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_LOD         0x02
  #define WINED3D_GLSL_SAMPLE_GRAD        0x04
  #define WINED3D_GLSL_SAMPLE_LOAD        0x08
  #define WINED3D_GLSL_SAMPLE_OFFSET      0x10
  
  static const struct
  {
      unsigned int coord_size;
      unsigned int resinfo_size;
      const char *type_part;
  }
  resource_type_info[] =
  {
      {0, 0, ""},        /* WINED3D_SHADER_RESOURCE_NONE */
      {1, 1, "Buffer"},  /* WINED3D_SHADER_RESOURCE_BUFFER */
      {1, 1, "1D"},      /* WINED3D_SHADER_RESOURCE_TEXTURE_1D */
      {2, 2, "2D"},      /* WINED3D_SHADER_RESOURCE_TEXTURE_2D */
      {2, 2, ""},        /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMS */
      {3, 3, "3D"},      /* WINED3D_SHADER_RESOURCE_TEXTURE_3D */
      {3, 2, "Cube"},    /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBE */
      {2, 2, ""},        /* WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY */
      {3, 3, "2DArray"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY */
      {3, 3, ""},        /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY */
      {4, 3, ""},        /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY */
  };
  
  static const struct
  {
      enum wined3d_data_type data_type;
      const char *glsl_scalar_type;
      const char *glsl_vector_type;
  }
  component_type_info[] =
  {
      {WINED3D_DATA_FLOAT, "float", "vec"},  /* WINED3D_TYPE_UNKNOWN */
      {WINED3D_DATA_UINT,  "uint",  "uvec"}, /* WINED3D_TYPE_UINT */
      {WINED3D_DATA_INT,   "int",   "ivec"}, /* WINED3D_TYPE_INT */
      {WINED3D_DATA_FLOAT, "float", "vec"},  /* WINED3D_TYPE_FLOAT */
  };
  
  struct glsl_dst_param
  {
      char reg_name[150];
      char mask_str[6];
  };
  
  struct glsl_src_param
  {
      char param_str[200];
  };
  
  struct glsl_sample_function
  {
      struct wined3d_string_buffer *name;
      unsigned int coord_mask;
      unsigned int deriv_mask;
      enum wined3d_data_type data_type;
      BOOL output_single_component;
      unsigned int offset_size;
  };
  
  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;
      UINT next_constant_version;
  
      const struct wined3d_vertex_pipe_ops *vertex_pipe;
      const struct wined3d_fragment_pipe_ops *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[WINED3D_MAX_VS_CONSTS_F];
      GLint uniform_i_locations[WINED3D_MAX_CONSTS_I];
      GLint uniform_b_locations[WINED3D_MAX_CONSTS_B];
      GLint pos_fixup_location;
      GLint base_vertex_id_location;
  
      GLint modelview_matrix_location[MAX_VERTEX_BLENDS];
      GLint projection_matrix_location;
      GLint normal_matrix_location;
      GLint texture_matrix_location[WINED3D_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[WINED3D_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;
      GLint clip_planes_location;
  };
  
  struct glsl_hs_program
  {
      struct list shader_entry;
      GLuint id;
  };
  
  struct glsl_ds_program
  {
      struct list shader_entry;
      GLuint id;
  
      GLint pos_fixup_location;
  };
  
  struct glsl_gs_program
  {
      struct list shader_entry;
      GLuint id;
  
      GLint pos_fixup_location;
  };
  
  struct glsl_ps_program
  {
      struct list shader_entry;
      GLuint id;
      GLint uniform_f_locations[WINED3D_MAX_PS_CONSTS_F];
      GLint uniform_i_locations[WINED3D_MAX_CONSTS_I];
      GLint uniform_b_locations[WINED3D_MAX_CONSTS_B];
      GLint bumpenv_mat_location[WINED3D_MAX_TEXTURES];
      GLint bumpenv_lum_scale_location[WINED3D_MAX_TEXTURES];
      GLint bumpenv_lum_offset_location[WINED3D_MAX_TEXTURES];
      GLint tss_constant_location[WINED3D_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 alpha_test_ref_location;
      GLint ycorrection_location;
      GLint np2_fixup_location;
      GLint color_key_location;
      const struct ps_np2fixup_info *np2_fixup_info;
  };
  
  struct glsl_cs_program
  {
      struct list shader_entry;
      GLuint id;
  };
  
  /* 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_hs_program hs;
      struct glsl_ds_program ds;
      struct glsl_gs_program gs;
      struct glsl_ps_program ps;
      struct glsl_cs_program cs;
      GLuint id;
      DWORD constant_update_mask;
      unsigned int constant_version;
      DWORD shader_controlled_clip_distances : 1;
      DWORD clip_distance_mask : 8; /* WINED3D_MAX_CLIP_DISTANCES, 8 */
      DWORD padding : 23;
  };
  
  struct glsl_program_key
  {
      GLuint vs_id;
      GLuint hs_id;
      GLuint ds_id;
      GLuint gs_id;
      GLuint ps_id;
      GLuint cs_id;
  };
  
  struct shader_glsl_ctx_priv
  {
      const struct wined3d_gl_info *gl_info;
      const struct vs_compile_args    *cur_vs_args;
      const struct ds_compile_args    *cur_ds_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;
      GLenum vertex_color_clamp;
      BOOL rasterization_disabled;
  };
  
  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_hs_compiled_shader
  {
      GLuint id;
  };
  
  struct glsl_ds_compiled_shader
  {
      struct ds_compile_args args;
      GLuint id;
  };
  
  struct glsl_gs_compiled_shader
  {
      struct gs_compile_args args;
      GLuint id;
  };
  
  struct glsl_cs_compiled_shader
  {
      GLuint id;
  };
  
  struct glsl_shader_private
  {
      union
      {
          struct glsl_vs_compiled_shader *vs;
          struct glsl_hs_compiled_shader *hs;
          struct glsl_ds_compiled_shader *ds;
          struct glsl_gs_compiled_shader *gs;
          struct glsl_ps_compiled_shader *ps;
          struct glsl_cs_compiled_shader *cs;
      } gl_shaders;
      unsigned int 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_context_gl *context_gl;
  };
  
  static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_context *ctx);
  
  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_TESS_CONTROL_SHADER);
          WINED3D_TO_STR(GL_TESS_EVALUATION_SHADER);
          WINED3D_TO_STR(GL_GEOMETRY_SHADER);
          WINED3D_TO_STR(GL_FRAGMENT_SHADER);
          WINED3D_TO_STR(GL_COMPUTE_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_HULL:
              return "hs";
  
          case WINED3D_SHADER_TYPE_DOMAIN:
              return "ds";
  
          case WINED3D_SHADER_TYPE_GEOMETRY:
              return "gs";
  
          case WINED3D_SHADER_TYPE_PIXEL:
              return "ps";
  
          case WINED3D_SHADER_TYPE_COMPUTE:
              return "cs";
  
          default:
              FIXME("Unhandled shader type %#x.\n", type);
              return "unknown";
      }
  }
  
  static unsigned int shader_glsl_get_version(const struct wined3d_gl_info *gl_info)
  {
      if (gl_info->glsl_version >= MAKEDWORD_VERSION(4, 40))
          return 440;
      else if (gl_info->glsl_version >= MAKEDWORD_VERSION(1, 50))
          return 150;
      else if (gl_info->glsl_version >= MAKEDWORD_VERSION(1, 30))
          return 130;
      else
          return 120;
  }
  
  static void shader_glsl_add_version_declaration(struct wined3d_string_buffer *buffer,
          const struct wined3d_gl_info *gl_info)
  {
      shader_addline(buffer, "#version %u\n", shader_glsl_get_version(gl_info));
  }
  
  unsigned int shader_glsl_full_ffp_varyings(const struct wined3d_gl_info *gl_info)
  {
      /* On core profile we have to also count diffuse and specular colours and
       * the fog coordinate. */
      return gl_info->limits.glsl_varyings >= (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]
              ? WINED3D_MAX_TEXTURES * 4 : (WINED3D_MAX_TEXTURES + 2) * 4 + 1);
  }
  
  static void shader_glsl_append_imm_vec(struct wined3d_string_buffer *buffer,
          const float *values, unsigned int size, const struct wined3d_gl_info *gl_info)
  {
      const int *int_values = (const int *)values;
      unsigned int i;
      char str[17];
  
      if (!gl_info->supported[ARB_SHADER_BIT_ENCODING])
      {
          if (size > 1)
              shader_addline(buffer, "vec%u(", size);
  
          for (i = 0; i < size; ++i)
          {
              wined3d_ftoa(values[i], str);
              shader_addline(buffer, i ? ", %s" : "%s", str);
          }
  
          if (size > 1)
              shader_addline(buffer, ")");
  
          return;
      }
  
      shader_addline(buffer, "intBitsToFloat(");
      if (size > 1)
          shader_addline(buffer, "ivec%u(", size);
  
      for (i = 0; i < size; ++i)
      {
          wined3d_ftoa(values[i], str);
          shader_addline(buffer, i ? ", %#x /* %s */" : "%#x /* %s */", int_values[i], str);
      }
  
      if (size > 1)
          shader_addline(buffer, ")");
      shader_addline(buffer, ")");
  }
  
  static void shader_glsl_append_imm_ivec(struct wined3d_string_buffer *buffer,
          const int *values, unsigned int size)
  {
      int i;
  
      if (!size || size > 4)
      {
          ERR("Invalid vector size %u.\n", size);
          return;
      }
  
      if (size > 1)
          shader_addline(buffer, "ivec%u(", size);
  
      for (i = 0; i < size; ++i)
          shader_addline(buffer, i ? ", %#x" : "%#x", values[i]);
  
      if (size > 1)
          shader_addline(buffer, ")");
  }
  
  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 = heap_alloc(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);
          }
          heap_free(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));
      if (!(shaders = heap_calloc(shader_count, sizeof(*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)
          {
              heap_free(source);
  
              if (!(source = heap_alloc_zero(tmp)))
              {
                  ERR("Failed to allocate %d bytes for shader source.\n", tmp);
                  heap_free(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");
      }
  
      heap_free(source);
      heap_free(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);
  }
  
  static BOOL shader_glsl_use_layout_qualifier(const struct wined3d_gl_info *gl_info)
  {
      /* Layout qualifiers were introduced in GLSL 1.40. The Nvidia Legacy GPU
       * driver (series 340.xx) doesn't parse layout qualifiers in older GLSL
       * versions. */
      return shader_glsl_get_version(gl_info) >= 140;
  }
  
  static BOOL shader_glsl_use_layout_binding_qualifier(const struct wined3d_gl_info *gl_info)
  {
      return gl_info->supported[ARB_SHADING_LANGUAGE_420PACK] && shader_glsl_use_layout_qualifier(gl_info);
  }
  
  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)
  {
      const char *prefix = shader_glsl_get_prefix(reg_maps->shader_version.type);
      struct wined3d_string_buffer *name;
      unsigned int i, base, count;
      GLuint block_idx;
  
      if (shader_glsl_use_layout_binding_qualifier(gl_info))
          return;
  
      name = string_buffer_get(&priv->string_buffers);
      wined3d_gl_limits_get_uniform_block_range(&gl_info->limits, reg_maps->shader_version.type, &base, &count);
      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 shader_glsl_load_samplers_range(const struct wined3d_gl_info *gl_info,
          struct shader_glsl_priv *priv, GLuint program_id, const char *prefix,
          unsigned int base, unsigned int count, const DWORD *tex_unit_map)
  {
      struct wined3d_string_buffer *sampler_name = string_buffer_get(&priv->string_buffers);
      unsigned int i, mapped_unit;
      GLint name_loc;
  
      for (i = 0; i < count; ++i)
      {
          string_buffer_sprintf(sampler_name, "%s_sampler%u", prefix, i);
          name_loc = GL_EXTCALL(glGetUniformLocation(program_id, sampler_name->buffer));
          if (name_loc == -1)
              continue;
  
          mapped_unit = tex_unit_map ? tex_unit_map[base + i] : base + i;
          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("Load sampler bindings");
      string_buffer_release(&priv->string_buffers, sampler_name);
  }
  
  static unsigned int shader_glsl_map_tex_unit(const struct wined3d_context *context,
          const struct wined3d_shader_version *shader_version, unsigned int sampler_idx)
  {
      const struct wined3d_context_gl *context_gl = wined3d_context_gl_const(context);
      const unsigned int *tex_unit_map;
      unsigned int base, count;
  
      tex_unit_map = wined3d_context_gl_get_tex_unit_mapping(context_gl, shader_version, &base, &count);
      if (sampler_idx >= count)
          return WINED3D_UNMAPPED_STAGE;
      if (!tex_unit_map)
          return base + sampler_idx;
      return tex_unit_map[base + sampler_idx];
  }
  
  static void shader_glsl_append_sampler_binding_qualifier(struct wined3d_string_buffer *buffer,
          const struct wined3d_context *context, const struct wined3d_shader_version *shader_version,
          unsigned int sampler_idx)
  {
      unsigned int mapped_unit = shader_glsl_map_tex_unit(context, shader_version, sampler_idx);
      if (mapped_unit != WINED3D_UNMAPPED_STAGE)
          shader_addline(buffer, "layout(binding = %u)\n", mapped_unit);
      else
          ERR("Unmapped sampler %u.\n", sampler_idx);
  }
  
  /* Context activation is done by the caller. */
  static void shader_glsl_load_samplers(const struct wined3d_context *context,
          struct shader_glsl_priv *priv, GLuint program_id, const struct wined3d_shader_reg_maps *reg_maps)
  {
      const struct wined3d_context_gl *context_gl = wined3d_context_gl_const(context);
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      const struct wined3d_shader_version *shader_version;
      const unsigned int *tex_unit_map;
      unsigned int base, count;
      const char *prefix;
  
      if (shader_glsl_use_layout_binding_qualifier(gl_info))
          return;
  
      shader_version = reg_maps ? &reg_maps->shader_version : NULL;
      prefix = shader_glsl_get_prefix(shader_version ? shader_version->type : WINED3D_SHADER_TYPE_PIXEL);
      tex_unit_map = wined3d_context_gl_get_tex_unit_mapping(context_gl, shader_version, &base, &count);
      shader_glsl_load_samplers_range(gl_info, priv, program_id, prefix, base, count, tex_unit_map);
  }
  
  static void shader_glsl_load_icb(const struct wined3d_gl_info *gl_info, struct shader_glsl_priv *priv,
          GLuint program_id, const struct wined3d_shader_reg_maps *reg_maps)
  {
      const struct wined3d_shader_immediate_constant_buffer *icb = reg_maps->icb;
  
      if (icb)
      {
          struct wined3d_string_buffer *icb_name = string_buffer_get(&priv->string_buffers);
          const char *prefix = shader_glsl_get_prefix(reg_maps->shader_version.type);
          GLint icb_location;
  
          string_buffer_sprintf(icb_name, "%s_icb", prefix);
          icb_location = GL_EXTCALL(glGetUniformLocation(program_id, icb_name->buffer));
          GL_EXTCALL(glUniform4fv(icb_location, icb->vec4_count, (const GLfloat *)icb->data));
          checkGLcall("Load immediate constant buffer");
  
          string_buffer_release(&priv->string_buffers, icb_name);
      }
  }
  
  /* Context activation is done by the caller. */
  static void shader_glsl_load_images(const struct wined3d_gl_info *gl_info, struct shader_glsl_priv *priv,
          GLuint program_id, const struct wined3d_shader_reg_maps *reg_maps)
  {
      const char *prefix = shader_glsl_get_prefix(reg_maps->shader_version.type);
      struct wined3d_string_buffer *name;
      GLint location;
      unsigned int i;
  
      if (shader_glsl_use_layout_binding_qualifier(gl_info))
          return;
  
      name = string_buffer_get(&priv->string_buffers);
      for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
      {
          if (!reg_maps->uav_resource_info[i].type)
              continue;
  
          string_buffer_sprintf(name, "%s_image%u", prefix, i);
          location = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
          if (location == -1)
              continue;
  
          TRACE("Loading image %s on unit %u.\n", name->buffer, i);
          GL_EXTCALL(glUniform1i(location, i));
      }
      checkGLcall("Load image bindings");
      string_buffer_release(&priv->string_buffers, name);
  }
  
  /* Context activation is done by the caller. */
  static void shader_glsl_load_program_resources(const struct wined3d_context_gl *context_gl,
          struct shader_glsl_priv *priv, GLuint program_id, const struct wined3d_shader *shader)
  {
      const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
  
      shader_glsl_init_uniform_block_bindings(context_gl->gl_info, priv, program_id, reg_maps);
      shader_glsl_load_icb(context_gl->gl_info, priv, program_id, reg_maps);
      /* 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(&context_gl->c, priv, program_id, reg_maps);
  }
  
  static void append_transform_feedback_varying(const char **varyings, unsigned int *varying_count,
          char **strings, unsigned int *strings_length, struct wined3d_string_buffer *buffer)
  {
      if (varyings && *strings)
      {
          char *ptr = *strings;
  
          varyings[*varying_count] = ptr;
  
          memcpy(ptr, buffer->buffer, buffer->content_size + 1);
          ptr += buffer->content_size + 1;
  
          *strings = ptr;
      }
  
      *strings_length += buffer->content_size + 1;
      ++(*varying_count);
  }
  
  static void append_transform_feedback_skip_components(const char **varyings,
          unsigned int *varying_count, char **strings, unsigned int *strings_length,
          struct wined3d_string_buffer *buffer, unsigned int component_count)
  {
      unsigned int j;
  
      for (j = 0; j < component_count / 4; ++j)
      {
          string_buffer_sprintf(buffer, "gl_SkipComponents4");
          append_transform_feedback_varying(varyings, varying_count, strings, strings_length, buffer);
      }
      if (component_count % 4)
      {
          string_buffer_sprintf(buffer, "gl_SkipComponents%u", component_count % 4);
          append_transform_feedback_varying(varyings, varying_count, strings, strings_length, buffer);
      }
  }
  
  static BOOL shader_glsl_generate_transform_feedback_varyings(struct wined3d_string_buffer *buffer,
          const char **varyings, unsigned int *varying_count, char *strings, unsigned int *strings_length,
          GLenum buffer_mode, struct wined3d_shader *shader)
  {
      const struct wined3d_stream_output_desc *so_desc = &shader->u.gs.so_desc;
      unsigned int buffer_idx, count, length, highest_output_slot, stride;
      unsigned int i, register_idx, component_idx;
      BOOL have_varyings_to_record = FALSE;
  
      count = length = 0;
      highest_output_slot = 0;
      for (buffer_idx = 0; buffer_idx < WINED3D_MAX_STREAM_OUTPUT_BUFFERS; ++buffer_idx)
      {
          stride = 0;
  
          for (i = 0; i < so_desc->element_count; ++i)
          {
              const struct wined3d_stream_output_element *e = &so_desc->elements[i];
  
              highest_output_slot = max(highest_output_slot, e->output_slot);
              if (e->output_slot != buffer_idx)
                  continue;
  
              if (e->stream_idx)
              {
                  FIXME("Unhandled stream %u.\n", e->stream_idx);
                  continue;
              }
  
              stride += e->component_count;
  
              if (!e->semantic_name)
              {
                  append_transform_feedback_skip_components(varyings, &count,
                          &strings, &length, buffer, e->component_count);
                  continue;
              }
  
              if (!shader_get_stream_output_register_info(shader, e, &register_idx, &component_idx))
                  continue;
  
              if (component_idx || e->component_count != 4)
              {
                  if (so_desc->rasterizer_stream_idx != WINED3D_NO_RASTERIZER_STREAM)
                  {
                      FIXME("Unsupported component range %u-%u.\n", component_idx, e->component_count);
                      append_transform_feedback_skip_components(varyings, &count,
                              &strings, &length, buffer, e->component_count);
                      continue;
                  }
  
                  string_buffer_sprintf(buffer, "shader_in_out.reg%u_%u_%u",
                          register_idx, component_idx, component_idx + e->component_count - 1);
                  append_transform_feedback_varying(varyings, &count, &strings, &length, buffer);
              }
              else
              {
                  string_buffer_sprintf(buffer, "shader_in_out.reg%u", register_idx);
                  append_transform_feedback_varying(varyings, &count, &strings, &length, buffer);
              }
  
              have_varyings_to_record = TRUE;
          }
  
          if (buffer_idx < so_desc->buffer_stride_count
                  && stride < so_desc->buffer_strides[buffer_idx] / 4)
          {
              unsigned int component_count = so_desc->buffer_strides[buffer_idx] / 4 - stride;
              append_transform_feedback_skip_components(varyings, &count,
                      &strings, &length, buffer, component_count);
          }
  
          if (highest_output_slot <= buffer_idx)
              break;
  
          if (buffer_mode == GL_INTERLEAVED_ATTRIBS)
          {
              string_buffer_sprintf(buffer, "gl_NextBuffer");
              append_transform_feedback_varying(varyings, &count, &strings, &length, buffer);
          }
      }
  
      if (varying_count)
          *varying_count = count;
      if (strings_length)
          *strings_length = length;
  
      return have_varyings_to_record;
  }
  
  static void shader_glsl_init_transform_feedback(const struct wined3d_context_gl *context_gl,
          struct shader_glsl_priv *priv, GLuint program_id, struct wined3d_shader *shader)
  {
      const struct wined3d_stream_output_desc *so_desc = &shader->u.gs.so_desc;
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      struct wined3d_string_buffer *buffer;
      unsigned int i, count, length;
      const char **varyings;
      char *strings;
      GLenum mode;
  
      if (!so_desc->element_count)
          return;
  
      if (gl_info->supported[ARB_TRANSFORM_FEEDBACK3])
      {
          mode = GL_INTERLEAVED_ATTRIBS;
      }
      else
      {
          unsigned int element_count[WINED3D_MAX_STREAM_OUTPUT_BUFFERS] = {0};
  
          for (i = 0; i < so_desc->element_count; ++i)
          {
              if (!so_desc->elements[i].semantic_name)
              {
                  FIXME("ARB_transform_feedback3 is needed for stream output gaps.\n");
                  return;
              }
              ++element_count[so_desc->elements[i].output_slot];
          }
  
          if (element_count[0] == so_desc->element_count)
          {
              mode = GL_INTERLEAVED_ATTRIBS;
          }
          else
          {
              mode = GL_SEPARATE_ATTRIBS;
              for (i = 0; i < ARRAY_SIZE(element_count); ++i)
              {
                  if (element_count[i] != 1)
                      break;
              }
              for (; i < ARRAY_SIZE(element_count); ++i)
              {
                  if (element_count[i])
                  {
                      FIXME("Only single element per buffer is allowed in separate mode.\n");
                      return;
                  }
              }
          }
      }
  
      buffer = string_buffer_get(&priv->string_buffers);
  
      if (!shader_glsl_generate_transform_feedback_varyings(buffer, NULL, &count, NULL, &length, mode, shader))
      {
          FIXME("No varyings to record, disabling transform feedback.\n");
          shader->u.gs.so_desc.element_count = 0;
          string_buffer_release(&priv->string_buffers, buffer);
          return;
      }
  
      if (!(varyings = heap_calloc(count, sizeof(*varyings))))
      {
          ERR("Out of memory.\n");
          string_buffer_release(&priv->string_buffers, buffer);
          return;
      }
      if (!(strings = heap_calloc(length, sizeof(*strings))))
      {
          ERR("Out of memory.\n");
          heap_free(varyings);
          string_buffer_release(&priv->string_buffers, buffer);
          return;
      }
  
      shader_glsl_generate_transform_feedback_varyings(buffer, varyings, NULL, strings, NULL, mode, shader);
      GL_EXTCALL(glTransformFeedbackVaryings(program_id, count, varyings, mode));
      checkGLcall("glTransformFeedbackVaryings");
  
      heap_free(varyings);
      heap_free(strings);
      string_buffer_release(&priv->string_buffers, buffer);
  }
  
  /* Context activation is done by the caller. */
  static inline void walk_constant_heap(const struct wined3d_gl_info *gl_info, const struct wined3d_vec4 *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].x));
      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 struct wined3d_vec4 *data)
  {
      GLfloat clamped_constant[4];
  
      if (location == -1) return;
  
      clamped_constant[0] = data->x < -1.0f ? -1.0f : data->x > 1.0f ? 1.0f : data->x;
      clamped_constant[1] = data->y < -1.0f ? -1.0f : data->y > 1.0f ? 1.0f : data->y;
      clamped_constant[2] = data->z < -1.0f ? -1.0f : data->z > 1.0f ? 1.0f : data->z;
      clamped_constant[3] = data->w < -1.0f ? -1.0f : data->w > 1.0f ? 1.0f : data->w;
  
      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 struct wined3d_vec4 *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]);
      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]);
  
                      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]);
  
                      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_constants_f(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
          const struct wined3d_vec4 *constants, const GLint *constant_locations, const struct constant_heap *heap,
          unsigned char *stack, unsigned int 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_constants_i(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
          const struct wined3d_ivec4 *constants, const GLint locations[WINED3D_MAX_CONSTS_I], 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].x));
      }
  
      /* 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[WINED3D_MAX_CONSTS_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)
  {
      struct
      {
          float sx, sy;
      }
      np2fixup_constants[WINED3D_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];
  
          if (!tex)
          {
              ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
              continue;
          }
  
          np2fixup_constants[idx].sx = tex->pow2_matrix[0];
          np2fixup_constants[idx].sy = tex->pow2_matrix[5];
      }
  
      GL_EXTCALL(glUniform4fv(ps->np2_fixup_location, ps->np2_fixup_info->num_consts, &np2fixup_constants[0].sx));
  }
  
  static void transpose_matrix(struct wined3d_matrix *out, const struct wined3d_matrix *m)
  {
      struct wined3d_matrix temp;
      unsigned int i, j;
  
      for (i = 0; i < 4; ++i)
          for (j = 0; j < 4; ++j)
              (&temp._11)[4 * j + i] = (&m->_11)[4 * i + j];
  
      *out = temp;
  }
  
  static void shader_glsl_ffp_vertex_normalmatrix_uniform(const struct wined3d_context_gl *context_gl,
          const struct wined3d_state *state, struct glsl_shader_prog_link *prog)
  {
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      struct wined3d_matrix mv;
      float mat[3 * 3];
  
      if (prog->vs.normal_matrix_location == -1)
          return;
  
      get_modelview_matrix(&context_gl->c, state, 0, &mv);
      compute_normal_matrix(mat, context_gl->c.d3d_info->wined3d_creation_flags & WINED3D_LEGACY_FFP_LIGHTING, &mv);
  
      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_gl *context_gl,
          const struct wined3d_state *state, unsigned int tex, struct glsl_shader_prog_link *prog)
  {
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      struct wined3d_matrix mat;
  
      if (tex >= WINED3D_MAX_TEXTURES)
          return;
      if (prog->vs.texture_matrix_location[tex] == -1)
          return;
  
      get_texture_matrix(&context_gl->c, 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_gl *context_gl,
          const struct wined3d_state *state, struct glsl_shader_prog_link *prog)
  {
      const struct wined3d_gl_info *gl_info = context_gl->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_gl *context_gl,
          const struct wined3d_state *state, struct glsl_shader_prog_link *prog)
  {
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      struct wined3d_color color;
  
      wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_AMBIENT]);
      GL_EXTCALL(glUniform3fv(prog->vs.light_ambient_location, 1, &color.r));
      checkGLcall("glUniform3fv");
  }
  
  static void shader_glsl_ffp_vertex_light_uniform(const struct wined3d_context_gl *context_gl,
          const struct wined3d_state *state, unsigned int light, const struct wined3d_light_info *light_info,
          struct glsl_shader_prog_link *prog)
  {
      const struct wined3d_matrix *view = &state->transforms[WINED3D_TS_VIEW];
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      struct wined3d_vec4 vec4;
  
      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:
              wined3d_vec4_transform(&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:
              wined3d_vec4_transform(&vec4, &light_info->position, view);
              GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].position, 1, &vec4.x));
  
              wined3d_vec4_transform(&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:
              wined3d_vec4_transform(&vec4, &light_info->direction, view);
              GL_EXTCALL(glUniform3fv(prog->vs.light_location[light].direction, 1, &vec4.x));
              break;
  
          case WINED3D_LIGHT_PARALLELPOINT:
              wined3d_vec4_transform(&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_gl *context_gl,
          const struct wined3d_state *state, struct glsl_shader_prog_link *prog)
  {
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      float size, att[3];
      float min, max;
  
      get_pointsize_minmax(&context_gl->c, 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_gl->c, 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_gl *context_gl,
          const struct wined3d_state *state, struct glsl_shader_prog_link *prog)
  {
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      struct wined3d_color color;
      float start, end, scale;
      union
      {
          DWORD d;
          float f;
      } tmpvalue;
  
      wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_FOGCOLOR]);
      GL_EXTCALL(glUniform4fv(prog->ps.fog_color_location, 1, &color.r));
      tmpvalue.d = state->render_states[WINED3D_RS_FOGDENSITY];
      GL_EXTCALL(glUniform1f(prog->ps.fog_density_location, tmpvalue.f));
      get_fog_start_end(&context_gl->c, 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");
  }
  
  static void shader_glsl_clip_plane_uniform(const struct wined3d_context_gl *context_gl,
          const struct wined3d_state *state, unsigned int index, struct glsl_shader_prog_link *prog)
  {
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      struct wined3d_matrix matrix;
      struct wined3d_vec4 plane;
  
      plane = state->clip_planes[index];
  
      /* Clip planes are affected by the view transform in d3d for FFP draws. */
      if (!use_vs(state))
      {
          invert_matrix(&matrix, &state->transforms[WINED3D_TS_VIEW]);
          transpose_matrix(&matrix, &matrix);
          wined3d_vec4_transform(&plane, &plane, &matrix);
      }
  
      GL_EXTCALL(glUniform4fv(prog->vs.clip_planes_location + index, 1, &plane.x));
  }
  
  /* 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 wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
      const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
      const struct glsl_context_data *ctx_data = context->shader_backend_data;
      struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
      struct glsl_shader_prog_link *prog = ctx_data->glsl_program;
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      float position_fixup[4 * WINED3D_MAX_VIEWPORTS];
      struct shader_glsl_priv *priv = shader_priv;
      unsigned int constant_version;
      DWORD update_mask;
      int i;
  
      /* No GLSL program set - nothing to do. */
      if (!prog)
          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_constants_f(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_constants_i(vshader, gl_info, state->vs_consts_i,
                  prog->vs.uniform_i_locations, 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_CLIP_PLANES)
      {
          for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
              shader_glsl_clip_plane_uniform(context_gl, state, i, prog);
      }
  
      if (update_mask & WINED3D_SHADER_CONST_VS_POINTSIZE)
          shader_glsl_pointsize_uniform(context_gl, state, prog);
  
      if (update_mask & WINED3D_SHADER_CONST_POS_FIXUP)
      {
          unsigned int fixup_count = state->shader[WINED3D_SHADER_TYPE_GEOMETRY] ?
                  max(state->viewport_count, 1) : 1;
          shader_get_position_fixup(context, state, fixup_count, position_fixup);
          if (state->shader[WINED3D_SHADER_TYPE_GEOMETRY])
              GL_EXTCALL(glUniform4fv(prog->gs.pos_fixup_location, fixup_count, position_fixup));
          else if (state->shader[WINED3D_SHADER_TYPE_DOMAIN])
              GL_EXTCALL(glUniform4fv(prog->ds.pos_fixup_location, 1, position_fixup));
          else
              GL_EXTCALL(glUniform4fv(prog->vs.pos_fixup_location, 1, position_fixup));
          checkGLcall("glUniform4fv");
      }
  
      if (update_mask & WINED3D_SHADER_CONST_BASE_VERTEX_ID)
      {
          GL_EXTCALL(glUniform1i(prog->vs.base_vertex_id_location, state->base_vertex_index));
          checkGLcall("base vertex id");
      }
  
      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_gl, 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 < WINED3D_MAX_TEXTURES; ++i)
              shader_glsl_ffp_vertex_texmatrix_uniform(context_gl, state, i, prog);
      }
  
      if (update_mask & WINED3D_SHADER_CONST_FFP_MATERIAL)
          shader_glsl_ffp_vertex_material_uniform(context_gl, state, prog);
  
      if (update_mask & WINED3D_SHADER_CONST_FFP_LIGHTS)
      {
          unsigned int point_idx, spot_idx, directional_idx, parallel_point_idx;
          DWORD point_count = 0;
          DWORD spot_count = 0;
          DWORD directional_count = 0;
          DWORD parallel_point_count = 0;
  
          for (i = 0; i < WINED3D_MAX_ACTIVE_LIGHTS; ++i)
          {
              if (!state->light_state.lights[i])
                  continue;
  
              switch (state->light_state.lights[i]->OriginalParms.type)
              {
                  case WINED3D_LIGHT_POINT:
                      ++point_count;
                      break;
                  case WINED3D_LIGHT_SPOT:
                      ++spot_count;
                      break;
                  case WINED3D_LIGHT_DIRECTIONAL:
                      ++directional_count;
                      break;
                  case WINED3D_LIGHT_PARALLELPOINT:
                      ++parallel_point_count;
                      break;
                  default:
                      FIXME("Unhandled light type %#x.\n", state->light_state.lights[i]->OriginalParms.type);
                      break;
              }
          }
          point_idx = 0;
          spot_idx = point_idx + point_count;
          directional_idx = spot_idx + spot_count;
          parallel_point_idx = directional_idx + directional_count;
  
          shader_glsl_ffp_vertex_lightambient_uniform(context_gl, state, prog);
          for (i = 0; i < WINED3D_MAX_ACTIVE_LIGHTS; ++i)
          {
              const struct wined3d_light_info *light_info = state->light_state.lights[i];
              unsigned int idx;
  
              if (!light_info)
                  continue;
  
              switch (light_info->OriginalParms.type)
              {
                  case WINED3D_LIGHT_POINT:
                      idx = point_idx++;
                      break;
                  case WINED3D_LIGHT_SPOT:
                      idx = spot_idx++;
                      break;
                  case WINED3D_LIGHT_DIRECTIONAL:
                      idx = directional_idx++;
                      break;
                  case WINED3D_LIGHT_PARALLELPOINT:
                      idx = parallel_point_idx++;
                      break;
                  default:
                      FIXME("Unhandled light type %#x.\n", light_info->OriginalParms.type);
                      continue;
              }
              shader_glsl_ffp_vertex_light_uniform(context_gl, state, idx, light_info, prog);
          }
      }
  
      if (update_mask & WINED3D_SHADER_CONST_PS_F)
          shader_glsl_load_constants_f(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_constants_i(pshader, gl_info, state->ps_consts_i,
                  prog->ps.uniform_i_locations, 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 < WINED3D_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)
      {
          const struct wined3d_vec4 correction_params =
          {
              /* Position is relative to the framebuffer, not the viewport. */
              context->render_offscreen ? 0.0f : (float)state->fb.render_targets[0]->height,
              context->render_offscreen ? 1.0f : -1.0f,
              0.0f,
              0.0f,
          };
  
          GL_EXTCALL(glUniform4fv(prog->ps.ycorrection_location, 1, &correction_params.x));
      }
  
      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)
      {
          struct wined3d_color color;
  
          if (prog->ps.tex_factor_location != -1)
          {
              wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_TEXTUREFACTOR]);
              GL_EXTCALL(glUniform4fv(prog->ps.tex_factor_location, 1, &color.r));
          }
  
          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 < WINED3D_MAX_TEXTURES; ++i)
          {
              if (prog->ps.tss_constant_location[i] == -1)
                  continue;
  
              wined3d_color_from_d3dcolor(&color, state->texture_states[i][WINED3D_TSS_CONSTANT]);
              GL_EXTCALL(glUniform4fv(prog->ps.tss_constant_location[i], 1, &color.r));
          }
  
          checkGLcall("fixed function uniforms");
      }
  
      if (update_mask & WINED3D_SHADER_CONST_PS_FOG)
          shader_glsl_load_fog_uniform(context_gl, state, prog);
  
      if (update_mask & WINED3D_SHADER_CONST_PS_ALPHA_TEST)
      {
          float ref = wined3d_alpha_ref(state);
  
          GL_EXTCALL(glUniform1f(prog->ps.alpha_test_ref_location, ref));
          checkGLcall("alpha test emulation uniform");
      }
  
      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);
      }
  }
  
  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);
      }
  }
  
  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->glsl_version < MAKEDWORD_VERSION(1, 30);
  }
  
  static BOOL shader_glsl_use_explicit_attrib_location(const struct wined3d_gl_info *gl_info)
  {
      return gl_info->supported[ARB_EXPLICIT_ATTRIB_LOCATION]
              && shader_glsl_use_layout_qualifier(gl_info) && !needs_legacy_glsl_syntax(gl_info);
  }
  
  static BOOL shader_glsl_use_interface_blocks(const struct wined3d_gl_info *gl_info)
  {
      return shader_glsl_get_version(gl_info) >= 150;
  }
  
  static const char *get_attribute_keyword(const struct wined3d_gl_info *gl_info)
  {
      return needs_legacy_glsl_syntax(gl_info) ? "attribute" : "in";
  }
  
