_b_locations, state->vs_consts_b,
                  vshader->reg_maps.boolean_constants);
  
      if (update_mask & WINED3D_SHADER_CONST_VS_POINTSIZE)
          shader_glsl_pointsize_uniform(context, state, prog);
  
      if (update_mask & WINED3D_SHADER_CONST_VS_POS_FIXUP)
      {
          shader_get_position_fixup(context, state, position_fixup);
          GL_EXTCALL(glUniform4fv(prog->vs.pos_fixup_location, 1, position_fixup));
          checkGLcall("glUniform4fv");
      }
  
      if (update_mask & WINED3D_SHADER_CONST_FFP_MODELVIEW)
      {
          struct wined3d_matrix mat;
  
          get_modelview_matrix(context, state, 0, &mat);
          GL_EXTCALL(glUniformMatrix4fv(prog->vs.modelview_matrix_location[0], 1, FALSE, &mat._11));
          checkGLcall("glUniformMatrix4fv");
  
          shader_glsl_ffp_vertex_normalmatrix_uniform(context, state, prog);
      }
  
      if (update_mask & WINED3D_SHADER_CONST_FFP_VERTEXBLEND)
      {
          struct wined3d_matrix mat;
  
          for (i = 1; i < MAX_VERTEX_BLENDS; ++i)
          {
              if (prog->vs.modelview_matrix_location[i] == -1)
                  break;
  
              get_modelview_matrix(context, state, i, &mat);
              GL_EXTCALL(glUniformMatrix4fv(prog->vs.modelview_matrix_location[i], 1, FALSE, &mat._11));
              checkGLcall("glUniformMatrix4fv");
          }
      }
  
      if (update_mask & WINED3D_SHADER_CONST_FFP_PROJ)
      {
          struct wined3d_matrix projection;
  
          get_projection_matrix(context, state, &projection);
          GL_EXTCALL(glUniformMatrix4fv(prog->vs.projection_matrix_location, 1, FALSE, &projection._11));
          checkGLcall("glUniformMatrix4fv");
      }
  
      if (update_mask & WINED3D_SHADER_CONST_FFP_TEXMATRIX)
      {
          for (i = 0; i < MAX_TEXTURES; ++i)
              shader_glsl_ffp_vertex_texmatrix_uniform(context, state, i, prog);
      }
  
      if (update_mask & WINED3D_SHADER_CONST_FFP_MATERIAL)
          shader_glsl_ffp_vertex_material_uniform(context, state, prog);
  
      if (update_mask & WINED3D_SHADER_CONST_FFP_LIGHTS)
      {
          shader_glsl_ffp_vertex_lightambient_uniform(context, state, prog);
          for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
              shader_glsl_ffp_vertex_light_uniform(context, state, i, prog);
      }
  
      if (update_mask & WINED3D_SHADER_CONST_PS_F)
          shader_glsl_load_constantsF(pshader, gl_info, state->ps_consts_f,
                  prog->ps.uniform_f_locations, &priv->pconst_heap, priv->stack, constant_version);
  
      if (update_mask & WINED3D_SHADER_CONST_PS_I)
          shader_glsl_load_constantsI(pshader, gl_info, prog->ps.uniform_i_locations, state->ps_consts_i,
                  pshader->reg_maps.integer_constants);
  
      if (update_mask & WINED3D_SHADER_CONST_PS_B)
          shader_glsl_load_constantsB(pshader, gl_info, prog->ps.uniform_b_locations, state->ps_consts_b,
                  pshader->reg_maps.boolean_constants);
  
      if (update_mask & WINED3D_SHADER_CONST_PS_BUMP_ENV)
      {
          for (i = 0; i < MAX_TEXTURES; ++i)
          {
              if (prog->ps.bumpenv_mat_location[i] == -1)
                  continue;
  
              GL_EXTCALL(glUniformMatrix2fv(prog->ps.bumpenv_mat_location[i], 1, 0,
                      (const GLfloat *)&state->texture_states[i][WINED3D_TSS_BUMPENV_MAT00]));
  
              if (prog->ps.bumpenv_lum_scale_location[i] != -1)
              {
                  GL_EXTCALL(glUniform1fv(prog->ps.bumpenv_lum_scale_location[i], 1,
                          (const GLfloat *)&state->texture_states[i][WINED3D_TSS_BUMPENV_LSCALE]));
                  GL_EXTCALL(glUniform1fv(prog->ps.bumpenv_lum_offset_location[i], 1,
                          (const GLfloat *)&state->texture_states[i][WINED3D_TSS_BUMPENV_LOFFSET]));
              }
          }
  
          checkGLcall("bump env uniforms");
      }
  
      if (update_mask & WINED3D_SHADER_CONST_PS_Y_CORR)
      {
          float correction_params[] =
          {
              /* position is window relative, not viewport relative */
              context->render_offscreen ? 0.0f : (float)context->current_rt->resource.height,
              context->render_offscreen ? 1.0f : -1.0f,
              0.0f,
              0.0f,
          };
  
          GL_EXTCALL(glUniform4fv(prog->ps.ycorrection_location, 1, correction_params));
      }
  
      if (update_mask & WINED3D_SHADER_CONST_PS_NP2_FIXUP)
          shader_glsl_load_np2fixup_constants(&prog->ps, gl_info, state);
      if (update_mask & WINED3D_SHADER_CONST_FFP_COLOR_KEY)
          shader_glsl_load_color_key_constant(&prog->ps, gl_info, state);
  
      if (update_mask & WINED3D_SHADER_CONST_FFP_PS)
      {
          float col[4];
  
          if (prog->ps.tex_factor_location != -1)
          {
              D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
              GL_EXTCALL(glUniform4fv(prog->ps.tex_factor_location, 1, col));
          }
  
          if (state->render_states[WINED3D_RS_SPECULARENABLE])
              GL_EXTCALL(glUniform4f(prog->ps.specular_enable_location, 1.0f, 1.0f, 1.0f, 0.0f));
          else
              GL_EXTCALL(glUniform4f(prog->ps.specular_enable_location, 0.0f, 0.0f, 0.0f, 0.0f));
  
          for (i = 0; i < MAX_TEXTURES; ++i)
          {
              if (prog->ps.tss_constant_location[i] == -1)
                  continue;
  
              D3DCOLORTOGLFLOAT4(state->texture_states[i][WINED3D_TSS_CONSTANT], col);
              GL_EXTCALL(glUniform4fv(prog->ps.tss_constant_location[i], 1, col));
          }
  
          checkGLcall("fixed function uniforms");
      }
  
      if (update_mask & WINED3D_SHADER_CONST_PS_FOG)
          shader_glsl_load_fog_uniform(context, state, prog);
  
      if (priv->next_constant_version == UINT_MAX)
      {
          TRACE("Max constant version reached, resetting to 0.\n");
          wine_rb_for_each_entry(&priv->program_lookup, reset_program_constant_version, NULL);
          priv->next_constant_version = 1;
      }
      else
      {
          prog->constant_version = priv->next_constant_version++;
      }
  }
  
  static void update_heap_entry(struct constant_heap *heap, unsigned int idx, DWORD new_version)
  {
      struct constant_entry *entries = heap->entries;
      unsigned int *positions = heap->positions;
      unsigned int heap_idx, parent_idx;
  
      if (!heap->contained[idx])
      {
          heap_idx = heap->size++;
          heap->contained[idx] = TRUE;
      }
      else
      {
          heap_idx = positions[idx];
      }
  
      while (heap_idx > 1)
      {
          parent_idx = heap_idx >> 1;
  
          if (new_version <= entries[parent_idx].version) break;
  
          entries[heap_idx] = entries[parent_idx];
          positions[entries[parent_idx].idx] = heap_idx;
          heap_idx = parent_idx;
      }
  
      entries[heap_idx].version = new_version;
      entries[heap_idx].idx = idx;
      positions[idx] = heap_idx;
  }
  
  static void shader_glsl_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
  {
      struct shader_glsl_priv *priv = device->shader_priv;
      struct constant_heap *heap = &priv->vconst_heap;
      UINT i;
  
      for (i = start; i < count + start; ++i)
      {
          update_heap_entry(heap, i, priv->next_constant_version);
      }
  
      for (i = 0; i < device->context_count; ++i)
      {
          device->contexts[i]->constant_update_mask |= WINED3D_SHADER_CONST_VS_F;
      }
  }
  
  static void shader_glsl_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
  {
      struct shader_glsl_priv *priv = device->shader_priv;
      struct constant_heap *heap = &priv->pconst_heap;
      UINT i;
  
      for (i = start; i < count + start; ++i)
      {
          update_heap_entry(heap, i, priv->next_constant_version);
      }
  
      for (i = 0; i < device->context_count; ++i)
      {
          device->contexts[i]->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
      }
  }
  
  static unsigned int vec4_varyings(DWORD shader_major, const struct wined3d_gl_info *gl_info)
  {
      unsigned int ret = gl_info->limits.glsl_varyings / 4;
      /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
      if(shader_major > 3) return ret;
  
      /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
      if (gl_info->quirks & WINED3D_QUIRK_GLSL_CLIP_VARYING) ret -= 1;
      return ret;
  }
  
  static BOOL needs_legacy_glsl_syntax(const struct wined3d_gl_info *gl_info)
  {
      return gl_info->supported[WINED3D_GL_LEGACY_CONTEXT];
  }
  
  static void PRINTF_ATTR(4, 5) declare_in_varying(const struct wined3d_gl_info *gl_info,
          struct wined3d_string_buffer *buffer, BOOL flat, const char *format, ...)
  {
      va_list args;
      int ret;
  
      shader_addline(buffer, "%s%s ", flat ? "flat " : "",
              needs_legacy_glsl_syntax(gl_info) ? "varying" : "in");
      for (;;)
      {
          va_start(args, format);
          ret = shader_vaddline(buffer, format, args);
          va_end(args);
          if (!ret)
              return;
          if (!string_buffer_resize(buffer, ret))
              return;
      }
  }
  
  static void PRINTF_ATTR(4, 5) declare_out_varying(const struct wined3d_gl_info *gl_info,
          struct wined3d_string_buffer *buffer, BOOL flat, const char *format, ...)
  {
      va_list args;
      int ret;
  
      shader_addline(buffer, "%s%s ", flat ? "flat " : "",
              needs_legacy_glsl_syntax(gl_info) ? "varying" : "out");
      for (;;)
      {
          va_start(args, format);
          ret = shader_vaddline(buffer, format, args);
          va_end(args);
          if (!ret)
              return;
          if (!string_buffer_resize(buffer, ret))
              return;
      }
  }
  
  static BOOL glsl_is_color_reg_read(const struct wined3d_shader *shader, unsigned int idx)
  {
      const struct wined3d_shader_signature *input_signature = &shader->input_signature;
      const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
      const BOOL *input_reg_used = shader->u.ps.input_reg_used;
      unsigned int i;
  
      if (reg_maps->shader_version.major < 3)
          return input_reg_used[idx];
  
      for (i = 0; i < input_signature->element_count; ++i)
      {
          const struct wined3d_shader_signature_element *input = &input_signature->elements[i];
  
          if (!(reg_maps->input_registers & (1u << input->register_idx)))
              continue;
  
          if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_COLOR)
                  && input->semantic_idx == idx)
          {
              if (input_reg_used[input->register_idx])
                  return TRUE;
              else
                  return FALSE;
          }
      }
      return FALSE;
  }
  
  /** Generate the variable & register declarations for the GLSL output target */
  static void shader_generate_glsl_declarations(const struct wined3d_context *context,
          struct wined3d_string_buffer *buffer, const struct wined3d_shader *shader,
          const struct wined3d_shader_reg_maps *reg_maps, const struct shader_glsl_ctx_priv *ctx_priv)
  {
      const struct wined3d_shader_version *version = &reg_maps->shader_version;
      const struct wined3d_state *state = &shader->device->state;
      const struct vs_compile_args *vs_args = ctx_priv->cur_vs_args;
      const struct ps_compile_args *ps_args = ctx_priv->cur_ps_args;
      const struct wined3d_gl_info *gl_info = context->gl_info;
      const struct wined3d_fb_state *fb = &shader->device->fb;
      unsigned int i, extra_constants_needed = 0;
      const struct wined3d_shader_lconst *lconst;
      const char *prefix;
      DWORD map;
  
      prefix = shader_glsl_get_prefix(version->type);
  
      /* Prototype the subroutines */
      for (i = 0, map = reg_maps->labels; map; map >>= 1, ++i)
      {
          if (map & 1) shader_addline(buffer, "void subroutine%u();\n", i);
      }
  
      /* Declare the constants (aka uniforms) */
      if (shader->limits->constant_float > 0)
      {
          unsigned max_constantsF;
  
          /* Unless the shader uses indirect addressing, always declare the
           * maximum array size and ignore that we need some uniforms privately.
           * E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup
           * and immediate values, still declare VC[256]. If the shader needs
           * more uniforms than we have it won't work in any case. If it uses
           * less, the compiler will figure out which uniforms are really used
           * and strip them out. This allows a shader to use c255 on a dx9 card,
           * as long as it doesn't also use all the other constants.
           *
           * If the shader uses indirect addressing the compiler must assume
           * that all declared uniforms are used. In this case, declare only the
           * amount that we're assured to have.
           *
           * Thus we run into problems in these two cases:
           * 1) The shader really uses more uniforms than supported.
           * 2) The shader uses indirect addressing, less constants than
           *    supported, but uses a constant index > #supported consts. */
          if (version->type == WINED3D_SHADER_TYPE_PIXEL)
          {
              /* No indirect addressing here. */
              max_constantsF = gl_info->limits.glsl_ps_float_constants;
          }
          else
          {
              if (reg_maps->usesrelconstF)
              {
                  /* Subtract the other potential uniforms from the max
                   * available (bools, ints, and 1 row of projection matrix).
                   * Subtract another uniform for immediate values, which have
                   * to be loaded via uniform by the driver as well. The shader
                   * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
                   * shader code, so one vec4 should be enough. (Unfortunately
                   * the Nvidia driver doesn't store 128 and -128 in one float).
                   *
                   * Writing gl_ClipVertex requires one uniform for each
                   * clipplane as well. */
                  max_constantsF = gl_info->limits.glsl_vs_float_constants - 3;
                  if (vs_args->clip_enabled)
                      max_constantsF -= gl_info->limits.clipplanes;
                  max_constantsF -= count_bits(reg_maps->integer_constants);
                  /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
                   * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
                   * for now take this into account when calculating the number of available constants
                   */
                  max_constantsF -= count_bits(reg_maps->boolean_constants);
                  /* Set by driver quirks in directx.c */
                  max_constantsF -= gl_info->reserved_glsl_constants;
  
                  if (max_constantsF < shader->limits->constant_float)
                  {
                      static unsigned int once;
  
                      if (!once++)
                          ERR_(winediag)("The hardware does not support enough uniform components to run this shader,"
                                  " it may not render correctly.\n");
                      else
                          WARN("The hardware does not support enough uniform components to run this shader.\n");
                  }
              }
              else
              {
                  max_constantsF = gl_info->limits.glsl_vs_float_constants;
              }
          }
          max_constantsF = min(shader->limits->constant_float, max_constantsF);
          shader_addline(buffer, "uniform vec4 %s_c[%u];\n", prefix, max_constantsF);
      }
  
      /* Always declare the full set of constants, the compiler can remove the
       * unused ones because d3d doesn't (yet) support indirect int and bool
       * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
      if (shader->limits->constant_int > 0 && reg_maps->integer_constants)
          shader_addline(buffer, "uniform ivec4 %s_i[%u];\n", prefix, shader->limits->constant_int);
  
      if (shader->limits->constant_bool > 0 && reg_maps->boolean_constants)
          shader_addline(buffer, "uniform bool %s_b[%u];\n", prefix, shader->limits->constant_bool);
  
      for (i = 0; i < WINED3D_MAX_CBS; ++i)
      {
          if (reg_maps->cb_sizes[i])
              shader_addline(buffer, "layout(std140) uniform block_%s_cb%u { vec4 %s_cb%u[%u]; };\n",
                      prefix, i, prefix, i, reg_maps->cb_sizes[i]);
      }
  
      /* Declare texture samplers */
      for (i = 0; i < reg_maps->sampler_map.count; ++i)
      {
          struct wined3d_shader_sampler_map_entry *entry;
          BOOL shadow_sampler, tex_rect;
          const char *sampler_type;
  
          entry = &reg_maps->sampler_map.entries[i];
  
          if (entry->resource_idx >= ARRAY_SIZE(reg_maps->resource_info))
          {
              ERR("Invalid resource index %u.\n", entry->resource_idx);
              continue;
          }
  
          shadow_sampler = version->type == WINED3D_SHADER_TYPE_PIXEL && (ps_args->shadow & (1u << entry->sampler_idx));
          switch (reg_maps->resource_info[entry->resource_idx].type)
          {
              case WINED3D_SHADER_RESOURCE_TEXTURE_1D:
                  if (shadow_sampler)
                      sampler_type = "sampler1DShadow";
                  else
                      sampler_type = "sampler1D";
                  break;
  
              case WINED3D_SHADER_RESOURCE_TEXTURE_2D:
                  tex_rect = version->type == WINED3D_SHADER_TYPE_PIXEL
                          && (ps_args->np2_fixup & (1u << entry->resource_idx))
                          && gl_info->supported[ARB_TEXTURE_RECTANGLE];
                  if (shadow_sampler)
                  {
                      if (tex_rect)
                          sampler_type = "sampler2DRectShadow";
                      else
                          sampler_type = "sampler2DShadow";
                  }
                  else
                  {
                      if (tex_rect)
                          sampler_type = "sampler2DRect";
                      else
                          sampler_type = "sampler2D";
                  }
                  break;
  
              case WINED3D_SHADER_RESOURCE_TEXTURE_3D:
                  if (shadow_sampler)
                      FIXME("Unsupported 3D shadow sampler.\n");
                  sampler_type = "sampler3D";
                  break;
  
              case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE:
                  if (shadow_sampler)
                      FIXME("Unsupported Cube shadow sampler.\n");
                  sampler_type = "samplerCube";
                  break;
  
              default:
                  sampler_type = "unsupported_sampler";
                  FIXME("Unhandled resource type %#x.\n", reg_maps->resource_info[i].type);
                  break;
          }
          shader_addline(buffer, "uniform %s %s_sampler%u;\n", sampler_type, prefix, entry->bind_idx);
      }
  
      /* Declare uniforms for NP2 texcoord fixup:
       * This is NOT done inside the loop that declares the texture samplers
       * since the NP2 fixup code is currently only used for the GeforceFX
       * series and when forcing the ARB_npot extension off. Modern cards just
       * skip the code anyway, so put it inside a separate loop. */
      if (version->type == WINED3D_SHADER_TYPE_PIXEL && ps_args->np2_fixup)
      {
          struct ps_np2fixup_info *fixup = ctx_priv->cur_np2fixup_info;
          UINT cur = 0;
  
          /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
           * while D3D has them in the (normalized) [0,1]x[0,1] range.
           * samplerNP2Fixup stores texture dimensions and is updated through
           * shader_glsl_load_np2fixup_constants when the sampler changes. */
  
          for (i = 0; i < shader->limits->sampler; ++i)
          {
              if (!reg_maps->resource_info[i].type || !(ps_args->np2_fixup & (1u << i)))
                  continue;
  
              if (reg_maps->resource_info[i].type != WINED3D_SHADER_RESOURCE_TEXTURE_2D)
              {
                  FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
                  continue;
              }
  
              fixup->idx[i] = cur++;
          }
  
          fixup->num_consts = (cur + 1) >> 1;
          fixup->active = ps_args->np2_fixup;
          shader_addline(buffer, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix, fixup->num_consts);
      }
  
      /* Declare address variables */
      for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
      {
          if (map & 1) shader_addline(buffer, "ivec4 A%u;\n", i);
      }
  
      if (version->type == WINED3D_SHADER_TYPE_VERTEX)
      {
          for (i = 0; i < shader->input_signature.element_count; ++i)
          {
              const struct wined3d_shader_signature_element *e = &shader->input_signature.elements[i];
              if (e->sysval_semantic == WINED3D_SV_INSTANCEID)
                  shader_addline(buffer, "vec4 %s_in%u = vec4(intBitsToFloat(gl_InstanceID), 0.0, 0.0, 0.0);\n",
                          prefix, e->register_idx);
              else
                  shader_addline(buffer, "attribute vec4 %s_in%u;\n", prefix, e->register_idx);
          }
  
          if (vs_args->point_size && !vs_args->per_vertex_point_size)
          {
              shader_addline(buffer, "uniform struct\n{\n");
              shader_addline(buffer, "    float size;\n");
              shader_addline(buffer, "    float size_min;\n");
              shader_addline(buffer, "    float size_max;\n");
              shader_addline(buffer, "} ffp_point;\n");
          }
  
          if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] && version->major < 3)
          {
              declare_out_varying(gl_info, buffer, vs_args->flatshading, "vec4 ffp_varying_diffuse;\n");
              declare_out_varying(gl_info, buffer, vs_args->flatshading, "vec4 ffp_varying_specular;\n");
              declare_out_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES);
              declare_out_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n");
          }
  
          shader_addline(buffer, "uniform vec4 posFixup;\n");
          shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", shader->limits->packed_output);
      }
      else if (version->type == WINED3D_SHADER_TYPE_GEOMETRY)
      {
          shader_addline(buffer, "varying in vec4 gs_in[][%u];\n", shader->limits->packed_input);
      }
      else if (version->type == WINED3D_SHADER_TYPE_PIXEL)
      {
          if (version->major < 3 || ps_args->vp_mode != vertexshader)
          {
              shader_addline(buffer, "uniform struct\n{\n");
              shader_addline(buffer, "    vec4 color;\n");
              shader_addline(buffer, "    float density;\n");
              shader_addline(buffer, "    float end;\n");
              shader_addline(buffer, "    float scale;\n");
              shader_addline(buffer, "} ffp_fog;\n");
  
              if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
              {
                  if (glsl_is_color_reg_read(shader, 0))
                      shader_addline(buffer, "vec4 ffp_varying_diffuse;\n");
                  if (glsl_is_color_reg_read(shader, 1))
                      shader_addline(buffer, "vec4 ffp_varying_specular;\n");
                  shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES);
                  shader_addline(buffer, "float ffp_varying_fogcoord;\n");
              }
              else
              {
                  if (glsl_is_color_reg_read(shader, 0))
                      declare_in_varying(gl_info, buffer, ps_args->flatshading, "vec4 ffp_varying_diffuse;\n");
                  if (glsl_is_color_reg_read(shader, 1))
                      declare_in_varying(gl_info, buffer, ps_args->flatshading, "vec4 ffp_varying_specular;\n");
                  declare_in_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES);
                  shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES);
                  declare_in_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n");
              }
          }
  
          if (version->major >= 3)
          {
              UINT in_count = min(vec4_varyings(version->major, gl_info), shader->limits->packed_input);
  
              if (use_vs(state))
                  declare_in_varying(gl_info, buffer, FALSE, "vec4 %s_link[%u];\n", prefix, in_count);
              shader_addline(buffer, "vec4 %s_in[%u];\n", prefix, in_count);
          }
  
          for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
          {
              if (!(map & 1))
                  continue;
  
              shader_addline(buffer, "uniform mat2 bumpenv_mat%u;\n", i);
  
              if (reg_maps->luminanceparams & (1u << i))
              {
                  shader_addline(buffer, "uniform float bumpenv_lum_scale%u;\n", i);
                  shader_addline(buffer, "uniform float bumpenv_lum_offset%u;\n", i);
                  extra_constants_needed++;
              }
  
              extra_constants_needed++;
          }
  
          if (ps_args->srgb_correction)
          {
              shader_addline(buffer, "const vec4 srgb_const0 = ");
              shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const0);
              shader_addline(buffer, ";\n");
              shader_addline(buffer, "const vec4 srgb_const1 = ");
              shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const1);
              shader_addline(buffer, ";\n");
          }
          if (reg_maps->vpos || reg_maps->usesdsy)
          {
              if (shader->limits->constant_float + extra_constants_needed
                      + 1 < gl_info->limits.glsl_ps_float_constants)
              {
                  shader_addline(buffer, "uniform vec4 ycorrection;\n");
                  extra_constants_needed++;
              }
              else
              {
                  float ycorrection[] =
                  {
                      context->render_offscreen ? 0.0f : fb->render_targets[0]->height,
                      context->render_offscreen ? 1.0f : -1.0f,
                      0.0f,
                      0.0f,
                  };
  
                  /* This happens because we do not have proper tracking of the
                   * constant registers that are actually used, only the max
                   * limit of the shader version. */
                  FIXME("Cannot find a free uniform for vpos correction params\n");
                  shader_addline(buffer, "const vec4 ycorrection = ");
                  shader_glsl_append_imm_vec4(buffer, ycorrection);
                  shader_addline(buffer, ";\n");
              }
              shader_addline(buffer, "vec4 vpos;\n");
          }
      }
  
      /* Declare output register temporaries */
      if (shader->limits->packed_output)
          shader_addline(buffer, "vec4 %s_out[%u];\n", prefix, shader->limits->packed_output);
  
      /* Declare temporary variables */
      for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
      {
          if (map & 1) shader_addline(buffer, "vec4 R%u;\n", i);
      }
  
      /* Declare loop registers aLx */
      if (version->major < 4)
      {
          for (i = 0; i < reg_maps->loop_depth; ++i)
          {
              shader_addline(buffer, "int aL%u;\n", i);
              shader_addline(buffer, "int tmpInt%u;\n", i);
          }
      }
  
      /* Temporary variables for matrix operations */
      shader_addline(buffer, "vec4 tmp0;\n");
      shader_addline(buffer, "vec4 tmp1;\n");
  
      if (!shader->load_local_constsF)
      {
          LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
          {
              shader_addline(buffer, "const vec4 %s_lc%u = ", prefix, lconst->idx);
              shader_glsl_append_imm_vec4(buffer, (const float *)lconst->value);
              shader_addline(buffer, ";\n");
          }
      }
  
      /* Start the main program. */
      shader_addline(buffer, "void main()\n{\n");
  
      /* Direct3D applications expect integer vPos values, while OpenGL drivers
       * add approximately 0.5. This causes off-by-one problems as spotted by
       * the vPos d3d9 visual test. Unfortunately ATI cards do not add exactly
       * 0.5, but rather something like 0.49999999 or 0.50000001, which still
       * causes precision troubles when we just subtract 0.5.
       *
       * To deal with that, just floor() the position. This will eliminate the
       * fraction on all cards.
       *
       * TODO: Test how this behaves with multisampling.
       *
       * An advantage of floor is that it works even if the driver doesn't add
       * 0.5. It is somewhat questionable if 1.5, 2.5, ... are the proper values
       * to return in gl_FragCoord, even though coordinates specify the pixel
       * centers instead of the pixel corners. This code will behave correctly
       * on drivers that returns integer values. */
      if (version->type == WINED3D_SHADER_TYPE_PIXEL && reg_maps->vpos)
      {
          if (shader->device->wined3d->flags & WINED3D_PIXEL_CENTER_INTEGER)
              shader_addline(buffer,
                      "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
          else
              shader_addline(buffer,
                      "vpos = vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1);\n");
      }
  }
  
  /*****************************************************************************
   * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
   *
   * For more information, see http://wiki.winehq.org/DirectX-Shaders
   ****************************************************************************/
  
  /* Prototypes */
  static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
          const struct wined3d_shader_src_param *wined3d_src, DWORD mask, struct glsl_src_param *glsl_src);
  
  /** Used for opcode modifiers - They multiply the result by the specified amount */
  static const char * const shift_glsl_tab[] = {
      "",           /*  0 (none) */
      "2.0 * ",     /*  1 (x2)   */
      "4.0 * ",     /*  2 (x4)   */
      "8.0 * ",     /*  3 (x8)   */
      "16.0 * ",    /*  4 (x16)  */
      "32.0 * ",    /*  5 (x32)  */
      "",           /*  6 (x64)  */
      "",           /*  7 (x128) */
      "",           /*  8 (d256) */
      "",           /*  9 (d128) */
      "",           /* 10 (d64)  */
      "",           /* 11 (d32)  */
      "0.0625 * ",  /* 12 (d16)  */
      "0.125 * ",   /* 13 (d8)   */
      "0.25 * ",    /* 14 (d4)   */
      "0.5 * "      /* 15 (d2)   */
  };
  
  /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
  static void shader_glsl_gen_modifier(enum wined3d_shader_src_modifier src_modifier,
          const char *in_reg, const char *in_regswizzle, char *out_str)
  {
      switch (src_modifier)
      {
      case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
      case WINED3DSPSM_DW:
      case WINED3DSPSM_NONE:
          sprintf(out_str, "%s%s", in_reg, in_regswizzle);
          break;
      case WINED3DSPSM_NEG:
          sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
          break;
      case WINED3DSPSM_NOT:
          sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
          break;
      case WINED3DSPSM_BIAS:
          sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
          break;
      case WINED3DSPSM_BIASNEG:
          sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
          break;
      case WINED3DSPSM_SIGN:
          sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
          break;
      case WINED3DSPSM_SIGNNEG:
          sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
          break;
      case WINED3DSPSM_COMP:
          sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
          break;
      case WINED3DSPSM_X2:
          sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
          break;
      case WINED3DSPSM_X2NEG:
          sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
          break;
      case WINED3DSPSM_ABS:
          sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
          break;
      case WINED3DSPSM_ABSNEG:
          sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
          break;
      default:
          FIXME("Unhandled modifier %u\n", src_modifier);
          sprintf(out_str, "%s%s", in_reg, in_regswizzle);
      }
  }
  
  /** Writes the GLSL variable name that corresponds to the register that the
   * DX opcode parameter is trying to access */
  static void shader_glsl_get_register_name(const struct wined3d_shader_register *reg,
          char *register_name, BOOL *is_color, const struct wined3d_shader_instruction *ins)
  {
      /* oPos, oFog and oPts in D3D */
      static const char * const hwrastout_reg_names[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
  
      const struct wined3d_shader *shader = ins->ctx->shader;
      const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
      const struct wined3d_shader_version *version = &reg_maps->shader_version;
      const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
      const char *prefix = shader_glsl_get_prefix(version->type);
      struct glsl_src_param rel_param0, rel_param1;
      char imm_str[4][17];
  
      if (reg->idx[0].offset != ~0U && reg->idx[0].rel_addr)
          shader_glsl_add_src_param(ins, reg->idx[0].rel_addr, WINED3DSP_WRITEMASK_0, &rel_param0);
      if (reg->idx[1].offset != ~0U && reg->idx[1].rel_addr)
          shader_glsl_add_src_param(ins, reg->idx[1].rel_addr, WINED3DSP_WRITEMASK_0, &rel_param1);
      *is_color = FALSE;
  
      switch (reg->type)
      {
          case WINED3DSPR_TEMP:
              sprintf(register_name, "R%u", reg->idx[0].offset);
              break;
  
          case WINED3DSPR_INPUT:
              /* vertex shaders */
              if (version->type == WINED3D_SHADER_TYPE_VERTEX)
              {
                  struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
                  if (priv->cur_vs_args->swizzle_map & (1u << reg->idx[0].offset))
                      *is_color = TRUE;
                  sprintf(register_name, "%s_in%u", prefix, reg->idx[0].offset);
                  break;
              }
  
              if (version->type == WINED3D_SHADER_TYPE_GEOMETRY)
              {
                  if (reg->idx[0].rel_addr)
                  {
                      if (reg->idx[1].rel_addr)
                          sprintf(register_name, "gs_in[%s + %u][%s + %u]",
                                  rel_param0.param_str, reg->idx[0].offset, rel_param1.param_str, reg->idx[1].offset);
                      else
                          sprintf(register_name, "gs_in[%s + %u][%u]",
                                  rel_param0.param_str, reg->idx[0].offset, reg->idx[1].offset);
                  }
                  else if (reg->idx[1].rel_addr)
                      sprintf(register_name, "gs_in[%u][%s + %u]",
                              reg->idx[0].offset, rel_param1.param_str, reg->idx[1].offset);
                  else
                      sprintf(register_name, "gs_in[%u][%u]", reg->idx[0].offset, reg->idx[1].offset);
                  break;
              }
  
