text: /*
   * Pixel and vertex shaders implementation using ARB_vertex_program
   * and ARB_fragment_program GL extensions.
   *
   * Copyright 2002-2003 Jason Edmeades
   * Copyright 2002-2003 Raphael Junqueira
   * Copyright 2004 Christian Costa
   * Copyright 2005 Oliver Stieber
   * Copyright 2006 Ivan Gyurdiev
   * Copyright 2006 Jason Green
   * Copyright 2006 Henri Verbeet
   * Copyright 2007-2011, 2013 Stefan Dösinger for CodeWeavers
   * Copyright 2009 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
   */
  
  #include "config.h"
  #include "wine/port.h"
  
  #include <math.h>
  #include <stdio.h>
  
  #include "wined3d_private.h"
  
  WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
  WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
  WINE_DECLARE_DEBUG_CHANNEL(d3d);
  
  /* sRGB correction constants */
  static const float srgb_cmp = 0.0031308f;
  static const float srgb_mul_low = 12.92f;
  static const float srgb_pow = 0.41666f;
  static const float srgb_mul_high = 1.055f;
  static const float srgb_sub_high = 0.055f;
  
  static BOOL shader_is_pshader_version(enum wined3d_shader_type type)
  {
      return type == WINED3D_SHADER_TYPE_PIXEL;
  }
  
  static BOOL shader_is_vshader_version(enum wined3d_shader_type type)
  {
      return type == WINED3D_SHADER_TYPE_VERTEX;
  }
  
  /* Extract a line. Note that this modifies the source string. */
  static char *get_line(char **ptr)
  {
      char *p, *q;
  
      p = *ptr;
      if (!(q = strstr(p, "\n")))
      {
          if (!*p) return NULL;
          *ptr += strlen(p);
          return p;
      }
      *q = '\0';
      *ptr = q + 1;
  
      return p;
  }
  
  static void shader_arb_dump_program_source(const char *source)
  {
      ULONG source_size;
      char *ptr, *line, *tmp;
  
      source_size = strlen(source) + 1;
      tmp = HeapAlloc(GetProcessHeap(), 0, source_size);
      if (!tmp)
      {
          ERR("Failed to allocate %u bytes for shader source.\n", source_size);
          return;
      }
      memcpy(tmp, source, source_size);
  
      ptr = tmp;
      while ((line = get_line(&ptr))) FIXME("    %s\n", line);
      FIXME("\n");
  
      HeapFree(GetProcessHeap(), 0, tmp);
  }
  
  enum arb_helper_value
  {
      ARB_ZERO,
      ARB_ONE,
      ARB_TWO,
      ARB_0001,
      ARB_EPS,
  
      ARB_VS_REL_OFFSET
  };
  
  static const char *arb_get_helper_value(enum wined3d_shader_type shader, enum arb_helper_value value)
  {
      if (shader == WINED3D_SHADER_TYPE_GEOMETRY)
      {
          ERR("Geometry shaders are unsupported\n");
          return "bad";
      }
  
      if (shader == WINED3D_SHADER_TYPE_PIXEL)
      {
          switch (value)
          {
              case ARB_ZERO: return "ps_helper_const.x";
              case ARB_ONE: return "ps_helper_const.y";
              case ARB_TWO: return "coefmul.x";
              case ARB_0001: return "ps_helper_const.xxxy";
              case ARB_EPS: return "ps_helper_const.z";
              default: break;
          }
      }
      else
      {
          switch (value)
          {
              case ARB_ZERO: return "helper_const.x";
              case ARB_ONE: return "helper_const.y";
              case ARB_TWO: return "helper_const.z";
              case ARB_EPS: return "helper_const.w";
              case ARB_0001: return "helper_const.xxxy";
              case ARB_VS_REL_OFFSET: return "rel_addr_const.y";
          }
      }
      FIXME("Unmanaged %s shader helper constant requested: %u\n",
            shader == WINED3D_SHADER_TYPE_PIXEL ? "pixel" : "vertex", value);
      switch (value)
      {
          case ARB_ZERO: return "0.0";
          case ARB_ONE: return "1.0";
          case ARB_TWO: return "2.0";
          case ARB_0001: return "{0.0, 0.0, 0.0, 1.0}";
          case ARB_EPS: return "1e-8";
          default: return "bad";
      }
  }
  
  static inline BOOL ffp_clip_emul(const struct wined3d_state *state)
  {
      return state->lowest_disabled_stage < 7;
  }
  
  /* ARB_program_shader private data */
  
  struct control_frame
  {
      struct                          list entry;
      enum
      {
          IF,
          IFC,
          LOOP,
          REP
      } type;
      BOOL                            muting;
      BOOL                            outer_loop;
      union
      {
          unsigned int                loop;
          unsigned int                ifc;
      } no;
      struct wined3d_shader_loop_control loop_control;
      BOOL                            had_else;
  };
  
  struct arb_ps_np2fixup_info
  {
      struct ps_np2fixup_info         super;
      /* For ARB we need a offset value:
       * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
       * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
       * array we need an offset to the index inside the program local parameter array. */
      UINT                            offset;
  };
  
  struct arb_ps_compile_args
  {
      struct ps_compile_args          super;
      WORD                            bools;
      WORD                            clip;  /* only a boolean, use a WORD for alignment */
      unsigned char                   loop_ctrl[MAX_CONST_I][3];
  };
  
  struct stb_const_desc
  {
      unsigned char           texunit;
      UINT                    const_num;
  };
  
  struct arb_ps_compiled_shader
  {
      struct arb_ps_compile_args      args;
      struct arb_ps_np2fixup_info     np2fixup_info;
      struct stb_const_desc           bumpenvmatconst[MAX_TEXTURES];
      struct stb_const_desc           luminanceconst[MAX_TEXTURES];
      UINT                            int_consts[MAX_CONST_I];
      GLuint                          prgId;
      UINT                            ycorrection;
      unsigned char                   numbumpenvmatconsts;
      char                            num_int_consts;
  };
  
  struct arb_vs_compile_args
  {
      struct vs_compile_args          super;
      union
      {
          struct
          {
              WORD                    bools;
              unsigned char           clip_texcoord;
              unsigned char           clipplane_mask;
          }                           boolclip;
          DWORD                       boolclip_compare;
      } clip;
      DWORD                           ps_signature;
      union
      {
          unsigned char               samplers[4];
          DWORD                       samplers_compare;
      } vertex;
      unsigned char                   loop_ctrl[MAX_CONST_I][3];
  };
  
  struct arb_vs_compiled_shader
  {
      struct arb_vs_compile_args      args;
      GLuint                          prgId;
      UINT                            int_consts[MAX_CONST_I];
      char                            num_int_consts;
      char                            need_color_unclamp;
      UINT                            pos_fixup;
  };
  
  struct recorded_instruction
  {
      struct wined3d_shader_instruction ins;
      struct list entry;
  };
  
  struct shader_arb_ctx_priv
  {
      char addr_reg[20];
      enum
      {
          /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
          ARB,
          /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
          NV2,
          /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
          NV3
      } target_version;
  
      const struct arb_vs_compile_args    *cur_vs_args;
      const struct arb_ps_compile_args    *cur_ps_args;
      const struct arb_ps_compiled_shader *compiled_fprog;
      const struct arb_vs_compiled_shader *compiled_vprog;
      struct arb_ps_np2fixup_info         *cur_np2fixup_info;
      struct list                         control_frames;
      struct list                         record;
      BOOL                                recording;
      BOOL                                muted;
      unsigned int                        num_loops, loop_depth, num_ifcs;
      int                                 aL;
      BOOL                                ps_post_process;
  
      unsigned int                        vs_clipplanes;
      BOOL                                footer_written;
      BOOL                                in_main_func;
  
      /* For 3.0 vertex shaders */
      const char                          *vs_output[MAX_REG_OUTPUT];
      /* For 2.x and earlier vertex shaders */
      const char                          *texcrd_output[8], *color_output[2], *fog_output;
  
      /* 3.0 pshader input for compatibility with fixed function */
      const char                          *ps_input[MAX_REG_INPUT];
  };
  
  struct ps_signature
  {
      struct wined3d_shader_signature_element *sig;
      DWORD                               idx;
      struct wine_rb_entry                entry;
  };
  
  struct arb_pshader_private {
      struct arb_ps_compiled_shader   *gl_shaders;
      UINT                            num_gl_shaders, shader_array_size;
      DWORD                           input_signature_idx;
      DWORD                           clipplane_emulation;
      BOOL                            clamp_consts;
  };
  
  struct arb_vshader_private {
      struct arb_vs_compiled_shader   *gl_shaders;
      UINT                            num_gl_shaders, shader_array_size;
      UINT rel_offset;
  };
  
  struct shader_arb_priv
  {
      GLuint                  current_vprogram_id;
      GLuint                  current_fprogram_id;
      const struct arb_ps_compiled_shader *compiled_fprog;
      const struct arb_vs_compiled_shader *compiled_vprog;
      GLuint                  depth_blt_vprogram_id;
      GLuint                  depth_blt_fprogram_id_full[tex_type_count];
      GLuint                  depth_blt_fprogram_id_masked[tex_type_count];
      BOOL                    use_arbfp_fixed_func;
      struct wine_rb_tree     fragment_shaders;
      BOOL                    last_ps_const_clamped;
      BOOL                    last_vs_color_unclamp;
  
      struct wine_rb_tree     signature_tree;
      DWORD ps_sig_number;
  
      unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
      char *vshader_const_dirty, *pshader_const_dirty;
      const struct wined3d_context *last_context;
  
      const struct wined3d_vertex_pipe_ops *vertex_pipe;
      const struct fragment_pipeline *fragment_pipe;
      BOOL ffp_proj_control;
  };
  
  /* Context activation for state handlers is done by the caller. */
  
  static BOOL need_rel_addr_const(const struct arb_vshader_private *shader_data,
          const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
  {
      if (shader_data->rel_offset) return TRUE;
      if (!reg_maps->usesmova) return FALSE;
      return !gl_info->supported[NV_VERTEX_PROGRAM2_OPTION];
  }
  
  /* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
  static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
  {
      return gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
              && !(gl_info->quirks & WINED3D_QUIRK_NV_CLIP_BROKEN);
  }
  
  static BOOL need_helper_const(const struct arb_vshader_private *shader_data,
          const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
  {
      if (need_rel_addr_const(shader_data, reg_maps, gl_info)) return TRUE;
      if (!gl_info->supported[NV_VERTEX_PROGRAM]) return TRUE; /* Need to init colors. */
      if (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) return TRUE; /* Load the immval offset. */
      if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) return TRUE; /* Have to init texcoords. */
      if (!use_nv_clip(gl_info)) return TRUE; /* Init the clip texcoord */
      if (reg_maps->usesnrm) return TRUE; /* 0.0 */
      if (reg_maps->usespow) return TRUE; /* EPS, 0.0 and 1.0 */
      if (reg_maps->fog) return TRUE; /* Clamping fog coord, 0.0 and 1.0 */
      return FALSE;
  }
  
  static unsigned int reserved_vs_const(const struct arb_vshader_private *shader_data,
          const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info)
  {
      unsigned int ret = 1;
      /* We use one PARAM for the pos fixup, and in some cases one to load
       * some immediate values into the shader. */
      if (need_helper_const(shader_data, reg_maps, gl_info)) ++ret;
      if (need_rel_addr_const(shader_data, reg_maps, gl_info)) ++ret;
      return ret;
  }
  
  /* Loads floating point constants into the currently set ARB_vertex/fragment_program.
   * When constant_list == NULL, it will load all the constants.
   *
   * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
   *  or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
   */
  /* Context activation is done by the caller. */
  static unsigned int shader_arb_load_constantsF(const struct wined3d_shader *shader,
          const struct wined3d_gl_info *gl_info, GLuint target_type, unsigned int max_constants,
          const float *constants, char *dirty_consts)
  {
      struct wined3d_shader_lconst *lconst;
      DWORD i, j;
      unsigned int ret;
  
      if (TRACE_ON(d3d_constants))
      {
          for(i = 0; i < max_constants; i++) {
              if(!dirty_consts[i]) continue;
              TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
                          constants[i * 4 + 0], constants[i * 4 + 1],
                          constants[i * 4 + 2], constants[i * 4 + 3]);
          }
      }
  
      i = 0;
  
      /* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
      if (target_type == GL_FRAGMENT_PROGRAM_ARB && shader->reg_maps.shader_version.major == 1)
      {
          float lcl_const[4];
          /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
           * shaders, the first 8 constants are marked dirty for reload
           */
          for(; i < min(8, max_constants); i++) {
              if(!dirty_consts[i]) continue;
              dirty_consts[i] = 0;
  
              j = 4 * i;
              if (constants[j + 0] > 1.0f) lcl_const[0] = 1.0f;
              else if (constants[j + 0] < -1.0f) lcl_const[0] = -1.0f;
              else lcl_const[0] = constants[j + 0];
  
              if (constants[j + 1] > 1.0f) lcl_const[1] = 1.0f;
              else if (constants[j + 1] < -1.0f) lcl_const[1] = -1.0f;
              else lcl_const[1] = constants[j + 1];
  
              if (constants[j + 2] > 1.0f) lcl_const[2] = 1.0f;
              else if (constants[j + 2] < -1.0f) lcl_const[2] = -1.0f;
              else lcl_const[2] = constants[j + 2];
  
              if (constants[j + 3] > 1.0f) lcl_const[3] = 1.0f;
              else if (constants[j + 3] < -1.0f) lcl_const[3] = -1.0f;
              else lcl_const[3] = constants[j + 3];
  
              GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
          }
  
          /* If further constants are dirty, reload them without clamping.
           *
           * The alternative is not to touch them, but then we cannot reset the dirty constant count
           * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
           * above would always re-check the first 8 constants since max_constant remains at the init
           * value
           */
      }
  
      if (gl_info->supported[EXT_GPU_PROGRAM_PARAMETERS])
      {
          /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
           * or just reloading *all* constants at once
           *
          GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
           */
          for(; i < max_constants; i++) {
              if(!dirty_consts[i]) continue;
  
              /* Find the next block of dirty constants */
              dirty_consts[i] = 0;
              j = i;
              for(i++; (i < max_constants) && dirty_consts[i]; i++) {
                  dirty_consts[i] = 0;
              }
  
              GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
          }
      } else {
          for(; i < max_constants; i++) {
              if(dirty_consts[i]) {
                  dirty_consts[i] = 0;
                  GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
              }
          }
      }
      checkGLcall("glProgramEnvParameter4fvARB()");
  
      /* Load immediate constants */
      if (shader->load_local_constsF)
      {
          if (TRACE_ON(d3d_shader))
          {
              LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
              {
                  GLfloat* values = (GLfloat*)lconst->value;
                  TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
                          values[0], values[1], values[2], values[3]);
              }
          }
          /* Immediate constants are clamped for 1.X shaders at loading times */
          ret = 0;
          LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
          {
              dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
              ret = max(ret, lconst->idx + 1);
              GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
          }
          checkGLcall("glProgramEnvParameter4fvARB()");
          return ret; /* The loaded immediate constants need reloading for the next shader */
      } else {
          return 0; /* No constants are dirty now */
      }
  }
  
  /**
   * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
   */
  static void shader_arb_load_np2fixup_constants(void *shader_priv,
          const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
  {
      const struct shader_arb_priv * priv = shader_priv;
  
      /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
      if (!use_ps(state)) return;
  
      if (priv->compiled_fprog && priv->compiled_fprog->np2fixup_info.super.active) {
          const struct arb_ps_np2fixup_info* const fixup = &priv->compiled_fprog->np2fixup_info;
          UINT i;
          WORD active = fixup->super.active;
          GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
  
          for (i = 0; active; active >>= 1, ++i)
          {
              const struct wined3d_texture *tex = state->textures[i];
              const unsigned char idx = fixup->super.idx[i];
              GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
  
              if (!(active & 1)) continue;
  
              if (!tex) {
                  FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
                  continue;
              }
  
              if (idx % 2)
              {
                  tex_dim[2] = tex->pow2_matrix[0];
                  tex_dim[3] = tex->pow2_matrix[5];
              }
              else
              {
                  tex_dim[0] = tex->pow2_matrix[0];
                  tex_dim[1] = tex->pow2_matrix[5];
              }
          }
  
          for (i = 0; i < fixup->super.num_consts; ++i) {
              GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
                                                     fixup->offset + i, &np2fixup_constants[i * 4]));
          }
      }
  }
  
  /* Context activation is done by the caller. */
  static void shader_arb_ps_local_constants(const struct arb_ps_compiled_shader *gl_shader,
          const struct wined3d_context *context, const struct wined3d_state *state, UINT rt_height)
  {
      const struct wined3d_gl_info *gl_info = context->gl_info;
      unsigned char i;
  
      for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
      {
          int texunit = gl_shader->bumpenvmatconst[i].texunit;
  
          /* The state manager takes care that this function is always called if the bump env matrix changes */
          const float *data = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_MAT00];
          GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
                  gl_shader->bumpenvmatconst[i].const_num, data));
  
          if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
          {
              /* WINED3D_TSS_BUMPENVLSCALE and WINED3D_TSS_BUMPENVLOFFSET are next to each other.
               * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
               * don't care about them. The pointers are valid for sure because the stateblock is bigger.
               * (they're WINED3D_TSS_TEXTURETRANSFORMFLAGS and WINED3D_TSS_ADDRESSW, so most likely 0 or NaN
              */
              const float *scale = (const float *)&state->texture_states[texunit][WINED3D_TSS_BUMPENV_LSCALE];
              GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
                      gl_shader->luminanceconst[i].const_num, scale));
          }
      }
      checkGLcall("Load bumpmap consts");
  
      if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
      {
          /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
          * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
          * ycorrection.z: 1.0
          * ycorrection.w: 0.0
          */
          float val[4];
          val[0] = context->render_offscreen ? 0.0f : (float) rt_height;
          val[1] = context->render_offscreen ? 1.0f : -1.0f;
          val[2] = 1.0f;
          val[3] = 0.0f;
          GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
          checkGLcall("y correction loading");
      }
  
      if (!gl_shader->num_int_consts) return;
  
      for(i = 0; i < MAX_CONST_I; i++)
      {
          if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
          {
              float val[4];
              val[0] = (float)state->ps_consts_i[4 * i];
              val[1] = (float)state->ps_consts_i[4 * i + 1];
              val[2] = (float)state->ps_consts_i[4 * i + 2];
              val[3] = -1.0f;
  
              GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
          }
      }
      checkGLcall("Load ps int consts");
  }
  
  /* Context activation is done by the caller. */
  static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *gl_shader,
          const struct wined3d_context *context, const struct wined3d_state *state)
  {
      const struct wined3d_gl_info *gl_info = context->gl_info;
      float position_fixup[4];
      unsigned char i;
  
      /* Upload the position fixup */
      shader_get_position_fixup(context, state, position_fixup);
      GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, position_fixup));
  
      if (!gl_shader->num_int_consts) return;
  
      for(i = 0; i < MAX_CONST_I; i++)
      {
          if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
          {
              float val[4];
              val[0] = (float)state->vs_consts_i[4 * i];
              val[1] = (float)state->vs_consts_i[4 * i + 1];
              val[2] = (float)state->vs_consts_i[4 * i + 2];
              val[3] = -1.0f;
  
              GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
          }
      }
      checkGLcall("Load vs int consts");
  }
  
  static void shader_arb_select(void *shader_priv, const struct wined3d_context *context,
          const struct wined3d_state *state);
  
  /**
   * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
   *
   * We only support float constants in ARB at the moment, so don't
   * worry about the Integers or Booleans
   */
  /* Context activation is done by the caller (state handler). */
  static void shader_arb_load_constants_internal(struct shader_arb_priv *priv,
          const struct wined3d_context *context, const struct wined3d_state *state,
          BOOL usePixelShader, BOOL useVertexShader, BOOL from_shader_select)
  {
      const struct wined3d_d3d_info *d3d_info = context->d3d_info;
      const struct wined3d_gl_info *gl_info = context->gl_info;
  
      if (!from_shader_select)
      {
          const struct wined3d_shader *vshader = state->vertex_shader, *pshader = state->pixel_shader;
          if (vshader
                  && (vshader->reg_maps.boolean_constants
                  || (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]
                  && (vshader->reg_maps.integer_constants & ~vshader->reg_maps.local_int_consts))))
          {
              TRACE("bool/integer vertex shader constants potentially modified, forcing shader reselection.\n");
              shader_arb_select(priv, context, state);
          }
          else if (pshader
                  && (pshader->reg_maps.boolean_constants
                  || (!gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION]
                  && (pshader->reg_maps.integer_constants & ~pshader->reg_maps.local_int_consts))))
          {
              TRACE("bool/integer pixel shader constants potentially modified, forcing shader reselection.\n");
              shader_arb_select(priv, context, state);
          }
      }
  
      if (context != priv->last_context)
      {
          memset(priv->vshader_const_dirty, 1,
                  sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
          priv->highest_dirty_vs_const = d3d_info->limits.vs_uniform_count;
  
          memset(priv->pshader_const_dirty, 1,
                  sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
          priv->highest_dirty_ps_const = d3d_info->limits.ps_uniform_count;
  
          priv->last_context = context;
      }
  
      if (useVertexShader)
      {
          struct wined3d_shader *vshader = state->vertex_shader;
          const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
  
          /* Load DirectX 9 float constants for vertex shader */
          priv->highest_dirty_vs_const = shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
                  priv->highest_dirty_vs_const, state->vs_consts_f, priv->vshader_const_dirty);
          shader_arb_vs_local_constants(gl_shader, context, state);
      }
  
      if (usePixelShader)
      {
          struct wined3d_shader *pshader = state->pixel_shader;
          const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
          UINT rt_height = state->fb->render_targets[0]->resource.height;
  
          /* Load DirectX 9 float constants for pixel shader */
          priv->highest_dirty_ps_const = shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
                  priv->highest_dirty_ps_const, state->ps_consts_f, priv->pshader_const_dirty);
          shader_arb_ps_local_constants(gl_shader, context, state, rt_height);
      }
  }
  
  static void shader_arb_load_constants(void *shader_priv, const struct wined3d_context *context,
          const struct wined3d_state *state)
  {
      BOOL vs = use_vs(state);
      BOOL ps = use_ps(state);
  
      shader_arb_load_constants_internal(shader_priv, context, state, ps, vs, FALSE);
  }
  
  static void shader_arb_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
  {
      struct wined3d_context *context = context_get_current();
      struct shader_arb_priv *priv = device->shader_priv;
  
      /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
       * context. On a context switch the old context will be fully dirtified */
      if (!context || context->swapchain->device != device) return;
  
      memset(priv->vshader_const_dirty + start, 1, sizeof(*priv->vshader_const_dirty) * count);
      priv->highest_dirty_vs_const = max(priv->highest_dirty_vs_const, start + count);
  }
  
  static void shader_arb_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
  {
      struct wined3d_context *context = context_get_current();
      struct shader_arb_priv *priv = device->shader_priv;
  
      /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
       * context. On a context switch the old context will be fully dirtified */
      if (!context || context->swapchain->device != device) return;
  
      memset(priv->pshader_const_dirty + start, 1, sizeof(*priv->pshader_const_dirty) * count);
      priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, start + count);
  }
  
  /* Generate the variable & register declarations for the ARB_vertex_program output target */
  static void shader_generate_arb_declarations(const struct wined3d_shader *shader,
          const struct wined3d_shader_reg_maps *reg_maps, struct wined3d_shader_buffer *buffer,
          const struct wined3d_gl_info *gl_info, DWORD *num_clipplanes,
          const struct shader_arb_ctx_priv *ctx)
  {
      DWORD i;
      char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
      const struct wined3d_shader_lconst *lconst;
      unsigned max_constantsF;
      DWORD map;
  
      /* In pixel shaders, all private constants are program local, we don't need anything
       * from program.env. Thus we can advertise the full set of constants in pixel shaders.
       * If we need a private constant the GL implementation will squeeze it in somewhere
       *
       * With vertex shaders we need the posFixup and on some GL implementations 4 helper
       * immediate values. The posFixup is loaded using program.env for now, so always
       * subtract one from the number of constants. If the shader uses indirect addressing,
       * account for the helper const too because we have to declare all available d3d constants
       * and don't know which are actually used.
       */
      if (pshader)
      {
          max_constantsF = gl_info->limits.arb_ps_native_constants;
          /* 24 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value. */
          if (max_constantsF < 24)
              max_constantsF = gl_info->limits.arb_ps_float_constants;
      }
      else
      {
          const struct arb_vshader_private *shader_data = shader->backend_data;
          max_constantsF = gl_info->limits.arb_vs_native_constants;
          /* 96 is the minimum MAX_PROGRAM_ENV_PARAMETERS_ARB value.
           * Also prevents max_constantsF from becoming less than 0 and
           * wrapping . */
          if (max_constantsF < 96)
              max_constantsF = gl_info->limits.arb_vs_float_constants;
  
          if (reg_maps->usesrelconstF)
          {
              DWORD highest_constf = 0, clip_limit;
  
              max_constantsF -= reserved_vs_const(shader_data, reg_maps, gl_info);
              max_constantsF -= count_bits(reg_maps->integer_constants);
              max_constantsF -= gl_info->reserved_arb_constants;
  
              for (i = 0; i < shader->limits.constant_float; ++i)
              {
                  DWORD idx = i >> 5;
                  DWORD shift = i & 0x1f;
                  if(reg_maps->constf[idx] & (1 << shift)) highest_constf = i;
              }
  
              if(use_nv_clip(gl_info) && ctx->target_version >= NV2)
              {
                  if(ctx->cur_vs_args->super.clip_enabled)
                      clip_limit = gl_info->limits.clipplanes;
                  else
                      clip_limit = 0;
              }
              else
              {
                  unsigned int mask = ctx->cur_vs_args->clip.boolclip.clipplane_mask;
                  clip_limit = min(count_bits(mask), 4);
              }
              *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
              max_constantsF -= *num_clipplanes;
              if(*num_clipplanes < clip_limit)
              {
                  WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes, gl_info->limits.clipplanes);
              }
          }
          else
          {
              if (ctx->target_version >= NV2) *num_clipplanes = gl_info->limits.clipplanes;
              else *num_clipplanes = min(gl_info->limits.clipplanes, 4);
          }
      }
  
      for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
      {
          if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i);
      }
  
      for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
      {
          if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i);
      }
  
      if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
      {
          for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
          {
              if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i);
          }
      }
  
      if (!shader->load_local_constsF)
      {
          LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
          {
              const float *value;
              value = (const float *)lconst->value;
              shader_addline(buffer, "PARAM C%u = {%.8e, %.8e, %.8e, %.8e};\n", lconst->idx,
                             value[0], value[1], value[2], value[3]);
          }
      }
  
      /* After subtracting privately used constants from the hardware limit(they are loaded as
       * local constants), make sure the shader doesn't violate the env constant limit
       */
      if(pshader)
      {
          max_constantsF = min(max_constantsF, gl_info->limits.arb_ps_float_constants);
      }
      else
      {
          max_constantsF = min(max_constantsF, gl_info->limits.arb_vs_float_constants);
      }
  