  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 const char *shader_glsl_shader_input_name(const struct wined3d_gl_info *gl_info)
  {
      return shader_glsl_use_interface_blocks(gl_info) ? "shader_in.reg" : "ps_link";
  }
  
  static const char *shader_glsl_shader_output_name(const struct wined3d_gl_info *gl_info)
  {
      return shader_glsl_use_interface_blocks(gl_info) ? "shader_out.reg" : "ps_link";
  }
  
  static const char *shader_glsl_interpolation_qualifiers(enum wined3d_shader_interpolation_mode mode)
  {
      switch (mode)
      {
          case WINED3DSIM_CONSTANT:
              return "flat ";
          case WINED3DSIM_LINEAR_NOPERSPECTIVE:
              return "noperspective ";
          default:
              FIXME("Unhandled interpolation mode %#x.\n", mode);
          case WINED3DSIM_NONE:
          case WINED3DSIM_LINEAR:
              return "";
      }
  }
  
  static enum wined3d_shader_interpolation_mode wined3d_extract_interpolation_mode(
          const DWORD *packed_interpolation_mode, unsigned int register_idx)
  {
      return wined3d_extract_bits(packed_interpolation_mode,
              register_idx * WINED3D_PACKED_INTERPOLATION_BIT_COUNT, WINED3D_PACKED_INTERPOLATION_BIT_COUNT);
  }
  
  static void shader_glsl_declare_shader_inputs(const struct wined3d_gl_info *gl_info,
          struct wined3d_string_buffer *buffer, unsigned int element_count,
          const DWORD *interpolation_mode, BOOL unroll)
  {
      enum wined3d_shader_interpolation_mode mode;
      unsigned int i;
  
      if (shader_glsl_use_interface_blocks(gl_info))
      {
          if (unroll)
          {
              shader_addline(buffer, "in shader_in_out {\n");
              for (i = 0; i < element_count; ++i)
              {
                  mode = wined3d_extract_interpolation_mode(interpolation_mode, i);
                  shader_addline(buffer, "    %svec4 reg%u;\n", shader_glsl_interpolation_qualifiers(mode), i);
              }
              shader_addline(buffer, "} shader_in;\n");
          }
          else
          {
              shader_addline(buffer, "in shader_in_out { vec4 reg[%u]; } shader_in;\n", element_count);
          }
      }
      else
      {
          declare_in_varying(gl_info, buffer, FALSE, "vec4 ps_link[%u];\n", element_count);
      }
  }
  
  static BOOL needs_interpolation_qualifiers_for_shader_outputs(const struct wined3d_gl_info *gl_info)
  {
      /* In GLSL 4.40+ it is fine to specify interpolation qualifiers only in
       * fragment shaders. In older GLSL versions interpolation qualifiers must
       * match between shader stages. */
      return gl_info->glsl_version < MAKEDWORD_VERSION(4, 40);
  }
  
  static void shader_glsl_declare_shader_outputs(const struct wined3d_gl_info *gl_info,
          struct wined3d_string_buffer *buffer, unsigned int element_count, BOOL rasterizer_setup,
          const DWORD *interpolation_mode)
  {
      enum wined3d_shader_interpolation_mode mode;
      unsigned int i;
  
      if (shader_glsl_use_interface_blocks(gl_info))
      {
          if (rasterizer_setup)
          {
              shader_addline(buffer, "out shader_in_out {\n");
              for (i = 0; i < element_count; ++i)
              {
                  const char *interpolation_qualifiers = "";
                  if (needs_interpolation_qualifiers_for_shader_outputs(gl_info))
                  {
                      mode = wined3d_extract_interpolation_mode(interpolation_mode, i);
                      interpolation_qualifiers = shader_glsl_interpolation_qualifiers(mode);
                  }
                  shader_addline(buffer, "    %svec4 reg%u;\n", interpolation_qualifiers, i);
              }
              shader_addline(buffer, "} shader_out;\n");
          }
          else
          {
              shader_addline(buffer, "out shader_in_out { vec4 reg[%u]; } shader_out;\n", element_count);
          }
      }
      else
      {
          declare_out_varying(gl_info, buffer, FALSE, "vec4 ps_link[%u];\n", element_count);
      }
  }
  
  static BOOL use_legacy_fragment_output(const struct wined3d_gl_info *gl_info)
  {
      /* Technically 1.30 does support user-defined fragment shader outputs but
       * we might not have glBindFragDataLocation() available (i.e. GL version
       * might be < 3.0). */
      return gl_info->glsl_version <= MAKEDWORD_VERSION(1, 30);
  }
  
  static const char *get_fragment_output(const struct wined3d_gl_info *gl_info)
  {
      return use_legacy_fragment_output(gl_info) ? "gl_FragData" : "ps_out";
  }
  
  static const char *glsl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type)
  {
      switch (primitive_type)
      {
          case WINED3D_PT_POINTLIST:
              return "points";
  
          case WINED3D_PT_LINELIST:
              return "lines";
  
          case WINED3D_PT_LINESTRIP:
              return "line_strip";
  
          case WINED3D_PT_TRIANGLELIST:
              return "triangles";
  
          case WINED3D_PT_TRIANGLESTRIP:
              return "triangle_strip";
  
          case WINED3D_PT_LINELIST_ADJ:
              return "lines_adjacency";
  
          case WINED3D_PT_TRIANGLELIST_ADJ:
              return "triangles_adjacency";
  
          default:
              FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type));
              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;
      DWORD input_reg_used = shader->u.ps.input_reg_used;
      unsigned int i;
  
      if (reg_maps->shader_version.major < 3)
          return input_reg_used & (1u << 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)
              return input_reg_used & (1u << input->register_idx);
      }
      return FALSE;
  }
  
  static BOOL glsl_is_shadow_sampler(const struct wined3d_shader *shader,
          const struct ps_compile_args *ps_args, unsigned int resource_idx, unsigned int sampler_idx)
  {
      const struct wined3d_shader_version *version = &shader->reg_maps.shader_version;
  
      if (version->major >= 4)
          return shader->reg_maps.sampler_comparison_mode & (1u << sampler_idx);
      else
          return version->type == WINED3D_SHADER_TYPE_PIXEL && (ps_args->shadow & (1u << resource_idx));
  }
  
  static void shader_glsl_declare_typed_vertex_attribute(struct wined3d_string_buffer *buffer,
          const struct wined3d_gl_info *gl_info, const char *vector_type, const char *scalar_type,
          unsigned int index)
  {
      shader_addline(buffer, "%s %s4 vs_in_%s%u;\n",
              get_attribute_keyword(gl_info), vector_type, scalar_type, index);
      shader_addline(buffer, "vec4 vs_in%u = %sBitsToFloat(vs_in_%s%u);\n",
              index, scalar_type, scalar_type, index);
  }
  
  static void shader_glsl_declare_generic_vertex_attribute(struct wined3d_string_buffer *buffer,
          const struct wined3d_gl_info *gl_info, const struct wined3d_shader_signature_element *e)
  {
      unsigned int index = e->register_idx;
      enum wined3d_component_type type;
  
      if (e->sysval_semantic == WINED3D_SV_VERTEX_ID)
      {
          shader_addline(buffer, "uniform int base_vertex_id;\n");
          shader_addline(buffer, "vec4 vs_in%u = vec4(intBitsToFloat(gl_VertexID - base_vertex_id), 0.0, 0.0, 0.0);\n", index);
          return;
      }
      if (e->sysval_semantic == WINED3D_SV_INSTANCE_ID)
      {
          shader_addline(buffer, "vec4 vs_in%u = vec4(intBitsToFloat(gl_InstanceID), 0.0, 0.0, 0.0);\n",
                  index);
          return;
      }
      if (e->sysval_semantic && e->sysval_semantic != WINED3D_SV_POSITION)
          FIXME("Unhandled sysval semantic %#x.\n", e->sysval_semantic);
  
      if (shader_glsl_use_explicit_attrib_location(gl_info))
          shader_addline(buffer, "layout(location = %u) ", index);
  
      type = e->component_type;
      if ((unsigned int)type >= ARRAY_SIZE(component_type_info))
      {
          FIXME("Unhandled type %#x.\n", type);
          type = WINED3D_TYPE_FLOAT;
      }
      if (type == WINED3D_TYPE_FLOAT || type == WINED3D_TYPE_UNKNOWN)
          shader_addline(buffer, "%s vec4 vs_in%u;\n", get_attribute_keyword(gl_info), index);
      else
          shader_glsl_declare_typed_vertex_attribute(buffer, gl_info,
                  component_type_info[type].glsl_vector_type,
                  component_type_info[type].glsl_scalar_type, index);
  }
  
  /** Generate the variable & register declarations for the GLSL output target */
  static void shader_generate_glsl_declarations(const struct wined3d_context_gl *context_gl,
          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 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->gl_info;
      const struct wined3d_shader_indexable_temp *idx_temp_reg;
      unsigned int uniform_block_base, uniform_block_count;
      enum wined3d_shader_resource_type resource_type;
      const struct wined3d_shader_lconst *lconst;
      const char *prefix;
      unsigned int i;
      DWORD map;
  
      if (wined3d_settings.strict_shader_math)
          shader_addline(buffer, "#pragma optionNV(fastmath off)\n");
  
      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.user_clip_distances;
                  max_constantsF -= wined3d_popcount(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 -= wined3d_popcount(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);
  
      /* Declare immediate constant buffer */
      if (reg_maps->icb)
          shader_addline(buffer, "uniform vec4 %s_icb[%u];\n", prefix, reg_maps->icb->vec4_count);
  
      /* Declare constant buffers */
      wined3d_gl_limits_get_uniform_block_range(&gl_info->limits, version->type,
              &uniform_block_base, &uniform_block_count);
      for (i = 0; i < min(uniform_block_count, WINED3D_MAX_CBS); ++i)
      {
          if (reg_maps->cb_sizes[i])
          {
              shader_addline(buffer, "layout(std140");
              if (shader_glsl_use_layout_binding_qualifier(gl_info))
                  shader_addline(buffer, ", binding = %u", uniform_block_base + i);
              shader_addline(buffer, ") 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;
          const char *sampler_type_prefix, *sampler_type;
          BOOL shadow_sampler, tex_rect;
  
          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;
          }
  
          switch (reg_maps->resource_info[entry->resource_idx].data_type)
          {
              case WINED3D_DATA_FLOAT:
              case WINED3D_DATA_UNORM:
              case WINED3D_DATA_SNORM:
                  sampler_type_prefix = "";
                  break;
  
              case WINED3D_DATA_INT:
                  sampler_type_prefix = "i";
                  break;
  
              case WINED3D_DATA_UINT:
                  sampler_type_prefix = "u";
                  break;
  
              default:
                  sampler_type_prefix = "";
                  ERR("Unhandled resource data type %#x.\n", reg_maps->resource_info[i].data_type);
                  break;
          }
  
          shadow_sampler = glsl_is_shadow_sampler(shader, ps_args, entry->resource_idx, entry->sampler_idx);
          resource_type = version->type == WINED3D_SHADER_TYPE_PIXEL
                  ? pixelshader_get_resource_type(reg_maps, entry->resource_idx, ps_args->tex_types)
                  : reg_maps->resource_info[entry->resource_idx].type;
  
          switch (resource_type)
          {
              case WINED3D_SHADER_RESOURCE_BUFFER:
                  sampler_type = "samplerBuffer";
                  break;
  
              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)
                      sampler_type = "samplerCubeShadow";
                  else
                      sampler_type = "samplerCube";
                  break;
  
              case WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY:
                  if (shadow_sampler)
                      sampler_type = "sampler1DArrayShadow";
                  else
                      sampler_type = "sampler1DArray";
                  break;
  
              case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY:
                  if (shadow_sampler)
                      sampler_type = "sampler2DArrayShadow";
                  else
                      sampler_type = "sampler2DArray";
                  break;
  
              case WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY:
                  if (shadow_sampler)
                      sampler_type = "samplerCubeArrayShadow";
                  else
                      sampler_type = "samplerCubeArray";
                  break;
  
              case WINED3D_SHADER_RESOURCE_TEXTURE_2DMS:
                  sampler_type = "sampler2DMS";
                  break;
  
              case WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY:
                  sampler_type = "sampler2DMSArray";
                  break;
  
              default:
                  sampler_type = "unsupported_sampler";
                  FIXME("Unhandled resource type %#x.\n", resource_type);
                  break;
          }
  
          if (shader_glsl_use_layout_binding_qualifier(gl_info))
              shader_glsl_append_sampler_binding_qualifier(buffer, &context_gl->c, version, entry->bind_idx);
          shader_addline(buffer, "uniform %s%s %s_sampler%u;\n",
                  sampler_type_prefix, sampler_type, prefix, entry->bind_idx);
      }
  
      /* Declare images */
      for (i = 0; i < ARRAY_SIZE(reg_maps->uav_resource_info); ++i)
      {
          const char *image_type_prefix, *image_type, *read_format;
  
          if (!reg_maps->uav_resource_info[i].type)
              continue;
  
          switch (reg_maps->uav_resource_info[i].data_type)
          {
              case WINED3D_DATA_FLOAT:
              case WINED3D_DATA_UNORM:
              case WINED3D_DATA_SNORM:
                  image_type_prefix = "";
                  read_format = "r32f";
                  break;
  
              case WINED3D_DATA_INT:
                  image_type_prefix = "i";
                  read_format = "r32i";
                  break;
  
              case WINED3D_DATA_UINT:
                  image_type_prefix = "u";
                  read_format = "r32ui";
                  break;
  
              default:
                  image_type_prefix = "";
                  read_format = "";
                  ERR("Unhandled resource data type %#x.\n", reg_maps->uav_resource_info[i].data_type);
                  break;
          }
  
          switch (reg_maps->uav_resource_info[i].type)
          {
              case WINED3D_SHADER_RESOURCE_BUFFER:
                  image_type = "imageBuffer";
                  break;
  
              case WINED3D_SHADER_RESOURCE_TEXTURE_1D:
                  image_type = "image1D";
                  break;
  
              case WINED3D_SHADER_RESOURCE_TEXTURE_2D:
                  image_type = "image2D";
                  break;
  
              case WINED3D_SHADER_RESOURCE_TEXTURE_3D:
                  image_type = "image3D";
                  break;
  
              case WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY:
                  image_type = "image1DArray";
                  break;
  
              case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY:
                  image_type = "image2DArray";
                  break;
  
              default:
                  image_type = "unsupported_image";
                  FIXME("Unhandled resource type %#x.\n", reg_maps->uav_resource_info[i].type);
                  break;
          }
  
          if (shader_glsl_use_layout_binding_qualifier(gl_info))
              shader_addline(buffer, "layout(binding = %u)\n", i);
          if (reg_maps->uav_read_mask & (1u << i))
              shader_addline(buffer, "layout(%s) uniform %s%s %s_image%u;\n",
                      read_format, image_type_prefix, image_type, prefix, i);
          else
              shader_addline(buffer, "writeonly uniform %s%s %s_image%u;\n",
                      image_type_prefix, image_type, prefix, i);
  
          if (reg_maps->uav_counter_mask & (1u << i))
              shader_addline(buffer, "layout(binding = %u) uniform atomic_uint %s_counter%u;\n",
                      i, prefix, i);
      }
  
      /* 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);
      }
  
      /* 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 */
      if (reg_maps->temporary_count)
      {
          for (i = 0; i < reg_maps->temporary_count; ++i)
              shader_addline(buffer, "vec4 R%u;\n", i);
      }
      else if (version->major < 4)
      {
          for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
          {
              if (map & 1)
                  shader_addline(buffer, "vec4 R%u;\n", i);
          }
      }
  
      /* Declare indexable temporary variables */
      LIST_FOR_EACH_ENTRY(idx_temp_reg, &reg_maps->indexable_temps, struct wined3d_shader_indexable_temp, entry)
      {
          if (idx_temp_reg->component_count != 4)
              FIXME("Ignoring component count %u.\n", idx_temp_reg->component_count);
          shader_addline(buffer, "vec4 X%u[%u];\n", idx_temp_reg->register_idx, idx_temp_reg->register_size);
      }
  
      /* 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_vec(buffer, (const float *)lconst->value, ARRAY_SIZE(lconst->value), gl_info);
              shader_addline(buffer, ";\n");
          }
      }
  }
  
  /* Prototypes */
  static void shader_glsl_add_src_param_ext(const struct wined3d_shader_context *ctx,
          const struct wined3d_shader_src_param *wined3d_src, DWORD mask, struct glsl_src_param *glsl_src,
          enum wined3d_data_type data_type);
  
  /** 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);
      }
  }
  
  static void shader_glsl_fixup_scalar_register_variable(struct wined3d_string_buffer *register_name,
          const char *glsl_variable, const struct wined3d_gl_info *gl_info)
  {
      /* The ARB_shading_language_420pack extension allows swizzle operations on
       * scalars. */
      if (gl_info->supported[ARB_SHADING_LANGUAGE_420PACK])
          string_buffer_sprintf(register_name, "%s", glsl_variable);
      else
          string_buffer_sprintf(register_name, "ivec2(%s, 0)", glsl_variable);
  }
  
  /** 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,
          enum wined3d_data_type data_type, struct wined3d_string_buffer *register_name,
          BOOL *is_swizzled, const struct wined3d_shader_context *ctx)
  {
      /* 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 = ctx->shader;
      const struct wined3d_shader_reg_maps *reg_maps = ctx->reg_maps;
      const struct wined3d_shader_version *version = &reg_maps->shader_version;
      const struct shader_glsl_ctx_priv *priv = ctx->backend_data;
      const char *prefix = shader_glsl_get_prefix(version->type);
      const struct wined3d_gl_info *gl_info = priv->gl_info;
      struct glsl_src_param rel_param0, rel_param1;
  
      if (reg->idx[0].offset != ~0u && reg->idx[0].rel_addr)
          shader_glsl_add_src_param_ext(ctx, reg->idx[0].rel_addr, WINED3DSP_WRITEMASK_0,
                  &rel_param0, reg->idx[0].rel_addr->reg.data_type);
      if (reg->idx[1].offset != ~0u && reg->idx[1].rel_addr)
          shader_glsl_add_src_param_ext(ctx, reg->idx[1].rel_addr, WINED3DSP_WRITEMASK_0,
                  &rel_param1, reg->idx[1].rel_addr->reg.data_type);
      if (is_swizzled)
          *is_swizzled = FALSE;
  
      switch (reg->type)
      {
          case WINED3DSPR_TEMP:
              string_buffer_sprintf(register_name, "R%u", reg->idx[0].offset);
              break;
  
          case WINED3DSPR_INPUT:
          case WINED3DSPR_INCONTROLPOINT:
              if (version->type == WINED3D_SHADER_TYPE_VERTEX)
              {
                  if (reg->idx[0].rel_addr)
                      FIXME("VS3 input registers relative addressing.\n");
                  if (is_swizzled && priv->cur_vs_args->swizzle_map & (1u << reg->idx[0].offset))
                      *is_swizzled = TRUE;
                  if (reg->idx[0].rel_addr)
                  {
                      string_buffer_sprintf(register_name, "%s_in[%s + %u]",
                              prefix, rel_param0.param_str, reg->idx[0].offset);
                  }
                  else
                  {
                      string_buffer_sprintf(register_name, "%s_in%u", prefix, reg->idx[0].offset);
                  }
                  break;
              }
  
              if (version->type == WINED3D_SHADER_TYPE_HULL
                      || version->type == WINED3D_SHADER_TYPE_DOMAIN
                      || version->type == WINED3D_SHADER_TYPE_GEOMETRY)
              {
                  if (reg->idx[0].rel_addr)
                  {
                      if (reg->idx[1].rel_addr)
                          string_buffer_sprintf(register_name, "shader_in[%s + %u].reg[%s + %u]",
                                  rel_param0.param_str, reg->idx[0].offset,
                                  rel_param1.param_str, reg->idx[1].offset);
                      else
                          string_buffer_sprintf(register_name, "shader_in[%s + %u].reg[%u]",
                                  rel_param0.param_str, reg->idx[0].offset,
                                  reg->idx[1].offset);
                  }
                  else if (reg->idx[1].rel_addr)
                      string_buffer_sprintf(register_name, "shader_in[%u].reg[%s + %u]", reg->idx[0].offset,
                              rel_param1.param_str, reg->idx[1].offset);
                  else
                      string_buffer_sprintf(register_name, "shader_in[%u].reg[%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 (needs_legacy_glsl_syntax(gl_info)
                                  && shader->u.ps.declared_in_count > in_count)
                          {
                              string_buffer_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
                          {
                              string_buffer_sprintf(register_name, "%s_in[%s + %u]", prefix, rel_param0.param_str, idx);
                          }
                      }
                      else
                      {
                          if (needs_legacy_glsl_syntax(gl_info)
                                  && shader->u.ps.declared_in_count > in_count)
                          {
                              string_buffer_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
                          {
                              string_buffer_sprintf(register_name, "%s_in[%s]", prefix, rel_param0.param_str);
                          }
                      }
                  }
                  else
                  {
                      if (idx == in_count)
                          string_buffer_sprintf(register_name, "gl_Color");
                      else if (idx == in_count + 1)
                          string_buffer_sprintf(register_name, "gl_SecondaryColor");
                      else
                          string_buffer_sprintf(register_name, "%s_in[%u]", prefix, idx);
                  }
              }
              else
              {
                  if (!reg->idx[0].offset)
                      string_buffer_sprintf(register_name, "ffp_varying_diffuse");
                  else
                      string_buffer_sprintf(register_name, "ffp_varying_specular");
                  break;
              }
              break;
  
          case WINED3DSPR_CONST:
              {
                  /* Relative addressing */
                  if (reg->idx[0].rel_addr)
                  {
                      if (wined3d_settings.check_float_constants)
                          string_buffer_sprintf(register_name,
                                  "(%s + %u >= 0 && %s + %u < %u ? %s_c[%s + %u] : vec4(0.0))",
                                  rel_param0.param_str, reg->idx[0].offset,
                                  rel_param0.param_str, reg->idx[0].offset, shader->limits->constant_float,
                                  prefix, rel_param0.param_str, reg->idx[0].offset);
                      else if (reg->idx[0].offset)
                          string_buffer_sprintf(register_name, "%s_c[%s + %u]",
                                  prefix, rel_param0.param_str, reg->idx[0].offset);
                      else
                          string_buffer_sprintf(register_name, "%s_c[%s]", prefix, rel_param0.param_str);
                  }
                  else
                  {
                      if (shader_constant_is_local(shader, reg->idx[0].offset))
                          string_buffer_sprintf(register_name, "%s_lc%u", prefix, reg->idx[0].offset);
                      else
                          string_buffer_sprintf(register_name, "%s_c[%u]", prefix, reg->idx[0].offset);
                  }
              }
              break;
  
          case WINED3DSPR_CONSTINT:
              string_buffer_sprintf(register_name, "%s_i[%u]", prefix, reg->idx[0].offset);
              break;
  
          case WINED3DSPR_CONSTBOOL:
              string_buffer_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)
                  string_buffer_sprintf(register_name, "T%u", reg->idx[0].offset);
              else
                  string_buffer_sprintf(register_name, "A%u", reg->idx[0].offset);
              break;
  
          case WINED3DSPR_LOOP:
              string_buffer_sprintf(register_name, "aL%u", ctx->state->current_loop_reg - 1);
              break;
  
          case WINED3DSPR_SAMPLER:
              string_buffer_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);
  
              string_buffer_sprintf(register_name, "%s[%u]", get_fragment_output(gl_info), reg->idx[0].offset);
              break;
  
          case WINED3DSPR_RASTOUT:
              string_buffer_sprintf(register_name, "%s", hwrastout_reg_names[reg->idx[0].offset]);
              break;
  
          case WINED3DSPR_DEPTHOUT:
          case WINED3DSPR_DEPTHOUTGE:
          case WINED3DSPR_DEPTHOUTLE:
              string_buffer_sprintf(register_name, "gl_FragDepth");
              break;
  
          case WINED3DSPR_ATTROUT:
              if (!reg->idx[0].offset)
                  string_buffer_sprintf(register_name, "%s_out[8]", prefix);
              else
                  string_buffer_sprintf(register_name, "%s_out[9]", prefix);
              break;
  
          case WINED3DSPR_TEXCRDOUT:
              /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
              if (reg->idx[0].rel_addr)
                  string_buffer_sprintf(register_name, "%s_out[%s + %u]",
                          prefix, rel_param0.param_str, reg->idx[0].offset);
              else
                  string_buffer_sprintf(register_name, "%s_out[%u]", prefix, reg->idx[0].offset);
              break;
  
          case WINED3DSPR_MISCTYPE:
              if (!reg->idx[0].offset)
              {
                  /* vPos */
                  string_buffer_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 */
                  string_buffer_sprintf(register_name, "(gl_FrontFacing ? 1.0 : -1.0)");
              }
              else
              {
                  FIXME("Unhandled misctype register %u.\n", reg->idx[0].offset);
                  string_buffer_sprintf(register_name, "unrecognized_register");
              }
              break;
  
          case WINED3DSPR_IMMCONST:
              switch (reg->immconst_type)
              {
                  case WINED3D_IMMCONST_SCALAR:
                      switch (data_type)
                      {
                          case WINED3D_DATA_UNORM:
                          case WINED3D_DATA_SNORM:
                          case WINED3D_DATA_FLOAT:
                              string_buffer_clear(register_name);
                              shader_glsl_append_imm_vec(register_name, (const float *)reg->u.immconst_data, 1, gl_info);
                              break;
                          case WINED3D_DATA_INT:
                              string_buffer_sprintf(register_name, "%#x", reg->u.immconst_data[0]);
                              break;
                          case WINED3D_DATA_RESOURCE:
                          case WINED3D_DATA_SAMPLER:
                          case WINED3D_DATA_UINT:
                              string_buffer_sprintf(register_name, "%#xu", reg->u.immconst_data[0]);
                              break;
                          default:
                              string_buffer_sprintf(register_name, "<unhandled data type %#x>", data_type);
                              break;
                      }
                      break;
  
                  case WINED3D_IMMCONST_VEC4:
                      switch (data_type)
                      {
                          case WINED3D_DATA_UNORM:
                          case WINED3D_DATA_SNORM:
                          case WINED3D_DATA_FLOAT:
                              string_buffer_clear(register_name);
                              shader_glsl_append_imm_vec(register_name, (const float *)reg->u.immconst_data, 4, gl_info);
                              break;
                          case WINED3D_DATA_INT:
                              string_buffer_sprintf(register_name, "ivec4(%#x, %#x, %#x, %#x)",
                                      reg->u.immconst_data[0], reg->u.immconst_data[1],
                                      reg->u.immconst_data[2], reg->u.immconst_data[3]);
                              break;
                          case WINED3D_DATA_RESOURCE:
                          case WINED3D_DATA_SAMPLER:
                          case WINED3D_DATA_UINT:
                              string_buffer_sprintf(register_name, "uvec4(%#xu, %#xu, %#xu, %#xu)",
                                      reg->u.immconst_data[0], reg->u.immconst_data[1],
                                      reg->u.immconst_data[2], reg->u.immconst_data[3]);
                              break;
                          default:
                              string_buffer_sprintf(register_name, "<unhandled data type %#x>", data_type);
                              break;
                      }
                      break;
  
                  default:
                      FIXME("Unhandled immconst type %#x\n", reg->immconst_type);
                      string_buffer_sprintf(register_name, "<unhandled_immconst_type %#x>", reg->immconst_type);
              }
              break;
  
          case WINED3DSPR_CONSTBUFFER:
              if (reg->idx[1].rel_addr)
                  string_buffer_sprintf(register_name, "%s_cb%u[%s + %u]",
                          prefix, reg->idx[0].offset, rel_param1.param_str, reg->idx[1].offset);
              else
                  string_buffer_sprintf(register_name, "%s_cb%u[%u]", prefix, reg->idx[0].offset, reg->idx[1].offset);
              break;
  
          case WINED3DSPR_IMMCONSTBUFFER:
              if (reg->idx[0].rel_addr)
                  string_buffer_sprintf(register_name, "%s_icb[%s + %u]",
                          prefix, rel_param0.param_str, reg->idx[0].offset);
              else
                  string_buffer_sprintf(register_name, "%s_icb[%u]", prefix, reg->idx[0].offset);
              break;
  
          case WINED3DSPR_PRIMID:
              if (version->type == WINED3D_SHADER_TYPE_GEOMETRY)
                  string_buffer_sprintf(register_name, "gl_PrimitiveIDIn");
              else
                  string_buffer_sprintf(register_name, "gl_PrimitiveID");
              break;
  
          case WINED3DSPR_IDXTEMP:
              if (reg->idx[1].rel_addr)
                  string_buffer_sprintf(register_name, "X%u[%s + %u]",
                          reg->idx[0].offset, rel_param1.param_str, reg->idx[1].offset);
              else
                  string_buffer_sprintf(register_name, "X%u[%u]", reg->idx[0].offset, reg->idx[1].offset);
              break;
  
          case WINED3DSPR_LOCALTHREADINDEX:
              shader_glsl_fixup_scalar_register_variable(register_name,
                      "int(gl_LocalInvocationIndex)", gl_info);
              break;
  
          case WINED3DSPR_GSINSTID:
          case WINED3DSPR_OUTPOINTID:
              shader_glsl_fixup_scalar_register_variable(register_name,
                      "gl_InvocationID", gl_info);
              break;
  
          case WINED3DSPR_THREADID:
              string_buffer_sprintf(register_name, "ivec3(gl_GlobalInvocationID)");
              break;
  
          case WINED3DSPR_THREADGROUPID:
              string_buffer_sprintf(register_name, "ivec3(gl_WorkGroupID)");
              break;
  
          case WINED3DSPR_LOCALTHREADID:
              string_buffer_sprintf(register_name, "ivec3(gl_LocalInvocationID)");
              break;
  
          case WINED3DSPR_FORKINSTID:
          case WINED3DSPR_JOININSTID:
              shader_glsl_fixup_scalar_register_variable(register_name,
                      "phase_instance_id", gl_info);
              break;
  
          case WINED3DSPR_TESSCOORD:
              string_buffer_sprintf(register_name, "gl_TessCoord");
              break;
  
          case WINED3DSPR_OUTCONTROLPOINT:
              if (reg->idx[0].rel_addr)
              {
                  if (reg->idx[1].rel_addr)
                      string_buffer_sprintf(register_name, "shader_out[%s + %u].reg[%s + %u]",
                              rel_param0.param_str, reg->idx[0].offset,
                              rel_param1.param_str, reg->idx[1].offset);
                  else
                      string_buffer_sprintf(register_name, "shader_out[%s + %u].reg[%u]",
                              rel_param0.param_str, reg->idx[0].offset,
                              reg->idx[1].offset);
              }
              else if (reg->idx[1].rel_addr)
              {
                  string_buffer_sprintf(register_name, "shader_out[%u].reg[%s + %u]",
                          reg->idx[0].offset, rel_param1.param_str,
                          reg->idx[1].offset);
              }
              else
              {
                  string_buffer_sprintf(register_name, "shader_out[%u].reg[%u]",
                          reg->idx[0].offset, reg->idx[1].offset);
              }
              break;
  
          case WINED3DSPR_PATCHCONST:
              if (version->type == WINED3D_SHADER_TYPE_HULL)
                  string_buffer_sprintf(register_name, "hs_out[%u]", reg->idx[0].offset);
              else
                  string_buffer_sprintf(register_name, "vpc[%u]", reg->idx[0].offset);
              break;
  
          case WINED3DSPR_COVERAGE:
              string_buffer_sprintf(register_name, "gl_SampleMaskIn[0]");
              break;
  
          case WINED3DSPR_SAMPLEMASK:
              string_buffer_sprintf(register_name, "sample_mask");
              break;
  
          default:
              FIXME("Unhandled register type %#x.\n", reg->type);
              string_buffer_sprintf(register_name, "unrecognised_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 unsigned int shader_glsl_swizzle_get_component(DWORD swizzle,
          unsigned int component_idx)
  {
      /* swizzle bits fields: wwzzyyxx */
      return (swizzle >> (2 * component_idx)) & 0x3;
  }
  
  static void shader_glsl_swizzle_to_str(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";
      unsigned int i;
  
      *str++ = '.';
      for (i = 0; i < 4; ++i)
      {
          if (mask & (WINED3DSP_WRITEMASK_0 << i))
              *str++ = swizzle_chars[shader_glsl_swizzle_get_component(swizzle, i)];
      }
      *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);
  }
  
  static void shader_glsl_sprintf_cast(struct wined3d_string_buffer *dst_param, const char *src_param,
          enum wined3d_data_type dst_data_type, enum wined3d_data_type src_data_type, unsigned int size)
  {
      if (dst_data_type == src_data_type)
      {
          string_buffer_sprintf(dst_param, "%s", src_param);
          return;
      }
  
      if (src_data_type == WINED3D_DATA_FLOAT)
      {
          switch (dst_data_type)
          {
              case WINED3D_DATA_INT:
                  string_buffer_sprintf(dst_param, "floatBitsToInt(%s)", src_param);
                  return;
              case WINED3D_DATA_RESOURCE:
              case WINED3D_DATA_SAMPLER:
              case WINED3D_DATA_UINT:
                  string_buffer_sprintf(dst_param, "floatBitsToUint(%s)", src_param);
                  return;
              default:
                  break;
          }
      }
  
      if (src_data_type == WINED3D_DATA_UINT && dst_data_type == WINED3D_DATA_FLOAT)
      {
          string_buffer_sprintf(dst_param, "uintBitsToFloat(%s)", src_param);
          return;
      }
  
      if (src_data_type == WINED3D_DATA_INT)
      {
          switch (dst_data_type)
          {
              case WINED3D_DATA_FLOAT:
                  string_buffer_sprintf(dst_param, "intBitsToFloat(%s)", src_param);
                  return;
              case WINED3D_DATA_UINT:
                  if (size == 1)
                      string_buffer_sprintf(dst_param, "uint(%s)", src_param);
                  else
                      string_buffer_sprintf(dst_param, "uvec%u(%s)", size, src_param);
                  return;
              default:
                  break;
          }
      }
  
      FIXME("Unhandled cast from %#x to %#x.\n", src_data_type, dst_data_type);
      string_buffer_sprintf(dst_param, "%s", src_param);
  }
  
  /* 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_ext(const struct wined3d_shader_context *ctx,
          const struct wined3d_shader_src_param *wined3d_src, DWORD mask, struct glsl_src_param *glsl_src,
          enum wined3d_data_type data_type)
  {
      struct shader_glsl_ctx_priv *priv = ctx->backend_data;
      struct wined3d_string_buffer *param_str = string_buffer_get(priv->string_buffers);
      struct wined3d_string_buffer *reg_name = string_buffer_get(priv->string_buffers);
      enum wined3d_data_type param_data_type;
      BOOL is_color = FALSE;
      char swizzle_str[6];
      unsigned int size;
  
      glsl_src->param_str[0] = '\0';
      swizzle_str[0] = '\0';
  
      shader_glsl_get_register_name(&wined3d_src->reg, data_type, reg_name, &is_color, ctx);
      shader_glsl_get_swizzle(wined3d_src, is_color, mask, swizzle_str);
  
      switch (wined3d_src->reg.type)
      {
          case WINED3DSPR_IMMCONST:
              param_data_type = data_type;
              size = wined3d_src->reg.immconst_type == WINED3D_IMMCONST_SCALAR ? 1 : 4;
              break;
          case WINED3DSPR_FORKINSTID:
          case WINED3DSPR_GSINSTID:
          case WINED3DSPR_JOININSTID:
          case WINED3DSPR_LOCALTHREADINDEX:
          case WINED3DSPR_OUTPOINTID:
          case WINED3DSPR_PRIMID:
              param_data_type = WINED3D_DATA_INT;
              size = 1;
              break;
          case WINED3DSPR_LOCALTHREADID:
          case WINED3DSPR_THREADGROUPID:
          case WINED3DSPR_THREADID:
              param_data_type = WINED3D_DATA_INT;
              size = 3;
              break;
          default:
              param_data_type = WINED3D_DATA_FLOAT;
              size = 4;
              break;
      }
  
      shader_glsl_sprintf_cast(param_str, reg_name->buffer, data_type, param_data_type, size);
      shader_glsl_gen_modifier(wined3d_src->modifiers, param_str->buffer, swizzle_str, glsl_src->param_str);
  
      string_buffer_release(priv->string_buffers, reg_name);
      string_buffer_release(priv->string_buffers, param_str);
  }
  
  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)
  {
      shader_glsl_add_src_param_ext(ins->ctx, wined3d_src, mask, glsl_src, wined3d_src->reg.data_type);
  }
  
  /* 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)
  {
      struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
      struct wined3d_string_buffer *reg_name;
      size_t len;
  
      glsl_dst->mask_str[0] = '\0';
  
      reg_name = string_buffer_get(priv->string_buffers);
      shader_glsl_get_register_name(&wined3d_dst->reg, wined3d_dst->reg.data_type, reg_name, NULL, ins->ctx);
      len = min(reg_name->content_size, ARRAY_SIZE(glsl_dst->reg_name) - 1);
      memcpy(glsl_dst->reg_name, reg_name->buffer, len);
      glsl_dst->reg_name[len] = '\0';
      string_buffer_release(priv->string_buffers, reg_name);
  
      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 BOOL shader_glsl_has_core_grad(const struct wined3d_gl_info *gl_info)
  {
      return shader_glsl_get_version(gl_info) >= 130 || gl_info->supported[EXT_GPU_SHADER4];
  }
  
  static void shader_glsl_get_coord_size(enum wined3d_shader_resource_type resource_type,
          unsigned int *coord_size, unsigned int *deriv_size)
  {
      const BOOL is_array = resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY
              || resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY;
  
      *coord_size = resource_type_info[resource_type].coord_size;
      *deriv_size = *coord_size;
      if (is_array)
          --(*deriv_size);
  }
  
  static void shader_glsl_get_sample_function(const struct wined3d_shader_context *ctx,
          DWORD resource_idx, DWORD sampler_idx, DWORD flags, struct glsl_sample_function *sample_function)
  {
      enum wined3d_shader_resource_type resource_type;
      struct shader_glsl_ctx_priv *priv = ctx->backend_data;
      const struct wined3d_gl_info *gl_info = priv->gl_info;
      BOOL shadow = glsl_is_shadow_sampler(ctx->shader, priv->cur_ps_args, resource_idx, sampler_idx);
      BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
      BOOL texrect = ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_PIXEL
              && priv->cur_ps_args->np2_fixup & (1u << resource_idx)
              && gl_info->supported[ARB_TEXTURE_RECTANGLE];
      BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD;
      BOOL grad = flags & WINED3D_GLSL_SAMPLE_GRAD;
      BOOL offset = flags & WINED3D_GLSL_SAMPLE_OFFSET;
      const char *base = "texture", *type_part = "", *suffix = "";
      unsigned int coord_size, deriv_size;
  
      resource_type = ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_PIXEL
              ? pixelshader_get_resource_type(ctx->reg_maps, resource_idx, priv->cur_ps_args->tex_types)
              : ctx->reg_maps->resource_info[resource_idx].type;
  
      sample_function->data_type = ctx->reg_maps->resource_info[resource_idx].data_type;
  
      if (resource_type >= ARRAY_SIZE(resource_type_info))
      {
          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_type_info[resource_type].type_part;
          if (resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_2D && texrect)
              type_part = "2DRect";
          if (!type_part[0] && resource_type != WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY)
              FIXME("Unhandled resource type %#x.\n", resource_type);
  
          if (!lod && grad && !shader_glsl_has_core_grad(gl_info))
          {
              if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
                  suffix = "ARB";
              else
                  FIXME("Unsupported grad function.\n");
          }
      }
  
      if (flags & WINED3D_GLSL_SAMPLE_LOAD)
      {
          static const DWORD texel_fetch_flags = WINED3D_GLSL_SAMPLE_LOAD | WINED3D_GLSL_SAMPLE_OFFSET;
          if (flags & ~texel_fetch_flags)
              ERR("Unexpected flags %#x for texelFetch.\n", flags & ~texel_fetch_flags);
  
          base = "texelFetch";
          type_part = "";
      }
  
      sample_function->name = string_buffer_get(priv->string_buffers);
      string_buffer_sprintf(sample_function->name, "%s%s%s%s%s%s", base, type_part, projected ? "Proj" : "",
              lod ? "Lod" : grad ? "Grad" : "", offset ? "Offset" : "", suffix);
  
      shader_glsl_get_coord_size(resource_type, &coord_size, &deriv_size);
      if (shadow)
          ++coord_size;
      sample_function->offset_size = offset ? deriv_size : 0;
      sample_function->coord_mask = (1u << coord_size) - 1;
      sample_function->deriv_mask = (1u << deriv_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)
  {
      struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
      struct wined3d_string_buffer *reg_name;
  
      reg_name = string_buffer_get(priv->string_buffers);
      shader_glsl_get_register_name(&ins->dst[0].reg, ins->dst[0].reg.data_type, reg_name, NULL, ins->ctx);
      shader_glsl_color_correction_ext(ins->ctx->buffer, reg_name->buffer, ins->dst[0].write_mask, fixup);
      string_buffer_release(priv->string_buffers, reg_name);
  }
  
  static void PRINTF_ATTR(9, 10) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins,
          unsigned int sampler_bind_idx, const struct glsl_sample_function *sample_function, DWORD swizzle,
          const char *dx, const char *dy, const char *bias, const struct wined3d_shader_texel_offset *offset,
          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);
  