              /* pixel shaders >= 3.0 */
              if (version->major >= 3)
              {
                  DWORD idx = shader->u.ps.input_reg_map[reg->idx[0].offset];
                  unsigned int in_count = vec4_varyings(version->major, gl_info);
  
                  if (reg->idx[0].rel_addr)
                  {
                      /* Removing a + 0 would be an obvious optimization, but
                       * OS X doesn't see the NOP operation there. */
                      if (idx)
                      {
                          if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]
                                  && shader->u.ps.declared_in_count > in_count)
                          {
                              sprintf(register_name,
                                      "((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])",
                                      rel_param0.param_str, idx, in_count - 1, rel_param0.param_str, idx, in_count,
                                      prefix, rel_param0.param_str, idx);
                          }
                          else
                          {
                              sprintf(register_name, "%s_in[%s + %u]", prefix, rel_param0.param_str, idx);
                          }
                      }
                      else
                      {
                          if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]
                                  && shader->u.ps.declared_in_count > in_count)
                          {
                              sprintf(register_name, "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])",
                                      rel_param0.param_str, in_count - 1, rel_param0.param_str, in_count,
                                      prefix, rel_param0.param_str);
                          }
                          else
                          {
                              sprintf(register_name, "%s_in[%s]", prefix, rel_param0.param_str);
                          }
                      }
                  }
                  else
                  {
                      if (idx == in_count) sprintf(register_name, "gl_Color");
                      else if (idx == in_count + 1) sprintf(register_name, "gl_SecondaryColor");
                      else sprintf(register_name, "%s_in[%u]", prefix, idx);
                  }
              }
              else
              {
                  if (!reg->idx[0].offset)
                      strcpy(register_name, "ffp_varying_diffuse");
                  else
                      strcpy(register_name, "ffp_varying_specular");
                  break;
              }
              break;
  
          case WINED3DSPR_CONST:
              {
                  /* Relative addressing */
                  if (reg->idx[0].rel_addr)
                  {
                      if (reg->idx[0].offset)
                          sprintf(register_name, "%s_c[%s + %u]", prefix, rel_param0.param_str, reg->idx[0].offset);
                      else
                          sprintf(register_name, "%s_c[%s]", prefix, rel_param0.param_str);
                  }
                  else
                  {
                      if (shader_constant_is_local(shader, reg->idx[0].offset))
                          sprintf(register_name, "%s_lc%u", prefix, reg->idx[0].offset);
                      else
                          sprintf(register_name, "%s_c[%u]", prefix, reg->idx[0].offset);
                  }
              }
              break;
  
          case WINED3DSPR_CONSTINT:
              sprintf(register_name, "%s_i[%u]", prefix, reg->idx[0].offset);
              break;
  
          case WINED3DSPR_CONSTBOOL:
              sprintf(register_name, "%s_b[%u]", prefix, reg->idx[0].offset);
              break;
  
          case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
              if (version->type == WINED3D_SHADER_TYPE_PIXEL)
                  sprintf(register_name, "T%u", reg->idx[0].offset);
              else
                  sprintf(register_name, "A%u", reg->idx[0].offset);
              break;
  
          case WINED3DSPR_LOOP:
              sprintf(register_name, "aL%u", ins->ctx->loop_state->current_reg - 1);
              break;
  
          case WINED3DSPR_SAMPLER:
              sprintf(register_name, "%s_sampler%u", prefix, reg->idx[0].offset);
              break;
  
          case WINED3DSPR_COLOROUT:
              if (reg->idx[0].offset >= gl_info->limits.buffers)
                  WARN("Write to render target %u, only %d supported.\n",
                          reg->idx[0].offset, gl_info->limits.buffers);
  
              sprintf(register_name, "gl_FragData[%u]", reg->idx[0].offset);
              break;
  
          case WINED3DSPR_RASTOUT:
              sprintf(register_name, "%s", hwrastout_reg_names[reg->idx[0].offset]);
              break;
  
          case WINED3DSPR_DEPTHOUT:
              sprintf(register_name, "gl_FragDepth");
              break;
  
          case WINED3DSPR_ATTROUT:
              if (!reg->idx[0].offset)
                  sprintf(register_name, "%s_out[8]", prefix);
              else
                  sprintf(register_name, "%s_out[9]", prefix);
              break;
  
          case WINED3DSPR_TEXCRDOUT:
              /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
              sprintf(register_name, "%s_out[%u]", prefix, reg->idx[0].offset);
              break;
  
          case WINED3DSPR_MISCTYPE:
              if (!reg->idx[0].offset)
              {
                  /* vPos */
                  sprintf(register_name, "vpos");
              }
              else if (reg->idx[0].offset == 1)
              {
                  /* Note that gl_FrontFacing is a bool, while vFace is
                   * a float for which the sign determines front/back */
                  sprintf(register_name, "(gl_FrontFacing ? 1.0 : -1.0)");
              }
              else
              {
                  FIXME("Unhandled misctype register %u.\n", reg->idx[0].offset);
                  sprintf(register_name, "unrecognized_register");
              }
              break;
  
          case WINED3DSPR_IMMCONST:
              switch (reg->immconst_type)
              {
                  case WINED3D_IMMCONST_SCALAR:
                      switch (reg->data_type)
                      {
                          case WINED3D_DATA_FLOAT:
                              wined3d_ftoa(*(const float *)reg->immconst_data, register_name);
                              break;
                          case WINED3D_DATA_INT:
                              sprintf(register_name, "%#x", reg->immconst_data[0]);
                              break;
                          case WINED3D_DATA_RESOURCE:
                          case WINED3D_DATA_SAMPLER:
                          case WINED3D_DATA_UINT:
                              sprintf(register_name, "%#xu", reg->immconst_data[0]);
                              break;
                          default:
                              sprintf(register_name, "<unhandled data type %#x>", reg->data_type);
                              break;
                      }
                      break;
  
                  case WINED3D_IMMCONST_VEC4:
                      switch (reg->data_type)
                      {
                          case WINED3D_DATA_FLOAT:
                              wined3d_ftoa(*(const float *)&reg->immconst_data[0], imm_str[0]);
                              wined3d_ftoa(*(const float *)&reg->immconst_data[1], imm_str[1]);
                              wined3d_ftoa(*(const float *)&reg->immconst_data[2], imm_str[2]);
                              wined3d_ftoa(*(const float *)&reg->immconst_data[3], imm_str[3]);
                              sprintf(register_name, "vec4(%s, %s, %s, %s)",
                                      imm_str[0], imm_str[1], imm_str[2], imm_str[3]);
                              break;
                          case WINED3D_DATA_INT:
                              sprintf(register_name, "ivec4(%#x, %#x, %#x, %#x)",
                                      reg->immconst_data[0], reg->immconst_data[1],
                                      reg->immconst_data[2], reg->immconst_data[3]);
                              break;
                          case WINED3D_DATA_RESOURCE:
                          case WINED3D_DATA_SAMPLER:
                          case WINED3D_DATA_UINT:
                              sprintf(register_name, "uvec4(%#xu, %#xu, %#xu, %#xu)",
                                      reg->immconst_data[0], reg->immconst_data[1],
                                      reg->immconst_data[2], reg->immconst_data[3]);
                              break;
                          default:
                              sprintf(register_name, "<unhandled data type %#x>", reg->data_type);
                              break;
                      }
                      break;
  
                  default:
                      FIXME("Unhandled immconst type %#x\n", reg->immconst_type);
                      sprintf(register_name, "<unhandled_immconst_type %#x>", reg->immconst_type);
              }
              break;
  
          case WINED3DSPR_CONSTBUFFER:
              if (reg->idx[1].rel_addr)
                  sprintf(register_name, "%s_cb%u[%s + %u]",
                          prefix, reg->idx[0].offset, rel_param1.param_str, reg->idx[1].offset);
              else
                  sprintf(register_name, "%s_cb%u[%u]", prefix, reg->idx[0].offset, reg->idx[1].offset);
              break;
  
          case WINED3DSPR_PRIMID:
              sprintf(register_name, "uint(gl_PrimitiveIDIn)");
              break;
  
          default:
              FIXME("Unhandled register type %#x.\n", reg->type);
              sprintf(register_name, "unrecognized_register");
              break;
      }
  }
  
  static void shader_glsl_write_mask_to_str(DWORD write_mask, char *str)
  {
      *str++ = '.';
      if (write_mask & WINED3DSP_WRITEMASK_0) *str++ = 'x';
      if (write_mask & WINED3DSP_WRITEMASK_1) *str++ = 'y';
      if (write_mask & WINED3DSP_WRITEMASK_2) *str++ = 'z';
      if (write_mask & WINED3DSP_WRITEMASK_3) *str++ = 'w';
      *str = '\0';
  }
  
  /* Get the GLSL write mask for the destination register */
  static DWORD shader_glsl_get_write_mask(const struct wined3d_shader_dst_param *param, char *write_mask)
  {
      DWORD mask = param->write_mask;
  
      if (shader_is_scalar(&param->reg))
      {
          mask = WINED3DSP_WRITEMASK_0;
          *write_mask = '\0';
      }
      else
      {
          shader_glsl_write_mask_to_str(mask, write_mask);
      }
  
      return mask;
  }
  
  static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
      unsigned int size = 0;
  
      if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
      if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
      if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
      if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
  
      return size;
  }
  
  static void shader_glsl_swizzle_to_str(const DWORD swizzle, BOOL fixup, DWORD mask, char *str)
  {
      /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
       * but addressed as "rgba". To fix this we need to swap the register's x
       * and z components. */
      const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
  
      *str++ = '.';
      /* swizzle bits fields: wwzzyyxx */
      if (mask & WINED3DSP_WRITEMASK_0) *str++ = swizzle_chars[swizzle & 0x03];
      if (mask & WINED3DSP_WRITEMASK_1) *str++ = swizzle_chars[(swizzle >> 2) & 0x03];
      if (mask & WINED3DSP_WRITEMASK_2) *str++ = swizzle_chars[(swizzle >> 4) & 0x03];
      if (mask & WINED3DSP_WRITEMASK_3) *str++ = swizzle_chars[(swizzle >> 6) & 0x03];
      *str = '\0';
  }
  
  static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param *param,
          BOOL fixup, DWORD mask, char *swizzle_str)
  {
      if (shader_is_scalar(&param->reg))
          *swizzle_str = '\0';
      else
          shader_glsl_swizzle_to_str(param->swizzle, fixup, mask, swizzle_str);
  }
  
  /* From a given parameter token, generate the corresponding GLSL string.
   * Also, return the actual register name and swizzle in case the
   * caller needs this information as well. */
  static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
          const struct wined3d_shader_src_param *wined3d_src, DWORD mask, struct glsl_src_param *glsl_src)
  {
      BOOL is_color = FALSE;
      char swizzle_str[6];
  
      glsl_src->reg_name[0] = '\0';
      glsl_src->param_str[0] = '\0';
      swizzle_str[0] = '\0';
  
      shader_glsl_get_register_name(&wined3d_src->reg, glsl_src->reg_name, &is_color, ins);
      shader_glsl_get_swizzle(wined3d_src, is_color, mask, swizzle_str);
  
      if (wined3d_src->reg.type == WINED3DSPR_IMMCONST || wined3d_src->reg.type == WINED3DSPR_PRIMID)
      {
          shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, glsl_src->param_str);
      }
      else
      {
          char reg_name[200];
  
          switch (wined3d_src->reg.data_type)
          {
              case WINED3D_DATA_FLOAT:
                  sprintf(reg_name, "%s", glsl_src->reg_name);
                  break;
              case WINED3D_DATA_INT:
                  sprintf(reg_name, "floatBitsToInt(%s)", glsl_src->reg_name);
                  break;
              case WINED3D_DATA_RESOURCE:
              case WINED3D_DATA_SAMPLER:
              case WINED3D_DATA_UINT:
                  sprintf(reg_name, "floatBitsToUint(%s)", glsl_src->reg_name);
                  break;
              default:
                  FIXME("Unhandled data type %#x.\n", wined3d_src->reg.data_type);
                  sprintf(reg_name, "%s", glsl_src->reg_name);
                  break;
          }
  
          shader_glsl_gen_modifier(wined3d_src->modifiers, reg_name, swizzle_str, glsl_src->param_str);
      }
  }
  
  /* From a given parameter token, generate the corresponding GLSL string.
   * Also, return the actual register name and swizzle in case the
   * caller needs this information as well. */
  static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction *ins,
          const struct wined3d_shader_dst_param *wined3d_dst, struct glsl_dst_param *glsl_dst)
  {
      BOOL is_color = FALSE;
  
      glsl_dst->mask_str[0] = '\0';
      glsl_dst->reg_name[0] = '\0';
  
      shader_glsl_get_register_name(&wined3d_dst->reg, glsl_dst->reg_name, &is_color, ins);
      return shader_glsl_get_write_mask(wined3d_dst, glsl_dst->mask_str);
  }
  
  /* Append the destination part of the instruction to the buffer, return the effective write mask */
  static DWORD shader_glsl_append_dst_ext(struct wined3d_string_buffer *buffer,
          const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *dst,
          enum wined3d_data_type data_type)
  {
      struct glsl_dst_param glsl_dst;
      DWORD mask;
  
      if ((mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst)))
      {
          switch (data_type)
          {
              case WINED3D_DATA_FLOAT:
                  shader_addline(buffer, "%s%s = %s(",
                          glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
                  break;
              case WINED3D_DATA_INT:
                  shader_addline(buffer, "%s%s = %sintBitsToFloat(",
                          glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
                  break;
              case WINED3D_DATA_RESOURCE:
              case WINED3D_DATA_SAMPLER:
              case WINED3D_DATA_UINT:
                  shader_addline(buffer, "%s%s = %suintBitsToFloat(",
                          glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
                  break;
              default:
                  FIXME("Unhandled data type %#x.\n", data_type);
                  shader_addline(buffer, "%s%s = %s(",
                          glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
                  break;
          }
      }
  
      return mask;
  }
  
  /* Append the destination part of the instruction to the buffer, return the effective write mask */
  static DWORD shader_glsl_append_dst(struct wined3d_string_buffer *buffer, const struct wined3d_shader_instruction *ins)
  {
      return shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], ins->dst[0].reg.data_type);
  }
  
  /** Process GLSL instruction modifiers */
  static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins)
  {
      struct glsl_dst_param dst_param;
      DWORD modifiers;
  
      if (!ins->dst_count) return;
  
      modifiers = ins->dst[0].modifiers;
      if (!modifiers) return;
  
      shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
  
      if (modifiers & WINED3DSPDM_SATURATE)
      {
          /* _SAT means to clamp the value of the register to between 0 and 1 */
          shader_addline(ins->ctx->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
                  dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
      }
  
      if (modifiers & WINED3DSPDM_MSAMPCENTROID)
      {
          FIXME("_centroid modifier not handled\n");
      }
  
      if (modifiers & WINED3DSPDM_PARTIALPRECISION)
      {
          /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
      }
  }
  
  static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op)
  {
      switch (op)
      {
          case WINED3D_SHADER_REL_OP_GT: return ">";
          case WINED3D_SHADER_REL_OP_EQ: return "==";
          case WINED3D_SHADER_REL_OP_GE: return ">=";
          case WINED3D_SHADER_REL_OP_LT: return "<";
          case WINED3D_SHADER_REL_OP_NE: return "!=";
          case WINED3D_SHADER_REL_OP_LE: return "<=";
          default:
              FIXME("Unrecognized operator %#x.\n", op);
              return "(\?\?)";
      }
  }
  
  static void shader_glsl_get_sample_function(const struct wined3d_shader_context *ctx,
          DWORD resource_idx, DWORD flags, struct glsl_sample_function *sample_function)
  {
      static const struct
      {
          unsigned int coord_size;
          const char *type_part;
      }
      resource_types[] =
      {
          {0, ""},     /* WINED3D_SHADER_RESOURCE_NONE */
          {1, ""},     /* WINED3D_SHADER_RESOURCE_BUFFER */
          {1, "1D"},   /* WINED3D_SHADER_RESOURCE_TEXTURE_1D */
          {2, "2D"},   /* WINED3D_SHADER_RESOURCE_TEXTURE_2D */
          {2, ""},     /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMS */
          {3, "3D"},   /* WINED3D_SHADER_RESOURCE_TEXTURE_3D */
          {3, "Cube"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBE */
          {2, ""},     /* WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY */
          {3, ""},     /* WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY */
          {3, ""},     /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY */
      };
      struct shader_glsl_ctx_priv *priv = ctx->backend_data;
      enum wined3d_shader_resource_type resource_type = ctx->reg_maps->resource_info[resource_idx].type;
      const struct wined3d_gl_info *gl_info = ctx->gl_info;
      BOOL shadow = ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_PIXEL
              && (priv->cur_ps_args->shadow & (1u << resource_idx));
      BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
      BOOL texrect = flags & WINED3D_GLSL_SAMPLE_NPOT && gl_info->supported[ARB_TEXTURE_RECTANGLE];
      BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD;
      BOOL grad = flags & WINED3D_GLSL_SAMPLE_GRAD;
      const char *base = "texture", *type_part = "", *suffix = "";
      unsigned int coord_size;
  
      sample_function->data_type = ctx->reg_maps->resource_info[resource_idx].data_type;
  
      if (resource_type >= ARRAY_SIZE(resource_types))
      {
          ERR("Unexpected resource type %#x.\n", resource_type);
          resource_type = WINED3D_SHADER_RESOURCE_TEXTURE_2D;
      }
  
      /* Note that there's no such thing as a projected cube texture. */
      if (resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_CUBE)
          projected = FALSE;
  
      if (needs_legacy_glsl_syntax(gl_info))
      {
          if (shadow)
              base = "shadow";
  
          type_part = resource_types[resource_type].type_part;
          if (resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_2D && texrect)
              type_part = "2DRect";
          if (!type_part[0])
              FIXME("Unhandled resource type %#x.\n", resource_type);
  
          if (!lod && grad && !gl_info->supported[EXT_GPU_SHADER4])
          {
              if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
                  suffix = "ARB";
              else
                  FIXME("Unsupported grad function.\n");
          }
      }
  
      if (flags & WINED3D_GLSL_SAMPLE_LOAD)
      {
          if (flags != WINED3D_GLSL_SAMPLE_LOAD)
              ERR("Unexpected flags for texelFetch %#x.\n", flags & ~WINED3D_GLSL_SAMPLE_LOAD);
  
          base = "texelFetch";
          type_part = "";
      }
  
      sample_function->name = string_buffer_get(priv->string_buffers);
      string_buffer_sprintf(sample_function->name, "%s%s%s%s%s", base, type_part, projected ? "Proj" : "",
              lod ? "Lod" : grad ? "Grad" : "", suffix);
  
      coord_size = resource_types[resource_type].coord_size;
      if (shadow)
          ++coord_size;
      sample_function->coord_mask = (1u << coord_size) - 1;
      sample_function->output_single_component = shadow && !needs_legacy_glsl_syntax(gl_info);
  }
  
  static void shader_glsl_release_sample_function(const struct wined3d_shader_context *ctx,
          struct glsl_sample_function *sample_function)
  {
      const struct shader_glsl_ctx_priv *priv = ctx->backend_data;
  
      string_buffer_release(priv->string_buffers, sample_function->name);
  }
  
  static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
          BOOL sign_fixup, enum fixup_channel_source channel_source)
  {
      switch(channel_source)
      {
          case CHANNEL_SOURCE_ZERO:
              strcat(arguments, "0.0");
              break;
  
          case CHANNEL_SOURCE_ONE:
              strcat(arguments, "1.0");
              break;
  
          case CHANNEL_SOURCE_X:
              strcat(arguments, reg_name);
              strcat(arguments, ".x");
              break;
  
          case CHANNEL_SOURCE_Y:
              strcat(arguments, reg_name);
              strcat(arguments, ".y");
              break;
  
          case CHANNEL_SOURCE_Z:
              strcat(arguments, reg_name);
              strcat(arguments, ".z");
              break;
  
          case CHANNEL_SOURCE_W:
              strcat(arguments, reg_name);
              strcat(arguments, ".w");
              break;
  
          default:
              FIXME("Unhandled channel source %#x\n", channel_source);
              strcat(arguments, "undefined");
              break;
      }
  
      if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
  }
  
  static void shader_glsl_color_correction_ext(struct wined3d_string_buffer *buffer,
          const char *reg_name, DWORD mask, struct color_fixup_desc fixup)
  {
      unsigned int mask_size, remaining;
      DWORD fixup_mask = 0;
      char arguments[256];
      char mask_str[6];
  
      if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) fixup_mask |= WINED3DSP_WRITEMASK_0;
      if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) fixup_mask |= WINED3DSP_WRITEMASK_1;
      if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) fixup_mask |= WINED3DSP_WRITEMASK_2;
      if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) fixup_mask |= WINED3DSP_WRITEMASK_3;
      if (!(mask &= fixup_mask))
          return;
  
      if (is_complex_fixup(fixup))
      {
          enum complex_fixup complex_fixup = get_complex_fixup(fixup);
          FIXME("Complex fixup (%#x) not supported\n",complex_fixup);
          return;
      }
  
      shader_glsl_write_mask_to_str(mask, mask_str);
      mask_size = shader_glsl_get_write_mask_size(mask);
  
      arguments[0] = '\0';
      remaining = mask_size;
      if (mask & WINED3DSP_WRITEMASK_0)
      {
          shader_glsl_append_fixup_arg(arguments, reg_name, fixup.x_sign_fixup, fixup.x_source);
          if (--remaining) strcat(arguments, ", ");
      }
      if (mask & WINED3DSP_WRITEMASK_1)
      {
          shader_glsl_append_fixup_arg(arguments, reg_name, fixup.y_sign_fixup, fixup.y_source);
          if (--remaining) strcat(arguments, ", ");
      }
      if (mask & WINED3DSP_WRITEMASK_2)
      {
          shader_glsl_append_fixup_arg(arguments, reg_name, fixup.z_sign_fixup, fixup.z_source);
          if (--remaining) strcat(arguments, ", ");
      }
      if (mask & WINED3DSP_WRITEMASK_3)
      {
          shader_glsl_append_fixup_arg(arguments, reg_name, fixup.w_sign_fixup, fixup.w_source);
          if (--remaining) strcat(arguments, ", ");
      }
  
      if (mask_size > 1)
          shader_addline(buffer, "%s%s = vec%u(%s);\n", reg_name, mask_str, mask_size, arguments);
      else
          shader_addline(buffer, "%s%s = %s;\n", reg_name, mask_str, arguments);
  }
  
  static void shader_glsl_color_correction(const struct wined3d_shader_instruction *ins, struct color_fixup_desc fixup)
  {
      char reg_name[256];
      BOOL is_color;
  
      shader_glsl_get_register_name(&ins->dst[0].reg, reg_name, &is_color, ins);
      shader_glsl_color_correction_ext(ins->ctx->buffer, reg_name, ins->dst[0].write_mask, fixup);
  }
  
  static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins,
          DWORD sampler, const struct glsl_sample_function *sample_function, DWORD swizzle,
          const char *dx, const char *dy, const char *bias, const char *coord_reg_fmt, ...)
  {
      const struct wined3d_shader_version *version = &ins->ctx->reg_maps->shader_version;
      char dst_swizzle[6];
      struct color_fixup_desc fixup;
      BOOL np2_fixup = FALSE;
      va_list args;
      int ret;
  
      shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
  
      /* FIXME: We currently don't support fixups for vertex shaders or anything
       * above SM3. Note that for SM4+ the sampler index doesn't have to match
       * the resource index. */
      if (version->type == WINED3D_SHADER_TYPE_PIXEL && version->major < 4)
      {
          const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
          fixup = priv->cur_ps_args->color_fixup[sampler];
  
          if (priv->cur_ps_args->np2_fixup & (1u << sampler))
              np2_fixup = TRUE;
      }
      else
      {
          fixup = COLOR_FIXUP_IDENTITY;
      }
  
      shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &ins->dst[0], sample_function->data_type);
  
      if (sample_function->output_single_component)
          shader_addline(ins->ctx->buffer, "vec4(");
  
      shader_addline(ins->ctx->buffer, "%s(%s_sampler%u, ",
              sample_function->name->buffer, shader_glsl_get_prefix(version->type), sampler);
  
      for (;;)
      {
          va_start(args, coord_reg_fmt);
          ret = shader_vaddline(ins->ctx->buffer, coord_reg_fmt, args);
          va_end(args);
          if (!ret)
              break;
          if (!string_buffer_resize(ins->ctx->buffer, ret))
              break;
      }
  
      if (np2_fixup)
      {
          const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
          const unsigned char idx = priv->cur_np2fixup_info->idx[sampler];
  
          switch (shader_glsl_get_write_mask_size(sample_function->coord_mask))
          {
              case 1:
                  shader_addline(ins->ctx->buffer, " * ps_samplerNP2Fixup[%u].%s",
                          idx >> 1, (idx % 2) ? "z" : "x");
                  break;
              case 2:
                  shader_addline(ins->ctx->buffer, " * ps_samplerNP2Fixup[%u].%s",
                          idx >> 1, (idx % 2) ? "zw" : "xy");
                  break;
              case 3:
                  shader_addline(ins->ctx->buffer, " * vec3(ps_samplerNP2Fixup[%u].%s, 1.0)",
                          idx >> 1, (idx % 2) ? "zw" : "xy");
                  break;
              case 4:
                  shader_addline(ins->ctx->buffer, " * vec4(ps_samplerNP2Fixup[%u].%s, 1.0, 1.0)",
                          idx >> 1, (idx % 2) ? "zw" : "xy");
                  break;
          }
      }
      if (dx && dy)
          shader_addline(ins->ctx->buffer, ", %s, %s)", dx, dy);
      else if (bias)
          shader_addline(ins->ctx->buffer, ", %s)", bias);
      else
          shader_addline(ins->ctx->buffer, ")");
  
      if (sample_function->output_single_component)
          shader_addline(ins->ctx->buffer, ")");
  
      shader_addline(ins->ctx->buffer, "%s);\n", dst_swizzle);
  
      if (!is_identity_fixup(fixup))
          shader_glsl_color_correction(ins, fixup);
  }
  
  /*****************************************************************************
   * Begin processing individual instruction opcodes
   ****************************************************************************/
  
  static void shader_glsl_binop(const struct wined3d_shader_instruction *ins)
  {
      struct wined3d_string_buffer *buffer = ins->ctx->buffer;
      struct glsl_src_param src0_param;
      struct glsl_src_param src1_param;
      DWORD write_mask;
      const char *op;
  
      /* Determine the GLSL operator to use based on the opcode */
      switch (ins->handler_idx)
      {
          case WINED3DSIH_ADD:  op = "+";  break;
          case WINED3DSIH_AND:  op = "&";  break;
          case WINED3DSIH_DIV:  op = "/";  break;
          case WINED3DSIH_IADD: op = "+";  break;
          case WINED3DSIH_ISHL: op = "<<"; break;
          case WINED3DSIH_MUL:  op = "*";  break;
          case WINED3DSIH_OR:   op = "|";  break;
          case WINED3DSIH_SUB:  op = "-";  break;
          case WINED3DSIH_USHR: op = ">>"; break;
          case WINED3DSIH_XOR:  op = "^";  break;
          default:
              op = "<unhandled operator>";
              FIXME("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
              break;
      }
  
      write_mask = shader_glsl_append_dst(buffer, ins);
      shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
      shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
      shader_addline(buffer, "%s %s %s);\n", src0_param.param_str, op, src1_param.param_str);
  }
  
  static void shader_glsl_relop(const struct wined3d_shader_instruction *ins)
  {
      struct wined3d_string_buffer *buffer = ins->ctx->buffer;
      struct glsl_src_param src0_param;
      struct glsl_src_param src1_param;
      unsigned int mask_size;
      DWORD write_mask;
      const char *op;
  
      write_mask = shader_glsl_append_dst(buffer, ins);
      mask_size = shader_glsl_get_write_mask_size(write_mask);
      shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
      shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
  
      if (mask_size > 1)
      {
          switch (ins->handler_idx)
          {
              case WINED3DSIH_EQ:  op = "equal"; break;
              case WINED3DSIH_GE:  op = "greaterThanEqual"; break;
              case WINED3DSIH_IGE: op = "greaterThanEqual"; break;
              case WINED3DSIH_UGE: op = "greaterThanEqual"; break;
              case WINED3DSIH_LT:  op = "lessThan"; break;
              case WINED3DSIH_NE:  op = "notEqual"; break;
              default:
                  op = "<unhandled operator>";
                  ERR("Unhandled opcode %#x.\n", ins->handler_idx);
                  break;
          }
  
          shader_addline(buffer, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n",
                  mask_size, op, src0_param.param_str, src1_param.param_str);
      }
      else
      {
          switch (ins->handler_idx)
          {
              case WINED3DSIH_EQ:  op = "=="; break;
              case WINED3DSIH_GE:  op = ">="; break;
              case WINED3DSIH_IGE: op = ">="; break;
              case WINED3DSIH_UGE: op = ">="; break;
              case WINED3DSIH_LT:  op = "<"; break;
              case WINED3DSIH_NE:  op = "!="; break;
              default:
                  op = "<unhandled operator>";
                  ERR("Unhandled opcode %#x.\n", ins->handler_idx);
                  break;
          }
  
          shader_addline(buffer, "%s %s %s ? 0xffffffffu : 0u);\n",
                  src0_param.param_str, op, src1_param.param_str);
      }
  }
  
  static void shader_glsl_imul(const struct wined3d_shader_instruction *ins)
  {
      struct wined3d_string_buffer *buffer = ins->ctx->buffer;
      struct glsl_src_param src0_param;
      struct glsl_src_param src1_param;
      DWORD write_mask;
  
      /* If we have ARB_gpu_shader5 or GLSL 4.0, we can use imulExtended(). If
       * not, we can emulate it. */
      if (ins->dst[0].reg.type != WINED3DSPR_NULL)
          FIXME("64-bit integer multiplies not implemented.\n");
  
      if (ins->dst[1].reg.type != WINED3DSPR_NULL)
      {
          write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type);
          shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
          shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
  
          shader_addline(ins->ctx->buffer, "%s * %s);\n",
                  src0_param.param_str, src1_param.param_str);
      }
  }
  
  static void shader_glsl_udiv(const struct wined3d_shader_instruction *ins)
  {
      struct wined3d_string_buffer *buffer = ins->ctx->buffer;
      struct glsl_src_param src0_param, src1_param;
      DWORD write_mask;
  
      if (ins->dst[0].reg.type != WINED3DSPR_NULL)
      {
  
          if (ins->dst[1].reg.type != WINED3DSPR_NULL)
          {
              char dst_mask[6];
  
              write_mask = shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
              shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
              shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
              shader_addline(buffer, "tmp0%s = %s / %s;\n",
                      dst_mask, src0_param.param_str, src1_param.param_str);
  
              write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type);
              shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
              shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
              shader_addline(buffer, "%s %% %s));\n", src0_param.param_str, src1_param.param_str);
  
              shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], ins->dst[0].reg.data_type);
              shader_addline(buffer, "tmp0%s);\n", dst_mask);
          }
          else
          {
              write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], ins->dst[0].reg.data_type);
              shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
              shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
              shader_addline(buffer, "%s / %s);\n", src0_param.param_str, src1_param.param_str);
          }
      }
      else if (ins->dst[1].reg.type != WINED3DSPR_NULL)
      {
          write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type);
          shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
          shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
          shader_addline(buffer, "%s %% %s);\n", src0_param.param_str, src1_param.param_str);
      }
  }
  
  /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
  static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
  {
      const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
      struct wined3d_string_buffer *buffer = ins->ctx->buffer;
      struct glsl_src_param src0_param;
      DWORD write_mask;
  
      write_mask = shader_glsl_append_dst(buffer, ins);
      shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
  
      /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
       * shader versions WINED3DSIO_MOVA is used for this. */
      if (ins->ctx->reg_maps->shader_version.major == 1
              && ins->ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_VERTEX
              && ins->dst[0].reg.type == WINED3DSPR_ADDR)
      {
          /* This is a simple floor() */
          unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
          if (mask_size > 1) {
              shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
          } else {
              shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
          }
      }
      else if(ins->handler_idx == WINED3DSIH_MOVA)
      {
          /* We need to *round* to the nearest int here. */
          unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
  
          if (gl_info->supported[EXT_GPU_SHADER4])
          {
              if (mask_size > 1)
                  shader_addline(buffer, "ivec%d(round(%s)));\n", mask_size, src0_param.param_str);
              else
                  shader_addline(buffer, "int(round(%s)));\n", src0_param.param_str);
          }
          else
          {
              if (mask_size > 1)
                  shader_addline(buffer, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
                          mask_size, src0_param.param_str, mask_size, src0_param.param_str);
              else
                  shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
                          src0_param.param_str, src0_param.param_str);
          }
      }
      else
      {
          shader_addline(buffer, "%s);\n", src0_param.param_str);
      }
  }
  
  /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
  static void shader_glsl_dot(const struct wined3d_shader_instruction *ins)
  {
      struct wined3d_string_buffer *buffer = ins->ctx->buffer;
      struct glsl_src_param src0_param;
      struct glsl_src_param src1_param;
      DWORD dst_write_mask, src_write_mask;
      unsigned int dst_size;
  
      dst_write_mask = shader_glsl_append_dst(buffer, ins);
      dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
  
      /* dp4 works on vec4, dp3 on vec3, etc. */
      if (ins->handler_idx == WINED3DSIH_DP4)
          src_write_mask = WINED3DSP_WRITEMASK_ALL;
      else if (ins->handler_idx == WINED3DSIH_DP3)
          src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
      else
          src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
  
      shader_glsl_add_src_param(ins, &ins->src[0], src_write_mask, &src0_param);
      shader_glsl_add_src_param(ins, &ins->src[1], src_write_mask, &src1_param);
  
      if (dst_size > 1) {
          shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
      } else {
          shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
      }
  }
  
  /* Note that this instruction has some restrictions. The destination write mask
   * can't contain the w component, and the source swizzles have to be .xyzw */
  static void shader_glsl_cross(const struct wined3d_shader_instruction *ins)
  {
      DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
      struct glsl_src_param src0_param;
      struct glsl_src_param src1_param;
      char dst_mask[6];
  
      shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
      shader_glsl_append_dst(ins->ctx->buffer, ins);
      shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
      shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
      shader_addline(ins->ctx->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
  }
  
  static void shader_glsl_cut(const struct wined3d_shader_instruction *ins)
  {
      shader_addline(ins->ctx->buffer, "EndPrimitive();\n");
  }
  
  /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
   * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
   * GLSL uses the value as-is. */
  static void shader_glsl_pow(const struct wined3d_shader_instruction *ins)
  {
      struct wined3d_string_buffer *buffer = ins->ctx->buffer;
      struct glsl_src_param src0_param;
      struct glsl_src_param src1_param;
      DWORD dst_write_mask;
      unsigned int dst_size;
  
      dst_write_mask = shader_glsl_append_dst(buffer, ins);
      dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
  
      shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
      shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
  
      if (dst_size > 1)
      {
          shader_addline(buffer, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
                  dst_size, src1_param.param_str, src0_param.param_str, src1_param.param_str);
      }
      else
      {
          shader_addline(buffer, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
                  src1_param.param_str, src0_param.param_str, src1_param.param_str);
      }
  }
  
  /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
  static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
  {
      struct wined3d_string_buffer *buffer = ins->ctx->buffer;
      struct glsl_src_param src_param;
      const char *instruction;
      DWORD write_mask;
      unsigned i;
  
      /* Determine the GLSL function to use based on the opcode */
      /* TODO: Possibly make this a table for faster lookups */
      switch (ins->handler_idx)
      {
          case WINED3DSIH_ABS: instruction = "abs"; break;
          case WINED3DSIH_DSX: instruction = "dFdx"; break;
          case WINED3DSIH_DSY: instruction = "ycorrection.y * dFdy"; break;
          case WINED3DSIH_FRC: instruction = "fract"; break;
          case WINED3DSIH_IMAX: instruction = "max"; break;
          case WINED3DSIH_IMIN: instruction = "min"; break;
          case WINED3DSIH_MAX: instruction = "max"; break;
          case WINED3DSIH_MIN: instruction = "min"; break;
          case WINED3DSIH_ROUND_NI: instruction = "floor"; break;
          case WINED3DSIH_SQRT: instruction = "sqrt"; break;
          default: instruction = "";
              FIXME("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
              break;
      }
  
      write_mask = shader_glsl_append_dst(buffer, ins);
  
      shader_addline(buffer, "%s(", instruction);
  
      if (ins->src_count)
      {
          shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
          shader_addline(buffer, "%s", src_param.param_str);
          for (i = 1; i < ins->src_count; ++i)
          {
              shader_glsl_add_src_param(ins, &ins->src[i], write_mask, &src_param);
              shader_addline(buffer, ", %s", src_param.param_str);
          }
      }
  
      shader_addline(buffer, "));\n");
  }
  
  static void shader_glsl_nop(const struct wined3d_shader_instruction *ins) {}
  
  static void shader_glsl_nrm(const struct wined3d_shader_instruction *ins)
  {
      struct wined3d_string_buffer *buffer = ins->ctx->buffer;
      struct glsl_src_param src_param;
      unsigned int mask_size;
      DWORD write_mask;
      char dst_mask[6];
  
      write_mask = shader_glsl_get_write_mask(ins->dst, dst_mask);
      mask_size = shader_glsl_get_write_mask_size(write_mask);
      shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
  
      shader_addline(buffer, "tmp0.x = dot(%s, %s);\n",
              src_param.param_str, src_param.param_str);
      shader_glsl_append_dst(buffer, ins);
  
      if (mask_size > 1)
      {
          shader_addline(buffer, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
                  mask_size, src_param.param_str);
      }
      else
      {
          shader_addline(buffer, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n",
                  src_param.param_str);
      }
  }
  
  static void shader_glsl_scalar_op(const struct wined3d_shader_instruction *ins)
  {
      struct wined3d_string_buffer *buffer = ins->ctx->buffer;
      struct glsl_src_param src0_param;
      const char *prefix, *suffix;
      unsigned int dst_size;
      DWORD dst_write_mask;
  
      dst_write_mask = shader_glsl_append_dst(buffer, ins);
      dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
  
      shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src0_param);
  
      switch (ins->handler_idx)
      {
          case WINED3DSIH_EXP:
          case WINED3DSIH_EXPP:
              prefix = "exp2(";
              suffix = ")";
              break;
  
          case WINED3DSIH_LOG:
          case WINED3DSIH_LOGP:
              prefix = "log2(abs(";
              suffix = "))";
              break;
  
          case WINED3DSIH_RCP:
              prefix = "1.0 / ";
              suffix = "";
              break;
  
          case WINED3DSIH_RSQ:
              prefix = "inversesqrt(abs(";
              suffix = "))";
              break;
  
          default:
              prefix = "";
              suffix = "";
              FIXME("Unhandled instruction %#x.\n", ins->handler_idx);
              break;
      }
  
      if (dst_size > 1)
          shader_addline(buffer, "vec%u(%s%s%s));\n", dst_size, prefix, src0_param.param_str, suffix);
      else
          shader_addline(buffer, "%s%s%s);\n", prefix, src0_param.param_str, suffix);
  }
  