      /* Avoid declaring more constants than needed */
      max_constantsF = min(max_constantsF, shader->limits.constant_float);
  
      /* we use the array-based constants array if the local constants are marked for loading,
       * because then we use indirect addressing, or when the local constant list is empty,
       * because then we don't know if we're using indirect addressing or not. If we're hardcoding
       * local constants do not declare the loaded constants as an array because ARB compilers usually
       * do not optimize unused constants away
       */
      if (reg_maps->usesrelconstF)
      {
          /* Need to PARAM the environment parameters (constants) so we can use relative addressing */
          shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
                      max_constantsF, max_constantsF - 1);
      } else {
          for(i = 0; i < max_constantsF; i++) {
              DWORD idx, mask;
              idx = i >> 5;
              mask = 1 << (i & 0x1f);
              if (!shader_constant_is_local(shader, i) && (reg_maps->constf[idx] & mask))
              {
                  shader_addline(buffer, "PARAM C%d = program.env[%d];\n",i, i);
              }
          }
      }
  }
  
  static const char * const shift_tab[] = {
      "dummy",     /*  0 (none) */
      "coefmul.x", /*  1 (x2)   */
      "coefmul.y", /*  2 (x4)   */
      "coefmul.z", /*  3 (x8)   */
      "coefmul.w", /*  4 (x16)  */
      "dummy",     /*  5 (x32)  */
      "dummy",     /*  6 (x64)  */
      "dummy",     /*  7 (x128) */
      "dummy",     /*  8 (d256) */
      "dummy",     /*  9 (d128) */
      "dummy",     /* 10 (d64)  */
      "dummy",     /* 11 (d32)  */
      "coefdiv.w", /* 12 (d16)  */
      "coefdiv.z", /* 13 (d8)   */
      "coefdiv.y", /* 14 (d4)   */
      "coefdiv.x"  /* 15 (d2)   */
  };
  
  static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *ins,
          const struct wined3d_shader_dst_param *dst, char *write_mask)
  {
      char *ptr = write_mask;
  
      if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
      {
          *ptr++ = '.';
          if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
          if (dst->write_mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
          if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
          if (dst->write_mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
      }
  
      *ptr = '\0';
  }
  
  static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, char *swizzle_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";
      char *ptr = swizzle_str;
  
      /* swizzle bits fields: wwzzyyxx */
      DWORD swizzle = param->swizzle;
      DWORD swizzle_x = swizzle & 0x03;
      DWORD swizzle_y = (swizzle >> 2) & 0x03;
      DWORD swizzle_z = (swizzle >> 4) & 0x03;
      DWORD swizzle_w = (swizzle >> 6) & 0x03;
  
      /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
       * generate a swizzle string. Unless we need to our own swizzling. */
      if (swizzle != WINED3DSP_NOSWIZZLE || fixup)
      {
          *ptr++ = '.';
          if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) {
              *ptr++ = swizzle_chars[swizzle_x];
          } else {
              *ptr++ = swizzle_chars[swizzle_x];
              *ptr++ = swizzle_chars[swizzle_y];
              *ptr++ = swizzle_chars[swizzle_z];
              *ptr++ = swizzle_chars[swizzle_w];
          }
      }
  
      *ptr = '\0';
  }
  
  static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
  {
      struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
      struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
  
      if (!strcmp(priv->addr_reg, src)) return;
  
      strcpy(priv->addr_reg, src);
      shader_addline(buffer, "ARL A0.x, %s;\n", src);
  }
  
  static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
          const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
  
  static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
          const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
  {
      /* oPos, oFog and oPts in D3D */
      static const char * const rastout_reg_names[] = {"TMP_OUT", "TMP_FOGCOORD", "result.pointsize"};
      const struct wined3d_shader *shader = ins->ctx->shader;
      const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
      BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
      struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
  
      *is_color = FALSE;
  
      switch (reg->type)
      {
          case WINED3DSPR_TEMP:
              sprintf(register_name, "R%u", reg->idx[0].offset);
              break;
  
          case WINED3DSPR_INPUT:
              if (pshader)
              {
                  if (reg_maps->shader_version.major < 3)
                  {
                      if (!reg->idx[0].offset)
                          strcpy(register_name, "fragment.color.primary");
                      else
                          strcpy(register_name, "fragment.color.secondary");
                  }
                  else
                  {
                      if (reg->idx[0].rel_addr)
                      {
                          char rel_reg[50];
                          shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
  
                          if (!strcmp(rel_reg, "**aL_emul**"))
                          {
                              DWORD idx = ctx->aL + reg->idx[0].offset;
                              if(idx < MAX_REG_INPUT)
                              {
                                  strcpy(register_name, ctx->ps_input[idx]);
                              }
                              else
                              {
                                  ERR("Pixel shader input register out of bounds: %u\n", idx);
                                  sprintf(register_name, "out_of_bounds_%u", idx);
                              }
                          }
                          else if (reg_maps->input_registers & 0x0300)
                          {
                              /* There are two ways basically:
                               *
                               * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
                               *    That means trouble if the loop also contains a breakc or if the control values
                               *    aren't local constants.
                               * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
                               *    source dynamically. The trouble is that we cannot simply read aL.y because it
                               *    is an ADDRESS register. We could however push it, load .zw with a value and use
                               *    ADAC to load the condition code register and pop it again afterwards
                               */
                              FIXME("Relative input register addressing with more than 8 registers\n");
  
                              /* This is better than nothing for now */
                              sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
                          }
                          else if(ctx->cur_ps_args->super.vp_mode != vertexshader)
                          {
                              /* This is problematic because we'd have to consult the ctx->ps_input strings
                               * for where to find the varying. Some may be "0.0", others can be texcoords or
                               * colors. This needs either a pipeline replacement to make the vertex shader feed
                               * proper varyings, or loop unrolling
                               *
                               * For now use the texcoords and hope for the best
                               */
                              FIXME("Non-vertex shader varying input with indirect addressing\n");
                              sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
                          }
                          else
                          {
                              /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
                               * pulls GL_NV_fragment_program2 in
                               */
                              sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
                          }
                      }
                      else
                      {
                          if (reg->idx[0].offset < MAX_REG_INPUT)
                          {
                              strcpy(register_name, ctx->ps_input[reg->idx[0].offset]);
                          }
                          else
                          {
                              ERR("Pixel shader input register out of bounds: %u\n", reg->idx[0].offset);
                              sprintf(register_name, "out_of_bounds_%u", reg->idx[0].offset);
                          }
                      }
                  }
              }
              else
              {
                  if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx[0].offset))
                      *is_color = TRUE;
                  sprintf(register_name, "vertex.attrib[%u]", reg->idx[0].offset);
              }
              break;
  
          case WINED3DSPR_CONST:
              if (!pshader && reg->idx[0].rel_addr)
              {
                  const struct arb_vshader_private *shader_data = shader->backend_data;
                  UINT rel_offset = shader_data->rel_offset;
                  BOOL aL = FALSE;
                  char rel_reg[50];
                  if (reg_maps->shader_version.major < 2)
                  {
                      sprintf(rel_reg, "A0.x");
                  }
                  else
                  {
                      shader_arb_get_src_param(ins, reg->idx[0].rel_addr, 0, rel_reg);
                      if (ctx->target_version == ARB)
                      {
                          if (!strcmp(rel_reg, "**aL_emul**"))
                          {
                              aL = TRUE;
                          } else {
                              shader_arb_request_a0(ins, rel_reg);
                              sprintf(rel_reg, "A0.x");
                          }
                      }
                  }
                  if (aL)
                      sprintf(register_name, "C[%u]", ctx->aL + reg->idx[0].offset);
                  else if (reg->idx[0].offset >= rel_offset)
                      sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx[0].offset - rel_offset);
                  else
                      sprintf(register_name, "C[%s - %u]", rel_reg, rel_offset - reg->idx[0].offset);
              }
              else
              {
                  if (reg_maps->usesrelconstF)
                      sprintf(register_name, "C[%u]", reg->idx[0].offset);
                  else
                      sprintf(register_name, "C%u", reg->idx[0].offset);
              }
              break;
  
          case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
              if (pshader)
              {
                  if (reg_maps->shader_version.major == 1
                          && reg_maps->shader_version.minor <= 3)
                      /* In ps <= 1.3, Tx is a temporary register as destination
                       * to all instructions, and as source to most instructions.
                       * For some instructions it is the texcoord input. Those
                       * instructions know about the special use. */
                      sprintf(register_name, "T%u", reg->idx[0].offset);
                  else
                      /* In ps 1.4 and 2.x Tx is always a (read-only) varying. */
                      sprintf(register_name, "fragment.texcoord[%u]", reg->idx[0].offset);
              }
              else
              {
                  if (reg_maps->shader_version.major == 1 || ctx->target_version >= NV2)
                      sprintf(register_name, "A%u", reg->idx[0].offset);
                  else
                      sprintf(register_name, "A%u_SHADOW", reg->idx[0].offset);
              }
              break;
  
          case WINED3DSPR_COLOROUT:
              if (ctx->ps_post_process && !reg->idx[0].offset)
              {
                  strcpy(register_name, "TMP_COLOR");
              }
              else
              {
                  if (ctx->cur_ps_args->super.srgb_correction)
                      FIXME("sRGB correction on higher render targets.\n");
                  if (reg_maps->rt_mask > 1)
                      sprintf(register_name, "result.color[%u]", reg->idx[0].offset);
                  else
                      strcpy(register_name, "result.color");
              }
              break;
  
          case WINED3DSPR_RASTOUT:
              if (reg->idx[0].offset == 1)
                  sprintf(register_name, "%s", ctx->fog_output);
              else
                  sprintf(register_name, "%s", rastout_reg_names[reg->idx[0].offset]);
              break;
  
          case WINED3DSPR_DEPTHOUT:
              strcpy(register_name, "result.depth");
              break;
  
          case WINED3DSPR_ATTROUT:
          /* case WINED3DSPR_OUTPUT: */
              if (pshader)
                  sprintf(register_name, "oD[%u]", reg->idx[0].offset);
              else
                  strcpy(register_name, ctx->color_output[reg->idx[0].offset]);
              break;
  
          case WINED3DSPR_TEXCRDOUT:
              if (pshader)
                  sprintf(register_name, "oT[%u]", reg->idx[0].offset);
              else if (reg_maps->shader_version.major < 3)
                  strcpy(register_name, ctx->texcrd_output[reg->idx[0].offset]);
              else
                  strcpy(register_name, ctx->vs_output[reg->idx[0].offset]);
              break;
  
          case WINED3DSPR_LOOP:
              if(ctx->target_version >= NV2)
              {
                  /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
                  if(pshader) sprintf(register_name, "A0.x");
                  else sprintf(register_name, "aL.y");
              }
              else
              {
                  /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
                   * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
                   * thus the result would be something like C[15 + 30], which is not valid in the ARB program
                   * grammar. So return a marker for the emulated aL and intercept it in constant and varying
                   * indexing
                   */
                  sprintf(register_name, "**aL_emul**");
              }
  
              break;
  
          case WINED3DSPR_CONSTINT:
              sprintf(register_name, "I%u", reg->idx[0].offset);
              break;
  
          case WINED3DSPR_MISCTYPE:
              if (!reg->idx[0].offset)
                  sprintf(register_name, "vpos");
              else if (reg->idx[0].offset == 1)
                  sprintf(register_name, "fragment.facing.x");
              else
                  FIXME("Unknown MISCTYPE register index %u.\n", reg->idx[0].offset);
              break;
  
          default:
              FIXME("Unhandled register type %#x[%u].\n", reg->type, reg->idx[0].offset);
              sprintf(register_name, "unrecognized_register[%u]", reg->idx[0].offset);
              break;
      }
  }
  
  static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *ins,
          const struct wined3d_shader_dst_param *wined3d_dst, char *str)
  {
      char register_name[255];
      char write_mask[6];
      BOOL is_color;
  
      shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
      strcpy(str, register_name);
  
      shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
      strcat(str, write_mask);
  }
  
  static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
  {
      switch(channel_source)
      {
          case CHANNEL_SOURCE_ZERO: return "0";
          case CHANNEL_SOURCE_ONE: return "1";
          case CHANNEL_SOURCE_X: return "x";
          case CHANNEL_SOURCE_Y: return "y";
          case CHANNEL_SOURCE_Z: return "z";
          case CHANNEL_SOURCE_W: return "w";
          default:
              FIXME("Unhandled channel source %#x\n", channel_source);
              return "undefined";
      }
  }
  
  static void gen_color_correction(struct wined3d_shader_buffer *buffer, const char *reg,
          DWORD dst_mask, const char *one, const char *two, struct color_fixup_desc fixup)
  {
      DWORD mask;
  
      if (is_complex_fixup(fixup))
      {
          enum complex_fixup complex_fixup = get_complex_fixup(fixup);
          FIXME("Complex fixup (%#x) not supported\n", complex_fixup);
          return;
      }
  
      mask = 0;
      if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
      if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
      if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
      if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
      mask &= dst_mask;
  
      if (mask)
      {
          shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
                  shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
                  shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
      }
  
      mask = 0;
      if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
      if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
      if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
      if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
      mask &= dst_mask;
  
      if (mask)
      {
          char reg_mask[6];
          char *ptr = reg_mask;
  
          if (mask != WINED3DSP_WRITEMASK_ALL)
          {
              *ptr++ = '.';
              if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
              if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
              if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
              if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
          }
          *ptr = '\0';
  
          shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
      }
  }
  
  static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
  {
      DWORD mod;
      struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
      if (!ins->dst_count) return "";
  
      mod = ins->dst[0].modifiers;
  
      /* Silently ignore PARTIALPRECISION if its not supported */
      if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
  
      if(mod & WINED3DSPDM_MSAMPCENTROID)
      {
          FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
          mod &= ~WINED3DSPDM_MSAMPCENTROID;
      }
  
      switch(mod)
      {
          case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
              return "H_SAT";
  
          case WINED3DSPDM_SATURATE:
              return "_SAT";
  
          case WINED3DSPDM_PARTIALPRECISION:
              return "H";
  
          case 0:
              return "";
  
          default:
              FIXME("Unknown modifiers 0x%08x\n", mod);
              return "";
      }
  }
  
  #define TEX_PROJ        0x1
  #define TEX_BIAS        0x2
  #define TEX_LOD         0x4
  #define TEX_DERIV       0x10
  
  static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
          const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
  {
      struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
      DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
      const char *tex_type;
      BOOL np2_fixup = FALSE;
      struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
      const char *mod;
      BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
      const struct wined3d_shader *shader;
      const struct wined3d_device *device;
      const struct wined3d_gl_info *gl_info;
  
      /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
      if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
  
      switch(sampler_type) {
          case WINED3DSTT_1D:
              tex_type = "1D";
              break;
  
          case WINED3DSTT_2D:
              shader = ins->ctx->shader;
              device = shader->device;
              gl_info = &device->adapter->gl_info;
  
              if (pshader && priv->cur_ps_args->super.np2_fixup & (1 << sampler_idx)
                      && gl_info->supported[ARB_TEXTURE_RECTANGLE])
                  tex_type = "RECT";
              else
                  tex_type = "2D";
              if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
              {
                  if (priv->cur_np2fixup_info->super.active & (1 << sampler_idx))
                  {
                      if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
                      else np2_fixup = TRUE;
                  }
              }
              break;
  
          case WINED3DSTT_VOLUME:
              tex_type = "3D";
              break;
  
          case WINED3DSTT_CUBE:
              tex_type = "CUBE";
              break;
  
          default:
              ERR("Unexpected texture type %d\n", sampler_type);
              tex_type = "";
      }
  
      /* TEX, TXL, TXD and TXP do not support the "H" modifier,
       * so don't use shader_arb_get_modifier
       */
      if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
      else mod = "";
  
      /* Fragment samplers always have indentity mapping */
      if(sampler_idx >= MAX_FRAGMENT_SAMPLERS)
      {
          sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
      }
  
      if (flags & TEX_DERIV)
      {
          if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n");
          if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n");
          shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
                         dsx, dsy,sampler_idx, tex_type);
      }
      else if(flags & TEX_LOD)
      {
          if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
          if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
          shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
                         sampler_idx, tex_type);
      }
      else if (flags & TEX_BIAS)
      {
          /* Shouldn't be possible, but let's check for it */
          if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
          /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
          shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
      }
      else if (flags & TEX_PROJ)
      {
          shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
      }
      else
      {
          if (np2_fixup)
          {
              const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
              shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
                             (idx % 2) ? "zwxy" : "xyzw", coord_reg);
  
              shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, dst_str, sampler_idx, tex_type);
          }
          else
              shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
      }
  
      if (pshader)
      {
          gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
                  arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_ONE),
                  arb_get_helper_value(WINED3D_SHADER_TYPE_PIXEL, ARB_TWO),
                  priv->cur_ps_args->super.color_fixup[sampler_idx]);
      }
  }
  
  static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
          const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr)
  {
      /* Generate a line that does the input modifier computation and return the input register to use */
      BOOL is_color = FALSE;
      char regstr[256];
      char swzstr[20];
      int insert_line;
      struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
      struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
      const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
      const char *two = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_TWO);
  
      /* Assume a new line will be added */
      insert_line = 1;
  
      /* Get register name */
      shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
      shader_arb_get_swizzle(src, is_color, swzstr);
  
      switch (src->modifiers)
      {
      case WINED3DSPSM_NONE:
          sprintf(outregstr, "%s%s", regstr, swzstr);
          insert_line = 0;
          break;
      case WINED3DSPSM_NEG:
          sprintf(outregstr, "-%s%s", regstr, swzstr);
          insert_line = 0;
          break;
      case WINED3DSPSM_BIAS:
          shader_addline(buffer, "ADD T%c, %s, -coefdiv.x;\n", 'A' + tmpreg, regstr);
          break;
      case WINED3DSPSM_BIASNEG:
          shader_addline(buffer, "ADD T%c, -%s, coefdiv.x;\n", 'A' + tmpreg, regstr);
          break;
      case WINED3DSPSM_SIGN:
          shader_addline(buffer, "MAD T%c, %s, %s, -%s;\n", 'A' + tmpreg, regstr, two, one);
          break;
      case WINED3DSPSM_SIGNNEG:
          shader_addline(buffer, "MAD T%c, %s, -%s, %s;\n", 'A' + tmpreg, regstr, two, one);
          break;
      case WINED3DSPSM_COMP:
          shader_addline(buffer, "SUB T%c, %s, %s;\n", 'A' + tmpreg, one, regstr);
          break;
      case WINED3DSPSM_X2:
          shader_addline(buffer, "ADD T%c, %s, %s;\n", 'A' + tmpreg, regstr, regstr);
          break;
      case WINED3DSPSM_X2NEG:
          shader_addline(buffer, "ADD T%c, -%s, -%s;\n", 'A' + tmpreg, regstr, regstr);
          break;
      case WINED3DSPSM_DZ:
          shader_addline(buffer, "RCP T%c, %s.z;\n", 'A' + tmpreg, regstr);
          shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
          break;
      case WINED3DSPSM_DW:
          shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
          shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
          break;
      case WINED3DSPSM_ABS:
          if(ctx->target_version >= NV2) {
              sprintf(outregstr, "|%s%s|", regstr, swzstr);
              insert_line = 0;
          } else {
              shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
          }
          break;
      case WINED3DSPSM_ABSNEG:
          if(ctx->target_version >= NV2) {
              sprintf(outregstr, "-|%s%s|", regstr, swzstr);
          } else {
              shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
              sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
          }
          insert_line = 0;
          break;
      default:
          sprintf(outregstr, "%s%s", regstr, swzstr);
          insert_line = 0;
      }
  
      /* Return modified or original register, with swizzle */
      if (insert_line)
          sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
  }
  
  static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
  {
      const struct wined3d_shader_dst_param *dst = &ins->dst[0];
      struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
      DWORD sampler_code = dst->reg.idx[0].offset;
      char dst_name[50];
      char src_name[2][50];
  
      shader_arb_get_dst_param(ins, dst, dst_name);
  
      /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
       *
       * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
       * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
       * temps is done.
       */
      shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
      shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
      shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
      shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
      shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
  
      shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
      shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
  }
  
  static DWORD negate_modifiers(DWORD mod, char *extra_char)
  {
      *extra_char = ' ';
      switch(mod)
      {
          case WINED3DSPSM_NONE:      return WINED3DSPSM_NEG;
          case WINED3DSPSM_NEG:       return WINED3DSPSM_NONE;
          case WINED3DSPSM_BIAS:      return WINED3DSPSM_BIASNEG;
          case WINED3DSPSM_BIASNEG:   return WINED3DSPSM_BIAS;
          case WINED3DSPSM_SIGN:      return WINED3DSPSM_SIGNNEG;
          case WINED3DSPSM_SIGNNEG:   return WINED3DSPSM_SIGN;
          case WINED3DSPSM_COMP:      *extra_char = '-'; return WINED3DSPSM_COMP;
          case WINED3DSPSM_X2:        return WINED3DSPSM_X2NEG;
          case WINED3DSPSM_X2NEG:     return WINED3DSPSM_X2;
          case WINED3DSPSM_DZ:        *extra_char = '-'; return WINED3DSPSM_DZ;
          case WINED3DSPSM_DW:        *extra_char = '-'; return WINED3DSPSM_DW;
          case WINED3DSPSM_ABS:       return WINED3DSPSM_ABSNEG;
          case WINED3DSPSM_ABSNEG:    return WINED3DSPSM_ABS;
      }
      FIXME("Unknown modifier %u\n", mod);
      return mod;
  }
  
  static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
  {
      const struct wined3d_shader_dst_param *dst = &ins->dst[0];
      struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
      char dst_name[50];
      char src_name[3][50];
      DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
              ins->ctx->reg_maps->shader_version.minor);
  
      shader_arb_get_dst_param(ins, dst, dst_name);
      shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
  
      if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue
              && ins->dst->write_mask != WINED3DSP_WRITEMASK_3)
      {
          shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
      }
      else
      {
          struct wined3d_shader_src_param src0_copy = ins->src[0];
          char extra_neg;
  
          /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
          src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
  
          shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
          shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
          shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
          shader_addline(buffer, "CMP%s %s, TA, %s, %s;\n", shader_arb_get_modifier(ins),
                  dst_name, src_name[1], src_name[2]);
      }
  }
  
  static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
  {
      const struct wined3d_shader_dst_param *dst = &ins->dst[0];
      struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
      char dst_name[50];
      char src_name[3][50];
  
      shader_arb_get_dst_param(ins, dst, dst_name);
  
      /* Generate input register names (with modifiers) */
      shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
      shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
      shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
  
      shader_addline(buffer, "CMP%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
              dst_name, src_name[0], src_name[2], src_name[1]);
  }
  
  /** Process the WINED3DSIO_DP2ADD instruction in ARB.
   * dst = dot2(src0, src1) + src2 */
  static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
  {
      const struct wined3d_shader_dst_param *dst = &ins->dst[0];
      struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
      char dst_name[50];
      char src_name[3][50];
      struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
  
      shader_arb_get_dst_param(ins, dst, dst_name);
      shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
      shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
  
      if(ctx->target_version >= NV3)
      {
          /* GL_NV_fragment_program2 has a 1:1 matching instruction */
          shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
          shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
                         dst_name, src_name[0], src_name[1], src_name[2]);
      }
      else if(ctx->target_version >= NV2)
      {
          /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
           * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
           * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
           * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
           *
           * Make sure that src1.zw = src1.xy, then we get a classic dp2add
           *
           * .xyxy and other swizzles that we could get with this are not valid in
           * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
           */
          struct wined3d_shader_src_param tmp_param = ins->src[1];
          DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
          tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
  
          shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
  
          shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
                         dst_name, src_name[2], src_name[0], src_name[1]);
      }
      else
      {
          shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
          /* Emulate a DP2 with a DP3 and 0.0. Don't use the dest as temp register, it could be src[1] or src[2]
          * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
          */
          shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
          shader_addline(buffer, "MOV TA.z, 0.0;\n");
          shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
          shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
      }
  }
  
  /* Map the opcode 1-to-1 to the GL code */
  static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
  {
      struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
      const char *instruction;
      char arguments[256], dst_str[50];
      unsigned int i;
      const struct wined3d_shader_dst_param *dst = &ins->dst[0];
  
      switch (ins->handler_idx)
      {
          case WINED3DSIH_ABS: instruction = "ABS"; break;
          case WINED3DSIH_ADD: instruction = "ADD"; break;
          case WINED3DSIH_CRS: instruction = "XPD"; break;
          case WINED3DSIH_DP3: instruction = "DP3"; break;
          case WINED3DSIH_DP4: instruction = "DP4"; break;
          case WINED3DSIH_DST: instruction = "DST"; break;
          case WINED3DSIH_FRC: instruction = "FRC"; break;
          case WINED3DSIH_LIT: instruction = "LIT"; break;
          case WINED3DSIH_LRP: instruction = "LRP"; break;
          case WINED3DSIH_MAD: instruction = "MAD"; break;
          case WINED3DSIH_MAX: instruction = "MAX"; break;
          case WINED3DSIH_MIN: instruction = "MIN"; break;
          case WINED3DSIH_MOV: instruction = "MOV"; break;
          case WINED3DSIH_MUL: instruction = "MUL"; break;
          case WINED3DSIH_SGE: instruction = "SGE"; break;
          case WINED3DSIH_SLT: instruction = "SLT"; break;
          case WINED3DSIH_SUB: instruction = "SUB"; break;
          case WINED3DSIH_MOVA:instruction = "ARR"; break;
          case WINED3DSIH_DSX: instruction = "DDX"; break;
          default: instruction = "";
              FIXME("Unhandled opcode %#x\n", ins->handler_idx);
              break;
      }
  
      /* Note that shader_arb_add_dst_param() adds spaces. */
      arguments[0] = '\0';
      shader_arb_get_dst_param(ins, dst, dst_str);
      for (i = 0; i < ins->src_count; ++i)
      {
          char operand[100];
          strcat(arguments, ", ");
          shader_arb_get_src_param(ins, &ins->src[i], i, operand);
          strcat(arguments, operand);
      }
      shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
  }
  
  static void shader_hw_nop(const struct wined3d_shader_instruction *ins) {}
  
  static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
  {
      const struct wined3d_shader *shader = ins->ctx->shader;
      const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
      BOOL pshader = shader_is_pshader_version(reg_maps->shader_version.type);
      struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
      const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
      const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
      const char *two = arb_get_helper_value(reg_maps->shader_version.type, ARB_TWO);
  
      struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
      char src0_param[256];
  
      if (ins->handler_idx == WINED3DSIH_MOVA)
      {
          const struct arb_vshader_private *shader_data = shader->backend_data;
          char write_mask[6];
          const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
  
          if(ctx->target_version >= NV2) {
              shader_hw_map2gl(ins);
              return;
          }
          shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
          shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
  