      /* If ARB_texture_swizzle is supported we don't need to do anything here.
       * We actually rely on it for vertex shaders and SM4+. */
      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_bind_idx];
  
          if (priv->cur_ps_args->np2_fixup & (1u << sampler_bind_idx))
              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_bind_idx);
  
      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_bind_idx];
  
          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);
      if (sample_function->offset_size)
      {
          int offset_immdata[4] = {offset->u, offset->v, offset->w};
          shader_addline(ins->ctx->buffer, ", ");
          shader_glsl_append_imm_ivec(ins->ctx->buffer, offset_immdata, sample_function->offset_size);
      }
      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);
  }
  
  static void shader_glsl_fixup_position(struct wined3d_string_buffer *buffer, BOOL use_viewport_index)
  {
      /* 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
       * pos_fixup. pos_fixup.y contains 1.0 or -1.0 to turn the rendering
       * upside down for offscreen rendering. pos_fixup.x contains 1.0 to allow
       * a MAD. */
      if (use_viewport_index)
      {
          shader_addline(buffer, "gl_Position.y = gl_Position.y * pos_fixup[gl_ViewportIndex].y;\n");
          shader_addline(buffer, "gl_Position.xy += pos_fixup[gl_ViewportIndex].zw * gl_Position.ww;\n");
      }
      else
      {
          shader_addline(buffer, "gl_Position.y = gl_Position.y * pos_fixup.y;\n");
          shader_addline(buffer, "gl_Position.xy += pos_fixup.zw * gl_Position.ww;\n");
      }
  
      /* Z coord [0;1]->[-1;1] mapping, see comment in get_projection_matrix()
       * in utils.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");
  }
  
  /*****************************************************************************
   * 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_ISHR: 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_IEQ: 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_ILT: op = "lessThan"; break;
              case WINED3DSIH_ULT: op = "lessThan"; break;
              case WINED3DSIH_NE:  op = "notEqual"; break;
              case WINED3DSIH_INE: 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_IEQ: op = "=="; break;
              case WINED3DSIH_GE:  op = ">="; break;
              case WINED3DSIH_IGE: op = ">="; break;
              case WINED3DSIH_UGE: op = ">="; break;
              case WINED3DSIH_LT:  op = "<"; break;
              case WINED3DSIH_ILT: op = "<"; break;
              case WINED3DSIH_ULT: op = "<"; break;
              case WINED3DSIH_NE:  op = "!="; break;
              case WINED3DSIH_INE: 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_unary_op(const struct wined3d_shader_instruction *ins)
  {
      struct glsl_src_param src_param;
      DWORD write_mask;
      const char *op;
  
      switch (ins->handler_idx)
      {
          case WINED3DSIH_INEG: op = "-"; break;
          case WINED3DSIH_NOT:  op = "~"; break;
          default:
              op = "<unhandled operator>";
              ERR("Unhandled opcode %s.\n",
                      debug_d3dshaderinstructionhandler(ins->handler_idx));
              break;
      }
  
      write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
      shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
      shader_addline(ins->ctx->buffer, "%s%s);\n", op, src_param.param_str);
  }
  
  static void shader_glsl_mul_extended(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, we can use imulExtended() / umulExtended().
       * 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 = uintBitsToFloat(%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], WINED3D_DATA_FLOAT);
              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 shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
      struct wined3d_string_buffer *buffer = ins->ctx->buffer;
      const struct wined3d_gl_info *gl_info = priv->gl_info;
      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)
      {
          unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
  
          if (shader_glsl_get_version(gl_info) >= 130 || 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)
  {
      unsigned int stream = ins->handler_idx == WINED3DSIH_CUT ? 0 : ins->src[0].reg.idx[0].offset;
  
      if (!stream)
          shader_addline(ins->ctx->buffer, "EndPrimitive();\n");
      else
          FIXME("Unhandled primitive stream %u.\n", stream);
  }
  
  /* 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_BFREV: instruction = "bitfieldReverse"; break;
          case WINED3DSIH_COUNTBITS: instruction = "bitCount"; break;
          case WINED3DSIH_DSX: instruction = "dFdx"; break;
          case WINED3DSIH_DSX_COARSE: instruction = "dFdxCoarse"; break;
          case WINED3DSIH_DSX_FINE: instruction = "dFdxFine"; break;
          case WINED3DSIH_DSY: instruction = "ycorrection.y * dFdy"; break;
          case WINED3DSIH_DSY_COARSE: instruction = "ycorrection.y * dFdyCoarse"; break;
          case WINED3DSIH_DSY_FINE: instruction = "ycorrection.y * dFdyFine"; break;
          case WINED3DSIH_FIRSTBIT_HI: instruction = "findMSB"; break;
          case WINED3DSIH_FIRSTBIT_LO: instruction = "findLSB"; break;
          case WINED3DSIH_FIRSTBIT_SHI: instruction = "findMSB"; 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_NE: instruction = "roundEven"; break;
          case WINED3DSIH_ROUND_NI: instruction = "floor"; break;
          case WINED3DSIH_ROUND_PI: instruction = "ceil"; break;
          case WINED3DSIH_ROUND_Z: instruction = "trunc"; break;
          case WINED3DSIH_SQRT: instruction = "sqrt"; break;
          case WINED3DSIH_UMAX: instruction = "max"; break;
          case WINED3DSIH_UMIN: instruction = "min"; break;
          default: instruction = "";
              ERR("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
              break;
      }
  
      write_mask = shader_glsl_append_dst(buffer, ins);
  
      /* In D3D bits are numbered from the most significant bit. */
      if (ins->handler_idx == WINED3DSIH_FIRSTBIT_HI || ins->handler_idx == WINED3DSIH_FIRSTBIT_SHI)
          shader_addline(buffer, "31 - ");
      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_float16(const struct wined3d_shader_instruction *ins)
  {
      struct wined3d_shader_dst_param dst;
      struct glsl_src_param src;
      DWORD write_mask;
      const char *fmt;
      unsigned int i;
  
      fmt = ins->handler_idx == WINED3DSIH_F16TOF32
              ? "unpackHalf2x16(%s).x);\n" : "packHalf2x16(vec2(%s, 0.0)));\n";
  
      dst = ins->dst[0];
      for (i = 0; i < 4; ++i)
      {
          dst.write_mask = ins->dst[0].write_mask & (WINED3DSP_WRITEMASK_0 << i);
          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], write_mask, &src);
          shader_addline(ins->ctx->buffer, fmt, src.param_str);
      }
  }
  
  static void shader_glsl_bitwise_op(const struct wined3d_shader_instruction *ins)
  {
      struct wined3d_string_buffer *buffer = ins->ctx->buffer;
      struct wined3d_shader_dst_param dst;
      struct glsl_src_param src[4];
      const char *instruction;
      BOOL tmp_dst = FALSE;
      char mask_char[6];
      unsigned int i, j;
      DWORD write_mask;
  
      switch (ins->handler_idx)
      {
          case WINED3DSIH_BFI:  instruction = "bitfieldInsert";  break;
          case WINED3DSIH_IBFE: instruction = "bitfieldExtract"; break;
          case WINED3DSIH_UBFE: instruction = "bitfieldExtract"; break;
          default:
              ERR("Unhandled opcode %#x.\n", ins->handler_idx);
              return;
      }
  
      for (i = 0; i < ins->src_count; ++i)
      {
          if (ins->dst[0].reg.idx[0].offset == ins->src[i].reg.idx[0].offset
                  && ins->dst[0].reg.type == ins->src[i].reg.type)
              tmp_dst = TRUE;
      }
  
      dst = ins->dst[0];
      for (i = 0; i < 4; ++i)
      {
          dst.write_mask = ins->dst[0].write_mask & (WINED3DSP_WRITEMASK_0 << i);
          if (tmp_dst && (write_mask = shader_glsl_get_write_mask(&dst, mask_char)))
              shader_addline(buffer, "tmp0%s = %sBitsToFloat(", mask_char,
                      dst.reg.data_type == WINED3D_DATA_INT ? "int" : "uint");
          else if (!(write_mask = shader_glsl_append_dst_ext(buffer, ins, &dst, dst.reg.data_type)))
              continue;
  
          for (j = 0; j < ins->src_count; ++j)
              shader_glsl_add_src_param(ins, &ins->src[j], write_mask, &src[j]);
          shader_addline(buffer, "%s(", instruction);
          for (j = 0; j < ins->src_count - 2; ++j)
              shader_addline(buffer, "%s, ", src[ins->src_count - j - 1].param_str);
          shader_addline(buffer, "%s & 0x1f, %s & 0x1f));\n", src[1].param_str, src[0].param_str);
      }
  
      if (tmp_dst)
      {
          shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], WINED3D_DATA_FLOAT);
          shader_glsl_get_write_mask(&ins->dst[0], mask_char);
          shader_addline(buffer, "tmp0%s);\n", mask_char);
      }
  }
  
  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);
  
      if (mask_size > 3)
          shader_addline(buffer, "tmp0.x = dot(vec3(%s), vec3(%s));\n",
                  src_param.param_str, src_param.param_str);
      else
          shader_addline(buffer, "tmp0.x = dot(%s, %s);\n",
                  src_param.param_str, src_param.param_str);
      shader_glsl_append_dst(buffer, ins);
  
      shader_addline(buffer, "tmp0.x == 0.0 ? %s : (%s * inversesqrt(tmp0.x)));\n",
              src_param.param_str, src_param.param_str);
  }
  
  static void shader_glsl_scalar_op(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 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);
  
      if (shader_version < WINED3D_SHADER_VERSION(4, 0))
          dst_write_mask = WINED3DSP_WRITEMASK_3;
  
      shader_glsl_add_src_param(ins, &ins->src[0], dst_write_mask, &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_version < WINED3D_SHADER_VERSION(4, 0))
          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_cast(const struct wined3d_shader_instruction *ins,
          const char *vector_constructor, const char *scalar_constructor)
  {
      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, "%s%u(%s));\n", vector_constructor, mask_size, src_param.param_str);
      else
          shader_addline(buffer, "%s(%s));\n", scalar_constructor, src_param.param_str);
  }
  
  static void shader_glsl_to_int(const struct wined3d_shader_instruction *ins)
  {
      shader_glsl_cast(ins, "ivec", "int");
  }
  
  static void shader_glsl_to_uint(const struct wined3d_shader_instruction *ins)
  {
      shader_glsl_cast(ins, "uvec", "uint");
  }
  
  static void shader_glsl_to_float(const struct wined3d_shader_instruction *ins)
  {
      shader_glsl_cast(ins, "vec", "float");
  }
  
  /** 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_swapc(const struct wined3d_shader_instruction *ins)
  {
      struct wined3d_string_buffer *buffer = ins->ctx->buffer;
      struct wined3d_shader_dst_param dst[2];
      struct glsl_src_param src[3];
      unsigned int i, j, k;
      char mask_char[6];
      DWORD write_mask;
      BOOL tmp_dst[2];
  
      for (i = 0; i < ins->dst_count; ++i)
      {
          tmp_dst[i] = FALSE;
          for (j = 0; j < ins->src_count; ++j)
          {
              if (ins->dst[i].reg.idx[0].offset == ins->src[j].reg.idx[0].offset
                      && ins->dst[i].reg.type == ins->src[j].reg.type)
                  tmp_dst[i] = TRUE;
          }
      }
  
      dst[0] = ins->dst[0];
      dst[1] = ins->dst[1];
      for (i = 0; i < 4; ++i)
      {
          for (j = 0; j < ARRAY_SIZE(dst); ++j)
          {
              dst[j].write_mask = ins->dst[j].write_mask & (WINED3DSP_WRITEMASK_0 << i);
              if (tmp_dst[j] && (write_mask = shader_glsl_get_write_mask(&dst[j], mask_char)))
                  shader_addline(buffer, "tmp%u%s = (", j, mask_char);
              else if (!(write_mask = shader_glsl_append_dst_ext(buffer, ins, &dst[j], dst[j].reg.data_type)))
                  continue;
  
              for (k = 0; k < ARRAY_SIZE(src); ++k)
                  shader_glsl_add_src_param(ins, &ins->src[k], write_mask, &src[k]);
  
              shader_addline(buffer, "%sbool(%s) ? %s : %s);\n", !j ? "!" : "",
                      src[0].param_str, src[1].param_str, src[2].param_str);
          }
      }
  
      for (i = 0; i < ARRAY_SIZE(tmp_dst); ++i)
      {
          if (tmp_dst[i])
          {
              shader_glsl_get_write_mask(&ins->dst[i], mask_char);
              shader_glsl_append_dst_ext(buffer, ins, &ins->dst[i], ins->dst[i].reg.data_type);
              shader_addline(buffer, "tmp%u%s);\n", i, mask_char);
          }
      }
  }
  
  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 (shader_glsl_swizzle_get_component(ins->src[0].swizzle, j) == 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_parser_state *state = ins->ctx->state;
      struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
      struct wined3d_string_buffer *buffer = ins->ctx->buffer;
      const struct wined3d_shader *shader = ins->ctx->shader;
      const struct wined3d_shader_lconst *constant;
      struct wined3d_string_buffer *reg_name;
      const DWORD *control_values = NULL;
  
      if (ins->ctx->reg_maps->shader_version.major < 4)
      {
          /* 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",
                          state->current_loop_depth, loop_control.start,
                          state->current_loop_depth, loop_control.count, loop_control.step, loop_control.start,
                          state->current_loop_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",
                          state->current_loop_depth, loop_control.start,
                          state->current_loop_depth, loop_control.count, loop_control.step, loop_control.start,
                          state->current_loop_depth, loop_control.step);
              }
              else
              {
                  shader_addline(buffer, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n",
                          state->current_loop_depth, loop_control.start, state->current_loop_depth,
                          state->current_loop_depth, loop_control.count,
                          state->current_loop_depth);
              }
          }
          else
          {
              reg_name = string_buffer_get(priv->string_buffers);
              shader_glsl_get_register_name(&ins->src[1].reg, ins->src[1].reg.data_type, reg_name, NULL, ins->ctx);
  
              shader_addline(buffer, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n",
                      state->current_loop_depth, state->current_loop_reg, reg_name->buffer,
                      state->current_loop_depth, reg_name->buffer,
                      state->current_loop_depth, state->current_loop_reg, reg_name->buffer);
  
              string_buffer_release(priv->string_buffers, reg_name);
  
          }
  
          ++state->current_loop_reg;
      }
      else
      {
          shader_addline(buffer, "for (;;)\n{\n");
      }
  
      ++state->current_loop_depth;
  }
  
  static void shader_glsl_end(const struct wined3d_shader_instruction *ins)
  {
      struct wined3d_shader_parser_state *state = ins->ctx->state;
  
      shader_addline(ins->ctx->buffer, "}\n");
  
      if (ins->handler_idx == WINED3DSIH_ENDLOOP)
      {
          --state->current_loop_depth;
          --state->current_loop_reg;
      }
  
      if (ins->handler_idx == WINED3DSIH_ENDREP)
      {
          --state->current_loop_depth;
      }
  }
  
  static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
  {
      struct wined3d_shader_parser_state *state = ins->ctx->state;
      const struct wined3d_shader *shader = ins->ctx->shader;
      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",
                  state->current_loop_depth, state->current_loop_depth,
                  control_values[0], state->current_loop_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",
                  state->current_loop_depth, state->current_loop_depth,
                  src0_param.param_str, state->current_loop_depth);
      }
  
      ++state->current_loop_depth;
  }
  
  static void shader_glsl_switch(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, "switch (%s)\n{\n", src0_param.param_str);
  }
  
  static void shader_glsl_case(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, "case %s:\n", src0_param.param_str);
  }
  
  static void shader_glsl_default(const struct wined3d_shader_instruction *ins)
  {
      shader_addline(ins->ctx->buffer, "default:\n");
  }
  
  static void shader_glsl_generate_condition(const struct wined3d_shader_instruction *ins)
  {
      struct glsl_src_param src_param;
      const char *condition;
  
      condition = ins->flags == WINED3D_SHADER_CONDITIONAL_OP_NZ ? "bool" : "!bool";
      shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
      shader_addline(ins->ctx->buffer, "if (%s(%s))\n", condition, src_param.param_str);
  }
  
  static void shader_glsl_if(const struct wined3d_shader_instruction *ins)
  {
      shader_glsl_generate_condition(ins);
      shader_addline(ins->ctx->buffer, "{\n");
  }
  
  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)
  {
      unsigned int stream = ins->handler_idx == WINED3DSIH_EMIT ? 0 : ins->src[0].reg.idx[0].offset;
      const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
      const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
  
      shader_addline(ins->ctx->buffer, "setup_gs_output(gs_out);\n");
      if (!priv->gl_info->supported[ARB_CLIP_CONTROL])
          shader_glsl_fixup_position(ins->ctx->buffer, reg_maps->viewport_array);
  
      if (!stream)
          shader_addline(ins->ctx->buffer, "EmitVertex();\n");
      else
          FIXME("Unhandled primitive stream %u.\n", stream);
  }
  
  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_conditional_op(const struct wined3d_shader_instruction *ins)
  {
      const char *op;
  
      switch (ins->handler_idx)
      {
          case WINED3DSIH_BREAKP:
              op = "break;";
              break;
          case WINED3DSIH_CONTINUEP:
              op = "continue;";
              break;
          case WINED3DSIH_RETP:
              op = "return;";
              break;
          default:
              ERR("Unhandled opcode %#x.\n", ins->handler_idx);
              return;
      }
  
      shader_glsl_generate_condition(ins);
      if (ins->handler_idx == WINED3DSIH_RETP)
      {
          shader_addline(ins->ctx->buffer, "{\n");
          shader_glsl_generate_shader_epilogue(ins->ctx);
      }
      shader_addline(ins->ctx->buffer, "    %s\n", op);
      if (ins->handler_idx == WINED3DSIH_RETP)
          shader_addline(ins->ctx->buffer, "}\n");
  }
  
  static void shader_glsl_continue(const struct wined3d_shader_instruction *ins)
  {
      shader_addline(ins->ctx->buffer, "continue;\n");
  }
  
  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);
  
      /* Subroutines appear at the end of the shader. */
      ins->ctx->state->in_subroutine = TRUE;
  }
  
  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)
  {
      const struct wined3d_shader_version *version = &ins->ctx->shader->reg_maps.shader_version;
  
      if (version->major >= 4 && !ins->ctx->state->in_subroutine)
      {
          shader_glsl_generate_shader_epilogue(ins->ctx);
          shader_addline(ins->ctx->buffer, "return;\n");
      }
  }
  
  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;
      enum wined3d_shader_resource_type resource_type;
  
      /* 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;
  
      resource_type = ins->ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_PIXEL
              ? pixelshader_get_resource_type(ins->ctx->reg_maps, resource_idx, priv->cur_ps_args->tex_types)
              : ins->ctx->reg_maps->resource_info[resource_idx].type;
  
      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;
  
          /* 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)
                  && resource_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;
          }
      }
  
      shader_glsl_get_sample_function(ins->ctx, resource_idx, 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, 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,
                      NULL, "%s", coord_param.param_str);
          } else {
              shader_glsl_gen_sample_code(ins, resource_idx, &sample_function, swizzle, NULL, 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 shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
      const struct wined3d_gl_info *gl_info = priv->gl_info;
      struct glsl_src_param coord_param, dx_param, dy_param;
      struct glsl_sample_function sample_function;
      DWORD sampler_idx;
      DWORD swizzle = ins->src[1].swizzle;
  
      if (!shader_glsl_has_core_grad(gl_info) && !gl_info->supported[ARB_SHADER_TEXTURE_LOD])
      {
          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;
  
      shader_glsl_get_sample_function(ins->ctx, sampler_idx, sampler_idx, WINED3D_GLSL_SAMPLE_GRAD, &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.deriv_mask, &dx_param);
      shader_glsl_add_src_param(ins, &ins->src[3], sample_function.deriv_mask, &dy_param);
  
      shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, dx_param.param_str, dy_param.param_str,
              NULL, 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_shader_version *shader_version = &ins->ctx->reg_maps->shader_version;
      const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
      const struct wined3d_gl_info *gl_info = priv->gl_info;
      struct glsl_src_param coord_param, lod_param;
      struct glsl_sample_function sample_function;
      DWORD swizzle = ins->src[1].swizzle;
      DWORD sampler_idx;
  
      sampler_idx = ins->src[1].reg.idx[0].offset;
  
      shader_glsl_get_sample_function(ins->ctx, sampler_idx, sampler_idx, 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[0], WINED3DSP_WRITEMASK_3, &lod_param);
  
      if (shader_version->type == WINED3D_SHADER_TYPE_PIXEL && !shader_glsl_has_core_grad(gl_info)
              && !gl_info->supported[ARB_SHADER_TEXTURE_LOD])
      {
          /* 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, NULL,
              "%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;
  }
  
  static void shader_glsl_atomic(const struct wined3d_shader_instruction *ins)
  {
      const BOOL is_imm_instruction = WINED3DSIH_IMM_ATOMIC_AND <= ins->handler_idx
              && ins->handler_idx <= WINED3DSIH_IMM_ATOMIC_XOR;
      const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
      const struct wined3d_shader_version *version = &reg_maps->shader_version;
      struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
      struct glsl_src_param structure_idx, offset, data, data2;
      struct wined3d_string_buffer *buffer = ins->ctx->buffer;
      enum wined3d_shader_resource_type resource_type;
      struct wined3d_string_buffer *address;
      enum wined3d_data_type data_type;
      unsigned int resource_idx, stride;
      const char *op, *resource;
      DWORD coord_mask;
      BOOL is_tgsm;
  
      resource_idx = ins->dst[is_imm_instruction].reg.idx[0].offset;
      is_tgsm = ins->dst[is_imm_instruction].reg.type == WINED3DSPR_GROUPSHAREDMEM;
      if (is_tgsm)
      {
          if (resource_idx >= reg_maps->tgsm_count)
          {
              ERR("Invalid TGSM index %u.\n", resource_idx);
              return;
          }
          resource = "g";
          data_type = WINED3D_DATA_UINT;
          coord_mask = 1;
          stride = reg_maps->tgsm[resource_idx].stride;
      }
      else
      {
          if (resource_idx >= ARRAY_SIZE(reg_maps->uav_resource_info))
          {
              ERR("Invalid UAV index %u.\n", resource_idx);
              return;
          }
          resource_type = reg_maps->uav_resource_info[resource_idx].type;
          if (resource_type >= ARRAY_SIZE(resource_type_info))
          {
              ERR("Unexpected resource type %#x.\n", resource_type);
              return;
          }
          resource = "image";
          data_type = reg_maps->uav_resource_info[resource_idx].data_type;
          coord_mask = (1u << resource_type_info[resource_type].coord_size) - 1;
          stride = reg_maps->uav_resource_info[resource_idx].stride;
      }
  
      switch (ins->handler_idx)
      {
          case WINED3DSIH_ATOMIC_AND:
          case WINED3DSIH_IMM_ATOMIC_AND:
              if (is_tgsm)
                  op = "atomicAnd";
              else
                  op = "imageAtomicAnd";
              break;
          case WINED3DSIH_ATOMIC_CMP_STORE:
          case WINED3DSIH_IMM_ATOMIC_CMP_EXCH:
              if (is_tgsm)
                  op = "atomicCompSwap";
              else
                  op = "imageAtomicCompSwap";
              break;
          case WINED3DSIH_ATOMIC_IADD:
          case WINED3DSIH_IMM_ATOMIC_IADD:
              if (is_tgsm)
                  op = "atomicAdd";
              else
                  op = "imageAtomicAdd";
              break;
          case WINED3DSIH_ATOMIC_IMAX:
          case WINED3DSIH_IMM_ATOMIC_IMAX:
              if (is_tgsm)
                  op = "atomicMax";
              else
                  op = "imageAtomicMax";
              if (data_type != WINED3D_DATA_INT)
              {
                  FIXME("Unhandled opcode %#x for unsigned integers.\n", ins->handler_idx);
                  return;
              }
              break;
          case WINED3DSIH_ATOMIC_IMIN:
          case WINED3DSIH_IMM_ATOMIC_IMIN:
              if (is_tgsm)
                  op = "atomicMin";
              else
                  op = "imageAtomicMin";
              if (data_type != WINED3D_DATA_INT)
              {
                  FIXME("Unhandled opcode %#x for unsigned integers.\n", ins->handler_idx);
                  return;
              }
              break;
          case WINED3DSIH_ATOMIC_OR:
          case WINED3DSIH_IMM_ATOMIC_OR:
              if (is_tgsm)
                  op = "atomicOr";
              else
                  op = "imageAtomicOr";
              break;
          case WINED3DSIH_ATOMIC_UMAX:
          case WINED3DSIH_IMM_ATOMIC_UMAX:
              if (is_tgsm)
                  op = "atomicMax";
              else
                  op = "imageAtomicMax";
              if (data_type != WINED3D_DATA_UINT)
              {
                  FIXME("Unhandled opcode %#x for signed integers.\n", ins->handler_idx);
                  return;
              }
              break;
          case WINED3DSIH_ATOMIC_UMIN:
          case WINED3DSIH_IMM_ATOMIC_UMIN:
              if (is_tgsm)
                  op = "atomicMin";
              else
                  op = "imageAtomicMin";
              if (data_type != WINED3D_DATA_UINT)
              {
                  FIXME("Unhandled opcode %#x for signed integers.\n", ins->handler_idx);
                  return;
              }
              break;
          case WINED3DSIH_ATOMIC_XOR:
          case WINED3DSIH_IMM_ATOMIC_XOR:
              if (is_tgsm)
                  op = "atomicXor";
              else
                  op = "imageAtomicXor";
              break;
          case WINED3DSIH_IMM_ATOMIC_EXCH:
              if (is_tgsm)
                  op = "atomicExchange";
              else
                  op = "imageAtomicExchange";
              break;
          default:
              ERR("Unhandled opcode %#x.\n", ins->handler_idx);
              return;
      }
  
      address = string_buffer_get(priv->string_buffers);
      if (stride)
      {
          shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &structure_idx);
          shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &offset);
          string_buffer_sprintf(address, "%s * %u + %s / 4", structure_idx.param_str, stride, offset.param_str);
      }
      else
      {
          shader_glsl_add_src_param(ins, &ins->src[0], coord_mask, &offset);
          string_buffer_sprintf(address, "%s", offset.param_str);
          if (is_tgsm || (reg_maps->uav_resource_info[resource_idx].flags & WINED3D_VIEW_BUFFER_RAW))
              shader_addline(address, "/ 4");
      }
  
      if (is_imm_instruction)
          shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &ins->dst[0], data_type);
  
      if (is_tgsm)
          shader_addline(buffer, "%s(%s_%s%u[%s], ",
                  op, shader_glsl_get_prefix(version->type), resource, resource_idx, address->buffer);
      else
          shader_addline(buffer, "%s(%s_%s%u, %s, ",
                  op, shader_glsl_get_prefix(version->type), resource, resource_idx, address->buffer);
  
      shader_glsl_add_src_param_ext(ins->ctx, &ins->src[1], WINED3DSP_WRITEMASK_0, &data, data_type);
      shader_addline(buffer, "%s", data.param_str);
      if (ins->src_count >= 3)
      {
          shader_glsl_add_src_param_ext(ins->ctx, &ins->src[2], WINED3DSP_WRITEMASK_0, &data2, data_type);
          shader_addline(buffer, ", %s", data2.param_str);
      }
  
      if (is_imm_instruction)
          shader_addline(buffer, ")");
      shader_addline(buffer, ");\n");
  
      string_buffer_release(priv->string_buffers, address);
  }
  
  static void shader_glsl_uav_counter(const struct wined3d_shader_instruction *ins)
  {
      const char *prefix = shader_glsl_get_prefix(ins->ctx->reg_maps->shader_version.type);
      const char *op;
  
      if (ins->handler_idx == WINED3DSIH_IMM_ATOMIC_ALLOC)
          op = "atomicCounterIncrement";
      else
          op = "atomicCounterDecrement";
  
      shader_glsl_append_dst(ins->ctx->buffer, ins);
      shader_addline(ins->ctx->buffer, "%s(%s_counter%u));\n", op, prefix, ins->src[0].reg.idx[0].offset);
  }
  
  static void shader_glsl_ld_uav(const struct wined3d_shader_instruction *ins)
  {
      const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
      const struct wined3d_shader_version *version = &reg_maps->shader_version;
      enum wined3d_shader_resource_type resource_type;
      struct glsl_src_param image_coord_param;
      enum wined3d_data_type data_type;
      DWORD coord_mask, write_mask;
      unsigned int uav_idx;
      char dst_swizzle[6];
  
      uav_idx = ins->src[1].reg.idx[0].offset;
      if (uav_idx >= ARRAY_SIZE(reg_maps->uav_resource_info))
      {
          ERR("Invalid UAV index %u.\n", uav_idx);
          return;
      }
      resource_type = reg_maps->uav_resource_info[uav_idx].type;
      if (resource_type >= ARRAY_SIZE(resource_type_info))
      {
          ERR("Unexpected resource type %#x.\n", resource_type);
          resource_type = WINED3D_SHADER_RESOURCE_TEXTURE_2D;
      }
      data_type = reg_maps->uav_resource_info[uav_idx].data_type;
      coord_mask = (1u << resource_type_info[resource_type].coord_size) - 1;
  
      write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &ins->dst[0], data_type);
      shader_glsl_get_swizzle(&ins->src[1], FALSE, write_mask, dst_swizzle);
  
      shader_glsl_add_src_param(ins, &ins->src[0], coord_mask, &image_coord_param);
      shader_addline(ins->ctx->buffer, "imageLoad(%s_image%u, %s)%s);\n",
              shader_glsl_get_prefix(version->type), uav_idx, image_coord_param.param_str, dst_swizzle);
  }
  
  static void shader_glsl_ld_raw_structured(const struct wined3d_shader_instruction *ins)
  {
      const char *prefix = shader_glsl_get_prefix(ins->ctx->reg_maps->shader_version.type);
      const struct wined3d_shader_src_param *src = &ins->src[ins->src_count - 1];
      unsigned int i, swizzle, resource_idx, bind_idx, stride, src_idx = 0;
      const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
      struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
      struct wined3d_string_buffer *buffer = ins->ctx->buffer;
      struct glsl_src_param structure_idx, offset;
      struct wined3d_string_buffer *address;
      struct wined3d_shader_dst_param dst;
      const char *function, *resource;
  
      resource_idx = src->reg.idx[0].offset;
      if (src->reg.type == WINED3DSPR_RESOURCE)
      {
          if (resource_idx >= ARRAY_SIZE(reg_maps->resource_info))
          {
              ERR("Invalid resource index %u.\n", resource_idx);
              return;
          }
          stride = reg_maps->resource_info[resource_idx].stride;
          bind_idx = shader_glsl_find_sampler(&reg_maps->sampler_map, resource_idx, WINED3D_SAMPLER_DEFAULT);
          function = "texelFetch";
          resource = "sampler";
      }
      else if (src->reg.type == WINED3DSPR_UAV)
      {
          if (resource_idx >= ARRAY_SIZE(reg_maps->uav_resource_info))
          {
              ERR("Invalid UAV index %u.\n", resource_idx);
              return;
          }
          stride = reg_maps->uav_resource_info[resource_idx].stride;
          bind_idx = resource_idx;
          function = "imageLoad";
          resource = "image";
      }
      else
      {
          if (resource_idx >= reg_maps->tgsm_count)
          {
              ERR("Invalid TGSM index %u.\n", resource_idx);
              return;
          }
          stride = reg_maps->tgsm[resource_idx].stride;
          bind_idx = resource_idx;
          function = NULL;
          resource = "g";
      }
  
      address = string_buffer_get(priv->string_buffers);
      if (ins->handler_idx == WINED3DSIH_LD_STRUCTURED)
      {
          shader_glsl_add_src_param(ins, &ins->src[src_idx++], WINED3DSP_WRITEMASK_0, &structure_idx);
          shader_addline(address, "%s * %u + ", structure_idx.param_str, stride);
      }
      shader_glsl_add_src_param(ins, &ins->src[src_idx++], WINED3DSP_WRITEMASK_0, &offset);
      shader_addline(address, "%s / 4", offset.param_str);
  
      dst = ins->dst[0];
      if (shader_glsl_get_write_mask_size(dst.write_mask) > 1)
      {
          /* The instruction is split into multiple lines. The first lines may
           * overwrite source parameters of the following lines. */
          shader_addline(buffer, "tmp0.x = intBitsToFloat(%s);\n", address->buffer);
          string_buffer_sprintf(address, "floatBitsToInt(tmp0.x)");
      }
  
      for (i = 0; i < 4; ++i)
      {
          dst.write_mask = ins->dst[0].write_mask & (WINED3DSP_WRITEMASK_0 << i);
          if (!shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst, dst.reg.data_type))
              continue;
  
          swizzle = shader_glsl_swizzle_get_component(src->swizzle, i);
          if (function)
              shader_addline(buffer, "%s(%s_%s%u, %s + %u).x);\n",
                      function, prefix, resource, bind_idx, address->buffer, swizzle);
          else
              shader_addline(buffer, "%s_%s%u[%s + %u]);\n",
                      prefix, resource, bind_idx, address->buffer, swizzle);
      }
  
      string_buffer_release(priv->string_buffers, address);
  }
  
  static void shader_glsl_store_uav(const struct wined3d_shader_instruction *ins)
  {
      const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
      const struct wined3d_shader_version *version = &reg_maps->shader_version;
      struct glsl_src_param image_coord_param, image_data_param;
      enum wined3d_shader_resource_type resource_type;
      enum wined3d_data_type data_type;
      unsigned int uav_idx;
      DWORD coord_mask;
  
      uav_idx = ins->dst[0].reg.idx[0].offset;
      if (uav_idx >= ARRAY_SIZE(reg_maps->uav_resource_info))
      {
          ERR("Invalid UAV index %u.\n", uav_idx);
          return;
      }
      resource_type = reg_maps->uav_resource_info[uav_idx].type;
      if (resource_type >= ARRAY_SIZE(resource_type_info))
      {
          ERR("Unexpected resource type %#x.\n", resource_type);
          return;
      }
      data_type = reg_maps->uav_resource_info[uav_idx].data_type;
      coord_mask = (1u << resource_type_info[resource_type].coord_size) - 1;
  
      shader_glsl_add_src_param(ins, &ins->src[0], coord_mask, &image_coord_param);
      shader_glsl_add_src_param_ext(ins->ctx, &ins->src[1], WINED3DSP_WRITEMASK_ALL, &image_data_param, data_type);
      shader_addline(ins->ctx->buffer, "imageStore(%s_image%u, %s, %s);\n",
              shader_glsl_get_prefix(version->type), uav_idx,
              image_coord_param.param_str, image_data_param.param_str);
  }
  
  static void shader_glsl_store_raw_structured(const struct wined3d_shader_instruction *ins)
  {
      const char *prefix = shader_glsl_get_prefix(ins->ctx->reg_maps->shader_version.type);
      const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
      struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
      struct wined3d_string_buffer *buffer = ins->ctx->buffer;
      struct glsl_src_param structure_idx, offset, data;
      unsigned int i, resource_idx, stride, src_idx = 0;
      struct wined3d_string_buffer *address;
      DWORD write_mask;
      BOOL is_tgsm;
  
      resource_idx = ins->dst[0].reg.idx[0].offset;
      is_tgsm = ins->dst[0].reg.type == WINED3DSPR_GROUPSHAREDMEM;
      if (is_tgsm)
      {
          if (resource_idx >= reg_maps->tgsm_count)
          {
              ERR("Invalid TGSM index %u.\n", resource_idx);
              return;
          }
          stride = reg_maps->tgsm[resource_idx].stride;
      }
      else
      {
          if (resource_idx >= ARRAY_SIZE(reg_maps->uav_resource_info))
          {
              ERR("Invalid UAV index %u.\n", resource_idx);
              return;
          }
          stride = reg_maps->uav_resource_info[resource_idx].stride;
      }
  
      address = string_buffer_get(priv->string_buffers);
      if (ins->handler_idx == WINED3DSIH_STORE_STRUCTURED)
      {
          shader_glsl_add_src_param(ins, &ins->src[src_idx++], WINED3DSP_WRITEMASK_0, &structure_idx);
          shader_addline(address, "%s * %u + ", structure_idx.param_str, stride);
      }
      shader_glsl_add_src_param(ins, &ins->src[src_idx++], WINED3DSP_WRITEMASK_0, &offset);
      shader_addline(address, "%s / 4", offset.param_str);
  
      for (i = 0; i < 4; ++i)
      {
          if (!(write_mask = ins->dst[0].write_mask & (WINED3DSP_WRITEMASK_0 << i)))
              continue;
  
          shader_glsl_add_src_param(ins, &ins->src[src_idx], write_mask, &data);
  
          if (is_tgsm)
              shader_addline(buffer, "%s_g%u[%s + %u] = %s;\n",
                      prefix, resource_idx, address->buffer, i, data.param_str);
          else
              shader_addline(buffer, "imageStore(%s_image%u, %s + %u, uvec4(%s, 0, 0, 0));\n",
                      prefix, resource_idx, address->buffer, i, data.param_str);
      }
  
      string_buffer_release(priv->string_buffers, address);
  }
  
  static void shader_glsl_sync(const struct wined3d_shader_instruction *ins)
  {
      struct wined3d_string_buffer *buffer = ins->ctx->buffer;
      unsigned int sync_flags = ins->flags;
  
      if (sync_flags & WINED3DSSF_THREAD_GROUP)
      {
          shader_addline(buffer, "barrier();\n");
          sync_flags &= ~(WINED3DSSF_THREAD_GROUP | WINED3DSSF_GROUP_SHARED_MEMORY);
      }
  
      if (sync_flags & WINED3DSSF_GROUP_SHARED_MEMORY)
      {
          shader_addline(buffer, "memoryBarrierShared();\n");
          sync_flags &= ~WINED3DSSF_GROUP_SHARED_MEMORY;
      }
  
      if (sync_flags)
          FIXME("Unhandled sync flags %#x.\n", sync_flags);
  }
  
  static const struct wined3d_shader_resource_info *shader_glsl_get_resource_info(
          const struct wined3d_shader_instruction *ins, const struct wined3d_shader_register *reg)
  {
      const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
      unsigned int idx = reg->idx[0].offset;
  
      if (reg->type == WINED3DSPR_RESOURCE)
      {
          if (idx >= ARRAY_SIZE(reg_maps->resource_info))
          {
              ERR("Invalid resource index %u.\n", idx);
              return NULL;
          }
          return &reg_maps->resource_info[idx];
      }
  
      if (reg->type == WINED3DSPR_UAV)
      {
          if (idx >= ARRAY_SIZE(reg_maps->uav_resource_info))
          {
              ERR("Invalid UAV index %u.\n", idx);
              return NULL;
          }
          return &reg_maps->uav_resource_info[idx];
      }
  