  /** Process the WINED3DSIO_EXPP instruction in GLSL:
   * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
   *   dst.x = 2^(floor(src))
   *   dst.y = src - floor(src)
   *   dst.z = 2^src   (partial precision is allowed, but optional)
   *   dst.w = 1.0;
   * For 2.0 shaders, just do this (honoring writemask and swizzle):
   *   dst = 2^src;    (partial precision is allowed, but optional)
   */
  static void shader_glsl_expp(const struct wined3d_shader_instruction *ins)
  {
      if (ins->ctx->reg_maps->shader_version.major < 2)
      {
          struct glsl_src_param src_param;
          char dst_mask[6];
  
          shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
  
          shader_addline(ins->ctx->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
          shader_addline(ins->ctx->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
          shader_addline(ins->ctx->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
          shader_addline(ins->ctx->buffer, "tmp0.w = 1.0;\n");
  
          shader_glsl_append_dst(ins->ctx->buffer, ins);
          shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
          shader_addline(ins->ctx->buffer, "tmp0%s);\n", dst_mask);
          return;
      }
  
      shader_glsl_scalar_op(ins);
  }
  
  static void shader_glsl_to_int(const struct wined3d_shader_instruction *ins)
  {
      struct wined3d_string_buffer *buffer = ins->ctx->buffer;
      struct glsl_src_param src_param;
      unsigned int mask_size;
      DWORD write_mask;
  
      write_mask = shader_glsl_append_dst(buffer, ins);
      mask_size = shader_glsl_get_write_mask_size(write_mask);
      shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
  
      if (mask_size > 1)
          shader_addline(buffer, "ivec%u(%s));\n", mask_size, src_param.param_str);
      else
          shader_addline(buffer, "int(%s));\n", src_param.param_str);
  }
  
  static void shader_glsl_to_float(const struct wined3d_shader_instruction *ins)
  {
      struct wined3d_string_buffer *buffer = ins->ctx->buffer;
      struct glsl_src_param src_param;
      unsigned int mask_size;
      DWORD write_mask;
  
      write_mask = shader_glsl_append_dst(buffer, ins);
      mask_size = shader_glsl_get_write_mask_size(write_mask);
      shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
  
      if (mask_size > 1)
          shader_addline(buffer, "vec%u(%s));\n", mask_size, src_param.param_str);
      else
          shader_addline(buffer, "float(%s));\n", src_param.param_str);
  }
  
  /** Process signed comparison opcodes in GLSL. */
  static void shader_glsl_compare(const struct wined3d_shader_instruction *ins)
  {
      struct glsl_src_param src0_param;
      struct glsl_src_param src1_param;
      DWORD write_mask;
      unsigned int mask_size;
  
      write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
      mask_size = shader_glsl_get_write_mask_size(write_mask);
      shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
      shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
  
      if (mask_size > 1) {
          const char *compare;
  
          switch(ins->handler_idx)
          {
              case WINED3DSIH_SLT: compare = "lessThan"; break;
              case WINED3DSIH_SGE: compare = "greaterThanEqual"; break;
              default: compare = "";
                  FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
          }
  
          shader_addline(ins->ctx->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
                  src0_param.param_str, src1_param.param_str);
      } else {
          switch(ins->handler_idx)
          {
              case WINED3DSIH_SLT:
                  /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
                   * to return 0.0 but step returns 1.0 because step is not < x
                   * An alternative is a bvec compare padded with an unused second component.
                   * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
                   * issue. Playing with not() is not possible either because not() does not accept
                   * a scalar.
                   */
                  shader_addline(ins->ctx->buffer, "(%s < %s) ? 1.0 : 0.0);\n",
                          src0_param.param_str, src1_param.param_str);
                  break;
              case WINED3DSIH_SGE:
                  /* Here we can use the step() function and safe a conditional */
                  shader_addline(ins->ctx->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
                  break;
              default:
                  FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
          }
  
      }
  }
  
  static void shader_glsl_conditional_move(const struct wined3d_shader_instruction *ins)
  {
      const char *condition_prefix, *condition_suffix;
      struct wined3d_shader_dst_param dst;
      struct glsl_src_param src0_param;
      struct glsl_src_param src1_param;
      struct glsl_src_param src2_param;
      BOOL temp_destination = FALSE;
      DWORD cmp_channel = 0;
      unsigned int i, j;
      char mask_char[6];
      DWORD write_mask;
  
      switch (ins->handler_idx)
      {
          case WINED3DSIH_CMP:
              condition_prefix = "";
              condition_suffix = " >= 0.0";
              break;
  
          case WINED3DSIH_CND:
              condition_prefix = "";
              condition_suffix = " > 0.5";
              break;
  
          case WINED3DSIH_MOVC:
              condition_prefix = "bool(";
              condition_suffix = ")";
              break;
  
          default:
              FIXME("Unhandled instruction %#x.\n", ins->handler_idx);
              condition_prefix = "<unhandled prefix>";
              condition_suffix = "<unhandled suffix>";
              break;
      }
  
      if (shader_is_scalar(&ins->dst[0].reg) || shader_is_scalar(&ins->src[0].reg))
      {
          write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
          shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
          shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
          shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
  
          shader_addline(ins->ctx->buffer, "%s%s%s ? %s : %s);\n",
                  condition_prefix, src0_param.param_str, condition_suffix,
                  src1_param.param_str, src2_param.param_str);
          return;
      }
  
      dst = ins->dst[0];
  
      /* Splitting the instruction up in multiple lines imposes a problem:
       * The first lines may overwrite source parameters of the following lines.
       * Deal with that by using a temporary destination register if needed. */
      if ((ins->src[0].reg.idx[0].offset == dst.reg.idx[0].offset
                  && ins->src[0].reg.type == dst.reg.type)
              || (ins->src[1].reg.idx[0].offset == dst.reg.idx[0].offset
                  && ins->src[1].reg.type == dst.reg.type)
              || (ins->src[2].reg.idx[0].offset == dst.reg.idx[0].offset
                  && ins->src[2].reg.type == dst.reg.type))
          temp_destination = TRUE;
  
      /* Cycle through all source0 channels. */
      for (i = 0; i < 4; ++i)
      {
          write_mask = 0;
          /* Find the destination channels which use the current source0 channel. */
          for (j = 0; j < 4; ++j)
          {
              if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
              {
                  write_mask |= WINED3DSP_WRITEMASK_0 << j;
                  cmp_channel = WINED3DSP_WRITEMASK_0 << j;
              }
          }
          dst.write_mask = ins->dst[0].write_mask & write_mask;
  
          if (temp_destination)
          {
              if (!(write_mask = shader_glsl_get_write_mask(&dst, mask_char)))
                  continue;
              shader_addline(ins->ctx->buffer, "tmp0%s = (", mask_char);
          }
          else if (!(write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst, dst.reg.data_type)))
              continue;
  
          shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
          shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
          shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
  
          shader_addline(ins->ctx->buffer, "%s%s%s ? %s : %s);\n",
                  condition_prefix, src0_param.param_str, condition_suffix,
                  src1_param.param_str, src2_param.param_str);
      }
  
      if (temp_destination)
      {
          shader_glsl_get_write_mask(&ins->dst[0], mask_char);
          shader_glsl_append_dst(ins->ctx->buffer, ins);
          shader_addline(ins->ctx->buffer, "tmp0%s);\n", mask_char);
      }
  }
  
  /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
  /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
   * the compare is done per component of src0. */
  static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins)
  {
      struct glsl_src_param src0_param;
      struct glsl_src_param src1_param;
      struct glsl_src_param src2_param;
      DWORD write_mask;
      DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
              ins->ctx->reg_maps->shader_version.minor);
  
      if (shader_version < WINED3D_SHADER_VERSION(1, 4))
      {
          write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
          shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
          shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
          shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
  
          if (ins->coissue && ins->dst->write_mask != WINED3DSP_WRITEMASK_3)
              shader_addline(ins->ctx->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
          else
              shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
                      src0_param.param_str, src1_param.param_str, src2_param.param_str);
          return;
      }
  
      shader_glsl_conditional_move(ins);
  }
  
  /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
  static void shader_glsl_mad(const struct wined3d_shader_instruction *ins)
  {
      struct glsl_src_param src0_param;
      struct glsl_src_param src1_param;
      struct glsl_src_param src2_param;
      DWORD write_mask;
  
      write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
      shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
      shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
      shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
      shader_addline(ins->ctx->buffer, "(%s * %s) + %s);\n",
              src0_param.param_str, src1_param.param_str, src2_param.param_str);
  }
  
  /* Handles transforming all WINED3DSIO_M?x? opcodes for
     Vertex shaders to GLSL codes */
  static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
  {
      int i;
      int nComponents = 0;
      struct wined3d_shader_dst_param tmp_dst = {{0}};
      struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
      struct wined3d_shader_instruction tmp_ins;
  
      memset(&tmp_ins, 0, sizeof(tmp_ins));
  
      /* Set constants for the temporary argument */
      tmp_ins.ctx = ins->ctx;
      tmp_ins.dst_count = 1;
      tmp_ins.dst = &tmp_dst;
      tmp_ins.src_count = 2;
      tmp_ins.src = tmp_src;
  
      switch(ins->handler_idx)
      {
          case WINED3DSIH_M4x4:
              nComponents = 4;
              tmp_ins.handler_idx = WINED3DSIH_DP4;
              break;
          case WINED3DSIH_M4x3:
              nComponents = 3;
              tmp_ins.handler_idx = WINED3DSIH_DP4;
              break;
          case WINED3DSIH_M3x4:
              nComponents = 4;
              tmp_ins.handler_idx = WINED3DSIH_DP3;
              break;
          case WINED3DSIH_M3x3:
              nComponents = 3;
              tmp_ins.handler_idx = WINED3DSIH_DP3;
              break;
          case WINED3DSIH_M3x2:
              nComponents = 2;
              tmp_ins.handler_idx = WINED3DSIH_DP3;
              break;
          default:
              break;
      }
  
      tmp_dst = ins->dst[0];
      tmp_src[0] = ins->src[0];
      tmp_src[1] = ins->src[1];
      for (i = 0; i < nComponents; ++i)
      {
          tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
          shader_glsl_dot(&tmp_ins);
          ++tmp_src[1].reg.idx[0].offset;
      }
  }
  
  /**
      The LRP instruction performs a component-wise linear interpolation
      between the second and third operands using the first operand as the
      blend factor.  Equation:  (dst = src2 + src0 * (src1 - src2))
      This is equivalent to mix(src2, src1, src0);
  */
  static void shader_glsl_lrp(const struct wined3d_shader_instruction *ins)
  {
      struct glsl_src_param src0_param;
      struct glsl_src_param src1_param;
      struct glsl_src_param src2_param;
      DWORD write_mask;
  
      write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
  
      shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
      shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
      shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
  
      shader_addline(ins->ctx->buffer, "mix(%s, %s, %s));\n",
              src2_param.param_str, src1_param.param_str, src0_param.param_str);
  }
  
  /** Process the WINED3DSIO_LIT instruction in GLSL:
   * dst.x = dst.w = 1.0
   * dst.y = (src0.x > 0) ? src0.x
   * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
   *                                        where src.w is clamped at +- 128
   */
  static void shader_glsl_lit(const struct wined3d_shader_instruction *ins)
  {
      struct glsl_src_param src0_param;
      struct glsl_src_param src1_param;
      struct glsl_src_param src3_param;
      char dst_mask[6];
  
      shader_glsl_append_dst(ins->ctx->buffer, ins);
      shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
  
      shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
      shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src1_param);
      shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src3_param);
  
      /* The sdk specifies the instruction like this
       * dst.x = 1.0;
       * if(src.x > 0.0) dst.y = src.x
       * else dst.y = 0.0.
       * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
       * else dst.z = 0.0;
       * dst.w = 1.0;
       * (where power = src.w clamped between -128 and 128)
       *
       * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
       * dst.x = 1.0                                  ... No further explanation needed
       * dst.y = max(src.y, 0.0);                     ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
       * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0;   ... 0 ^ power is 0, and otherwise we use y anyway
       * dst.w = 1.0.                                 ... Nothing fancy.
       *
       * So we still have one conditional in there. So do this:
       * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
       *
       * 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),
       * 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.
       * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to.
       *
       * Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns
       * a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is
       * what all Windows HW drivers and GL_ARB_vertex_program's LIT do.
       */
      shader_addline(ins->ctx->buffer,
              "vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : "
              "pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
              src0_param.param_str, src3_param.param_str, src1_param.param_str,
              src0_param.param_str, src3_param.param_str, dst_mask);
  }
  
  /** Process the WINED3DSIO_DST instruction in GLSL:
   * dst.x = 1.0
   * dst.y = src0.x * src0.y
   * dst.z = src0.z
   * dst.w = src1.w
   */
  static void shader_glsl_dst(const struct wined3d_shader_instruction *ins)
  {
      struct glsl_src_param src0y_param;
      struct glsl_src_param src0z_param;
      struct glsl_src_param src1y_param;
      struct glsl_src_param src1w_param;
      char dst_mask[6];
  
      shader_glsl_append_dst(ins->ctx->buffer, ins);
      shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
  
      shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src0y_param);
      shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &src0z_param);
      shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_1, &src1y_param);
      shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_3, &src1w_param);
  
      shader_addline(ins->ctx->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
              src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
  }
  
  /** Process the WINED3DSIO_SINCOS instruction in GLSL:
   * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
   * can handle it.  But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
   *
   * dst.x = cos(src0.?)
   * dst.y = sin(src0.?)
   * dst.z = dst.z
   * dst.w = dst.w
   */
  static void shader_glsl_sincos(const struct wined3d_shader_instruction *ins)
  {
      struct wined3d_string_buffer *buffer = ins->ctx->buffer;
      struct glsl_src_param src0_param;
      DWORD write_mask;
  
      if (ins->ctx->reg_maps->shader_version.major < 4)
      {
          shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
  
          write_mask = shader_glsl_append_dst(buffer, ins);
          switch (write_mask)
          {
              case WINED3DSP_WRITEMASK_0:
                  shader_addline(buffer, "cos(%s));\n", src0_param.param_str);
                  break;
  
              case WINED3DSP_WRITEMASK_1:
                  shader_addline(buffer, "sin(%s));\n", src0_param.param_str);
                  break;
  
              case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
                  shader_addline(buffer, "vec2(cos(%s), sin(%s)));\n",
                          src0_param.param_str, src0_param.param_str);
                  break;
  
              default:
                  ERR("Write mask should be .x, .y or .xy\n");
                  break;
          }
  
          return;
      }
  
      if (ins->dst[0].reg.type != WINED3DSPR_NULL)
      {
  
          if (ins->dst[1].reg.type != WINED3DSPR_NULL)
          {
              char dst_mask[6];
  
              write_mask = shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
              shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
              shader_addline(buffer, "tmp0%s = sin(%s);\n", dst_mask, src0_param.param_str);
  
              write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type);
              shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
              shader_addline(buffer, "cos(%s));\n", src0_param.param_str);
  
              shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], ins->dst[0].reg.data_type);
              shader_addline(buffer, "tmp0%s);\n", dst_mask);
          }
          else
          {
              write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], ins->dst[0].reg.data_type);
              shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
              shader_addline(buffer, "sin(%s));\n", src0_param.param_str);
          }
      }
      else if (ins->dst[1].reg.type != WINED3DSPR_NULL)
      {
          write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type);
          shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
          shader_addline(buffer, "cos(%s));\n", src0_param.param_str);
      }
  }
  
  /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
   * here. But those extra parameters require a dedicated function for sgn, since map2gl would
   * generate invalid code
   */
  static void shader_glsl_sgn(const struct wined3d_shader_instruction *ins)
  {
      struct glsl_src_param src0_param;
      DWORD write_mask;
  
      write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
      shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
  
      shader_addline(ins->ctx->buffer, "sign(%s));\n", src0_param.param_str);
  }
  
  /** Process the WINED3DSIO_LOOP instruction in GLSL:
   * Start a for() loop where src1.y is the initial value of aL,
   *  increment aL by src1.z for a total of src1.x iterations.
   *  Need to use a temporary variable for this operation.
   */
  /* FIXME: I don't think nested loops will work correctly this way. */
  static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
  {
      struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
      struct wined3d_string_buffer *buffer = ins->ctx->buffer;
      const struct wined3d_shader *shader = ins->ctx->shader;
      const struct wined3d_shader_lconst *constant;
      struct glsl_src_param src1_param;
      const DWORD *control_values = NULL;
  
      if (ins->ctx->reg_maps->shader_version.major < 4)
      {
          shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
  
          /* Try to hardcode the loop control parameters if possible. Direct3D 9
           * class hardware doesn't support real varying indexing, but Microsoft
           * designed this feature for Shader model 2.x+. If the loop control is
           * known at compile time, the GLSL compiler can unroll the loop, and
           * replace indirect addressing with direct addressing. */
          if (ins->src[1].reg.type == WINED3DSPR_CONSTINT)
          {
              LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
              {
                  if (constant->idx == ins->src[1].reg.idx[0].offset)
                  {
                      control_values = constant->value;
                      break;
                  }
              }
          }
  
          if (control_values)
          {
              struct wined3d_shader_loop_control loop_control;
              loop_control.count = control_values[0];
              loop_control.start = control_values[1];
              loop_control.step = (int)control_values[2];
  
              if (loop_control.step > 0)
              {
                  shader_addline(buffer, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d)\n{\n",
                          loop_state->current_depth, loop_control.start,
                          loop_state->current_depth, loop_control.count, loop_control.step, loop_control.start,
                          loop_state->current_depth, loop_control.step);
              }
              else if (loop_control.step < 0)
              {
                  shader_addline(buffer, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d)\n{\n",
                          loop_state->current_depth, loop_control.start,
                          loop_state->current_depth, loop_control.count, loop_control.step, loop_control.start,
                          loop_state->current_depth, loop_control.step);
              }
              else
              {
                  shader_addline(buffer, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n",
                          loop_state->current_depth, loop_control.start, loop_state->current_depth,
                          loop_state->current_depth, loop_control.count,
                          loop_state->current_depth);
              }
          }
          else
          {
              shader_addline(buffer, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n",
                      loop_state->current_depth, loop_state->current_reg,
                      src1_param.reg_name, loop_state->current_depth, src1_param.reg_name,
                      loop_state->current_depth, loop_state->current_reg, src1_param.reg_name);
          }
  
          ++loop_state->current_reg;
      }
      else
      {
          shader_addline(buffer, "for (;;)\n{\n");
      }
  
      ++loop_state->current_depth;
  }
  
  static void shader_glsl_end(const struct wined3d_shader_instruction *ins)
  {
      struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
  
      shader_addline(ins->ctx->buffer, "}\n");
  
      if (ins->handler_idx == WINED3DSIH_ENDLOOP)
      {
          --loop_state->current_depth;
          --loop_state->current_reg;
      }
  
      if (ins->handler_idx == WINED3DSIH_ENDREP)
      {
          --loop_state->current_depth;
      }
  }
  
  static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
  {
      const struct wined3d_shader *shader = ins->ctx->shader;
      struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
      const struct wined3d_shader_lconst *constant;
      struct glsl_src_param src0_param;
      const DWORD *control_values = NULL;
  
      /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
      if (ins->src[0].reg.type == WINED3DSPR_CONSTINT)
      {
          LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
          {
              if (constant->idx == ins->src[0].reg.idx[0].offset)
              {
                  control_values = constant->value;
                  break;
              }
          }
      }
  
      if (control_values)
      {
          shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
                  loop_state->current_depth, loop_state->current_depth,
                  control_values[0], loop_state->current_depth);
      }
      else
      {
          shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
          shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
                  loop_state->current_depth, loop_state->current_depth,
                  src0_param.param_str, loop_state->current_depth);
      }
  
      ++loop_state->current_depth;
  }
  
  static void shader_glsl_if(const struct wined3d_shader_instruction *ins)
  {
      struct glsl_src_param src0_param;
  
      shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
      shader_addline(ins->ctx->buffer, "if (bool(%s)) {\n", src0_param.param_str);
  }
  
  static void shader_glsl_ifc(const struct wined3d_shader_instruction *ins)
  {
      struct glsl_src_param src0_param;
      struct glsl_src_param src1_param;
  
      shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
      shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
  
      shader_addline(ins->ctx->buffer, "if (%s %s %s) {\n",
              src0_param.param_str, shader_glsl_get_rel_op(ins->flags), src1_param.param_str);
  }
  
  static void shader_glsl_else(const struct wined3d_shader_instruction *ins)
  {
      shader_addline(ins->ctx->buffer, "} else {\n");
  }
  
  static void shader_glsl_emit(const struct wined3d_shader_instruction *ins)
  {
      shader_addline(ins->ctx->buffer, "EmitVertex();\n");
  }
  
  static void shader_glsl_break(const struct wined3d_shader_instruction *ins)
  {
      shader_addline(ins->ctx->buffer, "break;\n");
  }
  
  /* FIXME: According to MSDN the compare is done per component. */
  static void shader_glsl_breakc(const struct wined3d_shader_instruction *ins)
  {
      struct glsl_src_param src0_param;
      struct glsl_src_param src1_param;
  
      shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
      shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
  
      shader_addline(ins->ctx->buffer, "if (%s %s %s) break;\n",
              src0_param.param_str, shader_glsl_get_rel_op(ins->flags), src1_param.param_str);
  }
  
  static void shader_glsl_breakp(const struct wined3d_shader_instruction *ins)
  {
      struct glsl_src_param src_param;
  
      shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
      shader_addline(ins->ctx->buffer, "if (bool(%s)) break;\n", src_param.param_str);
  }
  
  static void shader_glsl_label(const struct wined3d_shader_instruction *ins)
  {
      shader_addline(ins->ctx->buffer, "}\n");
      shader_addline(ins->ctx->buffer, "void subroutine%u()\n{\n", ins->src[0].reg.idx[0].offset);
  }
  
  static void shader_glsl_call(const struct wined3d_shader_instruction *ins)
  {
      shader_addline(ins->ctx->buffer, "subroutine%u();\n", ins->src[0].reg.idx[0].offset);
  }
  
  static void shader_glsl_callnz(const struct wined3d_shader_instruction *ins)
  {
      struct glsl_src_param src1_param;
  
      shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
      shader_addline(ins->ctx->buffer, "if (%s) subroutine%u();\n",
              src1_param.param_str, ins->src[0].reg.idx[0].offset);
  }
  
  static void shader_glsl_ret(const struct wined3d_shader_instruction *ins)
  {
      /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
       * function only suppresses the unhandled instruction warning
       */
  }
  
  /*********************************************
   * Pixel Shader Specific Code begins here
   ********************************************/
  static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
  {
      DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
              ins->ctx->reg_maps->shader_version.minor);
      struct glsl_sample_function sample_function;
      DWORD sample_flags = 0;
      DWORD resource_idx;
      DWORD mask = 0, swizzle;
      const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
  
      /* 1.0-1.4: Use destination register as sampler source.
       * 2.0+: Use provided sampler source. */
      if (shader_version < WINED3D_SHADER_VERSION(2,0))
          resource_idx = ins->dst[0].reg.idx[0].offset;
      else
          resource_idx = ins->src[1].reg.idx[0].offset;
  
      if (shader_version < WINED3D_SHADER_VERSION(1,4))
      {
          DWORD flags = (priv->cur_ps_args->tex_transform >> resource_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
                  & WINED3D_PSARGS_TEXTRANSFORM_MASK;
          enum wined3d_shader_resource_type resource_type = ins->ctx->reg_maps->resource_info[resource_idx].type;
  
          /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
          if (flags & WINED3D_PSARGS_PROJECTED && resource_type != WINED3D_SHADER_RESOURCE_TEXTURE_CUBE)
          {
              sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
              switch (flags & ~WINED3D_PSARGS_PROJECTED)
              {
                  case WINED3D_TTFF_COUNT1:
                      FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
                      break;
                  case WINED3D_TTFF_COUNT2:
                      mask = WINED3DSP_WRITEMASK_1;
                      break;
                  case WINED3D_TTFF_COUNT3:
                      mask = WINED3DSP_WRITEMASK_2;
                      break;
                  case WINED3D_TTFF_COUNT4:
                  case WINED3D_TTFF_DISABLE:
                      mask = WINED3DSP_WRITEMASK_3;
                      break;
              }
          }
      }
      else if (shader_version < WINED3D_SHADER_VERSION(2,0))
      {
          enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
  
          if (src_mod == WINED3DSPSM_DZ) {
              sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
              mask = WINED3DSP_WRITEMASK_2;
          } else if (src_mod == WINED3DSPSM_DW) {
              sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
              mask = WINED3DSP_WRITEMASK_3;
          }
      }
      else
      {
          if ((ins->flags & WINED3DSI_TEXLD_PROJECT)
                  && ins->ctx->reg_maps->resource_info[resource_idx].type != WINED3D_SHADER_RESOURCE_TEXTURE_CUBE)
          {
              /* ps 2.0 texldp instruction always divides by the fourth component. */
              sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
              mask = WINED3DSP_WRITEMASK_3;
          }
      }
  
      if (priv->cur_ps_args->np2_fixup & (1u << resource_idx))
          sample_flags |= WINED3D_GLSL_SAMPLE_NPOT;
  
      shader_glsl_get_sample_function(ins->ctx, resource_idx, sample_flags, &sample_function);
      mask |= sample_function.coord_mask;
      sample_function.coord_mask = mask;
  
      if (shader_version < WINED3D_SHADER_VERSION(2,0)) swizzle = WINED3DSP_NOSWIZZLE;
      else swizzle = ins->src[1].swizzle;
  
      /* 1.0-1.3: Use destination register as coordinate source.
         1.4+: Use provided coordinate source register. */
      if (shader_version < WINED3D_SHADER_VERSION(1,4))
      {
          char coord_mask[6];
          shader_glsl_write_mask_to_str(mask, coord_mask);
          shader_glsl_gen_sample_code(ins, resource_idx, &sample_function, swizzle, NULL, NULL, NULL,
                  "T%u%s", resource_idx, coord_mask);
      }
      else
      {
          struct glsl_src_param coord_param;
          shader_glsl_add_src_param(ins, &ins->src[0], mask, &coord_param);
          if (ins->flags & WINED3DSI_TEXLD_BIAS)
          {
              struct glsl_src_param bias;
              shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &bias);
              shader_glsl_gen_sample_code(ins, resource_idx, &sample_function, swizzle, NULL, NULL, bias.param_str,
                      "%s", coord_param.param_str);
          } else {
              shader_glsl_gen_sample_code(ins, resource_idx, &sample_function, swizzle, NULL, NULL, NULL,
                      "%s", coord_param.param_str);
          }
      }
      shader_glsl_release_sample_function(ins->ctx, &sample_function);
  }
  
  static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
  {
      const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
      struct glsl_src_param coord_param, dx_param, dy_param;
      DWORD sample_flags = WINED3D_GLSL_SAMPLE_GRAD;
      struct glsl_sample_function sample_function;
      DWORD sampler_idx;
      DWORD swizzle = ins->src[1].swizzle;
      const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
  
      if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4])
      {
          FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
          shader_glsl_tex(ins);
          return;
      }
  
      sampler_idx = ins->src[1].reg.idx[0].offset;
      if (priv->cur_ps_args->np2_fixup & (1u << sampler_idx))
          sample_flags |= WINED3D_GLSL_SAMPLE_NPOT;
  
      shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
      shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
      shader_glsl_add_src_param(ins, &ins->src[2], sample_function.coord_mask, &dx_param);
      shader_glsl_add_src_param(ins, &ins->src[3], sample_function.coord_mask, &dy_param);
  
      shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, dx_param.param_str, dy_param.param_str, NULL,
                                  "%s", coord_param.param_str);
      shader_glsl_release_sample_function(ins->ctx, &sample_function);
  }
  
  static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
  {
      const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
      struct glsl_src_param coord_param, lod_param;
      DWORD sample_flags = WINED3D_GLSL_SAMPLE_LOD;
      struct glsl_sample_function sample_function;
      DWORD sampler_idx;
      DWORD swizzle = ins->src[1].swizzle;
      const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
  
      sampler_idx = ins->src[1].reg.idx[0].offset;
      if (ins->ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_PIXEL
              && priv->cur_ps_args->np2_fixup & (1u << sampler_idx))
          sample_flags |= WINED3D_GLSL_SAMPLE_NPOT;
  
      shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
      shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
  
      shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
  
      if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4]
              && ins->ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
      {
          /* Plain GLSL only supports Lod sampling functions in vertex shaders.
           * However, the NVIDIA drivers allow them in fragment shaders as well,
           * even without the appropriate extension. */
          WARN("Using %s in fragment shader.\n", sample_function.name->buffer);
      }
      shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, lod_param.param_str,
              "%s", coord_param.param_str);
      shader_glsl_release_sample_function(ins->ctx, &sample_function);
  }
  
  static unsigned int shader_glsl_find_sampler(const struct wined3d_shader_sampler_map *sampler_map,
          unsigned int resource_idx, unsigned int sampler_idx)
  {
      struct wined3d_shader_sampler_map_entry *entries = sampler_map->entries;
      unsigned int i;
  
      for (i = 0; i < sampler_map->count; ++i)
      {
          if (entries[i].resource_idx == resource_idx && entries[i].sampler_idx == sampler_idx)
              return entries[i].bind_idx;
      }
  
      ERR("No GLSL sampler found for resource %u / sampler %u.\n", resource_idx, sampler_idx);
  
      return ~0u;
  }
  
  /* FIXME: The current implementation does not handle multisample textures correctly. */
  static void shader_glsl_ld(const struct wined3d_shader_instruction *ins)
  {
      struct glsl_src_param coord_param, lod_param;
      struct glsl_sample_function sample_function;
      unsigned int sampler_idx;
  
      shader_glsl_get_sample_function(ins->ctx, ins->src[1].reg.idx[0].offset, WINED3D_GLSL_SAMPLE_LOAD,
              &sample_function);
      shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
      shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
      sampler_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map,
              ins->src[1].reg.idx[0].offset, WINED3D_SAMPLER_DEFAULT);
      shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE,
              NULL, NULL, lod_param.param_str, "%s", coord_param.param_str);
      shader_glsl_release_sample_function(ins->ctx, &sample_function);
  }
  
  static void shader_glsl_sample(const struct wined3d_shader_instruction *ins)
  {
      struct glsl_sample_function sample_function;
      struct glsl_src_param coord_param;
      unsigned int sampler_idx;
  
      shader_glsl_get_sample_function(ins->ctx, ins->src[1].reg.idx[0].offset, 0, &sample_function);
      shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
      sampler_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map,
              ins->src[1].reg.idx[0].offset, ins->src[2].reg.idx[0].offset);
      shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE,
              NULL, NULL, NULL, "%s", coord_param.param_str);
      shader_glsl_release_sample_function(ins->ctx, &sample_function);
  }
  
  static void shader_glsl_sample_lod(const struct wined3d_shader_instruction *ins)
  {
      struct glsl_src_param coord_param, lod_param;
      struct glsl_sample_function sample_function;
      unsigned int sampler_idx;
  
      shader_glsl_get_sample_function(ins->ctx, ins->src[1].reg.idx[0].offset,
              WINED3D_GLSL_SAMPLE_LOD, &sample_function);
      shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
      shader_glsl_add_src_param(ins, &ins->src[3], WINED3DSP_WRITEMASK_0, &lod_param);
      sampler_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map,
              ins->src[1].reg.idx[0].offset, ins->src[2].reg.idx[0].offset);
      shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE,
              NULL, NULL, lod_param.param_str, "%s", coord_param.param_str);
      shader_glsl_release_sample_function(ins->ctx, &sample_function);
  }
  
  static void shader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
  {
      /* FIXME: Make this work for more than just 2D textures */
      struct wined3d_string_buffer *buffer = ins->ctx->buffer;
      DWORD write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
  
      if (!(ins->ctx->reg_maps->shader_version.major == 1 && ins->ctx->reg_maps->shader_version.minor == 4))
      {
          char dst_mask[6];
  
          shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
          shader_addline(buffer, "clamp(ffp_texcoord[%u], 0.0, 1.0)%s);\n",
                  ins->dst[0].reg.idx[0].offset, dst_mask);
      }
      else
      {
          enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
          DWORD reg = ins->src[0].reg.idx[0].offset;
          char dst_swizzle[6];
  
          shader_glsl_get_swizzle(&ins->src[0], FALSE, write_mask, dst_swizzle);
  
          if (src_mod == WINED3DSPSM_DZ || src_mod == WINED3DSPSM_DW)
          {
              unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
              struct glsl_src_param div_param;
              DWORD src_writemask = src_mod == WINED3DSPSM_DZ ? WINED3DSP_WRITEMASK_2 : WINED3DSP_WRITEMASK_3;
  
              shader_glsl_add_src_param(ins, &ins->src[0], src_writemask, &div_param);
  
              if (mask_size > 1)
                  shader_addline(buffer, "ffp_texcoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
              else
                  shader_addline(buffer, "ffp_texcoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
          }
          else
          {
              shader_addline(buffer, "ffp_texcoord[%u]%s);\n", reg, dst_swizzle);
          }
      }
  }
  
  /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
   * Take a 3-component dot product of the TexCoord[dstreg] and src,
   * then perform a 1D texture lookup from stage dstregnum, place into dst. */
  static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
  {
      DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
      DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
      struct glsl_sample_function sample_function;
      struct glsl_src_param src0_param;
      UINT mask_size;
  
      shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
  
      /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
       * scalar, and projected sampling would require 4.
       *
       * It is a dependent read - not valid with conditional NP2 textures
       */
      shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
      mask_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
  
      switch(mask_size)
      {
          case 1:
              shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
                      "dot(ffp_texcoord[%u].xyz, %s)", sampler_idx, src0_param.param_str);
              break;
  
          case 2:
              shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
                      "vec2(dot(ffp_texcoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str);
              break;
  
          case 3:
              shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
                      "vec3(dot(ffp_texcoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str);
              break;
  
          default:
              FIXME("Unexpected mask size %u\n", mask_size);
              break;
      }
      shader_glsl_release_sample_function(ins->ctx, &sample_function);
  }
  