          /* This implements the mova formula used in GLSL. The first two instructions
           * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
           * in this case:
           * mova A0.x, 0.0
           *
           * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
           *
           * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
           * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
           */
          shader_addline(buffer, "SGE A0_SHADOW%s, %s, %s;\n", write_mask, src0_param, zero);
          shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, %s, -%s;\n", write_mask, two, one);
  
          shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
          shader_addline(buffer, "ADD TA%s, TA, rel_addr_const.x;\n", write_mask);
          shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
          if (shader_data->rel_offset)
          {
              shader_addline(buffer, "ADD TA%s, TA, %s;\n", write_mask, offset);
          }
          shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
  
          ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
      }
      else if (reg_maps->shader_version.major == 1
            && !shader_is_pshader_version(reg_maps->shader_version.type)
            && ins->dst[0].reg.type == WINED3DSPR_ADDR)
      {
          const struct arb_vshader_private *shader_data = shader->backend_data;
          src0_param[0] = '\0';
  
          if (shader_data->rel_offset)
          {
              const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
              shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
              shader_addline(buffer, "ADD TA.x, %s, %s;\n", src0_param, offset);
              shader_addline(buffer, "ARL A0.x, TA.x;\n");
          }
          else
          {
              /* Apple's ARB_vertex_program implementation does not accept an ARL source argument
               * with more than one component. Thus replicate the first source argument over all
               * 4 components. For example, .xyzw -> .x (or better: .xxxx), .zwxy -> .z, etc) */
              struct wined3d_shader_src_param tmp_src = ins->src[0];
              tmp_src.swizzle = (tmp_src.swizzle & 0x3) * 0x55;
              shader_arb_get_src_param(ins, &tmp_src, 0, src0_param);
              shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
          }
      }
      else if (ins->dst[0].reg.type == WINED3DSPR_COLOROUT && !ins->dst[0].reg.idx[0].offset && pshader)
      {
          if (ctx->ps_post_process && shader->u.ps.color0_mov)
          {
              shader_addline(buffer, "#mov handled in srgb write or fog code\n");
              return;
          }
          shader_hw_map2gl(ins);
      }
      else
      {
          shader_hw_map2gl(ins);
      }
  }
  
  static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
  {
      const struct wined3d_shader_dst_param *dst = &ins->dst[0];
      struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
      char reg_dest[40];
  
      /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
       * but >= 2.0 honors it (undocumented, but tested by the d3d9 testsuite)
       */
      shader_arb_get_dst_param(ins, dst, reg_dest);
  
      if (ins->ctx->reg_maps->shader_version.major >= 2)
      {
          const char *kilsrc = "TA";
          BOOL is_color;
  
          shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
          if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
          {
              kilsrc = reg_dest;
          }
          else
          {
              /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
               * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
               * masked out components to 0(won't kill)
               */
              char x = '0', y = '0', z = '0', w = '0';
              if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
              if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
              if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
              if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
              shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
          }
          shader_addline(buffer, "KIL %s;\n", kilsrc);
      }
      else
      {
          /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
           * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
           *
           * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
           * or pass in any temporary register(in shader phase 2)
           */
          if (ins->ctx->reg_maps->shader_version.minor <= 3)
              sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx[0].offset);
          else
              shader_arb_get_dst_param(ins, dst, reg_dest);
          shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
          shader_addline(buffer, "KIL TA;\n");
      }
  }
  
  static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
  {
      struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
      const struct wined3d_shader_dst_param *dst = &ins->dst[0];
      DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
              ins->ctx->reg_maps->shader_version.minor);
      struct wined3d_shader_src_param src;
  
      char reg_dest[40];
      char reg_coord[40];
      DWORD reg_sampler_code;
      WORD myflags = 0;
      BOOL swizzle_coord = FALSE;
  
      /* All versions have a destination register */
      shader_arb_get_dst_param(ins, dst, reg_dest);
  
      /* 1.0-1.4: Use destination register number as texture code.
         2.0+: Use provided sampler number as texure code. */
      if (shader_version < WINED3D_SHADER_VERSION(2,0))
          reg_sampler_code = dst->reg.idx[0].offset;
      else
          reg_sampler_code = ins->src[1].reg.idx[0].offset;
  
      /* 1.0-1.3: Use the texcoord varying.
         1.4+: Use provided coordinate source register. */
      if (shader_version < WINED3D_SHADER_VERSION(1,4))
          sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
      else {
          /* TEX is the only instruction that can handle DW and DZ natively */
          src = ins->src[0];
          if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
          if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
          shader_arb_get_src_param(ins, &src, 0, reg_coord);
      }
  
      /* projection flag:
       * 1.1, 1.2, 1.3: Use WINED3D_TSS_TEXTURETRANSFORMFLAGS
       * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
       * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
       */
      if (shader_version < WINED3D_SHADER_VERSION(1,4))
      {
          DWORD flags = 0;
          if (reg_sampler_code < MAX_TEXTURES)
              flags = priv->cur_ps_args->super.tex_transform >> reg_sampler_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
          if (flags & WINED3D_PSARGS_PROJECTED)
          {
              myflags |= TEX_PROJ;
              if ((flags & ~WINED3D_PSARGS_PROJECTED) == WINED3D_TTFF_COUNT3)
                  swizzle_coord = TRUE;
          }
      }
      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)
          {
              swizzle_coord = TRUE;
              myflags |= TEX_PROJ;
          } else if(src_mod == WINED3DSPSM_DW) {
              myflags |= TEX_PROJ;
          }
      } else {
          if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
          if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
      }
  
      if (swizzle_coord)
      {
          /* TXP cannot handle DZ natively, so move the z coordinate to .w.
           * reg_coord is a read-only varying register, so we need a temp reg */
          shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
          strcpy(reg_coord, "TA");
      }
  
      shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
  }
  
  static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
  {
      const struct wined3d_shader_dst_param *dst = &ins->dst[0];
      struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
      DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
              ins->ctx->reg_maps->shader_version.minor);
      char dst_str[50];
  
      if (shader_version < WINED3D_SHADER_VERSION(1,4))
      {
          DWORD reg = dst->reg.idx[0].offset;
  
          shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
          shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
      } else {
          char reg_src[40];
  
          shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
          shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
          shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
      }
  }
  
  static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
  {
       struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
       DWORD flags = 0;
  
       DWORD reg1 = ins->dst[0].reg.idx[0].offset;
       char dst_str[50];
       char src_str[50];
  
       /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
       shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
       shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
       /* Move .x first in case src_str is "TA" */
       shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
       shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
       if (reg1 < MAX_TEXTURES)
       {
           struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
           flags = priv->cur_ps_args->super.tex_transform >> reg1 * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
       }
       shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
  }
  
  static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
  {
       struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
  
       DWORD reg1 = ins->dst[0].reg.idx[0].offset;
       char dst_str[50];
       char src_str[50];
  
       /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
       shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
       shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
       shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
       shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
       shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
  }
  
  static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
  {
      DWORD reg1 = ins->dst[0].reg.idx[0].offset;
      char dst_str[50];
      char src_str[50];
  
      /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
      shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
      shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
      shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
  }
  
  static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
  {
      struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
      const struct wined3d_shader_dst_param *dst = &ins->dst[0];
      struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
      char reg_coord[40], dst_reg[50], src_reg[50];
      DWORD reg_dest_code;
  
      /* All versions have a destination register. The Tx where the texture coordinates come
       * from is the varying incarnation of the texture register
       */
      reg_dest_code = dst->reg.idx[0].offset;
      shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
      shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
      sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
  
      /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
       * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
       *
       * GL_NV_fragment_program_option could handle this in one instruction via X2D:
       * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
       *
       * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
       * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
       * extension.
       */
      shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
      shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
      shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
      shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
  
      /* with projective textures, texbem only divides the static texture coord, not the displacement,
       * so we can't let the GL handle this.
       */
      if ((priv->cur_ps_args->super.tex_transform >> reg_dest_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
              & WINED3D_PSARGS_PROJECTED)
      {
          shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
          shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
          shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
      } else {
          shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
      }
  
      shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
  
      if (ins->handler_idx == WINED3DSIH_TEXBEML)
      {
          /* No src swizzles are allowed, so this is ok */
          shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
                         src_reg, reg_dest_code, reg_dest_code);
          shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
      }
  }
  
  static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
  {
      DWORD reg = ins->dst[0].reg.idx[0].offset;
      struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
      char src0_name[50], dst_name[50];
      BOOL is_color;
      struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
  
      shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
      /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
       * T<reg+1> register. Use this register to store the calculated vector
       */
      tmp_reg.idx[0].offset = reg + 1;
      shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
      shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
  }
  
  static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
  {
      struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
      DWORD flags;
      DWORD reg = ins->dst[0].reg.idx[0].offset;
      struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
      char dst_str[50];
      char src0_name[50];
      char dst_reg[50];
      BOOL is_color;
  
      /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
      shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
  
      shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
      shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
      shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
      flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
      shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
  }
  
  static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
  {
      struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
      DWORD reg = ins->dst[0].reg.idx[0].offset;
      struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
      char src0_name[50], dst_name[50];
      struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
      BOOL is_color;
  
      /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
       * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
       * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
       */
      tmp_reg.idx[0].offset = reg + 2 - tex_mx->current_row;
      shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
  
      shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
      shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
                     dst_name, 'x' + tex_mx->current_row, reg, src0_name);
      tex_mx->texcoord_w[tex_mx->current_row++] = reg;
  }
  
  static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
  {
      struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
      struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
      DWORD flags;
      DWORD reg = ins->dst[0].reg.idx[0].offset;
      struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
      char dst_str[50];
      char src0_name[50], dst_name[50];
      BOOL is_color;
  
      shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
      shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
      shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
  
      /* Sample the texture using the calculated coordinates */
      shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
      flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
      shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
      tex_mx->current_row = 0;
  }
  
  static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
  {
      struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
      struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
      DWORD flags;
      DWORD reg = ins->dst[0].reg.idx[0].offset;
      struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
      char dst_str[50];
      char src0_name[50];
      char dst_reg[50];
      BOOL is_color;
  
      /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
       * components for temporary data storage
       */
      shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
      shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
      shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
  
      /* Construct the eye-ray vector from w coordinates */
      shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[0]);
      shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[1]);
      shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
  
      /* Calculate reflection vector
       */
      shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
      /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
      shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
      shader_addline(buffer, "RCP TB.w, TB.w;\n");
      shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
      shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
      shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
  
      /* Sample the texture using the calculated coordinates */
      shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
      flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
      shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
      tex_mx->current_row = 0;
  }
  
  static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
  {
      struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
      struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
      DWORD flags;
      DWORD reg = ins->dst[0].reg.idx[0].offset;
      struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
      char dst_str[50];
      char src0_name[50];
      char src1_name[50];
      char dst_reg[50];
      BOOL is_color;
  
      shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
      shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
      shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
      /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
      shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
  
      /* Calculate reflection vector.
       *
       *                   dot(N, E)
       * dst_reg.xyz = 2 * --------- * N - E
       *                   dot(N, N)
       *
       * Which normalizes the normal vector
       */
      shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
      shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
      shader_addline(buffer, "RCP TC.w, TC.w;\n");
      shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
      shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
      shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
  
      /* Sample the texture using the calculated coordinates */
      shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
      flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
      shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
      tex_mx->current_row = 0;
  }
  
  static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
  {
      const struct wined3d_shader_dst_param *dst = &ins->dst[0];
      struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
      char dst_name[50];
      const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
      const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
  
      /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
       * which is essentially an input, is the destination register because it is the first
       * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
       * here(writemasks/swizzles are not valid on texdepth)
       */
      shader_arb_get_dst_param(ins, dst, dst_name);
  
      /* According to the msdn, the source register(must be r5) is unusable after
       * the texdepth instruction, so we're free to modify it
       */
      shader_addline(buffer, "MIN %s.y, %s.y, %s;\n", dst_name, dst_name, one);
  
      /* How to deal with the special case dst_name.g == 0? if r != 0, then
       * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
       * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
       */
      shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
      shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
      shader_addline(buffer, "MIN TA.x, TA.x, %s;\n", one);
      shader_addline(buffer, "MAX result.depth, TA.x, %s;\n", zero);
  }
  
  /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
   * 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 pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
  {
      struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
      DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
      char src0[50];
      char dst_str[50];
  
      shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
      shader_addline(buffer, "MOV TB, 0.0;\n");
      shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
  
      shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
      shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
  }
  
  /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
   * Take a 3-component dot product of the TexCoord[dstreg] and src. */
  static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
  {
      const struct wined3d_shader_dst_param *dst = &ins->dst[0];
      char src0[50];
      char dst_str[50];
      struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
  
      /* Handle output register */
      shader_arb_get_dst_param(ins, dst, dst_str);
      shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
      shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx[0].offset, src0);
  }
  
  /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
   * Perform the 3rd row of a 3x3 matrix multiply */
  static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
  {
      const struct wined3d_shader_dst_param *dst = &ins->dst[0];
      struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
      char dst_str[50], dst_name[50];
      char src0[50];
      BOOL is_color;
  
      shader_arb_get_dst_param(ins, dst, dst_str);
      shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
      shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
      shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
      shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
  }
  
  /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
   * 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 pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
  {
      struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
      const struct wined3d_shader_dst_param *dst = &ins->dst[0];
      char src0[50], dst_name[50];
      BOOL is_color;
      const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
      const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
  
      shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
      shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
      shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
  
      /* How to deal with the special case dst_name.g == 0? if r != 0, then
       * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
       * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
       */
      shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
      shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
      shader_addline(buffer, "MIN %s.x, %s.x, %s;\n", dst_name, dst_name, one);
      shader_addline(buffer, "MAX result.depth, %s.x, %s;\n", dst_name, zero);
  }
  
  /** Handles transforming all WINED3DSIO_M?x? opcodes for
      Vertex/Pixel shaders to ARB_vertex_program codes */
  static void shader_hw_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:
              FIXME("Unhandled opcode %#x\n", ins->handler_idx);
              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_hw_map2gl(&tmp_ins);
          ++tmp_src[1].reg.idx[0].offset;
      }
  }
  
  static void shader_hw_rcp(const struct wined3d_shader_instruction *ins)
  {
      struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
  
      char dst[50];
      char src[50];
  
      shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
      shader_arb_get_src_param(ins, &ins->src[0], 0, src);
      if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
      {
          /* Dx sdk says .x is used if no swizzle is given, but our test shows that
           * .w is used
           */
          strcat(src, ".w");
      }
  
      shader_addline(buffer, "RCP%s %s, %s;\n", shader_arb_get_modifier(ins), dst, src);
  }
  
  static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
  {
      struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
      const char *instruction;
  
      char dst[50];
      char src[50];
  
      switch(ins->handler_idx)
      {
          case WINED3DSIH_RSQ:  instruction = "RSQ"; break;
          case WINED3DSIH_RCP:  instruction = "RCP"; break;
          case WINED3DSIH_EXP:  instruction = "EX2"; break;
          case WINED3DSIH_EXPP: instruction = "EXP"; break;
          default: instruction = "";
              FIXME("Unhandled opcode %#x\n", ins->handler_idx);
              break;
      }
  
      shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
      shader_arb_get_src_param(ins, &ins->src[0], 0, src);
      if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
      {
          /* Dx sdk says .x is used if no swizzle is given, but our test shows that
           * .w is used
           */
          strcat(src, ".w");
      }
  
      shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
  }
  
  static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
  {
      struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
      char dst_name[50];
      char src_name[50];
      struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
      BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
      const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
  
      shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
      shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
  
      /* In D3D, NRM of a vector with length zero returns zero. Catch this situation, as
       * otherwise NRM or RSQ would return NaN */
      if(pshader && priv->target_version >= NV3)
      {
          /* GL_NV_fragment_program2's NRM needs protection against length zero vectors too
           *
           * TODO: Find out if DP3+NRM+MOV is really faster than DP3+RSQ+MUL
           */
          shader_addline(buffer, "DP3C TA, %s, %s;\n", src_name, src_name);
          shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
          shader_addline(buffer, "MOV %s (EQ), %s;\n", dst_name, zero);
      }
      else if(priv->target_version >= NV2)
      {
          shader_addline(buffer, "DP3C TA.x, %s, %s;\n", src_name, src_name);
          shader_addline(buffer, "RSQ TA.x (NE), TA.x;\n");
          shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
                         src_name);
      }
      else
      {
          const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
  
          shader_addline(buffer, "DP3 TA.x, %s, %s;\n", src_name, src_name);
          /* Pass any non-zero value to RSQ if the input vector has a length of zero. The
           * RSQ result doesn't matter, as long as multiplying it by 0 returns 0.
           */
          shader_addline(buffer, "SGE TA.y, -TA.x, %s;\n", zero);
          shader_addline(buffer, "MAD TA.x, %s, TA.y, TA.x;\n", one);
  
          shader_addline(buffer, "RSQ TA.x, TA.x;\n");
          /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
          shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
                      src_name);
      }
  }
  
  static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
  {
      struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
      char dst_name[50];
      char src_name[3][50];
  
      /* ARB_fragment_program has a convenient LRP instruction */
      if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
          shader_hw_map2gl(ins);
          return;
      }
  
      shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
      shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
      shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
      shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
  
      shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
      shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
                     dst_name, src_name[0], src_name[2]);
  }
  
  static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
  {
      /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
       * must contain fixed constants. So we need a separate function to filter those constants and
       * can't use map2gl
       */
      struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
      struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
      const struct wined3d_shader_dst_param *dst = &ins->dst[0];
      char dst_name[50];
      char src_name0[50], src_name1[50], src_name2[50];
      BOOL is_color;
  
      shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
      if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
          shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
          /* No modifiers are supported on SCS */
          shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
  
          if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
          {
              shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
              shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
          }
      } else if(priv->target_version >= NV2) {
          shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
  
          /* Sincos writemask must be .x, .y or .xy */
          if(dst->write_mask & WINED3DSP_WRITEMASK_0)
              shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
          if(dst->write_mask & WINED3DSP_WRITEMASK_1)
              shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
      } else {
          /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
           * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
           *
           * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
           * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
           *
           * The constants we get are:
           *
           *  +1   +1,     -1     -1     +1      +1      -1       -1
           *      ---- ,  ---- , ---- , ----- , ----- , ----- , ------
           *      1!*2    2!*4   3!*8   4!*16   5!*32   6!*64   7!*128
           *
           * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
           *
           * (x/2)^2 = x^2 / 4
           * (x/2)^3 = x^3 / 8
           * (x/2)^4 = x^4 / 16
           * (x/2)^5 = x^5 / 32
           * etc
           *
           * To get the final result:
           * sin(x) = 2 * sin(x/2) * cos(x/2)
           * cos(x) = cos(x/2)^2 - sin(x/2)^2
           * (from sin(x+y) and cos(x+y) rules)
           *
           * As per MSDN, dst.z is undefined after the operation, and so is
           * dst.x and dst.y if they're masked out by the writemask. Ie
           * sincos dst.y, src1, c0, c1
           * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
           * vsa.exe also stops with an error if the dest register is the same register as the source
           * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
           * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
           */
          shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
          shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
          shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
  
          shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0);  /* x ^ 2 */
          shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0);           /* x ^ 3 */
          shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0);           /* x ^ 4 */
          shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0);           /* x ^ 5 */
          shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0);           /* x ^ 6 */
          shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0);           /* x ^ 7 */
  
          /* sin(x/2)
           *
           * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
           * properly merge that with MULs in the code above?
           * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
           * we can merge the sine and cosine MAD rows to calculate them together.
           */
          shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
          shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
          shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
          shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
  
          /* cos(x/2) */
          shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
          shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
          shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
  
          if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
              /* cos x */
              shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
              shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
          }
          if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
              /* sin x */
              shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
              shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
          }
      }
  }
  
  static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
  {
      struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
      char dst_name[50];
      char src_name[50];
      struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
  
      shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
      shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
  
      /* SGN is only valid in vertex shaders */
      if(ctx->target_version >= NV2) {
          shader_addline(buffer, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
          return;
      }
  
      /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
       * if SRC < 0.0,  SRC < -SRC = TRUE. If neither is true, src = 0.0
       */
      if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
          shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
      } else {
          /* src contains TA? Write to the dest first. This won't overwrite our destination.
           * Then use TA, and calculate the final result
           *
           * Not reading from TA? Store the first result in TA to avoid overwriting the
           * destination if src reg = dst reg
           */
          if(strstr(src_name, "TA"))
          {
              shader_addline(buffer, "SLT %s,  %s, -%s;\n", dst_name, src_name, src_name);
              shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
              shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
          }
          else
          {
              shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
              shader_addline(buffer, "SLT %s,  %s, -%s;\n", dst_name, src_name, src_name);
              shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
          }
      }
  }
  
  static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
  {
      struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
      char src[50];
      char dst[50];
      char dst_name[50];
      BOOL is_color;
  
      shader_arb_get_dst_param(ins, &ins->dst[0], dst);
      shader_arb_get_src_param(ins, &ins->src[0], 0, src);
      shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
  
      shader_addline(buffer, "DDY %s, %s;\n", dst, src);
      shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
  }
  
  static DWORD abs_modifier(DWORD mod, BOOL *need_abs)
  {
      *need_abs = FALSE;
  
      switch(mod)
      {
          case WINED3DSPSM_NONE:      return WINED3DSPSM_ABS;
          case WINED3DSPSM_NEG:       return WINED3DSPSM_ABS;
          case WINED3DSPSM_BIAS:      *need_abs = TRUE; return WINED3DSPSM_BIAS;
          case WINED3DSPSM_BIASNEG:   *need_abs = TRUE; return WINED3DSPSM_BIASNEG;
          case WINED3DSPSM_SIGN:      *need_abs = TRUE; return WINED3DSPSM_SIGN;
          case WINED3DSPSM_SIGNNEG:   *need_abs = TRUE; return WINED3DSPSM_SIGNNEG;
          case WINED3DSPSM_COMP:      *need_abs = TRUE; return WINED3DSPSM_COMP;
          case WINED3DSPSM_X2:        *need_abs = TRUE; return WINED3DSPSM_X2;
          case WINED3DSPSM_X2NEG:     *need_abs = TRUE; return WINED3DSPSM_X2NEG;
          case WINED3DSPSM_DZ:        *need_abs = TRUE; return WINED3DSPSM_DZ;
          case WINED3DSPSM_DW:        *need_abs = TRUE; return WINED3DSPSM_DW;
          case WINED3DSPSM_ABS:       return WINED3DSPSM_ABS;
          case WINED3DSPSM_ABSNEG:    return WINED3DSPSM_ABS;
      }
      FIXME("Unknown modifier %u\n", mod);
      return mod;
  }
  
  static void shader_hw_log(const struct wined3d_shader_instruction *ins)
  {
      struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
      char src0[50], dst[50];
      struct wined3d_shader_src_param src0_copy = ins->src[0];
      BOOL need_abs = FALSE;
      const char *instr;
  
      switch(ins->handler_idx)
      {
          case WINED3DSIH_LOG:  instr = "LG2"; break;
          case WINED3DSIH_LOGP: instr = "LOG"; break;
          default:
              ERR("Unexpected instruction %d\n", ins->handler_idx);
              return;
      }
  
      /* LOG and LOGP operate on the absolute value of the input */
      src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
  
      shader_arb_get_dst_param(ins, &ins->dst[0], dst);
      shader_arb_get_src_param(ins, &src0_copy, 0, src0);
  
      if(need_abs)
      {
          shader_addline(buffer, "ABS TA, %s;\n", src0);
          shader_addline(buffer, "%s%s %s, TA;\n", instr, shader_arb_get_modifier(ins), dst);
      }
      else
      {
          shader_addline(buffer, "%s%s %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0);
      }
  }
  
  static void shader_hw_pow(const struct wined3d_shader_instruction *ins)
  {
      struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
      char src0[50], src1[50], dst[50];
      struct wined3d_shader_src_param src0_copy = ins->src[0];
      BOOL need_abs = FALSE;
      struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
      const char *one = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ONE);
  
      /* POW operates on the absolute value of the input */
      src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
  
      shader_arb_get_dst_param(ins, &ins->dst[0], dst);
      shader_arb_get_src_param(ins, &src0_copy, 0, src0);
      shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
  
      if (need_abs)
          shader_addline(buffer, "ABS TA.x, %s;\n", src0);
      else
          shader_addline(buffer, "MOV TA.x, %s;\n", src0);
  
      if (priv->target_version >= NV2)
      {
          shader_addline(buffer, "MOVC TA.y, %s;\n", src1);
          shader_addline(buffer, "POW%s %s, TA.x, TA.y;\n", shader_arb_get_modifier(ins), dst);
          shader_addline(buffer, "MOV %s (EQ.y), %s;\n", dst, one);
      }
      else
      {
          const char *zero = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_ZERO);
          const char *flt_eps = arb_get_helper_value(ins->ctx->reg_maps->shader_version.type, ARB_EPS);
  
          shader_addline(buffer, "ABS TA.y, %s;\n", src1);
          shader_addline(buffer, "SGE TA.y, -TA.y, %s;\n", zero);
          /* Possibly add flt_eps to avoid getting float special values */
          shader_addline(buffer, "MAD TA.z, TA.y, %s, %s;\n", flt_eps, src1);
          shader_addline(buffer, "POW%s TA.x, TA.x, TA.z;\n", shader_arb_get_modifier(ins));
          shader_addline(buffer, "MAD TA.x, -TA.x, TA.y, TA.x;\n");
          shader_addline(buffer, "MAD %s, TA.y, %s, TA.x;\n", dst, one);
      }
  }
  
  static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
  {
      struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
      char src_name[50];
      BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
  
      /* src0 is aL */
      shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
  
      if(vshader)
      {
          struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
          struct list *e = list_head(&priv->control_frames);
          struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
  
          if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
          /* The constant loader makes sure to load -1 into iX.w */
          shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
          shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
          shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
      }
      else
      {
          shader_addline(buffer, "LOOP %s;\n", src_name);
      }
  }
  
  static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
  {
      struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
      char src_name[50];
      BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
  
      shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
  
      /* The constant loader makes sure to load -1 into iX.w */
      if(vshader)
      {
          struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
          struct list *e = list_head(&priv->control_frames);
          struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
  
          if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
  
          shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
          shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->no.loop);
          shader_addline(buffer, "loop_%u_start:\n", control_frame->no.loop);
      }
      else
      {
          shader_addline(buffer, "REP %s;\n", src_name);
      }
  }
  
  static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
  {
      struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
      BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
  
      if(vshader)
      {
          struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
          struct list *e = list_head(&priv->control_frames);
          struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
  
          shader_addline(buffer, "ARAC aL.xy, aL;\n");
          shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
          shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
  
          if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
      }
      else
      {
          shader_addline(buffer, "ENDLOOP;\n");
      }
  }
  
  static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
  {
      struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
      BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
  
      if(vshader)
      {
          struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
          struct list *e = list_head(&priv->control_frames);
          struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
  
          shader_addline(buffer, "ARAC aL.xy, aL;\n");
          shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->no.loop);
          shader_addline(buffer, "loop_%u_end:\n", control_frame->no.loop);
  
          if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
      }
      else
      {
          shader_addline(buffer, "ENDREP;\n");
      }
  }
  
  static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
  {
      struct control_frame *control_frame;
  
      LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
      {
          if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
      }
      ERR("Could not find loop for break\n");
      return NULL;
  }
  
  static void shader_hw_break(const struct wined3d_shader_instruction *ins)
  {
      struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
      const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
      BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
  
      if(vshader)
      {
          shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->no.loop);
      }
      else
      {
          shader_addline(buffer, "BRK;\n");
      }
  }
  
  static const char *get_compare(enum wined3d_shader_rel_op op)
  {
      switch (op)
      {
          case WINED3D_SHADER_REL_OP_GT: return "GT";
          case WINED3D_SHADER_REL_OP_EQ: return "EQ";
          case WINED3D_SHADER_REL_OP_GE: return "GE";
          case WINED3D_SHADER_REL_OP_LT: return "LT";
          case WINED3D_SHADER_REL_OP_NE: return "NE";
          case WINED3D_SHADER_REL_OP_LE: return "LE";
          default:
              FIXME("Unrecognized operator %#x.\n", op);
              return "(\?\?)";
      }
  }
  
  static enum wined3d_shader_rel_op invert_compare(enum wined3d_shader_rel_op op)
  {
      switch (op)
      {
          case WINED3D_SHADER_REL_OP_GT: return WINED3D_SHADER_REL_OP_LE;
          case WINED3D_SHADER_REL_OP_EQ: return WINED3D_SHADER_REL_OP_NE;
          case WINED3D_SHADER_REL_OP_GE: return WINED3D_SHADER_REL_OP_LT;
          case WINED3D_SHADER_REL_OP_LT: return WINED3D_SHADER_REL_OP_GE;
          case WINED3D_SHADER_REL_OP_NE: return WINED3D_SHADER_REL_OP_EQ;
          case WINED3D_SHADER_REL_OP_LE: return WINED3D_SHADER_REL_OP_GT;
          default:
              FIXME("Unrecognized operator %#x.\n", op);
              return -1;
      }
  }
  
  static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
  {
      struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
      BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
      const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
      char src_name0[50];
      char src_name1[50];
      const char *comp = get_compare(ins->flags);
  
      shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
      shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
  
      if(vshader)
      {
          /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
           * away the subtraction result
           */
          shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
          shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->no.loop, comp);
      }
      else
      {
          shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
          shader_addline(buffer, "BRK (%s.x);\n", comp);
      }
  }
  
  static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
  {
      struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
      struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
      struct list *e = list_head(&priv->control_frames);
      struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
      const char *comp;
      char src_name0[50];
      char src_name1[50];
      BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
  
      shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
      shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
  
      if(vshader)
      {
          /* Invert the flag. We jump to the else label if the condition is NOT true */
          comp = get_compare(invert_compare(ins->flags));
          shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
          shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->no.ifc, comp);
      }
      else
      {
          comp = get_compare(ins->flags);
          shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
          shader_addline(buffer, "IF %s.x;\n", comp);
      }
  }
  
  static void shader_hw_else(const struct wined3d_shader_instruction *ins)
  {
      struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
      struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
      struct list *e = list_head(&priv->control_frames);
      struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
      BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
  
      if(vshader)
      {
          shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->no.ifc);
          shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
          control_frame->had_else = TRUE;
      }
      else
      {
          shader_addline(buffer, "ELSE;\n");
      }
  }
  
  static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
  {
      struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
      struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
      struct list *e = list_head(&priv->control_frames);
      struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
      BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
  
      if(vshader)
      {
          if(control_frame->had_else)
          {
              shader_addline(buffer, "ifc_%u_endif:\n", control_frame->no.ifc);
          }
          else
          {
              shader_addline(buffer, "#No else branch. else is endif\n");
              shader_addline(buffer, "ifc_%u_else:\n", control_frame->no.ifc);
          }
      }
      else
      {
          shader_addline(buffer, "ENDIF;\n");
      }
  }
  
  static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
  {
      DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
      char reg_dest[40];
      char reg_src[3][40];
      WORD flags = TEX_DERIV;
  
      shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
      shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
      shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
      shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
  
      if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
      if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
  
      shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
  }
  
  static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
  {
      DWORD sampler_idx = ins->src[1].reg.idx[0].offset;
      char reg_dest[40];
      char reg_coord[40];
      WORD flags = TEX_LOD;
  
      shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
      shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
  
      if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
      if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
  
      shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
  }
  
  static void shader_hw_label(const struct wined3d_shader_instruction *ins)
  {
      struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
      struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
  
      priv->in_main_func = FALSE;
      /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
       * subroutine, don't generate a label that will make GL complain
       */
      if(priv->target_version == ARB) return;
  
      shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx[0].offset);
  }
  
  static void vshader_add_footer(struct shader_arb_ctx_priv *priv_ctx,
          const struct arb_vshader_private *shader_data, const struct arb_vs_compile_args *args,
          const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info,
          struct wined3d_shader_buffer *buffer)
  {
      unsigned int i;
  
      /* 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 (args->super.fog_src == VS_FOG_Z)
      {
          shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
      }
      else
      {
          if (!reg_maps->fog)
          {
              /* posFixup.x is always 1.0, so we can safely use it */
              shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
          }
          else
          {
              /* Clamp fogcoord */
              const char *zero = arb_get_helper_value(reg_maps->shader_version.type, ARB_ZERO);
              const char *one = arb_get_helper_value(reg_maps->shader_version.type, ARB_ONE);
  
              shader_addline(buffer, "MIN TMP_FOGCOORD.x, TMP_FOGCOORD.x, %s;\n", one);
              shader_addline(buffer, "MAX result.fogcoord.x, TMP_FOGCOORD.x, %s;\n", zero);
          }
      }
  
      /* Clipplanes are always stored without y inversion */
      if (use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
      {
          if (args->super.clip_enabled)
          {
              for (i = 0; i < priv_ctx->vs_clipplanes; i++)
              {
                  shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
              }
          }
      }
      else if (args->clip.boolclip.clip_texcoord)
      {
          unsigned int cur_clip = 0;
          char component[4] = {'x', 'y', 'z', 'w'};
          const char *zero = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ZERO);
  
          for (i = 0; i < gl_info->limits.clipplanes; ++i)
          {
              if (args->clip.boolclip.clipplane_mask & (1 << i))
              {
                  shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
                                 component[cur_clip++], i);
              }
          }
          switch (cur_clip)
          {
              case 0:
                  shader_addline(buffer, "MOV TA, %s;\n", zero);
                  break;
              case 1:
                  shader_addline(buffer, "MOV TA.yzw, %s;\n", zero);
                  break;
              case 2:
                  shader_addline(buffer, "MOV TA.zw, %s;\n", zero);
                  break;
              case 3:
                  shader_addline(buffer, "MOV TA.w, %s;\n", zero);
                  break;
          }
          shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
                         args->clip.boolclip.clip_texcoord - 1);
      }
  
      /* Write the final position.
       *
       * OpenGL coordinates specify the center of the pixel while d3d coords specify
       * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
       * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
       * contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
       */
      shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
      shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
      shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
  
      /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
       * and the glsl equivalent
       */
      if (need_helper_const(shader_data, reg_maps, gl_info))
      {
          const char *two = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_TWO);
          shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n", two);
      }
      else
      {
          shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
          shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
      }
  
      shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
  
      priv_ctx->footer_written = TRUE;
  }
  
  static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
  {
      struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
      struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
      const struct wined3d_shader *shader = ins->ctx->shader;
      BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
  
      if(priv->target_version == ARB) return;
  
      if(vshader)
      {
          if (priv->in_main_func) vshader_add_footer(priv, shader->backend_data,
                  priv->cur_vs_args, ins->ctx->reg_maps, ins->ctx->gl_info, buffer);
      }
  
      shader_addline(buffer, "RET;\n");
  }
  
  static void shader_hw_call(const struct wined3d_shader_instruction *ins)
  {
      struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
      shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx[0].offset);
  }
  
  /* Context activation is done by the caller. */
  static GLuint create_arb_blt_vertex_program(const struct wined3d_gl_info *gl_info)
  {
      GLuint program_id = 0;
      GLint pos;
  
      const char *blt_vprogram =
          "!!ARBvp1.0\n"
          "PARAM c[1] = { { 1, 0.5 } };\n"
          "MOV result.position, vertex.position;\n"
          "MOV result.color, c[0].x;\n"
          "MOV result.texcoord[0], vertex.texcoord[0];\n"
          "END\n";
  
      GL_EXTCALL(glGenProgramsARB(1, &program_id));
      GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
      GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
              strlen(blt_vprogram), blt_vprogram));
      checkGLcall("glProgramStringARB()");
  
      gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
      if (pos != -1)
      {
          FIXME("Vertex program error at position %d: %s\n\n", pos,
              debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
          shader_arb_dump_program_source(blt_vprogram);
      }
      else
      {
          GLint native;
  
          GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
          checkGLcall("glGetProgramivARB()");
          if (!native) WARN("Program exceeds native resource limits.\n");
      }
  
      return program_id;
  }
  
  /* Context activation is done by the caller. */
  static GLuint create_arb_blt_fragment_program(const struct wined3d_gl_info *gl_info,
          enum tex_types tex_type, BOOL masked)
  {
      GLuint program_id = 0;
      const char *fprogram;
      GLint pos;
  
      static const char * const blt_fprograms_full[tex_type_count] =
      {
          /* tex_1d */
          NULL,
          /* tex_2d */
          "!!ARBfp1.0\n"
          "TEMP R0;\n"
          "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
          "MOV result.depth.z, R0.x;\n"
          "END\n",
          /* tex_3d */
          NULL,
          /* tex_cube */
          "!!ARBfp1.0\n"
          "TEMP R0;\n"
          "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
          "MOV result.depth.z, R0.x;\n"
          "END\n",
          /* tex_rect */
          "!!ARBfp1.0\n"
          "TEMP R0;\n"
          "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
          "MOV result.depth.z, R0.x;\n"
          "END\n",
      };
  
      static const char * const blt_fprograms_masked[tex_type_count] =
      {
          /* tex_1d */
          NULL,
          /* tex_2d */
          "!!ARBfp1.0\n"
          "PARAM mask = program.local[0];\n"
          "TEMP R0;\n"
          "SLT R0.xy, fragment.position, mask.zwzw;\n"
          "MUL R0.x, R0.x, R0.y;\n"
          "KIL -R0.x;\n"
          "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
          "MOV result.depth.z, R0.x;\n"
          "END\n",
          /* tex_3d */
          NULL,
          /* tex_cube */
          "!!ARBfp1.0\n"
          "PARAM mask = program.local[0];\n"
          "TEMP R0;\n"
          "SLT R0.xy, fragment.position, mask.zwzw;\n"
          "MUL R0.x, R0.x, R0.y;\n"
          "KIL -R0.x;\n"
          "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
          "MOV result.depth.z, R0.x;\n"
          "END\n",
          /* tex_rect */
          "!!ARBfp1.0\n"
          "PARAM mask = program.local[0];\n"
          "TEMP R0;\n"
          "SLT R0.xy, fragment.position, mask.zwzw;\n"
          "MUL R0.x, R0.x, R0.y;\n"
          "KIL -R0.x;\n"
          "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
          "MOV result.depth.z, R0.x;\n"
          "END\n",
      };
  
      fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
      if (!fprogram)
      {
          FIXME("tex_type %#x not supported, falling back to tex_2d\n", tex_type);
          tex_type = tex_2d;
          fprogram = masked ? blt_fprograms_masked[tex_type] : blt_fprograms_full[tex_type];
      }
  
      GL_EXTCALL(glGenProgramsARB(1, &program_id));
      GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
      GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fprogram), fprogram));
      checkGLcall("glProgramStringARB()");
  
      gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
      if (pos != -1)
      {
          FIXME("Fragment program error at position %d: %s\n\n", pos,
              debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
          shader_arb_dump_program_source(fprogram);
      }
      else
      {
          GLint native;
  
          GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
          checkGLcall("glGetProgramivARB()");
          if (!native) WARN("Program exceeds native resource limits.\n");
      }
  
      return program_id;
  }
  
  static void arbfp_add_sRGB_correction(struct wined3d_shader_buffer *buffer, const char *fragcolor,
          const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
  {
      /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
  
      if(condcode)
      {
          /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
          shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.y;\n", tmp1, fragcolor);
          /* Calculate the > 0.0031308 case */
          shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts1.z;\n", fragcolor, fragcolor);
          shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts1.z;\n", fragcolor, fragcolor);
          shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts1.z;\n", fragcolor, fragcolor);
          shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts1.w;\n", fragcolor, fragcolor);
          shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts2.x;\n", fragcolor, fragcolor);
          /* Calculate the < case */
          shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts1.x, %s;\n", fragcolor, fragcolor);
      }
      else
      {
          /* Calculate the > 0.0031308 case */
          shader_addline(buffer, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1, fragcolor);
          shader_addline(buffer, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1, fragcolor);
          shader_addline(buffer, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1, fragcolor);
          shader_addline(buffer, "MUL %s, %s, srgb_consts1.w;\n", tmp1, tmp1);
          shader_addline(buffer, "SUB %s, %s, srgb_consts2.x;\n", tmp1, tmp1);
          /* Calculate the < case */
          shader_addline(buffer, "MUL %s, srgb_consts1.x, %s;\n", tmp2, fragcolor);
          /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
          shader_addline(buffer, "SLT %s, srgb_consts1.y, %s;\n", tmp3, fragcolor);
          shader_addline(buffer, "SGE %s, srgb_consts1.y, %s;\n", tmp4, fragcolor);
          /* Store the components > 0.0031308 in the destination */
          shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
          /* Add the components that are < 0.0031308 */
          shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
          /* Move everything into result.color at once. Nvidia hardware cannot handle partial
          * result.color writes(.rgb first, then .a), or handle overwriting already written
          * components. The assembler uses a temporary register in this case, which is usually
          * not allocated from one of our registers that were used earlier.
          */
      }
      /* [0.0;1.0] clamping. Not needed, this is done implicitly */
  }
  
  static const DWORD *find_loop_control_values(const struct wined3d_shader *shader, DWORD idx)
  {
      const struct wined3d_shader_lconst *constant;
  
      LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
      {
          if (constant->idx == idx)
          {
              return constant->value;
          }
      }
      return NULL;
  }
  
  static void init_ps_input(const struct wined3d_shader *shader,
          const struct arb_ps_compile_args *args, struct shader_arb_ctx_priv *priv)
  {
      static const char * const texcoords[8] =
      {
          "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
          "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
      };
      unsigned int i;
      const struct wined3d_shader_signature_element *sig = shader->input_signature;
      const char *semantic_name;
      DWORD semantic_idx;
  
      switch(args->super.vp_mode)
      {
          case pretransformed:
          case fixedfunction:
              /* The pixelshader has to collect the varyings on its own. In any case properly load
               * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
               * other attribs to 0.0.
               *
               * For fixedfunction this behavior is correct, according to the tests. For pretransformed
               * we'd either need a replacement shader that can load other attribs like BINORMAL, or
               * load the texcoord attrib pointers to match the pixel shader signature
               */
              for(i = 0; i < MAX_REG_INPUT; i++)
              {
                  semantic_name = sig[i].semantic_name;
                  semantic_idx = sig[i].semantic_idx;
                  if (!semantic_name) continue;
  
                  if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
                  {
                      if (!semantic_idx) priv->ps_input[i] = "fragment.color.primary";
                      else if(semantic_idx == 1) priv->ps_input[i] = "fragment.color.secondary";
                      else priv->ps_input[i] = "0.0";
                  }
                  else if(args->super.vp_mode == fixedfunction)
                  {
                      priv->ps_input[i] = "0.0";
                  }
                  else if(shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
                  {
                      if(semantic_idx < 8) priv->ps_input[i] = texcoords[semantic_idx];
                      else priv->ps_input[i] = "0.0";
                  }
                  else if(shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
                  {
                      if (!semantic_idx) priv->ps_input[i] = "fragment.fogcoord";
                      else priv->ps_input[i] = "0.0";
                  }
                  else
                  {
                      priv->ps_input[i] = "0.0";
                  }
  
                  TRACE("v%u, semantic %s%u is %s\n", i, semantic_name, semantic_idx, priv->ps_input[i]);
              }
              break;
  
          case vertexshader:
              /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
               * fragment.color
               */
              for(i = 0; i < 8; i++)
              {
                  priv->ps_input[i] = texcoords[i];
              }
              priv->ps_input[8] = "fragment.color.primary";
              priv->ps_input[9] = "fragment.color.secondary";
              break;
      }
  }
  
  static void arbfp_add_linear_fog(struct wined3d_shader_buffer *buffer,
          const char *fragcolor, const char *tmp)
  {
      shader_addline(buffer, "SUB %s.x, state.fog.params.z, fragment.fogcoord.x;\n", tmp);
      shader_addline(buffer, "MUL_SAT %s.x, %s.x, state.fog.params.w;\n", tmp, tmp);
      shader_addline(buffer, "LRP %s.rgb, %s.x, %s, state.fog.color;\n", fragcolor, tmp, fragcolor);
  }
  
  /* Context activation is done by the caller. */
  static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader,
          const struct wined3d_gl_info *gl_info, struct wined3d_shader_buffer *buffer,
          const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
  {
      const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
      const DWORD *function = shader->function;
      GLuint retval;
      char fragcolor[16];
      DWORD next_local = 0;
      struct shader_arb_ctx_priv priv_ctx;
      BOOL dcl_td = FALSE;
      BOOL want_nv_prog = FALSE;
      struct arb_pshader_private *shader_priv = shader->backend_data;
      GLint errPos;
      DWORD map;
      BOOL custom_linear_fog = FALSE;
  
      char srgbtmp[4][4];
      unsigned int i, found = 0;
  
      for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
      {
          if (!(map & 1)
                  || (shader->u.ps.color0_mov && i == shader->u.ps.color0_reg)
                  || (reg_maps->shader_version.major < 2 && !i))
              continue;
  
          sprintf(srgbtmp[found], "R%u", i);
          ++found;
          if (found == 4) break;
      }
  
      switch(found) {
          case 0:
              sprintf(srgbtmp[0], "TA");
              sprintf(srgbtmp[1], "TB");
              sprintf(srgbtmp[2], "TC");
              sprintf(srgbtmp[3], "TD");
              dcl_td = TRUE;
              break;
          case 1:
              sprintf(srgbtmp[1], "TA");
              sprintf(srgbtmp[2], "TB");
              sprintf(srgbtmp[3], "TC");
              break;
          case 2:
              sprintf(srgbtmp[2], "TA");
              sprintf(srgbtmp[3], "TB");
              break;
          case 3:
              sprintf(srgbtmp[3], "TA");
              break;
          case 4:
              break;
      }
  
      /*  Create the hw ARB shader */
      memset(&priv_ctx, 0, sizeof(priv_ctx));
      priv_ctx.cur_ps_args = args;
      priv_ctx.compiled_fprog = compiled;
      priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
      init_ps_input(shader, args, &priv_ctx);
      list_init(&priv_ctx.control_frames);
      priv_ctx.ps_post_process = args->super.srgb_correction;
  
      /* Avoid enabling NV_fragment_program* if we do not need it.
       *
       * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
       * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
       * is faster than what we gain from using higher native instructions. There are some things though
       * that cannot be emulated. In that case enable the extensions.
       * If the extension is enabled, instruction handlers that support both ways will use it.
       *
       * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
       * So enable the best we can get.
       */
      if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
         reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall)
      {
          want_nv_prog = TRUE;
      }
  
      shader_addline(buffer, "!!ARBfp1.0\n");
      if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM2])
      {
          shader_addline(buffer, "OPTION NV_fragment_program2;\n");
          priv_ctx.target_version = NV3;
      }
      else if (want_nv_prog && gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
      {
          shader_addline(buffer, "OPTION NV_fragment_program;\n");
          priv_ctx.target_version = NV2;
      } else {
          if(want_nv_prog)
          {
              /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
               * limits properly
               */
              ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
              ERR("Try GLSL\n");
          }
          priv_ctx.target_version = ARB;
      }
  
      if (reg_maps->rt_mask > 1)
      {
          shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
      }
  
      if (reg_maps->shader_version.major < 3)
      {
          switch (args->super.fog)
          {
              case WINED3D_FFP_PS_FOG_OFF:
                  break;
              case WINED3D_FFP_PS_FOG_LINEAR:
                  if (gl_info->quirks & WINED3D_QUIRK_BROKEN_ARB_FOG)
                  {
                      custom_linear_fog = TRUE;
                      priv_ctx.ps_post_process = TRUE;
                      break;
                  }
                  shader_addline(buffer, "OPTION ARB_fog_linear;\n");
                  break;
              case WINED3D_FFP_PS_FOG_EXP:
                  shader_addline(buffer, "OPTION ARB_fog_exp;\n");
                  break;
              case WINED3D_FFP_PS_FOG_EXP2:
                  shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
                  break;
          }
      }
  
      /* For now always declare the temps. At least the Nvidia assembler optimizes completely
       * unused temps away(but occupies them for the whole shader if they're used once). Always
       * declaring them avoids tricky bookkeeping work
       */
      shader_addline(buffer, "TEMP TA;\n");      /* Used for modifiers */
      shader_addline(buffer, "TEMP TB;\n");      /* Used for modifiers */
      shader_addline(buffer, "TEMP TC;\n");      /* Used for modifiers */
      if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
      shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
      shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
      shader_addline(buffer, "PARAM ps_helper_const = { 0.0, 1.0, %1.10f, 0.0 };\n", eps);
  
      if (reg_maps->shader_version.major < 2)
      {
          strcpy(fragcolor, "R0");
      }
      else
      {
          if (priv_ctx.ps_post_process)
          {
              if (shader->u.ps.color0_mov)
              {
                  sprintf(fragcolor, "R%u", shader->u.ps.color0_reg);
              }
              else
              {
                  shader_addline(buffer, "TEMP TMP_COLOR;\n");
                  strcpy(fragcolor, "TMP_COLOR");
              }
          } else {
              strcpy(fragcolor, "result.color");
          }
      }
  
      if(args->super.srgb_correction) {
          shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
                         srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
          shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
                         srgb_sub_high, 0.0, 0.0, 0.0);
      }
  
      /* Base Declarations */
      shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info, NULL, &priv_ctx);
  
      for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
      {
          unsigned char bump_const;
  
          if (!(map & 1)) continue;
  
          bump_const = compiled->numbumpenvmatconsts;
          compiled->bumpenvmatconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
          compiled->bumpenvmatconst[bump_const].texunit = i;
          compiled->luminanceconst[bump_const].const_num = WINED3D_CONST_NUM_UNUSED;
          compiled->luminanceconst[bump_const].texunit = i;
  
          /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
           * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
           * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
           * textures due to conditional NP2 restrictions)
           *
           * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
           * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
           * their location is shader dependent anyway and they cannot be loaded globally.
           */
          compiled->bumpenvmatconst[bump_const].const_num = next_local++;
          shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
                         i, compiled->bumpenvmatconst[bump_const].const_num);
          compiled->numbumpenvmatconsts = bump_const + 1;
  
          if (!(reg_maps->luminanceparams & (1 << i))) continue;
  
          compiled->luminanceconst[bump_const].const_num = next_local++;
          shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
                         i, compiled->luminanceconst[bump_const].const_num);
      }
  
      for(i = 0; i < MAX_CONST_I; i++)
      {
          compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
          if (reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
          {
              const DWORD *control_values = find_loop_control_values(shader, i);
  
              if(control_values)
              {
                  shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
                                  control_values[0], control_values[1], control_values[2]);
              }
              else
              {
                  compiled->int_consts[i] = next_local;
                  compiled->num_int_consts++;
                  shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
              }
          }
      }
  
      if(reg_maps->vpos || reg_maps->usesdsy)
      {
          compiled->ycorrection = next_local;
          shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
  
          if(reg_maps->vpos)
          {
              shader_addline(buffer, "TEMP vpos;\n");
              /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
               * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
               * ycorrection.z: 1.0
               * ycorrection.w: 0.0
               */
              shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
              shader_addline(buffer, "FLR vpos.xy, vpos;\n");
          }
      }
      else
      {
          compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
      }
  
      /* Load constants to fixup NP2 texcoords if there are still free constants left:
       * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
       * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
       * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
       * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
       * shader compilation errors and the subsequent errors when drawing with this shader. */
      if (priv_ctx.cur_ps_args->super.np2_fixup) {
          unsigned char cur_fixup_sampler = 0;
  
          struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
          const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
          const UINT max_lconsts = gl_info->limits.arb_ps_local_constants;
  
          fixup->offset = next_local;
          fixup->super.active = 0;
  
          for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
              if (!(map & (1 << i))) continue;
  
              if (fixup->offset + (cur_fixup_sampler >> 1) < max_lconsts) {
                  fixup->super.active |= (1 << i);
                  fixup->super.idx[i] = cur_fixup_sampler++;
              } else {
                  FIXME("No free constant found to load NP2 fixup data into shader. "
                        "Sampling from this texture will probably look wrong.\n");
                  break;
              }
          }
  
          fixup->super.num_consts = (cur_fixup_sampler + 1) >> 1;
          if (fixup->super.num_consts) {
              shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
                             fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
          }
      }
  
      if (shader_priv->clipplane_emulation != ~0U && args->clip)
      {
          shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
      }
  
      /* Base Shader Body */
      shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
  
      if(args->super.srgb_correction) {
          arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
                                    priv_ctx.target_version >= NV2);
      }
  
      if (custom_linear_fog)
          arbfp_add_linear_fog(buffer, fragcolor, "TA");
  
      if(strcmp(fragcolor, "result.color")) {
          shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
      }
      shader_addline(buffer, "END\n");
  
      /* TODO: change to resource.glObjectHandle or something like that */
      GL_EXTCALL(glGenProgramsARB(1, &retval));
  
      TRACE("Creating a hw pixel shader, prg=%d\n", retval);
      GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
  
      TRACE("Created hw pixel shader, prg=%d\n", retval);
      /* Create the program and check for errors */
      GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
                 buffer->content_size, buffer->buffer));
      checkGLcall("glProgramStringARB()");
  
      gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
      if (errPos != -1)
      {
          FIXME("HW PixelShader Error at position %d: %s\n\n",
                errPos, debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
          shader_arb_dump_program_source(buffer->buffer);
          retval = 0;
      }
      else
      {
          GLint native;
  
          GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
          checkGLcall("glGetProgramivARB()");
          if (!native) WARN("Program exceeds native resource limits.\n");
      }
  
      return retval;
  }
  
  static int compare_sig(const struct wined3d_shader_signature_element *sig1, const struct wined3d_shader_signature_element *sig2)
  {
      unsigned int i;
      int ret;
  
      for(i = 0; i < MAX_REG_INPUT; i++)
      {
          if (!sig1[i].semantic_name || !sig2[i].semantic_name)
          {
              /* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */
              if(sig1[i].semantic_name != sig2[i].semantic_name) return sig1[i].semantic_name < sig2[i].semantic_name ? -1 : 1;
              continue;
          }
  
          if ((ret = strcmp(sig1[i].semantic_name, sig2[i].semantic_name))) return ret;
          if(sig1[i].semantic_idx    != sig2[i].semantic_idx)    return sig1[i].semantic_idx    < sig2[i].semantic_idx    ? -1 : 1;
          if(sig1[i].sysval_semantic != sig2[i].sysval_semantic) return sig1[i].sysval_semantic < sig2[i].sysval_semantic ? -1 : 1;
          if(sig1[i].component_type  != sig2[i].component_type)  return sig1[i].component_type  < sig2[i].component_type  ? -1 : 1;
          if(sig1[i].register_idx    != sig2[i].register_idx)    return sig1[i].register_idx    < sig2[i].register_idx    ? -1 : 1;
          if(sig1[i].mask            != sig2[i].mask)            return sig1[i].mask            < sig2[i].mask            ? -1 : 1;
      }
      return 0;
  }
  
  static struct wined3d_shader_signature_element *clone_sig(const struct wined3d_shader_signature_element *sig)
  {
      struct wined3d_shader_signature_element *new;
      int i;
      char *name;
  
      new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*new) * MAX_REG_INPUT);
      for(i = 0; i < MAX_REG_INPUT; i++)
      {
          if (!sig[i].semantic_name) continue;
  
          new[i] = sig[i];
          /* Clone the semantic string */
          name = HeapAlloc(GetProcessHeap(), 0, strlen(sig[i].semantic_name) + 1);
          strcpy(name, sig[i].semantic_name);
          new[i].semantic_name = name;
      }
      return new;
  }
  
  static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature_element *sig)
  {
      struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
      struct ps_signature *found_sig;
  
      if (entry)
      {
          found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
          TRACE("Found existing signature %u\n", found_sig->idx);
          return found_sig->idx;
      }
      found_sig = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*sig));
      found_sig->sig = clone_sig(sig);
      found_sig->idx = priv->ps_sig_number++;
      TRACE("New signature stored and assigned number %u\n", found_sig->idx);
      if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
      {
          ERR("Failed to insert program entry.\n");
      }
      return found_sig->idx;
  }
  
  static void init_output_registers(const struct wined3d_shader *shader,
          const struct wined3d_shader_signature_element *ps_input_sig,
          struct shader_arb_ctx_priv *priv_ctx, struct arb_vs_compiled_shader *compiled)
  {
      unsigned int i, j;
      static const char * const texcoords[8] =
      {
          "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
          "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
      };
      const char *semantic_name;
      DWORD semantic_idx, reg_idx;
  
      /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
       * and varying 9 to result.color.secondary
       */
      static const char * const decl_idx_to_string[MAX_REG_INPUT] =
      {
          "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
          "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
          "result.color.primary", "result.color.secondary"
      };
  
      if (!ps_input_sig)
      {
          TRACE("Pixel shader uses builtin varyings\n");
          /* Map builtins to builtins */
          for(i = 0; i < 8; i++)
          {
              priv_ctx->texcrd_output[i] = texcoords[i];
          }
          priv_ctx->color_output[0] = "result.color.primary";
          priv_ctx->color_output[1] = "result.color.secondary";
          priv_ctx->fog_output = "TMP_FOGCOORD";
  
          /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
          for (i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); ++i)
          {
              semantic_name = shader->output_signature[i].semantic_name;
              if (!semantic_name) continue;
  
              if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION))
              {
                  TRACE("o%u is TMP_OUT\n", i);
                  if (!shader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "TMP_OUT";
                  else priv_ctx->vs_output[i] = "TA";
              }
              else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE))
              {
                  TRACE("o%u is result.pointsize\n", i);
                  if (!shader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "result.pointsize";
                  else priv_ctx->vs_output[i] = "TA";
              }
              else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
              {
                  TRACE("o%u is result.color.?, idx %u\n", i, shader->output_signature[i].semantic_idx);
                  if (!shader->output_signature[i].semantic_idx)
                      priv_ctx->vs_output[i] = "result.color.primary";
                  else if (shader->output_signature[i].semantic_idx == 1)
                      priv_ctx->vs_output[i] = "result.color.secondary";
                  else priv_ctx->vs_output[i] = "TA";
              }
              else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
              {
                  TRACE("o%u is %s\n", i, texcoords[shader->output_signature[i].semantic_idx]);
                  if (shader->output_signature[i].semantic_idx >= 8) priv_ctx->vs_output[i] = "TA";
                  else priv_ctx->vs_output[i] = texcoords[shader->output_signature[i].semantic_idx];
              }
              else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
              {
                  TRACE("o%u is result.fogcoord\n", i);
                  if (shader->output_signature[i].semantic_idx > 0) priv_ctx->vs_output[i] = "TA";
                  else priv_ctx->vs_output[i] = "result.fogcoord";
              }
              else
              {
                  priv_ctx->vs_output[i] = "TA";
              }
          }
          return;
      }
  
      TRACE("Pixel shader uses declared varyings\n");
  
      /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
      for(i = 0; i < 8; i++)
      {
          priv_ctx->texcrd_output[i] = "TA";
      }
      priv_ctx->color_output[0] = "TA";
      priv_ctx->color_output[1] = "TA";
      priv_ctx->fog_output = "TA";
  
      for(i = 0; i < MAX_REG_INPUT; i++)
      {
          semantic_name = ps_input_sig[i].semantic_name;
          semantic_idx = ps_input_sig[i].semantic_idx;
          reg_idx = ps_input_sig[i].register_idx;
          if (!semantic_name) continue;
  
          /* If a declared input register is not written by builtin arguments, don't write to it.
           * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
           *
           * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
           * to TMP_OUT in any case
           */
          if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
          {
              if (semantic_idx < 8)
                  priv_ctx->texcrd_output[semantic_idx] = decl_idx_to_string[reg_idx];
          }
          else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
          {
              if (semantic_idx < 2)
                  priv_ctx->color_output[semantic_idx] = decl_idx_to_string[reg_idx];
          }
          else if(shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
          {
              if (!semantic_idx)
                  priv_ctx->fog_output = decl_idx_to_string[reg_idx];
          }
          else
          {
              continue;
          }
  
          if (!strcmp(decl_idx_to_string[reg_idx], "result.color.primary")
                  || !strcmp(decl_idx_to_string[reg_idx], "result.color.secondary"))
          {
              compiled->need_color_unclamp = TRUE;
          }
      }
  
      /* Map declared to declared */
      for (i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); ++i)
      {
          /* Write unread output to TA to throw them away */
          priv_ctx->vs_output[i] = "TA";
          semantic_name = shader->output_signature[i].semantic_name;
          if (!semantic_name) continue;
  
          if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION)
                  && !shader->output_signature[i].semantic_idx)
          {
              priv_ctx->vs_output[i] = "TMP_OUT";
              continue;
          }
          else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE)
                  && !shader->output_signature[i].semantic_idx)
          {
              priv_ctx->vs_output[i] = "result.pointsize";
              continue;
          }
  
          for(j = 0; j < MAX_REG_INPUT; j++)
          {
              if (!ps_input_sig[j].semantic_name) continue;
  
              if (!strcmp(ps_input_sig[j].semantic_name, semantic_name)
                      && ps_input_sig[j].semantic_idx == shader->output_signature[i].semantic_idx)
              {
                  priv_ctx->vs_output[i] = decl_idx_to_string[ps_input_sig[j].register_idx];
  
                  if (!strcmp(priv_ctx->vs_output[i], "result.color.primary")
                          || !strcmp(priv_ctx->vs_output[i], "result.color.secondary"))
                  {
                      compiled->need_color_unclamp = TRUE;
                  }
              }
          }
      }
  }
  
  /* Context activation is done by the caller. */
  static GLuint shader_arb_generate_vshader(const struct wined3d_shader *shader,
          const struct wined3d_gl_info *gl_info, struct wined3d_shader_buffer *buffer,
          const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled,
          const struct wined3d_shader_signature_element *ps_input_sig)
  {
      const struct arb_vshader_private *shader_data = shader->backend_data;
      const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
      struct shader_arb_priv *priv = shader->device->shader_priv;
      const DWORD *function = shader->function;
      GLuint ret;
      DWORD next_local = 0;
      struct shader_arb_ctx_priv priv_ctx;
      unsigned int i;
      GLint errPos;
  
      memset(&priv_ctx, 0, sizeof(priv_ctx));
      priv_ctx.cur_vs_args = args;
      list_init(&priv_ctx.control_frames);
      init_output_registers(shader, ps_input_sig, &priv_ctx, compiled);
  
      /*  Create the hw ARB shader */
      shader_addline(buffer, "!!ARBvp1.0\n");
  
      /* Always enable the NV extension if available. Unlike fragment shaders, there is no
       * mesurable performance penalty, and we can always make use of it for clipplanes.
       */
      if (gl_info->supported[NV_VERTEX_PROGRAM3])
      {
          shader_addline(buffer, "OPTION NV_vertex_program3;\n");
          priv_ctx.target_version = NV3;
          shader_addline(buffer, "ADDRESS aL;\n");
      }
      else if (gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
      {
          shader_addline(buffer, "OPTION NV_vertex_program2;\n");
          priv_ctx.target_version = NV2;
          shader_addline(buffer, "ADDRESS aL;\n");
      } else {
          priv_ctx.target_version = ARB;
      }
  
      shader_addline(buffer, "TEMP TMP_OUT;\n");
      if (reg_maps->fog)
          shader_addline(buffer, "TEMP TMP_FOGCOORD;\n");
      if (need_helper_const(shader_data, reg_maps, gl_info))
      {
          shader_addline(buffer, "PARAM helper_const = { 0.0, 1.0, 2.0, %1.10f};\n", eps);
      }
      if (need_rel_addr_const(shader_data, reg_maps, gl_info))
      {
          shader_addline(buffer, "PARAM rel_addr_const = { 0.5, %d.0, 0.0, 0.0 };\n", shader_data->rel_offset);
          shader_addline(buffer, "TEMP A0_SHADOW;\n");
      }
  
      shader_addline(buffer, "TEMP TA;\n");
      shader_addline(buffer, "TEMP TB;\n");
  
      /* Base Declarations */
      shader_generate_arb_declarations(shader, reg_maps, buffer, gl_info,
              &priv_ctx.vs_clipplanes, &priv_ctx);
  
      for(i = 0; i < MAX_CONST_I; i++)
      {
          compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
          if(reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
          {
              const DWORD *control_values = find_loop_control_values(shader, i);
  
              if(control_values)
              {
                  shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
                                  control_values[0], control_values[1], control_values[2]);
              }
              else
              {
                  compiled->int_consts[i] = next_local;
                  compiled->num_int_consts++;
                  shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
              }
          }
      }
  
      /* We need a constant to fixup the final position */
      shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
      compiled->pos_fixup = next_local++;
  
      /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
       * for output parameters. D3D in theory does not do that either, but some applications depend on a
       * proper initialization of the secondary color, and programs using the fixed function pipeline without
       * a replacement shader depend on the texcoord.w being set properly.
       *
       * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
       * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
       * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
       * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
       * this can eat a number of instructions, so skip it unless this cap is set as well
       */
      if (!gl_info->supported[NV_VERTEX_PROGRAM])
      {
          const char *color_init = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_0001);
          shader_addline(buffer, "MOV result.color.secondary, %s;\n", color_init);
  
          if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W && !priv->ffp_proj_control)
          {
              int i;
              const char *one = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ONE);
              for(i = 0; i < min(8, MAX_REG_TEXCRD); i++)
              {
                  if (reg_maps->texcoord_mask[i] && reg_maps->texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL)
                      shader_addline(buffer, "MOV result.texcoord[%u].w, %s\n", i, one);
              }
          }
      }
  
      /* The shader starts with the main function */
      priv_ctx.in_main_func = TRUE;
      /* Base Shader Body */
      shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
  
      if (!priv_ctx.footer_written) vshader_add_footer(&priv_ctx,
              shader_data, args, reg_maps, gl_info, buffer);
  
      shader_addline(buffer, "END\n");
  
      /* TODO: change to resource.glObjectHandle or something like that */
      GL_EXTCALL(glGenProgramsARB(1, &ret));
  
      TRACE("Creating a hw vertex shader, prg=%d\n", ret);
      GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
  
      TRACE("Created hw vertex shader, prg=%d\n", ret);
      /* Create the program and check for errors */
      GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
                 buffer->content_size, buffer->buffer));
      checkGLcall("glProgramStringARB()");
  
      gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
      if (errPos != -1)
      {
          FIXME("HW VertexShader Error at position %d: %s\n\n",
                errPos, debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
          shader_arb_dump_program_source(buffer->buffer);
          ret = -1;
      }
      else
      {
          GLint native;
  
          GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
          checkGLcall("glGetProgramivARB()");
          if (!native) WARN("Program exceeds native resource limits.\n");
      }
  
      return ret;
  }
  
  /* Context activation is done by the caller. */
  static struct arb_ps_compiled_shader *find_arb_pshader(struct wined3d_shader *shader,
          const struct arb_ps_compile_args *args)
  {
      struct wined3d_device *device = shader->device;
      const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
      const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
      UINT i;
      DWORD new_size;
      struct arb_ps_compiled_shader *new_array;
      struct wined3d_shader_buffer buffer;
      struct arb_pshader_private *shader_data;
      GLuint ret;
  
      if (!shader->backend_data)
      {
          struct shader_arb_priv *priv = device->shader_priv;
  
          shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
          shader_data = shader->backend_data;
          shader_data->clamp_consts = shader->reg_maps.shader_version.major == 1;
  
          if (shader->reg_maps.shader_version.major < 3)
              shader_data->input_signature_idx = ~0U;
          else
              shader_data->input_signature_idx = find_input_signature(priv, shader->input_signature);
  
          TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
  
          if (!d3d_info->vs_clipping)
              shader_data->clipplane_emulation = shader_find_free_input_register(&shader->reg_maps,
                      d3d_info->limits.ffp_blend_stages - 1);
          else
              shader_data->clipplane_emulation = ~0U;
      }
      shader_data = shader->backend_data;
  
      /* 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(&shader_data->gl_shaders[i].args, args, sizeof(*args)))
              return &shader_data->gl_shaders[i];
      }
  
      TRACE("No matching GL shader found, compiling a new shader\n");
      if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
          if (shader_data->num_gl_shaders)
          {
              new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
              new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
                                      new_size * sizeof(*shader_data->gl_shaders));
          } else {
              new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
              new_size = 1;
          }
  
          if(!new_array) {
              ERR("Out of memory\n");
              return 0;
          }
          shader_data->gl_shaders = new_array;
          shader_data->shader_array_size = new_size;
      }
  
      shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
  
      pixelshader_update_samplers(shader, args->super.tex_types);
  
      if (!shader_buffer_init(&buffer))
      {
          ERR("Failed to initialize shader buffer.\n");
          return 0;
      }
  
      ret = shader_arb_generate_pshader(shader, gl_info, &buffer, args,
              &shader_data->gl_shaders[shader_data->num_gl_shaders]);
      shader_buffer_free(&buffer);
      shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
  
      return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
  }
  
  static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
                                   const DWORD use_map, BOOL skip_int) {
      if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
      if(stored->super.clip_enabled != new->super.clip_enabled) return FALSE;
      if(stored->super.fog_src != new->super.fog_src) return FALSE;
      if(stored->clip.boolclip_compare != new->clip.boolclip_compare) return FALSE;
      if(stored->ps_signature != new->ps_signature) return FALSE;
      if(stored->vertex.samplers_compare != new->vertex.samplers_compare) return FALSE;
      if(skip_int) return TRUE;
  
      return !memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl));
  }
  
  static struct arb_vs_compiled_shader *find_arb_vshader(struct wined3d_shader *shader,
          const struct arb_vs_compile_args *args,
          const struct wined3d_shader_signature_element *ps_input_sig)
  {
      struct wined3d_device *device = shader->device;
      const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
      DWORD use_map = device->stream_info.use_map;
      UINT i;
      DWORD new_size;
      struct arb_vs_compiled_shader *new_array;
      struct wined3d_shader_buffer buffer;
      struct arb_vshader_private *shader_data;
      GLuint ret;
  
      if (!shader->backend_data)
      {
          const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
  
          shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
          shader_data = shader->backend_data;
  
          if ((gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
                  && reg_maps->min_rel_offset <= reg_maps->max_rel_offset)
          {
              if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 127)
              {
                  FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
                  FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
                  FIXME("Min: %u, Max: %u.\n", reg_maps->min_rel_offset, reg_maps->max_rel_offset);
              }
              else if (reg_maps->max_rel_offset - reg_maps->min_rel_offset > 63)
                  shader_data->rel_offset = reg_maps->min_rel_offset + 63;
              else if (reg_maps->max_rel_offset > 63)
                  shader_data->rel_offset = reg_maps->min_rel_offset;
          }
      }
      shader_data = shader->backend_data;
  
      /* 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(&shader_data->gl_shaders[i].args, args,
                  use_map, gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]))
          {
              return &shader_data->gl_shaders[i];
          }
      }
  
      TRACE("No matching GL shader found, compiling a new shader\n");
  
      if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
          if (shader_data->num_gl_shaders)
          {
              new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
              new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
                                      new_size * sizeof(*shader_data->gl_shaders));
          } else {
              new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
              new_size = 1;
          }
  
          if(!new_array) {
              ERR("Out of memory\n");
              return 0;
          }
          shader_data->gl_shaders = new_array;
          shader_data->shader_array_size = new_size;
      }
  
      shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
  
      if (!shader_buffer_init(&buffer))
      {
          ERR("Failed to initialize shader buffer.\n");
          return 0;
      }
  
      ret = shader_arb_generate_vshader(shader, gl_info, &buffer, args,
              &shader_data->gl_shaders[shader_data->num_gl_shaders],
              ps_input_sig);
      shader_buffer_free(&buffer);
      shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
  
      return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
  }
  
  static void find_arb_ps_compile_args(const struct wined3d_state *state,
          const struct wined3d_context *context, const struct wined3d_shader *shader,
          struct arb_ps_compile_args *args)
  {
      const struct wined3d_gl_info *gl_info = context->gl_info;
      const struct wined3d_d3d_info *d3d_info = context->d3d_info;
      int i;
      WORD int_skip;
  
      find_ps_compile_args(state, shader, &args->super);
  
      /* This forces all local boolean constants to 1 to make them stateblock independent */
      args->bools = shader->reg_maps.local_bool_consts;
  
      for(i = 0; i < MAX_CONST_B; i++)
      {
          if (state->ps_consts_b[i])
              args->bools |= ( 1 << i);
      }
  
      /* Only enable the clip plane emulation KIL if at least one clipplane is enabled. The KIL instruction
       * is quite expensive because it forces the driver to disable early Z discards. It is cheaper to
       * duplicate the shader than have a no-op KIL instruction in every shader
       */
      if (!d3d_info->vs_clipping && use_vs(state)
              && state->render_states[WINED3D_RS_CLIPPING]
              && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
          args->clip = 1;
      else
          args->clip = 0;
  
      /* Skip if unused or local, or supported natively */
      int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
      if (int_skip == 0xffff || gl_info->supported[NV_FRAGMENT_PROGRAM_OPTION])
      {
          memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
          return;
      }
  
      for(i = 0; i < MAX_CONST_I; i++)
      {
          if(int_skip & (1 << i))
          {
              args->loop_ctrl[i][0] = 0;
              args->loop_ctrl[i][1] = 0;
              args->loop_ctrl[i][2] = 0;
          }
          else
          {
              args->loop_ctrl[i][0] = state->ps_consts_i[i * 4];
              args->loop_ctrl[i][1] = state->ps_consts_i[i * 4 + 1];
              args->loop_ctrl[i][2] = state->ps_consts_i[i * 4 + 2];
          }
      }
  }
  
  static void find_arb_vs_compile_args(const struct wined3d_state *state,
          const struct wined3d_context *context, const struct wined3d_shader *shader,
          struct arb_vs_compile_args *args)
  {
      struct wined3d_device *device = shader->device;
      const struct wined3d_adapter *adapter = device->adapter;
      const struct wined3d_gl_info *gl_info = context->gl_info;
      const struct wined3d_d3d_info *d3d_info = context->d3d_info;
      int i;
      WORD int_skip;
  
      find_vs_compile_args(state, shader, &args->super);
  
      args->clip.boolclip_compare = 0;
      if (use_ps(state))
      {
          const struct wined3d_shader *ps = state->pixel_shader;
          const struct arb_pshader_private *shader_priv = ps->backend_data;
          args->ps_signature = shader_priv->input_signature_idx;
  
          args->clip.boolclip.clip_texcoord = shader_priv->clipplane_emulation + 1;
      }
      else
      {
          args->ps_signature = ~0;
          if (!d3d_info->vs_clipping && adapter->fragment_pipe == &arbfp_fragment_pipeline)
          {
              args->clip.boolclip.clip_texcoord = ffp_clip_emul(state) ? d3d_info->limits.ffp_blend_stages : 0;
          }
          /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
      }
  
      if (args->clip.boolclip.clip_texcoord)
      {
          if (state->render_states[WINED3D_RS_CLIPPING])
              args->clip.boolclip.clipplane_mask = (unsigned char)state->render_states[WINED3D_RS_CLIPPLANEENABLE];
          /* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
      }
  
      /* This forces all local boolean constants to 1 to make them stateblock independent */
      args->clip.boolclip.bools = shader->reg_maps.local_bool_consts;
      /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
      for(i = 0; i < MAX_CONST_B; i++)
      {
          if (state->vs_consts_b[i])
              args->clip.boolclip.bools |= ( 1 << i);
      }
  
      args->vertex.samplers[0] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 0];
      args->vertex.samplers[1] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 1];
      args->vertex.samplers[2] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 2];
      args->vertex.samplers[3] = 0;
  
      /* Skip if unused or local */
      int_skip = ~shader->reg_maps.integer_constants | shader->reg_maps.local_int_consts;
      /* This is about flow control, not clipping. */
      if (int_skip == 0xffff || gl_info->supported[NV_VERTEX_PROGRAM2_OPTION])
      {
          memset(args->loop_ctrl, 0, sizeof(args->loop_ctrl));
          return;
      }
  
      for(i = 0; i < MAX_CONST_I; i++)
      {
          if(int_skip & (1 << i))
          {
              args->loop_ctrl[i][0] = 0;
              args->loop_ctrl[i][1] = 0;
              args->loop_ctrl[i][2] = 0;
          }
          else
          {
              args->loop_ctrl[i][0] = state->vs_consts_i[i * 4];
              args->loop_ctrl[i][1] = state->vs_consts_i[i * 4 + 1];
              args->loop_ctrl[i][2] = state->vs_consts_i[i * 4 + 2];
          }
      }
  }
  
  /* Context activation is done by the caller. */
  static void shader_arb_select(void *shader_priv, const struct wined3d_context *context,
          const struct wined3d_state *state)
  {
      struct shader_arb_priv *priv = shader_priv;
      const struct wined3d_gl_info *gl_info = context->gl_info;
      int i;
  
      /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
      if (use_ps(state))
      {
          struct wined3d_shader *ps = state->pixel_shader;
          struct arb_ps_compile_args compile_args;
          struct arb_ps_compiled_shader *compiled;
  
          TRACE("Using pixel shader %p.\n", ps);
          find_arb_ps_compile_args(state, context, ps, &compile_args);
          compiled = find_arb_pshader(ps, &compile_args);
          priv->current_fprogram_id = compiled->prgId;
          priv->compiled_fprog = compiled;
  
          /* Bind the fragment program */
          GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
          checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);");
  
          if (!priv->use_arbfp_fixed_func)
              priv->fragment_pipe->enable_extension(gl_info, FALSE);
  
          /* Enable OpenGL fragment programs. */
          gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
          checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
  
          TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", priv->current_fprogram_id);
  
          /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
           * a 1.x and newer shader, reload the first 8 constants
           */
          if (priv->last_ps_const_clamped != ((struct arb_pshader_private *)ps->backend_data)->clamp_consts)
          {
              priv->last_ps_const_clamped = ((struct arb_pshader_private *)ps->backend_data)->clamp_consts;
              priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, 8);
              for(i = 0; i < 8; i++)
              {
                  priv->pshader_const_dirty[i] = 1;
              }
              /* Also takes care of loading local constants */
              shader_arb_load_constants_internal(shader_priv, context, state, TRUE, FALSE, TRUE);
          }
          else
          {
              UINT rt_height = state->fb->render_targets[0]->resource.height;
              shader_arb_ps_local_constants(compiled, context, state, rt_height);
          }
  
          /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
          if (compiled->np2fixup_info.super.active)
              shader_arb_load_np2fixup_constants(priv, gl_info, state);
      }
      else
      {
          if (gl_info->supported[ARB_FRAGMENT_PROGRAM] && !priv->use_arbfp_fixed_func)
          {
              /* Disable only if we're not using arbfp fixed function fragment
               * processing. If this is used, keep GL_FRAGMENT_PROGRAM_ARB
               * enabled, and the fixed function pipeline will bind the fixed
               * function replacement shader. */
              gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
              checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
              priv->current_fprogram_id = 0;
          }
          priv->fragment_pipe->enable_extension(gl_info, TRUE);
      }
  
      if (use_vs(state))
      {
          struct wined3d_shader *vs = state->vertex_shader;
          struct arb_vs_compile_args compile_args;
          struct arb_vs_compiled_shader *compiled;
          const struct wined3d_shader_signature_element *ps_input_sig;
  
          TRACE("Using vertex shader %p\n", vs);
          find_arb_vs_compile_args(state, context, vs, &compile_args);
  
          /* Instead of searching for the signature in the signature list, read the one from the
           * current pixel shader. It's maybe not the shader where the signature came from, but it
           * is the same signature and faster to find. */
          if (compile_args.ps_signature == ~0U)
              ps_input_sig = NULL;
          else
              ps_input_sig = state->pixel_shader->input_signature;
  
          compiled = find_arb_vshader(vs, &compile_args, ps_input_sig);
          priv->current_vprogram_id = compiled->prgId;
          priv->compiled_vprog = compiled;
  
          /* Bind the vertex program */
          GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
          checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
  
          priv->vertex_pipe->vp_enable(gl_info, FALSE);
  