      FIXME("Unhandled register type %#x.\n", reg->type);
      return NULL;
  }
  
  static void shader_glsl_bufinfo(const struct wined3d_shader_instruction *ins)
  {
      const char *prefix = shader_glsl_get_prefix(ins->ctx->reg_maps->shader_version.type);
      const struct wined3d_shader_resource_info *resource_info;
      struct wined3d_string_buffer *buffer = ins->ctx->buffer;
      unsigned int resource_idx;
      char dst_swizzle[6];
      DWORD write_mask;
  
      write_mask = shader_glsl_append_dst(buffer, ins);
      shader_glsl_get_swizzle(&ins->src[0], FALSE, write_mask, dst_swizzle);
  
      if (!(resource_info = shader_glsl_get_resource_info(ins, &ins->src[0].reg)))
          return;
      resource_idx = ins->src[0].reg.idx[0].offset;
  
      shader_addline(buffer, "ivec2(");
      if (ins->src[0].reg.type == WINED3DSPR_RESOURCE)
      {
          unsigned int bind_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map,
                  resource_idx, WINED3D_SAMPLER_DEFAULT);
          shader_addline(buffer, "textureSize(%s_sampler%u)", prefix, bind_idx);
      }
      else
      {
          shader_addline(buffer, "imageSize(%s_image%u)", prefix, resource_idx);
      }
      if (resource_info->stride)
          shader_addline(buffer, " / %u", resource_info->stride);
      else if (resource_info->flags & WINED3D_VIEW_BUFFER_RAW)
          shader_addline(buffer, " * 4");
      shader_addline(buffer, ", %u)%s);\n", resource_info->stride, dst_swizzle);
  }
  
  static BOOL is_multisampled(enum wined3d_shader_resource_type resource_type)
  {
      return resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_2DMS
              || resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY;
  }
  
  static BOOL is_mipmapped(enum wined3d_shader_resource_type resource_type)
  {
      return resource_type != WINED3D_SHADER_RESOURCE_BUFFER && !is_multisampled(resource_type);
  }
  
  static void shader_glsl_resinfo(const struct wined3d_shader_instruction *ins)
  {
      const struct wined3d_shader_version *version = &ins->ctx->reg_maps->shader_version;
      const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
      struct wined3d_string_buffer *buffer = ins->ctx->buffer;
      const struct wined3d_gl_info *gl_info = priv->gl_info;
      enum wined3d_shader_resource_type resource_type;
      enum wined3d_shader_register_type reg_type;
      unsigned int resource_idx, bind_idx, i;
      enum wined3d_data_type dst_data_type;
      struct glsl_src_param lod_param;
      BOOL supports_mipmaps;
      char dst_swizzle[6];
      DWORD write_mask;
  
      dst_data_type = ins->dst[0].reg.data_type;
      if (ins->flags == WINED3DSI_RESINFO_UINT)
          dst_data_type = WINED3D_DATA_UINT;
      else if (ins->flags)
          FIXME("Unhandled flags %#x.\n", ins->flags);
  
      reg_type = ins->src[1].reg.type;
      resource_idx = ins->src[1].reg.idx[0].offset;
      shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &lod_param);
      if (reg_type == WINED3DSPR_RESOURCE)
      {
          resource_type = ins->ctx->reg_maps->resource_info[resource_idx].type;
          bind_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map,
                  resource_idx, WINED3D_SAMPLER_DEFAULT);
      }
      else
      {
          resource_type = ins->ctx->reg_maps->uav_resource_info[resource_idx].type;
          bind_idx = resource_idx;
      }
  
      if (resource_type >= ARRAY_SIZE(resource_type_info))
      {
          ERR("Unexpected resource type %#x.\n", resource_type);
          return;
      }
  
      write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], dst_data_type);
      shader_glsl_get_swizzle(&ins->src[1], FALSE, write_mask, dst_swizzle);
  
      if (dst_data_type == WINED3D_DATA_UINT)
          shader_addline(buffer, "uvec4(");
      else
          shader_addline(buffer, "vec4(");
  
      if (reg_type == WINED3DSPR_RESOURCE)
      {
          shader_addline(buffer, "textureSize(%s_sampler%u",
                  shader_glsl_get_prefix(version->type), bind_idx);
      }
      else
      {
          shader_addline(buffer, "imageSize(%s_image%u",
                  shader_glsl_get_prefix(version->type), bind_idx);
      }
  
      supports_mipmaps = is_mipmapped(resource_type) && reg_type != WINED3DSPR_UAV;
      if (supports_mipmaps)
          shader_addline(buffer, ", %s", lod_param.param_str);
      shader_addline(buffer, "), ");
  
      for (i = 0; i < 3 - resource_type_info[resource_type].resinfo_size; ++i)
          shader_addline(buffer, "0, ");
  
      if (supports_mipmaps)
      {
          if (gl_info->supported[ARB_TEXTURE_QUERY_LEVELS])
          {
              shader_addline(buffer, "textureQueryLevels(%s_sampler%u)",
                      shader_glsl_get_prefix(version->type), bind_idx);
          }
          else
          {
              FIXME("textureQueryLevels is not supported, returning 1 level.\n");
              shader_addline(buffer, "1");
          }
      }
      else
      {
          shader_addline(buffer, "1");
      }
  
      shader_addline(buffer, ")%s);\n", dst_swizzle);
  }
  
  static void shader_glsl_sample_info(const struct wined3d_shader_instruction *ins)
  {
      const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
      const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
      const struct wined3d_gl_info *gl_info = priv->gl_info;
      struct wined3d_string_buffer *buffer = ins->ctx->buffer;
      const struct wined3d_shader_dst_param *dst = ins->dst;
      const struct wined3d_shader_src_param *src = ins->src;
      enum wined3d_shader_resource_type resource_type;
      enum wined3d_data_type dst_data_type;
      unsigned int resource_idx, bind_idx;
      char dst_swizzle[6];
      DWORD write_mask;
  
      dst_data_type = dst->reg.data_type;
      if (ins->flags == WINED3DSI_SAMPLE_INFO_UINT)
          dst_data_type = WINED3D_DATA_UINT;
      else if (ins->flags)
          FIXME("Unhandled flags %#x.\n", ins->flags);
  
      write_mask = shader_glsl_append_dst_ext(buffer, ins, dst, dst_data_type);
      shader_glsl_get_swizzle(src, FALSE, write_mask, dst_swizzle);
  
      if (dst_data_type == WINED3D_DATA_UINT)
          shader_addline(buffer, "uvec4(");
      else
          shader_addline(buffer, "vec4(");
  
      if (src->reg.type == WINED3DSPR_RASTERIZER)
      {
          if (gl_info->supported[ARB_SAMPLE_SHADING])
          {
              shader_addline(buffer, "gl_NumSamples");
          }
          else
          {
              FIXME("OpenGL implementation does not support ARB_sample_shading.\n");
              shader_addline(buffer, "1");
          }
      }
      else
      {
          resource_idx = src->reg.idx[0].offset;
          resource_type = reg_maps->resource_info[resource_idx].type;
          if (resource_type >= ARRAY_SIZE(resource_type_info))
          {
              ERR("Unexpected resource type %#x.\n", resource_type);
              return;
          }
          bind_idx = shader_glsl_find_sampler(&reg_maps->sampler_map, resource_idx, WINED3D_SAMPLER_DEFAULT);
  
          if (gl_info->supported[ARB_SHADER_TEXTURE_IMAGE_SAMPLES])
          {
              shader_addline(buffer, "textureSamples(%s_sampler%u)",
                      shader_glsl_get_prefix(reg_maps->shader_version.type), bind_idx);
          }
          else
          {
              FIXME("textureSamples() is not supported.\n");
              shader_addline(buffer, "1");
          }
      }
  
      shader_addline(buffer, ", 0, 0, 0)%s);\n", dst_swizzle);
  }
  
  static void shader_glsl_interpolate(const struct wined3d_shader_instruction *ins)
  {
      const struct wined3d_shader_src_param *input = &ins->src[0];
      struct wined3d_string_buffer *buffer = ins->ctx->buffer;
      struct glsl_src_param sample_param;
      char dst_swizzle[6];
      DWORD write_mask;
  
      write_mask = shader_glsl_append_dst(buffer, ins);
      shader_glsl_get_swizzle(input, FALSE, write_mask, dst_swizzle);
  
      shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &sample_param);
      shader_addline(buffer, "interpolateAtSample(shader_in.reg%u, %s)%s);\n",
              input->reg.idx[0].offset, sample_param.param_str, dst_swizzle);
  }
  
  static void shader_glsl_ld(const struct wined3d_shader_instruction *ins)
  {
      const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
      struct glsl_src_param coord_param, lod_param, sample_param;
      unsigned int resource_idx, sampler_idx, sampler_bind_idx;
      struct glsl_sample_function sample_function;
      DWORD flags = WINED3D_GLSL_SAMPLE_LOAD;
      BOOL has_lod_param;
  
      if (wined3d_shader_instruction_has_texel_offset(ins))
          flags |= WINED3D_GLSL_SAMPLE_OFFSET;
  
      resource_idx = ins->src[1].reg.idx[0].offset;
      sampler_idx = WINED3D_SAMPLER_DEFAULT;
  
      if (resource_idx >= ARRAY_SIZE(reg_maps->resource_info))
      {
          ERR("Invalid resource index %u.\n", resource_idx);
          return;
      }
      has_lod_param = is_mipmapped(reg_maps->resource_info[resource_idx].type);
  
      shader_glsl_get_sample_function(ins->ctx, resource_idx, sampler_idx, 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);
      sampler_bind_idx = shader_glsl_find_sampler(&reg_maps->sampler_map, resource_idx, sampler_idx);
      if (is_multisampled(reg_maps->resource_info[resource_idx].type))
      {
          shader_glsl_add_src_param(ins, &ins->src[2], WINED3DSP_WRITEMASK_0, &sample_param);
          shader_glsl_gen_sample_code(ins, sampler_bind_idx, &sample_function, ins->src[1].swizzle,
                  NULL, NULL, NULL, &ins->texel_offset, "%s, %s", coord_param.param_str, sample_param.param_str);
      }
      else
      {
          shader_glsl_gen_sample_code(ins, sampler_bind_idx, &sample_function, ins->src[1].swizzle,
                  NULL, NULL, has_lod_param ? lod_param.param_str : NULL, &ins->texel_offset,
                  "%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)
  {
      const char *lod_param_str = NULL, *dx_param_str = NULL, *dy_param_str = NULL;
      struct glsl_src_param coord_param, lod_param, dx_param, dy_param;
      unsigned int resource_idx, sampler_idx, sampler_bind_idx;
      struct glsl_sample_function sample_function;
      DWORD flags = 0;
  
      if (ins->handler_idx == WINED3DSIH_SAMPLE_GRAD)
          flags |= WINED3D_GLSL_SAMPLE_GRAD;
      if (ins->handler_idx == WINED3DSIH_SAMPLE_LOD)
          flags |= WINED3D_GLSL_SAMPLE_LOD;
      if (wined3d_shader_instruction_has_texel_offset(ins))
          flags |= WINED3D_GLSL_SAMPLE_OFFSET;
  
      resource_idx = ins->src[1].reg.idx[0].offset;
      sampler_idx = ins->src[2].reg.idx[0].offset;
  
      shader_glsl_get_sample_function(ins->ctx, resource_idx, sampler_idx, flags, &sample_function);
      shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
  
      switch (ins->handler_idx)
      {
          case WINED3DSIH_SAMPLE:
              break;
          case WINED3DSIH_SAMPLE_B:
              shader_glsl_add_src_param(ins, &ins->src[3], WINED3DSP_WRITEMASK_0, &lod_param);
              lod_param_str = lod_param.param_str;
              break;
          case WINED3DSIH_SAMPLE_GRAD:
              shader_glsl_add_src_param(ins, &ins->src[3], sample_function.deriv_mask, &dx_param);
              shader_glsl_add_src_param(ins, &ins->src[4], sample_function.deriv_mask, &dy_param);
              dx_param_str = dx_param.param_str;
              dy_param_str = dy_param.param_str;
              break;
          case WINED3DSIH_SAMPLE_LOD:
              shader_glsl_add_src_param(ins, &ins->src[3], WINED3DSP_WRITEMASK_0, &lod_param);
              lod_param_str = lod_param.param_str;
              break;
          default:
              ERR("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
              break;
      }
  
      sampler_bind_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map, resource_idx, sampler_idx);
      shader_glsl_gen_sample_code(ins, sampler_bind_idx, &sample_function, ins->src[1].swizzle,
              dx_param_str, dy_param_str, lod_param_str, &ins->texel_offset, "%s", coord_param.param_str);
      shader_glsl_release_sample_function(ins->ctx, &sample_function);
  }
  
  /* GLSL doesn't provide a function to sample from level zero with depth
   * comparison for array textures and cube textures. We use textureGrad*()
   * to implement sample_c_lz.
   */
  static void shader_glsl_gen_sample_c_lz_emulation(const struct wined3d_shader_instruction *ins,
          unsigned int sampler_bind_idx, const struct glsl_sample_function *sample_function,
          unsigned int coord_size, const char *coord_param, const char *ref_param)
  {
      const struct wined3d_shader_version *version = &ins->ctx->reg_maps->shader_version;
      unsigned int deriv_size = wined3d_popcount(sample_function->deriv_mask);
      const struct wined3d_shader_texel_offset *offset = &ins->texel_offset;
      struct wined3d_string_buffer *buffer = ins->ctx->buffer;
      char dst_swizzle[6];
  
      WARN("Emitting textureGrad() for sample_c_lz.\n");
  
      shader_glsl_swizzle_to_str(WINED3DSP_NOSWIZZLE, FALSE, ins->dst[0].write_mask, dst_swizzle);
      shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], sample_function->data_type);
      shader_addline(buffer, "vec4(textureGrad%s(%s_sampler%u, vec%u(%s, %s), vec%u(0.0), vec%u(0.0)",
              sample_function->offset_size ? "Offset" : "",
              shader_glsl_get_prefix(version->type), sampler_bind_idx,
              coord_size, coord_param, ref_param, deriv_size, deriv_size);
      if (sample_function->offset_size)
      {
          int offset_immdata[4] = {offset->u, offset->v, offset->w};
          shader_addline(buffer, ", ");
          shader_glsl_append_imm_ivec(buffer, offset_immdata, sample_function->offset_size);
      }
      shader_addline(buffer, "))%s);\n", dst_swizzle);
  }
  
  static void shader_glsl_sample_c(const struct wined3d_shader_instruction *ins)
  {
      const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
      unsigned int resource_idx, sampler_idx, sampler_bind_idx;
      const struct wined3d_shader_resource_info *resource_info;
      const struct wined3d_gl_info *gl_info = priv->gl_info;
      struct glsl_src_param coord_param, compare_param;
      struct glsl_sample_function sample_function;
      const char *lod_param = NULL;
      unsigned int coord_size;
      DWORD flags = 0;
  
      if (ins->handler_idx == WINED3DSIH_SAMPLE_C_LZ)
      {
          lod_param = "0";
          flags |= WINED3D_GLSL_SAMPLE_LOD;
      }
  
      if (wined3d_shader_instruction_has_texel_offset(ins))
          flags |= WINED3D_GLSL_SAMPLE_OFFSET;
  
      if (!(resource_info = shader_glsl_get_resource_info(ins, &ins->src[1].reg)))
          return;
      resource_idx = ins->src[1].reg.idx[0].offset;
      sampler_idx = ins->src[2].reg.idx[0].offset;
  
      shader_glsl_get_sample_function(ins->ctx, resource_idx, sampler_idx, flags, &sample_function);
      coord_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
      shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask >> 1, &coord_param);
      shader_glsl_add_src_param(ins, &ins->src[3], WINED3DSP_WRITEMASK_0, &compare_param);
      sampler_bind_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map, resource_idx, sampler_idx);
      if (ins->handler_idx == WINED3DSIH_SAMPLE_C_LZ
              && !gl_info->supported[EXT_TEXTURE_SHADOW_LOD]
              && (resource_info->type == WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
              || resource_info->type == WINED3D_SHADER_RESOURCE_TEXTURE_CUBE))
      {
          shader_glsl_gen_sample_c_lz_emulation(ins, sampler_bind_idx, &sample_function,
                  coord_size, coord_param.param_str, compare_param.param_str);
      }
      else
      {
          shader_glsl_gen_sample_code(ins, sampler_bind_idx, &sample_function, WINED3DSP_NOSWIZZLE,
                  NULL, NULL, lod_param, &ins->texel_offset, "vec%u(%s, %s)",
                  coord_size, coord_param.param_str, compare_param.param_str);
      }
      shader_glsl_release_sample_function(ins->ctx, &sample_function);
  }
  
  static void shader_glsl_gather4(const struct wined3d_shader_instruction *ins)
  {
      unsigned int resource_param_idx, resource_idx, sampler_idx, sampler_bind_idx, component_idx;
      const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
      const char *prefix = shader_glsl_get_prefix(reg_maps->shader_version.type);
      const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
      struct glsl_src_param coord_param, compare_param, offset_param;
      const struct wined3d_gl_info *gl_info = priv->gl_info;
      const struct wined3d_shader_resource_info *resource_info;
      struct wined3d_string_buffer *buffer = ins->ctx->buffer;
      unsigned int coord_size, offset_size;
      char dst_swizzle[6];
      BOOL has_offset;
  
      if (!gl_info->supported[ARB_TEXTURE_GATHER])
      {
          FIXME("OpenGL implementation does not support textureGather.\n");
          return;
      }
  
      has_offset = ins->handler_idx == WINED3DSIH_GATHER4_PO
              || ins->handler_idx == WINED3DSIH_GATHER4_PO_C
              || wined3d_shader_instruction_has_texel_offset(ins);
  
      resource_param_idx =
              (ins->handler_idx == WINED3DSIH_GATHER4_PO || ins->handler_idx == WINED3DSIH_GATHER4_PO_C) ? 2 : 1;
      resource_idx = ins->src[resource_param_idx].reg.idx[0].offset;
      sampler_idx = ins->src[resource_param_idx + 1].reg.idx[0].offset;
      component_idx = shader_glsl_swizzle_get_component(ins->src[resource_param_idx + 1].swizzle, 0);
      sampler_bind_idx = shader_glsl_find_sampler(&reg_maps->sampler_map, resource_idx, sampler_idx);
  
      if (!(resource_info = shader_glsl_get_resource_info(ins, &ins->src[resource_param_idx].reg)))
          return;
  
      if (resource_info->type >= ARRAY_SIZE(resource_type_info))
      {
          ERR("Unexpected resource type %#x.\n", resource_info->type);
          return;
      }
      shader_glsl_get_coord_size(resource_info->type, &coord_size, &offset_size);
  
      shader_glsl_swizzle_to_str(ins->src[resource_param_idx].swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
      shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], resource_info->data_type);
  
      shader_glsl_add_src_param(ins, &ins->src[0], (1u << coord_size) - 1, &coord_param);
  
      shader_addline(buffer, "textureGather%s(%s_sampler%u, %s",
              has_offset ? "Offset" : "", prefix, sampler_bind_idx, coord_param.param_str);
      if (ins->handler_idx == WINED3DSIH_GATHER4_C || ins->handler_idx == WINED3DSIH_GATHER4_PO_C)
      {
          shader_glsl_add_src_param(ins, &ins->src[resource_param_idx + 2], WINED3DSP_WRITEMASK_0, &compare_param);
          shader_addline(buffer, ", %s", compare_param.param_str);
      }
      if (ins->handler_idx == WINED3DSIH_GATHER4_PO || ins->handler_idx == WINED3DSIH_GATHER4_PO_C)
      {
          shader_glsl_add_src_param(ins, &ins->src[1], (1u << offset_size) - 1, &offset_param);
          shader_addline(buffer, ", %s", offset_param.param_str);
      }
      else if (has_offset)
      {
          int offset_immdata[4] = {ins->texel_offset.u, ins->texel_offset.v, ins->texel_offset.w};
          shader_addline(buffer, ", ");
          shader_glsl_append_imm_ivec(buffer, offset_immdata, offset_size);
      }
      if (component_idx)
          shader_addline(buffer, ", %u", component_idx);
  
      shader_addline(buffer, ")%s);\n", dst_swizzle);
  }
  
  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, 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,
                      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,
                      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,
                      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, 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, 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, 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, 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, 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, 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, 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, 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, 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, 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)
  {
      struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
      DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
      struct glsl_sample_function sample_function;
      struct wined3d_string_buffer *reg_name;
  
      reg_name = string_buffer_get(priv->string_buffers);
      shader_glsl_get_register_name(&ins->src[0].reg, ins->src[0].reg.data_type, reg_name, NULL, ins->ctx);
  
      shader_glsl_get_sample_function(ins->ctx, sampler_idx, sampler_idx, 0, &sample_function);
      shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL,
              "%s.wx", reg_name->buffer);
      shader_glsl_release_sample_function(ins->ctx, &sample_function);
  
      string_buffer_release(priv->string_buffers, reg_name);
  }
  
  /** 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)
  {
      struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
      DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
      struct glsl_sample_function sample_function;
      struct wined3d_string_buffer *reg_name;
  
      reg_name = string_buffer_get(priv->string_buffers);
      shader_glsl_get_register_name(&ins->src[0].reg, ins->src[0].reg.data_type, reg_name, NULL, ins->ctx);
  
      shader_glsl_get_sample_function(ins->ctx, sampler_idx, sampler_idx, 0, &sample_function);
      shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL,
              "%s.yz", reg_name->buffer);
      shader_glsl_release_sample_function(ins->ctx, &sample_function);
  
      string_buffer_release(priv->string_buffers, reg_name);
  }
  
  /** 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, 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, 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)
      {
          shader_glsl_generate_condition(ins);
          shader_addline(ins->ctx->buffer, "    discard;\n");
      }
      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, BOOL unroll)
  {
      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 == WINED3D_VP_MODE_SHADER)
          {
              if (input->sysval_semantic == WINED3D_SV_POSITION && !semantic_idx)
              {
                  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 if (input->sysval_semantic == WINED3D_SV_IS_FRONT_FACE)
              {
                  shader_addline(buffer, "ps_in[%u]%s = uintBitsToFloat(gl_FrontFacing ? 0xffffffffu : 0u);\n",
                          input->register_idx, reg_mask);
              }
              else if (input->sysval_semantic == WINED3D_SV_SAMPLE_INDEX)
              {
                  if (gl_info->supported[ARB_SAMPLE_SHADING])
                      shader_addline(buffer, "ps_in[%u]%s = intBitsToFloat(gl_SampleID);\n",
                              input->register_idx, reg_mask);
                  else
                      FIXME("ARB_sample_shading is not supported.\n");
              }
              else if (input->sysval_semantic == WINED3D_SV_RENDER_TARGET_ARRAY_INDEX && !semantic_idx)
              {
                  if (gl_info->supported[ARB_FRAGMENT_LAYER_VIEWPORT])
                      shader_addline(buffer, "ps_in[%u]%s = intBitsToFloat(gl_Layer);\n",
                              input->register_idx, reg_mask);
                  else
                      FIXME("ARB_fragment_layer_viewport is not supported.\n");
              }
              else if (input->sysval_semantic == WINED3D_SV_VIEWPORT_ARRAY_INDEX && !semantic_idx)
              {
                  if (gl_info->supported[ARB_VIEWPORT_ARRAY])
                      shader_addline(buffer, "ps_in[%u]%s = intBitsToFloat(gl_ViewportIndex);\n",
                              input->register_idx, reg_mask);
                  else
                      FIXME("ARB_viewport_array is not supported.\n");
              }
              else
              {
                  if (input->sysval_semantic)
                      FIXME("Unhandled sysval semantic %#x.\n", input->sysval_semantic);
                  shader_addline(buffer, unroll ? "ps_in[%u]%s = %s%u%s;\n" : "ps_in[%u]%s = %s[%u]%s;\n",
                          shader->u.ps.input_reg_map[input->register_idx], reg_mask,
                          shader_glsl_shader_input_name(gl_info),
                          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 == WINED3D_VP_MODE_NONE && 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,
                          needs_legacy_glsl_syntax(gl_info)
                          ? "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);
          }
      }
  }
  
  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.hs_id = entry->hs.id;
      key.ds_id = entry->ds.id;
      key.gs_id = entry->gs.id;
      key.ps_id = entry->ps.id;
      key.cs_id = entry->cs.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,
          const struct glsl_program_key *key)
  {
      struct wine_rb_entry *entry;
  
      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)
  {
      wine_rb_remove(&priv->program_lookup, &entry->program_lookup_entry);
  
      GL_EXTCALL(glDeleteProgram(entry->id));
      if (entry->vs.id)
          list_remove(&entry->vs.shader_entry);
      if (entry->hs.id)
          list_remove(&entry->hs.shader_entry);
      if (entry->ds.id)
          list_remove(&entry->ds.shader_entry);
      if (entry->gs.id)
          list_remove(&entry->gs.shader_entry);
      if (entry->ps.id)
          list_remove(&entry->ps.shader_entry);
      if (entry->cs.id)
          list_remove(&entry->cs.shader_entry);
      heap_free(entry);
  }
  
  static void shader_glsl_setup_vs3_output(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 *destination = string_buffer_get(&priv->string_buffers);
      const char *out_array_name = shader_glsl_shader_output_name(gl_info);
      struct wined3d_string_buffer *buffer = &priv->shader_buffer;
      unsigned int in_count = vec4_varyings(3, gl_info);
      unsigned int max_varyings = needs_legacy_glsl_syntax(gl_info) ? in_count + 2 : in_count;
      DWORD in_idx, *set = NULL;
      unsigned int i, j;
      char reg_mask[6];
  
      set = heap_calloc(max_varyings, sizeof(*set));
  
      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, "%s[%u]", out_array_name, 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 = outputs[%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, "%s[%u]", out_array_name, 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);
      }
  
      heap_free(set);
      string_buffer_release(&priv->string_buffers, destination);
  }
  
  static void shader_glsl_setup_sm4_shader_output(struct shader_glsl_priv *priv,
          unsigned int input_count, const struct wined3d_shader_signature *output_signature,
          const struct wined3d_shader_reg_maps *reg_maps_out, const char *output_variable_name,
          BOOL rasterizer_setup)
  {
      struct wined3d_string_buffer *buffer = &priv->shader_buffer;
      char reg_mask[6];
      unsigned int i;
  
      for (i = 0; i < output_signature->element_count; ++i)
      {
          const struct wined3d_shader_signature_element *output = &output_signature->elements[i];
  
          if (!(reg_maps_out->output_registers & (1u << output->register_idx)))
              continue;
  
          if (output->stream_idx)
              continue;
  
          if (output->register_idx >= input_count)
              continue;
  
          shader_glsl_write_mask_to_str(output->mask, reg_mask);
  
          shader_addline(buffer,
                  rasterizer_setup ? "%s.reg%u%s = outputs[%u]%s;\n" : "%s.reg[%u]%s = outputs[%u]%s;\n",
                  output_variable_name, output->register_idx, reg_mask, output->register_idx, reg_mask);
      }
  }
  
  static void shader_glsl_generate_clip_or_cull_distances(struct wined3d_string_buffer *buffer,
          const struct wined3d_shader_signature_element *element, DWORD clip_or_cull_distance_mask)
  {
      unsigned int i, clip_or_cull_index;
      const char *name;
      char reg_mask[6];
  
      name = element->sysval_semantic == WINED3D_SV_CLIP_DISTANCE ? "Clip" : "Cull";
      /* Assign consecutive indices starting from 0. */
      clip_or_cull_index = element->semantic_idx ? wined3d_popcount(clip_or_cull_distance_mask & 0xf) : 0;
      for (i = 0; i < 4; ++i)
      {
          if (!(element->mask & (WINED3DSP_WRITEMASK_0 << i)))
              continue;
  
          shader_glsl_write_mask_to_str(WINED3DSP_WRITEMASK_0 << i, reg_mask);
          shader_addline(buffer, "gl_%sDistance[%u] = outputs[%u]%s;\n",
                  name, clip_or_cull_index, element->register_idx, reg_mask);
          ++clip_or_cull_index;
      }
  }
  
  static void shader_glsl_setup_sm3_rasterizer_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, unsigned int input_count,
          const struct wined3d_shader_signature *output_signature,
          const struct wined3d_shader_reg_maps *reg_maps_out, BOOL per_vertex_point_size)
  {
      struct wined3d_string_buffer *buffer = &priv->shader_buffer;
      const char *semantic_name;
      unsigned int semantic_idx;
      char reg_mask[6];
      unsigned int i;
  
      /* First, sort out position and point size system values. */
      for (i = 0; i < output_signature->element_count; ++i)
      {
          const struct wined3d_shader_signature_element *output = &output_signature->elements[i];
  
          if (!(reg_maps_out->output_registers & (1u << output->register_idx)))
              continue;
  
          if (output->stream_idx)
              continue;
  
          semantic_name = output->semantic_name;
          semantic_idx = output->semantic_idx;
          shader_glsl_write_mask_to_str(output->mask, reg_mask);
  
          if (output->sysval_semantic == WINED3D_SV_POSITION && !semantic_idx)
          {
              shader_addline(buffer, "gl_Position%s = outputs[%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(outputs[%u].%c, "
                      "ffp_point.size_min, ffp_point.size_max);\n", output->register_idx, reg_mask[1]);
          }
          else if (output->sysval_semantic == WINED3D_SV_RENDER_TARGET_ARRAY_INDEX && !semantic_idx)
          {
              shader_addline(buffer, "gl_Layer = floatBitsToInt(outputs[%u])%s;\n",
                      output->register_idx, reg_mask);
          }
          else if (output->sysval_semantic == WINED3D_SV_VIEWPORT_ARRAY_INDEX && !semantic_idx)
          {
              shader_addline(buffer, "gl_ViewportIndex = floatBitsToInt(outputs[%u])%s;\n",
                      output->register_idx, reg_mask);
          }
          else if (output->sysval_semantic == WINED3D_SV_CLIP_DISTANCE)
          {
              shader_glsl_generate_clip_or_cull_distances(buffer, output, reg_maps_out->clip_distance_mask);
          }
          else if (output->sysval_semantic == WINED3D_SV_CULL_DISTANCE)
          {
              shader_glsl_generate_clip_or_cull_distances(buffer, output, reg_maps_out->cull_distance_mask);
          }
          else if (output->sysval_semantic)
          {
              FIXME("Unhandled sysval semantic %#x.\n", output->sysval_semantic);
          }
      }
  
      /* Then, setup the pixel shader input. */
      if (reg_maps_out->shader_version.major < 4)
          shader_glsl_setup_vs3_output(priv, gl_info, map, input_signature, reg_maps_in,
                  output_signature, reg_maps_out);
      else
          shader_glsl_setup_sm4_shader_output(priv, input_count, output_signature, reg_maps_out, "shader_out", TRUE);
  }
  
  /* Context activation is done by the caller. */
  static GLuint shader_glsl_generate_vs3_rasterizer_input_setup(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)
  {
      const BOOL legacy_syntax = needs_legacy_glsl_syntax(gl_info);
      DWORD ps_major = ps ? ps->reg_maps.shader_version.major : 0;
      struct wined3d_string_buffer *buffer = &priv->shader_buffer;
      const char *semantic_name;
      UINT semantic_idx;
      char reg_mask[6];
      unsigned int i;
      GLuint ret;
  
      string_buffer_clear(buffer);
  
      shader_glsl_add_version_declaration(buffer, gl_info);
  
      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[WINED3D_MAX_TEXTURES] = {0};
  
          if (!legacy_syntax)
          {
              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", WINED3D_MAX_TEXTURES);
              declare_out_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n");
          }
  
          shader_addline(buffer, "void setup_vs_output(in vec4 outputs[%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_syntax)
                      shader_addline(buffer, "gl_Front%sColor%s = outputs[%u]%s;\n",
                              semantic_idx ? "Secondary" : "", reg_mask, output->register_idx, reg_mask);
                  else
                      shader_addline(buffer, "ffp_varying_%s%s = clamp(outputs[%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 = outputs[%u]%s;\n",
                          reg_mask, output->register_idx, reg_mask);
              }
              else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
              {
                  if (semantic_idx < WINED3D_MAX_TEXTURES)
                  {
                      shader_addline(buffer, "%s[%u]%s = outputs[%u]%s;\n",
                              legacy_syntax ? "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(outputs[%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(outputs[%u].%c, 0.0, 1.0);\n",
                          legacy_syntax ? "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_syntax ? "gl_FrontColor" : "ffp_varying_diffuse",
                              reg_mask, reg_mask);
                  else
                      shader_addline(buffer, "%s%s = vec4(0.0)%s;\n",
                              legacy_syntax ? "gl_FrontSecondaryColor" : "ffp_varying_specular",
                              reg_mask, reg_mask);
              }
          }
          for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
          {
              if (ps && !(ps->reg_maps.texcoord & (1u << i)))
                  continue;
  
              if (texcoords_written_mask[i] != WINED3DSP_WRITEMASK_ALL)
              {
                  if (!shader_glsl_full_ffp_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_syntax ? "gl_TexCoord" : "ffp_varying_texcoord", i, reg_mask, reg_mask);
              }
          }
      }
      else
      {
          unsigned int in_count = min(vec4_varyings(ps_major, gl_info), ps->limits->packed_input);
  
          shader_glsl_declare_shader_outputs(gl_info, buffer, in_count, FALSE, NULL);
          shader_addline(buffer, "void setup_vs_output(in vec4 outputs[%u])\n{\n", vs->limits->packed_output);
          shader_glsl_setup_sm3_rasterizer_input(priv, gl_info, ps->u.ps.input_reg_map, &ps->input_signature,
                  &ps->reg_maps, 0, &vs->output_signature, &vs->reg_maps, per_vertex_point_size);
      }
  
      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_stream_output_setup(struct wined3d_string_buffer *buffer,
          const struct wined3d_shader *shader)
  {
      const struct wined3d_stream_output_desc *so_desc = &shader->u.gs.so_desc;
      unsigned int i, register_idx, component_idx;
  
      shader_addline(buffer, "out shader_in_out\n{\n");
      for (i = 0; i < so_desc->element_count; ++i)
      {
          const struct wined3d_stream_output_element *e = &so_desc->elements[i];
  
          if (e->stream_idx)
          {
              FIXME("Unhandled stream %u.\n", e->stream_idx);
              continue;
          }
          if (!e->semantic_name)
              continue;
          if (!shader_get_stream_output_register_info(shader, e, &register_idx, &component_idx))
              continue;
  
          if (component_idx || e->component_count != 4)
          {
              if (e->component_count == 1)
                  shader_addline(buffer, "float");
              else
                  shader_addline(buffer, "vec%u", e->component_count);
  
              shader_addline(buffer, " reg%u_%u_%u;\n",
                      register_idx, component_idx, component_idx + e->component_count - 1);
          }
          else
          {
              shader_addline(buffer, "vec4 reg%u;\n", register_idx);
          }
      }
      shader_addline(buffer, "} shader_out;\n");
  
      shader_addline(buffer, "void setup_gs_output(in vec4 outputs[%u])\n{\n",
              shader->limits->packed_output);
      for (i = 0; i < so_desc->element_count; ++i)
      {
          const struct wined3d_stream_output_element *e = &so_desc->elements[i];
  
          if (e->stream_idx)
          {
              FIXME("Unhandled stream %u.\n", e->stream_idx);
              continue;
          }
          if (!e->semantic_name)
              continue;
          if (!shader_get_stream_output_register_info(shader, e, &register_idx, &component_idx))
              continue;
  
          if (component_idx || e->component_count != 4)
          {
              DWORD write_mask;
              char str_mask[6];
  
              write_mask = ((1u << e->component_count) - 1) << component_idx;
              shader_glsl_write_mask_to_str(write_mask, str_mask);
              shader_addline(buffer, "shader_out.reg%u_%u_%u = outputs[%u]%s;\n",
                      register_idx, component_idx, component_idx + e->component_count - 1,
                      register_idx, str_mask);
          }
          else
          {
              shader_addline(buffer, "shader_out.reg%u = outputs[%u];\n", register_idx, register_idx);
          }
      }
      shader_addline(buffer, "}\n");
  }
  
  static void shader_glsl_generate_sm4_output_setup(struct shader_glsl_priv *priv,
          const struct wined3d_shader *shader, unsigned int input_count,
          const struct wined3d_gl_info *gl_info, BOOL rasterizer_setup, const DWORD *interpolation_mode)
  {
      const char *prefix = shader_glsl_get_prefix(shader->reg_maps.shader_version.type);
      struct wined3d_string_buffer *buffer = &priv->shader_buffer;
  
      if (rasterizer_setup)
          input_count = min(vec4_varyings(4, gl_info), input_count);
  
      if (input_count)
          shader_glsl_declare_shader_outputs(gl_info, buffer, input_count, rasterizer_setup, interpolation_mode);
  
      shader_addline(buffer, "void setup_%s_output(in vec4 outputs[%u])\n{\n",
              prefix, shader->limits->packed_output);
  
      if (rasterizer_setup)
          shader_glsl_setup_sm3_rasterizer_input(priv, gl_info, NULL, NULL,
                  NULL, input_count, &shader->output_signature, &shader->reg_maps, FALSE);
      else
          shader_glsl_setup_sm4_shader_output(priv, input_count, &shader->output_signature,
                  &shader->reg_maps, "shader_out", rasterizer_setup);
  
      shader_addline(buffer, "}\n");
  }
  
  static void shader_glsl_generate_patch_constant_name(struct wined3d_string_buffer *buffer,
          const struct wined3d_shader_signature_element *constant, unsigned int *user_constant_idx,
          const char *reg_mask)
  {
      if (!constant->sysval_semantic)
      {
          shader_addline(buffer, "user_patch_constant[%u]%s", (*user_constant_idx)++, reg_mask);
          return;
      }
  
      switch (constant->sysval_semantic)
      {
          case WINED3D_SV_TESS_FACTOR_QUADEDGE:
          case WINED3D_SV_TESS_FACTOR_TRIEDGE:
          case WINED3D_SV_TESS_FACTOR_LINEDET:
          case WINED3D_SV_TESS_FACTOR_LINEDEN:
              shader_addline(buffer, "gl_TessLevelOuter[%u]", constant->semantic_idx);
              break;
          case WINED3D_SV_TESS_FACTOR_QUADINT:
          case WINED3D_SV_TESS_FACTOR_TRIINT:
              shader_addline(buffer, "gl_TessLevelInner[%u]", constant->semantic_idx);
              break;
          default:
              FIXME("Unhandled sysval semantic %#x.\n", constant->sysval_semantic);
              shader_addline(buffer, "vec4(0.0)%s", reg_mask);
      }
  }
  
  static void shader_glsl_generate_patch_constant_setup(struct wined3d_string_buffer *buffer,
          const struct wined3d_shader_signature *signature, BOOL input_setup)
  {
      unsigned int i, register_count, user_constant_index, user_constant_count;
  
      register_count = user_constant_count = 0;
      for (i = 0; i < signature->element_count; ++i)
      {
          const struct wined3d_shader_signature_element *constant = &signature->elements[i];
          register_count = max(constant->register_idx + 1, register_count);
          if (!constant->sysval_semantic)
              ++user_constant_count;
      }
  
      if (user_constant_count)
          shader_addline(buffer, "patch %s vec4 user_patch_constant[%u];\n",
                  input_setup ? "in" : "out", user_constant_count);
      if (input_setup)
          shader_addline(buffer, "vec4 vpc[%u];\n", register_count);
  
      shader_addline(buffer, "void setup_patch_constant_%s()\n{\n", input_setup ? "input" : "output");
      for (i = 0, user_constant_index = 0; i < signature->element_count; ++i)
      {
          const struct wined3d_shader_signature_element *constant = &signature->elements[i];
          char reg_mask[6];
  
          shader_glsl_write_mask_to_str(constant->mask, reg_mask);
  
          if (input_setup)
              shader_addline(buffer, "vpc[%u]%s", constant->register_idx, reg_mask);
          else
              shader_glsl_generate_patch_constant_name(buffer, constant, &user_constant_index, reg_mask);
  
          shader_addline(buffer, " = ");
  
          if (input_setup)
              shader_glsl_generate_patch_constant_name(buffer, constant, &user_constant_index, reg_mask);
          else
              shader_addline(buffer, "hs_out[%u]%s", constant->register_idx, reg_mask);
  
          shader_addline(buffer, ";\n");
      }
      shader_addline(buffer, "}\n");
  }
  
  static void shader_glsl_generate_srgb_write_correction(struct wined3d_string_buffer *buffer,
          const struct wined3d_gl_info *gl_info)
  {
      const char *output = get_fragment_output(gl_info);
  
      shader_addline(buffer, "tmp0.xyz = pow(%s[0].xyz, vec3(srgb_const0.x));\n", output);
      shader_addline(buffer, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
      shader_addline(buffer, "tmp1.xyz = %s[0].xyz * vec3(srgb_const0.w);\n", output);
      shader_addline(buffer, "bvec3 srgb_compare = lessThan(%s[0].xyz, vec3(srgb_const1.x));\n", output);
      shader_addline(buffer, "%s[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n", output);
      shader_addline(buffer, "%s[0] = clamp(%s[0], 0.0, 1.0);\n", output, output);
  }
  
  static void shader_glsl_generate_fog_code(struct wined3d_string_buffer *buffer,
          const struct wined3d_gl_info *gl_info, enum wined3d_ffp_ps_fog_mode mode)
  {
      const char *output = get_fragment_output(gl_info);
  