  /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
   * Take a 3-component dot product of the TexCoord[dstreg] and src. */
  static void shader_glsl_texdp3(const struct wined3d_shader_instruction *ins)
  {
      DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
      DWORD dstreg = ins->dst[0].reg.idx[0].offset;
      struct glsl_src_param src0_param;
      DWORD dst_mask;
      unsigned int mask_size;
  
      dst_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
      mask_size = shader_glsl_get_write_mask_size(dst_mask);
      shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
  
      if (mask_size > 1) {
          shader_addline(ins->ctx->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
      } else {
          shader_addline(ins->ctx->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
      }
  }
  
  /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
   * Calculate the depth as dst.x / dst.y   */
  static void shader_glsl_texdepth(const struct wined3d_shader_instruction *ins)
  {
      struct glsl_dst_param dst_param;
  
      shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
  
      /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
       * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
       * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
       * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
       * >= 1.0 or < 0.0
       */
      shader_addline(ins->ctx->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
              dst_param.reg_name, dst_param.reg_name);
  }
  
  /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
   * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
   * Calculate tmp0.y = TexCoord[dstreg] . src.xyz;  (tmp0.x has already been calculated)
   * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
   */
  static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction *ins)
  {
      DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
      DWORD dstreg = ins->dst[0].reg.idx[0].offset;
      struct glsl_src_param src0_param;
  
      shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
  
      shader_addline(ins->ctx->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
      shader_addline(ins->ctx->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
  }
  
  /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
   * Calculate the 1st of a 2-row matrix multiplication. */
  static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins)
  {
      DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
      DWORD reg = ins->dst[0].reg.idx[0].offset;
      struct wined3d_string_buffer *buffer = ins->ctx->buffer;
      struct glsl_src_param src0_param;
  
      shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
      shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
  }
  
  /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
   * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
  static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins)
  {
      DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
      struct wined3d_string_buffer *buffer = ins->ctx->buffer;
      struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
      DWORD reg = ins->dst[0].reg.idx[0].offset;
      struct glsl_src_param src0_param;
  
      shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
      shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx->current_row, reg, src0_param.param_str);
      tex_mx->texcoord_w[tex_mx->current_row++] = reg;
  }
  
  static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins)
  {
      DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
      struct wined3d_string_buffer *buffer = ins->ctx->buffer;
      struct glsl_sample_function sample_function;
      DWORD reg = ins->dst[0].reg.idx[0].offset;
      struct glsl_src_param src0_param;
  
      shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
      shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
  
      shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
  
      /* Sample the texture using the calculated coordinates */
      shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xy");
      shader_glsl_release_sample_function(ins->ctx, &sample_function);
  }
  
  /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
   * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
  static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins)
  {
      DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
      struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
      struct glsl_sample_function sample_function;
      DWORD reg = ins->dst[0].reg.idx[0].offset;
      struct glsl_src_param src0_param;
  
      shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
      shader_addline(ins->ctx->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
  
      /* Dependent read, not valid with conditional NP2 */
      shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
  
      /* Sample the texture using the calculated coordinates */
      shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
      shader_glsl_release_sample_function(ins->ctx, &sample_function);
  
      tex_mx->current_row = 0;
  }
  
  /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
   * Perform the 3rd row of a 3x3 matrix multiply */
  static void shader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
  {
      DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
      struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
      DWORD reg = ins->dst[0].reg.idx[0].offset;
      struct glsl_src_param src0_param;
      char dst_mask[6];
  
      shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
  
      shader_glsl_append_dst(ins->ctx->buffer, ins);
      shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
      shader_addline(ins->ctx->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
  
      tex_mx->current_row = 0;
  }
  
  /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
   * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
  static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins)
  {
      struct glsl_src_param src0_param;
      struct glsl_src_param src1_param;
      struct wined3d_string_buffer *buffer = ins->ctx->buffer;
      struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
      DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
      struct glsl_sample_function sample_function;
      DWORD reg = ins->dst[0].reg.idx[0].offset;
      char coord_mask[6];
  
      shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
      shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
  
      /* Perform the last matrix multiply operation */
      shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
      /* Reflection calculation */
      shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
  
      /* Dependent read, not valid with conditional NP2 */
      shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
      shader_glsl_write_mask_to_str(sample_function.coord_mask, coord_mask);
  
      /* Sample the texture */
      shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE,
              NULL, NULL, NULL, "tmp0%s", coord_mask);
      shader_glsl_release_sample_function(ins->ctx, &sample_function);
  
      tex_mx->current_row = 0;
  }
  
  /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
   * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
  static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins)
  {
      struct wined3d_string_buffer *buffer = ins->ctx->buffer;
      struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
      DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
      struct glsl_sample_function sample_function;
      DWORD reg = ins->dst[0].reg.idx[0].offset;
      struct glsl_src_param src0_param;
      char coord_mask[6];
  
      shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
  
      /* Perform the last matrix multiply operation */
      shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
  
      /* Construct the eye-ray vector from w coordinates */
      shader_addline(buffer, "tmp1.xyz = normalize(vec3(ffp_texcoord[%u].w, ffp_texcoord[%u].w, ffp_texcoord[%u].w));\n",
              tex_mx->texcoord_w[0], tex_mx->texcoord_w[1], reg);
      shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
  
      /* Dependent read, not valid with conditional NP2 */
      shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
      shader_glsl_write_mask_to_str(sample_function.coord_mask, coord_mask);
  
      /* Sample the texture using the calculated coordinates */
      shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE,
              NULL, NULL, NULL, "tmp0%s", coord_mask);
      shader_glsl_release_sample_function(ins->ctx, &sample_function);
  
      tex_mx->current_row = 0;
  }
  
  /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
   * Apply a fake bump map transform.
   * texbem is pshader <= 1.3 only, this saves a few version checks
   */
  static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins)
  {
      const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
      struct glsl_sample_function sample_function;
      struct glsl_src_param coord_param;
      DWORD sampler_idx;
      DWORD mask;
      DWORD flags;
      char coord_mask[6];
  
      sampler_idx = ins->dst[0].reg.idx[0].offset;
      flags = (priv->cur_ps_args->tex_transform >> sampler_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
              & WINED3D_PSARGS_TEXTRANSFORM_MASK;
  
      /* Dependent read, not valid with conditional NP2 */
      shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
      mask = sample_function.coord_mask;
  
      shader_glsl_write_mask_to_str(mask, coord_mask);
  
      /* With projected textures, texbem only divides the static texture coord,
       * not the displacement, so we can't let GL handle this. */
      if (flags & WINED3D_PSARGS_PROJECTED)
      {
          DWORD div_mask=0;
          char coord_div_mask[3];
          switch (flags & ~WINED3D_PSARGS_PROJECTED)
          {
              case WINED3D_TTFF_COUNT1:
                  FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
                  break;
              case WINED3D_TTFF_COUNT2:
                  div_mask = WINED3DSP_WRITEMASK_1;
                  break;
              case WINED3D_TTFF_COUNT3:
                  div_mask = WINED3DSP_WRITEMASK_2;
                  break;
              case WINED3D_TTFF_COUNT4:
              case WINED3D_TTFF_DISABLE:
                  div_mask = WINED3DSP_WRITEMASK_3;
                  break;
          }
          shader_glsl_write_mask_to_str(div_mask, coord_div_mask);
          shader_addline(ins->ctx->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
      }
  
      shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &coord_param);
  
      shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
              "T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
              coord_param.param_str, coord_mask);
  
      if (ins->handler_idx == WINED3DSIH_TEXBEML)
      {
          struct glsl_src_param luminance_param;
          struct glsl_dst_param dst_param;
  
          shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &luminance_param);
          shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
  
          shader_addline(ins->ctx->buffer, "%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n",
                  dst_param.reg_name, dst_param.mask_str,
                  luminance_param.param_str, sampler_idx, sampler_idx);
      }
      shader_glsl_release_sample_function(ins->ctx, &sample_function);
  }
  
  static void shader_glsl_bem(const struct wined3d_shader_instruction *ins)
  {
      DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
      struct glsl_src_param src0_param, src1_param;
  
      shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
      shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
  
      shader_glsl_append_dst(ins->ctx->buffer, ins);
      shader_addline(ins->ctx->buffer, "%s + bumpenv_mat%u * %s);\n",
              src0_param.param_str, sampler_idx, src1_param.param_str);
  }
  
  /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
   * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
  static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
  {
      DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
      struct glsl_sample_function sample_function;
      struct glsl_src_param src0_param;
  
      shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
  
      shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
      shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
              "%s.wx", src0_param.reg_name);
      shader_glsl_release_sample_function(ins->ctx, &sample_function);
  }
  
  /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
   * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
  static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
  {
      DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
      struct glsl_sample_function sample_function;
      struct glsl_src_param src0_param;
  
      shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
  
      shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
      shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
              "%s.yz", src0_param.reg_name);
      shader_glsl_release_sample_function(ins->ctx, &sample_function);
  }
  
  /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
   * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
  static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins)
  {
      DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
      struct glsl_sample_function sample_function;
      struct glsl_src_param src0_param;
  
      /* Dependent read, not valid with conditional NP2 */
      shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
      shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &src0_param);
  
      shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
              "%s", src0_param.param_str);
      shader_glsl_release_sample_function(ins->ctx, &sample_function);
  }
  
  /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
   * If any of the first 3 components are < 0, discard this pixel */
  static void shader_glsl_texkill(const struct wined3d_shader_instruction *ins)
  {
      if (ins->ctx->reg_maps->shader_version.major >= 4)
      {
          struct glsl_src_param src_param;
  
          shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
          shader_addline(ins->ctx->buffer, "if (bool(floatBitsToUint(%s))) discard;\n", src_param.param_str);
      }
      else
      {
          struct glsl_dst_param dst_param;
  
          /* The argument is a destination parameter, and no writemasks are allowed */
          shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
  
          /* 2.0 shaders compare all 4 components in texkill. */
          if (ins->ctx->reg_maps->shader_version.major >= 2)
              shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
          /* 1.x shaders only compare the first 3 components, probably due to
           * the nature of the texkill instruction as a tex* instruction, and
           * phase, which kills all .w components. Even if all 4 components are
           * defined, only the first 3 are used. */
          else
              shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
      }
  }
  
  /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
   * dst = dot2(src0, src1) + src2 */
  static void shader_glsl_dp2add(const struct wined3d_shader_instruction *ins)
  {
      struct glsl_src_param src0_param;
      struct glsl_src_param src1_param;
      struct glsl_src_param src2_param;
      DWORD write_mask;
      unsigned int mask_size;
  
      write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
      mask_size = shader_glsl_get_write_mask_size(write_mask);
  
      shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
      shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
      shader_glsl_add_src_param(ins, &ins->src[2], WINED3DSP_WRITEMASK_0, &src2_param);
  
      if (mask_size > 1) {
          shader_addline(ins->ctx->buffer, "vec%d(dot(%s, %s) + %s));\n",
                  mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str);
      } else {
          shader_addline(ins->ctx->buffer, "dot(%s, %s) + %s);\n",
                  src0_param.param_str, src1_param.param_str, src2_param.param_str);
      }
  }
  
  static void shader_glsl_input_pack(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer,
          const struct wined3d_shader_signature *input_signature,
          const struct wined3d_shader_reg_maps *reg_maps,
          const struct ps_compile_args *args, const struct wined3d_gl_info *gl_info)
  {
      unsigned int i;
  
      for (i = 0; i < input_signature->element_count; ++i)
      {
          const struct wined3d_shader_signature_element *input = &input_signature->elements[i];
          const char *semantic_name;
          UINT semantic_idx;
          char reg_mask[6];
  
          /* Unused */
          if (!(reg_maps->input_registers & (1u << input->register_idx)))
              continue;
  
          semantic_name = input->semantic_name;
          semantic_idx = input->semantic_idx;
          shader_glsl_write_mask_to_str(input->mask, reg_mask);
  
          if (args->vp_mode == vertexshader)
          {
              if (input->sysval_semantic == WINED3D_SV_POSITION)
                  shader_addline(buffer, "ps_in[%u]%s = vpos%s;\n",
                          shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask);
              else if (args->pointsprite && shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
                  shader_addline(buffer, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", input->register_idx);
              else
                  shader_addline(buffer, "ps_in[%u]%s = ps_link[%u]%s;\n",
                          shader->u.ps.input_reg_map[input->register_idx], reg_mask,
                          shader->u.ps.input_reg_map[input->register_idx], reg_mask);
          }
          else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
          {
              if (args->pointsprite)
                  shader_addline(buffer, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n",
                          shader->u.ps.input_reg_map[input->register_idx]);
              else if (args->vp_mode == pretransformed && args->texcoords_initialized & (1u << semantic_idx))
                  shader_addline(buffer, "ps_in[%u]%s = %s[%u]%s;\n",
                          shader->u.ps.input_reg_map[input->register_idx], reg_mask,
                          gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]
                          ? "gl_TexCoord" : "ffp_varying_texcoord", semantic_idx, reg_mask);
              else
                  shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
                          shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask);
          }
          else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
          {
              if (!semantic_idx)
                  shader_addline(buffer, "ps_in[%u]%s = vec4(ffp_varying_diffuse)%s;\n",
                          shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask);
              else if (semantic_idx == 1)
                  shader_addline(buffer, "ps_in[%u]%s = vec4(ffp_varying_specular)%s;\n",
                          shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask);
              else
                  shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
                          shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask);
          }
          else
          {
              shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
                      shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask);
          }
      }
  }
  
  /*********************************************
   * Vertex Shader Specific Code begins here
   ********************************************/
  
  static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry)
  {
      struct glsl_program_key key;
  
      key.vs_id = entry->vs.id;
      key.gs_id = entry->gs.id;
      key.ps_id = entry->ps.id;
  
      if (wine_rb_put(&priv->program_lookup, &key, &entry->program_lookup_entry) == -1)
      {
          ERR("Failed to insert program entry.\n");
      }
  }
  
  static struct glsl_shader_prog_link *get_glsl_program_entry(const struct shader_glsl_priv *priv,
          GLuint vs_id, GLuint gs_id, GLuint ps_id)
  {
      struct wine_rb_entry *entry;
      struct glsl_program_key key;
  
      key.vs_id = vs_id;
      key.gs_id = gs_id;
      key.ps_id = ps_id;
  
      entry = wine_rb_get(&priv->program_lookup, &key);
      return entry ? WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry) : NULL;
  }
  
  /* Context activation is done by the caller. */
  static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const struct wined3d_gl_info *gl_info,
          struct glsl_shader_prog_link *entry)
  {
      struct glsl_program_key key;
  
      key.vs_id = entry->vs.id;
      key.gs_id = entry->gs.id;
      key.ps_id = entry->ps.id;
      wine_rb_remove(&priv->program_lookup, &key);
  
      GL_EXTCALL(glDeleteProgram(entry->id));
      if (entry->vs.id)
          list_remove(&entry->vs.shader_entry);
      if (entry->gs.id)
          list_remove(&entry->gs.shader_entry);
      if (entry->ps.id)
          list_remove(&entry->ps.shader_entry);
      HeapFree(GetProcessHeap(), 0, entry->vs.uniform_f_locations);
      HeapFree(GetProcessHeap(), 0, entry->ps.uniform_f_locations);
      HeapFree(GetProcessHeap(), 0, entry);
  }
  
  static void handle_ps3_input(struct shader_glsl_priv *priv,
          const struct wined3d_gl_info *gl_info, const DWORD *map,
          const struct wined3d_shader_signature *input_signature,
          const struct wined3d_shader_reg_maps *reg_maps_in,
          const struct wined3d_shader_signature *output_signature,
          const struct wined3d_shader_reg_maps *reg_maps_out)
  {
      struct wined3d_string_buffer *buffer = &priv->shader_buffer;
      BOOL legacy_context = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT];
      unsigned int i, j;
      DWORD *set;
      DWORD in_idx;
      unsigned int in_count = vec4_varyings(3, gl_info);
      unsigned int max_varyings = legacy_context ? in_count + 2 : in_count;
      char reg_mask[6];
      struct wined3d_string_buffer *destination = string_buffer_get(&priv->string_buffers);
  
      set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * max_varyings);
  
      for (i = 0; i < input_signature->element_count; ++i)
      {
          const struct wined3d_shader_signature_element *input = &input_signature->elements[i];
  
          if (!(reg_maps_in->input_registers & (1u << input->register_idx)))
              continue;
  
          in_idx = map[input->register_idx];
          /* Declared, but not read register */
          if (in_idx == ~0u)
              continue;
          if (in_idx >= max_varyings)
          {
              FIXME("More input varyings declared than supported, expect issues.\n");
              continue;
          }
  
          if (in_idx == in_count)
              string_buffer_sprintf(destination, "gl_FrontColor");
          else if (in_idx == in_count + 1)
              string_buffer_sprintf(destination, "gl_FrontSecondaryColor");
          else
              string_buffer_sprintf(destination, "ps_link[%u]", in_idx);
  
          if (!set[in_idx])
              set[in_idx] = ~0u;
  
          for (j = 0; j < output_signature->element_count; ++j)
          {
              const struct wined3d_shader_signature_element *output = &output_signature->elements[j];
              DWORD mask;
  
              if (!(reg_maps_out->output_registers & (1u << output->register_idx))
                      || input->semantic_idx != output->semantic_idx
                      || strcmp(input->semantic_name, output->semantic_name)
                      || !(mask = input->mask & output->mask))
                  continue;
  
              if (set[in_idx] == ~0u)
                  set[in_idx] = 0;
              set[in_idx] |= mask & reg_maps_out->u.output_registers_mask[output->register_idx];
              shader_glsl_write_mask_to_str(mask, reg_mask);
  
              shader_addline(buffer, "%s%s = vs_out[%u]%s;\n",
                      destination->buffer, reg_mask, output->register_idx, reg_mask);
          }
      }
  
      for (i = 0; i < max_varyings; ++i)
      {
          unsigned int size;
  
          if (!set[i] || set[i] == WINED3DSP_WRITEMASK_ALL)
              continue;
  
          if (set[i] == ~0U) set[i] = 0;
  
          size = 0;
          if (!(set[i] & WINED3DSP_WRITEMASK_0)) reg_mask[size++] = 'x';
          if (!(set[i] & WINED3DSP_WRITEMASK_1)) reg_mask[size++] = 'y';
          if (!(set[i] & WINED3DSP_WRITEMASK_2)) reg_mask[size++] = 'z';
          if (!(set[i] & WINED3DSP_WRITEMASK_3)) reg_mask[size++] = 'w';
          reg_mask[size] = '\0';
  
          if (i == in_count)
              string_buffer_sprintf(destination, "gl_FrontColor");
          else if (i == in_count + 1)
              string_buffer_sprintf(destination, "gl_FrontSecondaryColor");
          else
              string_buffer_sprintf(destination, "ps_link[%u]", i);
  
          if (size == 1) shader_addline(buffer, "%s.%s = 0.0;\n", destination->buffer, reg_mask);
          else shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination->buffer, reg_mask, size);
      }
  
      HeapFree(GetProcessHeap(), 0, set);
      string_buffer_release(&priv->string_buffers, destination);
  }
  
  /* Context activation is done by the caller. */
  static GLuint generate_param_reorder_function(struct shader_glsl_priv *priv,
          const struct wined3d_shader *vs, const struct wined3d_shader *ps,
          BOOL per_vertex_point_size, BOOL flatshading, const struct wined3d_gl_info *gl_info)
  {
      struct wined3d_string_buffer *buffer = &priv->shader_buffer;
      GLuint ret;
      DWORD ps_major = ps ? ps->reg_maps.shader_version.major : 0;
      unsigned int i;
      const char *semantic_name;
      UINT semantic_idx;
      char reg_mask[6];
      BOOL legacy_context = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT];
  
      string_buffer_clear(buffer);
  
      shader_addline(buffer, "%s\n", shader_glsl_get_version(gl_info, &vs->reg_maps.shader_version));
  
      if (per_vertex_point_size)
      {
          shader_addline(buffer, "uniform struct\n{\n");
          shader_addline(buffer, "    float size_min;\n");
          shader_addline(buffer, "    float size_max;\n");
          shader_addline(buffer, "} ffp_point;\n");
      }
  
      if (ps_major < 3)
      {
          DWORD colors_written_mask[2] = {0};
          DWORD texcoords_written_mask[MAX_TEXTURES] = {0};
  
          if (!legacy_context)
          {
              declare_out_varying(gl_info, buffer, flatshading, "vec4 ffp_varying_diffuse;\n");
              declare_out_varying(gl_info, buffer, flatshading, "vec4 ffp_varying_specular;\n");
              declare_out_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES);
              declare_out_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n");
          }
  
          shader_addline(buffer, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs->limits->packed_output);
  
          for (i = 0; i < vs->output_signature.element_count; ++i)
          {
              const struct wined3d_shader_signature_element *output = &vs->output_signature.elements[i];
              DWORD write_mask;
  
              if (!(vs->reg_maps.output_registers & (1u << output->register_idx)))
                  continue;
  
              semantic_name = output->semantic_name;
              semantic_idx = output->semantic_idx;
              write_mask = output->mask;
              shader_glsl_write_mask_to_str(write_mask, reg_mask);
  
              if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR) && semantic_idx < 2)
              {
                  if (legacy_context)
                      shader_addline(buffer, "gl_Front%sColor%s = vs_out[%u]%s;\n",
                              semantic_idx ? "Secondary" : "", reg_mask, output->register_idx, reg_mask);
                  else
                      shader_addline(buffer, "ffp_varying_%s%s = clamp(vs_out[%u]%s, 0.0, 1.0);\n",
                              semantic_idx ? "specular" : "diffuse", reg_mask, output->register_idx, reg_mask);
  
                  colors_written_mask[semantic_idx] = write_mask;
              }
              else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION) && !semantic_idx)
              {
                  shader_addline(buffer, "gl_Position%s = vs_out[%u]%s;\n",
                          reg_mask, output->register_idx, reg_mask);
              }
              else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
              {
                  if (semantic_idx < MAX_TEXTURES)
                  {
                      shader_addline(buffer, "%s[%u]%s = vs_out[%u]%s;\n",
                              legacy_context ? "gl_TexCoord" : "ffp_varying_texcoord",
                              semantic_idx, reg_mask, output->register_idx, reg_mask);
                      texcoords_written_mask[semantic_idx] = write_mask;
                  }
              }
              else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE) && per_vertex_point_size)
              {
                  shader_addline(buffer, "gl_PointSize = clamp(vs_out[%u].%c, ffp_point.size_min, ffp_point.size_max);\n",
                          output->register_idx, reg_mask[1]);
              }
              else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
              {
                  shader_addline(buffer, "%s = clamp(vs_out[%u].%c, 0.0, 1.0);\n",
                          legacy_context ? "gl_FogFragCoord" : "ffp_varying_fogcoord",
                          output->register_idx, reg_mask[1]);
              }
          }
  
          for (i = 0; i < 2; ++i)
          {
              if (colors_written_mask[i] != WINED3DSP_WRITEMASK_ALL)
              {
                  shader_glsl_write_mask_to_str(~colors_written_mask[i] & WINED3DSP_WRITEMASK_ALL, reg_mask);
                  if (!i)
                      shader_addline(buffer, "%s%s = vec4(1.0)%s;\n",
                              legacy_context ? "gl_FrontColor" : "ffp_varying_diffuse",
                              reg_mask, reg_mask);
                  else
                      shader_addline(buffer, "%s%s = vec4(0.0)%s;\n",
                              legacy_context ? "gl_FrontSecondaryColor" : "ffp_varying_specular",
                              reg_mask, reg_mask);
              }
          }
          for (i = 0; i < MAX_TEXTURES; ++i)
          {
              if (ps && !(ps->reg_maps.texcoord & (1u << i)))
                  continue;
  
              if (texcoords_written_mask[i] != WINED3DSP_WRITEMASK_ALL)
              {
                  if (gl_info->limits.glsl_varyings < wined3d_max_compat_varyings(gl_info)
                          && !texcoords_written_mask[i])
                      continue;
  
                  shader_glsl_write_mask_to_str(~texcoords_written_mask[i] & WINED3DSP_WRITEMASK_ALL, reg_mask);
                  shader_addline(buffer, "%s[%u]%s = vec4(0.0)%s;\n",
                          legacy_context ? "gl_TexCoord" : "ffp_varying_texcoord", i, reg_mask, reg_mask);
              }
          }
      }
      else
      {
          UINT in_count = min(vec4_varyings(ps_major, gl_info), ps->limits->packed_input);
  
          declare_out_varying(gl_info, buffer, FALSE, "vec4 ps_link[%u];\n", in_count);
          shader_addline(buffer, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs->limits->packed_output);
  
          /* First, sort out position and point size. Those are not passed to the pixel shader */
          for (i = 0; i < vs->output_signature.element_count; ++i)
          {
              const struct wined3d_shader_signature_element *output = &vs->output_signature.elements[i];
  
              if (!(vs->reg_maps.output_registers & (1u << output->register_idx)))
                  continue;
  
              semantic_name = output->semantic_name;
              semantic_idx = output->semantic_idx;
              shader_glsl_write_mask_to_str(output->mask, reg_mask);
  
              if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION) && !semantic_idx)
              {
                  shader_addline(buffer, "gl_Position%s = vs_out[%u]%s;\n",
                          reg_mask, output->register_idx, reg_mask);
              }
              else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE) && per_vertex_point_size)
              {
                  shader_addline(buffer, "gl_PointSize = clamp(vs_out[%u].%c, ffp_point.size_min, ffp_point.size_max);\n",
                          output->register_idx, reg_mask[1]);
              }
          }
  
          /* Then, fix the pixel shader input */
          handle_ps3_input(priv, gl_info, ps->u.ps.input_reg_map, &ps->input_signature,
                  &ps->reg_maps, &vs->output_signature, &vs->reg_maps);
      }
  
      shader_addline(buffer, "}\n");
  
      ret = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER));
      checkGLcall("glCreateShader(GL_VERTEX_SHADER)");
      shader_glsl_compile(gl_info, ret, buffer->buffer);
  
      return ret;
  }
  
  static void shader_glsl_generate_srgb_write_correction(struct wined3d_string_buffer *buffer)
  {
      shader_addline(buffer, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
      shader_addline(buffer, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
      shader_addline(buffer, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
      shader_addline(buffer, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
      shader_addline(buffer, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
      shader_addline(buffer, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
  }
  
  static void shader_glsl_generate_fog_code(struct wined3d_string_buffer *buffer, enum wined3d_ffp_ps_fog_mode mode)
  {
      switch (mode)
      {
          case WINED3D_FFP_PS_FOG_OFF:
              return;
  
          case WINED3D_FFP_PS_FOG_LINEAR:
              shader_addline(buffer, "float fog = (ffp_fog.end - ffp_varying_fogcoord) * ffp_fog.scale;\n");
              break;
  
          case WINED3D_FFP_PS_FOG_EXP:
              shader_addline(buffer, "float fog = exp(-ffp_fog.density * ffp_varying_fogcoord);\n");
              break;
  
          case WINED3D_FFP_PS_FOG_EXP2:
              shader_addline(buffer, "float fog = exp(-ffp_fog.density * ffp_fog.density"
                      " * ffp_varying_fogcoord * ffp_varying_fogcoord);\n");
              break;
  
          default:
              ERR("Invalid fog mode %#x.\n", mode);
              return;
      }
  
      shader_addline(buffer, "gl_FragData[0].xyz = mix(ffp_fog.color.xyz, gl_FragData[0].xyz,"
              " clamp(fog, 0.0, 1.0));\n");
  }
  
  /* Context activation is done by the caller. */
  static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context,
          struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers,
          const struct wined3d_shader *shader,
          const struct ps_compile_args *args, struct ps_np2fixup_info *np2fixup_info)
  {
      const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
      const struct wined3d_gl_info *gl_info = context->gl_info;
      const DWORD *function = shader->function;
      struct shader_glsl_ctx_priv priv_ctx;
      BOOL legacy_context = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT];
  
      /* Create the hw GLSL shader object and assign it as the shader->prgId */
      GLuint shader_id = GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER));
  
      memset(&priv_ctx, 0, sizeof(priv_ctx));
      priv_ctx.cur_ps_args = args;
      priv_ctx.cur_np2fixup_info = np2fixup_info;
      priv_ctx.string_buffers = string_buffers;
  
      shader_addline(buffer, "%s\n", shader_glsl_get_version(gl_info, &reg_maps->shader_version));
  
      if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
          shader_addline(buffer, "#extension GL_ARB_shader_bit_encoding : enable\n");
      if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
          shader_addline(buffer, "#extension GL_ARB_shader_texture_lod : enable\n");
      /* The spec says that it doesn't have to be explicitly enabled, but the
       * nvidia drivers write a warning if we don't do so. */
      if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
          shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
      if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
          shader_addline(buffer, "#extension GL_ARB_uniform_buffer_object : enable\n");
      if (gl_info->supported[EXT_GPU_SHADER4])
          shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
  
      /* Base Declarations */
      shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
  
      if (reg_maps->shader_version.major < 3 || args->vp_mode != vertexshader)
      {
          unsigned int i;
          WORD map = reg_maps->texcoord;
  
          if (legacy_context)
          {
              if (glsl_is_color_reg_read(shader, 0))
                  shader_addline(buffer, "ffp_varying_diffuse = gl_Color;\n");
              if (glsl_is_color_reg_read(shader, 1))
                  shader_addline(buffer, "ffp_varying_specular = gl_SecondaryColor;\n");
          }
  
          for (i = 0; map; map >>= 1, ++i)
          {
              if (map & 1)
              {
                  if (args->pointsprite)
                      shader_addline(buffer, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", i);
                  else if (args->texcoords_initialized & (1u << i))
                      shader_addline(buffer, "ffp_texcoord[%u] = %s[%u];\n", i,
                              legacy_context ? "gl_TexCoord" : "ffp_varying_texcoord", i);
                  else
                      shader_addline(buffer, "ffp_texcoord[%u] = vec4(0.0);\n", i);
                  shader_addline(buffer, "vec4 T%u = ffp_texcoord[%u];\n", i, i);
              }
          }
  
          if (legacy_context)
              shader_addline(buffer, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
      }
  
      /* Pack 3.0 inputs */
      if (reg_maps->shader_version.major >= 3)
          shader_glsl_input_pack(shader, buffer, &shader->input_signature, reg_maps, args, gl_info);
  
      /* Base Shader Body */
      shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
  
      /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
      if (reg_maps->shader_version.major < 2)
      {
          /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
          shader_addline(buffer, "gl_FragData[0] = R0;\n");
      }
  
      if (args->srgb_correction)
          shader_glsl_generate_srgb_write_correction(buffer);
  
      /* SM < 3 does not replace the fog stage. */
      if (reg_maps->shader_version.major < 3)
          shader_glsl_generate_fog_code(buffer, args->fog);
  
      shader_addline(buffer, "}\n");
  
      TRACE("Compiling shader object %u.\n", shader_id);
      shader_glsl_compile(gl_info, shader_id, buffer->buffer);
  
      return shader_id;
  }
  
  /* Context activation is done by the caller. */
  static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context,
          struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers,
          const struct wined3d_shader *shader,
          const struct vs_compile_args *args)
  {
      const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
      const struct wined3d_gl_info *gl_info = context->gl_info;
      const DWORD *function = shader->function;
      struct shader_glsl_ctx_priv priv_ctx;
      BOOL legacy_context = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT];
  
      /* Create the hw GLSL shader program and assign it as the shader->prgId */
      GLuint shader_id = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER));
  
      shader_addline(buffer, "%s\n", shader_glsl_get_version(gl_info, &reg_maps->shader_version));
  
      if (gl_info->supported[ARB_DRAW_INSTANCED])
          shader_addline(buffer, "#extension GL_ARB_draw_instanced : enable\n");
      if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
          shader_addline(buffer, "#extension GL_ARB_shader_bit_encoding : enable\n");
      if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
          shader_addline(buffer, "#extension GL_ARB_uniform_buffer_object : enable\n");
      if (gl_info->supported[EXT_GPU_SHADER4])
          shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
  
      memset(&priv_ctx, 0, sizeof(priv_ctx));
      priv_ctx.cur_vs_args = args;
      priv_ctx.string_buffers = string_buffers;
  
      /* Base Declarations */
      shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
  
      /* Base Shader Body */
      shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
  
      /* Unpack outputs */
      shader_addline(buffer, "order_ps_input(vs_out);\n");
  
      /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
       * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
       * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
       * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
       */
      if (reg_maps->shader_version.major < 3)
      {
          if (args->fog_src == VS_FOG_Z)
              shader_addline(buffer, "%s = gl_Position.z;\n",
                      legacy_context ? "gl_FogFragCoord" : "ffp_varying_fogcoord");
          else if (!reg_maps->fog)
              shader_addline(buffer, "%s = 0.0;\n",
                      legacy_context ? "gl_FogFragCoord" : "ffp_varying_fogcoord");
      }
  
      /* We always store the clipplanes without y inversion */
      if (args->clip_enabled)
          shader_addline(buffer, "gl_ClipVertex = gl_Position;\n");
  
      if (args->point_size && !args->per_vertex_point_size)
          shader_addline(buffer, "gl_PointSize = clamp(ffp_point.size, ffp_point.size_min, ffp_point.size_max);\n");
  
      /* Write the final position.
       *
       * OpenGL coordinates specify the center of the pixel while d3d coords specify
       * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
       * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
       * contains 1.0 to allow a mad.
       */
      shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
      shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
  
      /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
       *
       * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
       * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
       * which is the same as z = z * 2 - w.
       */
      shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
  
      shader_addline(buffer, "}\n");
  
      TRACE("Compiling shader object %u.\n", shader_id);
      shader_glsl_compile(gl_info, shader_id, buffer->buffer);
  
      return shader_id;
  }
  
  /* Context activation is done by the caller. */
  static GLuint shader_glsl_generate_geometry_shader(const struct wined3d_context *context,
          struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers,
          const struct wined3d_shader *shader)
  {
      const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
      const struct wined3d_gl_info *gl_info = context->gl_info;
      const DWORD *function = shader->function;
      struct shader_glsl_ctx_priv priv_ctx;
      GLuint shader_id;
  
      shader_id = GL_EXTCALL(glCreateShader(GL_GEOMETRY_SHADER));
  
      shader_addline(buffer, "%s\n", shader_glsl_get_version(gl_info, &reg_maps->shader_version));
  
      if (gl_info->supported[ARB_GEOMETRY_SHADER4])
          shader_addline(buffer, "#extension GL_ARB_geometry_shader4 : enable\n");
      if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
          shader_addline(buffer, "#extension GL_ARB_shader_bit_encoding : enable\n");
      if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
          shader_addline(buffer, "#extension GL_ARB_uniform_buffer_object : enable\n");
      if (gl_info->supported[EXT_GPU_SHADER4])
          shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
  
      memset(&priv_ctx, 0, sizeof(priv_ctx));
      priv_ctx.string_buffers = string_buffers;
      shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
      shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
      shader_addline(buffer, "}\n");
  