          /* Enable OpenGL vertex programs */
          gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB);
          checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
          TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", priv->current_vprogram_id);
          shader_arb_vs_local_constants(compiled, context, state);
  
          if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
              priv->last_vs_color_unclamp = compiled->need_color_unclamp;
  
              if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
              {
                  GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp));
                  checkGLcall("glClampColorARB");
              } else {
                  FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
              }
          }
      }
      else
      {
          if (gl_info->supported[ARB_VERTEX_PROGRAM])
          {
              priv->current_vprogram_id = 0;
              gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
              checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
          }
          priv->vertex_pipe->vp_enable(gl_info, TRUE);
      }
  }
  
  
  /* Context activation is done by the caller. */
  static void shader_arb_disable(void *shader_priv, const struct wined3d_context *context)
  {
      const struct wined3d_gl_info *gl_info = context->gl_info;
      struct shader_arb_priv *priv = shader_priv;
  
      if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
      {
          gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
          checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
          priv->current_fprogram_id = 0;
      }
      priv->fragment_pipe->enable_extension(gl_info, FALSE);
  
      if (gl_info->supported[ARB_VERTEX_PROGRAM])
      {
          priv->current_vprogram_id = 0;
          gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
          checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
      }
      priv->vertex_pipe->vp_enable(gl_info, FALSE);
  
      if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT] && priv->last_vs_color_unclamp)
      {
          GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FIXED_ONLY_ARB));
          checkGLcall("glClampColorARB");
          priv->last_vs_color_unclamp = FALSE;
      }
  }
  
  /* Context activation is done by the caller. */
  static void shader_arb_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
          enum tex_types tex_type, const SIZE *ds_mask_size)
  {
      const float mask[] = {0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy};
      BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
      struct shader_arb_priv *priv = shader_priv;
      GLuint *blt_fprogram;
  
      if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
      GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
      gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB);
  
      blt_fprogram = masked ? &priv->depth_blt_fprogram_id_masked[tex_type] : &priv->depth_blt_fprogram_id_full[tex_type];
      if (!*blt_fprogram) *blt_fprogram = create_arb_blt_fragment_program(gl_info, tex_type, masked);
      GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, *blt_fprogram));
      if (masked) GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, mask));
      gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
  }
  
  /* Context activation is done by the caller. */
  static void shader_arb_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info)
  {
      struct shader_arb_priv *priv = shader_priv;
  
      if (priv->current_vprogram_id) {
          GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
          checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
  
          TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB.\n", priv->current_vprogram_id);
      }
      else
      {
          gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB);
          checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
      }
  
      if (priv->current_fprogram_id) {
          GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
          checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
  
          TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB.\n", priv->current_fprogram_id);
      }
      else if(!priv->use_arbfp_fixed_func)
      {
          gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
          checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
      }
  }
  
  static void shader_arb_destroy(struct wined3d_shader *shader)
  {
      struct wined3d_device *device = shader->device;
      const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
  
      if (shader_is_pshader_version(shader->reg_maps.shader_version.type))
      {
          struct arb_pshader_private *shader_data = shader->backend_data;
          UINT i;
  
          if(!shader_data) return; /* This can happen if a shader was never compiled */
  
          if (shader_data->num_gl_shaders)
          {
              struct wined3d_context *context = context_acquire(device, NULL);
  
              for (i = 0; i < shader_data->num_gl_shaders; ++i)
              {
                  GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
                  checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
              }
  
              context_release(context);
          }
  
          HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
          HeapFree(GetProcessHeap(), 0, shader_data);
          shader->backend_data = NULL;
      }
      else
      {
          struct arb_vshader_private *shader_data = shader->backend_data;
          UINT i;
  
          if(!shader_data) return; /* This can happen if a shader was never compiled */
  
          if (shader_data->num_gl_shaders)
          {
              struct wined3d_context *context = context_acquire(device, NULL);
  
              for (i = 0; i < shader_data->num_gl_shaders; ++i)
              {
                  GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
                  checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
              }
  
              context_release(context);
          }
  
          HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
          HeapFree(GetProcessHeap(), 0, shader_data);
          shader->backend_data = NULL;
      }
  }
  
  static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
  {
      struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
      return compare_sig(key, e->sig);
  }
  
  static const struct wine_rb_functions sig_tree_functions =
  {
      wined3d_rb_alloc,
      wined3d_rb_realloc,
      wined3d_rb_free,
      sig_tree_compare
  };
  
  static HRESULT shader_arb_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
          const struct fragment_pipeline *fragment_pipe)
  {
      struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
      struct fragment_caps fragment_caps;
      void *vertex_priv, *fragment_priv;
      const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
  
      if (!(vertex_priv = vertex_pipe->vp_alloc(&arb_program_shader_backend, priv)))
      {
          ERR("Failed to initialize vertex pipe.\n");
          HeapFree(GetProcessHeap(), 0, priv);
          return E_FAIL;
      }
  
      if (!(fragment_priv = fragment_pipe->alloc_private(&arb_program_shader_backend, priv)))
      {
          ERR("Failed to initialize fragment pipe.\n");
          vertex_pipe->vp_free(device);
          HeapFree(GetProcessHeap(), 0, priv);
          return E_FAIL;
      }
  
      priv->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
              sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
      if (!priv->vshader_const_dirty)
          goto fail;
      memset(priv->vshader_const_dirty, 1,
             sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
  
      priv->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
              sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
      if (!priv->pshader_const_dirty)
          goto fail;
      memset(priv->pshader_const_dirty, 1,
              sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
  
      if(wine_rb_init(&priv->signature_tree, &sig_tree_functions) == -1)
      {
          ERR("RB tree init failed\n");
          goto fail;
      }
  
      priv->vertex_pipe = vertex_pipe;
      priv->fragment_pipe = fragment_pipe;
      fragment_pipe->get_caps(&device->adapter->gl_info, &fragment_caps);
      priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
  
      device->vertex_priv = vertex_priv;
      device->fragment_priv = fragment_priv;
      device->shader_priv = priv;
  
      return WINED3D_OK;
  
  fail:
      HeapFree(GetProcessHeap(), 0, priv->pshader_const_dirty);
      HeapFree(GetProcessHeap(), 0, priv->vshader_const_dirty);
      fragment_pipe->free_private(device);
      vertex_pipe->vp_free(device);
      HeapFree(GetProcessHeap(), 0, priv);
      return E_OUTOFMEMORY;
  }
  
  static void release_signature(struct wine_rb_entry *entry, void *context)
  {
      struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
      int i;
      for(i = 0; i < MAX_REG_INPUT; i++)
      {
          HeapFree(GetProcessHeap(), 0, (char *) sig->sig[i].semantic_name);
      }
      HeapFree(GetProcessHeap(), 0, sig->sig);
      HeapFree(GetProcessHeap(), 0, sig);
  }
  
  /* Context activation is done by the caller. */
  static void shader_arb_free(struct wined3d_device *device)
  {
      const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
      struct shader_arb_priv *priv = device->shader_priv;
      int i;
  
      if (priv->depth_blt_vprogram_id)
          GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
  
      for (i = 0; i < tex_type_count; ++i)
      {
          if (priv->depth_blt_fprogram_id_full[i])
          {
              GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_full[i]));
          }
          if (priv->depth_blt_fprogram_id_masked[i])
          {
              GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id_masked[i]));
          }
      }
  
      wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
      HeapFree(GetProcessHeap(), 0, priv->pshader_const_dirty);
      HeapFree(GetProcessHeap(), 0, priv->vshader_const_dirty);
      priv->fragment_pipe->free_private(device);
      priv->vertex_pipe->vp_free(device);
      HeapFree(GetProcessHeap(), 0, device->shader_priv);
  }
  
  static void shader_arb_context_destroyed(void *shader_priv, const struct wined3d_context *context)
  {
      struct shader_arb_priv *priv = shader_priv;
  
      if (priv->last_context == context)
          priv->last_context = NULL;
  }
  
  static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
  {
      if (gl_info->supported[ARB_VERTEX_PROGRAM])
      {
          DWORD vs_consts;
          UINT vs_version;
  
          /* 96 is the minimum allowed value of MAX_PROGRAM_ENV_PARAMETERS_ARB
           * for vertex programs. If the native limit is less than that it's
           * not very useful, and e.g. Mesa swrast returns 0, probably to
           * indicate it's a software implementation. */
          if (gl_info->limits.arb_vs_native_constants < 96)
              vs_consts = gl_info->limits.arb_vs_float_constants;
          else
              vs_consts = min(gl_info->limits.arb_vs_float_constants, gl_info->limits.arb_vs_native_constants);
  
          if (gl_info->supported[NV_VERTEX_PROGRAM3])
          {
              vs_version = 3;
              TRACE("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
          }
          else if (vs_consts >= 256)
          {
              /* Shader Model 2.0 requires at least 256 vertex shader constants */
              vs_version = 2;
              TRACE("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
          }
          else
          {
              vs_version = 1;
              TRACE("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
          }
          caps->vs_version = min(wined3d_settings.max_sm_vs, vs_version);
          caps->vs_uniform_count = vs_consts;
      }
      else
      {
          caps->vs_version = 0;
          caps->vs_uniform_count = 0;
      }
  
      caps->gs_version = 0;
  
      if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
      {
          DWORD ps_consts;
          UINT ps_version;
  
          /* Similar as above for vertex programs, but the minimum for fragment
           * programs is 24. */
          if (gl_info->limits.arb_ps_native_constants < 24)
              ps_consts = gl_info->limits.arb_ps_float_constants;
          else
              ps_consts = min(gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_native_constants);
  
          if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
          {
              ps_version = 3;
              TRACE("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
          }
          else if (ps_consts >= 32)
          {
              /* Shader Model 2.0 requires at least 32 pixel shader constants */
              ps_version = 2;
              TRACE("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
          }
          else
          {
              ps_version = 1;
              TRACE("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
          }
          caps->ps_version = min(wined3d_settings.max_sm_ps, ps_version);
          caps->ps_uniform_count = ps_consts;
          caps->ps_1x_max_value = 8.0f;
      }
      else
      {
          caps->ps_version = 0;
          caps->ps_uniform_count = 0;
          caps->ps_1x_max_value = 0.0f;
      }
  
      caps->wined3d_caps = WINED3D_SHADER_CAP_SRGB_WRITE;
      if (use_nv_clip(gl_info))
          caps->wined3d_caps |= WINED3D_SHADER_CAP_VS_CLIPPING;
  }
  
  static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
  {
      if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
      {
          TRACE("Checking support for color_fixup:\n");
          dump_color_fixup_desc(fixup);
      }
  
      /* We support everything except complex conversions. */
      if (!is_complex_fixup(fixup))
      {
          TRACE("[OK]\n");
          return TRUE;
      }
  
      TRACE("[FAILED]\n");
      return FALSE;
  }
  
  static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
      DWORD shift;
      char write_mask[20], regstr[50];
      struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
      BOOL is_color = FALSE;
      const struct wined3d_shader_dst_param *dst;
  
      if (!ins->dst_count) return;
  
      dst = &ins->dst[0];
      shift = dst->shift;
      if (!shift) return; /* Saturate alone is handled by the instructions */
  
      shader_arb_get_write_mask(ins, dst, write_mask);
      shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
  
      /* Generate a line that does the output modifier computation
       * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
       * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
       */
      shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
                     regstr, write_mask, regstr, shift_tab[shift]);
  }
  
  static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
  {
      /* WINED3DSIH_ABS                   */ shader_hw_map2gl,
      /* WINED3DSIH_ADD                   */ shader_hw_map2gl,
      /* WINED3DSIH_AND                   */ NULL,
      /* WINED3DSIH_BEM                   */ pshader_hw_bem,
      /* WINED3DSIH_BREAK                 */ shader_hw_break,
      /* WINED3DSIH_BREAKC                */ shader_hw_breakc,
      /* WINED3DSIH_BREAKP                */ NULL,
      /* WINED3DSIH_CALL                  */ shader_hw_call,
      /* WINED3DSIH_CALLNZ                */ NULL,
      /* WINED3DSIH_CMP                   */ pshader_hw_cmp,
      /* WINED3DSIH_CND                   */ pshader_hw_cnd,
      /* WINED3DSIH_CRS                   */ shader_hw_map2gl,
      /* WINED3DSIH_CUT                   */ NULL,
      /* WINED3DSIH_DCL                   */ shader_hw_nop,
      /* WINED3DSIH_DCL_CONSTANT_BUFFER   */ shader_hw_nop,
      /* WINED3DSIH_DCL_INPUT_PRIMITIVE   */ shader_hw_nop,
      /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY   */ shader_hw_nop,
      /* WINED3DSIH_DCL_VERTICES_OUT      */ shader_hw_nop,
      /* WINED3DSIH_DEF                   */ shader_hw_nop,
      /* WINED3DSIH_DEFB                  */ shader_hw_nop,
      /* WINED3DSIH_DEFI                  */ shader_hw_nop,
      /* WINED3DSIH_DIV                   */ NULL,
      /* WINED3DSIH_DP2ADD                */ pshader_hw_dp2add,
      /* WINED3DSIH_DP3                   */ shader_hw_map2gl,
      /* WINED3DSIH_DP4                   */ shader_hw_map2gl,
      /* WINED3DSIH_DST                   */ shader_hw_map2gl,
      /* WINED3DSIH_DSX                   */ shader_hw_map2gl,
      /* WINED3DSIH_DSY                   */ shader_hw_dsy,
      /* WINED3DSIH_ELSE                  */ shader_hw_else,
      /* WINED3DSIH_EMIT                  */ NULL,
      /* WINED3DSIH_ENDIF                 */ shader_hw_endif,
      /* WINED3DSIH_ENDLOOP               */ shader_hw_endloop,
      /* WINED3DSIH_ENDREP                */ shader_hw_endrep,
      /* WINED3DSIH_EQ                    */ NULL,
      /* WINED3DSIH_EXP                   */ shader_hw_scalar_op,
      /* WINED3DSIH_EXPP                  */ shader_hw_scalar_op,
      /* WINED3DSIH_FRC                   */ shader_hw_map2gl,
      /* WINED3DSIH_FTOI                  */ NULL,
      /* WINED3DSIH_GE                    */ NULL,
      /* WINED3DSIH_IADD                  */ NULL,
      /* WINED3DSIH_IEQ                   */ NULL,
      /* WINED3DSIH_IF                    */ NULL /* Hardcoded into the shader */,
      /* WINED3DSIH_IFC                   */ shader_hw_ifc,
      /* WINED3DSIH_IGE                   */ NULL,
      /* WINED3DSIH_IMUL                  */ NULL,
      /* WINED3DSIH_ITOF                  */ NULL,
      /* WINED3DSIH_LABEL                 */ shader_hw_label,
      /* WINED3DSIH_LD                    */ NULL,
      /* WINED3DSIH_LIT                   */ shader_hw_map2gl,
      /* WINED3DSIH_LOG                   */ shader_hw_log,
      /* WINED3DSIH_LOGP                  */ shader_hw_log,
      /* WINED3DSIH_LOOP                  */ shader_hw_loop,
      /* WINED3DSIH_LRP                   */ shader_hw_lrp,
      /* WINED3DSIH_LT                    */ NULL,
      /* WINED3DSIH_M3x2                  */ shader_hw_mnxn,
      /* WINED3DSIH_M3x3                  */ shader_hw_mnxn,
      /* WINED3DSIH_M3x4                  */ shader_hw_mnxn,
      /* WINED3DSIH_M4x3                  */ shader_hw_mnxn,
      /* WINED3DSIH_M4x4                  */ shader_hw_mnxn,
      /* WINED3DSIH_MAD                   */ shader_hw_map2gl,
      /* WINED3DSIH_MAX                   */ shader_hw_map2gl,
      /* WINED3DSIH_MIN                   */ shader_hw_map2gl,
      /* WINED3DSIH_MOV                   */ shader_hw_mov,
      /* WINED3DSIH_MOVA                  */ shader_hw_mov,
      /* WINED3DSIH_MOVC                  */ NULL,
      /* WINED3DSIH_MUL                   */ shader_hw_map2gl,
      /* WINED3DSIH_NOP                   */ shader_hw_nop,
      /* WINED3DSIH_NRM                   */ shader_hw_nrm,
      /* WINED3DSIH_PHASE                 */ shader_hw_nop,
      /* WINED3DSIH_POW                   */ shader_hw_pow,
      /* WINED3DSIH_RCP                   */ shader_hw_rcp,
      /* WINED3DSIH_REP                   */ shader_hw_rep,
      /* WINED3DSIH_RET                   */ shader_hw_ret,
      /* WINED3DSIH_ROUND_NI              */ NULL,
      /* WINED3DSIH_RSQ                   */ shader_hw_scalar_op,
      /* WINED3DSIH_SAMPLE                */ NULL,
      /* WINED3DSIH_SAMPLE_GRAD           */ NULL,
      /* WINED3DSIH_SAMPLE_LOD            */ NULL,
      /* WINED3DSIH_SETP                  */ NULL,
      /* WINED3DSIH_SGE                   */ shader_hw_map2gl,
      /* WINED3DSIH_SGN                   */ shader_hw_sgn,
      /* WINED3DSIH_SINCOS                */ shader_hw_sincos,
      /* WINED3DSIH_SLT                   */ shader_hw_map2gl,
      /* WINED3DSIH_SQRT                  */ NULL,
      /* WINED3DSIH_SUB                   */ shader_hw_map2gl,
      /* WINED3DSIH_TEX                   */ pshader_hw_tex,
      /* WINED3DSIH_TEXBEM                */ pshader_hw_texbem,
      /* WINED3DSIH_TEXBEML               */ pshader_hw_texbem,
      /* WINED3DSIH_TEXCOORD              */ pshader_hw_texcoord,
      /* WINED3DSIH_TEXDEPTH              */ pshader_hw_texdepth,
      /* WINED3DSIH_TEXDP3                */ pshader_hw_texdp3,
      /* WINED3DSIH_TEXDP3TEX             */ pshader_hw_texdp3tex,
      /* WINED3DSIH_TEXKILL               */ pshader_hw_texkill,
      /* WINED3DSIH_TEXLDD                */ shader_hw_texldd,
      /* WINED3DSIH_TEXLDL                */ shader_hw_texldl,
      /* WINED3DSIH_TEXM3x2DEPTH          */ pshader_hw_texm3x2depth,
      /* WINED3DSIH_TEXM3x2PAD            */ pshader_hw_texm3x2pad,
      /* WINED3DSIH_TEXM3x2TEX            */ pshader_hw_texm3x2tex,
      /* WINED3DSIH_TEXM3x3               */ pshader_hw_texm3x3,
      /* WINED3DSIH_TEXM3x3DIFF           */ NULL,
      /* WINED3DSIH_TEXM3x3PAD            */ pshader_hw_texm3x3pad,
      /* WINED3DSIH_TEXM3x3SPEC           */ pshader_hw_texm3x3spec,
      /* WINED3DSIH_TEXM3x3TEX            */ pshader_hw_texm3x3tex,
      /* WINED3DSIH_TEXM3x3VSPEC          */ pshader_hw_texm3x3vspec,
      /* WINED3DSIH_TEXREG2AR             */ pshader_hw_texreg2ar,
      /* WINED3DSIH_TEXREG2GB             */ pshader_hw_texreg2gb,
      /* WINED3DSIH_TEXREG2RGB            */ pshader_hw_texreg2rgb,
      /* WINED3DSIH_UDIV                  */ NULL,
      /* WINED3DSIH_USHR                  */ NULL,
      /* WINED3DSIH_UTOF                  */ NULL,
      /* WINED3DSIH_XOR                   */ NULL,
  };
  
  static BOOL get_bool_const(const struct wined3d_shader_instruction *ins,
          const struct wined3d_shader *shader, DWORD idx)
  {
      const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
      BOOL vshader = shader_is_vshader_version(reg_maps->shader_version.type);
      const struct wined3d_shader_lconst *constant;
      WORD bools = 0;
      WORD flag = (1 << idx);
      struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
  
      if (reg_maps->local_bool_consts & flag)
      {
          /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
          LIST_FOR_EACH_ENTRY(constant, &shader->constantsB, struct wined3d_shader_lconst, entry)
          {
              if (constant->idx == idx)
              {
                  return constant->value[0];
              }
          }
          ERR("Local constant not found\n");
          return FALSE;
      }
      else
      {
          if(vshader) bools = priv->cur_vs_args->clip.boolclip.bools;
          else bools = priv->cur_ps_args->bools;
          return bools & flag;
      }
  }
  
  static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
          const struct wined3d_shader *shader, UINT idx, struct wined3d_shader_loop_control *loop_control)
  {
      const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
      struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
  
      /* Integer constants can either be a local constant, or they can be stored in the shader
       * type specific compile args. */
      if (reg_maps->local_int_consts & (1 << idx))
      {
          const struct wined3d_shader_lconst *constant;
  
          LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
          {
              if (constant->idx == idx)
              {
                  loop_control->count = constant->value[0];
                  loop_control->start = constant->value[1];
                  /* Step is signed. */
                  loop_control->step = (int)constant->value[2];
                  return;
              }
          }
          /* If this happens the flag was set incorrectly */
          ERR("Local constant not found\n");
          loop_control->count = 0;
          loop_control->start = 0;
          loop_control->step = 0;
          return;
      }
  
      switch (reg_maps->shader_version.type)
      {
          case WINED3D_SHADER_TYPE_VERTEX:
              /* Count and aL start value are unsigned */
              loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
              loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
              /* Step is signed. */
              loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
              break;
  
          case WINED3D_SHADER_TYPE_PIXEL:
              loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
              loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
              loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
              break;
  
          default:
              FIXME("Unhandled shader type %#x.\n", reg_maps->shader_version.type);
              break;
      }
  }
  
  static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
  {
      unsigned int i;
      struct wined3d_shader_dst_param *dst_param = NULL;
      struct wined3d_shader_src_param *src_param = NULL, *rel_addr = NULL;
      struct recorded_instruction *rec = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*rec));
      if(!rec)
      {
          ERR("Out of memory\n");
          return;
      }
  
      rec->ins = *ins;
      dst_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param));
      if(!dst_param) goto free;
      *dst_param = *ins->dst;
      if (ins->dst->reg.idx[0].rel_addr)
      {
          rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
          if (!rel_addr)
              goto free;
          *rel_addr = *ins->dst->reg.idx[0].rel_addr;
          dst_param->reg.idx[0].rel_addr = rel_addr;
      }
      rec->ins.dst = dst_param;
  
      src_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param) * ins->src_count);
      if (!src_param)
          goto free;
      for (i = 0; i < ins->src_count; ++i)
      {
          src_param[i] = ins->src[i];
          if (ins->src[i].reg.idx[0].rel_addr)
          {
              rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
              if (!rel_addr)
                  goto free;
              *rel_addr = *ins->src[i].reg.idx[0].rel_addr;
              src_param[i].reg.idx[0].rel_addr = rel_addr;
          }
      }
      rec->ins.src = src_param;
      list_add_tail(list, &rec->entry);
      return;
  
  free:
      ERR("Out of memory\n");
      if(dst_param)
      {
          HeapFree(GetProcessHeap(), 0, (void *)dst_param->reg.idx[0].rel_addr);
          HeapFree(GetProcessHeap(), 0, dst_param);
      }
      if(src_param)
      {
          for(i = 0; i < ins->src_count; i++)
          {
              HeapFree(GetProcessHeap(), 0, (void *)src_param[i].reg.idx[0].rel_addr);
          }
          HeapFree(GetProcessHeap(), 0, src_param);
      }
      HeapFree(GetProcessHeap(), 0, rec);
  }
  
  static void free_recorded_instruction(struct list *list)
  {
      struct recorded_instruction *rec_ins, *entry2;
      unsigned int i;
  
      LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
      {
          list_remove(&rec_ins->entry);
          if (rec_ins->ins.dst)
          {
              HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.dst->reg.idx[0].rel_addr);
              HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.dst);
          }
          if (rec_ins->ins.src)
          {
              for (i = 0; i < rec_ins->ins.src_count; ++i)
              {
                  HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.src[i].reg.idx[0].rel_addr);
              }
              HeapFree(GetProcessHeap(), 0, (void *)rec_ins->ins.src);
          }
          HeapFree(GetProcessHeap(), 0, rec_ins);
      }
  }
  
  static void pop_control_frame(const struct wined3d_shader_instruction *ins)
  {
      struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
      struct control_frame *control_frame;
  
      if (ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
      {
          struct list *e = list_head(&priv->control_frames);
          control_frame = LIST_ENTRY(e, struct control_frame, entry);
          list_remove(&control_frame->entry);
          HeapFree(GetProcessHeap(), 0, control_frame);
          priv->loop_depth--;
      }
      else if (ins->handler_idx == WINED3DSIH_ENDIF)
      {
          /* Non-ifc ENDIFs were already handled previously. */
          struct list *e = list_head(&priv->control_frames);
          control_frame = LIST_ENTRY(e, struct control_frame, entry);
          list_remove(&control_frame->entry);
          HeapFree(GetProcessHeap(), 0, control_frame);
      }
  }
  
  static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
      SHADER_HANDLER hw_fct;
      struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
      const struct wined3d_shader *shader = ins->ctx->shader;
      struct control_frame *control_frame;
      struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
      BOOL bool_const;
  
      if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
      {
          control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
          list_add_head(&priv->control_frames, &control_frame->entry);
  
          if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
          if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
  
          if(priv->target_version >= NV2)
          {
              control_frame->no.loop = priv->num_loops++;
              priv->loop_depth++;
          }
          else
          {
              /* Don't bother recording when we're in a not used if branch */
              if(priv->muted)
              {
                  return;
              }
  
              if(!priv->recording)
              {
                  list_init(&priv->record);
                  priv->recording = TRUE;
                  control_frame->outer_loop = TRUE;
                  get_loop_control_const(ins, shader, ins->src[0].reg.idx[0].offset, &control_frame->loop_control);
                  return; /* Instruction is handled */
              }
              /* Record this loop in the outer loop's recording */
          }
      }
      else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
      {
          if(priv->target_version >= NV2)
          {
              /* Nothing to do. The control frame is popped after the HW instr handler */
          }
          else
          {
              struct list *e = list_head(&priv->control_frames);
              control_frame = LIST_ENTRY(e, struct control_frame, entry);
              list_remove(&control_frame->entry);
  
              if(control_frame->outer_loop)
              {
                  unsigned int iteration;
                  int aL = 0;
                  struct list copy;
  
                  /* Turn off recording before playback */
                  priv->recording = FALSE;
  
                  /* Move the recorded instructions to a separate list and get them out of the private data
                   * structure. If there are nested loops, the shader_arb_handle_instruction below will
                   * be recorded again, thus priv->record might be overwritten
                   */
                  list_init(&copy);
                  list_move_tail(&copy, &priv->record);
                  list_init(&priv->record);
  
                  if(ins->handler_idx == WINED3DSIH_ENDLOOP)
                  {
                      shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
                                     control_frame->loop_control.count, control_frame->loop_control.start,
                                     control_frame->loop_control.step);
                      aL = control_frame->loop_control.start;
                  }
                  else
                  {
                      shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
                  }
  
                  for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
                  {
                      struct recorded_instruction *rec_ins;
                      if(ins->handler_idx == WINED3DSIH_ENDLOOP)
                      {
                          priv->aL = aL;
                          shader_addline(buffer, "#Iteration %u, aL=%d\n", iteration, aL);
                      }
                      else
                      {
                          shader_addline(buffer, "#Iteration %u\n", iteration);
                      }
  