      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, "%s[0].xyz = mix(ffp_fog.color.xyz, %s[0].xyz, clamp(fog, 0.0, 1.0));\n",
              output, output);
  }
  
  static void shader_glsl_generate_alpha_test(struct wined3d_string_buffer *buffer,
          const struct wined3d_gl_info *gl_info, enum wined3d_cmp_func alpha_func)
  {
      /* alpha_func is the PASS condition, not the DISCARD condition. Instead of
       * flipping all the operators here, just negate the comparison below. */
      static const char * const comparison_operator[] =
      {
          "",   /* WINED3D_CMP_NEVER */
          "<",  /* WINED3D_CMP_LESS */
          "==", /* WINED3D_CMP_EQUAL */
          "<=", /* WINED3D_CMP_LESSEQUAL */
          ">",  /* WINED3D_CMP_GREATER */
          "!=", /* WINED3D_CMP_NOTEQUAL */
          ">=", /* WINED3D_CMP_GREATEREQUAL */
          ""    /* WINED3D_CMP_ALWAYS */
      };
  
      if (alpha_func == WINED3D_CMP_ALWAYS)
          return;
  
      if (alpha_func != WINED3D_CMP_NEVER)
          shader_addline(buffer, "if (!(%s[0].a %s alpha_test_ref))\n",
                  get_fragment_output(gl_info), comparison_operator[alpha_func - WINED3D_CMP_NEVER]);
      shader_addline(buffer, "    discard;\n");
  }
  
  static void shader_glsl_generate_colour_key_test(struct wined3d_string_buffer *buffer,
          const char *colour, const char *colour_key_low, const char *colour_key_high)
  {
          shader_addline(buffer, "if (all(greaterThanEqual(%s, %s)) && all(lessThan(%s, %s)))\n",
                  colour, colour_key_low, colour, colour_key_high);
          shader_addline(buffer, "    discard;\n");
  }
  
  static void shader_glsl_enable_extensions(struct wined3d_string_buffer *buffer,
          const struct wined3d_gl_info *gl_info)
  {
      if (gl_info->supported[ARB_CULL_DISTANCE])
          shader_addline(buffer, "#extension GL_ARB_cull_distance : enable\n");
      if (gl_info->supported[ARB_GPU_SHADER5])
          shader_addline(buffer, "#extension GL_ARB_gpu_shader5 : enable\n");
      if (gl_info->supported[ARB_SHADER_ATOMIC_COUNTERS])
          shader_addline(buffer, "#extension GL_ARB_shader_atomic_counters : 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_SHADER_IMAGE_LOAD_STORE])
          shader_addline(buffer, "#extension GL_ARB_shader_image_load_store : enable\n");
      if (gl_info->supported[ARB_SHADER_IMAGE_SIZE])
          shader_addline(buffer, "#extension GL_ARB_shader_image_size : enable\n");
      if (gl_info->supported[ARB_SHADER_STORAGE_BUFFER_OBJECT])
          shader_addline(buffer, "#extension GL_ARB_shader_storage_buffer_object : enable\n");
      if (gl_info->supported[ARB_SHADER_TEXTURE_IMAGE_SAMPLES])
          shader_addline(buffer, "#extension GL_ARB_shader_texture_image_samples : enable\n");
      if (gl_info->supported[ARB_SHADING_LANGUAGE_420PACK])
          shader_addline(buffer, "#extension GL_ARB_shading_language_420pack : enable\n");
      if (gl_info->supported[ARB_SHADING_LANGUAGE_PACKING])
          shader_addline(buffer, "#extension GL_ARB_shading_language_packing : enable\n");
      if (gl_info->supported[ARB_TEXTURE_CUBE_MAP_ARRAY])
          shader_addline(buffer, "#extension GL_ARB_texture_cube_map_array : enable\n");
      if (gl_info->supported[ARB_TEXTURE_GATHER])
          shader_addline(buffer, "#extension GL_ARB_texture_gather : enable\n");
      if (gl_info->supported[ARB_TEXTURE_QUERY_LEVELS])
          shader_addline(buffer, "#extension GL_ARB_texture_query_levels : 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[ARB_VIEWPORT_ARRAY])
          shader_addline(buffer, "#extension GL_ARB_viewport_array : enable\n");
      if (gl_info->supported[EXT_GPU_SHADER4])
          shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
      if (gl_info->supported[EXT_TEXTURE_ARRAY])
          shader_addline(buffer, "#extension GL_EXT_texture_array : enable\n");
      if (gl_info->supported[EXT_TEXTURE_SHADOW_LOD])
          shader_addline(buffer, "#extension GL_EXT_texture_shadow_lod : enable\n");
  }
  
  static void shader_glsl_generate_color_output(struct wined3d_string_buffer *buffer,
          const struct wined3d_gl_info *gl_info, const struct wined3d_shader *shader,
          const struct ps_compile_args *args, struct wined3d_string_buffer_list *string_buffers)
  {
      const struct wined3d_shader_signature *output_signature = &shader->output_signature;
      struct wined3d_string_buffer *src, *assignment;
      enum wined3d_data_type dst_data_type;
      const char *swizzle;
      unsigned int i;
  
      if (output_signature->element_count)
      {
          src = string_buffer_get(string_buffers);
          assignment = string_buffer_get(string_buffers);
          for (i = 0; i < output_signature->element_count; ++i)
          {
              const struct wined3d_shader_signature_element *output = &output_signature->elements[i];
  
              /* register_idx is set to ~0u for non-color outputs. */
              if (output->register_idx == ~0u)
                  continue;
              if ((unsigned int)output->component_type >= ARRAY_SIZE(component_type_info))
              {
                  FIXME("Unhandled component type %#x.\n", output->component_type);
                  continue;
              }
              dst_data_type = component_type_info[output->component_type].data_type;
              shader_addline(buffer, "color_out%u = ", output->semantic_idx);
              string_buffer_sprintf(src, "ps_out[%u]", output->semantic_idx);
              shader_glsl_sprintf_cast(assignment, src->buffer, dst_data_type, WINED3D_DATA_FLOAT, 4);
              swizzle = args->rt_alpha_swizzle & (1u << output->semantic_idx) ? ".argb" : "";
              shader_addline(buffer, "%s%s;\n", assignment->buffer, swizzle);
          }
          string_buffer_release(string_buffers, src);
          string_buffer_release(string_buffers, assignment);
      }
      else
      {
          DWORD mask = shader->reg_maps.rt_mask;
  
          while (mask)
          {
              i = wined3d_bit_scan(&mask);
              swizzle = args->rt_alpha_swizzle & (1u << i) ? ".argb" : "";
              shader_addline(buffer, "color_out%u = ps_out[%u]%s;\n", i, i, swizzle);
          }
      }
  }
  
  static void shader_glsl_generate_ps_epilogue(const struct wined3d_gl_info *gl_info,
          struct wined3d_string_buffer *buffer, const struct wined3d_shader *shader,
          const struct ps_compile_args *args, struct wined3d_string_buffer_list *string_buffers)
  {
      const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
  
      /* Pixel shaders < 2.0 place the resulting color in R0 implicitly. */
      if (reg_maps->shader_version.major < 2)
          shader_addline(buffer, "%s[0] = R0;\n", get_fragment_output(gl_info));
  
      if (args->srgb_correction)
          shader_glsl_generate_srgb_write_correction(buffer, gl_info);
  
      /* SM < 3 does not replace the fog stage. */
      if (reg_maps->shader_version.major < 3)
          shader_glsl_generate_fog_code(buffer, gl_info, args->fog);
  
      shader_glsl_generate_alpha_test(buffer, gl_info, args->alpha_test_func + 1);
  
      if (reg_maps->sample_mask)
          shader_addline(buffer, "gl_SampleMask[0] = floatBitsToInt(sample_mask);\n");
  
      if (!use_legacy_fragment_output(gl_info))
          shader_glsl_generate_color_output(buffer, gl_info, shader, args, string_buffers);
  }
  
  /* Context activation is done by the caller. */
  static GLuint shader_glsl_generate_fragment_shader(const struct wined3d_context_gl *context_gl,
          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_shader_version *version = &reg_maps->shader_version;
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      const char *prefix = shader_glsl_get_prefix(version->type);
      BOOL legacy_syntax = needs_legacy_glsl_syntax(gl_info);
      unsigned int i, extra_constants_needed = 0;
      struct shader_glsl_ctx_priv priv_ctx;
      GLuint shader_id;
      DWORD map;
  
      memset(&priv_ctx, 0, sizeof(priv_ctx));
      priv_ctx.gl_info = gl_info;
      priv_ctx.cur_ps_args = args;
      priv_ctx.cur_np2fixup_info = np2fixup_info;
      priv_ctx.string_buffers = string_buffers;
  
      shader_glsl_add_version_declaration(buffer, gl_info);
  
      shader_glsl_enable_extensions(buffer, gl_info);
      if (gl_info->supported[ARB_CONSERVATIVE_DEPTH])
          shader_addline(buffer, "#extension GL_ARB_conservative_depth : enable\n");
      if (gl_info->supported[ARB_DERIVATIVE_CONTROL])
          shader_addline(buffer, "#extension GL_ARB_derivative_control : enable\n");
      if (shader_glsl_use_explicit_attrib_location(gl_info))
          shader_addline(buffer, "#extension GL_ARB_explicit_attrib_location : enable\n");
      if (gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS])
          shader_addline(buffer, "#extension GL_ARB_fragment_coord_conventions : enable\n");
      if (gl_info->supported[ARB_FRAGMENT_LAYER_VIEWPORT])
          shader_addline(buffer, "#extension GL_ARB_fragment_layer_viewport : enable\n");
      if (gl_info->supported[ARB_SAMPLE_SHADING])
          shader_addline(buffer, "#extension GL_ARB_sample_shading : 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");
  
      /* Base Declarations */
      shader_generate_glsl_declarations(context_gl, buffer, shader, reg_maps, &priv_ctx);
  
      if (gl_info->supported[ARB_CONSERVATIVE_DEPTH])
      {
          if (shader->u.ps.depth_output == WINED3DSPR_DEPTHOUTGE)
              shader_addline(buffer, "layout (depth_greater) out float gl_FragDepth;\n");
          else if (shader->u.ps.depth_output == WINED3DSPR_DEPTHOUTLE)
              shader_addline(buffer, "layout (depth_less) out float gl_FragDepth;\n");
      }
  
      /* 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 (args->np2_fixup)
      {
          struct ps_np2fixup_info *fixup = priv_ctx.cur_np2fixup_info;
          unsigned int 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)
          {
              enum wined3d_shader_resource_type resource_type;
  
              resource_type = pixelshader_get_resource_type(reg_maps, i, args->tex_types);
  
              if (!resource_type || !(args->np2_fixup & (1u << i)))
                  continue;
  
              if (resource_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 = args->np2_fixup;
          shader_addline(buffer, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix, fixup->num_consts);
      }
  
      if (version->major < 3 || args->vp_mode != WINED3D_VP_MODE_SHADER)
      {
          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_syntax)
          {
              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", WINED3D_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, args->flatshading, "vec4 ffp_varying_diffuse;\n");
              if (glsl_is_color_reg_read(shader, 1))
                  declare_in_varying(gl_info, buffer, args->flatshading, "vec4 ffp_varying_specular;\n");
              declare_in_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES);
              shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", WINED3D_MAX_TEXTURES);
              declare_in_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n");
          }
      }
  
      if (version->major >= 3)
      {
          unsigned int in_count = min(vec4_varyings(version->major, gl_info), shader->limits->packed_input);
  
          if (args->vp_mode == WINED3D_VP_MODE_SHADER && reg_maps->input_registers)
              shader_glsl_declare_shader_inputs(gl_info, buffer, in_count,
                      shader->u.ps.interpolation_mode, version->major >= 4);
          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 (args->srgb_correction)
      {
          shader_addline(buffer, "const vec4 srgb_const0 = ");
          shader_glsl_append_imm_vec(buffer, &wined3d_srgb_const[0].x, 4, gl_info);
          shader_addline(buffer, ";\n");
          shader_addline(buffer, "const vec4 srgb_const1 = ");
          shader_glsl_append_imm_vec(buffer, &wined3d_srgb_const[1].x, 4, gl_info);
          shader_addline(buffer, ";\n");
      }
      if (reg_maps->vpos || reg_maps->usesdsy)
      {
          if (reg_maps->usesdsy || !gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS])
          {
              ++extra_constants_needed;
              shader_addline(buffer, "uniform vec4 ycorrection;\n");
          }
          if (reg_maps->vpos)
          {
              if (gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS])
              {
                  if (context_gl->c.d3d_info->wined3d_creation_flags & WINED3D_PIXEL_CENTER_INTEGER)
                      shader_addline(buffer, "layout(%spixel_center_integer) in vec4 gl_FragCoord;\n",
                              args->render_offscreen ? "" : "origin_upper_left, ");
                  else if (!args->render_offscreen)
                      shader_addline(buffer, "layout(origin_upper_left) in vec4 gl_FragCoord;\n");
              }
              shader_addline(buffer, "vec4 vpos;\n");
          }
      }
  
      if (args->alpha_test_func + 1 != WINED3D_CMP_ALWAYS)
          shader_addline(buffer, "uniform float alpha_test_ref;\n");
  
      if (!use_legacy_fragment_output(gl_info))
      {
          const struct wined3d_shader_signature *output_signature = &shader->output_signature;
  
          if (args->dual_source_blend)
              shader_addline(buffer, "vec4 ps_out[2];\n");
          else
              shader_addline(buffer, "vec4 ps_out[%u];\n", gl_info->limits.buffers);
          if (output_signature->element_count)
          {
              for (i = 0; i < output_signature->element_count; ++i)
              {
                  const struct wined3d_shader_signature_element *output = &output_signature->elements[i];
  
                  if (output->register_idx == ~0u)
                      continue;
                  if ((unsigned int)output->component_type >= ARRAY_SIZE(component_type_info))
                  {
                      FIXME("Unhandled component type %#x.\n", output->component_type);
                      continue;
                  }
                  if (shader_glsl_use_explicit_attrib_location(gl_info))
                  {
                      if (args->dual_source_blend)
                          shader_addline(buffer, "layout(location = 0, index = %u) ", output->semantic_idx);
                      else
                          shader_addline(buffer, "layout(location = %u) ", output->semantic_idx);
                  }
                  shader_addline(buffer, "out %s4 color_out%u;\n",
                          component_type_info[output->component_type].glsl_vector_type, output->semantic_idx);
              }
          }
          else
          {
              DWORD mask = reg_maps->rt_mask;
  
              while (mask)
              {
                  i = wined3d_bit_scan(&mask);
                  if (shader_glsl_use_explicit_attrib_location(gl_info))
                  {
                      if (args->dual_source_blend)
                          shader_addline(buffer, "layout(location = 0, index = %u) ", i);
                      else
                          shader_addline(buffer, "layout(location = %u) ", i);
                  }
                  shader_addline(buffer, "out vec4 color_out%u;\n", i);
              }
          }
      }
  
      if (shader->limits->constant_float + extra_constants_needed >= gl_info->limits.glsl_ps_float_constants)
          FIXME("Insufficient uniforms to run this shader.\n");
  
      if (shader->u.ps.force_early_depth_stencil)
          shader_addline(buffer, "layout(early_fragment_tests) in;\n");
  
      shader_addline(buffer, "void main()\n{\n");
  
      if (reg_maps->sample_mask)
          shader_addline(buffer, "float sample_mask = uintBitsToFloat(0xffffffffu);\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 (reg_maps->vpos)
      {
          if (gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS])
              shader_addline(buffer, "vpos = gl_FragCoord;\n");
          else if (context_gl->c.d3d_info->wined3d_creation_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");
      }
  
      if (reg_maps->shader_version.major < 3 || args->vp_mode != WINED3D_VP_MODE_SHADER)
      {
          unsigned int i;
          WORD map = reg_maps->texcoord;
  
          if (legacy_syntax)
          {
              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_syntax ? "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_syntax)
              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,
                  reg_maps->shader_version.major >= 4);
  
      /* Base Shader Body */
      if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL)))
          return 0;
  
      /* In SM4+ the shader epilogue is generated by the "ret" instruction. */
      if (reg_maps->shader_version.major < 4)
          shader_glsl_generate_ps_epilogue(gl_info, buffer, shader, args, string_buffers);
  
      shader_addline(buffer, "}\n");
  
      shader_id = GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER));
      TRACE("Compiling shader object %u.\n", shader_id);
      shader_glsl_compile(gl_info, shader_id, buffer->buffer);
  
      return shader_id;
  }
  
  static void shader_glsl_generate_vs_epilogue(const struct wined3d_gl_info *gl_info,
          struct wined3d_string_buffer *buffer, const struct wined3d_shader *shader,
          const struct vs_compile_args *args)
  {
      const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
      const BOOL legacy_syntax = needs_legacy_glsl_syntax(gl_info);
      unsigned int i;
  
      /* Unpack outputs. */
      shader_addline(buffer, "setup_vs_output(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_syntax ? "gl_FogFragCoord" : "ffp_varying_fogcoord");
          else if (!reg_maps->fog)
              shader_addline(buffer, "%s = 0.0;\n",
                      legacy_syntax ? "gl_FogFragCoord" : "ffp_varying_fogcoord");
      }
  
      /* We always store the clipplanes without y inversion. */
      if (args->clip_enabled)
      {
          if (legacy_syntax)
              shader_addline(buffer, "gl_ClipVertex = gl_Position;\n");
          else
              for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
                  shader_addline(buffer, "gl_ClipDistance[%u] = dot(gl_Position, clip_planes[%u]);\n", i, i);
      }
  
      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");
  
      if (args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL && !gl_info->supported[ARB_CLIP_CONTROL])
          shader_glsl_fixup_position(buffer, FALSE);
  }
  
  /* Context activation is done by the caller. */
  static GLuint shader_glsl_generate_vertex_shader(const struct wined3d_context_gl *context_gl,
          struct shader_glsl_priv *priv, const struct wined3d_shader *shader, const struct vs_compile_args *args)
  {
      struct wined3d_string_buffer_list *string_buffers = &priv->string_buffers;
      const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
      const struct wined3d_shader_version *version = &reg_maps->shader_version;
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      struct wined3d_string_buffer *buffer = &priv->shader_buffer;
      struct shader_glsl_ctx_priv priv_ctx;
      GLuint shader_id;
      unsigned int i;
  
      memset(&priv_ctx, 0, sizeof(priv_ctx));
      priv_ctx.gl_info = gl_info;
      priv_ctx.cur_vs_args = args;
      priv_ctx.string_buffers = string_buffers;
  
      shader_glsl_add_version_declaration(buffer, gl_info);
  
      shader_glsl_enable_extensions(buffer, gl_info);
      if (gl_info->supported[ARB_DRAW_INSTANCED])
          shader_addline(buffer, "#extension GL_ARB_draw_instanced : enable\n");
      if (shader_glsl_use_explicit_attrib_location(gl_info))
          shader_addline(buffer, "#extension GL_ARB_explicit_attrib_location : enable\n");
      if (gl_info->supported[ARB_SHADER_VIEWPORT_LAYER_ARRAY])
          shader_addline(buffer, "#extension GL_ARB_shader_viewport_layer_array : enable\n");
  
      /* Base Declarations */
      shader_generate_glsl_declarations(context_gl, buffer, shader, reg_maps, &priv_ctx);
  
      for (i = 0; i < shader->input_signature.element_count; ++i)
          shader_glsl_declare_generic_vertex_attribute(buffer, gl_info, &shader->input_signature.elements[i]);
  
      if (args->point_size && !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 (!needs_legacy_glsl_syntax(gl_info))
      {
          if (args->clip_enabled)
              shader_addline(buffer, "uniform vec4 clip_planes[%u];\n", gl_info->limits.user_clip_distances);
  
          if (version->major < 3)
          {
              declare_out_varying(gl_info, buffer, args->flatshading, "vec4 ffp_varying_diffuse;\n");
              declare_out_varying(gl_info, buffer, args->flatshading, "vec4 ffp_varying_specular;\n");
              declare_out_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES);
              declare_out_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n");
          }
      }
  
      if (version->major < 4)
          shader_addline(buffer, "void setup_vs_output(in vec4[%u]);\n", shader->limits->packed_output);
  
      if (args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL && !gl_info->supported[ARB_CLIP_CONTROL])
          shader_addline(buffer, "uniform vec4 pos_fixup;\n");
  
      if (reg_maps->shader_version.major >= 4)
          shader_glsl_generate_sm4_output_setup(priv, shader, args->next_shader_input_count,
                  gl_info, args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL, args->interpolation_mode);
  
      shader_addline(buffer, "void main()\n{\n");
  
      if (reg_maps->input_rel_addressing)
      {
          unsigned int highest_input_register = wined3d_log2i(reg_maps->input_registers);
          shader_addline(buffer, "vec4 vs_in[%u];\n", highest_input_register + 1);
          for (i = 0; i < shader->input_signature.element_count; ++i)
          {
              const struct wined3d_shader_signature_element *e = &shader->input_signature.elements[i];
              shader_addline(buffer, "vs_in[%u] = vs_in%u;\n", e->register_idx, e->register_idx);
          }
      }
  
      if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL)))
          return 0;
  
      /* In SM4+ the shader epilogue is generated by the "ret" instruction. */
      if (reg_maps->shader_version.major < 4)
          shader_glsl_generate_vs_epilogue(gl_info, buffer, shader, args);
  
      shader_addline(buffer, "}\n");
  
      shader_id = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER));
      TRACE("Compiling shader object %u.\n", shader_id);
      shader_glsl_compile(gl_info, shader_id, buffer->buffer);
  
      return shader_id;
  }
  
  static void shader_glsl_generate_default_control_point_phase(const struct wined3d_shader *shader,
          struct wined3d_string_buffer *buffer, const struct wined3d_shader_reg_maps *reg_maps)
  {
      const struct wined3d_shader_signature *output_signature = &shader->output_signature;
      char reg_mask[6];
      unsigned int i;
  
      for (i = 0; i < output_signature->element_count; ++i)
      {
          const struct wined3d_shader_signature_element *output = &output_signature->elements[i];
  
          shader_glsl_write_mask_to_str(output->mask, reg_mask);
          shader_addline(buffer, "shader_out[gl_InvocationID].reg[%u]%s = shader_in[gl_InvocationID].reg[%u]%s;\n",
                  output->register_idx, reg_mask, output->register_idx, reg_mask);
      }
  }
  
  static HRESULT shader_glsl_generate_shader_phase(const struct wined3d_shader *shader,
          struct wined3d_string_buffer *buffer, const struct wined3d_shader_reg_maps *reg_maps,
          struct shader_glsl_ctx_priv *priv_ctx, const struct wined3d_shader_phase *phase,
          const char *phase_name, unsigned phase_idx)
  {
      unsigned int i;
      HRESULT hr;
  
      shader_addline(buffer, "void hs_%s_phase%u(%s)\n{\n",
              phase_name, phase_idx, phase->instance_count ? "int phase_instance_id" : "");
      for (i = 0; i < phase->temporary_count; ++i)
          shader_addline(buffer, "vec4 R%u;\n", i);
      hr = shader_generate_code(shader, buffer, reg_maps, priv_ctx, phase->start, phase->end);
      shader_addline(buffer, "}\n");
      return hr;
  }
  
  static void shader_glsl_generate_shader_phase_invocation(struct wined3d_string_buffer *buffer,
          const struct wined3d_shader_phase *phase, const char *phase_name, unsigned int phase_idx)
  {
      if (phase->instance_count)
      {
          shader_addline(buffer, "for (int i = 0; i < %u; ++i)\n{\n", phase->instance_count);
          shader_addline(buffer, "hs_%s_phase%u(i);\n", phase_name, phase_idx);
          shader_addline(buffer, "}\n");
      }
      else
      {
          shader_addline(buffer, "hs_%s_phase%u();\n", phase_name, phase_idx);
      }
  }
  
  static GLuint shader_glsl_generate_hull_shader(const struct wined3d_context_gl *context_gl,
          struct shader_glsl_priv *priv, const struct wined3d_shader *shader)
  {
      struct wined3d_string_buffer_list *string_buffers = &priv->string_buffers;
      const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      struct wined3d_string_buffer *buffer = &priv->shader_buffer;
      const struct wined3d_hull_shader *hs = &shader->u.hs;
      const struct wined3d_shader_phase *phase;
      struct shader_glsl_ctx_priv priv_ctx;
      GLuint shader_id;
      unsigned int i;
  
      memset(&priv_ctx, 0, sizeof(priv_ctx));
      priv_ctx.gl_info = gl_info;
      priv_ctx.string_buffers = string_buffers;
  
      shader_glsl_add_version_declaration(buffer, gl_info);
  
      shader_glsl_enable_extensions(buffer, gl_info);
      shader_addline(buffer, "#extension GL_ARB_tessellation_shader : enable\n");
  
      shader_generate_glsl_declarations(context_gl, buffer, shader, reg_maps, &priv_ctx);
  
      shader_addline(buffer, "layout(vertices = %u) out;\n", hs->output_vertex_count);
  
      shader_addline(buffer, "in shader_in_out { vec4 reg[%u]; } shader_in[];\n", shader->limits->packed_input);
      shader_addline(buffer, "out shader_in_out { vec4 reg[%u]; } shader_out[];\n", shader->limits->packed_output);
  
      shader_glsl_generate_patch_constant_setup(buffer, &shader->patch_constant_signature, FALSE);
  
      if (hs->phases.control_point)
      {
          shader_addline(buffer, "void setup_hs_output(in vec4 outputs[%u])\n{\n",
                  shader->limits->packed_output);
          shader_glsl_setup_sm4_shader_output(priv, shader->limits->packed_output, &shader->output_signature,
                  &shader->reg_maps, "shader_out[gl_InvocationID]", FALSE);
          shader_addline(buffer, "}\n");
      }
  
      shader_addline(buffer, "void hs_control_point_phase()\n{\n");
      if ((phase = hs->phases.control_point))
      {
          for (i = 0; i < phase->temporary_count; ++i)
              shader_addline(buffer, "vec4 R%u;\n", i);
          if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, phase->start, phase->end)))
              return 0;
          shader_addline(buffer, "setup_hs_output(hs_out);\n");
      }
      else
      {
          shader_glsl_generate_default_control_point_phase(shader, buffer, reg_maps);
      }
      shader_addline(buffer, "}\n");
  
      for (i = 0; i < hs->phases.fork_count; ++i)
      {
          if (FAILED(shader_glsl_generate_shader_phase(shader, buffer, reg_maps, &priv_ctx,
                  &hs->phases.fork[i], "fork", i)))
              return 0;
      }
  
      for (i = 0; i < hs->phases.join_count; ++i)
      {
          if (FAILED(shader_glsl_generate_shader_phase(shader, buffer, reg_maps, &priv_ctx,
                  &hs->phases.join[i], "join", i)))
              return 0;
      }
  
      shader_addline(buffer, "void main()\n{\n");
      shader_addline(buffer, "hs_control_point_phase();\n");
      if (reg_maps->vocp)
          shader_addline(buffer, "barrier();\n");
      for (i = 0; i < hs->phases.fork_count; ++i)
          shader_glsl_generate_shader_phase_invocation(buffer, &hs->phases.fork[i], "fork", i);
      for (i = 0; i < hs->phases.join_count; ++i)
          shader_glsl_generate_shader_phase_invocation(buffer, &hs->phases.join[i], "join", i);
      shader_addline(buffer, "setup_patch_constant_output();\n");
      shader_addline(buffer, "}\n");
  
      shader_id = GL_EXTCALL(glCreateShader(GL_TESS_CONTROL_SHADER));
      TRACE("Compiling shader object %u.\n", shader_id);
      shader_glsl_compile(gl_info, shader_id, buffer->buffer);
  
      return shader_id;
  }
  
  static void shader_glsl_generate_ds_epilogue(const struct wined3d_gl_info *gl_info,
          struct wined3d_string_buffer *buffer, const struct wined3d_shader *shader,
          const struct ds_compile_args *args)
  {
      shader_addline(buffer, "setup_ds_output(ds_out);\n");
  
      if (args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL && !gl_info->supported[ARB_CLIP_CONTROL])
          shader_glsl_fixup_position(buffer, FALSE);
  }
  
  static GLuint shader_glsl_generate_domain_shader(const struct wined3d_context_gl *context_gl,
          struct shader_glsl_priv *priv, const struct wined3d_shader *shader, const struct ds_compile_args *args)
  {
      struct wined3d_string_buffer_list *string_buffers = &priv->string_buffers;
      const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      struct wined3d_string_buffer *buffer = &priv->shader_buffer;
      struct shader_glsl_ctx_priv priv_ctx;
      GLuint shader_id;
  
      memset(&priv_ctx, 0, sizeof(priv_ctx));
      priv_ctx.gl_info = gl_info;
      priv_ctx.cur_ds_args = args;
      priv_ctx.string_buffers = string_buffers;
  
      shader_glsl_add_version_declaration(buffer, gl_info);
  
      shader_glsl_enable_extensions(buffer, gl_info);
      shader_addline(buffer, "#extension GL_ARB_tessellation_shader : enable\n");
  
      shader_generate_glsl_declarations(context_gl, buffer, shader, reg_maps, &priv_ctx);
  
      shader_addline(buffer, "layout(");
      switch (shader->u.ds.tessellator_domain)
      {
          case WINED3D_TESSELLATOR_DOMAIN_LINE:
              shader_addline(buffer, "isolines");
              break;
          case WINED3D_TESSELLATOR_DOMAIN_QUAD:
              shader_addline(buffer, "quads");
              break;
          case WINED3D_TESSELLATOR_DOMAIN_TRIANGLE:
              shader_addline(buffer, "triangles");
              break;
      }
      switch (args->tessellator_output_primitive)
      {
          case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW:
              if (args->render_offscreen)
                  shader_addline(buffer, ", ccw");
              else
                  shader_addline(buffer, ", cw");
              break;
          case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW:
              if (args->render_offscreen)
                  shader_addline(buffer, ", cw");
              else
                  shader_addline(buffer, ", ccw");
              break;
          case WINED3D_TESSELLATOR_OUTPUT_POINT:
              shader_addline(buffer, ", point_mode");
              break;
          case WINED3D_TESSELLATOR_OUTPUT_LINE:
              break;
      }
      switch (args->tessellator_partitioning)
      {
          case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD:
              shader_addline(buffer, ", fractional_odd_spacing");
              break;
          case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN:
              shader_addline(buffer, ", fractional_even_spacing");
              break;
          case WINED3D_TESSELLATOR_PARTITIONING_INTEGER:
          case WINED3D_TESSELLATOR_PARTITIONING_POW2:
              shader_addline(buffer, ", equal_spacing");
              break;
      }
      shader_addline(buffer, ") in;\n");
  
      shader_addline(buffer, "in shader_in_out { vec4 reg[%u]; } shader_in[];\n", shader->limits->packed_input);
  
      if (args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL && !gl_info->supported[ARB_CLIP_CONTROL])
          shader_addline(buffer, "uniform vec4 pos_fixup;\n");
  
      shader_glsl_generate_sm4_output_setup(priv, shader, args->output_count, gl_info,
              args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL, args->interpolation_mode);
      shader_glsl_generate_patch_constant_setup(buffer, &shader->patch_constant_signature, TRUE);
  
      shader_addline(buffer, "void main()\n{\n");
      shader_addline(buffer, "setup_patch_constant_input();\n");
  
      if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL)))
          return 0;
  
      shader_addline(buffer, "}\n");
  
      shader_id = GL_EXTCALL(glCreateShader(GL_TESS_EVALUATION_SHADER));
      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_gl *context_gl,
          struct shader_glsl_priv *priv, const struct wined3d_shader *shader, const struct gs_compile_args *args)
  {
      struct wined3d_string_buffer_list *string_buffers = &priv->string_buffers;
      const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      struct wined3d_string_buffer *buffer = &priv->shader_buffer;
      const struct wined3d_shader_signature_element *output;
      enum wined3d_primitive_type primitive_type;
      struct shader_glsl_ctx_priv priv_ctx;
      unsigned int max_vertices;
      unsigned int i, j;
      GLuint shader_id;
  
      memset(&priv_ctx, 0, sizeof(priv_ctx));
      priv_ctx.gl_info = gl_info;
      priv_ctx.string_buffers = string_buffers;
  
      shader_glsl_add_version_declaration(buffer, gl_info);
  
      shader_glsl_enable_extensions(buffer, gl_info);
  
      shader_generate_glsl_declarations(context_gl, buffer, shader, reg_maps, &priv_ctx);
  
      primitive_type = shader->u.gs.input_type ? shader->u.gs.input_type : args->primitive_type;
      shader_addline(buffer, "layout(%s", glsl_primitive_type_from_d3d(primitive_type));
      if (shader->u.gs.instance_count > 1)
          shader_addline(buffer, ", invocations = %u", shader->u.gs.instance_count);
      shader_addline(buffer, ") in;\n");
  
      primitive_type = shader->u.gs.output_type ? shader->u.gs.output_type : args->primitive_type;
      if (!(max_vertices = shader->u.gs.vertices_out))
      {
          switch (args->primitive_type)
          {
              case WINED3D_PT_POINTLIST:
                  max_vertices = 1;
                  break;
              case WINED3D_PT_LINELIST:
                  max_vertices = 2;
                  break;
              case WINED3D_PT_TRIANGLELIST:
                  max_vertices = 3;
                  break;
              default:
                  FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(args->primitive_type));
                  break;
          }
      }
      shader_addline(buffer, "layout(%s, max_vertices = %u) out;\n",
              glsl_primitive_type_from_d3d(primitive_type), max_vertices);
      shader_addline(buffer, "in shader_in_out { vec4 reg[%u]; } shader_in[];\n", shader->limits->packed_input);
  
      if (!gl_info->supported[ARB_CLIP_CONTROL])
      {
          shader_addline(buffer, "uniform vec4 pos_fixup");
          if (reg_maps->viewport_array)
              shader_addline(buffer, "[%u]", WINED3D_MAX_VIEWPORTS);
          shader_addline(buffer, ";\n");
      }
  
      if (is_rasterization_disabled(shader))
      {
          shader_glsl_generate_stream_output_setup(buffer, shader);
      }
      else
      {
          shader_glsl_generate_sm4_output_setup(priv, shader, args->output_count,
                  gl_info, TRUE, args->interpolation_mode);
      }
  
      shader_addline(buffer, "void main()\n{\n");
      if (shader->function)
      {
          if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL)))
              return 0;
      }
      else
      {
          for (i = 0; i < max_vertices; ++i)
          {
              for (j = 0; j < shader->output_signature.element_count; ++j)
              {
                  output = &shader->output_signature.elements[j];
                  shader_addline(buffer, "gs_out[%u] = shader_in[%u].reg[%u];\n",
                          output->register_idx, i, output->register_idx);
              }
              shader_addline(buffer, "setup_gs_output(gs_out);\n");
              if (!gl_info->supported[ARB_CLIP_CONTROL])
                  shader_glsl_fixup_position(buffer, FALSE);
              shader_addline(buffer, "EmitVertex();\n");
          }
      }
      shader_addline(buffer, "}\n");
  
      shader_id = GL_EXTCALL(glCreateShader(GL_GEOMETRY_SHADER));
      TRACE("Compiling shader object %u.\n", shader_id);
      shader_glsl_compile(gl_info, shader_id, buffer->buffer);
  
      return shader_id;
  }
  
  static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_context *ctx)
  {
      const struct shader_glsl_ctx_priv *priv = ctx->backend_data;
      const struct wined3d_gl_info *gl_info = priv->gl_info;
      struct wined3d_string_buffer *buffer = ctx->buffer;
      const struct wined3d_shader *shader = ctx->shader;
  
      switch (shader->reg_maps.shader_version.type)
      {
          case WINED3D_SHADER_TYPE_PIXEL:
              shader_glsl_generate_ps_epilogue(gl_info, buffer, shader, priv->cur_ps_args, priv->string_buffers);
              break;
          case WINED3D_SHADER_TYPE_VERTEX:
              shader_glsl_generate_vs_epilogue(gl_info, buffer, shader, priv->cur_vs_args);
              break;
          case WINED3D_SHADER_TYPE_DOMAIN:
              shader_glsl_generate_ds_epilogue(gl_info, buffer, shader, priv->cur_ds_args);
              break;
          case WINED3D_SHADER_TYPE_GEOMETRY:
          case WINED3D_SHADER_TYPE_COMPUTE:
              break;
          default:
              FIXME("Unhandled shader type %#x.\n", shader->reg_maps.shader_version.type);
              break;
      }
  }
  