      TRACE("Compiling shader object %u.\n", shader_id);
      shader_glsl_compile(gl_info, shader_id, buffer->buffer);
  
      return shader_id;
  }
  
  static GLuint find_glsl_pshader(const struct wined3d_context *context,
          struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers,
          struct wined3d_shader *shader,
          const struct ps_compile_args *args, const struct ps_np2fixup_info **np2fixup_info)
  {
      struct glsl_ps_compiled_shader *gl_shaders, *new_array;
      struct glsl_shader_private *shader_data;
      struct ps_np2fixup_info *np2fixup;
      UINT i;
      DWORD new_size;
      GLuint ret;
  
      if (!shader->backend_data)
      {
          shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
          if (!shader->backend_data)
          {
              ERR("Failed to allocate backend data.\n");
              return 0;
          }
      }
      shader_data = shader->backend_data;
      gl_shaders = shader_data->gl_shaders.ps;
  
      /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
       * so a linear search is more performant than a hashmap or a binary search
       * (cache coherency etc)
       */
      for (i = 0; i < shader_data->num_gl_shaders; ++i)
      {
          if (!memcmp(&gl_shaders[i].args, args, sizeof(*args)))
          {
              if (args->np2_fixup)
                  *np2fixup_info = &gl_shaders[i].np2fixup;
              return gl_shaders[i].id;
          }
      }
  
      TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
      if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
          if (shader_data->num_gl_shaders)
          {
              new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
              new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders.ps,
                      new_size * sizeof(*gl_shaders));
          }
          else
          {
              new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders));
              new_size = 1;
          }
  
          if(!new_array) {
              ERR("Out of memory\n");
              return 0;
          }
          shader_data->gl_shaders.ps = new_array;
          shader_data->shader_array_size = new_size;
          gl_shaders = new_array;
      }
  
      gl_shaders[shader_data->num_gl_shaders].args = *args;
  
      np2fixup = &gl_shaders[shader_data->num_gl_shaders].np2fixup;
      memset(np2fixup, 0, sizeof(*np2fixup));
      *np2fixup_info = args->np2_fixup ? np2fixup : NULL;
  
      pixelshader_update_resource_types(shader, args->tex_types);
  
      string_buffer_clear(buffer);
      ret = shader_glsl_generate_pshader(context, buffer, string_buffers, shader, args, np2fixup);
      gl_shaders[shader_data->num_gl_shaders++].id = ret;
  
      return ret;
  }
  
  static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const struct vs_compile_args *new,
          const DWORD use_map)
  {
      if((stored->swizzle_map & use_map) != new->swizzle_map) return FALSE;
      if((stored->clip_enabled) != new->clip_enabled) return FALSE;
      if (stored->point_size != new->point_size)
          return FALSE;
      if (stored->per_vertex_point_size != new->per_vertex_point_size)
          return FALSE;
      if (stored->flatshading != new->flatshading)
          return FALSE;
      return stored->fog_src == new->fog_src;
  }
  
  static GLuint find_glsl_vshader(const struct wined3d_context *context,
          struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers,
          struct wined3d_shader *shader,
          const struct vs_compile_args *args)
  {
      UINT i;
      DWORD new_size;
      DWORD use_map = context->stream_info.use_map;
      struct glsl_vs_compiled_shader *gl_shaders, *new_array;
      struct glsl_shader_private *shader_data;
      GLuint ret;
  
      if (!shader->backend_data)
      {
          shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
          if (!shader->backend_data)
          {
              ERR("Failed to allocate backend data.\n");
              return 0;
          }
      }
      shader_data = shader->backend_data;
      gl_shaders = shader_data->gl_shaders.vs;
  
      /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
       * so a linear search is more performant than a hashmap or a binary search
       * (cache coherency etc)
       */
      for (i = 0; i < shader_data->num_gl_shaders; ++i)
      {
          if (vs_args_equal(&gl_shaders[i].args, args, use_map))
              return gl_shaders[i].id;
      }
  
      TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
  
      if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
          if (shader_data->num_gl_shaders)
          {
              new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
              new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders.vs,
                      new_size * sizeof(*gl_shaders));
          }
          else
          {
              new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders));
              new_size = 1;
          }
  
          if(!new_array) {
              ERR("Out of memory\n");
              return 0;
          }
          shader_data->gl_shaders.vs = new_array;
          shader_data->shader_array_size = new_size;
          gl_shaders = new_array;
      }
  
      gl_shaders[shader_data->num_gl_shaders].args = *args;
  
      string_buffer_clear(buffer);
      ret = shader_glsl_generate_vshader(context, buffer, string_buffers, shader, args);
      gl_shaders[shader_data->num_gl_shaders++].id = ret;
  
      return ret;
  }
  
  static GLuint find_glsl_geometry_shader(const struct wined3d_context *context,
          struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers,
          struct wined3d_shader *shader)
  {
      struct glsl_gs_compiled_shader *gl_shaders;
      struct glsl_shader_private *shader_data;
      GLuint ret;
  
      if (!shader->backend_data)
      {
          if (!(shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data))))
          {
              ERR("Failed to allocate backend data.\n");
              return 0;
          }
      }
      shader_data = shader->backend_data;
      gl_shaders = shader_data->gl_shaders.gs;
  
      if (shader_data->num_gl_shaders)
          return gl_shaders[0].id;
  
      TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
  
      if (!(shader_data->gl_shaders.gs = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders))))
      {
          ERR("Failed to allocate GL shader array.\n");
          return 0;
      }
      shader_data->shader_array_size = 1;
      gl_shaders = shader_data->gl_shaders.gs;
  
      string_buffer_clear(buffer);
      ret = shader_glsl_generate_geometry_shader(context, buffer, string_buffers, shader);
      gl_shaders[shader_data->num_gl_shaders++].id = ret;
  
      return ret;
  }
  
  static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs, const char *material)
  {
      switch (mcs)
      {
          case WINED3D_MCS_MATERIAL:
              return material;
          case WINED3D_MCS_COLOR1:
              return "ffp_attrib_diffuse";
          case WINED3D_MCS_COLOR2:
              return "ffp_attrib_specular";
          default:
              ERR("Invalid material color source %#x.\n", mcs);
              return "<invalid>";
      }
  }
  
  static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer,
          const struct wined3d_ffp_vs_settings *settings, BOOL legacy_lighting)
  {
      const char *diffuse, *specular, *emissive, *ambient;
      enum wined3d_light_type light_type;
      unsigned int i;
  
      if (!settings->lighting)
      {
          shader_addline(buffer, "ffp_varying_diffuse = ffp_attrib_diffuse;\n");
          shader_addline(buffer, "ffp_varying_specular = ffp_attrib_specular;\n");
          return;
      }
  
      shader_addline(buffer, "vec3 ambient = ffp_light_ambient;\n");
      shader_addline(buffer, "vec3 diffuse = vec3(0.0);\n");
      shader_addline(buffer, "vec4 specular = vec4(0.0);\n");
      shader_addline(buffer, "vec3 dir, dst;\n");
      shader_addline(buffer, "float att, t;\n");
  
      ambient = shader_glsl_ffp_mcs(settings->ambient_source, "ffp_material.ambient");
      diffuse = shader_glsl_ffp_mcs(settings->diffuse_source, "ffp_material.diffuse");
      specular = shader_glsl_ffp_mcs(settings->specular_source, "ffp_material.specular");
      emissive = shader_glsl_ffp_mcs(settings->emissive_source, "ffp_material.emissive");
  
      for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
      {
          light_type = (settings->light_type >> WINED3D_FFP_LIGHT_TYPE_SHIFT(i)) & WINED3D_FFP_LIGHT_TYPE_MASK;
          switch (light_type)
          {
              case WINED3D_LIGHT_POINT:
                  shader_addline(buffer, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", i);
                  shader_addline(buffer, "dst.z = dot(dir, dir);\n");
                  shader_addline(buffer, "dst.y = sqrt(dst.z);\n");
                  shader_addline(buffer, "dst.x = 1.0;\n");
                  if (legacy_lighting)
                  {
                      shader_addline(buffer, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", i, i);
                      shader_addline(buffer, "dst.z = dst.y * dst.y;\n");
                  }
                  else
                  {
                      shader_addline(buffer, "if (dst.y <= ffp_light[%u].range)\n{\n", i);
                  }
                  shader_addline(buffer, "att = dot(dst.xyz, vec3(ffp_light[%u].c_att,"
                          " ffp_light[%u].l_att, ffp_light[%u].q_att));\n", i, i, i);
                  if (!legacy_lighting)
                      shader_addline(buffer, "att = 1.0 / att;\n");
                  shader_addline(buffer, "ambient += ffp_light[%u].ambient.xyz * att;\n", i);
                  if (!settings->normal)
                  {
                      if (!legacy_lighting)
                          shader_addline(buffer, "}\n");
                      break;
                  }
                  shader_addline(buffer, "dir = normalize(dir);\n");
                  shader_addline(buffer, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
                          " * ffp_light[%u].diffuse.xyz) * att;\n", i);
                  if (settings->localviewer)
                      shader_addline(buffer, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
                  else
                      shader_addline(buffer, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
                  shader_addline(buffer, "if (t > 0.0) specular += (pow(t, ffp_material.shininess)"
                          " * ffp_light[%u].specular) * att;\n", i);
                  if (!legacy_lighting)
                      shader_addline(buffer, "}\n");
                  break;
  
              case WINED3D_LIGHT_SPOT:
                  shader_addline(buffer, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", i);
                  shader_addline(buffer, "dst.z = dot(dir, dir);\n");
                  shader_addline(buffer, "dst.y = sqrt(dst.z);\n");
                  shader_addline(buffer, "dst.x = 1.0;\n");
                  if (legacy_lighting)
                  {
                      shader_addline(buffer, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", i, i);
                      shader_addline(buffer, "dst.z = dst.y * dst.y;\n");
                  }
                  else
                  {
                      shader_addline(buffer, "if (dst.y <= ffp_light[%u].range)\n{\n", i);
                  }
                  shader_addline(buffer, "dir = normalize(dir);\n");
                  shader_addline(buffer, "t = dot(-dir, normalize(ffp_light[%u].direction));\n", i);
                  shader_addline(buffer, "if (t > ffp_light[%u].cos_htheta) att = 1.0;\n", i);
                  shader_addline(buffer, "else if (t <= ffp_light[%u].cos_hphi) att = 0.0;\n", i);
                  shader_addline(buffer, "else att = pow((t - ffp_light[%u].cos_hphi)"
                          " / (ffp_light[%u].cos_htheta - ffp_light[%u].cos_hphi), ffp_light[%u].falloff);\n",
                          i, i, i, i);
                  if (legacy_lighting)
                      shader_addline(buffer, "att *= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
                              " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
                              i, i, i);
                  else
                      shader_addline(buffer, "att /= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
                              " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
                              i, i, i);
                  shader_addline(buffer, "ambient += ffp_light[%u].ambient.xyz * att;\n", i);
                  if (!settings->normal)
                  {
                      if (!legacy_lighting)
                          shader_addline(buffer, "}\n");
                      break;
                  }
                  shader_addline(buffer, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
                          " * ffp_light[%u].diffuse.xyz) * att;\n", i);
                  if (settings->localviewer)
                      shader_addline(buffer, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
                  else
                      shader_addline(buffer, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
                  shader_addline(buffer, "if (t > 0.0) specular += (pow(t, ffp_material.shininess)"
                          " * ffp_light[%u].specular) * att;\n", i);
                  if (!legacy_lighting)
                      shader_addline(buffer, "}\n");
                  break;
  
              case WINED3D_LIGHT_DIRECTIONAL:
                  shader_addline(buffer, "ambient += ffp_light[%u].ambient.xyz;\n", i);
                  if (!settings->normal)
                      break;
                  shader_addline(buffer, "dir = normalize(ffp_light[%u].direction.xyz);\n", i);
                  shader_addline(buffer, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
                          " * ffp_light[%u].diffuse.xyz;\n", i);
                  /* TODO: In the non-local viewer case the halfvector is constant
                   * and could be precomputed and stored in a uniform. */
                  if (settings->localviewer)
                      shader_addline(buffer, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
                  else
                      shader_addline(buffer, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
                  shader_addline(buffer, "if (t > 0.0) specular += pow(t, ffp_material.shininess)"
                          " * ffp_light[%u].specular;\n", i);
                  break;
  
              case WINED3D_LIGHT_PARALLELPOINT:
                  shader_addline(buffer, "ambient += ffp_light[%u].ambient.xyz;\n", i);
                  if (!settings->normal)
                      break;
                  shader_addline(buffer, "dir = normalize(ffp_light[%u].position.xyz);\n", i);
                  shader_addline(buffer, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
                          " * ffp_light[%u].diffuse.xyz;\n", i);
                  shader_addline(buffer, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
                  shader_addline(buffer, "if (t > 0.0) specular += pow(t, ffp_material.shininess)"
                          " * ffp_light[%u].specular;\n", i);
                  break;
  
              default:
                  if (light_type)
                      FIXME("Unhandled light type %#x.\n", light_type);
                  continue;
          }
      }
  
      shader_addline(buffer, "ffp_varying_diffuse.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n",
              ambient, diffuse, emissive);
      shader_addline(buffer, "ffp_varying_diffuse.w = %s.w;\n", diffuse);
      shader_addline(buffer, "ffp_varying_specular = %s * specular;\n", specular);
  }
  
  /* Context activation is done by the caller. */
  static GLuint shader_glsl_generate_ffp_vertex_shader(struct shader_glsl_priv *priv,
          const struct wined3d_ffp_vs_settings *settings, const struct wined3d_gl_info *gl_info)
  {
      static const struct attrib_info
      {
          const char type[6];
          const char name[24];
      }
      attrib_info[] =
      {
          {"vec4", "ffp_attrib_position"},        /* WINED3D_FFP_POSITION */
          {"vec4", "ffp_attrib_blendweight"},     /* WINED3D_FFP_BLENDWEIGHT */
          /* TODO: Indexed vertex blending */
          {"float", ""},                          /* WINED3D_FFP_BLENDINDICES */
          {"vec3", "ffp_attrib_normal"},          /* WINED3D_FFP_NORMAL */
          {"float", "ffp_attrib_psize"},          /* WINED3D_FFP_PSIZE */
          {"vec4", "ffp_attrib_diffuse"},         /* WINED3D_FFP_DIFFUSE */
          {"vec4", "ffp_attrib_specular"},        /* WINED3D_FFP_SPECULAR */
      };
      struct wined3d_string_buffer *buffer = &priv->shader_buffer;
      BOOL legacy_lighting = priv->legacy_lighting;
      GLuint shader_obj;
      unsigned int i;
      BOOL legacy_context = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT];
      BOOL output_legacy_fogcoord = legacy_context;
  
      string_buffer_clear(buffer);
  
      shader_addline(buffer, "%s\n", shader_glsl_get_version(gl_info, NULL));
  
      for (i = 0; i < WINED3D_FFP_ATTRIBS_COUNT; ++i)
      {
          const char *type = i < ARRAY_SIZE(attrib_info) ? attrib_info[i].type : "vec4";
  
          shader_addline(buffer, "attribute %s vs_in%u;\n", type, i);
      }
      shader_addline(buffer, "\n");
  
      shader_addline(buffer, "uniform mat4 ffp_modelview_matrix[%u];\n", MAX_VERTEX_BLENDS);
      shader_addline(buffer, "uniform mat4 ffp_projection_matrix;\n");
      shader_addline(buffer, "uniform mat3 ffp_normal_matrix;\n");
      shader_addline(buffer, "uniform mat4 ffp_texture_matrix[%u];\n", MAX_TEXTURES);
  
      shader_addline(buffer, "uniform struct\n{\n");
      shader_addline(buffer, "    vec4 emissive;\n");
      shader_addline(buffer, "    vec4 ambient;\n");
      shader_addline(buffer, "    vec4 diffuse;\n");
      shader_addline(buffer, "    vec4 specular;\n");
      shader_addline(buffer, "    float shininess;\n");
      shader_addline(buffer, "} ffp_material;\n");
  
      shader_addline(buffer, "uniform vec3 ffp_light_ambient;\n");
      shader_addline(buffer, "uniform struct\n{\n");
      shader_addline(buffer, "    vec4 diffuse;\n");
      shader_addline(buffer, "    vec4 specular;\n");
      shader_addline(buffer, "    vec4 ambient;\n");
      shader_addline(buffer, "    vec4 position;\n");
      shader_addline(buffer, "    vec3 direction;\n");
      shader_addline(buffer, "    float range;\n");
      shader_addline(buffer, "    float falloff;\n");
      shader_addline(buffer, "    float c_att;\n");
      shader_addline(buffer, "    float l_att;\n");
      shader_addline(buffer, "    float q_att;\n");
      shader_addline(buffer, "    float cos_htheta;\n");
      shader_addline(buffer, "    float cos_hphi;\n");
      shader_addline(buffer, "} ffp_light[%u];\n", MAX_ACTIVE_LIGHTS);
  
      if (settings->point_size)
      {
          shader_addline(buffer, "uniform struct\n{\n");
          shader_addline(buffer, "    float size;\n");
          shader_addline(buffer, "    float size_min;\n");
          shader_addline(buffer, "    float size_max;\n");
          shader_addline(buffer, "    float c_att;\n");
          shader_addline(buffer, "    float l_att;\n");
          shader_addline(buffer, "    float q_att;\n");
          shader_addline(buffer, "} ffp_point;\n");
      }
  
      if (legacy_context)
      {
          shader_addline(buffer, "vec4 ffp_varying_diffuse;\n");
          shader_addline(buffer, "vec4 ffp_varying_specular;\n");
          shader_addline(buffer, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES);
          shader_addline(buffer, "float ffp_varying_fogcoord;\n");
      }
      else
      {
          declare_out_varying(gl_info, buffer, settings->flatshading, "vec4 ffp_varying_diffuse;\n");
          declare_out_varying(gl_info, buffer, settings->flatshading, "vec4 ffp_varying_specular;\n");
          declare_out_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES);
          declare_out_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n");
      }
  
      shader_addline(buffer, "\nvoid main()\n{\n");
      shader_addline(buffer, "float m;\n");
      shader_addline(buffer, "vec3 r;\n");
  
      for (i = 0; i < ARRAY_SIZE(attrib_info); ++i)
      {
          if (attrib_info[i].name[0])
              shader_addline(buffer, "%s %s = vs_in%u;\n",
                      attrib_info[i].type, attrib_info[i].name, i);
      }
      for (i = 0; i < MAX_TEXTURES; ++i)
      {
          unsigned int coord_idx = settings->texgen[i] & 0x0000ffff;
          if ((settings->texgen[i] & 0xffff0000) == WINED3DTSS_TCI_PASSTHRU)
          {
              shader_addline(buffer, "vec4 ffp_attrib_texcoord%u = vs_in%u;\n", i, coord_idx + WINED3D_FFP_TEXCOORD0);
          }
      }
  
      shader_addline(buffer, "ffp_attrib_blendweight[%u] = 1.0;\n", settings->vertexblends);
  
      if (settings->transformed)
      {
          shader_addline(buffer, "vec4 ec_pos = vec4(ffp_attrib_position.xyz, 1.0);\n");
          shader_addline(buffer, "gl_Position = ffp_projection_matrix * ec_pos;\n");
          shader_addline(buffer, "if (ffp_attrib_position.w != 0.0) gl_Position /= ffp_attrib_position.w;\n");
      }
      else
      {
          for (i = 0; i < settings->vertexblends; ++i)
              shader_addline(buffer, "ffp_attrib_blendweight[%u] -= ffp_attrib_blendweight[%u];\n", settings->vertexblends, i);
  
          shader_addline(buffer, "vec4 ec_pos = vec4(0.0);\n");
          for (i = 0; i < settings->vertexblends + 1; ++i)
              shader_addline(buffer, "ec_pos += ffp_attrib_blendweight[%u] * (ffp_modelview_matrix[%u] * ffp_attrib_position);\n", i, i);
  
          shader_addline(buffer, "gl_Position = ffp_projection_matrix * ec_pos;\n");
          if (settings->clipping)
              shader_addline(buffer, "gl_ClipVertex = ec_pos;\n");
          shader_addline(buffer, "ec_pos /= ec_pos.w;\n");
      }
  
      shader_addline(buffer, "vec3 normal = vec3(0.0);\n");
      if (settings->normal)
      {
          if (!settings->vertexblends)
          {
              shader_addline(buffer, "normal = ffp_normal_matrix * ffp_attrib_normal;\n");
          }
          else
          {
              for (i = 0; i < settings->vertexblends + 1; ++i)
                  shader_addline(buffer, "normal += ffp_attrib_blendweight[%u] * (mat3(ffp_modelview_matrix[%u]) * ffp_attrib_normal);\n", i, i);
          }
  
          if (settings->normalize)
              shader_addline(buffer, "normal = normalize(normal);\n");
      }
  
      shader_glsl_ffp_vertex_lighting(buffer, settings, legacy_lighting);
      if (legacy_context)
      {
          shader_addline(buffer, "gl_FrontColor = ffp_varying_diffuse;\n");
          shader_addline(buffer, "gl_FrontSecondaryColor = ffp_varying_specular;\n");
      }
  
      for (i = 0; i < MAX_TEXTURES; ++i)
      {
          BOOL output_legacy_texcoord = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT];
  
          switch (settings->texgen[i] & 0xffff0000)
          {
              case WINED3DTSS_TCI_PASSTHRU:
                  if (settings->texcoords & (1u << i))
                      shader_addline(buffer, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ffp_attrib_texcoord%u;\n",
                              i, i, i);
                  else if (gl_info->limits.glsl_varyings >= wined3d_max_compat_varyings(gl_info))
                      shader_addline(buffer, "ffp_varying_texcoord[%u] = vec4(0.0);\n", i);
                  else
                      output_legacy_texcoord = FALSE;
                  break;
  
              case WINED3DTSS_TCI_CAMERASPACENORMAL:
                  shader_addline(buffer, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * vec4(normal, 1.0);\n", i, i);
                  break;
  
              case WINED3DTSS_TCI_CAMERASPACEPOSITION:
                  shader_addline(buffer, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ec_pos;\n", i, i);
                  break;
  
              case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
                  shader_addline(buffer, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
                          " * vec4(reflect(normalize(ec_pos.xyz), normal), 1.0);\n", i, i);
                  break;
  
              case WINED3DTSS_TCI_SPHEREMAP:
                  shader_addline(buffer, "r = reflect(normalize(ec_pos.xyz), normal);\n");
                  shader_addline(buffer, "m = 2.0 * length(vec3(r.x, r.y, r.z + 1.0));\n");
                  shader_addline(buffer, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
                          " * vec4(r.x / m + 0.5, r.y / m + 0.5, 0.0, 1.0);\n", i, i);
                  break;
  
              default:
                  ERR("Unhandled texgen %#x.\n", settings->texgen[i]);
                  break;
          }
          if (output_legacy_texcoord)
              shader_addline(buffer, "gl_TexCoord[%u] = ffp_varying_texcoord[%u];\n", i, i);
      }
  
      switch (settings->fog_mode)
      {
          case WINED3D_FFP_VS_FOG_OFF:
              output_legacy_fogcoord = FALSE;
              break;
  
          case WINED3D_FFP_VS_FOG_FOGCOORD:
              shader_addline(buffer, "ffp_varying_fogcoord = ffp_attrib_specular.w * 255.0;\n");
              break;
  
          case WINED3D_FFP_VS_FOG_RANGE:
              shader_addline(buffer, "ffp_varying_fogcoord = length(ec_pos.xyz);\n");
              break;
  
          case WINED3D_FFP_VS_FOG_DEPTH:
              if (settings->ortho_fog)
                  /* Need to undo the [0.0 - 1.0] -> [-1.0 - 1.0] transformation from D3D to GL coordinates. */
                  shader_addline(buffer, "ffp_varying_fogcoord = gl_Position.z * 0.5 + 0.5;\n");
              else if (settings->transformed)
                  shader_addline(buffer, "ffp_varying_fogcoord = ec_pos.z;\n");
              else
                  shader_addline(buffer, "ffp_varying_fogcoord = abs(ec_pos.z);\n");
              break;
  
          default:
              ERR("Unhandled fog mode %#x.\n", settings->fog_mode);
              break;
      }
      if (output_legacy_fogcoord)
          shader_addline(buffer, "gl_FogFragCoord = ffp_varying_fogcoord;\n");
  
      if (settings->point_size)
      {
          shader_addline(buffer, "gl_PointSize = %s / sqrt(ffp_point.c_att"
                  " + ffp_point.l_att * length(ec_pos.xyz)"
                  " + ffp_point.q_att * dot(ec_pos.xyz, ec_pos.xyz));\n",
                  settings->per_vertex_point_size ? "ffp_attrib_psize" : "ffp_point.size");
          shader_addline(buffer, "gl_PointSize = clamp(gl_PointSize, ffp_point.size_min, ffp_point.size_max);\n");
      }
  
      shader_addline(buffer, "}\n");
  
      shader_obj = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER));
      shader_glsl_compile(gl_info, shader_obj, buffer->buffer);
  
      return shader_obj;
  }
  
  static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_string_buffer *buffer,
          DWORD argnum, unsigned int stage, DWORD arg)
  {
      const char *ret;
  
      if (arg == ARG_UNUSED)
          return "<unused arg>";
  
      switch (arg & WINED3DTA_SELECTMASK)
      {
          case WINED3DTA_DIFFUSE:
              ret = "ffp_varying_diffuse";
              break;
  
          case WINED3DTA_CURRENT:
              ret = "ret";
              break;
  
          case WINED3DTA_TEXTURE:
              switch (stage)
              {
                  case 0: ret = "tex0"; break;
                  case 1: ret = "tex1"; break;
                  case 2: ret = "tex2"; break;
                  case 3: ret = "tex3"; break;
                  case 4: ret = "tex4"; break;
                  case 5: ret = "tex5"; break;
                  case 6: ret = "tex6"; break;
                  case 7: ret = "tex7"; break;
                  default:
                      ret = "<invalid texture>";
                      break;
              }
              break;
  
          case WINED3DTA_TFACTOR:
              ret = "tex_factor";
              break;
  
          case WINED3DTA_SPECULAR:
              ret = "ffp_varying_specular";
              break;
  
          case WINED3DTA_TEMP:
              ret = "temp_reg";
              break;
  
          case WINED3DTA_CONSTANT:
              switch (stage)
              {
                  case 0: ret = "tss_const0"; break;
                  case 1: ret = "tss_const1"; break;
                  case 2: ret = "tss_const2"; break;
                  case 3: ret = "tss_const3"; break;
                  case 4: ret = "tss_const4"; break;
                  case 5: ret = "tss_const5"; break;
                  case 6: ret = "tss_const6"; break;
                  case 7: ret = "tss_const7"; break;
                  default:
                      ret = "<invalid constant>";
                      break;
              }
              break;
  
          default:
              return "<unhandled arg>";
      }
  
      if (arg & WINED3DTA_COMPLEMENT)
      {
          shader_addline(buffer, "arg%u = vec4(1.0) - %s;\n", argnum, ret);
          if (argnum == 0)
              ret = "arg0";
          else if (argnum == 1)
              ret = "arg1";
          else if (argnum == 2)
              ret = "arg2";
      }
  
      if (arg & WINED3DTA_ALPHAREPLICATE)
      {
          shader_addline(buffer, "arg%u = vec4(%s.w);\n", argnum, ret);
          if (argnum == 0)
              ret = "arg0";
          else if (argnum == 1)
              ret = "arg1";
          else if (argnum == 2)
              ret = "arg2";
      }
  
      return ret;
  }
  
  static void shader_glsl_ffp_fragment_op(struct wined3d_string_buffer *buffer, unsigned int stage, BOOL color,
          BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
  {
      const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
  
      if (color && alpha)
          dstmask = "";
      else if (color)
          dstmask = ".xyz";
      else
          dstmask = ".w";
  
      if (dst == tempreg)
          dstreg = "temp_reg";
      else
          dstreg = "ret";
  
      arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, dw_arg0);
      arg1 = shader_glsl_get_ffp_fragment_op_arg(buffer, 1, stage, dw_arg1);
      arg2 = shader_glsl_get_ffp_fragment_op_arg(buffer, 2, stage, dw_arg2);
  
      switch (op)
      {
          case WINED3D_TOP_DISABLE:
              break;
  
          case WINED3D_TOP_SELECT_ARG1:
              shader_addline(buffer, "%s%s = %s%s;\n", dstreg, dstmask, arg1, dstmask);
              break;
  
          case WINED3D_TOP_SELECT_ARG2:
              shader_addline(buffer, "%s%s = %s%s;\n", dstreg, dstmask, arg2, dstmask);
              break;
  
          case WINED3D_TOP_MODULATE:
              shader_addline(buffer, "%s%s = %s%s * %s%s;\n", dstreg, dstmask, arg1, dstmask, arg2, dstmask);
              break;
  
          case WINED3D_TOP_MODULATE_4X:
              shader_addline(buffer, "%s%s = clamp(%s%s * %s%s * 4.0, 0.0, 1.0);\n",
                      dstreg, dstmask, arg1, dstmask, arg2, dstmask);
              break;
  
          case WINED3D_TOP_MODULATE_2X:
              shader_addline(buffer, "%s%s = clamp(%s%s * %s%s * 2.0, 0.0, 1.0);\n",
                      dstreg, dstmask, arg1, dstmask, arg2, dstmask);
              break;
  
          case WINED3D_TOP_ADD:
              shader_addline(buffer, "%s%s = clamp(%s%s + %s%s, 0.0, 1.0);\n",
                      dstreg, dstmask, arg1, dstmask, arg2, dstmask);
              break;
  
          case WINED3D_TOP_ADD_SIGNED:
              shader_addline(buffer, "%s%s = clamp(%s%s + (%s - vec4(0.5))%s, 0.0, 1.0);\n",
                      dstreg, dstmask, arg1, dstmask, arg2, dstmask);
              break;
  
          case WINED3D_TOP_ADD_SIGNED_2X:
              shader_addline(buffer, "%s%s = clamp((%s%s + (%s - vec4(0.5))%s) * 2.0, 0.0, 1.0);\n",
                      dstreg, dstmask, arg1, dstmask, arg2, dstmask);
              break;
  
          case WINED3D_TOP_SUBTRACT:
              shader_addline(buffer, "%s%s = clamp(%s%s - %s%s, 0.0, 1.0);\n",
                      dstreg, dstmask, arg1, dstmask, arg2, dstmask);
              break;
  
          case WINED3D_TOP_ADD_SMOOTH:
              shader_addline(buffer, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s%s, 0.0, 1.0);\n",
                      dstreg, dstmask, arg1, dstmask, arg2, dstmask, arg1, dstmask);
              break;
  
          case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
              arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_DIFFUSE);
              shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s.w);\n",
                      dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0);
              break;
  
          case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
              arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_TEXTURE);
              shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s.w);\n",
                      dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0);
              break;
  
          case WINED3D_TOP_BLEND_FACTOR_ALPHA:
              arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_TFACTOR);
              shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s.w);\n",
                      dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0);
              break;
  
          case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
              arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_TEXTURE);
              shader_addline(buffer, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
                      dstreg, dstmask, arg2, dstmask, arg0, arg1, dstmask);
              break;
  
          case WINED3D_TOP_BLEND_CURRENT_ALPHA:
              arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_CURRENT);
              shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s.w);\n",
                      dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0);
              break;
  
          case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
              shader_addline(buffer, "%s%s = clamp(%s%s * %s.w + %s%s, 0.0, 1.0);\n",
                      dstreg, dstmask, arg2, dstmask, arg1, arg1, dstmask);
              break;
  
          case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
              shader_addline(buffer, "%s%s = clamp(%s%s * %s%s + %s.w, 0.0, 1.0);\n",
                      dstreg, dstmask, arg1, dstmask, arg2, dstmask, arg1);
              break;
  
          case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
              shader_addline(buffer, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
                      dstreg, dstmask, arg2, dstmask, arg1, arg1, dstmask);
              break;
          case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
              shader_addline(buffer, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s.w, 0.0, 1.0);\n",
                      dstreg, dstmask, arg1, dstmask, arg2, dstmask, arg1);
              break;
  
          case WINED3D_TOP_BUMPENVMAP:
          case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
              /* These are handled in the first pass, nothing to do. */
              break;
  
          case WINED3D_TOP_DOTPRODUCT3:
              shader_addline(buffer, "%s%s = vec4(clamp(dot(%s.xyz - 0.5, %s.xyz - 0.5) * 4.0, 0.0, 1.0))%s;\n",
                      dstreg, dstmask, arg1, arg2, dstmask);
              break;
  
          case WINED3D_TOP_MULTIPLY_ADD:
              shader_addline(buffer, "%s%s = clamp(%s%s * %s%s + %s%s, 0.0, 1.0);\n",
                      dstreg, dstmask, arg1, dstmask, arg2, dstmask, arg0, dstmask);
              break;
  
          case WINED3D_TOP_LERP:
              /* MSDN isn't quite right here. */
              shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s%s);\n",
                      dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0, dstmask);
              break;
  
          default:
              FIXME("Unhandled operation %#x.\n", op);
              break;
      }
  }
  
  /* Context activation is done by the caller. */
  static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv *priv,
          const struct ffp_frag_settings *settings, const struct wined3d_gl_info *gl_info)
  {
      struct wined3d_string_buffer *buffer = &priv->shader_buffer;
      BYTE lum_map = 0, bump_map = 0, tex_map = 0, tss_const_map = 0;
      BOOL tempreg_used = FALSE, tfactor_used = FALSE;
      UINT lowest_disabled_stage;
      GLuint shader_id;
      DWORD arg0, arg1, arg2;
      unsigned int stage;
      struct wined3d_string_buffer *tex_reg_name = string_buffer_get(&priv->string_buffers);
      BOOL legacy_context = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT];
  
      string_buffer_clear(buffer);
  