                      LIST_FOR_EACH_ENTRY(rec_ins, &copy, struct recorded_instruction, entry)
                      {
                          shader_arb_handle_instruction(&rec_ins->ins);
                      }
  
                      if(ins->handler_idx == WINED3DSIH_ENDLOOP)
                      {
                          aL += control_frame->loop_control.step;
                      }
                  }
                  shader_addline(buffer, "#end loop/rep\n");
  
                  free_recorded_instruction(&copy);
                  HeapFree(GetProcessHeap(), 0, control_frame);
                  return; /* Instruction is handled */
              }
              else
              {
                  /* This is a nested loop. Proceed to the normal recording function */
                  HeapFree(GetProcessHeap(), 0, control_frame);
              }
          }
      }
  
      if(priv->recording)
      {
          record_instruction(&priv->record, ins);
          return;
      }
  
      /* boolean if */
      if(ins->handler_idx == WINED3DSIH_IF)
      {
          control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
          list_add_head(&priv->control_frames, &control_frame->entry);
          control_frame->type = IF;
  
          bool_const = get_bool_const(ins, shader, ins->src[0].reg.idx[0].offset);
          if (ins->src[0].modifiers == WINED3DSPSM_NOT)
              bool_const = !bool_const;
          if (!priv->muted && !bool_const)
          {
              shader_addline(buffer, "#if(FALSE){\n");
              priv->muted = TRUE;
              control_frame->muting = TRUE;
          }
          else shader_addline(buffer, "#if(TRUE) {\n");
  
          return; /* Instruction is handled */
      }
      else if(ins->handler_idx == WINED3DSIH_IFC)
      {
          /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
          control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
          control_frame->type = IFC;
          control_frame->no.ifc = priv->num_ifcs++;
          list_add_head(&priv->control_frames, &control_frame->entry);
      }
      else if(ins->handler_idx == WINED3DSIH_ELSE)
      {
          struct list *e = list_head(&priv->control_frames);
          control_frame = LIST_ENTRY(e, struct control_frame, entry);
  
          if(control_frame->type == IF)
          {
              shader_addline(buffer, "#} else {\n");
              if(!priv->muted && !control_frame->muting)
              {
                  priv->muted = TRUE;
                  control_frame->muting = TRUE;
              }
              else if(control_frame->muting) priv->muted = FALSE;
              return; /* Instruction is handled. */
          }
          /* In case of an ifc, generate a HW shader instruction */
          if (control_frame->type != IFC)
              ERR("Control frame does not match.\n");
      }
      else if(ins->handler_idx == WINED3DSIH_ENDIF)
      {
          struct list *e = list_head(&priv->control_frames);
          control_frame = LIST_ENTRY(e, struct control_frame, entry);
  
          if(control_frame->type == IF)
          {
              shader_addline(buffer, "#} endif\n");
              if(control_frame->muting) priv->muted = FALSE;
              list_remove(&control_frame->entry);
              HeapFree(GetProcessHeap(), 0, control_frame);
              return; /* Instruction is handled */
          }
          /* In case of an ifc, generate a HW shader instruction */
          if (control_frame->type != IFC)
              ERR("Control frame does not match.\n");
      }
  
      if(priv->muted)
      {
          pop_control_frame(ins);
          return;
      }
  
      /* Select handler */
      hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
  
      /* Unhandled opcode */
      if (!hw_fct)
      {
          FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
          return;
      }
      hw_fct(ins);
  
      pop_control_frame(ins);
  
      shader_arb_add_instruction_modifiers(ins);
  }
  
  static BOOL shader_arb_has_ffp_proj_control(void *shader_priv)
  {
      struct shader_arb_priv *priv = shader_priv;
  
      return priv->ffp_proj_control;
  }
  
  const struct wined3d_shader_backend_ops arb_program_shader_backend =
  {
      shader_arb_handle_instruction,
      shader_arb_select,
      shader_arb_disable,
      shader_arb_select_depth_blt,
      shader_arb_deselect_depth_blt,
      shader_arb_update_float_vertex_constants,
      shader_arb_update_float_pixel_constants,
      shader_arb_load_constants,
      shader_arb_load_np2fixup_constants,
      shader_arb_destroy,
      shader_arb_alloc,
      shader_arb_free,
      shader_arb_context_destroyed,
      shader_arb_get_caps,
      shader_arb_color_fixup_supported,
      shader_arb_has_ffp_proj_control,
  };
  
  /* ARB_fragment_program fixed function pipeline replacement definitions */
  #define ARB_FFP_CONST_TFACTOR           0
  #define ARB_FFP_CONST_SPECULAR_ENABLE   ((ARB_FFP_CONST_TFACTOR) + 1)
  #define ARB_FFP_CONST_CONSTANT(i)       ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
  #define ARB_FFP_CONST_BUMPMAT(i)        ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
  #define ARB_FFP_CONST_LUMINANCE(i)      ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
  
  struct arbfp_ffp_desc
  {
      struct ffp_frag_desc parent;
      GLuint shader;
  };
  
  /* Context activation is done by the caller. */
  static void arbfp_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
  {
      if (enable)
      {
          gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
          checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
      }
      else
      {
          gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
          checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
      }
  }
  
  static void *arbfp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
  {
      struct shader_arb_priv *priv;
  
      /* Share private data between the shader backend and the pipeline
       * replacement, if both are the arb implementation. This is needed to
       * figure out whether ARBfp should be disabled if no pixel shader is bound
       * or not. */
      if (shader_backend == &arb_program_shader_backend)
          priv = shader_priv;
      else if (!(priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv))))
          return NULL;
  
      if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
      {
          ERR("Failed to initialize rbtree.\n");
          if (priv != shader_priv)
              HeapFree(GetProcessHeap(), 0, priv);
          return NULL;
      }
      priv->use_arbfp_fixed_func = TRUE;
  
      return priv;
  }
  
  /* Context activation is done by the caller. */
  static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
  {
      const struct wined3d_gl_info *gl_info = context;
      struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
  
      GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
      checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
      HeapFree(GetProcessHeap(), 0, entry_arb);
  }
  
  /* Context activation is done by the caller. */
  static void arbfp_free(struct wined3d_device *device)
  {
      struct shader_arb_priv *priv = device->fragment_priv;
  
      wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &device->adapter->gl_info);
      priv->use_arbfp_fixed_func = FALSE;
  
      if (device->shader_backend != &arb_program_shader_backend)
      {
          HeapFree(GetProcessHeap(), 0, device->fragment_priv);
      }
  }
  
  static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
  {
      caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL
              | WINED3D_FRAGMENT_CAP_SRGB_WRITE;
      caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
      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;
  
      /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
  
      caps->MaxTextureBlendStages   = 8;
      caps->MaxSimultaneousTextures = min(gl_info->limits.fragment_samplers, 8);
  }
  
  static void state_texfactor_arbfp(struct wined3d_context *context,
          const struct wined3d_state *state, DWORD state_id)
  {
      struct wined3d_device *device = context->swapchain->device;
      const struct wined3d_gl_info *gl_info = context->gl_info;
      float col[4];
  
      /* Don't load the parameter if we're using an arbfp pixel shader,
       * otherwise we'll overwrite application provided constants. */
      if (device->shader_backend == &arb_program_shader_backend)
      {
          struct shader_arb_priv *priv;
  
          if (use_ps(state)) return;
  
          priv = device->shader_priv;
          priv->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
          priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
      }
  
      D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
      GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
      checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
  }
  
  static void state_arb_specularenable(struct wined3d_context *context,
          const struct wined3d_state *state, DWORD state_id)
  {
      struct wined3d_device *device = context->swapchain->device;
      const struct wined3d_gl_info *gl_info = context->gl_info;
      float col[4];
  
      /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
       * application provided constants
       */
      if (device->shader_backend == &arb_program_shader_backend)
      {
          struct shader_arb_priv *priv;
  
          if (use_ps(state)) return;
  
          priv = device->shader_priv;
          priv->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
          priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
      }
  
      if (state->render_states[WINED3D_RS_SPECULARENABLE])
      {
          /* The specular color has no alpha */
          col[0] = 1.0f; col[1] = 1.0f;
          col[2] = 1.0f; col[3] = 0.0f;
      } else {
          col[0] = 0.0f; col[1] = 0.0f;
          col[2] = 0.0f; col[3] = 0.0f;
      }
      GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
      checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
  }
  
  static void set_bumpmat_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
  {
      DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
      struct wined3d_device *device = context->swapchain->device;
      const struct wined3d_gl_info *gl_info = context->gl_info;
      float mat[2][2];
  
      if (use_ps(state))
      {
          /* The pixel shader has to know the bump env matrix. Do a constants
           * update. */
          if (stage && (state->pixel_shader->reg_maps.bumpmat & (1 << stage)))
              context->load_constants = 1;
  
          if(device->shader_backend == &arb_program_shader_backend) {
              /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
              return;
          }
      }
      else if (device->shader_backend == &arb_program_shader_backend)
      {
          struct shader_arb_priv *priv = device->shader_priv;
          priv->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
          priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
      }
  
      mat[0][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT00]);
      mat[0][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT01]);
      mat[1][0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT10]);
      mat[1][1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_MAT11]);
  
      GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0]));
      checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
  }
  
  static void tex_bumpenvlum_arbfp(struct wined3d_context *context,
          const struct wined3d_state *state, DWORD state_id)
  {
      DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
      struct wined3d_device *device = context->swapchain->device;
      const struct wined3d_gl_info *gl_info = context->gl_info;
      float param[4];
  
      if (use_ps(state))
      {
          /* The pixel shader has to know the luminance offset. Do a constants
           * update. */
          if (stage && (state->pixel_shader->reg_maps.luminanceparams & (1 << stage)))
              context->load_constants = 1;
  
          if(device->shader_backend == &arb_program_shader_backend) {
              /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
              return;
          }
      }
      else if (device->shader_backend == &arb_program_shader_backend)
      {
          struct shader_arb_priv *priv = device->shader_priv;
          priv->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
          priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
      }
  
      param[0] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LSCALE]);
      param[1] = *((float *)&state->texture_states[stage][WINED3D_TSS_BUMPENV_LOFFSET]);
      param[2] = 0.0f;
      param[3] = 0.0f;
  
      GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
      checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
  }
  
  static const char *get_argreg(struct wined3d_shader_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
  {
      const char *ret;
  
      if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
  
      switch(arg & WINED3DTA_SELECTMASK) {
          case WINED3DTA_DIFFUSE:
              ret = "fragment.color.primary"; break;
  
          case WINED3DTA_CURRENT:
              if (!stage) ret = "fragment.color.primary";
              else 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 = "unknown texture";
              }
              break;
  
          case WINED3DTA_TFACTOR:
              ret = "tfactor"; break;
  
          case WINED3DTA_SPECULAR:
              ret = "fragment.color.secondary"; break;
  
          case WINED3DTA_TEMP:
              ret = "tempreg"; break;
  
          case WINED3DTA_CONSTANT:
              FIXME("Implement perstage constants\n");
              switch(stage) {
                  case 0: ret = "const0"; break;
                  case 1: ret = "const1"; break;
                  case 2: ret = "const2"; break;
                  case 3: ret = "const3"; break;
                  case 4: ret = "const4"; break;
                  case 5: ret = "const5"; break;
                  case 6: ret = "const6"; break;
                  case 7: ret = "const7"; break;
                  default: ret = "unknown constant";
              }
              break;
  
          default:
              return "unknown";
      }
  
      if(arg & WINED3DTA_COMPLEMENT) {
          shader_addline(buffer, "SUB arg%u, const.x, %s;\n", argnum, ret);
          if(argnum == 0) ret = "arg0";
          if(argnum == 1) ret = "arg1";
          if(argnum == 2) ret = "arg2";
      }
      if(arg & WINED3DTA_ALPHAREPLICATE) {
          shader_addline(buffer, "MOV arg%u, %s.w;\n", argnum, ret);
          if(argnum == 0) ret = "arg0";
          if(argnum == 1) ret = "arg1";
          if(argnum == 2) ret = "arg2";
      }
      return ret;
  }
  
  static void gen_ffp_instr(struct wined3d_shader_buffer *buffer, unsigned int stage, BOOL color,
          BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
  {
      const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
      unsigned int mul = 1;
  
      if(color && alpha) dstmask = "";
      else if(color) dstmask = ".xyz";
      else dstmask = ".w";
  
      if(dst == tempreg) dstreg = "tempreg";
      else dstreg = "ret";
  
      arg0 = get_argreg(buffer, 0, stage, dw_arg0);
      arg1 = get_argreg(buffer, 1, stage, dw_arg1);
      arg2 = get_argreg(buffer, 2, stage, dw_arg2);
  
      switch (op)
      {
          case WINED3D_TOP_DISABLE:
              if (!stage)
                  shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
              break;
  
          case WINED3D_TOP_SELECT_ARG2:
              arg1 = arg2;
              /* FALLTHROUGH */
          case WINED3D_TOP_SELECT_ARG1:
              shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
              break;
  
          case WINED3D_TOP_MODULATE_4X:
              mul = 2;
              /* FALLTHROUGH */
          case WINED3D_TOP_MODULATE_2X:
              mul *= 2;
              /* FALLTHROUGH */
          case WINED3D_TOP_MODULATE:
              shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
              break;
  
          case WINED3D_TOP_ADD_SIGNED_2X:
              mul = 2;
              /* FALLTHROUGH */
          case WINED3D_TOP_ADD_SIGNED:
              shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
              arg2 = "arg2";
              /* FALLTHROUGH */
          case WINED3D_TOP_ADD:
              shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
              break;
  
          case WINED3D_TOP_SUBTRACT:
              shader_addline(buffer, "SUB_SAT %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
              break;
  
          case WINED3D_TOP_ADD_SMOOTH:
              shader_addline(buffer, "SUB arg1, const.x, %s;\n", arg1);
              shader_addline(buffer, "MAD_SAT %s%s, arg1, %s, %s;\n", dstreg, dstmask, arg2, arg1);
              break;
  
          case WINED3D_TOP_BLEND_CURRENT_ALPHA:
              arg0 = get_argreg(buffer, 0, stage, WINED3DTA_CURRENT);
              shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
              break;
          case WINED3D_TOP_BLEND_FACTOR_ALPHA:
              arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TFACTOR);
              shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
              break;
          case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
              arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
              shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
              break;
          case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
              arg0 = get_argreg(buffer, 0, stage, WINED3DTA_DIFFUSE);
              shader_addline(buffer, "LRP %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
              break;
  
          case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
              arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
              shader_addline(buffer, "SUB arg0.w, const.x, %s.w;\n", arg0);
              shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.w, %s;\n", dstreg, dstmask, arg2, arg1);
              break;
  
          /* D3DTOP_PREMODULATE ???? */
  
          case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
              shader_addline(buffer, "SUB arg0.w, const.x, %s;\n", arg1);
              shader_addline(buffer, "MAD_SAT %s%s, arg0.w, %s, %s;\n", dstreg, dstmask, arg2, arg1);
              break;
          case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
              shader_addline(buffer, "MAD_SAT %s%s, %s.w, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg1);
              break;
          case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
              shader_addline(buffer, "SUB arg0, const.x, %s;\n", arg1);
              shader_addline(buffer, "MAD_SAT %s%s, arg0, %s, %s.w;\n", dstreg, dstmask, arg2, arg1);
              break;
          case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
              shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s.w;\n", dstreg, dstmask, arg1, arg2, arg1);
              break;
  
          case WINED3D_TOP_DOTPRODUCT3:
              mul = 4;
              shader_addline(buffer, "SUB arg1, %s, const.w;\n", arg1);
              shader_addline(buffer, "SUB arg2, %s, const.w;\n", arg2);
              shader_addline(buffer, "DP3_SAT %s%s, arg1, arg2;\n", dstreg, dstmask);
              break;
  
          case WINED3D_TOP_MULTIPLY_ADD:
              shader_addline(buffer, "MAD_SAT %s%s, %s, %s, %s;\n", dstreg, dstmask, arg1, arg2, arg0);
              break;
  
          case WINED3D_TOP_LERP:
              /* The msdn is not quite right here */
              shader_addline(buffer, "LRP %s%s, %s, %s, %s;\n", dstreg, dstmask, arg0, arg1, arg2);
              break;
  
          case WINED3D_TOP_BUMPENVMAP:
          case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
              /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
              break;
  
          default:
              FIXME("Unhandled texture op %08x\n", op);
      }
  
      if (mul == 2)
          shader_addline(buffer, "MUL_SAT %s%s, %s, const.y;\n", dstreg, dstmask, dstreg);
      else if (mul == 4)
          shader_addline(buffer, "MUL_SAT %s%s, %s, const.z;\n", dstreg, dstmask, dstreg);
  }
  
  static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, const struct wined3d_gl_info *gl_info)
  {
      unsigned int stage;
      struct wined3d_shader_buffer buffer;
      BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
      BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
      BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
      UINT lowest_disabled_stage;
      const char *textype;
      const char *instr, *sat;
      char colorcor_dst[8];
      GLuint ret;
      DWORD arg0, arg1, arg2;
      BOOL tempreg_used = FALSE, tfactor_used = FALSE;
      BOOL op_equal;
      const char *final_combiner_src = "ret";
      GLint pos;
      BOOL custom_linear_fog = FALSE;
  
      /* Find out which textures are read */
      for (stage = 0; stage < MAX_TEXTURES; ++stage)
      {
          if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
              break;
          arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
          arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
          arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
          if(arg0 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
          if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
          if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
  
          if (settings->op[stage].cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA)
              tex_read[stage] = TRUE;
          if (settings->op[stage].cop == WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM)
              tex_read[stage] = TRUE;
          if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP)
          {
              bump_used[stage] = TRUE;
              tex_read[stage] = TRUE;
          }
          if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
          {
              bump_used[stage] = TRUE;
              tex_read[stage] = TRUE;
              luminance_used[stage] = TRUE;
          }
          else if (settings->op[stage].cop == WINED3D_TOP_BLEND_FACTOR_ALPHA)
          {
              tfactor_used = TRUE;
          }
  
          if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
              tfactor_used = TRUE;
          }
  
          if(settings->op[stage].dst == tempreg) tempreg_used = TRUE;
          if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
              tempreg_used = TRUE;
          }
  
          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) tex_read[stage] = TRUE;
          if(arg1 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
          if(arg2 == WINED3DTA_TEXTURE) tex_read[stage] = TRUE;
  
          if(arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) {
              tempreg_used = TRUE;
          }
          if(arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) {
              tfactor_used = TRUE;
          }
      }
      lowest_disabled_stage = stage;
  
      /* Shader header */
      if (!shader_buffer_init(&buffer))
      {
          ERR("Failed to initialize shader buffer.\n");
          return 0;
      }
  
      shader_addline(&buffer, "!!ARBfp1.0\n");
  
      switch (settings->fog)
      {
          case WINED3D_FFP_PS_FOG_OFF:                                                         break;
          case WINED3D_FFP_PS_FOG_LINEAR:
              if (gl_info->quirks & WINED3D_QUIRK_BROKEN_ARB_FOG)
              {
                  custom_linear_fog = TRUE;
                  break;
              }
              shader_addline(&buffer, "OPTION ARB_fog_linear;\n");
              break;
  
          case WINED3D_FFP_PS_FOG_EXP:    shader_addline(&buffer, "OPTION ARB_fog_exp;\n");    break;
          case WINED3D_FFP_PS_FOG_EXP2:   shader_addline(&buffer, "OPTION ARB_fog_exp2;\n");   break;
          default: FIXME("Unexpected fog setting %d\n", settings->fog);
      }
  
      shader_addline(&buffer, "PARAM const = {1, 2, 4, 0.5};\n");
      shader_addline(&buffer, "TEMP TMP;\n");
      shader_addline(&buffer, "TEMP ret;\n");
      if(tempreg_used || settings->sRGB_write) shader_addline(&buffer, "TEMP tempreg;\n");
      shader_addline(&buffer, "TEMP arg0;\n");
      shader_addline(&buffer, "TEMP arg1;\n");
      shader_addline(&buffer, "TEMP arg2;\n");
      for(stage = 0; stage < MAX_TEXTURES; stage++) {
          if(!tex_read[stage]) continue;
          shader_addline(&buffer, "TEMP tex%u;\n", stage);
          if(!bump_used[stage]) continue;
          shader_addline(&buffer, "PARAM bumpmat%u = program.env[%u];\n", stage, ARB_FFP_CONST_BUMPMAT(stage));
          if(!luminance_used[stage]) continue;
          shader_addline(&buffer, "PARAM luminance%u = program.env[%u];\n", stage, ARB_FFP_CONST_LUMINANCE(stage));
      }
      if(tfactor_used) {
          shader_addline(&buffer, "PARAM tfactor = program.env[%u];\n", ARB_FFP_CONST_TFACTOR);
      }
      shader_addline(&buffer, "PARAM specular_enable = program.env[%u];\n", ARB_FFP_CONST_SPECULAR_ENABLE);
  
      if(settings->sRGB_write) {
          shader_addline(&buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
                         srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
          shader_addline(&buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
                         srgb_sub_high, 0.0, 0.0, 0.0);
      }
  
      if (lowest_disabled_stage < 7 && settings->emul_clipplanes)
          shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
  
      /* Generate texture sampling instructions) */
      for (stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage)
      {
          if (!tex_read[stage])
              continue;
  
          switch(settings->op[stage].tex_type) {
              case tex_1d:                    textype = "1D";     break;
              case tex_2d:                    textype = "2D";     break;
              case tex_3d:                    textype = "3D";     break;
              case tex_cube:                  textype = "CUBE";   break;
              case tex_rect:                  textype = "RECT";   break;
              default: textype = "unexpected_textype";   break;
          }
  
          if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP
                  || settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
              sat = "";
          else
              sat = "_SAT";
  
          if(settings->op[stage].projected == proj_none) {
              instr = "TEX";
          } else if(settings->op[stage].projected == proj_count4 ||
                    settings->op[stage].projected == proj_count3) {
              instr = "TXP";
          } else {
              FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
              instr = "TXP";
          }
  
          if (stage > 0
                  && (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP
                  || settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE))
          {
              shader_addline(&buffer, "SWZ arg1, bumpmat%u, x, z, 0, 0;\n", stage - 1);
              shader_addline(&buffer, "DP3 ret.x, arg1, tex%u;\n", stage - 1);
              shader_addline(&buffer, "SWZ arg1, bumpmat%u, y, w, 0, 0;\n", stage - 1);
              shader_addline(&buffer, "DP3 ret.y, arg1, tex%u;\n", stage - 1);
  
              /* with projective textures, texbem only divides the static texture coord, not the displacement,
               * so multiply the displacement with the dividing parameter before passing it to TXP
               */
              if (settings->op[stage].projected != proj_none) {
                  if(settings->op[stage].projected == proj_count4) {
                      shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
                      shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
                  } else {
                      shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
                      shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
                  }
              } else {
                  shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
              }
  
              shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
                      instr, sat, stage, stage, textype);
              if (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
              {
                  shader_addline(&buffer, "MAD_SAT ret.x, tex%u.z, luminance%u.x, luminance%u.y;\n",
                                 stage - 1, stage - 1, stage - 1);
                  shader_addline(&buffer, "MUL tex%u, tex%u, ret.x;\n", stage, stage);
              }
          } else if(settings->op[stage].projected == proj_count3) {
              shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
              shader_addline(&buffer, "MOV ret.w, ret.z;\n");
              shader_addline(&buffer, "%s%s tex%u, ret, texture[%u], %s;\n",
                              instr, sat, stage, stage, textype);
          } else {
              shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
                              instr, sat, stage, stage, stage, textype);
          }
  
          sprintf(colorcor_dst, "tex%u", stage);
          gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
                  settings->op[stage].color_fixup);
      }
  
      /* Generate the main shader */
      for (stage = 0; stage < MAX_TEXTURES; ++stage)
      {
          if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
          {
              if (!stage)
                  final_combiner_src = "fragment.color.primary";
              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)
          {
              gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
                            settings->op[stage].cop, settings->op[stage].carg0,
                            settings->op[stage].carg1, settings->op[stage].carg2);
              if (!stage)
                  shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
          }
          else if (op_equal)
          {
              gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
                            settings->op[stage].cop, settings->op[stage].carg0,
                            settings->op[stage].carg1, settings->op[stage].carg2);
          } else {
              gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
                            settings->op[stage].cop, settings->op[stage].carg0,
                            settings->op[stage].carg1, settings->op[stage].carg2);
              gen_ffp_instr(&buffer, stage, FALSE, TRUE, settings->op[stage].dst,
                            settings->op[stage].aop, settings->op[stage].aarg0,
                            settings->op[stage].aarg1, settings->op[stage].aarg2);
          }
      }
  
      if (settings->sRGB_write || custom_linear_fog)
      {
          shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
          if (settings->sRGB_write)
              arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
          if (custom_linear_fog)
              arbfp_add_linear_fog(&buffer, "ret", "arg0");
          shader_addline(&buffer, "MOV result.color, ret;\n");
      }
      else
      {
          shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n",
                  final_combiner_src);
      }
  
      /* Footer */
      shader_addline(&buffer, "END\n");
  
      /* Generate the shader */
      GL_EXTCALL(glGenProgramsARB(1, &ret));
      GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ret));
      GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
              strlen(buffer.buffer), buffer.buffer));
      checkGLcall("glProgramStringARB()");
  
      gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
      if (pos != -1)
      {
          FIXME("Fragment program error at position %d: %s\n\n", pos,
                debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
          shader_arb_dump_program_source(buffer.buffer);
      }
      else
      {
          GLint native;
  
          GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
          checkGLcall("glGetProgramivARB()");
          if (!native) WARN("Program exceeds native resource limits.\n");
      }
  
      shader_buffer_free(&buffer);
      return ret;
  }
  
  static void fragment_prog_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
  {
      const struct wined3d_device *device = context->swapchain->device;
      const struct wined3d_gl_info *gl_info = context->gl_info;
      struct shader_arb_priv *priv = device->fragment_priv;
      BOOL use_pshader = use_ps(state);
      struct ffp_frag_settings settings;
      const struct arbfp_ffp_desc *desc;
      unsigned int i;
  
      TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
  
      if (isStateDirty(context, STATE_RENDER(WINED3D_RS_FOGENABLE)))
      {
          if (!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
          {
              /* Reload fixed function constants since they collide with the
               * pixel shader constants. */
              for (i = 0; i < MAX_TEXTURES; ++i)
              {
                  set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
              }
              state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
              state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
          }
          else if (use_pshader)
          {
              context->select_shader = 1;
          }
          return;
      }
  
      if (!use_pshader)
      {
          /* Find or create a shader implementing the fixed function pipeline
           * settings, then activate it. */
          gen_ffp_frag_op(context, state, &settings, FALSE);
          desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
          if(!desc) {
              struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
              if (!new_desc)
              {
                  ERR("Out of memory\n");
                  return;
              }
  
              new_desc->parent.settings = settings;
              new_desc->shader = gen_arbfp_ffp_shader(&settings, gl_info);
              add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
              TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
              desc = new_desc;
          }
  
          /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active (however, note the
           * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
           * deactivate it.
           */
          GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
          checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
          priv->current_fprogram_id = desc->shader;
  
          if (device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
          {
              /* Reload fixed function constants since they collide with the
               * pixel shader constants. */
              for (i = 0; i < MAX_TEXTURES; ++i)
              {
                  set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
              }
              state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
              state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
          }
          context->last_was_pshader = FALSE;
      } else {
          context->last_was_pshader = TRUE;
      }
  
      context->select_shader = 1;
      context->load_constants = 1;
  }
  
  /* We can't link the fog states to the fragment state directly since the
   * vertex pipeline links them to FOGENABLE. A different linking in different
   * pipeline parts can't be expressed in the combined state table, so we need
   * to handle that with a forwarding function. The other invisible side effect
   * is that changing the fog start and fog end (which links to FOGENABLE in
   * vertex) results in the fragment_prog_arbfp function being called because
   * FOGENABLE is dirty, which calls this function here. */
  static void state_arbfp_fog(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
  {
      enum fogsource new_source;
      DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART];
      DWORD fogend = state->render_states[WINED3D_RS_FOGEND];
  
      TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
  
      if (!isStateDirty(context, STATE_PIXELSHADER))
          fragment_prog_arbfp(context, state, state_id);
  
      if (!state->render_states[WINED3D_RS_FOGENABLE])
          return;
  
      if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
      {
          if (use_vs(state))
          {
              new_source = FOGSOURCE_VS;
          }
          else
          {
              if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
                  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;
          state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
      }
  }
  
  static void textransform(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
  {
      if (!isStateDirty(context, STATE_PIXELSHADER))
          fragment_prog_arbfp(context, state, state_id);
  }
  
  static const struct StateEntryTemplate arbfp_fragmentstate_template[] =
  {
      {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR),              { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR),             state_texfactor_arbfp   }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00),    { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00),   set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01),    { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10),    { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11),    { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE),   { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE),  tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET),  { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE),  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00),    { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00),   set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01),    { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10),    { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11),    { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE),   { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE),  tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET),  { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE),  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00),    { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00),   set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01),    { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10),    { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11),    { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE),   { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE),  tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET),  { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE),  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00),    { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00),   set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01),    { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10),    { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11),    { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE),   { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE),  tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET),  { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE),  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00),    { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00),   set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01),    { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10),    { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11),    { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE),   { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE),  tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET),  { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE),  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00),    { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00),   set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01),    { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10),    { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11),    { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE),   { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE),  tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET),  { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE),  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00),    { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00),   set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01),    { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10),    { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11),    { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE),   { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE),  tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET),  { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE),  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP),         { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG),       { STATE_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00),    { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00),   set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01),    { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10),    { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11),    { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00),   NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE),   { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE),  tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET),  { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE),  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_PIXELSHADER,                                   { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
      {STATE_RENDER(WINED3D_RS_FOGENABLE),                  { STATE_RENDER(WINED3D_RS_FOGENABLE),                 state_arbfp_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),                  state_fogstartend       }, 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_PIXELSHADER,                                  NULL                    }, WINED3D_GL_EXT_NONE             },
      {STATE_RENDER(WINED3D_RS_FOGCOLOR),                   { STATE_RENDER(WINED3D_RS_FOGCOLOR),                  state_fogcolor          }, WINED3D_GL_EXT_NONE             },
      {STATE_RENDER(WINED3D_RS_FOGDENSITY),                 { STATE_RENDER(WINED3D_RS_FOGDENSITY),                state_fogdensity        }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
      {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
      {STATE_RENDER(WINED3D_RS_SPECULARENABLE),             { STATE_RENDER(WINED3D_RS_SPECULARENABLE),            state_arb_specularenable}, WINED3D_GL_EXT_NONE             },
      {0 /* Terminate */,                                   { 0,                                                  0                       }, WINED3D_GL_EXT_NONE             },
  };
  
  const struct fragment_pipeline arbfp_fragment_pipeline = {
      arbfp_enable,
      arbfp_get_caps,
      arbfp_alloc,
      arbfp_free,
      shader_arb_color_fixup_supported,
      arbfp_fragmentstate_template,
  };
  
  struct arbfp_blit_priv {
      GLenum yuy2_rect_shader, yuy2_2d_shader;
      GLenum uyvy_rect_shader, uyvy_2d_shader;
      GLenum yv12_rect_shader, yv12_2d_shader;
      GLenum p8_rect_shader, p8_2d_shader;
      GLuint palette_texture;
  };
  
  static HRESULT arbfp_blit_alloc(struct wined3d_device *device)
  {
      device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
      if(!device->blit_priv) {
          ERR("Out of memory\n");
          return E_OUTOFMEMORY;
      }
      return WINED3D_OK;
  }
  
  /* Context activation is done by the caller. */
  static void arbfp_blit_free(struct wined3d_device *device)
  {
      const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
      struct arbfp_blit_priv *priv = device->blit_priv;
  
      GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
      GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
      GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
      GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
      GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
      GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
      GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_rect_shader));
      GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_2d_shader));
      checkGLcall("Delete yuv and p8 programs");
  
      if (priv->palette_texture)
          gl_info->gl_ops.gl.p_glDeleteTextures(1, &priv->palette_texture);
  
      HeapFree(GetProcessHeap(), 0, device->blit_priv);
      device->blit_priv = NULL;
  }
  
  static BOOL gen_planar_yuv_read(struct wined3d_shader_buffer *buffer, enum complex_fixup fixup,
          GLenum textype, char *luminance)
  {
      char chroma;
      const char *tex, *texinstr;
  
      if (fixup == COMPLEX_FIXUP_UYVY) {
          chroma = 'x';
          *luminance = 'w';
      } else {
          chroma = 'w';
          *luminance = 'x';
      }
      switch(textype) {
          case GL_TEXTURE_2D:             tex = "2D";     texinstr = "TXP"; break;
          case GL_TEXTURE_RECTANGLE_ARB:  tex = "RECT";   texinstr = "TEX"; break;
          default:
              /* This is more tricky than just replacing the texture type - we have to navigate
               * properly in the texture to find the correct chroma values
               */
              FIXME("Implement yuv correction for non-2d, non-rect textures\n");
              return FALSE;
      }
  
      /* 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 chromas, we have to rid ourselves of the
       * filtering when we sample the texture.
       *
       * These are the rules for reading the chroma:
       *
       * Even pixel: Cr
       * Even pixel: U
       * Odd pixel: V
       *
       * So we have to get the sampling x position in non-normalized coordinates in integers
       */
      if(textype != GL_TEXTURE_RECTANGLE_ARB) {
          shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
          shader_addline(buffer, "MOV texcrd.w, size.x;\n");
      } else {
          shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\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, "FLR texcrd.x, texcrd.x;\n");
      shader_addline(buffer, "ADD texcrd.x, texcrd.x, coef.y;\n");
  
      /* Divide the x coordinate by 0.5 and get the fraction. This gives 0.25 and 0.75 for the
       * even and odd pixels respectively
       */
      shader_addline(buffer, "MUL texcrd2, texcrd, coef.y;\n");
      shader_addline(buffer, "FRC texcrd2, texcrd2;\n");
  
      /* Sample Pixel 1 */
      shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
  
      /* Put the value into either of the chroma values */
      shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
      shader_addline(buffer, "MUL chroma.x, luminance.%c, temp.x;\n", chroma);
      shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
      shader_addline(buffer, "MUL chroma.y, luminance.%c, temp.x;\n", chroma);
  
      /* Sample pixel 2. If we read an even pixel(SLT above returned 1), sample
       * the pixel right to the current one. Otherwise, sample the left pixel.
       * Bias and scale the SLT result to -1;1 and add it to the texcrd.x.
       */
      shader_addline(buffer, "MAD temp.x, temp.x, coef.z, -coef.x;\n");
      shader_addline(buffer, "ADD texcrd.x, texcrd, temp.x;\n");
      shader_addline(buffer, "%s luminance, texcrd, texture[0], %s;\n", texinstr, tex);
  
      /* Put the value into the other chroma */
      shader_addline(buffer, "SGE temp.x, texcrd2.x, coef.y;\n");
      shader_addline(buffer, "MAD chroma.y, luminance.%c, temp.x, chroma.y;\n", chroma);
      shader_addline(buffer, "SLT temp.x, texcrd2.x, coef.y;\n");
      shader_addline(buffer, "MAD chroma.x, luminance.%c, temp.x, chroma.x;\n", chroma);
  
      /* 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, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
  
      return TRUE;
  }
  
  static BOOL gen_yv12_read(struct wined3d_shader_buffer *buffer, GLenum textype, char *luminance)
  {
      const char *tex;
  
      switch(textype) {
          case GL_TEXTURE_2D:             tex = "2D";     break;
          case GL_TEXTURE_RECTANGLE_ARB:  tex = "RECT";   break;
          default:
              FIXME("Implement yv12 correction for non-2d, non-rect textures\n");
              return FALSE;
      }
  
      /* 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
       *        |                                  |
       *        |                                  |
       *        |                                  |
       *        |                                  |
       *        +----------------+-----------------+----
       *        |                |                 |
       *        |  U even rows   |  U odd rows     |
       *        |                |                 |   1
       *        +----------------+------------------   -
       *        |                |                 |   3
       *        |  V even rows   |  V 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 its is
       * kinda tricky to read
       *
       * When reading from rectangle textures, keep in mind that the input y coordinates
       * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
       */
      shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
              2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f);
  
      shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
      /* the chroma planes have only half the width */
      shader_addline(buffer, "MUL texcrd.x, texcrd.x, coef.y;\n");
  
      /* The first value is between 2/3 and 5/6th 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
       */
      if(textype == GL_TEXTURE_2D) {
  
          shader_addline(buffer, "RCP chroma.w, size.y;\n");
  
          shader_addline(buffer, "MUL texcrd2.y, texcrd.y, size.y;\n");
  
          shader_addline(buffer, "FLR texcrd2.y, texcrd2.y;\n");
          shader_addline(buffer, "MAD texcrd.y, texcrd.y, yv12_coef.y, yv12_coef.x;\n");
  
          /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
          shader_addline(buffer, "ADD texcrd2.x, texcrd2.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
          shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
          shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
          shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
  
          /* clamp, keep the half pixel origin in mind */
          shader_addline(buffer, "MAD temp.y, coef.y, chroma.w, yv12_coef.x;\n");
          shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
          shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.z;\n");
          shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
      } else {
          /* Read from [size - size+size/4] */
          shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
          shader_addline(buffer, "MAD texcrd.y, texcrd.y, coef.w, size.y;\n");
  
          /* Read odd lines from the right side(add size * 0.5 to the x coordinate */
          shader_addline(buffer, "ADD texcrd2.x, texcrd.y, yv12_coef.y;\n"); /* To avoid 0.5 == 0.5 comparisons */
          shader_addline(buffer, "FRC texcrd2.x, texcrd2.x;\n");
          shader_addline(buffer, "SGE texcrd2.x, texcrd2.x, coef.y;\n");
          shader_addline(buffer, "MUL texcrd2.x, texcrd2.x, size.x;\n");
          shader_addline(buffer, "MAD texcrd.x, texcrd2.x, coef.y, texcrd.x;\n");
  
          /* Make sure to read exactly from the pixel center */
          shader_addline(buffer, "FLR texcrd.y, texcrd.y;\n");
          shader_addline(buffer, "ADD texcrd.y, texcrd.y, coef.y;\n");
  
          /* Clamp */
          shader_addline(buffer, "MAD temp.y, size.y, coef.w, size.y;\n");
          shader_addline(buffer, "ADD temp.y, temp.y, -coef.y;\n");
          shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
          shader_addline(buffer, "ADD temp.y, size.y, -coef.y;\n");
          shader_addline(buffer, "MAX texcrd.y, temp.y, texcrd.y;\n");
      }
      /* Read the texture, put the result into the output register */
      shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
      shader_addline(buffer, "MOV chroma.x, temp.w;\n");
  
      /* 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
       */
      if(textype == GL_TEXTURE_2D) {
          shader_addline(buffer, "ADD texcrd.y, texcrd.y, yv12_coef.y;\n");
      } else {
          shader_addline(buffer, "MAD texcrd.y, size.y, coef.w, texcrd.y;\n");
      }
      shader_addline(buffer, "TEX temp, texcrd, texture[0], %s;\n", tex);
      shader_addline(buffer, "MOV chroma.y, temp.w;\n");
  
      /* 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, "MOV texcrd, fragment.texcoord[0];\n");
      if(textype == GL_TEXTURE_2D) {
          /* Multiply the y coordinate by 2/3 and clamp it */
          shader_addline(buffer, "MUL texcrd.y, texcrd.y, yv12_coef.x;\n");
          shader_addline(buffer, "MAD temp.y, -coef.y, chroma.w, yv12_coef.x;\n");
          shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
          shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
      } else {
          /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
           * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
           * is bigger
           */
          shader_addline(buffer, "ADD temp.x, size.y, -coef.y;\n");
          shader_addline(buffer, "MIN texcrd.y, texcrd.y, size.x;\n");
          shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
      }
      *luminance = 'a';
  
      return TRUE;
  }
  
  static GLuint gen_p8_shader(struct arbfp_blit_priv *priv,
          const struct wined3d_gl_info *gl_info, GLenum textype)
  {
      GLenum shader;
      struct wined3d_shader_buffer buffer;
      GLint pos;
  
      /* Shader header */
      if (!shader_buffer_init(&buffer))
      {
          ERR("Failed to initialize shader buffer.\n");
          return 0;
      }
  
      GL_EXTCALL(glGenProgramsARB(1, &shader));
      GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
      if (!shader)
      {
          shader_buffer_free(&buffer);
          return 0;
      }
  
      shader_addline(&buffer, "!!ARBfp1.0\n");
      shader_addline(&buffer, "TEMP index;\n");
  
      /* { 255/256, 0.5/255*255/256, 0, 0 } */
      shader_addline(&buffer, "PARAM constants = { 0.996, 0.00195, 0, 0 };\n");
  
      /* The alpha-component contains the palette index */
      if(textype == GL_TEXTURE_RECTANGLE_ARB)
          shader_addline(&buffer, "TXP index, fragment.texcoord[0], texture[0], RECT;\n");
      else
          shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], 2D;\n");
  
      /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
      shader_addline(&buffer, "MAD index.a, index.a, constants.x, constants.y;\n");
  
      /* Use the alpha-component as an index in the palette to get the final color */
      shader_addline(&buffer, "TEX result.color, index.a, texture[1], 1D;\n");
      shader_addline(&buffer, "END\n");
  
      GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
              strlen(buffer.buffer), buffer.buffer));
      checkGLcall("glProgramStringARB()");
  
      gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
      if (pos != -1)
      {
          FIXME("Fragment program error at position %d: %s\n\n", pos,
                debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
          shader_arb_dump_program_source(buffer.buffer);
      }
  
      if (textype == GL_TEXTURE_RECTANGLE_ARB)
          priv->p8_rect_shader = shader;
      else
          priv->p8_2d_shader = shader;
  
      shader_buffer_free(&buffer);
  
      return shader;
  }
  
  /* Context activation is done by the caller. */
  static void upload_palette(const struct wined3d_surface *surface, struct wined3d_context *context)
  {
      BYTE table[256][4];
      struct wined3d_device *device = surface->resource.device;
      const struct wined3d_gl_info *gl_info = context->gl_info;
      struct arbfp_blit_priv *priv = device->blit_priv;
      BOOL colorkey = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) != 0;
  
      d3dfmt_p8_init_palette(surface, table, colorkey);
  
      if (gl_info->supported[APPLE_CLIENT_STORAGE])
      {
          gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
          checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
      }
  
      if (!priv->palette_texture)
          gl_info->gl_ops.gl.p_glGenTextures(1, &priv->palette_texture);
  
      GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
      gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, priv->palette_texture);
  
      gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
  
      gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
      /* Make sure we have discrete color levels. */
      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);
      /* Upload the palette */
      /* TODO: avoid unneeded uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
      gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table);
  
      if (gl_info->supported[APPLE_CLIENT_STORAGE])
      {
          gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
          checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
      }
  
      /* Switch back to unit 0 in which the 2D texture will be stored. */
      context_active_texture(context, gl_info, 0);
  }
  
  /* Context activation is done by the caller. */
  static GLuint gen_yuv_shader(struct arbfp_blit_priv *priv, const struct wined3d_gl_info *gl_info,
          enum complex_fixup yuv_fixup, GLenum textype)
  {
      GLenum shader;
      struct wined3d_shader_buffer buffer;
      char luminance_component;
      GLint pos;
  
      /* Shader header */
      if (!shader_buffer_init(&buffer))
      {
          ERR("Failed to initialize shader buffer.\n");
          return 0;
      }
  
      GL_EXTCALL(glGenProgramsARB(1, &shader));
      checkGLcall("GL_EXTCALL(glGenProgramsARB(1, &shader))");
      GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
      checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
      if (!shader)
      {
          shader_buffer_free(&buffer);
          return 0;
      }
  
      /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit macropixel,
       * giving effectively 16 bit 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
       */
      shader_addline(&buffer, "!!ARBfp1.0\n");
      shader_addline(&buffer, "TEMP luminance;\n");
      shader_addline(&buffer, "TEMP temp;\n");
      shader_addline(&buffer, "TEMP chroma;\n");
      shader_addline(&buffer, "TEMP texcrd;\n");
      shader_addline(&buffer, "TEMP texcrd2;\n");
      shader_addline(&buffer, "PARAM coef = {1.0, 0.5, 2.0, 0.25};\n");
      shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
      shader_addline(&buffer, "PARAM size = program.local[0];\n");
  
      switch (yuv_fixup)
      {
          case COMPLEX_FIXUP_UYVY:
          case COMPLEX_FIXUP_YUY2:
              if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
              {
                  shader_buffer_free(&buffer);
                  return 0;
              }
              break;
  
          case COMPLEX_FIXUP_YV12:
              if (!gen_yv12_read(&buffer, textype, &luminance_component))
              {
                  shader_buffer_free(&buffer);
                  return 0;
              }
              break;
  
          default:
              FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
              shader_buffer_free(&buffer);
              return 0;
      }
  
      /* 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, "SUB chroma.xy, chroma, coef.y;\n");
  
      shader_addline(&buffer, "MAD result.color.x, chroma.x, yuv_coef.x, luminance.%c;\n", luminance_component);
      shader_addline(&buffer, "MAD temp.x, -chroma.y, yuv_coef.y, luminance.%c;\n", luminance_component);
      shader_addline(&buffer, "MAD result.color.y, -chroma.x, yuv_coef.z, temp.x;\n");
      shader_addline(&buffer, "MAD result.color.z, chroma.y, yuv_coef.w, luminance.%c;\n", luminance_component);
      shader_addline(&buffer, "END\n");
  
      GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
              strlen(buffer.buffer), buffer.buffer));
      checkGLcall("glProgramStringARB()");
  
      gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
      if (pos != -1)
      {
          FIXME("Fragment program error at position %d: %s\n\n", pos,
                debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
          shader_arb_dump_program_source(buffer.buffer);
      }
      else
      {
          GLint native;
  
          GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native));
          checkGLcall("glGetProgramivARB()");
          if (!native) WARN("Program exceeds native resource limits.\n");
      }
  
      shader_buffer_free(&buffer);
  
      switch (yuv_fixup)
      {
          case COMPLEX_FIXUP_YUY2:
              if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
              else priv->yuy2_2d_shader = shader;
              break;
  
          case COMPLEX_FIXUP_UYVY:
              if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
              else priv->uyvy_2d_shader = shader;
              break;
  
          case COMPLEX_FIXUP_YV12:
              if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
              else priv->yv12_2d_shader = shader;
              break;
          default:
              ERR("Unsupported complex fixup: %d\n", yuv_fixup);
      }
  
      return shader;
  }
  
  /* Context activation is done by the caller. */
  static HRESULT arbfp_blit_set(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface)
  {
      GLenum shader;
      float size[4] = {(float) surface->pow2Width, (float) surface->pow2Height, 1.0f, 1.0f};
      struct arbfp_blit_priv *priv = blit_priv;
      enum complex_fixup fixup;
      const struct wined3d_gl_info *gl_info = context->gl_info;
      GLenum textype;
  
      if (surface->container)
          textype = surface->container->target;
      else
          textype = surface->texture_target;
  
      if (surface->flags & SFLAG_CONVERTED)
      {
          gl_info->gl_ops.gl.p_glEnable(textype);
          checkGLcall("glEnable(textype)");
          return WINED3D_OK;
      }
  
      if (!is_complex_fixup(surface->resource.format->color_fixup))
      {
          TRACE("Fixup:\n");
          dump_color_fixup_desc(surface->resource.format->color_fixup);
          /* Don't bother setting up a shader for unconverted formats */
          gl_info->gl_ops.gl.p_glEnable(textype);
          checkGLcall("glEnable(textype)");
          return WINED3D_OK;
      }
  
      fixup = get_complex_fixup(surface->resource.format->color_fixup);
  
      switch(fixup)
      {
          case COMPLEX_FIXUP_YUY2:
              shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
              break;
  
          case COMPLEX_FIXUP_UYVY:
              shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
              break;
  
          case COMPLEX_FIXUP_YV12:
              shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
              break;
  
          case COMPLEX_FIXUP_P8:
              shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->p8_rect_shader : priv->p8_2d_shader;
              if (!shader) shader = gen_p8_shader(priv, gl_info, textype);
  
              upload_palette(surface, context);
              break;
  
          default:
              FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup);
              gl_info->gl_ops.gl.p_glEnable(textype);
              checkGLcall("glEnable(textype)");
              return E_NOTIMPL;
      }
  
      if (!shader) shader = gen_yuv_shader(priv, gl_info, fixup, textype);
  
      gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
      checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
      GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader));
      checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader)");
      GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, size));
      checkGLcall("glProgramLocalParameter4fvARB");
  
      return WINED3D_OK;
  }
  
  /* Context activation is done by the caller. */
  static void arbfp_blit_unset(const struct wined3d_gl_info *gl_info)
  {
      gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
      checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
      gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
      checkGLcall("glDisable(GL_TEXTURE_2D)");
      if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
      {
          gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
          checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
      }
      if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
      {
          gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
          checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
      }
  }
  
  static BOOL arbfp_blit_supported(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
          const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
          const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
  {
      enum complex_fixup src_fixup;
  
      if (!gl_info->supported[ARB_FRAGMENT_PROGRAM])
          return FALSE;
  
      if (blit_op != WINED3D_BLIT_OP_COLOR_BLIT)
      {
          TRACE("Unsupported blit_op=%d\n", blit_op);
          return FALSE;
      }
  
      if (src_pool == WINED3D_POOL_SYSTEM_MEM || dst_pool == WINED3D_POOL_SYSTEM_MEM)
          return FALSE;
  
      src_fixup = get_complex_fixup(src_format->color_fixup);
      if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
      {
          TRACE("Checking support for fixup:\n");
          dump_color_fixup_desc(src_format->color_fixup);
      }
  
      if (!is_identity_fixup(dst_format->color_fixup))
      {
          TRACE("Destination fixups are not supported\n");
          return FALSE;
      }
  
      if (is_identity_fixup(src_format->color_fixup))
      {
          TRACE("[OK]\n");
          return TRUE;
      }
  
       /* We only support YUV conversions. */
      if (!is_complex_fixup(src_format->color_fixup))
      {
          TRACE("[FAILED]\n");
          return FALSE;
      }
  
      switch(src_fixup)
      {
          case COMPLEX_FIXUP_YUY2:
          case COMPLEX_FIXUP_UYVY:
          case COMPLEX_FIXUP_YV12:
          case COMPLEX_FIXUP_P8:
              TRACE("[OK]\n");
              return TRUE;
  
          default:
              FIXME("Unsupported YUV fixup %#x\n", src_fixup);
              TRACE("[FAILED]\n");
              return FALSE;
      }
  }
  
  HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
          struct wined3d_surface *src_surface, const RECT *src_rect_in,
          struct wined3d_surface *dst_surface, const RECT *dst_rect_in)
  {
      struct wined3d_context *context;
      RECT src_rect = *src_rect_in;
      RECT dst_rect = *dst_rect_in;
  
      /* Now load the surface */
      if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
              && (src_surface->flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) == SFLAG_INDRAWABLE)
      {
          /* 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. */
          surface_load_fb_texture(src_surface, FALSE);
  
          src_rect.top = src_surface->resource.height - src_rect.top;
          src_rect.bottom = src_surface->resource.height - src_rect.bottom;
      }
      else
          surface_internal_preload(src_surface, SRGB_RGB);
  
      /* Activate the destination context, set it up for blitting */
      context = context_acquire(device, dst_surface);
      context_apply_blit_state(context, device);
  
      if (!surface_is_offscreen(dst_surface))
          surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
  
      arbfp_blit_set(device->blit_priv, context, src_surface);
  
      /* Draw a textured quad */
      draw_textured_quad(src_surface, context, &src_rect, &dst_rect, filter);
  
      /* Leave the opengl state valid for blitting */
      arbfp_blit_unset(context->gl_info);
  
      if (wined3d_settings.strict_draw_ordering
              || (dst_surface->swapchain && (dst_surface->swapchain->front_buffer == dst_surface)))
          context->gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
  
      context_release(context);
  
      surface_modify_location(dst_surface, dst_surface->draw_binding, TRUE);
      return WINED3D_OK;
  }
  
  /* Do not call while under the GL lock. */
  static HRESULT arbfp_blit_color_fill(struct wined3d_device *device, struct wined3d_surface *dst_surface,
          const RECT *dst_rect, const struct wined3d_color *color)
  {
      FIXME("Color filling not implemented by arbfp_blit\n");
      return WINED3DERR_INVALIDCALL;
  }
  
  /* Do not call while under the GL lock. */
  static HRESULT arbfp_blit_depth_fill(struct wined3d_device *device,
          struct wined3d_surface *surface, const RECT *rect, float depth)
  {
      FIXME("Depth filling not implemented by arbfp_blit.\n");
      return WINED3DERR_INVALIDCALL;
  }
  
  const struct blit_shader arbfp_blit = {
      arbfp_blit_alloc,
      arbfp_blit_free,
      arbfp_blit_set,
      arbfp_blit_unset,
      arbfp_blit_supported,
      arbfp_blit_color_fill,
      arbfp_blit_depth_fill,
  };
  