  /* Context activation is done by the caller. */
  static GLuint shader_glsl_generate_compute_shader(const struct wined3d_context_gl *context_gl,
          struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers,
          const struct wined3d_shader *shader)
  {
      const struct wined3d_shader_thread_group_size *thread_group_size = &shader->u.cs.thread_group_size;
      const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      struct shader_glsl_ctx_priv priv_ctx;
      GLuint shader_id;
      unsigned int i;
  
      memset(&priv_ctx, 0, sizeof(priv_ctx));
      priv_ctx.gl_info = gl_info;
      priv_ctx.string_buffers = string_buffers;
  
      shader_glsl_add_version_declaration(buffer, gl_info);
  
      shader_glsl_enable_extensions(buffer, gl_info);
      shader_addline(buffer, "#extension GL_ARB_compute_shader : enable\n");
  
      shader_generate_glsl_declarations(context_gl, buffer, shader, reg_maps, &priv_ctx);
  
      for (i = 0; i < reg_maps->tgsm_count; ++i)
      {
          if (reg_maps->tgsm[i].size)
              shader_addline(buffer, "shared uint cs_g%u[%u];\n", i, reg_maps->tgsm[i].size);
      }
  
      shader_addline(buffer, "layout(local_size_x = %u, local_size_y = %u, local_size_z = %u) in;\n",
              thread_group_size->x, thread_group_size->y, thread_group_size->z);
  
      shader_addline(buffer, "void main()\n{\n");
      shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL);
      shader_addline(buffer, "}\n");
  
      shader_id = GL_EXTCALL(glCreateShader(GL_COMPUTE_SHADER));
      TRACE("Compiling shader object %u.\n", shader_id);
      shader_glsl_compile(gl_info, shader_id, buffer->buffer);
  
      return shader_id;
  }
  
  static GLuint find_glsl_fragment_shader(const struct wined3d_context_gl *context_gl,
          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)
      {
          if (!(shader->backend_data = heap_alloc_zero(sizeof(*shader_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 = heap_realloc(shader_data->gl_shaders.ps, new_size * sizeof(*gl_shaders));
          }
          else
          {
              new_array = heap_alloc(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;
  
      string_buffer_clear(buffer);
      ret = shader_glsl_generate_fragment_shader(context_gl, 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;
      if (stored->next_shader_type != new->next_shader_type)
          return FALSE;
      if (stored->next_shader_input_count != new->next_shader_input_count)
          return FALSE;
      if (stored->fog_src != new->fog_src)
          return FALSE;
      return !memcmp(stored->interpolation_mode, new->interpolation_mode, sizeof(new->interpolation_mode));
  }
  
  static GLuint find_glsl_vertex_shader(const struct wined3d_context_gl *context_gl,
          struct shader_glsl_priv *priv, struct wined3d_shader *shader, const struct vs_compile_args *args)
  {
      struct glsl_vs_compiled_shader *gl_shaders, *new_array;
      uint32_t use_map = context_gl->c.stream_info.use_map;
      struct glsl_shader_private *shader_data;
      unsigned int i, new_size;
      GLuint ret;
  
      if (!shader->backend_data)
      {
          if (!(shader->backend_data = heap_alloc_zero(sizeof(*shader_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 = heap_realloc(shader_data->gl_shaders.vs, new_size * sizeof(*gl_shaders));
          }
          else
          {
              new_array = heap_alloc(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(&priv->shader_buffer);
      ret = shader_glsl_generate_vertex_shader(context_gl, priv, shader, args);
      gl_shaders[shader_data->num_gl_shaders++].id = ret;
  
      return ret;
  }
  
  static GLuint find_glsl_hull_shader(const struct wined3d_context_gl *context_gl,
          struct shader_glsl_priv *priv, struct wined3d_shader *shader)
  {
      struct glsl_hs_compiled_shader *gl_shaders, *new_array;
      struct glsl_shader_private *shader_data;
      unsigned int new_size;
      GLuint ret;
  
      if (!shader->backend_data)
      {
          if (!(shader->backend_data = heap_alloc_zero(sizeof(*shader_data))))
          {
              ERR("Failed to allocate backend data.\n");
              return 0;
          }
      }
      shader_data = shader->backend_data;
      gl_shaders = shader_data->gl_shaders.hs;
  
      if (shader_data->num_gl_shaders > 0)
      {
          assert(shader_data->num_gl_shaders == 1);
          return gl_shaders[0].id;
      }
  
      TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
  
      assert(!shader_data->gl_shaders.hs);
      new_size = 1;
      if (!(new_array = heap_alloc(sizeof(*new_array))))
      {
          ERR("Failed to allocate GL shaders array.\n");
          return 0;
      }
      shader_data->gl_shaders.hs = new_array;
      shader_data->shader_array_size = new_size;
      gl_shaders = new_array;
  
      string_buffer_clear(&priv->shader_buffer);
      ret = shader_glsl_generate_hull_shader(context_gl, priv, shader);
      gl_shaders[shader_data->num_gl_shaders++].id = ret;
  
      return ret;
  }
  
  static GLuint find_glsl_domain_shader(const struct wined3d_context_gl *context_gl,
          struct shader_glsl_priv *priv, struct wined3d_shader *shader, const struct ds_compile_args *args)
  {
      struct glsl_ds_compiled_shader *gl_shaders, *new_array;
      struct glsl_shader_private *shader_data;
      unsigned int i, new_size;
      GLuint ret;
  
      if (!shader->backend_data)
      {
          if (!(shader->backend_data = heap_alloc_zero(sizeof(*shader_data))))
          {
              ERR("Failed to allocate backend data.\n");
              return 0;
          }
      }
      shader_data = shader->backend_data;
      gl_shaders = shader_data->gl_shaders.ds;
  
      for (i = 0; i < shader_data->num_gl_shaders; ++i)
      {
          if (!memcmp(&gl_shaders[i].args, args, sizeof(*args)))
              return gl_shaders[i].id;
      }
  
      TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
  
      if (shader_data->num_gl_shaders)
      {
          new_size = shader_data->shader_array_size + 1;
          new_array = heap_realloc(shader_data->gl_shaders.ds, new_size * sizeof(*new_array));
      }
      else
      {
          new_array = heap_alloc(sizeof(*new_array));
          new_size = 1;
      }
  
      if (!new_array)
      {
          ERR("Failed to allocate GL shaders array.\n");
          return 0;
      }
      shader_data->gl_shaders.ds = new_array;
      shader_data->shader_array_size = new_size;
      gl_shaders = new_array;
  
      string_buffer_clear(&priv->shader_buffer);
      ret = shader_glsl_generate_domain_shader(context_gl, priv, shader, args);
      gl_shaders[shader_data->num_gl_shaders].args = *args;
      gl_shaders[shader_data->num_gl_shaders++].id = ret;
  
      return ret;
  }
  
  static GLuint find_glsl_geometry_shader(const struct wined3d_context_gl *context_gl,
          struct shader_glsl_priv *priv, struct wined3d_shader *shader, const struct gs_compile_args *args)
  {
      struct glsl_gs_compiled_shader *gl_shaders, *new_array;
      struct glsl_shader_private *shader_data;
      unsigned int i, new_size;
      GLuint ret;
  
      if (!shader->backend_data)
      {
          if (!(shader->backend_data = heap_alloc_zero(sizeof(*shader_data))))
          {
              ERR("Failed to allocate backend data.\n");
              return 0;
          }
      }
      shader_data = shader->backend_data;
      gl_shaders = shader_data->gl_shaders.gs;
  
      for (i = 0; i < shader_data->num_gl_shaders; ++i)
      {
          if (!memcmp(&gl_shaders[i].args, args, sizeof(*args)))
              return gl_shaders[i].id;
      }
  
      TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
  
      if (shader_data->num_gl_shaders)
      {
          new_size = shader_data->shader_array_size + 1;
          new_array = heap_realloc(shader_data->gl_shaders.gs, new_size * sizeof(*new_array));
      }
      else
      {
          new_array = heap_alloc(sizeof(*new_array));
          new_size = 1;
      }
  
      if (!new_array)
      {
          ERR("Failed to allocate GL shaders array.\n");
          return 0;
      }
      shader_data->gl_shaders.gs = new_array;
      shader_data->shader_array_size = new_size;
      gl_shaders = new_array;
  
      string_buffer_clear(&priv->shader_buffer);
      ret = shader_glsl_generate_geometry_shader(context_gl, priv, shader, args);
      gl_shaders[shader_data->num_gl_shaders].args = *args;
      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_footer(struct wined3d_string_buffer *buffer,
          const struct wined3d_ffp_vs_settings *settings, unsigned int idx, BOOL legacy_lighting)
  {
      shader_addline(buffer, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
              " * ffp_light[%u].diffuse.xyz * att;\n", idx);
      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 (dot(dir, normal) > 0.0 && t > 0.0%s) specular +="
              " pow(t, ffp_material.shininess) * ffp_light[%u].specular * att;\n",
              legacy_lighting ? " && ffp_material.shininess > 0.0" : "", idx);
  }
  
  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;
      unsigned int i, idx;
  
      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");
  
      idx = 0;
      for (i = 0; i < settings->point_light_count; ++i, ++idx)
      {
          shader_addline(buffer, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", idx);
          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", idx, idx);
              shader_addline(buffer, "dst.z = dst.y * dst.y;\n");
              shader_addline(buffer, "if (dst.y > 0.0)\n{\n");
          }
          else
          {
              shader_addline(buffer, "if (dst.y <= ffp_light[%u].range)\n{\n", idx);
          }
          shader_addline(buffer, "att = dot(dst.xyz, vec3(ffp_light[%u].c_att,"
                  " ffp_light[%u].l_att, ffp_light[%u].q_att));\n", idx, idx, idx);
          if (!legacy_lighting)
              shader_addline(buffer, "att = 1.0 / att;\n");
          shader_addline(buffer, "ambient += ffp_light[%u].ambient.xyz * att;\n", idx);
          if (!settings->normal)
          {
              shader_addline(buffer, "}\n");
              continue;
          }
          shader_addline(buffer, "dir = normalize(dir);\n");
          shader_glsl_ffp_vertex_lighting_footer(buffer, settings, idx, legacy_lighting);
          shader_addline(buffer, "}\n");
      }
  
      for (i = 0; i < settings->spot_light_count; ++i, ++idx)
      {
          shader_addline(buffer, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", idx);
          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", idx, idx);
              shader_addline(buffer, "dst.z = dst.y * dst.y;\n");
              shader_addline(buffer, "if (dst.y > 0.0)\n{\n");
          }
          else
          {
              shader_addline(buffer, "if (dst.y <= ffp_light[%u].range)\n{\n", idx);
          }
          shader_addline(buffer, "dir = normalize(dir);\n");
          shader_addline(buffer, "t = dot(-dir, normalize(ffp_light[%u].direction));\n", idx);
          shader_addline(buffer, "if (t > ffp_light[%u].cos_htheta) att = 1.0;\n", idx);
          shader_addline(buffer, "else if (t <= ffp_light[%u].cos_hphi) att = 0.0;\n", idx);
          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",
                  idx, idx, idx, idx);
          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",
                      idx, idx, idx);
          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",
                      idx, idx, idx);
          shader_addline(buffer, "ambient += ffp_light[%u].ambient.xyz * att;\n", idx);
          if (!settings->normal)
          {
              shader_addline(buffer, "}\n");
              continue;
          }
          shader_glsl_ffp_vertex_lighting_footer(buffer, settings, idx, legacy_lighting);
          shader_addline(buffer, "}\n");
      }
  
      for (i = 0; i < settings->directional_light_count; ++i, ++idx)
      {
          shader_addline(buffer, "ambient += ffp_light[%u].ambient.xyz;\n", idx);
          if (!settings->normal)
              continue;
          shader_addline(buffer, "att = 1.0;\n");
          shader_addline(buffer, "dir = normalize(ffp_light[%u].direction.xyz);\n", idx);
          shader_glsl_ffp_vertex_lighting_footer(buffer, settings, idx, legacy_lighting);
      }
  
      for (i = 0; i < settings->parallel_point_light_count; ++i, ++idx)
      {
          shader_addline(buffer, "ambient += ffp_light[%u].ambient.xyz;\n", idx);
          if (!settings->normal)
              continue;
          shader_addline(buffer, "att = 1.0;\n");
          shader_addline(buffer, "dir = normalize(ffp_light[%u].position.xyz);\n", idx);
          shader_glsl_ffp_vertex_lighting_footer(buffer, settings, idx, legacy_lighting);
      }
  
      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 */
      };
      const BOOL legacy_syntax = needs_legacy_glsl_syntax(gl_info);
      struct wined3d_string_buffer *buffer = &priv->shader_buffer;
      BOOL output_legacy_fogcoord = legacy_syntax;
      BOOL legacy_lighting = priv->legacy_lighting;
      GLuint shader_obj;
      unsigned int i;
  
      string_buffer_clear(buffer);
  
      shader_glsl_add_version_declaration(buffer, gl_info);
  
      if (shader_glsl_use_explicit_attrib_location(gl_info))
          shader_addline(buffer, "#extension GL_ARB_explicit_attrib_location : enable\n");
  
      for (i = 0; i < WINED3D_FFP_ATTRIBS_COUNT; ++i)
      {
          const char *type = i < ARRAY_SIZE(attrib_info) ? attrib_info[i].type : "vec4";
  
          if (shader_glsl_use_explicit_attrib_location(gl_info))
              shader_addline(buffer, "layout(location = %u) ", i);
          shader_addline(buffer, "%s %s vs_in%u;\n", get_attribute_keyword(gl_info), 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", WINED3D_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", WINED3D_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_syntax)
      {
          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", WINED3D_MAX_TEXTURES);
          shader_addline(buffer, "float ffp_varying_fogcoord;\n");
      }
      else
      {
          if (settings->clipping)
              shader_addline(buffer, "uniform vec4 clip_planes[%u];\n", gl_info->limits.user_clip_distances);
  
          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", WINED3D_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%s;\n", attrib_info[i].type, attrib_info[i].name,
                      i, settings->swizzle_map & (1u << i) ? ".zyxw" : "");
      }
      for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
      {
          unsigned int coord_idx = settings->texgen[i] & 0x0000ffff;
          if ((settings->texgen[i] & 0xffff0000) == WINED3DTSS_TCI_PASSTHRU
                  && settings->texcoords & (1u << i))
              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)
          {
              if (legacy_syntax)
                  shader_addline(buffer, "gl_ClipVertex = ec_pos;\n");
              else
                  for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
                      shader_addline(buffer, "gl_ClipDistance[%u] = dot(ec_pos, clip_planes[%u]);\n", i, i);
          }
          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_syntax)
      {
          shader_addline(buffer, "gl_FrontColor = ffp_varying_diffuse;\n");
          shader_addline(buffer, "gl_FrontSecondaryColor = ffp_varying_specular;\n");
      }
      else
      {
          shader_addline(buffer, "ffp_varying_diffuse = clamp(ffp_varying_diffuse, 0.0, 1.0);\n");
          shader_addline(buffer, "ffp_varying_specular = clamp(ffp_varying_specular, 0.0, 1.0);\n");
      }
  
      for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
      {
          BOOL output_legacy_texcoord = legacy_syntax;
  
          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 (shader_glsl_full_ffp_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)
              {
                  if (gl_info->supported[ARB_CLIP_CONTROL])
                      shader_addline(buffer, "ffp_varying_fogcoord = gl_Position.z;\n");
                  else
                      /* 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, BOOL tmp_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";
  
      dstreg = tmp_dst ? "temp_reg" : "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_context_gl *context_gl)
  {
      struct wined3d_string_buffer *tex_reg_name = string_buffer_get(&priv->string_buffers);
      enum wined3d_cmp_func alpha_test_func = settings->alpha_test_func + 1;
      struct wined3d_string_buffer *buffer = &priv->shader_buffer;
      BYTE lum_map = 0, bump_map = 0, tex_map = 0, tss_const_map = 0;
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      const BOOL legacy_syntax = needs_legacy_glsl_syntax(gl_info);
      BOOL tempreg_used = FALSE, tfactor_used = FALSE;
      UINT lowest_disabled_stage;
      GLuint shader_id;
      DWORD arg0, arg1, arg2;
      unsigned int stage;
  
      string_buffer_clear(buffer);
  
      /* Find out which textures are read */
      for (stage = 0; stage < WINED3D_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].tmp_dst)
              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_glsl_add_version_declaration(buffer, gl_info);
  
      if (shader_glsl_use_explicit_attrib_location(gl_info))
          shader_addline(buffer, "#extension GL_ARB_explicit_attrib_location : enable\n");
      if (gl_info->supported[ARB_SHADING_LANGUAGE_420PACK])
          shader_addline(buffer, "#extension GL_ARB_shading_language_420pack : enable\n");
      if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
          shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
  
      if (!use_legacy_fragment_output(gl_info))
      {
          shader_addline(buffer, "vec4 ps_out[1];\n");
          if (shader_glsl_use_explicit_attrib_location(gl_info))
              shader_addline(buffer, "layout(location = 0) ");
          shader_addline(buffer, "out vec4 color_out0;\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 < WINED3D_MAX_TEXTURES; ++stage)
      {
          const char *sampler_type;
  
          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:
                  sampler_type = "1D";
                  break;
              case WINED3D_GL_RES_TYPE_TEX_2D:
                  sampler_type = "2D";
                  break;
              case WINED3D_GL_RES_TYPE_TEX_3D:
                  sampler_type = "3D";
                  break;
              case WINED3D_GL_RES_TYPE_TEX_CUBE:
                  sampler_type = "Cube";
                  break;
              case WINED3D_GL_RES_TYPE_TEX_RECT:
                  sampler_type = "2DRect";
                  break;
              default:
                  FIXME("Unhandled sampler type %#x.\n", settings->op[stage].tex_type);
                  sampler_type = NULL;
                  break;
          }
          if (sampler_type)
          {
              if (shader_glsl_use_layout_binding_qualifier(gl_info))
                  shader_glsl_append_sampler_binding_qualifier(buffer, &context_gl->c, NULL, stage);
              shader_addline(buffer, "uniform sampler%s ps_sampler%u;\n", sampler_type, stage);
          }
  
          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_vec(buffer, &wined3d_srgb_const[0].x, 4, gl_info);
          shader_addline(buffer, ";\n");
          shader_addline(buffer, "const vec4 srgb_const1 = ");
          shader_glsl_append_imm_vec(buffer, &wined3d_srgb_const[1].x, 4, gl_info);
          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 (alpha_test_func != WINED3D_CMP_ALWAYS)
          shader_addline(buffer, "uniform float alpha_test_ref;\n");
  
      if (legacy_syntax)
      {
          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", WINED3D_MAX_TEXTURES);
          shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", WINED3D_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", WINED3D_MAX_TEXTURES);
          shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", WINED3D_MAX_TEXTURES);
          declare_in_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n");
      }
  
      shader_addline(buffer, "void main()\n{\n");
  
      if (legacy_syntax)
      {
          shader_addline(buffer, "ffp_varying_diffuse = gl_Color;\n");
          shader_addline(buffer, "ffp_varying_specular = gl_SecondaryColor;\n");
      }
  
      for (stage = 0; stage < WINED3D_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_syntax ? "gl_TexCoord" : "ffp_varying_texcoord", stage);
              else
                  shader_addline(buffer, "ffp_texcoord[%u] = vec4(0.0);\n", stage);
          }
      }
  
      if (legacy_syntax && 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 < WINED3D_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 == WINED3D_PROJECTION_NONE)
          {
              proj = FALSE;
          }
          else if (settings->op[stage].projected == WINED3D_PROJECTION_COUNT4
                  || settings->op[stage].projected == WINED3D_PROJECTION_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:
                  texture_function = "texture1D";
                  coord_mask = "x";
                  break;
              case WINED3D_GL_RES_TYPE_TEX_2D:
                  texture_function = "texture2D";
                  coord_mask = "xy";
                  break;
              case WINED3D_GL_RES_TYPE_TEX_3D:
                  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:
                  texture_function = "texture2DRect";
                  coord_mask = "xy";
                  break;
              default:
                  FIXME("Unhandled texture type %#x.\n", settings->op[stage].tex_type);
                  texture_function = "";
                  coord_mask = "xyzw";
                  proj = FALSE;
                  break;
          }
          if (!legacy_syntax)
              texture_function = "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 coordinate, not the displacement, so multiply the
               * displacement with the dividing parameter before passing it to
               * TXP. */
              if (settings->op[stage].projected != WINED3D_PROJECTION_NONE)
              {
                  if (settings->op[stage].projected == WINED3D_PROJECTION_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%s(ps_sampler%u, ret.%s%s);\n",
                      stage, texture_function, proj ? "Proj" : "", stage, coord_mask, proj ? "w" : "");
  
              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 == WINED3D_PROJECTION_COUNT3)
          {
              shader_addline(buffer, "tex%u = %s%s(ps_sampler%u, ffp_texcoord[%u].xyz);\n",
                      stage, texture_function, proj ? "Proj" : "", stage, stage);
          }
          else
          {
              shader_addline(buffer, "tex%u = %s%s(ps_sampler%u, ffp_texcoord[%u].%s%s);\n",
                      stage, texture_function, proj ? "Proj" : "", stage, stage, coord_mask, proj ? "w" : "");
          }
  
          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_glsl_generate_colour_key_test(buffer, "tex0", "color_key[0]", "color_key[1]");
  
      shader_addline(buffer, "ret = ffp_varying_diffuse;\n");
  
      /* Generate the main shader */
      for (stage = 0; stage < WINED3D_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].tmp_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].tmp_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].tmp_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].tmp_dst,
                      settings->op[stage].aop, settings->op[stage].aarg0,
                      settings->op[stage].aarg1, settings->op[stage].aarg2);
          }
      }
  
      shader_addline(buffer, "%s[0] = ffp_varying_specular * specular_enable + ret;\n",
              get_fragment_output(gl_info));
  
      if (settings->sRGB_write)
          shader_glsl_generate_srgb_write_correction(buffer, gl_info);
  
      shader_glsl_generate_fog_code(buffer, gl_info, settings->fog);
  
      shader_glsl_generate_alpha_test(buffer, gl_info, alpha_test_func);
      if (!use_legacy_fragment_output(gl_info))
          shader_addline(buffer, "color_out0 = ps_out[0];\n");
  
      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 = heap_alloc(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 ffp_frag_settings *args, const struct wined3d_context_gl *context_gl)
  {
      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 = heap_alloc(sizeof(*glsl_desc))))
          return NULL;
  
      glsl_desc->entry.settings = *args;
      glsl_desc->id = shader_glsl_generate_ffp_fragment_shader(priv, args, context_gl);
      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);
  
      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, (WINED3D_MAX_VS_CONSTS_F - vs_c_count) * sizeof(GLuint));
  
      for (i = 0; i < WINED3D_MAX_CONSTS_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 < WINED3D_MAX_CONSTS_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, "pos_fixup"));
      vs->base_vertex_id_location = GL_EXTCALL(glGetUniformLocation(program_id, "base_vertex_id"));
  
      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 < WINED3D_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 < WINED3D_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"));
      vs->clip_planes_location = GL_EXTCALL(glGetUniformLocation(program_id, "clip_planes"));
  
      string_buffer_release(&priv->string_buffers, name);
  }
  
  static void shader_glsl_init_ds_uniform_locations(const struct wined3d_gl_info *gl_info,
          struct shader_glsl_priv *priv, GLuint program_id, struct glsl_ds_program *ds)
  {
      ds->pos_fixup_location = GL_EXTCALL(glGetUniformLocation(program_id, "pos_fixup"));
  }
  
  static void shader_glsl_init_gs_uniform_locations(const struct wined3d_gl_info *gl_info,
          struct shader_glsl_priv *priv, GLuint program_id, struct glsl_gs_program *gs)
  {
      gs->pos_fixup_location = GL_EXTCALL(glGetUniformLocation(program_id, "pos_fixup"));
  }
  
  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);
  
      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, (WINED3D_MAX_PS_CONSTS_F - ps_c_count) * sizeof(GLuint));
  
      for (i = 0; i < WINED3D_MAX_CONSTS_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 < WINED3D_MAX_CONSTS_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 < WINED3D_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->alpha_test_ref_location = GL_EXTCALL(glGetUniformLocation(program_id, "alpha_test_ref"));
  
      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 HRESULT shader_glsl_compile_compute_shader(struct shader_glsl_priv *priv,
          const struct wined3d_context_gl *context_gl, struct wined3d_shader *shader)
  {
      struct glsl_context_data *ctx_data = context_gl->c.shader_backend_data;
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      struct wined3d_string_buffer *buffer = &priv->shader_buffer;
      struct glsl_cs_compiled_shader *gl_shaders;
      struct glsl_shader_private *shader_data;
      struct glsl_shader_prog_link *entry;
      GLuint shader_id, program_id;
  
      if (!(entry = heap_alloc(sizeof(*entry))))
      {
          ERR("Out of memory.\n");
          return E_OUTOFMEMORY;
      }
  
      if (!(shader->backend_data = heap_alloc_zero(sizeof(*shader_data))))
      {
          ERR("Failed to allocate backend data.\n");
          heap_free(entry);
          return E_OUTOFMEMORY;
      }
      shader_data = shader->backend_data;
  
      if (!(shader_data->gl_shaders.cs = heap_alloc(sizeof(*gl_shaders))))
      {
          ERR("Failed to allocate GL shader array.\n");
          heap_free(entry);
          heap_free(shader->backend_data);
          shader->backend_data = NULL;
          return E_OUTOFMEMORY;
      }
      shader_data->shader_array_size = 1;
      gl_shaders = shader_data->gl_shaders.cs;
  
      TRACE("Compiling compute shader %p.\n", shader);
  
      string_buffer_clear(buffer);
      shader_id = shader_glsl_generate_compute_shader(context_gl, buffer, &priv->string_buffers, shader);
      gl_shaders[shader_data->num_gl_shaders++].id = shader_id;
  
      program_id = GL_EXTCALL(glCreateProgram());
      TRACE("Created new GLSL shader program %u.\n", program_id);
  
      entry->id = program_id;
      entry->vs.id = 0;
      entry->hs.id = 0;
      entry->ds.id = 0;
      entry->gs.id = 0;
      entry->ps.id = 0;
      entry->cs.id = shader_id;
      entry->constant_version = 0;
      entry->shader_controlled_clip_distances = 0;
      entry->ps.np2_fixup_info = NULL;
      add_glsl_program_entry(priv, entry);
  
      TRACE("Attaching GLSL shader object %u to program %u.\n", shader_id, program_id);
      GL_EXTCALL(glAttachShader(program_id, shader_id));
      checkGLcall("glAttachShader");
  
      list_add_head(&shader->linked_programs, &entry->cs.shader_entry);
  
      TRACE("Linking GLSL shader program %u.\n", program_id);
      GL_EXTCALL(glLinkProgram(program_id));
      shader_glsl_validate_link(gl_info, program_id);
  
      GL_EXTCALL(glUseProgram(program_id));
      checkGLcall("glUseProgram");
      shader_glsl_load_program_resources(context_gl, priv, program_id, shader);
      shader_glsl_load_images(gl_info, priv, program_id, &shader->reg_maps);
  
      entry->constant_update_mask = 0;
  
      GL_EXTCALL(glUseProgram(ctx_data->glsl_program ? ctx_data->glsl_program->id : 0));
      checkGLcall("glUseProgram");
      return WINED3D_OK;
  }
  
  static GLuint find_glsl_compute_shader(const struct wined3d_context_gl *context_gl,
          struct shader_glsl_priv *priv, struct wined3d_shader *shader)
  {
      struct glsl_shader_private *shader_data;
  
      if (!shader->backend_data)
      {
          WARN("Failed to find GLSL program for compute shader %p.\n", shader);
          if (FAILED(shader_glsl_compile_compute_shader(priv, context_gl, shader)))
          {
              ERR("Failed to compile compute shader %p.\n", shader);
              return 0;
          }
      }
      shader_data = shader->backend_data;
      return shader_data->gl_shaders.cs[0].id;
  }
  
  /* Context activation is done by the caller. */
  static void set_glsl_compute_shader_program(const struct wined3d_context_gl *context_gl,
          const struct wined3d_state *state, struct shader_glsl_priv *priv, struct glsl_context_data *ctx_data)
  {
      struct glsl_shader_prog_link *entry;
      struct wined3d_shader *shader;
      struct glsl_program_key key;
      GLuint cs_id;
  
      if (!(context_gl->c.shader_update_mask & (1u << WINED3D_SHADER_TYPE_COMPUTE)))
          return;
  
      if (!(shader = state->shader[WINED3D_SHADER_TYPE_COMPUTE]))
      {
          WARN("Compute shader is NULL.\n");
          ctx_data->glsl_program = NULL;
          return;
      }
  
      cs_id = find_glsl_compute_shader(context_gl, priv, shader);
      memset(&key, 0, sizeof(key));
      key.cs_id = cs_id;
      if (!(entry = get_glsl_program_entry(priv, &key)))
          ERR("Failed to find GLSL program for compute shader %p.\n", shader);
      ctx_data->glsl_program = entry;
  }
  
  /* Context activation is done by the caller. */
  static void set_glsl_shader_program(const struct wined3d_context_gl *context_gl, const struct wined3d_state *state,
          struct shader_glsl_priv *priv, struct glsl_context_data *ctx_data)
  {
      const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      const struct wined3d_shader *pre_rasterization_shader;
      const struct ps_np2fixup_info *np2fixup_info = NULL;
      struct wined3d_shader *hshader, *dshader, *gshader;
      struct glsl_shader_prog_link *entry = NULL;
      struct wined3d_shader *vshader = NULL;
      struct wined3d_shader *pshader = NULL;
      GLuint reorder_shader_id = 0;
      struct glsl_program_key key;
      GLuint program_id;
      unsigned int i;
      GLuint vs_id = 0;
      GLuint hs_id = 0;
      GLuint ds_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_gl->c.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];
      }
      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_gl->c.stream_info.swizzle_map, &vs_compile_args, &context_gl->c);
          vs_id = find_glsl_vertex_shader(context_gl, priv, vshader, &vs_compile_args);
          vs_list = &vshader->linked_programs;
      }
      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_gl->c, 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;
      }
  
      hshader = state->shader[WINED3D_SHADER_TYPE_HULL];
      if (!(context_gl->c.shader_update_mask & (1u << WINED3D_SHADER_TYPE_HULL)) && ctx_data->glsl_program)
          hs_id = ctx_data->glsl_program->hs.id;
      else if (hshader)
          hs_id = find_glsl_hull_shader(context_gl, priv, hshader);
  
      dshader = state->shader[WINED3D_SHADER_TYPE_DOMAIN];
      if (!(context_gl->c.shader_update_mask & (1u << WINED3D_SHADER_TYPE_DOMAIN)) && ctx_data->glsl_program)
      {
          ds_id = ctx_data->glsl_program->ds.id;
      }
      else if (dshader)
      {
          struct ds_compile_args args;
  
          find_ds_compile_args(state, dshader, &args, &context_gl->c);
          ds_id = find_glsl_domain_shader(context_gl, priv, dshader, &args);
      }
  
      gshader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
      if (!(context_gl->c.shader_update_mask & (1u << WINED3D_SHADER_TYPE_GEOMETRY)) && ctx_data->glsl_program)
      {
          gs_id = ctx_data->glsl_program->gs.id;
      }
      else if (gshader)
      {
          struct gs_compile_args args;
  
          find_gs_compile_args(state, gshader, &args, &context_gl->c);
          gs_id = find_glsl_geometry_shader(context_gl, priv, gshader, &args);
      }
  
      /* A pixel shader is not used when rasterization is disabled. */
      if (is_rasterization_disabled(gshader))
      {
          ps_id = 0;
          ps_list = NULL;
      }
      else if (!(context_gl->c.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_gl->c.stream_info.position_transformed,
                  &ps_compile_args, &context_gl->c);
          ps_id = find_glsl_fragment_shader(context_gl, &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
              && !(vshader && vshader->reg_maps.shader_version.major >= 4))
      {
          struct glsl_ffp_fragment_shader *ffp_shader;
          struct ffp_frag_settings settings;
  
          gen_ffp_frag_op(&context_gl->c, state, &settings, FALSE);
          ffp_shader = shader_glsl_find_ffp_fragment_shader(priv, &settings, context_gl);
          ps_id = ffp_shader->id;
          ps_list = &ffp_shader->linked_programs;
      }
  
      key.vs_id = vs_id;
      key.hs_id = hs_id;
      key.ds_id = ds_id;
      key.gs_id = gs_id;
      key.ps_id = ps_id;
      key.cs_id = 0;
      if ((!vs_id && !hs_id && !ds_id && !gs_id && !ps_id) || (entry = get_glsl_program_entry(priv, &key)))
      {
          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 = heap_alloc(sizeof(*entry));
      entry->id = program_id;
      entry->vs.id = vs_id;
      entry->hs.id = hs_id;
      entry->ds.id = ds_id;
      entry->gs.id = gs_id;
      entry->ps.id = ps_id;
      entry->cs.id = 0;
      entry->constant_version = 0;
      entry->shader_controlled_clip_distances = 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;
          if (vshader->reg_maps.shader_version.major < 4)
          {
              reorder_shader_id = shader_glsl_generate_vs3_rasterizer_input_setup(priv, vshader, pshader,
                      state->primitive_type == WINED3D_PT_POINTLIST && 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, 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;
      }
  
      if (!shader_glsl_use_explicit_attrib_location(gl_info))
      {
          /* 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));
              if (vshader && vshader->reg_maps.shader_version.major >= 4)
              {
                  string_buffer_sprintf(tmp_name, "vs_in_uint%u", i);
                  GL_EXTCALL(glBindAttribLocation(program_id, i, tmp_name->buffer));
                  string_buffer_sprintf(tmp_name, "vs_in_int%u", i);
                  GL_EXTCALL(glBindAttribLocation(program_id, i, tmp_name->buffer));
              }
          }
          checkGLcall("glBindAttribLocation");
  
          if (!use_legacy_fragment_output(gl_info))
          {
              for (i = 0; i < WINED3D_MAX_RENDER_TARGETS; ++i)
              {
                  string_buffer_sprintf(tmp_name, "color_out%u", i);
                  if (state->blend_state && state->blend_state->dual_source)
                      GL_EXTCALL(glBindFragDataLocationIndexed(program_id, 0, i, tmp_name->buffer));
                  else
                      GL_EXTCALL(glBindFragDataLocation(program_id, i, tmp_name->buffer));
                  checkGLcall("glBindFragDataLocation");
              }
          }
          string_buffer_release(&priv->string_buffers, tmp_name);
      }
  
      if (hshader)
      {
          TRACE("Attaching GLSL tessellation control shader object %u to program %u.\n", hs_id, program_id);
          GL_EXTCALL(glAttachShader(program_id, hs_id));
          checkGLcall("glAttachShader");
  
          list_add_head(&hshader->linked_programs, &entry->hs.shader_entry);
      }
  
      if (dshader)
      {
          TRACE("Attaching GLSL tessellation evaluation shader object %u to program %u.\n", ds_id, program_id);
          GL_EXTCALL(glAttachShader(program_id, ds_id));
          checkGLcall("glAttachShader");
  
          list_add_head(&dshader->linked_programs, &entry->ds.shader_entry);
      }
  
      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");
  
          shader_glsl_init_transform_feedback(context_gl, priv, program_id, gshader);
  
          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 ? vshader->limits->constant_float : 0);
      shader_glsl_init_ds_uniform_locations(gl_info, priv, program_id, &entry->ds);
      shader_glsl_init_gs_uniform_locations(gl_info, priv, program_id, &entry->gs);
      shader_glsl_init_ps_uniform_locations(gl_info, priv, program_id, &entry->ps,
              pshader ? pshader->limits->constant_float : 0);
      checkGLcall("find glsl program uniform locations");
  
      pre_rasterization_shader = gshader ? gshader : dshader ? dshader : vshader;
      if (pre_rasterization_shader && pre_rasterization_shader->reg_maps.shader_version.major >= 4)
      {
          unsigned int clip_distance_count = wined3d_popcount(pre_rasterization_shader->reg_maps.clip_distance_mask);
          entry->shader_controlled_clip_distances = 1;
          entry->clip_distance_mask = (1u << clip_distance_count) - 1;
      }
  
      if (needs_legacy_glsl_syntax(gl_info))
      {
          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;
          }
      }
      else
      {
          /* With core profile we never change vertex_color_clamp from
           * GL_FIXED_ONLY_MODE (which is also the initial value) so we never call
           * glClampColorARB(). */
          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");
  
      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;
          if (entry->vs.pos_fixup_location != -1)
              entry->constant_update_mask |= WINED3D_SHADER_CONST_POS_FIXUP;
          if (entry->vs.base_vertex_id_location != -1)
              entry->constant_update_mask |= WINED3D_SHADER_CONST_BASE_VERTEX_ID;
  
          shader_glsl_load_program_resources(context_gl, priv, program_id, vshader);
      }
      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 < WINED3D_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.clip_planes_location != -1)
          entry->constant_update_mask |= WINED3D_SHADER_CONST_VS_CLIP_PLANES;
      if (entry->vs.pointsize_min_location != -1)
          entry->constant_update_mask |= WINED3D_SHADER_CONST_VS_POINTSIZE;
  
      if (hshader)
          shader_glsl_load_program_resources(context_gl, priv, program_id, hshader);
  
      if (dshader)
      {
          if (entry->ds.pos_fixup_location != -1)
              entry->constant_update_mask |= WINED3D_SHADER_CONST_POS_FIXUP;
  
          shader_glsl_load_program_resources(context_gl, priv, program_id, dshader);
      }
  
      if (gshader)
      {
          if (entry->gs.pos_fixup_location != -1)
              entry->constant_update_mask |= WINED3D_SHADER_CONST_POS_FIXUP;
  
          shader_glsl_load_program_resources(context_gl, priv, program_id, gshader);
      }
  
      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_load_program_resources(context_gl, priv, program_id, pshader);
              shader_glsl_load_images(gl_info, priv, program_id, &pshader->reg_maps);
          }
          else
          {
              entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_PS;
  
              shader_glsl_load_samplers(&context_gl->c, priv, program_id, NULL);
          }
  
          for (i = 0; i < WINED3D_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.alpha_test_ref_location != -1)
              entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_ALPHA_TEST;
          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;
      }
  }
  
  static void shader_glsl_precompile(void *shader_priv, struct wined3d_shader *shader)
  {
      struct wined3d_device *device = shader->device;
      struct wined3d_context *context;
  
      if (shader->reg_maps.shader_version.type == WINED3D_SHADER_TYPE_COMPUTE)
      {
          context = context_acquire(device, NULL, 0);
          shader_glsl_compile_compute_shader(shader_priv, wined3d_context_gl(context), shader);
          context_release(context);
      }
  }
  
  /* 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 wined3d_context_gl *context_gl = wined3d_context_gl(context);
      struct glsl_context_data *ctx_data = context->shader_backend_data;
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      struct shader_glsl_priv *priv = shader_priv;
      struct glsl_shader_prog_link *glsl_program;
      GLenum current_vertex_color_clamp;
      GLuint program_id, prev_id;
  
      priv->vertex_pipe->vp_enable(context, !use_vs(state));
      priv->fragment_pipe->fp_enable(context, !use_ps(state));
  
      prev_id = ctx_data->glsl_program ? ctx_data->glsl_program->id : 0;
      set_glsl_shader_program(context_gl, state, priv, ctx_data);
      glsl_program = ctx_data->glsl_program;
  
      if (glsl_program)
      {
          program_id = glsl_program->id;
          current_vertex_color_clamp = glsl_program->vs.vertex_color_clamp;
          if (glsl_program->shader_controlled_clip_distances)
              wined3d_context_gl_enable_clip_distances(context_gl, glsl_program->clip_distance_mask);
      }
      else
      {
          program_id = 0;
          current_vertex_color_clamp = GL_FIXED_ONLY_ARB;
      }
  
      if (ctx_data->vertex_color_clamp != current_vertex_color_clamp)
      {
          ctx_data->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 (glsl_program)
              context->constant_update_mask |= glsl_program->constant_update_mask;
      }
  
      context->shader_update_mask |= (1u << WINED3D_SHADER_TYPE_COMPUTE);
  }
  
  /* Context activation is done by the caller. */
  static void shader_glsl_select_compute(void *shader_priv, struct wined3d_context *context,
          const struct wined3d_state *state)
  {
      struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
      struct glsl_context_data *ctx_data = context->shader_backend_data;
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      struct shader_glsl_priv *priv = shader_priv;
      GLuint program_id, prev_id;
  
      prev_id = ctx_data->glsl_program ? ctx_data->glsl_program->id : 0;
      set_glsl_compute_shader_program(context_gl, state, priv, ctx_data);
      program_id = ctx_data->glsl_program ? ctx_data->glsl_program->id : 0;
  