      /* Find out which textures are read */
      for (stage = 0; stage < MAX_TEXTURES; ++stage)
      {
          if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
              break;
  
          arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
          arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
          arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
  
          if (arg0 == WINED3DTA_TEXTURE || arg1 == WINED3DTA_TEXTURE || arg2 == WINED3DTA_TEXTURE
                  || (stage == 0 && settings->color_key_enabled))
              tex_map |= 1u << stage;
          if (arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR)
              tfactor_used = TRUE;
          if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP)
              tempreg_used = TRUE;
          if (settings->op[stage].dst == tempreg)
              tempreg_used = TRUE;
          if (arg0 == WINED3DTA_CONSTANT || arg1 == WINED3DTA_CONSTANT || arg2 == WINED3DTA_CONSTANT)
              tss_const_map |= 1u << stage;
  
          switch (settings->op[stage].cop)
          {
              case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
                  lum_map |= 1u << stage;
                  /* fall through */
              case WINED3D_TOP_BUMPENVMAP:
                  bump_map |= 1u << stage;
                  /* fall through */
              case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
              case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
                  tex_map |= 1u << stage;
                  break;
  
              case WINED3D_TOP_BLEND_FACTOR_ALPHA:
                  tfactor_used = TRUE;
                  break;
  
              default:
                  break;
          }
  
          if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
              continue;
  
          arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
          arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
          arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
  
          if (arg0 == WINED3DTA_TEXTURE || arg1 == WINED3DTA_TEXTURE || arg2 == WINED3DTA_TEXTURE)
              tex_map |= 1u << stage;
          if (arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR)
              tfactor_used = TRUE;
          if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP)
              tempreg_used = TRUE;
          if (arg0 == WINED3DTA_CONSTANT || arg1 == WINED3DTA_CONSTANT || arg2 == WINED3DTA_CONSTANT)
              tss_const_map |= 1u << stage;
      }
      lowest_disabled_stage = stage;
  
      shader_addline(buffer, "%s\n", shader_glsl_get_version(gl_info, NULL));
  
      if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
          shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
  
      shader_addline(buffer, "vec4 tmp0, tmp1;\n");
      shader_addline(buffer, "vec4 ret;\n");
      if (tempreg_used || settings->sRGB_write)
          shader_addline(buffer, "vec4 temp_reg = vec4(0.0);\n");
      shader_addline(buffer, "vec4 arg0, arg1, arg2;\n");
  
      for (stage = 0; stage < MAX_TEXTURES; ++stage)
      {
          if (tss_const_map & (1u << stage))
              shader_addline(buffer, "uniform vec4 tss_const%u;\n", stage);
  
          if (!(tex_map & (1u << stage)))
              continue;
  
          switch (settings->op[stage].tex_type)
          {
              case WINED3D_GL_RES_TYPE_TEX_1D:
                  shader_addline(buffer, "uniform sampler1D ps_sampler%u;\n", stage);
                  break;
              case WINED3D_GL_RES_TYPE_TEX_2D:
                  shader_addline(buffer, "uniform sampler2D ps_sampler%u;\n", stage);
                  break;
              case WINED3D_GL_RES_TYPE_TEX_3D:
                  shader_addline(buffer, "uniform sampler3D ps_sampler%u;\n", stage);
                  break;
              case WINED3D_GL_RES_TYPE_TEX_CUBE:
                  shader_addline(buffer, "uniform samplerCube ps_sampler%u;\n", stage);
                  break;
              case WINED3D_GL_RES_TYPE_TEX_RECT:
                  shader_addline(buffer, "uniform sampler2DRect ps_sampler%u;\n", stage);
                  break;
              default:
                  FIXME("Unhandled sampler type %#x.\n", settings->op[stage].tex_type);
                  break;
          }
  
          shader_addline(buffer, "vec4 tex%u;\n", stage);
  
          if (!(bump_map & (1u << stage)))
              continue;
          shader_addline(buffer, "uniform mat2 bumpenv_mat%u;\n", stage);
  
          if (!(lum_map & (1u << stage)))
              continue;
          shader_addline(buffer, "uniform float bumpenv_lum_scale%u;\n", stage);
          shader_addline(buffer, "uniform float bumpenv_lum_offset%u;\n", stage);
      }
      if (tfactor_used)
          shader_addline(buffer, "uniform vec4 tex_factor;\n");
      if (settings->color_key_enabled)
          shader_addline(buffer, "uniform vec4 color_key[2];\n");
      shader_addline(buffer, "uniform vec4 specular_enable;\n");
  
      if (settings->sRGB_write)
      {
          shader_addline(buffer, "const vec4 srgb_const0 = ");
          shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const0);
          shader_addline(buffer, ";\n");
          shader_addline(buffer, "const vec4 srgb_const1 = ");
          shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const1);
          shader_addline(buffer, ";\n");
      }
  
      shader_addline(buffer, "uniform struct\n{\n");
      shader_addline(buffer, "    vec4 color;\n");
      shader_addline(buffer, "    float density;\n");
      shader_addline(buffer, "    float end;\n");
      shader_addline(buffer, "    float scale;\n");
      shader_addline(buffer, "} ffp_fog;\n");
  
      if (legacy_context)
      {
          shader_addline(buffer, "vec4 ffp_varying_diffuse;\n");
          shader_addline(buffer, "vec4 ffp_varying_specular;\n");
          shader_addline(buffer, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES);
          shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES);
          shader_addline(buffer, "float ffp_varying_fogcoord;\n");
      }
      else
      {
          declare_in_varying(gl_info, buffer, settings->flatshading, "vec4 ffp_varying_diffuse;\n");
          declare_in_varying(gl_info, buffer, settings->flatshading, "vec4 ffp_varying_specular;\n");
          declare_in_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES);
          shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES);
          declare_in_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n");
      }
  
      shader_addline(buffer, "void main()\n{\n");
  
      if (legacy_context)
      {
          shader_addline(buffer, "ffp_varying_diffuse = gl_Color;\n");
          shader_addline(buffer, "ffp_varying_specular = gl_SecondaryColor;\n");
      }
  
      for (stage = 0; stage < MAX_TEXTURES; ++stage)
      {
          if (tex_map & (1u << stage))
          {
              if (settings->pointsprite)
                  shader_addline(buffer, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", stage);
              else if (settings->texcoords_initialized & (1u << stage))
                  shader_addline(buffer, "ffp_texcoord[%u] = %s[%u];\n",
                          stage, legacy_context ? "gl_TexCoord" : "ffp_varying_texcoord", stage);
              else
                  shader_addline(buffer, "ffp_texcoord[%u] = vec4(0.0);\n", stage);
          }
      }
  
      if (legacy_context && settings->fog != WINED3D_FFP_PS_FOG_OFF)
          shader_addline(buffer, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
  
      if (lowest_disabled_stage < 7 && settings->emul_clipplanes)
          shader_addline(buffer, "if (any(lessThan(ffp_texcoord[7], vec4(0.0)))) discard;\n");
  
      /* Generate texture sampling instructions */
      for (stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage)
      {
          const char *texture_function, *coord_mask;
          BOOL proj;
  
          if (!(tex_map & (1u << stage)))
              continue;
  
          if (settings->op[stage].projected == proj_none)
          {
              proj = FALSE;
          }
          else if (settings->op[stage].projected == proj_count4
                  || settings->op[stage].projected == proj_count3)
          {
              proj = TRUE;
          }
          else
          {
              FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
              proj = TRUE;
          }
  
          if (settings->op[stage].tex_type == WINED3D_GL_RES_TYPE_TEX_CUBE)
              proj = FALSE;
  
          switch (settings->op[stage].tex_type)
          {
              case WINED3D_GL_RES_TYPE_TEX_1D:
                  if (proj)
                  {
                      texture_function = "texture1DProj";
                      coord_mask = "xw";
                  }
                  else
                  {
                      texture_function = "texture1D";
                      coord_mask = "x";
                  }
                  break;
              case WINED3D_GL_RES_TYPE_TEX_2D:
                  if (proj)
                  {
                      texture_function = "texture2DProj";
                      coord_mask = "xyw";
                  }
                  else
                  {
                      texture_function = "texture2D";
                      coord_mask = "xy";
                  }
                  break;
              case WINED3D_GL_RES_TYPE_TEX_3D:
                  if (proj)
                  {
                      texture_function = "texture3DProj";
                      coord_mask = "xyzw";
                  }
                  else
                  {
                      texture_function = "texture3D";
                      coord_mask = "xyz";
                  }
                  break;
              case WINED3D_GL_RES_TYPE_TEX_CUBE:
                  texture_function = "textureCube";
                  coord_mask = "xyz";
                  break;
              case WINED3D_GL_RES_TYPE_TEX_RECT:
                  if (proj)
                  {
                      texture_function = "texture2DRectProj";
                      coord_mask = "xyw";
                  }
                  else
                  {
                      texture_function = "texture2DRect";
                      coord_mask = "xy";
                  }
                  break;
              default:
                  FIXME("Unhandled texture type %#x.\n", settings->op[stage].tex_type);
                  texture_function = "";
                  coord_mask = "xyzw";
                  break;
          }
          if (!needs_legacy_glsl_syntax(gl_info))
              texture_function = proj ? "textureProj" : "texture";
  
          if (stage > 0
                  && (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP
                  || settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE))
          {
              shader_addline(buffer, "ret.xy = bumpenv_mat%u * tex%u.xy;\n", stage - 1, stage - 1);
  
              /* With projective textures, texbem only divides the static
               * texture coord, not the displacement, so multiply the
               * displacement with the dividing parameter before passing it to
               * TXP. */
              if (settings->op[stage].projected != proj_none)
              {
                  if (settings->op[stage].projected == proj_count4)
                  {
                      shader_addline(buffer, "ret.xy = (ret.xy * ffp_texcoord[%u].w) + ffp_texcoord[%u].xy;\n",
                              stage, stage);
                      shader_addline(buffer, "ret.zw = ffp_texcoord[%u].ww;\n", stage);
                  }
                  else
                  {
                      shader_addline(buffer, "ret.xy = (ret.xy * ffp_texcoord[%u].z) + ffp_texcoord[%u].xy;\n",
                              stage, stage);
                      shader_addline(buffer, "ret.zw = ffp_texcoord[%u].zz;\n", stage);
                  }
              }
              else
              {
                  shader_addline(buffer, "ret = ffp_texcoord[%u] + ret.xyxy;\n", stage);
              }
  
              shader_addline(buffer, "tex%u = %s(ps_sampler%u, ret.%s);\n",
                      stage, texture_function, stage, coord_mask);
  
              if (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
                  shader_addline(buffer, "tex%u *= clamp(tex%u.z * bumpenv_lum_scale%u + bumpenv_lum_offset%u, 0.0, 1.0);\n",
                          stage, stage - 1, stage - 1, stage - 1);
          }
          else if (settings->op[stage].projected == proj_count3)
          {
              shader_addline(buffer, "tex%u = %s(ps_sampler%u, ffp_texcoord[%u].xyz);\n",
                      stage, texture_function, stage, stage);
          }
          else
          {
              shader_addline(buffer, "tex%u = %s(ps_sampler%u, ffp_texcoord[%u].%s);\n",
                      stage, texture_function, stage, stage, coord_mask);
          }
  
          string_buffer_sprintf(tex_reg_name, "tex%u", stage);
          shader_glsl_color_correction_ext(buffer, tex_reg_name->buffer, WINED3DSP_WRITEMASK_ALL,
                  settings->op[stage].color_fixup);
      }
  
      if (settings->color_key_enabled)
      {
          shader_addline(buffer, "if (all(greaterThanEqual(tex0, color_key[0])) && all(lessThan(tex0, color_key[1])))\n");
          shader_addline(buffer, "    discard;\n");
      }
  
      shader_addline(buffer, "ret = ffp_varying_diffuse;\n");
  
      /* Generate the main shader */
      for (stage = 0; stage < MAX_TEXTURES; ++stage)
      {
          BOOL op_equal;
  
          if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
              break;
  
          if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
                  && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
              op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
          else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
                  && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
              op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
          else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
                  && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
              op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
          else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
                  && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
              op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
          else
              op_equal = settings->op[stage].aop == settings->op[stage].cop
                      && settings->op[stage].carg0 == settings->op[stage].aarg0
                      && settings->op[stage].carg1 == settings->op[stage].aarg1
                      && settings->op[stage].carg2 == settings->op[stage].aarg2;
  
          if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
          {
              shader_glsl_ffp_fragment_op(buffer, stage, TRUE, FALSE, settings->op[stage].dst,
                      settings->op[stage].cop, settings->op[stage].carg0,
                      settings->op[stage].carg1, settings->op[stage].carg2);
          }
          else if (op_equal)
          {
              shader_glsl_ffp_fragment_op(buffer, stage, TRUE, TRUE, settings->op[stage].dst,
                      settings->op[stage].cop, settings->op[stage].carg0,
                      settings->op[stage].carg1, settings->op[stage].carg2);
          }
          else if (settings->op[stage].cop != WINED3D_TOP_BUMPENVMAP
                  && settings->op[stage].cop != WINED3D_TOP_BUMPENVMAP_LUMINANCE)
          {
              shader_glsl_ffp_fragment_op(buffer, stage, TRUE, FALSE, settings->op[stage].dst,
                      settings->op[stage].cop, settings->op[stage].carg0,
                      settings->op[stage].carg1, settings->op[stage].carg2);
              shader_glsl_ffp_fragment_op(buffer, stage, FALSE, TRUE, settings->op[stage].dst,
                      settings->op[stage].aop, settings->op[stage].aarg0,
                      settings->op[stage].aarg1, settings->op[stage].aarg2);
          }
      }
  
      shader_addline(buffer, "gl_FragData[0] = ffp_varying_specular * specular_enable + ret;\n");
  
      if (settings->sRGB_write)
          shader_glsl_generate_srgb_write_correction(buffer);
  
      shader_glsl_generate_fog_code(buffer, settings->fog);
  
      shader_addline(buffer, "}\n");
  
      shader_id = GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER));
      shader_glsl_compile(gl_info, shader_id, buffer->buffer);
  
      string_buffer_release(&priv->string_buffers, tex_reg_name);
      return shader_id;
  }
  
  static struct glsl_ffp_vertex_shader *shader_glsl_find_ffp_vertex_shader(struct shader_glsl_priv *priv,
          const struct wined3d_gl_info *gl_info, const struct wined3d_ffp_vs_settings *settings)
  {
      struct glsl_ffp_vertex_shader *shader;
      const struct wine_rb_entry *entry;
  
      if ((entry = wine_rb_get(&priv->ffp_vertex_shaders, settings)))
          return WINE_RB_ENTRY_VALUE(entry, struct glsl_ffp_vertex_shader, desc.entry);
  
      if (!(shader = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader))))
          return NULL;
  
      shader->desc.settings = *settings;
      shader->id = shader_glsl_generate_ffp_vertex_shader(priv, settings, gl_info);
      list_init(&shader->linked_programs);
      if (wine_rb_put(&priv->ffp_vertex_shaders, &shader->desc.settings, &shader->desc.entry) == -1)
          ERR("Failed to insert ffp vertex shader.\n");
  
      return shader;
  }
  
  static struct glsl_ffp_fragment_shader *shader_glsl_find_ffp_fragment_shader(struct shader_glsl_priv *priv,
          const struct wined3d_gl_info *gl_info, const struct ffp_frag_settings *args)
  {
      struct glsl_ffp_fragment_shader *glsl_desc;
      const struct ffp_frag_desc *desc;
  
      if ((desc = find_ffp_frag_shader(&priv->ffp_fragment_shaders, args)))
          return CONTAINING_RECORD(desc, struct glsl_ffp_fragment_shader, entry);
  
      if (!(glsl_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*glsl_desc))))
          return NULL;
  
      glsl_desc->entry.settings = *args;
      glsl_desc->id = shader_glsl_generate_ffp_fragment_shader(priv, args, gl_info);
      list_init(&glsl_desc->linked_programs);
      add_ffp_frag_shader(&priv->ffp_fragment_shaders, &glsl_desc->entry);
  
      return glsl_desc;
  }
  
  
  static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info *gl_info,
          struct shader_glsl_priv *priv, GLuint program_id, struct glsl_vs_program *vs, unsigned int vs_c_count)
  {
      unsigned int i;
      struct wined3d_string_buffer *name = string_buffer_get(&priv->string_buffers);
  
      vs->uniform_f_locations = HeapAlloc(GetProcessHeap(), 0,
              sizeof(GLuint) * gl_info->limits.glsl_vs_float_constants);
      for (i = 0; i < vs_c_count; ++i)
      {
          string_buffer_sprintf(name, "vs_c[%u]", i);
          vs->uniform_f_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
      }
      memset(&vs->uniform_f_locations[vs_c_count], 0xff,
              (gl_info->limits.glsl_vs_float_constants - vs_c_count) * sizeof(GLuint));
  
      for (i = 0; i < MAX_CONST_I; ++i)
      {
          string_buffer_sprintf(name, "vs_i[%u]", i);
          vs->uniform_i_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
      }
  
      for (i = 0; i < MAX_CONST_B; ++i)
      {
          string_buffer_sprintf(name, "vs_b[%u]", i);
          vs->uniform_b_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
      }
  
      vs->pos_fixup_location = GL_EXTCALL(glGetUniformLocation(program_id, "posFixup"));
  
      for (i = 0; i < MAX_VERTEX_BLENDS; ++i)
      {
          string_buffer_sprintf(name, "ffp_modelview_matrix[%u]", i);
          vs->modelview_matrix_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
      }
      vs->projection_matrix_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_projection_matrix"));
      vs->normal_matrix_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_normal_matrix"));
      for (i = 0; i < MAX_TEXTURES; ++i)
      {
          string_buffer_sprintf(name, "ffp_texture_matrix[%u]", i);
          vs->texture_matrix_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
      }
      vs->material_ambient_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.ambient"));
      vs->material_diffuse_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.diffuse"));
      vs->material_specular_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.specular"));
      vs->material_emissive_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.emissive"));
      vs->material_shininess_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.shininess"));
      vs->light_ambient_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_light_ambient"));
      for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
      {
          string_buffer_sprintf(name, "ffp_light[%u].diffuse", i);
          vs->light_location[i].diffuse = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
          string_buffer_sprintf(name, "ffp_light[%u].specular", i);
          vs->light_location[i].specular = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
          string_buffer_sprintf(name, "ffp_light[%u].ambient", i);
          vs->light_location[i].ambient = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
          string_buffer_sprintf(name, "ffp_light[%u].position", i);
          vs->light_location[i].position = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
          string_buffer_sprintf(name, "ffp_light[%u].direction", i);
          vs->light_location[i].direction = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
          string_buffer_sprintf(name, "ffp_light[%u].range", i);
          vs->light_location[i].range = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
          string_buffer_sprintf(name, "ffp_light[%u].falloff", i);
          vs->light_location[i].falloff = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
          string_buffer_sprintf(name, "ffp_light[%u].c_att", i);
          vs->light_location[i].c_att = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
          string_buffer_sprintf(name, "ffp_light[%u].l_att", i);
          vs->light_location[i].l_att = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
          string_buffer_sprintf(name, "ffp_light[%u].q_att", i);
          vs->light_location[i].q_att = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
          string_buffer_sprintf(name, "ffp_light[%u].cos_htheta", i);
          vs->light_location[i].cos_htheta = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
          string_buffer_sprintf(name, "ffp_light[%u].cos_hphi", i);
          vs->light_location[i].cos_hphi = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
      }
      vs->pointsize_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_point.size"));
      vs->pointsize_min_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_point.size_min"));
      vs->pointsize_max_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_point.size_max"));
      vs->pointsize_c_att_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_point.c_att"));
      vs->pointsize_l_att_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_point.l_att"));
      vs->pointsize_q_att_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_point.q_att"));
  
      string_buffer_release(&priv->string_buffers, name);
  }
  
  static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info *gl_info,
          struct shader_glsl_priv *priv, GLuint program_id, struct glsl_ps_program *ps, unsigned int ps_c_count)
  {
      unsigned int i;
      struct wined3d_string_buffer *name = string_buffer_get(&priv->string_buffers);
  
      ps->uniform_f_locations = HeapAlloc(GetProcessHeap(), 0,
              sizeof(GLuint) * gl_info->limits.glsl_ps_float_constants);
      for (i = 0; i < ps_c_count; ++i)
      {
          string_buffer_sprintf(name, "ps_c[%u]", i);
          ps->uniform_f_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
      }
      memset(&ps->uniform_f_locations[ps_c_count], 0xff,
              (gl_info->limits.glsl_ps_float_constants - ps_c_count) * sizeof(GLuint));
  
      for (i = 0; i < MAX_CONST_I; ++i)
      {
          string_buffer_sprintf(name, "ps_i[%u]", i);
          ps->uniform_i_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
      }
  
      for (i = 0; i < MAX_CONST_B; ++i)
      {
          string_buffer_sprintf(name, "ps_b[%u]", i);
          ps->uniform_b_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
      }
  
      for (i = 0; i < MAX_TEXTURES; ++i)
      {
          string_buffer_sprintf(name, "bumpenv_mat%u", i);
          ps->bumpenv_mat_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
          string_buffer_sprintf(name, "bumpenv_lum_scale%u", i);
          ps->bumpenv_lum_scale_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
          string_buffer_sprintf(name, "bumpenv_lum_offset%u", i);
          ps->bumpenv_lum_offset_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
          string_buffer_sprintf(name, "tss_const%u", i);
          ps->tss_constant_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
      }
  
      ps->tex_factor_location = GL_EXTCALL(glGetUniformLocation(program_id, "tex_factor"));
      ps->specular_enable_location = GL_EXTCALL(glGetUniformLocation(program_id, "specular_enable"));
  
      ps->fog_color_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_fog.color"));
      ps->fog_density_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_fog.density"));
      ps->fog_end_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_fog.end"));
      ps->fog_scale_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_fog.scale"));
  
      ps->np2_fixup_location = GL_EXTCALL(glGetUniformLocation(program_id, "ps_samplerNP2Fixup"));
      ps->ycorrection_location = GL_EXTCALL(glGetUniformLocation(program_id, "ycorrection"));
      ps->color_key_location = GL_EXTCALL(glGetUniformLocation(program_id, "color_key"));
  
      string_buffer_release(&priv->string_buffers, name);
  }
  
  static void shader_glsl_init_uniform_block_bindings(const struct wined3d_gl_info *gl_info,
          struct shader_glsl_priv *priv, GLuint program_id,
          const struct wined3d_shader_reg_maps *reg_maps, unsigned int base, unsigned int count)
  {
      const char *prefix = shader_glsl_get_prefix(reg_maps->shader_version.type);
      GLuint block_idx;
      unsigned int i;
      struct wined3d_string_buffer *name = string_buffer_get(&priv->string_buffers);
  
      for (i = 0; i < count; ++i)
      {
          if (!reg_maps->cb_sizes[i])
              continue;
  
          string_buffer_sprintf(name, "block_%s_cb%u", prefix, i);
          block_idx = GL_EXTCALL(glGetUniformBlockIndex(program_id, name->buffer));
          GL_EXTCALL(glUniformBlockBinding(program_id, block_idx, base + i));
      }
      checkGLcall("glUniformBlockBinding");
      string_buffer_release(&priv->string_buffers, name);
  }
  
  /* Context activation is done by the caller. */
  static void set_glsl_shader_program(const struct wined3d_context *context, const struct wined3d_state *state,
          struct shader_glsl_priv *priv, struct glsl_context_data *ctx_data)
  {
      const struct wined3d_gl_info *gl_info = context->gl_info;
      const struct wined3d_d3d_info *d3d_info = context->d3d_info;
      const struct ps_np2fixup_info *np2fixup_info = NULL;
      struct glsl_shader_prog_link *entry = NULL;
      struct wined3d_shader *vshader = NULL;
      struct wined3d_shader *gshader = NULL;
      struct wined3d_shader *pshader = NULL;
      GLuint program_id;
      GLuint reorder_shader_id = 0;
      unsigned int i;
      GLuint vs_id = 0;
      GLuint gs_id = 0;
      GLuint ps_id = 0;
      struct list *ps_list, *vs_list;
      WORD attribs_map;
      struct wined3d_string_buffer *tmp_name;
  
      if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_VERTEX)) && ctx_data->glsl_program)
      {
          vs_id = ctx_data->glsl_program->vs.id;
          vs_list = &ctx_data->glsl_program->vs.shader_entry;
  
          if (use_vs(state))
          {
              vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
              gshader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
  
              if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_GEOMETRY))
                      && ctx_data->glsl_program->gs.id)
                  gs_id = ctx_data->glsl_program->gs.id;
              else if (gshader)
                  gs_id = find_glsl_geometry_shader(context, &priv->shader_buffer, &priv->string_buffers, gshader);
          }
      }
      else if (use_vs(state))
      {
          struct vs_compile_args vs_compile_args;
  
          vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
  
          find_vs_compile_args(state, vshader, context->stream_info.swizzle_map, &vs_compile_args, d3d_info);
          vs_id = find_glsl_vshader(context, &priv->shader_buffer, &priv->string_buffers, vshader, &vs_compile_args);
          vs_list = &vshader->linked_programs;
  
          if ((gshader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY]))
              gs_id = find_glsl_geometry_shader(context, &priv->shader_buffer, &priv->string_buffers, gshader);
      }
      else if (priv->vertex_pipe == &glsl_vertex_pipe)
      {
          struct glsl_ffp_vertex_shader *ffp_shader;
          struct wined3d_ffp_vs_settings settings;
  
          wined3d_ffp_get_vs_settings(context, state, &settings);
          ffp_shader = shader_glsl_find_ffp_vertex_shader(priv, gl_info, &settings);
          vs_id = ffp_shader->id;
          vs_list = &ffp_shader->linked_programs;
      }
  
      if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_PIXEL)) && ctx_data->glsl_program)
      {
          ps_id = ctx_data->glsl_program->ps.id;
          ps_list = &ctx_data->glsl_program->ps.shader_entry;
  
          if (use_ps(state))
              pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
      }
      else if (use_ps(state))
      {
          struct ps_compile_args ps_compile_args;
          pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
          find_ps_compile_args(state, pshader, context->stream_info.position_transformed, &ps_compile_args, context);
          ps_id = find_glsl_pshader(context, &priv->shader_buffer, &priv->string_buffers,
                  pshader, &ps_compile_args, &np2fixup_info);
          ps_list = &pshader->linked_programs;
      }
      else if (priv->fragment_pipe == &glsl_fragment_pipe)
      {
          struct glsl_ffp_fragment_shader *ffp_shader;
          struct ffp_frag_settings settings;
  
          gen_ffp_frag_op(context, state, &settings, FALSE);
          ffp_shader = shader_glsl_find_ffp_fragment_shader(priv, gl_info, &settings);
          ps_id = ffp_shader->id;
          ps_list = &ffp_shader->linked_programs;
      }
  
      if ((!vs_id && !gs_id && !ps_id) || (entry = get_glsl_program_entry(priv, vs_id, gs_id, ps_id)))
      {
          ctx_data->glsl_program = entry;
          return;
      }
  
      /* If we get to this point, then no matching program exists, so we create one */
      program_id = GL_EXTCALL(glCreateProgram());
      TRACE("Created new GLSL shader program %u.\n", program_id);
  
      /* Create the entry */
      entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
      entry->id = program_id;
      entry->vs.id = vs_id;
      entry->gs.id = gs_id;
      entry->ps.id = ps_id;
      entry->constant_version = 0;
      entry->ps.np2_fixup_info = np2fixup_info;
      /* Add the hash table entry */
      add_glsl_program_entry(priv, entry);
  
      /* Set the current program */
      ctx_data->glsl_program = entry;
  
      /* Attach GLSL vshader */
      if (vs_id)
      {
          TRACE("Attaching GLSL shader object %u to program %u.\n", vs_id, program_id);
          GL_EXTCALL(glAttachShader(program_id, vs_id));
          checkGLcall("glAttachShader");
  
          list_add_head(vs_list, &entry->vs.shader_entry);
      }
  
      if (vshader)
      {
          attribs_map = vshader->reg_maps.input_registers;
          reorder_shader_id = generate_param_reorder_function(priv, vshader, pshader,
                  state->gl_primitive_type == GL_POINTS && vshader->reg_maps.point_size,
                  d3d_info->emulated_flatshading
                  && state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT, gl_info);
          TRACE("Attaching GLSL shader object %u to program %u.\n", reorder_shader_id, program_id);
          GL_EXTCALL(glAttachShader(program_id, reorder_shader_id));
          checkGLcall("glAttachShader");
          /* Flag the reorder function for deletion, then it will be freed automatically when the program
           * is destroyed
           */
          GL_EXTCALL(glDeleteShader(reorder_shader_id));
      }
      else
      {
          attribs_map = (1u << WINED3D_FFP_ATTRIBS_COUNT) - 1;
      }
  
      /* Bind vertex attributes to a corresponding index number to match
       * the same index numbers as ARB_vertex_programs (makes loading
       * vertex attributes simpler).  With this method, we can use the
       * exact same code to load the attributes later for both ARB and
       * GLSL shaders.
       *
       * We have to do this here because we need to know the Program ID
       * in order to make the bindings work, and it has to be done prior
       * to linking the GLSL program. */
      tmp_name = string_buffer_get(&priv->string_buffers);
      for (i = 0; attribs_map; attribs_map >>= 1, ++i)
      {
          if (!(attribs_map & 1))
              continue;
  
          string_buffer_sprintf(tmp_name, "vs_in%u", i);
          GL_EXTCALL(glBindAttribLocation(program_id, i, tmp_name->buffer));
      }
      checkGLcall("glBindAttribLocation");
      string_buffer_release(&priv->string_buffers, tmp_name);
  
      if (gshader)
      {
          TRACE("Attaching GLSL geometry shader object %u to program %u.\n", gs_id, program_id);
          GL_EXTCALL(glAttachShader(program_id, gs_id));
          checkGLcall("glAttachShader");
  
          TRACE("input type %s, output type %s, vertices out %u.\n",
                  debug_d3dprimitivetype(gshader->u.gs.input_type),
                  debug_d3dprimitivetype(gshader->u.gs.output_type),
                  gshader->u.gs.vertices_out);
          GL_EXTCALL(glProgramParameteriARB(program_id, GL_GEOMETRY_INPUT_TYPE_ARB,
                  gl_primitive_type_from_d3d(gshader->u.gs.input_type)));
          GL_EXTCALL(glProgramParameteriARB(program_id, GL_GEOMETRY_OUTPUT_TYPE_ARB,
                  gl_primitive_type_from_d3d(gshader->u.gs.output_type)));
          GL_EXTCALL(glProgramParameteriARB(program_id, GL_GEOMETRY_VERTICES_OUT_ARB,
                  gshader->u.gs.vertices_out));
          checkGLcall("glProgramParameteriARB");
  
          list_add_head(&gshader->linked_programs, &entry->gs.shader_entry);
      }
  
      /* Attach GLSL pshader */
      if (ps_id)
      {
          TRACE("Attaching GLSL shader object %u to program %u.\n", ps_id, program_id);
          GL_EXTCALL(glAttachShader(program_id, ps_id));
          checkGLcall("glAttachShader");
  
          list_add_head(ps_list, &entry->ps.shader_entry);
      }
  
      /* Link the program */
      TRACE("Linking GLSL shader program %u.\n", program_id);
      GL_EXTCALL(glLinkProgram(program_id));
      shader_glsl_validate_link(gl_info, program_id);
  
      shader_glsl_init_vs_uniform_locations(gl_info, priv, program_id, &entry->vs,
              vshader ? min(vshader->limits->constant_float, gl_info->limits.glsl_vs_float_constants) : 0);
      shader_glsl_init_ps_uniform_locations(gl_info, priv, program_id, &entry->ps,
              pshader ? min(pshader->limits->constant_float, gl_info->limits.glsl_ps_float_constants) : 0);
      checkGLcall("Find glsl program uniform locations");
  
      if (pshader && pshader->reg_maps.shader_version.major >= 3
              && pshader->u.ps.declared_in_count > vec4_varyings(3, gl_info))
      {
          TRACE("Shader %d needs vertex color clamping disabled.\n", program_id);
          entry->vs.vertex_color_clamp = GL_FALSE;
      }
      else
      {
          entry->vs.vertex_color_clamp = GL_FIXED_ONLY_ARB;
      }
  
      /* Set the shader to allow uniform loading on it */
      GL_EXTCALL(glUseProgram(program_id));
      checkGLcall("glUseProgram");
  
      /* Texture unit mapping is set up to be the same each time the shader
       * program is used so we can hardcode the sampler uniform values. */
      shader_glsl_load_samplers(gl_info, priv, context->tex_unit_map, program_id);
  
      entry->constant_update_mask = 0;
      if (vshader)
      {
          entry->constant_update_mask |= WINED3D_SHADER_CONST_VS_F;
          if (vshader->reg_maps.integer_constants)
              entry->constant_update_mask |= WINED3D_SHADER_CONST_VS_I;
          if (vshader->reg_maps.boolean_constants)
              entry->constant_update_mask |= WINED3D_SHADER_CONST_VS_B;
          entry->constant_update_mask |= WINED3D_SHADER_CONST_VS_POS_FIXUP;
  
          shader_glsl_init_uniform_block_bindings(gl_info, priv, program_id, &vshader->reg_maps,
                  0, gl_info->limits.vertex_uniform_blocks);
      }
      else
      {
          entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MODELVIEW
                  | WINED3D_SHADER_CONST_FFP_PROJ;
  
          for (i = 1; i < MAX_VERTEX_BLENDS; ++i)
          {
              if (entry->vs.modelview_matrix_location[i] != -1)
              {
                  entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_VERTEXBLEND;
                  break;
              }
          }
  
          for (i = 0; i < MAX_TEXTURES; ++i)
          {
              if (entry->vs.texture_matrix_location[i] != -1)
              {
                  entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_TEXMATRIX;
                  break;
              }
          }
          if (entry->vs.material_ambient_location != -1 || entry->vs.material_diffuse_location != -1
                  || entry->vs.material_specular_location != -1
                  || entry->vs.material_emissive_location != -1
                  || entry->vs.material_shininess_location != -1)
              entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MATERIAL;
          if (entry->vs.light_ambient_location != -1)
              entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_LIGHTS;
      }
      if (entry->vs.pointsize_min_location != -1)
          entry->constant_update_mask |= WINED3D_SHADER_CONST_VS_POINTSIZE;
  
      if (gshader)
          shader_glsl_init_uniform_block_bindings(gl_info, priv, program_id, &gshader->reg_maps,
                  gl_info->limits.vertex_uniform_blocks, gl_info->limits.geometry_uniform_blocks);
  
      if (ps_id)
      {
          if (pshader)
          {
              entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
              if (pshader->reg_maps.integer_constants)
                  entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_I;
              if (pshader->reg_maps.boolean_constants)
                  entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_B;
              if (entry->ps.ycorrection_location != -1)
                  entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_Y_CORR;
  
              shader_glsl_init_uniform_block_bindings(gl_info, priv, program_id, &pshader->reg_maps,
                      gl_info->limits.vertex_uniform_blocks + gl_info->limits.geometry_uniform_blocks,
                      gl_info->limits.fragment_uniform_blocks);
          }
          else
          {
              entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_PS;
          }
  
          for (i = 0; i < MAX_TEXTURES; ++i)
          {
              if (entry->ps.bumpenv_mat_location[i] != -1)
              {
                  entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
                  break;
              }
          }
  
          if (entry->ps.fog_color_location != -1)
              entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_FOG;
          if (entry->ps.np2_fixup_location != -1)
              entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
          if (entry->ps.color_key_location != -1)
              entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_COLOR_KEY;
      }
  }
  