      TRACE("Using GLSL program %u.\n", program_id);
  
      if (prev_id != program_id)
      {
          GL_EXTCALL(glUseProgram(program_id));
          checkGLcall("glUseProgram");
      }
  
      context->shader_update_mask |= (1u << WINED3D_SHADER_TYPE_PIXEL)
              | (1u << WINED3D_SHADER_TYPE_VERTEX)
              | (1u << WINED3D_SHADER_TYPE_GEOMETRY)
              | (1u << WINED3D_SHADER_TYPE_HULL)
              | (1u << WINED3D_SHADER_TYPE_DOMAIN);
  }
  
  /* "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)
              | (1u << WINED3D_SHADER_TYPE_HULL)
              | (1u << WINED3D_SHADER_TYPE_DOMAIN)
              | (1u << WINED3D_SHADER_TYPE_COMPUTE);
  }
  
  /* Context activation is done by the caller. */
  static void shader_glsl_disable(void *shader_priv, struct wined3d_context *context)
  {
      struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
      struct glsl_context_data *ctx_data = context->shader_backend_data;
      const struct wined3d_gl_info *gl_info = context_gl->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(context, FALSE);
      priv->fragment_pipe->fp_enable(context, FALSE);
  
      if (needs_legacy_glsl_syntax(gl_info) && gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
      {
          ctx_data->vertex_color_clamp = GL_FIXED_ONLY_ARB;
          GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FIXED_ONLY_ARB));
          checkGLcall("glClampColorARB");
      }
  }
  
  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)
      {
          heap_free(shader_data);
          shader->backend_data = NULL;
          return;
      }
  
      context = context_acquire(device, NULL, 0);
      gl_info = wined3d_context_gl(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");
                  }
                  heap_free(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");
                  }
                  heap_free(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_HULL:
              {
                  struct glsl_hs_compiled_shader *gl_shaders = shader_data->gl_shaders.hs;
  
                  for (i = 0; i < shader_data->num_gl_shaders; ++i)
                  {
                      TRACE("Deleting hull shader %u.\n", gl_shaders[i].id);
                      GL_EXTCALL(glDeleteShader(gl_shaders[i].id));
                      checkGLcall("glDeleteShader");
                  }
                  heap_free(shader_data->gl_shaders.hs);
  
                  LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
                          struct glsl_shader_prog_link, hs.shader_entry)
                  {
                      shader_glsl_invalidate_contexts_program(device, entry);
                      delete_glsl_program_entry(priv, gl_info, entry);
                  }
  
                  break;
              }
  
              case WINED3D_SHADER_TYPE_DOMAIN:
              {
                  struct glsl_ds_compiled_shader *gl_shaders = shader_data->gl_shaders.ds;
  
                  for (i = 0; i < shader_data->num_gl_shaders; ++i)
                  {
                      TRACE("Deleting domain shader %u.\n", gl_shaders[i].id);
                      GL_EXTCALL(glDeleteShader(gl_shaders[i].id));
                      checkGLcall("glDeleteShader");
                  }
                  heap_free(shader_data->gl_shaders.ds);
  
                  LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
                          struct glsl_shader_prog_link, ds.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");
                  }
                  heap_free(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;
              }
  
              case WINED3D_SHADER_TYPE_COMPUTE:
              {
                  struct glsl_cs_compiled_shader *gl_shaders = shader_data->gl_shaders.cs;
  
                  for (i = 0; i < shader_data->num_gl_shaders; ++i)
                  {
                      TRACE("Deleting compute shader %u.\n", gl_shaders[i].id);
                      GL_EXTCALL(glDeleteShader(gl_shaders[i].id));
                      checkGLcall("glDeleteShader");
                  }
                  heap_free(shader_data->gl_shaders.cs);
  
                  LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
                          struct glsl_shader_prog_link, cs.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;
          }
      }
  
      heap_free(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;
  
      if (k->hs_id > prog->hs.id) return 1;
      else if (k->hs_id < prog->hs.id) return -1;
  
      if (k->ds_id > prog->ds.id) return 1;
      else if (k->ds_id < prog->ds.id) return -1;
  
      if (k->cs_id > prog->cs.id) return 1;
      else if (k->cs_id < prog->cs.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;
  
      if (!(mem = heap_alloc(size)))
      {
          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)
  {
      heap_free(heap->entries);
  }
  
  static HRESULT shader_glsl_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
          const struct wined3d_fragment_pipe_ops *fragment_pipe)
  {
      SIZE_T stack_size = wined3d_log2i(max(WINED3D_MAX_VS_CONSTS_F, WINED3D_MAX_PS_CONSTS_F)) + 1;
      struct fragment_caps fragment_caps;
      void *vertex_priv, *fragment_priv;
      struct shader_glsl_priv *priv;
  
      if (!(priv = heap_alloc_zero(sizeof(*priv))))
          return E_OUTOFMEMORY;
  
      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");
          heap_free(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, NULL);
          heap_free(priv);
          return E_FAIL;
      }
  
      if (!string_buffer_init(&priv->shader_buffer))
      {
          ERR("Failed to initialize shader buffer.\n");
          goto fail;
      }
  
      if (!(priv->stack = heap_calloc(stack_size, sizeof(*priv->stack))))
      {
          ERR("Failed to allocate memory.\n");
          goto fail;
      }
  
      if (!constant_heap_init(&priv->vconst_heap, WINED3D_MAX_VS_CONSTS_F))
      {
          ERR("Failed to initialize vertex shader constant heap\n");
          goto fail;
      }
  
      if (!constant_heap_init(&priv->pconst_heap, WINED3D_MAX_PS_CONSTS_F))
      {
          ERR("Failed to initialize pixel shader constant heap\n");
          goto fail;
      }
  
      wine_rb_init(&priv->program_lookup, glsl_program_key_compare);
  
      priv->next_constant_version = 1;
      priv->vertex_pipe = vertex_pipe;
      priv->fragment_pipe = fragment_pipe;
      fragment_pipe->get_caps(device->adapter, &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);
      heap_free(priv->stack);
      string_buffer_free(&priv->shader_buffer);
      fragment_pipe->free_private(device, NULL);
      vertex_pipe->vp_free(device, NULL);
      heap_free(priv);
      return E_OUTOFMEMORY;
  }
  
  /* Context activation is done by the caller. */
  static void shader_glsl_free(struct wined3d_device *device, struct wined3d_context *context)
  {
      struct shader_glsl_priv *priv = device->shader_priv;
  
      wine_rb_destroy(&priv->program_lookup, NULL, NULL);
      constant_heap_free(&priv->pconst_heap);
      constant_heap_free(&priv->vconst_heap);
      heap_free(priv->stack);
      string_buffer_list_cleanup(&priv->string_buffers);
      string_buffer_free(&priv->shader_buffer);
      priv->fragment_pipe->free_private(device, context);
      priv->vertex_pipe->vp_free(device, context);
  
      heap_free(device->shader_priv);
      device->shader_priv = NULL;
  }
  
  static BOOL shader_glsl_allocate_context_data(struct wined3d_context *context)
  {
      struct glsl_context_data *ctx_data;
  
      if (!(ctx_data = heap_alloc_zero(sizeof(*ctx_data))))
          return FALSE;
      ctx_data->vertex_color_clamp = GL_FIXED_ONLY_ARB;
      context->shader_backend_data = ctx_data;
      return TRUE;
  }
  
  static void shader_glsl_free_context_data(struct wined3d_context *context)
  {
      heap_free(context->shader_backend_data);
  }
  
  static void shader_glsl_init_context_state(struct wined3d_context *context)
  {
      struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
  
      gl_info->gl_ops.gl.p_glEnable(GL_PROGRAM_POINT_SIZE);
      checkGLcall("GL_PROGRAM_POINT_SIZE");
  }
  
  static unsigned int shader_glsl_get_shader_model(const struct wined3d_gl_info *gl_info)
  {
      BOOL shader_model_4 = gl_info->glsl_version >= MAKEDWORD_VERSION(1, 50)
              && gl_info->supported[ARB_SHADER_BIT_ENCODING]
              && gl_info->supported[ARB_TEXTURE_SWIZZLE];
  
      if (shader_model_4
              && gl_info->supported[ARB_COMPUTE_SHADER]
              && gl_info->supported[ARB_CULL_DISTANCE]
              && gl_info->supported[ARB_DERIVATIVE_CONTROL]
              && gl_info->supported[ARB_GPU_SHADER5]
              && gl_info->supported[ARB_SHADER_ATOMIC_COUNTERS]
              && gl_info->supported[ARB_SHADER_IMAGE_LOAD_STORE]
              && gl_info->supported[ARB_SHADER_IMAGE_SIZE]
              && gl_info->supported[ARB_SHADING_LANGUAGE_PACKING]
              && gl_info->supported[ARB_TESSELLATION_SHADER]
              && gl_info->supported[ARB_TEXTURE_GATHER]
              && gl_info->supported[ARB_TRANSFORM_FEEDBACK3])
          return 5;
  
      if (shader_model_4)
          return 4;
  
      /* Support for texldd and texldl instructions in pixel shaders is required
       * for SM3. */
      if (shader_glsl_has_core_grad(gl_info) || gl_info->supported[ARB_SHADER_TEXTURE_LOD])
          return 3;
  
      return 2;
  }
  
  static void shader_glsl_get_caps(const struct wined3d_adapter *adapter, struct shader_caps *caps)
  {
      const struct wined3d_gl_info *gl_info = &adapter->gl_info;
      unsigned int shader_model = shader_glsl_get_shader_model(gl_info);
  
      TRACE("Shader model %u.\n", shader_model);
  
      caps->vs_version = min(wined3d_settings.max_sm_vs, shader_model);
      caps->hs_version = min(wined3d_settings.max_sm_hs, shader_model);
      caps->ds_version = min(wined3d_settings.max_sm_ds, 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->cs_version = min(wined3d_settings.max_sm_cs, shader_model);
  
      caps->vs_version = gl_info->supported[ARB_VERTEX_SHADER] ? caps->vs_version : 0;
      caps->ps_version = gl_info->supported[ARB_FRAGMENT_SHADER] ? caps->ps_version : 0;
  
      caps->vs_uniform_count = min(WINED3D_MAX_VS_CONSTS_F, gl_info->limits.glsl_vs_float_constants);
      caps->ps_uniform_count = min(WINED3D_MAX_PS_CONSTS_F, 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;
      if (needs_interpolation_qualifiers_for_shader_outputs(gl_info))
          caps->wined3d_caps |= WINED3D_SHADER_CAP_OUTPUT_INTERPOLATION;
      if (shader_glsl_full_ffp_varyings(gl_info))
          caps->wined3d_caps |= WINED3D_SHADER_CAP_FULL_FFP_VARYINGS;
  }
  
  static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
  {
      /* We support everything except YUV conversions. */
      return !is_complex_fixup(fixup);
  }
  
  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_ATOMIC_AND                       */ shader_glsl_atomic,
      /* WINED3DSIH_ATOMIC_CMP_STORE                 */ shader_glsl_atomic,
      /* WINED3DSIH_ATOMIC_IADD                      */ shader_glsl_atomic,
      /* WINED3DSIH_ATOMIC_IMAX                      */ shader_glsl_atomic,
      /* WINED3DSIH_ATOMIC_IMIN                      */ shader_glsl_atomic,
      /* WINED3DSIH_ATOMIC_OR                        */ shader_glsl_atomic,
      /* WINED3DSIH_ATOMIC_UMAX                      */ shader_glsl_atomic,
      /* WINED3DSIH_ATOMIC_UMIN                      */ shader_glsl_atomic,
      /* WINED3DSIH_ATOMIC_XOR                       */ shader_glsl_atomic,
      /* WINED3DSIH_BEM                              */ shader_glsl_bem,
      /* WINED3DSIH_BFI                              */ shader_glsl_bitwise_op,
      /* WINED3DSIH_BFREV                            */ shader_glsl_map2gl,
      /* WINED3DSIH_BREAK                            */ shader_glsl_break,
      /* WINED3DSIH_BREAKC                           */ shader_glsl_breakc,
      /* WINED3DSIH_BREAKP                           */ shader_glsl_conditional_op,
      /* WINED3DSIH_BUFINFO                          */ shader_glsl_bufinfo,
      /* WINED3DSIH_CALL                             */ shader_glsl_call,
      /* WINED3DSIH_CALLNZ                           */ shader_glsl_callnz,
      /* WINED3DSIH_CASE                             */ shader_glsl_case,
      /* WINED3DSIH_CMP                              */ shader_glsl_conditional_move,
      /* WINED3DSIH_CND                              */ shader_glsl_cnd,
      /* WINED3DSIH_CONTINUE                         */ shader_glsl_continue,
      /* WINED3DSIH_CONTINUEP                        */ shader_glsl_conditional_op,
      /* WINED3DSIH_COUNTBITS                        */ shader_glsl_map2gl,
      /* WINED3DSIH_CRS                              */ shader_glsl_cross,
      /* WINED3DSIH_CUT                              */ shader_glsl_cut,
      /* WINED3DSIH_CUT_STREAM                       */ shader_glsl_cut,
      /* WINED3DSIH_DCL                              */ shader_glsl_nop,
      /* WINED3DSIH_DCL_CONSTANT_BUFFER              */ shader_glsl_nop,
      /* WINED3DSIH_DCL_FUNCTION_BODY                */ NULL,
      /* WINED3DSIH_DCL_FUNCTION_TABLE               */ NULL,
      /* WINED3DSIH_DCL_GLOBAL_FLAGS                 */ shader_glsl_nop,
      /* WINED3DSIH_DCL_GS_INSTANCES                 */ shader_glsl_nop,
      /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ shader_glsl_nop,
      /* WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT */ shader_glsl_nop,
      /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR            */ shader_glsl_nop,
      /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER    */ shader_glsl_nop,
      /* WINED3DSIH_DCL_INDEX_RANGE                  */ shader_glsl_nop,
      /* WINED3DSIH_DCL_INDEXABLE_TEMP               */ shader_glsl_nop,
      /* WINED3DSIH_DCL_INPUT                        */ shader_glsl_nop,
      /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT    */ shader_glsl_nop,
      /* WINED3DSIH_DCL_INPUT_PRIMITIVE              */ shader_glsl_nop,
      /* WINED3DSIH_DCL_INPUT_PS                     */ shader_glsl_nop,
      /* WINED3DSIH_DCL_INPUT_PS_SGV                 */ shader_glsl_nop,
      /* WINED3DSIH_DCL_INPUT_PS_SIV                 */ shader_glsl_nop,
      /* WINED3DSIH_DCL_INPUT_SGV                    */ shader_glsl_nop,
      /* WINED3DSIH_DCL_INPUT_SIV                    */ shader_glsl_nop,
      /* WINED3DSIH_DCL_INTERFACE                    */ NULL,
      /* WINED3DSIH_DCL_OUTPUT                       */ shader_glsl_nop,
      /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT   */ shader_glsl_nop,
      /* WINED3DSIH_DCL_OUTPUT_SIV                   */ shader_glsl_nop,
      /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY              */ shader_glsl_nop,
      /* WINED3DSIH_DCL_RESOURCE_RAW                 */ shader_glsl_nop,
      /* WINED3DSIH_DCL_RESOURCE_STRUCTURED          */ shader_glsl_nop,
      /* WINED3DSIH_DCL_SAMPLER                      */ shader_glsl_nop,
      /* WINED3DSIH_DCL_STREAM                       */ NULL,
      /* WINED3DSIH_DCL_TEMPS                        */ shader_glsl_nop,
      /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN           */ shader_glsl_nop,
      /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ shader_glsl_nop,
      /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING     */ shader_glsl_nop,
      /* WINED3DSIH_DCL_TGSM_RAW                     */ shader_glsl_nop,
      /* WINED3DSIH_DCL_TGSM_STRUCTURED              */ shader_glsl_nop,
      /* WINED3DSIH_DCL_THREAD_GROUP                 */ shader_glsl_nop,
      /* WINED3DSIH_DCL_UAV_RAW                      */ shader_glsl_nop,
      /* WINED3DSIH_DCL_UAV_STRUCTURED               */ shader_glsl_nop,
      /* WINED3DSIH_DCL_UAV_TYPED                    */ shader_glsl_nop,
      /* WINED3DSIH_DCL_VERTICES_OUT                 */ shader_glsl_nop,
      /* WINED3DSIH_DEF                              */ shader_glsl_nop,
      /* WINED3DSIH_DEFAULT                          */ shader_glsl_default,
      /* 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_DSX_COARSE                       */ shader_glsl_map2gl,
      /* WINED3DSIH_DSX_FINE                         */ shader_glsl_map2gl,
      /* WINED3DSIH_DSY                              */ shader_glsl_map2gl,
      /* WINED3DSIH_DSY_COARSE                       */ shader_glsl_map2gl,
      /* WINED3DSIH_DSY_FINE                         */ shader_glsl_map2gl,
      /* WINED3DSIH_ELSE                             */ shader_glsl_else,
      /* WINED3DSIH_EMIT                             */ shader_glsl_emit,
      /* WINED3DSIH_EMIT_STREAM                      */ shader_glsl_emit,
      /* WINED3DSIH_ENDIF                            */ shader_glsl_end,
      /* WINED3DSIH_ENDLOOP                          */ shader_glsl_end,
      /* WINED3DSIH_ENDREP                           */ shader_glsl_end,
      /* WINED3DSIH_ENDSWITCH                        */ shader_glsl_end,
      /* WINED3DSIH_EQ                               */ shader_glsl_relop,
      /* WINED3DSIH_EVAL_SAMPLE_INDEX                */ shader_glsl_interpolate,
      /* WINED3DSIH_EXP                              */ shader_glsl_scalar_op,
      /* WINED3DSIH_EXPP                             */ shader_glsl_expp,
      /* WINED3DSIH_F16TOF32                         */ shader_glsl_float16,
      /* WINED3DSIH_F32TOF16                         */ shader_glsl_float16,
      /* WINED3DSIH_FCALL                            */ NULL,
      /* WINED3DSIH_FIRSTBIT_HI                      */ shader_glsl_map2gl,
      /* WINED3DSIH_FIRSTBIT_LO                      */ shader_glsl_map2gl,
      /* WINED3DSIH_FIRSTBIT_SHI                     */ shader_glsl_map2gl,
      /* WINED3DSIH_FRC                              */ shader_glsl_map2gl,
      /* WINED3DSIH_FTOI                             */ shader_glsl_to_int,
      /* WINED3DSIH_FTOU                             */ shader_glsl_to_uint,
      /* WINED3DSIH_GATHER4                          */ shader_glsl_gather4,
      /* WINED3DSIH_GATHER4_C                        */ shader_glsl_gather4,
      /* WINED3DSIH_GATHER4_PO                       */ shader_glsl_gather4,
      /* WINED3DSIH_GATHER4_PO_C                     */ shader_glsl_gather4,
      /* WINED3DSIH_GE                               */ shader_glsl_relop,
      /* WINED3DSIH_HS_CONTROL_POINT_PHASE           */ shader_glsl_nop,
      /* WINED3DSIH_HS_DECLS                         */ shader_glsl_nop,
      /* WINED3DSIH_HS_FORK_PHASE                    */ shader_glsl_nop,
      /* WINED3DSIH_HS_JOIN_PHASE                    */ shader_glsl_nop,
      /* WINED3DSIH_IADD                             */ shader_glsl_binop,
      /* WINED3DSIH_IBFE                             */ shader_glsl_bitwise_op,
      /* WINED3DSIH_IEQ                              */ shader_glsl_relop,
      /* WINED3DSIH_IF                               */ shader_glsl_if,
      /* WINED3DSIH_IFC                              */ shader_glsl_ifc,
      /* WINED3DSIH_IGE                              */ shader_glsl_relop,
      /* WINED3DSIH_ILT                              */ shader_glsl_relop,
      /* WINED3DSIH_IMAD                             */ shader_glsl_mad,
      /* WINED3DSIH_IMAX                             */ shader_glsl_map2gl,
      /* WINED3DSIH_IMIN                             */ shader_glsl_map2gl,
      /* WINED3DSIH_IMM_ATOMIC_ALLOC                 */ shader_glsl_uav_counter,
      /* WINED3DSIH_IMM_ATOMIC_AND                   */ shader_glsl_atomic,
      /* WINED3DSIH_IMM_ATOMIC_CMP_EXCH              */ shader_glsl_atomic,
      /* WINED3DSIH_IMM_ATOMIC_CONSUME               */ shader_glsl_uav_counter,
      /* WINED3DSIH_IMM_ATOMIC_EXCH                  */ shader_glsl_atomic,
      /* WINED3DSIH_IMM_ATOMIC_IADD                  */ shader_glsl_atomic,
      /* WINED3DSIH_IMM_ATOMIC_IMAX                  */ shader_glsl_atomic,
      /* WINED3DSIH_IMM_ATOMIC_IMIN                  */ shader_glsl_atomic,
      /* WINED3DSIH_IMM_ATOMIC_OR                    */ shader_glsl_atomic,
      /* WINED3DSIH_IMM_ATOMIC_UMAX                  */ shader_glsl_atomic,
      /* WINED3DSIH_IMM_ATOMIC_UMIN                  */ shader_glsl_atomic,
      /* WINED3DSIH_IMM_ATOMIC_XOR                   */ shader_glsl_atomic,
      /* WINED3DSIH_IMUL                             */ shader_glsl_mul_extended,
      /* WINED3DSIH_INE                              */ shader_glsl_relop,
      /* WINED3DSIH_INEG                             */ shader_glsl_unary_op,
      /* WINED3DSIH_ISHL                             */ shader_glsl_binop,
      /* WINED3DSIH_ISHR                             */ shader_glsl_binop,
      /* WINED3DSIH_ITOF                             */ shader_glsl_to_float,
      /* WINED3DSIH_LABEL                            */ shader_glsl_label,
      /* WINED3DSIH_LD                               */ shader_glsl_ld,
      /* WINED3DSIH_LD2DMS                           */ shader_glsl_ld,
      /* WINED3DSIH_LD_RAW                           */ shader_glsl_ld_raw_structured,
      /* WINED3DSIH_LD_STRUCTURED                    */ shader_glsl_ld_raw_structured,
      /* WINED3DSIH_LD_UAV_TYPED                     */ shader_glsl_ld_uav,
      /* WINED3DSIH_LIT                              */ shader_glsl_lit,
      /* WINED3DSIH_LOD                              */ NULL,
      /* 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_NOT                              */ shader_glsl_unary_op,
      /* 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_RESINFO                          */ shader_glsl_resinfo,
      /* WINED3DSIH_RET                              */ shader_glsl_ret,
      /* WINED3DSIH_RETP                             */ shader_glsl_conditional_op,
      /* WINED3DSIH_ROUND_NE                         */ shader_glsl_map2gl,
      /* WINED3DSIH_ROUND_NI                         */ shader_glsl_map2gl,
      /* WINED3DSIH_ROUND_PI                         */ shader_glsl_map2gl,
      /* WINED3DSIH_ROUND_Z                          */ shader_glsl_map2gl,
      /* WINED3DSIH_RSQ                              */ shader_glsl_scalar_op,
      /* WINED3DSIH_SAMPLE                           */ shader_glsl_sample,
      /* WINED3DSIH_SAMPLE_B                         */ shader_glsl_sample,
      /* WINED3DSIH_SAMPLE_C                         */ shader_glsl_sample_c,
      /* WINED3DSIH_SAMPLE_C_LZ                      */ shader_glsl_sample_c,
      /* WINED3DSIH_SAMPLE_GRAD                      */ shader_glsl_sample,
      /* WINED3DSIH_SAMPLE_INFO                      */ shader_glsl_sample_info,
      /* WINED3DSIH_SAMPLE_LOD                       */ shader_glsl_sample,
      /* WINED3DSIH_SAMPLE_POS                       */ NULL,
      /* 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_STORE_RAW                        */ shader_glsl_store_raw_structured,
      /* WINED3DSIH_STORE_STRUCTURED                 */ shader_glsl_store_raw_structured,
      /* WINED3DSIH_STORE_UAV_TYPED                  */ shader_glsl_store_uav,
      /* WINED3DSIH_SUB                              */ shader_glsl_binop,
      /* WINED3DSIH_SWAPC                            */ shader_glsl_swapc,
      /* WINED3DSIH_SWITCH                           */ shader_glsl_switch,
      /* WINED3DSIH_SYNC                             */ shader_glsl_sync,
      /* 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_UBFE                             */ shader_glsl_bitwise_op,
      /* WINED3DSIH_UDIV                             */ shader_glsl_udiv,
      /* WINED3DSIH_UGE                              */ shader_glsl_relop,
      /* WINED3DSIH_ULT                              */ shader_glsl_relop,
      /* WINED3DSIH_UMAX                             */ shader_glsl_map2gl,
      /* WINED3DSIH_UMIN                             */ shader_glsl_map2gl,
      /* WINED3DSIH_UMUL                             */ shader_glsl_mul_extended,
      /* 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_precompile,
      shader_glsl_select,
      shader_glsl_select_compute,
      shader_glsl_disable,
      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_context *context, BOOL enable) {}
  
  static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_adapter *adapter, struct wined3d_vertex_caps *caps)
  {
      const struct wined3d_gl_info *gl_info = &adapter->gl_info;
  
      caps->xyzrhw = TRUE;
      caps->emulated_flatshading = !needs_legacy_glsl_syntax(gl_info);
      caps->ffp_generic_attributes = TRUE;
      caps->max_active_lights = WINED3D_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.user_clip_distances;
      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;
          wine_rb_init(&priv->ffp_vertex_shaders, wined3d_ffp_vertex_program_key_compare);
          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 *param)
  {
      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 = param;
      const struct wined3d_gl_info *gl_info;
  
      gl_info = ctx->context_gl->gl_info;
      LIST_FOR_EACH_ENTRY_SAFE(program, program2, &shader->linked_programs,
              struct glsl_shader_prog_link, vs.shader_entry)
      {
          delete_glsl_program_entry(ctx->priv, gl_info, program);
      }
      GL_EXTCALL(glDeleteShader(shader->id));
      heap_free(shader);
  }
  
  /* Context activation is done by the caller. */
  static void glsl_vertex_pipe_vp_free(struct wined3d_device *device, struct wined3d_context *context)
  {
      struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
      struct shader_glsl_priv *priv = device->vertex_priv;
      struct glsl_ffp_destroy_ctx ctx;
  
      ctx.priv = priv;
      ctx.context_gl = context_gl;
      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)
  {
      struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      BOOL specular = !!(context->stream_info.use_map & (1u << WINED3D_FFP_SPECULAR));
      BOOL diffuse = !!(context->stream_info.use_map & (1u << WINED3D_FFP_DIFFUSE));
      BOOL normal = !!(context->stream_info.use_map & (1u << WINED3D_FFP_NORMAL));
      const BOOL legacy_clip_planes = needs_legacy_glsl_syntax(gl_info);
      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->stream_info.swizzle_map != context->last_swizzle_map)
          context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
  
      context->last_swizzle_map = context->stream_info.swizzle_map;
  
      if (!use_vs(state))
      {
          if (context->last_was_vshader)
          {
              if (legacy_clip_planes)
                  for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
                      clipplane(context, state, STATE_CLIPPLANE(i));
              else
                  context->constant_update_mask |= WINED3D_SHADER_CONST_VS_CLIP_PLANES;
          }
  
          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.
           *
           * Likewise, we have to invalidate the shader when using per-vertex
           * colours and diffuse/specular attribute presence changes, or when
           * normal presence changes. */
          if (!shader_glsl_full_ffp_varyings(gl_info) || (state->render_states[WINED3D_RS_COLORVERTEX]
                  && (diffuse != context->last_was_diffuse || specular != context->last_was_specular))
                  || 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 clip planes. */
              if (legacy_clip_planes)
                  for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
                      clipplane(context, state, STATE_CLIPPLANE(i));
              else
                  context->constant_update_mask |= WINED3D_SHADER_CONST_VS_CLIP_PLANES;
          }
      }
  
      context->last_was_vshader = use_vs(state);
      context->last_was_diffuse = diffuse;
      context->last_was_specular = specular;
      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_hs(struct wined3d_context *context,
          const struct wined3d_state *state, DWORD state_id)
  {
      /* In Direct3D tessellator options (e.g. output primitive type, primitive
       * winding) are defined in Hull Shaders, while in GLSL those are
       * specified in Tessellation Evaluation Shaders. */
      context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_DOMAIN;
  
      if (state->shader[WINED3D_SHADER_TYPE_VERTEX])
          context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
  }
  
  static void glsl_vertex_pipe_geometry_shader(struct wined3d_context *context,
          const struct wined3d_state *state, DWORD state_id)
  {
      struct glsl_context_data *ctx_data = context->shader_backend_data;
      BOOL rasterization_disabled;
  
      rasterization_disabled = is_rasterization_disabled(state->shader[WINED3D_SHADER_TYPE_GEOMETRY]);
      if (ctx_data->rasterization_disabled != rasterization_disabled)
          context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
      ctx_data->rasterization_disabled = rasterization_disabled;
  
      if (state->shader[WINED3D_SHADER_TYPE_DOMAIN])
          context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_DOMAIN;
      else if (state->shader[WINED3D_SHADER_TYPE_VERTEX]
              && state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.shader_version.major >= 4)
          context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
  }
  
  static void glsl_vertex_pipe_pixel_shader(struct wined3d_context *context,
          const struct wined3d_state *state, DWORD state_id)
  {
      if (state->shader[WINED3D_SHADER_TYPE_GEOMETRY])
          context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_GEOMETRY;
      else if (state->shader[WINED3D_SHADER_TYPE_DOMAIN])
          context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_DOMAIN;
      else if (state->shader[WINED3D_SHADER_TYPE_VERTEX]
              && state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.shader_version.major >= 4)
          context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
  }
  
  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)
  {
      struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      unsigned int k;
  
      context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MODELVIEW
              | WINED3D_SHADER_CONST_FFP_LIGHTS
              | WINED3D_SHADER_CONST_FFP_VERTEXBLEND;
  
      if (needs_legacy_glsl_syntax(gl_info))
      {
          for (k = 0; k < gl_info->limits.user_clip_distances; ++k)
          {
              if (!isStateDirty(context, STATE_CLIPPLANE(k)))
                  clipplane(context, state, STATE_CLIPPLANE(k));
          }
      }
      else
      {
          context->constant_update_mask |= WINED3D_SHADER_CONST_VS_CLIP_PLANES;
      }
  }
  
  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_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 >= WINED3D_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_pointsprite_core(struct wined3d_context *context,
          const struct wined3d_state *state, DWORD state_id)
  {
      static unsigned int once;
  
      if (state->primitive_type == WINED3D_PT_POINTLIST
              && !state->render_states[WINED3D_RS_POINTSPRITEENABLE] && !once++)
          FIXME("Non-point sprite points not supported in core profile.\n");
  }
  
  static void glsl_vertex_pipe_shademode(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_clip_plane(struct wined3d_context *context,
          const struct wined3d_state *state, DWORD state_id)
  {
      struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      UINT index = state_id - STATE_CLIPPLANE(0);
  
      if (index >= gl_info->limits.user_clip_distances)
          return;
  
      context->constant_update_mask |= WINED3D_SHADER_CONST_VS_CLIP_PLANES;
  }
  
  static const struct wined3d_state_entry_template 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_SHADER(WINED3D_SHADER_TYPE_HULL),                     {STATE_SHADER(WINED3D_SHADER_TYPE_HULL),                     glsl_vertex_pipe_hs    }, WINED3D_GL_EXT_NONE          },
      {STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY),                 {STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY),                 glsl_vertex_pipe_geometry_shader}, WINED3D_GL_EXT_NONE },
      {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),                    glsl_vertex_pipe_pixel_shader}, 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),                                         glsl_vertex_pipe_clip_plane}, WINED3D_GLSL_130         },
      {STATE_CLIPPLANE(0),                                         {STATE_CLIPPLANE(0),                                         clipplane              }, WINED3D_GL_EXT_NONE          },
      {STATE_CLIPPLANE(1),                                         {STATE_CLIPPLANE(1),                                         glsl_vertex_pipe_clip_plane}, WINED3D_GLSL_130         },
      {STATE_CLIPPLANE(1),                                         {STATE_CLIPPLANE(1),                                         clipplane              }, WINED3D_GL_EXT_NONE          },
      {STATE_CLIPPLANE(2),                                         {STATE_CLIPPLANE(2),                                         glsl_vertex_pipe_clip_plane}, WINED3D_GLSL_130         },
      {STATE_CLIPPLANE(2),                                         {STATE_CLIPPLANE(2),                                         clipplane              }, WINED3D_GL_EXT_NONE          },
      {STATE_CLIPPLANE(3),                                         {STATE_CLIPPLANE(3),                                         glsl_vertex_pipe_clip_plane}, WINED3D_GLSL_130         },
      {STATE_CLIPPLANE(3),                                         {STATE_CLIPPLANE(3),                                         clipplane              }, WINED3D_GL_EXT_NONE          },
      {STATE_CLIPPLANE(4),                                         {STATE_CLIPPLANE(4),                                         glsl_vertex_pipe_clip_plane}, WINED3D_GLSL_130         },
      {STATE_CLIPPLANE(4),                                         {STATE_CLIPPLANE(4),                                         clipplane              }, WINED3D_GL_EXT_NONE          },
      {STATE_CLIPPLANE(5),                                         {STATE_CLIPPLANE(5),                                         glsl_vertex_pipe_clip_plane}, WINED3D_GLSL_130         },
      {STATE_CLIPPLANE(5),                                         {STATE_CLIPPLANE(5),                                         clipplane              }, WINED3D_GL_EXT_NONE          },
      {STATE_CLIPPLANE(6),                                         {STATE_CLIPPLANE(6),                                         glsl_vertex_pipe_clip_plane}, WINED3D_GLSL_130         },
      {STATE_CLIPPLANE(6),                                         {STATE_CLIPPLANE(6),                                         clipplane              }, WINED3D_GL_EXT_NONE          },
      {STATE_CLIPPLANE(7),                                         {STATE_CLIPPLANE(7),                                         glsl_vertex_pipe_clip_plane}, WINED3D_GLSL_130         },
      {STATE_CLIPPLANE(7),                                         {STATE_CLIPPLANE(7),                                         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_LEGACY_CONTEXT    },
      {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE),                 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE),                 glsl_vertex_pointsprite_core}, 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_shademode}, WINED3D_GLSL_130          },
      {STATE_RENDER(WINED3D_RS_SHADEMODE),                         {STATE_RENDER(WINED3D_RS_SHADEMODE),                         glsl_vertex_pipe_nop   }, 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_context *context, BOOL enable)
  {
      /* Nothing to do. */
  }
  
  static void glsl_fragment_pipe_get_caps(const struct wined3d_adapter *adapter, struct fragment_caps *caps)
  {
      const struct wined3d_gl_info *gl_info = &adapter->gl_info;
  
      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 = WINED3D_MAX_TEXTURES;
      caps->MaxSimultaneousTextures = min(gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL], WINED3D_MAX_TEXTURES);
  }
  
  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;
          wine_rb_init(&priv->ffp_fragment_shaders, wined3d_ffp_frag_program_key_compare);
          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 *param)
  {
      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 = param;
      const struct wined3d_gl_info *gl_info;
  
      gl_info = ctx->context_gl->gl_info;
      LIST_FOR_EACH_ENTRY_SAFE(program, program2, &shader->linked_programs,
              struct glsl_shader_prog_link, ps.shader_entry)
      {
          delete_glsl_program_entry(ctx->priv, gl_info, program);
      }
      GL_EXTCALL(glDeleteShader(shader->id));
      heap_free(shader);
  }
  
  /* Context activation is done by the caller. */
  static void glsl_fragment_pipe_free(struct wined3d_device *device, struct wined3d_context *context)
  {
      struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
      struct shader_glsl_priv *priv = device->fragment_priv;
      struct glsl_ffp_destroy_ctx ctx;
  
      ctx.priv = priv;
      ctx.context_gl = context_gl;
      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)
  {
      const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
  
      /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
      if (!shader_glsl_full_ffp_varyings(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)
  {
      const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
  
      /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
      if (!shader_glsl_full_ffp_varyings(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_func(struct wined3d_context *context,
          const struct wined3d_state *state, DWORD state_id)
  {
      const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
      GLint func = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]);
      float ref = wined3d_alpha_ref(state);
  
      if (func)
      {
          gl_info->gl_ops.gl.p_glAlphaFunc(func, ref);
          checkGLcall("glAlphaFunc");
      }
  }
  
  static void glsl_fragment_pipe_core_alpha_test(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_alpha_test(struct wined3d_context *context,
          const struct wined3d_state *state, DWORD state_id)
  {
      const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
  
      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)");
      }
  }
  
  static void glsl_fragment_pipe_core_alpha_test_ref(struct wined3d_context *context,
          const struct wined3d_state *state, DWORD state_id)
  {
      context->constant_update_mask |= WINED3D_SHADER_CONST_PS_ALPHA_TEST;
  }
  
  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 |= 1u << WINED3D_SHADER_TYPE_PIXEL;
  }
  
  static const struct wined3d_state_entry_template 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_ALPHAFUNC),                         glsl_fragment_pipe_alpha_test_func     }, WINED3D_GL_LEGACY_CONTEXT},
      {STATE_RENDER(WINED3D_RS_ALPHAFUNC),                        {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE),                   NULL                                   }, WINED3D_GL_EXT_NONE },
      {STATE_RENDER(WINED3D_RS_ALPHAREF),                         {STATE_RENDER(WINED3D_RS_ALPHAFUNC),                         NULL                                   }, WINED3D_GL_LEGACY_CONTEXT},
      {STATE_RENDER(WINED3D_RS_ALPHAREF),                         {STATE_RENDER(WINED3D_RS_ALPHAREF),                          glsl_fragment_pipe_core_alpha_test_ref }, WINED3D_GL_EXT_NONE },
      {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE),                  {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE),                   glsl_fragment_pipe_alpha_test          }, WINED3D_GL_LEGACY_CONTEXT},
      {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE),                  {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE),                   glsl_fragment_pipe_core_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_RENDER(WINED3D_RS_POINTSPRITEENABLE),                {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE),                 glsl_fragment_pipe_shader              }, WINED3D_GL_VERSION_2_0},
      {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),                         glsl_fragment_pipe_shademode           }, WINED3D_GLSL_130    },
      {STATE_RENDER(WINED3D_RS_SHADEMODE),                        {STATE_RENDER(WINED3D_RS_SHADEMODE),                         state_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 wined3d_fragment_pipe_ops 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,
  };
  
  struct glsl_blitter_args
  {
      GLenum texture_type;
      struct color_fixup_desc fixup;
      unsigned short use_colour_key;
  };
  
  struct glsl_blitter_program
  {
      struct wine_rb_entry entry;
      struct glsl_blitter_args args;
      GLuint id;
  };
  
  struct wined3d_glsl_blitter
  {
      struct wined3d_blitter blitter;
      struct wined3d_string_buffer_list string_buffers;
      struct wine_rb_tree programs;
      GLuint palette_texture;
  };
  
  static int glsl_blitter_args_compare(const void *key, const struct wine_rb_entry *entry)
  {
      const struct glsl_blitter_args *a = key;
      const struct glsl_blitter_args *b = &WINE_RB_ENTRY_VALUE(entry, const struct glsl_blitter_program, entry)->args;
  
      return memcmp(a, b, sizeof(*a));
  }
  
  /* Context activation is done by the caller. */
  static void glsl_free_blitter_program(struct wine_rb_entry *entry, void *ctx)
  {
      struct glsl_blitter_program *program = WINE_RB_ENTRY_VALUE(entry, struct glsl_blitter_program, entry);
      struct wined3d_context_gl *context_gl = ctx;
      const struct wined3d_gl_info *gl_info;
  
      gl_info = context_gl->gl_info;
      GL_EXTCALL(glDeleteProgram(program->id));
      checkGLcall("glDeleteProgram()");
      heap_free(program);
  }
  