  /* Context activation is done by the caller. */
  static GLuint create_glsl_blt_shader(const struct wined3d_gl_info *gl_info, enum wined3d_gl_resource_type tex_type,
          BOOL masked)
  {
      GLuint program_id;
      GLuint vshader_id, pshader_id;
      const char *blt_pshader;
  
      static const char blt_vshader[] =
          "#version 120\n"
          "void main(void)\n"
          "{\n"
          "    gl_Position = gl_Vertex;\n"
          "    gl_FrontColor = vec4(1.0);\n"
          "    gl_TexCoord[0] = gl_MultiTexCoord0;\n"
          "}\n";
  
      static const char * const blt_pshaders_full[WINED3D_GL_RES_TYPE_COUNT] =
      {
          /* WINED3D_GL_RES_TYPE_TEX_1D */
          NULL,
          /* WINED3D_GL_RES_TYPE_TEX_2D */
          "#version 120\n"
          "uniform sampler2D sampler;\n"
          "void main(void)\n"
          "{\n"
          "    gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
          "}\n",
          /* WINED3D_GL_RES_TYPE_TEX_3D */
          NULL,
          /* WINED3D_GL_RES_TYPE_TEX_CUBE */
          "#version 120\n"
          "uniform samplerCube sampler;\n"
          "void main(void)\n"
          "{\n"
          "    gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
          "}\n",
          /* WINED3D_GL_RES_TYPE_TEX_RECT */
          "#version 120\n"
          "#extension GL_ARB_texture_rectangle : enable\n"
          "uniform sampler2DRect sampler;\n"
          "void main(void)\n"
          "{\n"
          "    gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
          "}\n",
          /* WINED3D_GL_RES_TYPE_BUFFER */
          NULL,
          /* WINED3D_GL_RES_TYPE_RB */
          NULL,
      };
  
      static const char * const blt_pshaders_masked[WINED3D_GL_RES_TYPE_COUNT] =
      {
          /* WINED3D_GL_RES_TYPE_TEX_1D */
          NULL,
          /* WINED3D_GL_RES_TYPE_TEX_2D */
          "#version 120\n"
          "uniform sampler2D sampler;\n"
          "uniform vec4 mask;\n"
          "void main(void)\n"
          "{\n"
          "    if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
          "    gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
          "}\n",
          /* WINED3D_GL_RES_TYPE_TEX_3D */
          NULL,
          /* WINED3D_GL_RES_TYPE_TEX_CUBE */
          "#version 120\n"
          "uniform samplerCube sampler;\n"
          "uniform vec4 mask;\n"
          "void main(void)\n"
          "{\n"
          "    if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
          "    gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
          "}\n",
          /* WINED3D_GL_RES_TYPE_TEX_RECT */
          "#version 120\n"
          "#extension GL_ARB_texture_rectangle : enable\n"
          "uniform sampler2DRect sampler;\n"
          "uniform vec4 mask;\n"
          "void main(void)\n"
          "{\n"
          "    if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
          "    gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
          "}\n",
          /* WINED3D_GL_RES_TYPE_BUFFER */
          NULL,
          /* WINED3D_GL_RES_TYPE_RB */
          NULL,
      };
  
      blt_pshader = masked ? blt_pshaders_masked[tex_type] : blt_pshaders_full[tex_type];
      if (!blt_pshader)
      {
          FIXME("tex_type %#x not supported\n", tex_type);
          return 0;
      }
  
      vshader_id = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER));
      shader_glsl_compile(gl_info, vshader_id, blt_vshader);
  
      pshader_id = GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER));
      shader_glsl_compile(gl_info, pshader_id, blt_pshader);
  
      program_id = GL_EXTCALL(glCreateProgram());
      GL_EXTCALL(glAttachShader(program_id, vshader_id));
      GL_EXTCALL(glAttachShader(program_id, pshader_id));
      GL_EXTCALL(glLinkProgram(program_id));
  
      shader_glsl_validate_link(gl_info, program_id);
  
      /* Once linked we can mark the shaders for deletion. They will be deleted once the program
       * is destroyed
       */
      GL_EXTCALL(glDeleteShader(vshader_id));
      GL_EXTCALL(glDeleteShader(pshader_id));
      return program_id;
  }
  
  /* Context activation is done by the caller. */
  static void shader_glsl_select(void *shader_priv, struct wined3d_context *context,
          const struct wined3d_state *state)
  {
      struct glsl_context_data *ctx_data = context->shader_backend_data;
      const struct wined3d_gl_info *gl_info = context->gl_info;
      struct shader_glsl_priv *priv = shader_priv;
      GLuint program_id = 0, prev_id = 0;
      GLenum old_vertex_color_clamp, current_vertex_color_clamp;
  
      priv->vertex_pipe->vp_enable(gl_info, !use_vs(state));
      priv->fragment_pipe->enable_extension(gl_info, !use_ps(state));
  
      if (ctx_data->glsl_program)
      {
          prev_id = ctx_data->glsl_program->id;
          old_vertex_color_clamp = ctx_data->glsl_program->vs.vertex_color_clamp;
      }
      else
      {
          prev_id = 0;
          old_vertex_color_clamp = GL_FIXED_ONLY_ARB;
      }
  
      set_glsl_shader_program(context, state, priv, ctx_data);
  
      if (ctx_data->glsl_program)
      {
          program_id = ctx_data->glsl_program->id;
          current_vertex_color_clamp = ctx_data->glsl_program->vs.vertex_color_clamp;
      }
      else
      {
          program_id = 0;
          current_vertex_color_clamp = GL_FIXED_ONLY_ARB;
      }
  
      if (old_vertex_color_clamp != current_vertex_color_clamp)
      {
          if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
          {
              GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp));
              checkGLcall("glClampColorARB");
          }
          else
          {
              FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
          }
      }
  
      TRACE("Using GLSL program %u.\n", program_id);
  
      if (prev_id != program_id)
      {
          GL_EXTCALL(glUseProgram(program_id));
          checkGLcall("glUseProgram");
  
          if (program_id)
              context->constant_update_mask |= ctx_data->glsl_program->constant_update_mask;
      }
  }
  
  /* "context" is not necessarily the currently active context. */
  static void shader_glsl_invalidate_current_program(struct wined3d_context *context)
  {
      struct glsl_context_data *ctx_data = context->shader_backend_data;
  
      ctx_data->glsl_program = NULL;
      context->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL)
              | (1u << WINED3D_SHADER_TYPE_VERTEX)
              | (1u << WINED3D_SHADER_TYPE_GEOMETRY);
  }
  
  /* Context activation is done by the caller. */
  static void shader_glsl_disable(void *shader_priv, struct wined3d_context *context)
  {
      const struct wined3d_gl_info *gl_info = context->gl_info;
      struct shader_glsl_priv *priv = shader_priv;
  
      shader_glsl_invalidate_current_program(context);
      GL_EXTCALL(glUseProgram(0));
      checkGLcall("glUseProgram");
  
      priv->vertex_pipe->vp_enable(gl_info, FALSE);
      priv->fragment_pipe->enable_extension(gl_info, FALSE);
  
      if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
      {
          GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FIXED_ONLY_ARB));
          checkGLcall("glClampColorARB");
      }
  }
  
  /* Context activation is done by the caller. */
  static void shader_glsl_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
          enum wined3d_gl_resource_type tex_type, const SIZE *ds_mask_size)
  {
      BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
      struct shader_glsl_priv *priv = shader_priv;
      GLuint *blt_program;
      GLint loc;
  
      blt_program = masked ? &priv->depth_blt_program_masked[tex_type] : &priv->depth_blt_program_full[tex_type];
      if (!*blt_program)
      {
          *blt_program = create_glsl_blt_shader(gl_info, tex_type, masked);
          loc = GL_EXTCALL(glGetUniformLocation(*blt_program, "sampler"));
          GL_EXTCALL(glUseProgram(*blt_program));
          GL_EXTCALL(glUniform1i(loc, 0));
      }
      else
      {
          GL_EXTCALL(glUseProgram(*blt_program));
      }
  
      if (masked)
      {
          loc = GL_EXTCALL(glGetUniformLocation(*blt_program, "mask"));
          GL_EXTCALL(glUniform4f(loc, 0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy));
      }
  }
  
  /* Context activation is done by the caller. */
  static void shader_glsl_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info)
  {
      const struct glsl_context_data *ctx_data = context_get_current()->shader_backend_data;
      GLuint program_id;
  
      program_id = ctx_data->glsl_program ? ctx_data->glsl_program->id : 0;
      if (program_id) TRACE("Using GLSL program %u\n", program_id);
  
      GL_EXTCALL(glUseProgram(program_id));
      checkGLcall("glUseProgram");
  }
  
  static void shader_glsl_invalidate_contexts_program(struct wined3d_device *device,
          const struct glsl_shader_prog_link *program)
  {
      const struct glsl_context_data *ctx_data;
      struct wined3d_context *context;
      unsigned int i;
  
      for (i = 0; i < device->context_count; ++i)
      {
          context = device->contexts[i];
          ctx_data = context->shader_backend_data;
  
          if (ctx_data->glsl_program == program)
              shader_glsl_invalidate_current_program(context);
      }
  }
  
  static void shader_glsl_destroy(struct wined3d_shader *shader)
  {
      struct glsl_shader_private *shader_data = shader->backend_data;
      struct wined3d_device *device = shader->device;
      struct shader_glsl_priv *priv = device->shader_priv;
      const struct wined3d_gl_info *gl_info;
      const struct list *linked_programs;
      struct wined3d_context *context;
  
      if (!shader_data || !shader_data->num_gl_shaders)
      {
          HeapFree(GetProcessHeap(), 0, shader_data);
          shader->backend_data = NULL;
          return;
      }
  
      context = context_acquire(device, NULL);
      gl_info = context->gl_info;
  
      TRACE("Deleting linked programs.\n");
      linked_programs = &shader->linked_programs;
      if (linked_programs->next)
      {
          struct glsl_shader_prog_link *entry, *entry2;
          UINT i;
  
          switch (shader->reg_maps.shader_version.type)
          {
              case WINED3D_SHADER_TYPE_PIXEL:
              {
                  struct glsl_ps_compiled_shader *gl_shaders = shader_data->gl_shaders.ps;
  
                  for (i = 0; i < shader_data->num_gl_shaders; ++i)
                  {
                      TRACE("Deleting pixel shader %u.\n", gl_shaders[i].id);
                      GL_EXTCALL(glDeleteShader(gl_shaders[i].id));
                      checkGLcall("glDeleteShader");
                  }
                  HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders.ps);
  
                  LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
                          struct glsl_shader_prog_link, ps.shader_entry)
                  {
                      shader_glsl_invalidate_contexts_program(device, entry);
                      delete_glsl_program_entry(priv, gl_info, entry);
                  }
  
                  break;
              }
  
              case WINED3D_SHADER_TYPE_VERTEX:
              {
                  struct glsl_vs_compiled_shader *gl_shaders = shader_data->gl_shaders.vs;
  
                  for (i = 0; i < shader_data->num_gl_shaders; ++i)
                  {
                      TRACE("Deleting vertex shader %u.\n", gl_shaders[i].id);
                      GL_EXTCALL(glDeleteShader(gl_shaders[i].id));
                      checkGLcall("glDeleteShader");
                  }
                  HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders.vs);
  
                  LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
                          struct glsl_shader_prog_link, vs.shader_entry)
                  {
                      shader_glsl_invalidate_contexts_program(device, entry);
                      delete_glsl_program_entry(priv, gl_info, entry);
                  }
  
                  break;
              }
  
              case WINED3D_SHADER_TYPE_GEOMETRY:
              {
                  struct glsl_gs_compiled_shader *gl_shaders = shader_data->gl_shaders.gs;
  
                  for (i = 0; i < shader_data->num_gl_shaders; ++i)
                  {
                      TRACE("Deleting geometry shader %u.\n", gl_shaders[i].id);
                      GL_EXTCALL(glDeleteShader(gl_shaders[i].id));
                      checkGLcall("glDeleteShader");
                  }
                  HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders.gs);
  
                  LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
                          struct glsl_shader_prog_link, gs.shader_entry)
                  {
                      shader_glsl_invalidate_contexts_program(device, entry);
                      delete_glsl_program_entry(priv, gl_info, entry);
                  }
  
                  break;
              }
  
              default:
                  ERR("Unhandled shader type %#x.\n", shader->reg_maps.shader_version.type);
                  break;
          }
      }
  
      HeapFree(GetProcessHeap(), 0, shader->backend_data);
      shader->backend_data = NULL;
  
      context_release(context);
  }
  
  static int glsl_program_key_compare(const void *key, const struct wine_rb_entry *entry)
  {
      const struct glsl_program_key *k = key;
      const struct glsl_shader_prog_link *prog = WINE_RB_ENTRY_VALUE(entry,
              const struct glsl_shader_prog_link, program_lookup_entry);
  
      if (k->vs_id > prog->vs.id) return 1;
      else if (k->vs_id < prog->vs.id) return -1;
  
      if (k->gs_id > prog->gs.id) return 1;
      else if (k->gs_id < prog->gs.id) return -1;
  
      if (k->ps_id > prog->ps.id) return 1;
      else if (k->ps_id < prog->ps.id) return -1;
  
      return 0;
  }
  
  static BOOL constant_heap_init(struct constant_heap *heap, unsigned int constant_count)
  {
      SIZE_T size = (constant_count + 1) * sizeof(*heap->entries)
              + constant_count * sizeof(*heap->contained)
              + constant_count * sizeof(*heap->positions);
      void *mem = HeapAlloc(GetProcessHeap(), 0, size);
  
      if (!mem)
      {
          ERR("Failed to allocate memory\n");
          return FALSE;
      }
  
      heap->entries = mem;
      heap->entries[1].version = 0;
      heap->contained = (BOOL *)(heap->entries + constant_count + 1);
      memset(heap->contained, 0, constant_count * sizeof(*heap->contained));
      heap->positions = (unsigned int *)(heap->contained + constant_count);
      heap->size = 1;
  
      return TRUE;
  }
  
  static void constant_heap_free(struct constant_heap *heap)
  {
      HeapFree(GetProcessHeap(), 0, heap->entries);
  }
  
  static const struct wine_rb_functions wined3d_glsl_program_rb_functions =
  {
      wined3d_rb_alloc,
      wined3d_rb_realloc,
      wined3d_rb_free,
      glsl_program_key_compare,
  };
  
  static HRESULT shader_glsl_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
          const struct fragment_pipeline *fragment_pipe)
  {
      const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
      struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
      SIZE_T stack_size = wined3d_log2i(max(gl_info->limits.glsl_vs_float_constants,
              gl_info->limits.glsl_ps_float_constants)) + 1;
      struct fragment_caps fragment_caps;
      void *vertex_priv, *fragment_priv;
  
      string_buffer_list_init(&priv->string_buffers);
  
      if (!(vertex_priv = vertex_pipe->vp_alloc(&glsl_shader_backend, priv)))
      {
          ERR("Failed to initialize vertex pipe.\n");
          HeapFree(GetProcessHeap(), 0, priv);
          return E_FAIL;
      }
  
      if (!(fragment_priv = fragment_pipe->alloc_private(&glsl_shader_backend, priv)))
      {
          ERR("Failed to initialize fragment pipe.\n");
          vertex_pipe->vp_free(device);
          HeapFree(GetProcessHeap(), 0, priv);
          return E_FAIL;
      }
  
      if (!string_buffer_init(&priv->shader_buffer))
      {
          ERR("Failed to initialize shader buffer.\n");
          goto fail;
      }
  
      priv->stack = HeapAlloc(GetProcessHeap(), 0, stack_size * sizeof(*priv->stack));
      if (!priv->stack)
      {
          ERR("Failed to allocate memory.\n");
          goto fail;
      }
  
      if (!constant_heap_init(&priv->vconst_heap, gl_info->limits.glsl_vs_float_constants))
      {
          ERR("Failed to initialize vertex shader constant heap\n");
          goto fail;
      }
  
      if (!constant_heap_init(&priv->pconst_heap, gl_info->limits.glsl_ps_float_constants))
      {
          ERR("Failed to initialize pixel shader constant heap\n");
          goto fail;
      }
  
      if (wine_rb_init(&priv->program_lookup, &wined3d_glsl_program_rb_functions) == -1)
      {
          ERR("Failed to initialize rbtree.\n");
          goto fail;
      }
  
      priv->next_constant_version = 1;
      priv->vertex_pipe = vertex_pipe;
      priv->fragment_pipe = fragment_pipe;
      fragment_pipe->get_caps(gl_info, &fragment_caps);
      priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
      priv->legacy_lighting = device->wined3d->flags & WINED3D_LEGACY_FFP_LIGHTING;
  
      device->vertex_priv = vertex_priv;
      device->fragment_priv = fragment_priv;
      device->shader_priv = priv;
  
      return WINED3D_OK;
  
  fail:
      constant_heap_free(&priv->pconst_heap);
      constant_heap_free(&priv->vconst_heap);
      HeapFree(GetProcessHeap(), 0, priv->stack);
      string_buffer_free(&priv->shader_buffer);
      fragment_pipe->free_private(device);
      vertex_pipe->vp_free(device);
      HeapFree(GetProcessHeap(), 0, priv);
      return E_OUTOFMEMORY;
  }
  
  /* Context activation is done by the caller. */
  static void shader_glsl_free(struct wined3d_device *device)
  {
      const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
      struct shader_glsl_priv *priv = device->shader_priv;
      int i;
  
      for (i = 0; i < WINED3D_GL_RES_TYPE_COUNT; ++i)
      {
          if (priv->depth_blt_program_full[i])
          {
              GL_EXTCALL(glDeleteProgram(priv->depth_blt_program_full[i]));
          }
          if (priv->depth_blt_program_masked[i])
          {
              GL_EXTCALL(glDeleteProgram(priv->depth_blt_program_masked[i]));
          }
      }
  
      wine_rb_destroy(&priv->program_lookup, NULL, NULL);
      constant_heap_free(&priv->pconst_heap);
      constant_heap_free(&priv->vconst_heap);
      HeapFree(GetProcessHeap(), 0, priv->stack);
      string_buffer_list_cleanup(&priv->string_buffers);
      string_buffer_free(&priv->shader_buffer);
      priv->fragment_pipe->free_private(device);
      priv->vertex_pipe->vp_free(device);
  
      HeapFree(GetProcessHeap(), 0, device->shader_priv);
      device->shader_priv = NULL;
  }
  
  static BOOL shader_glsl_allocate_context_data(struct wined3d_context *context)
  {
      return !!(context->shader_backend_data = HeapAlloc(GetProcessHeap(),
              HEAP_ZERO_MEMORY, sizeof(struct glsl_context_data)));
  }
  
  static void shader_glsl_free_context_data(struct wined3d_context *context)
  {
      HeapFree(GetProcessHeap(), 0, context->shader_backend_data);
  }
  
  static void shader_glsl_init_context_state(struct wined3d_context *context)
  {
      const struct wined3d_gl_info *gl_info = context->gl_info;
  
      gl_info->gl_ops.gl.p_glEnable(GL_PROGRAM_POINT_SIZE);
      checkGLcall("GL_PROGRAM_POINT_SIZE");
  }
  
  static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
  {
      UINT shader_model;
  
      if (gl_info->glsl_version >= MAKEDWORD_VERSION(1, 50) && gl_info->supported[WINED3D_GL_VERSION_3_2]
              && gl_info->supported[ARB_SHADER_BIT_ENCODING] && gl_info->supported[ARB_SAMPLER_OBJECTS])
          shader_model = 4;
      /* ARB_shader_texture_lod or EXT_gpu_shader4 is required for the SM3
       * texldd and texldl instructions. */
      else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD] || gl_info->supported[EXT_GPU_SHADER4])
          shader_model = 3;
      else
          shader_model = 2;
      TRACE("Shader model %u.\n", shader_model);
  
      caps->vs_version = min(wined3d_settings.max_sm_vs, shader_model);
      caps->gs_version = min(wined3d_settings.max_sm_gs, shader_model);
      caps->ps_version = min(wined3d_settings.max_sm_ps, shader_model);
  
      caps->vs_uniform_count = gl_info->limits.glsl_vs_float_constants;
      caps->ps_uniform_count = gl_info->limits.glsl_ps_float_constants;
      caps->varying_count = gl_info->limits.glsl_varyings;
  
      /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
       * Direct3D minimum requirement.
       *
       * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
       * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
       *
       * The problem is that the refrast clamps temporary results in the shader to
       * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
       * then applications may miss the clamping behavior. On the other hand, if it is smaller,
       * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
       * offer a way to query this.
       */
      if (shader_model >= 4)
          caps->ps_1x_max_value = FLT_MAX;
      else
          caps->ps_1x_max_value = 1024.0f;
  
      /* Ideally we'd only set caps like sRGB writes here if supported by both
       * the shader backend and the fragment pipe, but we can get called before
       * shader_glsl_alloc(). */
      caps->wined3d_caps = WINED3D_SHADER_CAP_VS_CLIPPING
              | WINED3D_SHADER_CAP_SRGB_WRITE;
  }
  
  static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
  {
      if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
      {
          TRACE("Checking support for fixup:\n");
          dump_color_fixup_desc(fixup);
      }
  
      /* We support everything except YUV conversions. */
      if (!is_complex_fixup(fixup))
      {
          TRACE("[OK]\n");
          return TRUE;
      }
  
      TRACE("[FAILED]\n");
      return FALSE;
  }
  
  static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
  {
      /* WINED3DSIH_ABS                   */ shader_glsl_map2gl,
      /* WINED3DSIH_ADD                   */ shader_glsl_binop,
      /* WINED3DSIH_AND                   */ shader_glsl_binop,
      /* WINED3DSIH_BEM                   */ shader_glsl_bem,
      /* WINED3DSIH_BREAK                 */ shader_glsl_break,
      /* WINED3DSIH_BREAKC                */ shader_glsl_breakc,
      /* WINED3DSIH_BREAKP                */ shader_glsl_breakp,
      /* WINED3DSIH_CALL                  */ shader_glsl_call,
      /* WINED3DSIH_CALLNZ                */ shader_glsl_callnz,
      /* WINED3DSIH_CMP                   */ shader_glsl_conditional_move,
      /* WINED3DSIH_CND                   */ shader_glsl_cnd,
      /* WINED3DSIH_CRS                   */ shader_glsl_cross,
      /* WINED3DSIH_CUT                   */ shader_glsl_cut,
      /* WINED3DSIH_DCL                   */ shader_glsl_nop,
      /* WINED3DSIH_DCL_CONSTANT_BUFFER   */ shader_glsl_nop,
      /* WINED3DSIH_DCL_INPUT_PRIMITIVE   */ shader_glsl_nop,
      /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY   */ shader_glsl_nop,
      /* WINED3DSIH_DCL_VERTICES_OUT      */ shader_glsl_nop,
      /* WINED3DSIH_DEF                   */ shader_glsl_nop,
      /* WINED3DSIH_DEFB                  */ shader_glsl_nop,
      /* WINED3DSIH_DEFI                  */ shader_glsl_nop,
      /* WINED3DSIH_DIV                   */ shader_glsl_binop,
      /* WINED3DSIH_DP2                   */ shader_glsl_dot,
      /* WINED3DSIH_DP2ADD                */ shader_glsl_dp2add,
      /* WINED3DSIH_DP3                   */ shader_glsl_dot,
      /* WINED3DSIH_DP4                   */ shader_glsl_dot,
      /* WINED3DSIH_DST                   */ shader_glsl_dst,
      /* WINED3DSIH_DSX                   */ shader_glsl_map2gl,
      /* WINED3DSIH_DSY                   */ shader_glsl_map2gl,
      /* WINED3DSIH_ELSE                  */ shader_glsl_else,
      /* WINED3DSIH_EMIT                  */ shader_glsl_emit,
      /* WINED3DSIH_ENDIF                 */ shader_glsl_end,
      /* WINED3DSIH_ENDLOOP               */ shader_glsl_end,
      /* WINED3DSIH_ENDREP                */ shader_glsl_end,
      /* WINED3DSIH_EQ                    */ shader_glsl_relop,
      /* WINED3DSIH_EXP                   */ shader_glsl_scalar_op,
      /* WINED3DSIH_EXPP                  */ shader_glsl_expp,
      /* WINED3DSIH_FRC                   */ shader_glsl_map2gl,
      /* WINED3DSIH_FTOI                  */ shader_glsl_to_int,
      /* WINED3DSIH_GE                    */ shader_glsl_relop,
      /* WINED3DSIH_IADD                  */ shader_glsl_binop,
      /* WINED3DSIH_IEQ                   */ NULL,
      /* WINED3DSIH_IF                    */ shader_glsl_if,
      /* WINED3DSIH_IFC                   */ shader_glsl_ifc,
      /* WINED3DSIH_IGE                   */ shader_glsl_relop,
      /* WINED3DSIH_IMAX                  */ shader_glsl_map2gl,
      /* WINED3DSIH_IMIN                  */ shader_glsl_map2gl,
      /* WINED3DSIH_IMUL                  */ shader_glsl_imul,
      /* WINED3DSIH_ISHL                  */ shader_glsl_binop,
      /* WINED3DSIH_ITOF                  */ shader_glsl_to_float,
      /* WINED3DSIH_LABEL                 */ shader_glsl_label,
      /* WINED3DSIH_LD                    */ shader_glsl_ld,
      /* WINED3DSIH_LIT                   */ shader_glsl_lit,
      /* WINED3DSIH_LOG                   */ shader_glsl_scalar_op,
      /* WINED3DSIH_LOGP                  */ shader_glsl_scalar_op,
      /* WINED3DSIH_LOOP                  */ shader_glsl_loop,
      /* WINED3DSIH_LRP                   */ shader_glsl_lrp,
      /* WINED3DSIH_LT                    */ shader_glsl_relop,
      /* WINED3DSIH_M3x2                  */ shader_glsl_mnxn,
      /* WINED3DSIH_M3x3                  */ shader_glsl_mnxn,
      /* WINED3DSIH_M3x4                  */ shader_glsl_mnxn,
      /* WINED3DSIH_M4x3                  */ shader_glsl_mnxn,
      /* WINED3DSIH_M4x4                  */ shader_glsl_mnxn,
      /* WINED3DSIH_MAD                   */ shader_glsl_mad,
      /* WINED3DSIH_MAX                   */ shader_glsl_map2gl,
      /* WINED3DSIH_MIN                   */ shader_glsl_map2gl,
      /* WINED3DSIH_MOV                   */ shader_glsl_mov,
      /* WINED3DSIH_MOVA                  */ shader_glsl_mov,
      /* WINED3DSIH_MOVC                  */ shader_glsl_conditional_move,
      /* WINED3DSIH_MUL                   */ shader_glsl_binop,
      /* WINED3DSIH_NE                    */ shader_glsl_relop,
      /* WINED3DSIH_NOP                   */ shader_glsl_nop,
      /* WINED3DSIH_NRM                   */ shader_glsl_nrm,
      /* WINED3DSIH_OR                    */ shader_glsl_binop,
      /* WINED3DSIH_PHASE                 */ shader_glsl_nop,
      /* WINED3DSIH_POW                   */ shader_glsl_pow,
      /* WINED3DSIH_RCP                   */ shader_glsl_scalar_op,
      /* WINED3DSIH_REP                   */ shader_glsl_rep,
      /* WINED3DSIH_RET                   */ shader_glsl_ret,
      /* WINED3DSIH_ROUND_NI              */ shader_glsl_map2gl,
      /* WINED3DSIH_RSQ                   */ shader_glsl_scalar_op,
      /* WINED3DSIH_SAMPLE                */ shader_glsl_sample,
      /* WINED3DSIH_SAMPLE_GRAD           */ NULL,
      /* WINED3DSIH_SAMPLE_LOD            */ shader_glsl_sample_lod,
      /* WINED3DSIH_SETP                  */ NULL,
      /* WINED3DSIH_SGE                   */ shader_glsl_compare,
      /* WINED3DSIH_SGN                   */ shader_glsl_sgn,
      /* WINED3DSIH_SINCOS                */ shader_glsl_sincos,
      /* WINED3DSIH_SLT                   */ shader_glsl_compare,
      /* WINED3DSIH_SQRT                  */ shader_glsl_map2gl,
      /* WINED3DSIH_SUB                   */ shader_glsl_binop,
      /* WINED3DSIH_TEX                   */ shader_glsl_tex,
      /* WINED3DSIH_TEXBEM                */ shader_glsl_texbem,
      /* WINED3DSIH_TEXBEML               */ shader_glsl_texbem,
      /* WINED3DSIH_TEXCOORD              */ shader_glsl_texcoord,
      /* WINED3DSIH_TEXDEPTH              */ shader_glsl_texdepth,
      /* WINED3DSIH_TEXDP3                */ shader_glsl_texdp3,
      /* WINED3DSIH_TEXDP3TEX             */ shader_glsl_texdp3tex,
      /* WINED3DSIH_TEXKILL               */ shader_glsl_texkill,
      /* WINED3DSIH_TEXLDD                */ shader_glsl_texldd,
      /* WINED3DSIH_TEXLDL                */ shader_glsl_texldl,
      /* WINED3DSIH_TEXM3x2DEPTH          */ shader_glsl_texm3x2depth,
      /* WINED3DSIH_TEXM3x2PAD            */ shader_glsl_texm3x2pad,
      /* WINED3DSIH_TEXM3x2TEX            */ shader_glsl_texm3x2tex,
      /* WINED3DSIH_TEXM3x3               */ shader_glsl_texm3x3,
      /* WINED3DSIH_TEXM3x3DIFF           */ NULL,
      /* WINED3DSIH_TEXM3x3PAD            */ shader_glsl_texm3x3pad,
      /* WINED3DSIH_TEXM3x3SPEC           */ shader_glsl_texm3x3spec,
      /* WINED3DSIH_TEXM3x3TEX            */ shader_glsl_texm3x3tex,
      /* WINED3DSIH_TEXM3x3VSPEC          */ shader_glsl_texm3x3vspec,
      /* WINED3DSIH_TEXREG2AR             */ shader_glsl_texreg2ar,
      /* WINED3DSIH_TEXREG2GB             */ shader_glsl_texreg2gb,
      /* WINED3DSIH_TEXREG2RGB            */ shader_glsl_texreg2rgb,
      /* WINED3DSIH_UDIV                  */ shader_glsl_udiv,
      /* WINED3DSIH_UGE                   */ shader_glsl_relop,
      /* WINED3DSIH_USHR                  */ shader_glsl_binop,
      /* WINED3DSIH_UTOF                  */ shader_glsl_to_float,
      /* WINED3DSIH_XOR                   */ shader_glsl_binop,
  };
  
  static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction *ins) {
      SHADER_HANDLER hw_fct;
  
      /* Select handler */
      hw_fct = shader_glsl_instruction_handler_table[ins->handler_idx];
  
      /* Unhandled opcode */
      if (!hw_fct)
      {
          FIXME("Backend can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
          return;
      }
      hw_fct(ins);
  
      shader_glsl_add_instruction_modifiers(ins);
  }
  
  static BOOL shader_glsl_has_ffp_proj_control(void *shader_priv)
  {
      struct shader_glsl_priv *priv = shader_priv;
  
      return priv->ffp_proj_control;
  }
  
  const struct wined3d_shader_backend_ops glsl_shader_backend =
  {
      shader_glsl_handle_instruction,
      shader_glsl_select,
      shader_glsl_disable,
      shader_glsl_select_depth_blt,
      shader_glsl_deselect_depth_blt,
      shader_glsl_update_float_vertex_constants,
      shader_glsl_update_float_pixel_constants,
      shader_glsl_load_constants,
      shader_glsl_destroy,
      shader_glsl_alloc,
      shader_glsl_free,
      shader_glsl_allocate_context_data,
      shader_glsl_free_context_data,
      shader_glsl_init_context_state,
      shader_glsl_get_caps,
      shader_glsl_color_fixup_supported,
      shader_glsl_has_ffp_proj_control,
  };
  
  static void glsl_vertex_pipe_vp_enable(const struct wined3d_gl_info *gl_info, BOOL enable) {}
  
  static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps)
  {
      caps->xyzrhw = TRUE;
      caps->emulated_flatshading = !gl_info->supported[WINED3D_GL_LEGACY_CONTEXT];
      caps->ffp_generic_attributes = TRUE;
      caps->max_active_lights = MAX_ACTIVE_LIGHTS;
      caps->max_vertex_blend_matrices = MAX_VERTEX_BLENDS;
      caps->max_vertex_blend_matrix_index = 0;
      caps->vertex_processing_caps = WINED3DVTXPCAPS_TEXGEN
              | WINED3DVTXPCAPS_MATERIALSOURCE7
              | WINED3DVTXPCAPS_VERTEXFOG
              | WINED3DVTXPCAPS_DIRECTIONALLIGHTS
              | WINED3DVTXPCAPS_POSITIONALLIGHTS
              | WINED3DVTXPCAPS_LOCALVIEWER
              | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP;
      caps->fvf_caps = WINED3DFVFCAPS_PSIZE | 8; /* 8 texture coordinates. */
      caps->max_user_clip_planes = gl_info->limits.clipplanes;
      caps->raster_caps = WINED3DPRASTERCAPS_FOGRANGE;
  }
  
  static DWORD glsl_vertex_pipe_vp_get_emul_mask(const struct wined3d_gl_info *gl_info)
  {
      if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
          return GL_EXT_EMUL_ARB_MULTITEXTURE;
      return 0;
  }
  
  static void *glsl_vertex_pipe_vp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
  {
      struct shader_glsl_priv *priv;
  
      if (shader_backend == &glsl_shader_backend)
      {
          priv = shader_priv;
  
          if (wine_rb_init(&priv->ffp_vertex_shaders, &wined3d_ffp_vertex_program_rb_functions) == -1)
          {
              ERR("Failed to initialize rbtree.\n");
              return NULL;
          }
  
          return priv;
      }
  
      FIXME("GLSL vertex pipe without GLSL shader backend not implemented.\n");
  
      return NULL;
  }
  
  static void shader_glsl_free_ffp_vertex_shader(struct wine_rb_entry *entry, void *context)
  {
      struct glsl_ffp_vertex_shader *shader = WINE_RB_ENTRY_VALUE(entry,
              struct glsl_ffp_vertex_shader, desc.entry);
      struct glsl_shader_prog_link *program, *program2;
      struct glsl_ffp_destroy_ctx *ctx = context;
  
      LIST_FOR_EACH_ENTRY_SAFE(program, program2, &shader->linked_programs,
              struct glsl_shader_prog_link, vs.shader_entry)
      {
          delete_glsl_program_entry(ctx->priv, ctx->gl_info, program);
      }
      ctx->gl_info->gl_ops.ext.p_glDeleteShader(shader->id);
      HeapFree(GetProcessHeap(), 0, shader);
  }
  
  /* Context activation is done by the caller. */
  static void glsl_vertex_pipe_vp_free(struct wined3d_device *device)
  {
      struct shader_glsl_priv *priv = device->vertex_priv;
      struct glsl_ffp_destroy_ctx ctx;
  
      ctx.priv = priv;
      ctx.gl_info = &device->adapter->gl_info;
      wine_rb_destroy(&priv->ffp_vertex_shaders, shader_glsl_free_ffp_vertex_shader, &ctx);
  }
  
  static void glsl_vertex_pipe_nop(struct wined3d_context *context,
          const struct wined3d_state *state, DWORD state_id) {}
  
  static void glsl_vertex_pipe_shader(struct wined3d_context *context,
          const struct wined3d_state *state, DWORD state_id)
  {
      context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
  }
  
  static void glsl_vertex_pipe_vdecl(struct wined3d_context *context,
          const struct wined3d_state *state, DWORD state_id)
  {
      const struct wined3d_gl_info *gl_info = context->gl_info;
      BOOL normal = !!(context->stream_info.use_map & (1u << WINED3D_FFP_NORMAL));
      BOOL transformed = context->stream_info.position_transformed;
      BOOL wasrhw = context->last_was_rhw;
      unsigned int i;
  
      context->last_was_rhw = transformed;
  
      /* If the vertex declaration contains a transformed position attribute,
       * the draw uses the fixed function vertex pipeline regardless of any
       * vertex shader set by the application. */
      if (transformed != wasrhw)
          context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
  
      if (!use_vs(state))
      {
          if (context->last_was_vshader)
          {
              for (i = 0; i < gl_info->limits.clipplanes; ++i)
                  clipplane(context, state, STATE_CLIPPLANE(i));
          }
  
          context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_TEXMATRIX;
  