  /* Context activation is done by the caller. */
  static void glsl_blitter_destroy(struct wined3d_blitter *blitter, struct wined3d_context *context)
  {
      struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      struct wined3d_glsl_blitter *glsl_blitter;
      struct wined3d_blitter *next;
  
      if ((next = blitter->next))
          next->ops->blitter_destroy(next, context);
  
      glsl_blitter = CONTAINING_RECORD(blitter, struct wined3d_glsl_blitter, blitter);
  
      if (glsl_blitter->palette_texture)
          gl_info->gl_ops.gl.p_glDeleteTextures(1, &glsl_blitter->palette_texture);
  
      wine_rb_destroy(&glsl_blitter->programs, glsl_free_blitter_program, context_gl);
      string_buffer_list_cleanup(&glsl_blitter->string_buffers);
  
      heap_free(glsl_blitter);
  }
  
  static void glsl_blitter_generate_p8_shader(struct wined3d_string_buffer *buffer,
          const struct wined3d_gl_info *gl_info, const struct glsl_blitter_args *args,
          const char *output, const char *tex_type, const char *swizzle)
  {
      shader_addline(buffer, "uniform sampler1D sampler_palette;\n");
      shader_addline(buffer, "\nvoid main()\n{\n");
      /* The alpha-component contains the palette index. */
      shader_addline(buffer, "    float index = texture%s(sampler, out_texcoord.%s).%c;\n",
              needs_legacy_glsl_syntax(gl_info) ? tex_type : "", swizzle,
              gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? 'w' : 'x');
      /* Scale the index by 255/256 and add a bias of 0.5 in order to sample in
       * the middle. */
      shader_addline(buffer, "    index = (index * 255.0 + 0.5) / 256.0;\n");
      shader_addline(buffer, "    %s = texture%s(sampler_palette, index);\n",
              output, needs_legacy_glsl_syntax(gl_info) ? "1D" : "");
      if (args->use_colour_key)
          shader_glsl_generate_colour_key_test(buffer, output, "colour_key.low", "colour_key.high");
      shader_addline(buffer, "}\n");
  }
  
  static void gen_packed_yuv_read(struct wined3d_string_buffer *buffer,
          const struct wined3d_gl_info *gl_info, const struct glsl_blitter_args *args,
          const char *tex_type)
  {
      enum complex_fixup complex_fixup = get_complex_fixup(args->fixup);
      char chroma, luminance;
      const char *tex;
  
      /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit
       * macropixel, giving effectively 16 bits per pixel. The color consists of
       * a luminance(Y) and two chroma(U and V) values. Each macropixel has two
       * luminance values, one for each single pixel it contains, and one U and
       * one V value shared between both pixels.
       *
       * The data is loaded into an A8L8 texture. With YUY2, the luminance
       * component contains the luminance and alpha the chroma. With UYVY it is
       * vice versa. Thus take the format into account when generating the read
       * swizzles
       *
       * Reading the Y value is straightforward - just sample the texture. The
       * hardware takes care of filtering in the horizontal and vertical
       * direction.
       *
       * Reading the U and V values is harder. We have to avoid filtering
       * horizontally, because that would mix the U and V values of one pixel or
       * two adjacent pixels.  Thus floor the texture coordinate and add 0.5 to
       * get an unfiltered read, regardless of the filtering setting. Vertical
       * filtering works automatically though - the U and V values of two rows
       * are mixed nicely.
       *
       * Apart of avoiding filtering issues, the code has to know which value it
       * just read, and where it can find the other one. To determine this, it
       * checks if it sampled an even or odd pixel, and shifts the 2nd read
       * accordingly.
       *
       * Handling horizontal filtering of U and V values requires reading a 2nd
       * pair of pixels, extracting U and V and mixing them. This is not
       * implemented yet.
       *
       * An alternative implementation idea is to load the texture as A8R8G8B8
       * texture, with width / 2. This way one read gives all 3 values, finding
       * U and V is easy in an unfiltered situation. Finding the luminance on
       * the other hand requires finding out if it is an odd or even pixel. The
       * real drawback of this approach is filtering. This would have to be
       * emulated completely in the shader, reading up two 2 packed pixels in up
       * to 2 rows and interpolating both horizontally and vertically. Beyond
       * that it would require adjustments to the texture handling code to deal
       * with the width scaling. */
  
      if (complex_fixup == COMPLEX_FIXUP_UYVY)
      {
          chroma = 'x';
          luminance = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? 'w' : 'y';
      }
      else
      {
          chroma = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? 'w' : 'y';
          luminance = 'x';
      }
  
      tex = needs_legacy_glsl_syntax(gl_info) ? tex_type : "";
  
      /* First we have to read the chroma values. This means we need at least
       * two pixels (no filtering), or 4 pixels (with filtering). To get the
       * unmodified chroma, we have to rid ourselves of the filtering when we
       * sample the texture. */
      shader_addline(buffer, "    texcoord.xy = out_texcoord.xy;\n");
      /* We must not allow filtering between pixel x and x+1, this would mix U
       * and V. Vertical filtering is ok. However, bear in mind that the pixel
       * center is at 0.5, so add 0.5. */
      shader_addline(buffer, "    texcoord.x = (floor(texcoord.x * size.x) + 0.5) / size.x;\n");
      shader_addline(buffer, "    luminance = texture%s(sampler, texcoord.xy).%c;\n", tex, chroma);
  
      /* Multiply the x coordinate by 0.5 and get the fraction. This gives 0.25
       * and 0.75 for the even and odd pixels respectively. */
      /* Put the value into either of the chroma values. */
      shader_addline(buffer, "    bool even = fract(texcoord.x * size.x * 0.5) < 0.5;\n");
      shader_addline(buffer, "    if (even)\n");
      shader_addline(buffer, "        chroma.y = luminance;\n");
      shader_addline(buffer, "    else\n");
      shader_addline(buffer, "        chroma.x = luminance;\n");
  
      /* Sample pixel 2. If we read an even pixel, sample the pixel right to the
       * current one. Otherwise, sample the left pixel. */
      shader_addline(buffer, "    texcoord.x += even ? 1.0 / size.x : -1.0 / size.x;\n");
      shader_addline(buffer, "    luminance = texture%s(sampler, texcoord.xy).%c;\n", tex, chroma);
  
      /* Put the value into the other chroma. */
      shader_addline(buffer, "    if (even)\n");
      shader_addline(buffer, "        chroma.x = luminance;\n");
      shader_addline(buffer, "    else\n");
      shader_addline(buffer, "        chroma.y = luminance;\n");
  
      /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
       * the current one and lerp the two U and V values. */
  
      /* This gives the correctly filtered luminance value. */
      shader_addline(buffer, "    luminance = texture%s(sampler, out_texcoord.xy).%c;\n", tex, luminance);
  }
  
  static void gen_yv12_read(struct wined3d_string_buffer *buffer,
          const struct wined3d_gl_info *gl_info, const char *tex_type)
  {
      char component = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? 'w' : 'x';
      const char *tex = needs_legacy_glsl_syntax(gl_info) ? tex_type : "";
  
      /* YV12 surfaces contain a WxH sized luminance plane, followed by a
       * (W/2)x(H/2) V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So
       * the effective bitdepth is 12 bits per pixel. Since the U and V planes
       * have only half the pitch of the luminance plane, the packing into the
       * gl texture is a bit unfortunate. If the whole texture is interpreted as
       * luminance data it looks approximately like this:
       *
       *        +----------------------------------+----
       *        |                                  |
       *        |                                  |
       *        |                                  |
       *        |                                  |
       *        |                                  |   2
       *        |            LUMINANCE             |   -
       *        |                                  |   3
       *        |                                  |
       *        |                                  |
       *        |                                  |
       *        |                                  |
       *        +----------------+-----------------+----
       *        |                |                 |
       *        |  V even rows   |  V odd rows     |
       *        |                |                 |   1
       *        +----------------+------------------   -
       *        |                |                 |   3
       *        |  U even rows   |  U odd rows     |
       *        |                |                 |
       *        +----------------+-----------------+----
       *        |                |                 |
       *        |     0.5        |       0.5       |
       *
       * So it appears as if there are 4 chroma images, but in fact the odd rows
       * in the chroma images are in the same row as the even ones. So it is
       * kinda tricky to read. */
  
      /* First sample the chroma values. */
      shader_addline(buffer, "    texcoord.xy = out_texcoord.xy;\n");
      /* The chroma planes have only half the width. */
      shader_addline(buffer, "    texcoord.x *= 0.5;\n");
  
      /* The first value is between 2/3 and 5/6 of the texture's height, so
       * scale+bias the coordinate. Also read the right side of the image when
       * reading odd lines.
       *
       * Don't forget to clamp the y values in into the range, otherwise we'll
       * get filtering bleeding. */
  
      /* Read odd lines from the right side (add 0.5 to the x coordinate). */
      shader_addline(buffer, "    if (fract(floor(texcoord.y * size.y) * 0.5 + 1.0 / 6.0) >= 0.5)\n");
      shader_addline(buffer, "        texcoord.x += 0.5;\n");
  
      /* Clamp, keep the half pixel origin in mind. */
      shader_addline(buffer, "    texcoord.y = clamp(2.0 / 3.0 + texcoord.y / 6.0, "
              "2.0 / 3.0 + 0.5 / size.y, 5.0 / 6.0 - 0.5 / size.y);\n");
  
      shader_addline(buffer, "    chroma.x = texture%s(sampler, texcoord.xy).%c;\n", tex, component);
  
      /* The other chroma value is 1/6th of the texture lower, from 5/6th to
       * 6/6th No need to clamp because we're just reusing the already clamped
       * value from above. */
      shader_addline(buffer, "    texcoord.y += 1.0 / 6.0;\n");
      shader_addline(buffer, "    chroma.y = texture%s(sampler, texcoord.xy).%c;\n", tex, component);
  
      /* Sample the luminance value. It is in the top 2/3rd of the texture, so
       * scale the y coordinate.  Clamp the y coordinate to prevent the chroma
       * values from bleeding into the sampled luminance values due to
       * filtering. */
      shader_addline(buffer, "    texcoord.xy = out_texcoord.xy;\n");
      /* Multiply the y coordinate by 2/3 and clamp it. */
      shader_addline(buffer, "    texcoord.y = min(texcoord.y * 2.0 / 3.0, 2.0 / 3.0 - 0.5 / size.y);\n");
      shader_addline(buffer, "    luminance = texture%s(sampler, texcoord.xy).%c;\n", tex, component);
  }
  
  static void gen_nv12_read(struct wined3d_string_buffer *buffer,
          const struct wined3d_gl_info *gl_info, const char *tex_type)
  {
      char component = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? 'w' : 'x';
      const char *tex = needs_legacy_glsl_syntax(gl_info) ? tex_type : "";
  
      /* NV12 surfaces contain a WxH sized luminance plane, followed by a
       * (W/2)x(H/2) sized plane where each component is an UV pair. So the
       * effective bitdepth is 12 bits per pixel. If the whole texture is
       * interpreted as luminance data it looks approximately like this:
       *
       *        +----------------------------------+----
       *        |                                  |
       *        |                                  |
       *        |                                  |
       *        |                                  |
       *        |                                  |   2
       *        |            LUMINANCE             |   -
       *        |                                  |   3
       *        |                                  |
       *        |                                  |
       *        |                                  |
       *        |                                  |
       *        +----------------------------------+----
       *        |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
       *        |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
       *        |                                  |   1
       *        |                                  |   -
       *        |                                  |   3
       *        |                                  |
       *        |                                  |
       *        +----------------------------------+---- */
  
      /* First sample the chroma values. */
      shader_addline(buffer, "    texcoord.xy = out_texcoord.xy;\n");
      /* We only have half the number of chroma pixels. */
      shader_addline(buffer, "    texcoord.x *= 0.5;\n");
      shader_addline(buffer, "    texcoord.y = (texcoord.y + 2.0) / 3.0;\n");
  
      /* We must not allow filtering horizontally, this would mix U and V.
       * Vertical filtering is ok. However, bear in mind that the pixel center
       * is at 0.5, so add 0.5. */
  
      /* Convert to non-normalised coordinates so we can find the individual
       * pixel. */
      shader_addline(buffer, "    texcoord.x = floor(texcoord.x * size.x);\n");
      /* Multiply by 2 since chroma components are stored in UV pixel pairs, add
       * 0.5 to hit the center of the pixel. Then convert back to normalised
       * coordinates. */
      shader_addline(buffer, "    texcoord.x = (texcoord.x * 2.0 + 0.5) / size.x;\n");
      /* Clamp, keep the half pixel origin in mind. */
      shader_addline(buffer, "    texcoord.y = max(texcoord.y, 2.0 / 3.0 + 0.5 / size.y);\n");
  
      shader_addline(buffer, "    chroma.y = texture%s(sampler, texcoord.xy).%c;\n", tex, component);
      /* Add 1.0 / size.x to sample the adjacent texel. */
      shader_addline(buffer, "    texcoord.x += 1.0 / size.x;\n");
      shader_addline(buffer, "    chroma.x = texture%s(sampler, texcoord.xy).%c;\n", tex, component);
  
      /* Sample the luminance value. It is in the top 2/3rd of the texture, so
       * scale the y coordinate. Clamp the y coordinate to prevent the chroma
       * values from bleeding into the sampled luminance values due to
       * filtering. */
      shader_addline(buffer, "    texcoord.xy = out_texcoord.xy;\n");
      /* Multiply the y coordinate by 2/3 and clamp it. */
      shader_addline(buffer, "    texcoord.y = min(texcoord.y * 2.0 / 3.0, 2.0 / 3.0 - 0.5 / size.y);\n");
      shader_addline(buffer, "    luminance = texture%s(sampler, texcoord.xy).%c;\n", tex, component);
  }
  
  static void glsl_blitter_generate_yuv_shader(struct wined3d_string_buffer *buffer,
          const struct wined3d_gl_info *gl_info, const struct glsl_blitter_args *args,
          const char *output, const char *tex_type, const char *swizzle)
  {
      enum complex_fixup complex_fixup = get_complex_fixup(args->fixup);
  
      shader_addline(buffer, "const vec4 yuv_coef = vec4(1.403, -0.344, -0.714, 1.770);\n");
      shader_addline(buffer, "float luminance;\n");
      shader_addline(buffer, "vec2 texcoord;\n");
      shader_addline(buffer, "vec2 chroma;\n");
      shader_addline(buffer, "uniform vec2 size;\n");
  
      shader_addline(buffer, "\nvoid main()\n{\n");
  
      switch (complex_fixup)
      {
          case COMPLEX_FIXUP_UYVY:
          case COMPLEX_FIXUP_YUY2:
              gen_packed_yuv_read(buffer, gl_info, args, tex_type);
              break;
  
          case COMPLEX_FIXUP_YV12:
              gen_yv12_read(buffer, gl_info, tex_type);
              break;
  
          case COMPLEX_FIXUP_NV12:
              gen_nv12_read(buffer, gl_info, tex_type);
              break;
  
          case COMPLEX_FIXUP_YUV:
              /* With APPLE_rgb_422, things are much simpler. The only thing we
               * have to do here is Y'CbCr to RGB conversion. */
              shader_addline(buffer, "    vec3 yuv = vec3(texture%s(sampler, out_texcoord.xy));\n",
                      needs_legacy_glsl_syntax(gl_info) ? tex_type : "");
              shader_addline(buffer, "    luminance = yuv.y;\n");
              shader_addline(buffer, "    chroma = yuv.xz;\n");
              break;
  
          default:
              FIXME("Unsupported fixup %#x.\n", complex_fixup);
              string_buffer_free(buffer);
              return;
      }
  
      /* Calculate the final result. Formula is taken from
       * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
       * ranges from -0.5 to 0.5. */
      shader_addline(buffer, "\n    chroma.xy -= 0.5;\n");
  
      shader_addline(buffer, "    %s.x = luminance + chroma.x * yuv_coef.x;\n", output);
      shader_addline(buffer, "    %s.y = luminance + chroma.y * yuv_coef.y + chroma.x * yuv_coef.z;\n", output);
      shader_addline(buffer, "    %s.z = luminance + chroma.y * yuv_coef.w;\n", output);
      if (args->use_colour_key)
          shader_glsl_generate_colour_key_test(buffer, output, "colour_key.low", "colour_key.high");
  
      shader_addline(buffer, "}\n");
  }
  
  static void glsl_blitter_generate_plain_shader(struct wined3d_string_buffer *buffer,
          const struct wined3d_gl_info *gl_info, const struct glsl_blitter_args *args,
          const char *output, const char *tex_type, const char *swizzle)
  {
      shader_addline(buffer, "\nvoid main()\n{\n");
      shader_addline(buffer, "    %s = texture%s(sampler, out_texcoord.%s);\n",
              output, needs_legacy_glsl_syntax(gl_info) ? tex_type : "", swizzle);
      shader_glsl_color_correction_ext(buffer, output, WINED3DSP_WRITEMASK_ALL, args->fixup);
      if (args->use_colour_key)
          shader_glsl_generate_colour_key_test(buffer, output, "colour_key.low", "colour_key.high");
      shader_addline(buffer, "}\n");
  }
  
  /* Context activation is done by the caller. */
  static GLuint glsl_blitter_generate_program(struct wined3d_glsl_blitter *blitter,
          const struct wined3d_gl_info *gl_info, const struct glsl_blitter_args *args)
  {
      static const struct
      {
          GLenum texture_target;
          const char texture_type[7];
          const char texcoord_swizzle[4];
      }
      texture_data[] =
      {
          {GL_TEXTURE_2D, "2D", "xy"},
          {GL_TEXTURE_CUBE_MAP, "Cube", "xyz"},
          {GL_TEXTURE_RECTANGLE_ARB, "2DRect", "xy"},
      };
      static const char vshader_main[] =
          "\n"
          "void main()\n"
          "{\n"
          "    gl_Position = vec4(pos, 0.0, 1.0);\n"
          "    out_texcoord = texcoord;\n"
          "}\n";
      enum complex_fixup complex_fixup = get_complex_fixup(args->fixup);
      struct wined3d_string_buffer *buffer, *output;
      GLuint program, vshader_id, fshader_id;
      const char *tex_type = NULL, *swizzle = NULL, *ptr;
      unsigned int i;
      GLint loc;
  
      for (i = 0; i < ARRAY_SIZE(texture_data); ++i)
      {
          if (args->texture_type == texture_data[i].texture_target)
          {
              tex_type = texture_data[i].texture_type;
              swizzle = texture_data[i].texcoord_swizzle;
              break;
          }
      }
      if (i == ARRAY_SIZE(texture_data))
      {
          FIXME("Unsupported texture type %#x.\n", args->texture_type);
          return 0;
      }
  
      program = GL_EXTCALL(glCreateProgram());
  
      vshader_id = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER));
  
      buffer = string_buffer_get(&blitter->string_buffers);
      shader_glsl_add_version_declaration(buffer, gl_info);
      shader_addline(buffer, "%s vec2 pos;\n", get_attribute_keyword(gl_info));
      shader_addline(buffer, "%s vec3 texcoord;\n", get_attribute_keyword(gl_info));
      declare_out_varying(gl_info, buffer, FALSE, "vec3 out_texcoord;\n");
      shader_addline(buffer, vshader_main);
  
      ptr = buffer->buffer;
      GL_EXTCALL(glShaderSource(vshader_id, 1, &ptr, NULL));
      GL_EXTCALL(glAttachShader(program, vshader_id));
      GL_EXTCALL(glDeleteShader(vshader_id));
  
      fshader_id = GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER));
  
      string_buffer_clear(buffer);
      shader_glsl_add_version_declaration(buffer, gl_info);
      shader_addline(buffer, "uniform sampler%s sampler;\n", tex_type);
      if (args->use_colour_key)
      {
          shader_addline(buffer, "uniform struct\n{\n");
          shader_addline(buffer, "    vec4 low, high;\n");
          shader_addline(buffer, "} colour_key;\n");
      }
      declare_in_varying(gl_info, buffer, FALSE, "vec3 out_texcoord;\n");
      /* TODO: Declare the out variable with the correct type (and put it in the
       * blitter args). */
      if (!use_legacy_fragment_output(gl_info))
          shader_addline(buffer, "out vec4 ps_out[1];\n");
  
      output = string_buffer_get(&blitter->string_buffers);
      string_buffer_sprintf(output, "%s[0]", get_fragment_output(gl_info));
  
      switch (complex_fixup)
      {
          case COMPLEX_FIXUP_P8:
              glsl_blitter_generate_p8_shader(buffer, gl_info, args, output->buffer, tex_type, swizzle);
              break;
          case COMPLEX_FIXUP_YUY2:
          case COMPLEX_FIXUP_UYVY:
          case COMPLEX_FIXUP_YV12:
          case COMPLEX_FIXUP_NV12:
          case COMPLEX_FIXUP_YUV:
              glsl_blitter_generate_yuv_shader(buffer, gl_info, args, output->buffer, tex_type, swizzle);
              break;
          case COMPLEX_FIXUP_NONE:
              glsl_blitter_generate_plain_shader(buffer, gl_info, args, output->buffer, tex_type, swizzle);
      }
  
      string_buffer_release(&blitter->string_buffers, output);
  
      ptr = buffer->buffer;
      GL_EXTCALL(glShaderSource(fshader_id, 1, &ptr, NULL));
      string_buffer_release(&blitter->string_buffers, buffer);
      GL_EXTCALL(glAttachShader(program, fshader_id));
      GL_EXTCALL(glDeleteShader(fshader_id));
  
      GL_EXTCALL(glBindAttribLocation(program, 0, "pos"));
      GL_EXTCALL(glBindAttribLocation(program, 1, "texcoord"));
  
      if (!use_legacy_fragment_output(gl_info))
          GL_EXTCALL(glBindFragDataLocation(program, 0, "ps_out"));
  
      GL_EXTCALL(glCompileShader(vshader_id));
      print_glsl_info_log(gl_info, vshader_id, FALSE);
      GL_EXTCALL(glCompileShader(fshader_id));
      print_glsl_info_log(gl_info, fshader_id, FALSE);
      GL_EXTCALL(glLinkProgram(program));
      shader_glsl_validate_link(gl_info, program);
  
      GL_EXTCALL(glUseProgram(program));
      loc = GL_EXTCALL(glGetUniformLocation(program, "sampler"));
      GL_EXTCALL(glUniform1i(loc, 0));
      if (complex_fixup == COMPLEX_FIXUP_P8)
      {
          loc = GL_EXTCALL(glGetUniformLocation(program, "sampler_palette"));
          GL_EXTCALL(glUniform1i(loc, 1));
      }
  
      return program;
  }
  
  /* Context activation is done by the caller. */
  static void glsl_blitter_upload_palette(struct wined3d_glsl_blitter *blitter,
          struct wined3d_context_gl *context_gl, const struct wined3d_texture_gl *texture_gl)
  {
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      const struct wined3d_palette *palette;
  
      palette = texture_gl->t.swapchain ? texture_gl->t.swapchain->palette : NULL;
  
      if (!blitter->palette_texture)
          gl_info->gl_ops.gl.p_glGenTextures(1, &blitter->palette_texture);
  
      wined3d_context_gl_active_texture(context_gl, gl_info, 1);
      gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, blitter->palette_texture);
      gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
      gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
      gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  
      if (palette)
      {
          gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, 256, 0, GL_BGRA,
                  GL_UNSIGNED_INT_8_8_8_8_REV, palette->colors);
      }
      else
      {
          static const DWORD black;
  
          FIXME("P8 texture loaded without a palette.\n");
          gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, 1, 0, GL_BGRA,
                  GL_UNSIGNED_INT_8_8_8_8_REV, &black);
      }
  
      wined3d_context_gl_active_texture(context_gl, gl_info, 0);
  }
  
  /* Context activation is done by the caller. */
  static struct glsl_blitter_program *glsl_blitter_get_program(struct wined3d_glsl_blitter *blitter,
          struct wined3d_context_gl *context_gl, const struct wined3d_texture_gl *texture_gl, BOOL use_colour_key)
  {
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      struct glsl_blitter_program *program;
      struct glsl_blitter_args args;
      struct wine_rb_entry *entry;
  
      memset(&args, 0, sizeof(args));
      args.texture_type = texture_gl->target;
      args.fixup = texture_gl->t.resource.format->color_fixup;
      args.use_colour_key = use_colour_key;
  
      if ((entry = wine_rb_get(&blitter->programs, &args)))
          return WINE_RB_ENTRY_VALUE(entry, struct glsl_blitter_program, entry);
  
      if (!(program = heap_alloc(sizeof(*program))))
      {
          ERR("Failed to allocate blitter program memory.\n");
          return NULL;
      }
  
      program->args = args;
      if (!(program->id = glsl_blitter_generate_program(blitter, gl_info, &args)))
      {
          WARN("Failed to generate blitter program.\n");
          heap_free(program);
          return NULL;
      }
  
      if (wine_rb_put(&blitter->programs, &program->args, &program->entry) == -1)
      {
          ERR("Failed to store blitter program.\n");
          GL_EXTCALL(glDeleteProgram(program->id));
          heap_free(program);
          return NULL;
      }
  
      return program;
  }
  
  static BOOL glsl_blitter_supported(enum wined3d_blit_op blit_op, const struct wined3d_context *context,
          const struct wined3d_texture_gl *src_texture, DWORD src_location,
          const struct wined3d_texture_gl *dst_texture, DWORD dst_location)
  {
      const struct wined3d_resource *src_resource = &src_texture->t.resource;
      const struct wined3d_resource *dst_resource = &dst_texture->t.resource;
      const struct wined3d_format *src_format = src_resource->format;
      const struct wined3d_format *dst_format = dst_resource->format;
      BOOL decompress;
  
      if (blit_op == WINED3D_BLIT_OP_RAW_BLIT && dst_format->id == src_format->id)
      {
          if (dst_format->depth_size || dst_format->stencil_size)
              blit_op = WINED3D_BLIT_OP_DEPTH_BLIT;
          else
              blit_op = WINED3D_BLIT_OP_COLOR_BLIT;
      }
  
      if (blit_op != WINED3D_BLIT_OP_COLOR_BLIT && blit_op != WINED3D_BLIT_OP_COLOR_BLIT_CKEY
              && blit_op != WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST)
      {
          TRACE("Unsupported blit_op %#x.\n", blit_op);
          return FALSE;
      }
  
      if (src_resource->type != WINED3D_RTYPE_TEXTURE_2D)
          return FALSE;
  
      if (src_texture->target == GL_TEXTURE_2D_MULTISAMPLE
              || src_texture->target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY)
      {
          TRACE("Multi-sample source textures not supported.\n");
          return FALSE;
      }
  
      if (!(dst_resource->access & WINED3D_RESOURCE_ACCESS_GPU))
      {
          TRACE("Destination resource does not have GPU access.\n");
          return FALSE;
      }
  
      /* We don't necessarily want to blit from resources without
       * WINED3D_RESOURCE_ACCESS_GPU, but that may be the only way to decompress
       * compressed textures. */
      decompress = (src_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED)
              && !(dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED);
      if (!decompress && !(src_resource->access & WINED3D_RESOURCE_ACCESS_GPU))
      {
          TRACE("Source resource does not have GPU access.\n");
          return FALSE;
      }
  
      if (!is_identity_fixup(dst_format->color_fixup)
              && (dst_format->id != src_format->id || dst_location != WINED3D_LOCATION_DRAWABLE))
      {
          TRACE("Destination fixups are not supported.\n");
          return FALSE;
      }
  
      if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
              && !((dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FBO_ATTACHABLE)
              || (dst_resource->bind_flags & WINED3D_BIND_RENDER_TARGET)))
      {
          TRACE("Destination texture is not FBO attachable.\n");
          return FALSE;
      }
  
      TRACE("Returning supported.\n");
      return TRUE;
  }
  
  static DWORD glsl_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit_op op,
          struct wined3d_context *context, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
          DWORD src_location, const RECT *src_rect, struct wined3d_texture *dst_texture,
          unsigned int dst_sub_resource_idx, DWORD dst_location, const RECT *dst_rect,
          const struct wined3d_color_key *colour_key, enum wined3d_texture_filter_type filter)
  {
      struct wined3d_texture_gl *src_texture_gl = wined3d_texture_gl(src_texture);
      struct wined3d_texture_gl *dst_texture_gl = wined3d_texture_gl(dst_texture);
      struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
      struct wined3d_device *device = dst_texture->resource.device;
      const struct wined3d_gl_info *gl_info = context_gl->gl_info;
      struct wined3d_texture *staging_texture = NULL;
      struct wined3d_glsl_blitter *glsl_blitter;
      struct wined3d_color_key alpha_test_key;
      struct glsl_blitter_program *program;
      struct wined3d_blitter *next;
      unsigned int src_level;
      GLint location;
      RECT s, d;
  
      TRACE("blitter %p, op %#x, context %p, src_texture %p, src_sub_resource_idx %u, src_location %s, src_rect %s, "
              "dst_texture %p, dst_sub_resource_idx %u, dst_location %s, dst_rect %s, colour_key %p, filter %s.\n",
              blitter, op, context, src_texture, src_sub_resource_idx, wined3d_debug_location(src_location),
              wine_dbgstr_rect(src_rect), dst_texture, dst_sub_resource_idx, wined3d_debug_location(dst_location),
              wine_dbgstr_rect(dst_rect), colour_key, debug_d3dtexturefiltertype(filter));
  
      if (!glsl_blitter_supported(op, context, src_texture_gl, src_location, dst_texture_gl, dst_location))
      {
          if (!(next = blitter->next))
          {
              ERR("No blitter to handle blit op %#x.\n", op);
              return dst_location;
          }
  
          TRACE("Forwarding to blitter %p.\n", next);
          return next->ops->blitter_blit(next, op, context, src_texture, src_sub_resource_idx, src_location,
                  src_rect, dst_texture, dst_sub_resource_idx, dst_location, dst_rect, colour_key, filter);
      }
  
      glsl_blitter = CONTAINING_RECORD(blitter, struct wined3d_glsl_blitter, blitter);
  
      if (!(src_texture->resource.access & WINED3D_RESOURCE_ACCESS_GPU))
      {
          struct wined3d_resource_desc desc;
          struct wined3d_box upload_box;
          HRESULT hr;
  
          TRACE("Source texture is not GPU accessible, creating a staging texture.\n");
  
          src_level = src_sub_resource_idx % src_texture->level_count;
          desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
          desc.format = src_texture->resource.format->id;
          desc.multisample_type = src_texture->resource.multisample_type;
          desc.multisample_quality = src_texture->resource.multisample_quality;
          desc.usage = WINED3DUSAGE_PRIVATE;
          desc.bind_flags = 0;
          desc.access = WINED3D_RESOURCE_ACCESS_GPU;
          desc.width = wined3d_texture_get_level_width(src_texture, src_level);
          desc.height = wined3d_texture_get_level_height(src_texture, src_level);
          desc.depth = 1;
          desc.size = 0;
  
          if (FAILED(hr = wined3d_texture_create(device, &desc, 1, 1, 0,
                  NULL, NULL, &wined3d_null_parent_ops, &staging_texture)))
          {
              ERR("Failed to create staging texture, hr %#x.\n", hr);
              return dst_location;
          }
  
          wined3d_box_set(&upload_box, 0, 0, desc.width, desc.height, 0, desc.depth);
          wined3d_texture_upload_from_texture(staging_texture, 0, 0, 0, 0,
                  src_texture, src_sub_resource_idx, &upload_box);
  
          src_texture = staging_texture;
          src_texture_gl = wined3d_texture_gl(src_texture);
          src_sub_resource_idx = 0;
      }
      else if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
              && (src_texture->sub_resources[src_sub_resource_idx].locations
              & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_DRAWABLE)) == WINED3D_LOCATION_DRAWABLE
              && !wined3d_resource_is_offscreen(&src_texture->resource))
      {
  
          /* Without FBO blits transferring from the drawable to the texture is
           * expensive, because we have to flip the data in sysmem. Since we can
           * flip in the blitter, we don't actually need that flip anyway. So we
           * use the surface's texture as scratch texture, and flip the source
           * rectangle instead. */
          texture2d_load_fb_texture(src_texture_gl, src_sub_resource_idx, FALSE, context);
  
          s = *src_rect;
          src_level = src_sub_resource_idx % src_texture->level_count;
          s.top = wined3d_texture_get_level_height(src_texture, src_level) - s.top;
          s.bottom = wined3d_texture_get_level_height(src_texture, src_level) - s.bottom;
          src_rect = &s;
      }
      else
      {
          wined3d_texture_load(src_texture, context, FALSE);
      }
  
      if (wined3d_texture_is_full_rect(dst_texture, dst_sub_resource_idx % dst_texture->level_count, dst_rect))
          wined3d_texture_prepare_location(dst_texture, dst_sub_resource_idx, context, dst_location);
      else
          wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, dst_location);
  
      wined3d_context_gl_apply_blit_state(context_gl, device);
  
      if (dst_location == WINED3D_LOCATION_DRAWABLE)
      {
          d = *dst_rect;
          wined3d_texture_translate_drawable_coords(dst_texture, context_gl->window, &d);
          dst_rect = &d;
      }
  
      if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
      {
          GLenum buffer;
  
          if (dst_location == WINED3D_LOCATION_DRAWABLE)
          {
              TRACE("Destination texture %p is onscreen.\n", dst_texture);
              buffer = wined3d_texture_get_gl_buffer(dst_texture);
          }
          else
          {
              TRACE("Destination texture %p is offscreen.\n", dst_texture);
              buffer = GL_COLOR_ATTACHMENT0;
          }
          wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_DRAW_FRAMEBUFFER,
                  &dst_texture->resource, dst_sub_resource_idx, NULL, 0, dst_location);
          wined3d_context_gl_set_draw_buffer(context_gl, buffer);
          wined3d_context_gl_check_fbo_status(context_gl, GL_DRAW_FRAMEBUFFER);
          context_invalidate_state(context, STATE_FRAMEBUFFER);
      }
  
      if (op == WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST)
      {
          const struct wined3d_format *f = src_texture->resource.format;
  
          alpha_test_key.color_space_low_value = 0;
          alpha_test_key.color_space_high_value = ~(((1u << f->alpha_size) - 1) << f->alpha_offset);
          colour_key = &alpha_test_key;
      }
      else if (op != WINED3D_BLIT_OP_COLOR_BLIT_CKEY)
      {
          colour_key = NULL;
      }
  
      if (!(program = glsl_blitter_get_program(glsl_blitter, context_gl, src_texture_gl, !!colour_key)))
      {
          ERR("Failed to get blitter program.\n");
          return dst_location;
      }
      GL_EXTCALL(glUseProgram(program->id));
      switch (get_complex_fixup(program->args.fixup))
      {
          case COMPLEX_FIXUP_P8:
              glsl_blitter_upload_palette(glsl_blitter, context_gl, src_texture_gl);
              break;
  
          case COMPLEX_FIXUP_YUY2:
          case COMPLEX_FIXUP_UYVY:
          case COMPLEX_FIXUP_YV12:
          case COMPLEX_FIXUP_NV12:
          case COMPLEX_FIXUP_YUV:
              src_level = src_sub_resource_idx % src_texture->level_count;
              location = GL_EXTCALL(glGetUniformLocation(program->id, "size"));
              GL_EXTCALL(glUniform2f(location, wined3d_texture_get_level_pow2_width(src_texture, src_level),
                      wined3d_texture_get_level_pow2_height(src_texture, src_level)));
              break;
  
          default:
              break;
      }
      if (colour_key)
      {
          struct wined3d_color float_key[2];
  
          wined3d_format_get_float_color_key(src_texture->resource.format, colour_key, float_key);
          location = GL_EXTCALL(glGetUniformLocation(program->id, "colour_key.low"));
          GL_EXTCALL(glUniform4fv(location, 1, &float_key[0].r));
          location = GL_EXTCALL(glGetUniformLocation(program->id, "colour_key.high"));
          GL_EXTCALL(glUniform4fv(location, 1, &float_key[1].r));
      }
      wined3d_context_gl_draw_shaded_quad(context_gl, src_texture_gl, src_sub_resource_idx, src_rect, dst_rect, filter);
      GL_EXTCALL(glUseProgram(0));
  
      if (dst_texture->swapchain && (dst_texture->swapchain->front_buffer == dst_texture))
          gl_info->gl_ops.gl.p_glFlush();
  
      if (staging_texture)
          wined3d_texture_decref(staging_texture);
  
      return dst_location;
  }
  
  static void glsl_blitter_clear(struct wined3d_blitter *blitter, struct wined3d_device *device,
          unsigned int rt_count, const struct wined3d_fb_state *fb, unsigned int rect_count, const RECT *clear_rects,
          const RECT *draw_rect, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil)
  {
      struct wined3d_blitter *next;
  
      if ((next = blitter->next))
          next->ops->blitter_clear(next, device, rt_count, fb, rect_count,
                  clear_rects, draw_rect, flags, color, depth, stencil);
  }
  
  static const struct wined3d_blitter_ops glsl_blitter_ops =
  {
      glsl_blitter_destroy,
      glsl_blitter_clear,
      glsl_blitter_blit,
  };
  
  struct wined3d_blitter *wined3d_glsl_blitter_create(struct wined3d_blitter **next,
          const struct wined3d_device *device)
  {
      const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
      struct wined3d_glsl_blitter *blitter;
  
      if (device->shader_backend != &glsl_shader_backend)
          return NULL;
  
      if (!gl_info->supported[ARB_VERTEX_SHADER] || !gl_info->supported[ARB_FRAGMENT_SHADER])
          return NULL;
  
      if (!(blitter = heap_alloc(sizeof(*blitter))))
      {
          ERR("Failed to allocate blitter.\n");
          return NULL;
      }
  
      TRACE("Created blitter %p.\n", blitter);
  
      blitter->blitter.ops = &glsl_blitter_ops;
      blitter->blitter.next = *next;
      string_buffer_list_init(&blitter->string_buffers);
      wine_rb_init(&blitter->programs, glsl_blitter_args_compare);
      blitter->palette_texture = 0;
      *next = &blitter->blitter;
  
      return *next;
  }
  