          /* Because of settings->texcoords, we have to regenerate the vertex
           * shader on a vdecl change if there aren't enough varyings to just
           * always output all the texture coordinates. */
          if (gl_info->limits.glsl_varyings < wined3d_max_compat_varyings(gl_info)
                  || normal != context->last_was_normal)
              context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
  
          if (use_ps(state)
                  && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.major == 1
                  && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.minor <= 3)
              context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
      }
      else
      {
          if (!context->last_was_vshader)
          {
              /* Vertex shader clipping ignores the view matrix. Update all clipplanes. */
              for (i = 0; i < gl_info->limits.clipplanes; ++i)
                  clipplane(context, state, STATE_CLIPPLANE(i));
          }
      }
  
      context->last_was_vshader = use_vs(state);
      context->last_was_normal = normal;
  }
  
  static void glsl_vertex_pipe_vs(struct wined3d_context *context,
          const struct wined3d_state *state, DWORD state_id)
  {
      context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
      /* Different vertex shaders potentially require a different vertex attributes setup. */
      if (!isStateDirty(context, STATE_VDECL))
          context_apply_state(context, state, STATE_VDECL);
  }
  
  static void glsl_vertex_pipe_world(struct wined3d_context *context,
          const struct wined3d_state *state, DWORD state_id)
  {
      context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MODELVIEW;
  }
  
  static void glsl_vertex_pipe_vertexblend(struct wined3d_context *context,
          const struct wined3d_state *state, DWORD state_id)
  {
      context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_VERTEXBLEND;
  }
  
  static void glsl_vertex_pipe_view(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
  {
      const struct wined3d_gl_info *gl_info = context->gl_info;
      unsigned int k;
  
      context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MODELVIEW
              | WINED3D_SHADER_CONST_FFP_LIGHTS
              | WINED3D_SHADER_CONST_FFP_VERTEXBLEND;
  
      for (k = 0; k < gl_info->limits.clipplanes; ++k)
      {
          if (!isStateDirty(context, STATE_CLIPPLANE(k)))
              clipplane(context, state, STATE_CLIPPLANE(k));
      }
  }
  
  static void glsl_vertex_pipe_projection(struct wined3d_context *context,
          const struct wined3d_state *state, DWORD state_id)
  {
      /* Table fog behavior depends on the projection matrix. */
      if (state->render_states[WINED3D_RS_FOGENABLE]
              && state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
          context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
      context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_PROJ;
  }
  
  static void glsl_vertex_pipe_viewport(struct wined3d_context *context,
          const struct wined3d_state *state, DWORD state_id)
  {
      if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
          glsl_vertex_pipe_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
      if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE))
              && state->render_states[WINED3D_RS_POINTSCALEENABLE])
          context->constant_update_mask |= WINED3D_SHADER_CONST_VS_POINTSIZE;
      context->constant_update_mask |= WINED3D_SHADER_CONST_VS_POS_FIXUP;
  }
  
  static void glsl_vertex_pipe_texmatrix(struct wined3d_context *context,
          const struct wined3d_state *state, DWORD state_id)
  {
      context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_TEXMATRIX;
  }
  
  static void glsl_vertex_pipe_texmatrix_np2(struct wined3d_context *context,
          const struct wined3d_state *state, DWORD state_id)
  {
      DWORD sampler = state_id - STATE_SAMPLER(0);
      const struct wined3d_texture *texture = state->textures[sampler];
      BOOL np2;
  
      if (!texture)
          return;
  
      if (sampler >= MAX_TEXTURES)
          return;
  
      if ((np2 = !(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
              || context->lastWasPow2Texture & (1u << sampler))
      {
          if (np2)
              context->lastWasPow2Texture |= 1u << sampler;
          else
              context->lastWasPow2Texture &= ~(1u << sampler);
  
          context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_TEXMATRIX;
      }
  }
  
  static void glsl_vertex_pipe_material(struct wined3d_context *context,
          const struct wined3d_state *state, DWORD state_id)
  {
      context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MATERIAL;
  }
  
  static void glsl_vertex_pipe_light(struct wined3d_context *context,
          const struct wined3d_state *state, DWORD state_id)
  {
      context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_LIGHTS;
  }
  
  static void glsl_vertex_pipe_pointsize(struct wined3d_context *context,
          const struct wined3d_state *state, DWORD state_id)
  {
      context->constant_update_mask |= WINED3D_SHADER_CONST_VS_POINTSIZE;
  }
  
  static void glsl_vertex_pipe_pointscale(struct wined3d_context *context,
          const struct wined3d_state *state, DWORD state_id)
  {
      if (!use_vs(state))
          context->constant_update_mask |= WINED3D_SHADER_CONST_VS_POINTSIZE;
  }
  
  static void glsl_vertex_pipe_shademode(struct wined3d_context *context,
          const struct wined3d_state *state, DWORD state_id)
  {
      context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_VERTEX;
  }
  
  static const struct StateEntryTemplate glsl_vertex_pipe_vp_states[] =
  {
      {STATE_VDECL,                                                {STATE_VDECL,                                                glsl_vertex_pipe_vdecl }, WINED3D_GL_EXT_NONE          },
      {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),                   {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),                   glsl_vertex_pipe_vs    }, WINED3D_GL_EXT_NONE          },
      {STATE_MATERIAL,                                             {STATE_RENDER(WINED3D_RS_SPECULARENABLE),                    NULL                   }, WINED3D_GL_EXT_NONE          },
      {STATE_RENDER(WINED3D_RS_SPECULARENABLE),                    {STATE_RENDER(WINED3D_RS_SPECULARENABLE),                    glsl_vertex_pipe_material}, WINED3D_GL_EXT_NONE        },
      /* Clip planes */
      {STATE_CLIPPLANE(0),                                         {STATE_CLIPPLANE(0),                                         clipplane              }, WINED3D_GL_EXT_NONE          },
      {STATE_CLIPPLANE(1),                                         {STATE_CLIPPLANE(1),                                         clipplane              }, WINED3D_GL_EXT_NONE          },
      {STATE_CLIPPLANE(2),                                         {STATE_CLIPPLANE(2),                                         clipplane              }, WINED3D_GL_EXT_NONE          },
      {STATE_CLIPPLANE(3),                                         {STATE_CLIPPLANE(3),                                         clipplane              }, WINED3D_GL_EXT_NONE          },
      {STATE_CLIPPLANE(4),                                         {STATE_CLIPPLANE(4),                                         clipplane              }, WINED3D_GL_EXT_NONE          },
      {STATE_CLIPPLANE(5),                                         {STATE_CLIPPLANE(5),                                         clipplane              }, WINED3D_GL_EXT_NONE          },
      {STATE_CLIPPLANE(6),                                         {STATE_CLIPPLANE(6),                                         clipplane              }, WINED3D_GL_EXT_NONE          },
      {STATE_CLIPPLANE(7),                                         {STATE_CLIPPLANE(7),                                         clipplane              }, WINED3D_GL_EXT_NONE          },
      {STATE_CLIPPLANE(8),                                         {STATE_CLIPPLANE(8),                                         clipplane              }, WINED3D_GL_EXT_NONE          },
      {STATE_CLIPPLANE(9),                                         {STATE_CLIPPLANE(9),                                         clipplane              }, WINED3D_GL_EXT_NONE          },
      {STATE_CLIPPLANE(10),                                        {STATE_CLIPPLANE(10),                                        clipplane              }, WINED3D_GL_EXT_NONE          },
      {STATE_CLIPPLANE(11),                                        {STATE_CLIPPLANE(11),                                        clipplane              }, WINED3D_GL_EXT_NONE          },
      {STATE_CLIPPLANE(12),                                        {STATE_CLIPPLANE(12),                                        clipplane              }, WINED3D_GL_EXT_NONE          },
      {STATE_CLIPPLANE(13),                                        {STATE_CLIPPLANE(13),                                        clipplane              }, WINED3D_GL_EXT_NONE          },
      {STATE_CLIPPLANE(14),                                        {STATE_CLIPPLANE(14),                                        clipplane              }, WINED3D_GL_EXT_NONE          },
      {STATE_CLIPPLANE(15),                                        {STATE_CLIPPLANE(15),                                        clipplane              }, WINED3D_GL_EXT_NONE          },
      {STATE_CLIPPLANE(16),                                        {STATE_CLIPPLANE(16),                                        clipplane              }, WINED3D_GL_EXT_NONE          },
      {STATE_CLIPPLANE(17),                                        {STATE_CLIPPLANE(17),                                        clipplane              }, WINED3D_GL_EXT_NONE          },
      {STATE_CLIPPLANE(18),                                        {STATE_CLIPPLANE(18),                                        clipplane              }, WINED3D_GL_EXT_NONE          },
      {STATE_CLIPPLANE(19),                                        {STATE_CLIPPLANE(19),                                        clipplane              }, WINED3D_GL_EXT_NONE          },
      {STATE_CLIPPLANE(20),                                        {STATE_CLIPPLANE(20),                                        clipplane              }, WINED3D_GL_EXT_NONE          },
      {STATE_CLIPPLANE(21),                                        {STATE_CLIPPLANE(21),                                        clipplane              }, WINED3D_GL_EXT_NONE          },
      {STATE_CLIPPLANE(22),                                        {STATE_CLIPPLANE(22),                                        clipplane              }, WINED3D_GL_EXT_NONE          },
      {STATE_CLIPPLANE(23),                                        {STATE_CLIPPLANE(23),                                        clipplane              }, WINED3D_GL_EXT_NONE          },
      {STATE_CLIPPLANE(24),                                        {STATE_CLIPPLANE(24),                                        clipplane              }, WINED3D_GL_EXT_NONE          },
      {STATE_CLIPPLANE(25),                                        {STATE_CLIPPLANE(25),                                        clipplane              }, WINED3D_GL_EXT_NONE          },
      {STATE_CLIPPLANE(26),                                        {STATE_CLIPPLANE(26),                                        clipplane              }, WINED3D_GL_EXT_NONE          },
      {STATE_CLIPPLANE(27),                                        {STATE_CLIPPLANE(27),                                        clipplane              }, WINED3D_GL_EXT_NONE          },
      {STATE_CLIPPLANE(28),                                        {STATE_CLIPPLANE(28),                                        clipplane              }, WINED3D_GL_EXT_NONE          },
      {STATE_CLIPPLANE(29),                                        {STATE_CLIPPLANE(29),                                        clipplane              }, WINED3D_GL_EXT_NONE          },
      {STATE_CLIPPLANE(30),                                        {STATE_CLIPPLANE(30),                                        clipplane              }, WINED3D_GL_EXT_NONE          },
      {STATE_CLIPPLANE(31),                                        {STATE_CLIPPLANE(31),                                        clipplane              }, WINED3D_GL_EXT_NONE          },
      /* Lights */
      {STATE_LIGHT_TYPE,                                           {STATE_RENDER(WINED3D_RS_FOGENABLE),                         NULL                   }, WINED3D_GL_EXT_NONE          },
      {STATE_ACTIVELIGHT(0),                                       {STATE_ACTIVELIGHT(0),                                       glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE          },
      {STATE_ACTIVELIGHT(1),                                       {STATE_ACTIVELIGHT(1),                                       glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE          },
      {STATE_ACTIVELIGHT(2),                                       {STATE_ACTIVELIGHT(2),                                       glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE          },
      {STATE_ACTIVELIGHT(3),                                       {STATE_ACTIVELIGHT(3),                                       glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE          },
      {STATE_ACTIVELIGHT(4),                                       {STATE_ACTIVELIGHT(4),                                       glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE          },
      {STATE_ACTIVELIGHT(5),                                       {STATE_ACTIVELIGHT(5),                                       glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE          },
      {STATE_ACTIVELIGHT(6),                                       {STATE_ACTIVELIGHT(6),                                       glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE          },
      {STATE_ACTIVELIGHT(7),                                       {STATE_ACTIVELIGHT(7),                                       glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE          },
      /* Viewport */
      {STATE_VIEWPORT,                                             {STATE_VIEWPORT,                                             glsl_vertex_pipe_viewport}, WINED3D_GL_EXT_NONE        },
      /* Transform states */
      {STATE_TRANSFORM(WINED3D_TS_VIEW),                           {STATE_TRANSFORM(WINED3D_TS_VIEW),                           glsl_vertex_pipe_view  }, WINED3D_GL_EXT_NONE          },
      {STATE_TRANSFORM(WINED3D_TS_PROJECTION),                     {STATE_TRANSFORM(WINED3D_TS_PROJECTION),                     glsl_vertex_pipe_projection}, WINED3D_GL_EXT_NONE      },
      {STATE_TRANSFORM(WINED3D_TS_TEXTURE0),                       {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL                   }, WINED3D_GL_EXT_NONE          },
      {STATE_TRANSFORM(WINED3D_TS_TEXTURE1),                       {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL                   }, WINED3D_GL_EXT_NONE          },
      {STATE_TRANSFORM(WINED3D_TS_TEXTURE2),                       {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL                   }, WINED3D_GL_EXT_NONE          },
      {STATE_TRANSFORM(WINED3D_TS_TEXTURE3),                       {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL                   }, WINED3D_GL_EXT_NONE          },
      {STATE_TRANSFORM(WINED3D_TS_TEXTURE4),                       {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL                   }, WINED3D_GL_EXT_NONE          },
      {STATE_TRANSFORM(WINED3D_TS_TEXTURE5),                       {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL                   }, WINED3D_GL_EXT_NONE          },
      {STATE_TRANSFORM(WINED3D_TS_TEXTURE6),                       {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL                   }, WINED3D_GL_EXT_NONE          },
      {STATE_TRANSFORM(WINED3D_TS_TEXTURE7),                       {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL                   }, WINED3D_GL_EXT_NONE          },
      {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)),                {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)),                glsl_vertex_pipe_world }, WINED3D_GL_EXT_NONE          },
      {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)),                {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)),                glsl_vertex_pipe_vertexblend }, WINED3D_GL_EXT_NONE    },
      {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)),                {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)),                glsl_vertex_pipe_vertexblend }, WINED3D_GL_EXT_NONE    },
      {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)),                {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)),                glsl_vertex_pipe_vertexblend }, WINED3D_GL_EXT_NONE    },
      {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE       },
      {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE       },
      {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE       },
      {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE       },
      {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE       },
      {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE       },
      {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE       },
      {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE       },
      {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX),          {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),                   NULL                   }, WINED3D_GL_EXT_NONE          },
      {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX),          {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),                   NULL                   }, WINED3D_GL_EXT_NONE          },
      {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX),          {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),                   NULL                   }, WINED3D_GL_EXT_NONE          },
      {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX),          {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),                   NULL                   }, WINED3D_GL_EXT_NONE          },
      {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX),          {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),                   NULL                   }, WINED3D_GL_EXT_NONE          },
      {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX),          {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),                   NULL                   }, WINED3D_GL_EXT_NONE          },
      {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX),          {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),                   NULL                   }, WINED3D_GL_EXT_NONE          },
      {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX),          {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),                   NULL                   }, WINED3D_GL_EXT_NONE          },
      /* Fog */
      {STATE_RENDER(WINED3D_RS_FOGENABLE),                         {STATE_RENDER(WINED3D_RS_FOGENABLE),                         glsl_vertex_pipe_shader}, WINED3D_GL_EXT_NONE          },
      {STATE_RENDER(WINED3D_RS_FOGTABLEMODE),                      {STATE_RENDER(WINED3D_RS_FOGENABLE),                         NULL                   }, WINED3D_GL_EXT_NONE          },
      {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE),                     {STATE_RENDER(WINED3D_RS_FOGENABLE),                         NULL                   }, WINED3D_GL_EXT_NONE          },
      {STATE_RENDER(WINED3D_RS_RANGEFOGENABLE),                    {STATE_RENDER(WINED3D_RS_FOGENABLE),                         NULL                   }, WINED3D_GL_EXT_NONE          },
      {STATE_RENDER(WINED3D_RS_CLIPPING),                          {STATE_RENDER(WINED3D_RS_CLIPPING),                          state_clipping         }, WINED3D_GL_EXT_NONE          },
      {STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE),                   {STATE_RENDER(WINED3D_RS_CLIPPING),                          NULL                   }, WINED3D_GL_EXT_NONE          },
      {STATE_RENDER(WINED3D_RS_LIGHTING),                          {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),                   NULL                   }, WINED3D_GL_EXT_NONE          },
      {STATE_RENDER(WINED3D_RS_AMBIENT),                           {STATE_RENDER(WINED3D_RS_AMBIENT),                           glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE          },
      {STATE_RENDER(WINED3D_RS_COLORVERTEX),                       {STATE_RENDER(WINED3D_RS_COLORVERTEX),                       glsl_vertex_pipe_shader}, WINED3D_GL_EXT_NONE          },
      {STATE_RENDER(WINED3D_RS_LOCALVIEWER),                       {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),                   NULL                   }, WINED3D_GL_EXT_NONE          },
      {STATE_RENDER(WINED3D_RS_NORMALIZENORMALS),                  {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),                   NULL                   }, WINED3D_GL_EXT_NONE          },
      {STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE),             {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),                   NULL                   }, WINED3D_GL_EXT_NONE          },
      {STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE),            {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),                   NULL                   }, WINED3D_GL_EXT_NONE          },
      {STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE),             {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),                   NULL                   }, WINED3D_GL_EXT_NONE          },
      {STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE),            {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),                   NULL                   }, WINED3D_GL_EXT_NONE          },
      {STATE_RENDER(WINED3D_RS_VERTEXBLEND),                       {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),                   NULL                   }, WINED3D_GL_EXT_NONE          },
      {STATE_RENDER(WINED3D_RS_POINTSIZE),                         {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN),                     NULL                   }, WINED3D_GL_EXT_NONE          },
      {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN),                     {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN),                     glsl_vertex_pipe_pointsize}, WINED3D_GL_EXT_NONE       },
      {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE),                 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE),                 state_pointsprite      }, ARB_POINT_SPRITE             },
      {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE),                 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE),                 state_pointsprite_w    }, WINED3D_GL_EXT_NONE          },
      {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE),                  {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE),                  glsl_vertex_pipe_pointscale}, WINED3D_GL_EXT_NONE      },
      {STATE_RENDER(WINED3D_RS_POINTSCALE_A),                      {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE),                  NULL                   }, WINED3D_GL_EXT_NONE          },
      {STATE_RENDER(WINED3D_RS_POINTSCALE_B),                      {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE),                  NULL                   }, WINED3D_GL_EXT_NONE          },
      {STATE_RENDER(WINED3D_RS_POINTSCALE_C),                      {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE),                  NULL                   }, WINED3D_GL_EXT_NONE          },
      {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX),                     {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN),                     NULL                   }, WINED3D_GL_EXT_NONE          },
      {STATE_RENDER(WINED3D_RS_TWEENFACTOR),                       {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),                   NULL                   }, WINED3D_GL_EXT_NONE          },
      {STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE),          {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),                   NULL                   }, WINED3D_GL_EXT_NONE          },
      /* NP2 texture matrix fixups. They are not needed if
       * GL_ARB_texture_non_power_of_two is supported. Otherwise, register
       * glsl_vertex_pipe_texmatrix(), which takes care of updating the texture
       * matrix. */
      {STATE_SAMPLER(0),                                           {0,                                                          NULL                   }, ARB_TEXTURE_NON_POWER_OF_TWO },
      {STATE_SAMPLER(0),                                           {0,                                                          NULL                   }, WINED3D_GL_NORMALIZED_TEXRECT},
      {STATE_SAMPLER(0),                                           {STATE_SAMPLER(0),                                           glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE   },
      {STATE_SAMPLER(1),                                           {0,                                                          NULL                   }, ARB_TEXTURE_NON_POWER_OF_TWO },
      {STATE_SAMPLER(1),                                           {0,                                                          NULL                   }, WINED3D_GL_NORMALIZED_TEXRECT},
      {STATE_SAMPLER(1),                                           {STATE_SAMPLER(1),                                           glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE   },
      {STATE_SAMPLER(2),                                           {0,                                                          NULL                   }, ARB_TEXTURE_NON_POWER_OF_TWO },
      {STATE_SAMPLER(2),                                           {0,                                                          NULL                   }, WINED3D_GL_NORMALIZED_TEXRECT},
      {STATE_SAMPLER(2),                                           {STATE_SAMPLER(2),                                           glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE   },
      {STATE_SAMPLER(3),                                           {0,                                                          NULL                   }, ARB_TEXTURE_NON_POWER_OF_TWO },
      {STATE_SAMPLER(3),                                           {0,                                                          NULL                   }, WINED3D_GL_NORMALIZED_TEXRECT},
      {STATE_SAMPLER(3),                                           {STATE_SAMPLER(3),                                           glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE   },
      {STATE_SAMPLER(4),                                           {0,                                                          NULL                   }, ARB_TEXTURE_NON_POWER_OF_TWO },
      {STATE_SAMPLER(4),                                           {0,                                                          NULL                   }, WINED3D_GL_NORMALIZED_TEXRECT},
      {STATE_SAMPLER(4),                                           {STATE_SAMPLER(4),                                           glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE   },
      {STATE_SAMPLER(5),                                           {0,                                                          NULL                   }, ARB_TEXTURE_NON_POWER_OF_TWO },
      {STATE_SAMPLER(5),                                           {0,                                                          NULL                   }, WINED3D_GL_NORMALIZED_TEXRECT},
      {STATE_SAMPLER(5),                                           {STATE_SAMPLER(5),                                           glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE   },
      {STATE_SAMPLER(6),                                           {0,                                                          NULL                   }, ARB_TEXTURE_NON_POWER_OF_TWO },
      {STATE_SAMPLER(6),                                           {0,                                                          NULL                   }, WINED3D_GL_NORMALIZED_TEXRECT},
      {STATE_SAMPLER(6),                                           {STATE_SAMPLER(6),                                           glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE   },
      {STATE_SAMPLER(7),                                           {0,                                                          NULL                   }, ARB_TEXTURE_NON_POWER_OF_TWO },
      {STATE_SAMPLER(7),                                           {0,                                                          NULL                   }, WINED3D_GL_NORMALIZED_TEXRECT},
      {STATE_SAMPLER(7),                                           {STATE_SAMPLER(7),                                           glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE   },
      {STATE_POINT_ENABLE,                                         {STATE_POINT_ENABLE,                                         glsl_vertex_pipe_shader}, WINED3D_GL_EXT_NONE          },
      {STATE_RENDER(WINED3D_RS_SHADEMODE),                         {STATE_RENDER(WINED3D_RS_SHADEMODE),                         glsl_vertex_pipe_nop   },  WINED3D_GL_LEGACY_CONTEXT   },
      {STATE_RENDER(WINED3D_RS_SHADEMODE),                         {STATE_RENDER(WINED3D_RS_SHADEMODE),                         glsl_vertex_pipe_shademode}, WINED3D_GL_EXT_NONE       },
      {0 /* Terminate */,                                          {0,                                                          NULL                   }, WINED3D_GL_EXT_NONE          },
  };
  
  /* TODO:
   *   - Implement vertex tweening. */
  const struct wined3d_vertex_pipe_ops glsl_vertex_pipe =
  {
      glsl_vertex_pipe_vp_enable,
      glsl_vertex_pipe_vp_get_caps,
      glsl_vertex_pipe_vp_get_emul_mask,
      glsl_vertex_pipe_vp_alloc,
      glsl_vertex_pipe_vp_free,
      glsl_vertex_pipe_vp_states,
  };
  
  static void glsl_fragment_pipe_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
  {
      /* Nothing to do. */
  }
  
  static void glsl_fragment_pipe_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
  {
      caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL
              | WINED3D_FRAGMENT_CAP_SRGB_WRITE
              | WINED3D_FRAGMENT_CAP_COLOR_KEY;
      caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP
              | WINED3DPMISCCAPS_PERSTAGECONSTANT;
      caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE
              | WINED3DTEXOPCAPS_SELECTARG1
              | WINED3DTEXOPCAPS_SELECTARG2
              | WINED3DTEXOPCAPS_MODULATE4X
              | WINED3DTEXOPCAPS_MODULATE2X
              | WINED3DTEXOPCAPS_MODULATE
              | WINED3DTEXOPCAPS_ADDSIGNED2X
              | WINED3DTEXOPCAPS_ADDSIGNED
              | WINED3DTEXOPCAPS_ADD
              | WINED3DTEXOPCAPS_SUBTRACT
              | WINED3DTEXOPCAPS_ADDSMOOTH
              | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
              | WINED3DTEXOPCAPS_BLENDFACTORALPHA
              | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
              | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
              | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
              | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
              | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
              | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
              | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
              | WINED3DTEXOPCAPS_DOTPRODUCT3
              | WINED3DTEXOPCAPS_MULTIPLYADD
              | WINED3DTEXOPCAPS_LERP
              | WINED3DTEXOPCAPS_BUMPENVMAP
              | WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
      caps->MaxTextureBlendStages = 8;
      caps->MaxSimultaneousTextures = min(gl_info->limits.fragment_samplers, 8);
  }
  
  static DWORD glsl_fragment_pipe_get_emul_mask(const struct wined3d_gl_info *gl_info)
  {
      if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
          return GL_EXT_EMUL_ARB_MULTITEXTURE;
      return 0;
  }
  
  static void *glsl_fragment_pipe_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
  {
      struct shader_glsl_priv *priv;
  
      if (shader_backend == &glsl_shader_backend)
      {
          priv = shader_priv;
  
          if (wine_rb_init(&priv->ffp_fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
          {
              ERR("Failed to initialize rbtree.\n");
              return NULL;
          }
  
          return priv;
      }
  
      FIXME("GLSL fragment pipe without GLSL shader backend not implemented.\n");
  
      return NULL;
  }
  
  static void shader_glsl_free_ffp_fragment_shader(struct wine_rb_entry *entry, void *context)
  {
      struct glsl_ffp_fragment_shader *shader = WINE_RB_ENTRY_VALUE(entry,
              struct glsl_ffp_fragment_shader, entry.entry);
      struct glsl_shader_prog_link *program, *program2;
      struct glsl_ffp_destroy_ctx *ctx = context;
  
      LIST_FOR_EACH_ENTRY_SAFE(program, program2, &shader->linked_programs,
              struct glsl_shader_prog_link, ps.shader_entry)
      {
          delete_glsl_program_entry(ctx->priv, ctx->gl_info, program);
      }
      ctx->gl_info->gl_ops.ext.p_glDeleteShader(shader->id);
      HeapFree(GetProcessHeap(), 0, shader);
  }
  
  /* Context activation is done by the caller. */
  static void glsl_fragment_pipe_free(struct wined3d_device *device)
  {
      struct shader_glsl_priv *priv = device->fragment_priv;
      struct glsl_ffp_destroy_ctx ctx;
  
      ctx.priv = priv;
      ctx.gl_info = &device->adapter->gl_info;
      wine_rb_destroy(&priv->ffp_fragment_shaders, shader_glsl_free_ffp_fragment_shader, &ctx);
  }
  
  static void glsl_fragment_pipe_shader(struct wined3d_context *context,
          const struct wined3d_state *state, DWORD state_id)
  {
      context->last_was_pshader = use_ps(state);
  
      context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
  }
  
  static void glsl_fragment_pipe_fogparams(struct wined3d_context *context,
          const struct wined3d_state *state, DWORD state_id)
  {
      context->constant_update_mask |= WINED3D_SHADER_CONST_PS_FOG;
  }
  
  static void glsl_fragment_pipe_fog(struct wined3d_context *context,
          const struct wined3d_state *state, DWORD state_id)
  {
      BOOL use_vshader = use_vs(state);
      enum fogsource new_source;
      DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART];
      DWORD fogend = state->render_states[WINED3D_RS_FOGEND];
  
      context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
  
      if (!state->render_states[WINED3D_RS_FOGENABLE])
          return;
  
      if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
      {
          if (use_vshader)
              new_source = FOGSOURCE_VS;
          else if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->stream_info.position_transformed)
              new_source = FOGSOURCE_COORD;
          else
              new_source = FOGSOURCE_FFP;
      }
      else
      {
          new_source = FOGSOURCE_FFP;
      }
  
      if (new_source != context->fog_source || fogstart == fogend)
      {
          context->fog_source = new_source;
          context->constant_update_mask |= WINED3D_SHADER_CONST_PS_FOG;
      }
  }
  
  static void glsl_fragment_pipe_vdecl(struct wined3d_context *context,
          const struct wined3d_state *state, DWORD state_id)
  {
      /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
      if (context->gl_info->limits.glsl_varyings < wined3d_max_compat_varyings(context->gl_info))
          context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
  
      if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_FOGENABLE)))
          glsl_fragment_pipe_fog(context, state, state_id);
  }
  
  static void glsl_fragment_pipe_vs(struct wined3d_context *context,
          const struct wined3d_state *state, DWORD state_id)
  {
      /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
      if (context->gl_info->limits.glsl_varyings < wined3d_max_compat_varyings(context->gl_info))
          context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
  }
  
  static void glsl_fragment_pipe_tex_transform(struct wined3d_context *context,
          const struct wined3d_state *state, DWORD state_id)
  {
      context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
  }
  
  static void glsl_fragment_pipe_invalidate_constants(struct wined3d_context *context,
          const struct wined3d_state *state, DWORD state_id)
  {
      context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_PS;
  }
  
  static void glsl_fragment_pipe_alpha_test(struct wined3d_context *context,
          const struct wined3d_state *state, DWORD state_id)
  {
      const struct wined3d_gl_info *gl_info = context->gl_info;
      int glParm;
      float ref;
  
      TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
  
      if (state->render_states[WINED3D_RS_ALPHATESTENABLE])
      {
          gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
          checkGLcall("glEnable GL_ALPHA_TEST");
      }
      else
      {
          gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
          checkGLcall("glDisable GL_ALPHA_TEST");
          return;
      }
  
      ref = ((float)state->render_states[WINED3D_RS_ALPHAREF]) / 255.0f;
      glParm = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]);
  
      if (glParm)
      {
          gl_info->gl_ops.gl.p_glAlphaFunc(glParm, ref);
          checkGLcall("glAlphaFunc");
      }
  }
  
  static void glsl_fragment_pipe_color_key(struct wined3d_context *context,
          const struct wined3d_state *state, DWORD state_id)
  {
      context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_COLOR_KEY;
  }
  
  static void glsl_fragment_pipe_shademode(struct wined3d_context *context,
          const struct wined3d_state *state, DWORD state_id)
  {
      context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_PIXEL;
  }
  
  static const struct StateEntryTemplate glsl_fragment_pipe_state_template[] =
  {
      {STATE_VDECL,                                               {STATE_VDECL,                                                glsl_fragment_pipe_vdecl               }, WINED3D_GL_EXT_NONE },
      {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),                  {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),                   glsl_fragment_pipe_vs                  }, WINED3D_GL_EXT_NONE },
      {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR),                    {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR),                     glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP),               {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP),               {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP),               {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP),               {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP),               {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP),               {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP),               {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP),               {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP),               {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP),               {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP),               {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP),               {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP),               {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP),               {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP),               {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP),               {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG),             {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                   {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    glsl_fragment_pipe_shader              }, WINED3D_GL_EXT_NONE },
      {STATE_RENDER(WINED3D_RS_ALPHAFUNC),                        {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE),                   NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_RENDER(WINED3D_RS_ALPHAREF),                         {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE),                   NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE),                  {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE),                   glsl_fragment_pipe_alpha_test          }, WINED3D_GL_EXT_NONE },
      {STATE_RENDER(WINED3D_RS_COLORKEYENABLE),                   {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_COLOR_KEY,                                           { STATE_COLOR_KEY,                                           glsl_fragment_pipe_color_key           }, WINED3D_GL_EXT_NONE },
      {STATE_RENDER(WINED3D_RS_FOGENABLE),                        {STATE_RENDER(WINED3D_RS_FOGENABLE),                         glsl_fragment_pipe_fog                 }, WINED3D_GL_EXT_NONE },
      {STATE_RENDER(WINED3D_RS_FOGTABLEMODE),                     {STATE_RENDER(WINED3D_RS_FOGENABLE),                         NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE),                    {STATE_RENDER(WINED3D_RS_FOGENABLE),                         NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_RENDER(WINED3D_RS_FOGSTART),                         {STATE_RENDER(WINED3D_RS_FOGSTART),                          glsl_fragment_pipe_fogparams           }, WINED3D_GL_EXT_NONE },
      {STATE_RENDER(WINED3D_RS_FOGEND),                           {STATE_RENDER(WINED3D_RS_FOGSTART),                          NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE),                  {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE),                   state_srgbwrite                        }, ARB_FRAMEBUFFER_SRGB},
      {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE),                  {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_RENDER(WINED3D_RS_FOGCOLOR),                         {STATE_RENDER(WINED3D_RS_FOGCOLOR),                          glsl_fragment_pipe_fogparams           }, WINED3D_GL_EXT_NONE },
      {STATE_RENDER(WINED3D_RS_FOGDENSITY),                       {STATE_RENDER(WINED3D_RS_FOGDENSITY),                        glsl_fragment_pipe_fogparams           }, WINED3D_GL_EXT_NONE },
      {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE),                {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE),                 glsl_fragment_pipe_shader              }, ARB_POINT_SPRITE    },
      {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 },
      {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 },
      {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 },
      {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 },
      {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 },
      {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 },
      {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 },
      {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 },
      {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT),               {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT),                glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT),               {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT),                glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT),               {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT),                glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT),               {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT),                glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT),               {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT),                glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT),               {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT),                glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT),               {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT),                glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
      {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT),               {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT),                glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
      {STATE_RENDER(WINED3D_RS_SPECULARENABLE),                   {STATE_RENDER(WINED3D_RS_SPECULARENABLE),                    glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
      {STATE_POINT_ENABLE,                                        {STATE_POINT_ENABLE,                                         glsl_fragment_pipe_shader              }, WINED3D_GL_EXT_NONE },
      {STATE_RENDER(WINED3D_RS_SHADEMODE),                        {STATE_RENDER(WINED3D_RS_SHADEMODE),                         state_shademode                        }, WINED3D_GL_LEGACY_CONTEXT},
      {STATE_RENDER(WINED3D_RS_SHADEMODE),                        {STATE_RENDER(WINED3D_RS_SHADEMODE),                         glsl_fragment_pipe_shademode           }, WINED3D_GL_EXT_NONE },
      {0 /* Terminate */,                                         {0,                                                          0                                      }, WINED3D_GL_EXT_NONE },
  };
  
  static BOOL glsl_fragment_pipe_alloc_context_data(struct wined3d_context *context)
  {
      return TRUE;
  }
  
  static void glsl_fragment_pipe_free_context_data(struct wined3d_context *context)
  {
  }
  
  const struct fragment_pipeline glsl_fragment_pipe =
  {
      glsl_fragment_pipe_enable,
      glsl_fragment_pipe_get_caps,
      glsl_fragment_pipe_get_emul_mask,
      glsl_fragment_pipe_alloc,
      glsl_fragment_pipe_free,
      glsl_fragment_pipe_alloc_context_data,
      glsl_fragment_pipe_free_context_data,
      shader_glsl_color_fixup_supported,
      glsl_fragment_pipe_state_template,
  };
  