Synchronize with trunk r58457.
[reactos.git] / dll / directx / wine / wined3d / glsl_shader.c
index ea0c0ee..7b11567 100644 (file)
@@ -96,39 +96,60 @@ struct shader_glsl_priv {
     GLhandleARB depth_blt_program_full[tex_type_count];
     GLhandleARB depth_blt_program_masked[tex_type_count];
     UINT next_constant_version;
+
+    const struct fragment_pipeline *fragment_pipe;
+    struct wine_rb_tree ffp_fragment_shaders;
+    BOOL ffp_proj_control;
+};
+
+struct glsl_vs_program
+{
+    struct list shader_entry;
+    GLhandleARB id;
+    GLenum vertex_color_clamp;
+    GLint *uniform_f_locations;
+    GLint uniform_i_locations[MAX_CONST_I];
+    GLint pos_fixup_location;
+};
+
+struct glsl_gs_program
+{
+    struct list shader_entry;
+    GLhandleARB id;
+};
+
+struct glsl_ps_program
+{
+    struct list shader_entry;
+    GLhandleARB id;
+    GLint *uniform_f_locations;
+    GLint uniform_i_locations[MAX_CONST_I];
+    GLint bumpenv_mat_location[MAX_TEXTURES];
+    GLint bumpenv_lum_scale_location[MAX_TEXTURES];
+    GLint bumpenv_lum_offset_location[MAX_TEXTURES];
+    GLint tex_factor_location;
+    GLint specular_enable_location;
+    GLint ycorrection_location;
+    GLint np2_fixup_location;
+    const struct ps_np2fixup_info *np2_fixup_info;
 };
 
 /* Struct to maintain data about a linked GLSL program */
-struct glsl_shader_prog_link {
-    struct wine_rb_entry        program_lookup_entry;
-    struct list                 vshader_entry;
-    struct list                 pshader_entry;
-    GLhandleARB                 programId;
-    GLint                       *vuniformF_locations;
-    GLint                       *puniformF_locations;
-    GLint                       vuniformI_locations[MAX_CONST_I];
-    GLint                       puniformI_locations[MAX_CONST_I];
-    GLint                       posFixup_location;
-    GLint                       np2Fixup_location;
-    GLint                       bumpenvmat_location[MAX_TEXTURES];
-    GLint                       luminancescale_location[MAX_TEXTURES];
-    GLint                       luminanceoffset_location[MAX_TEXTURES];
-    GLint                       ycorrection_location;
-    GLenum                      vertex_color_clamp;
-    const struct wined3d_shader *vshader;
-    const struct wined3d_shader *pshader;
-    struct vs_compile_args      vs_args;
-    struct ps_compile_args      ps_args;
-    UINT                        constant_version;
-    const struct ps_np2fixup_info *np2Fixup_info;
+struct glsl_shader_prog_link
+{
+    struct wine_rb_entry program_lookup_entry;
+    struct glsl_vs_program vs;
+    struct glsl_gs_program gs;
+    struct glsl_ps_program ps;
+    GLhandleARB programId;
+    UINT constant_version;
 };
 
 struct glsl_program_key
 {
-    const struct wined3d_shader *vshader;
-    const struct wined3d_shader *pshader;
-    struct ps_compile_args      ps_args;
-    struct vs_compile_args      vs_args;
+    GLhandleARB vs_id;
+    GLhandleARB gs_id;
+    GLhandleARB ps_id;
 };
 
 struct shader_glsl_ctx_priv {
@@ -144,22 +165,33 @@ struct glsl_ps_compiled_shader
     GLhandleARB                     prgId;
 };
 
-struct glsl_pshader_private
-{
-    struct glsl_ps_compiled_shader  *gl_shaders;
-    UINT                            num_gl_shaders, shader_array_size;
-};
-
 struct glsl_vs_compiled_shader
 {
     struct vs_compile_args          args;
     GLhandleARB                     prgId;
 };
 
-struct glsl_vshader_private
+struct glsl_gs_compiled_shader
+{
+    GLhandleARB id;
+};
+
+struct glsl_shader_private
+{
+    union
+    {
+        struct glsl_vs_compiled_shader *vs;
+        struct glsl_gs_compiled_shader *gs;
+        struct glsl_ps_compiled_shader *ps;
+    } gl_shaders;
+    UINT num_gl_shaders, shader_array_size;
+};
+
+struct glsl_ffp_fragment_shader
 {
-    struct glsl_vs_compiled_shader  *gl_shaders;
-    UINT                            num_gl_shaders, shader_array_size;
+    struct ffp_frag_desc entry;
+    GLhandleARB id;
+    struct list linked_programs;
 };
 
 static const char *debug_gl_shader_type(GLenum type)
@@ -176,6 +208,25 @@ static const char *debug_gl_shader_type(GLenum type)
     }
 }
 
+static const char *shader_glsl_get_prefix(enum wined3d_shader_type type)
+{
+    switch (type)
+    {
+        case WINED3D_SHADER_TYPE_VERTEX:
+            return "vs";
+
+        case WINED3D_SHADER_TYPE_GEOMETRY:
+            return "gs";
+
+        case WINED3D_SHADER_TYPE_PIXEL:
+            return "ps";
+
+        default:
+            FIXME("Unhandled shader type %#x.\n", type);
+            return "unknown";
+    }
+}
+
 /* Extract a line from the info log.
  * Note that this modifies the source string. */
 static char *get_info_log_line(char **ptr)
@@ -195,8 +246,7 @@ static char *get_info_log_line(char **ptr)
     return p;
 }
 
-/** Prints the GLSL info log which will contain error messages if they exist */
-/* GL locking is done by the caller */
+/* Context activation is done by the caller. */
 static void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLhandleARB obj)
 {
     int infologLength = 0;
@@ -238,7 +288,7 @@ static void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLhandleA
     }
 }
 
-/* GL locking is done by the caller. */
+/* Context activation is done by the caller. */
 static void shader_glsl_compile(const struct wined3d_gl_info *gl_info, GLhandleARB shader, const char *src)
 {
     TRACE("Compiling shader object %u.\n", shader);
@@ -249,7 +299,7 @@ static void shader_glsl_compile(const struct wined3d_gl_info *gl_info, GLhandleA
     print_glsl_info_log(gl_info, shader);
 }
 
-/* GL locking is done by the caller. */
+/* Context activation is done by the caller. */
 static void shader_glsl_dump_program_source(const struct wined3d_gl_info *gl_info, GLhandleARB program)
 {
     GLint i, object_count, source_size = -1;
@@ -303,7 +353,7 @@ static void shader_glsl_dump_program_source(const struct wined3d_gl_info *gl_inf
     HeapFree(GetProcessHeap(), 0, objects);
 }
 
-/* GL locking is done by the caller. */
+/* Context activation is done by the caller. */
 static void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLhandleARB program)
 {
     GLint tmp;
@@ -324,19 +374,17 @@ static void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLh
     print_glsl_info_log(gl_info, program);
 }
 
-/**
- * Loads (pixel shader) samplers
- */
-/* GL locking is done by the caller */
+/* Context activation is done by the caller. */
 static void shader_glsl_load_psamplers(const struct wined3d_gl_info *gl_info,
         const DWORD *tex_unit_map, GLhandleARB programId)
 {
     GLint name_loc;
-    int i;
     char sampler_name[20];
+    unsigned int i;
 
-    for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
-        snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
+    for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
+    {
+        snprintf(sampler_name, sizeof(sampler_name), "ps_sampler%u", i);
         name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
         if (name_loc != -1) {
             DWORD mapped_unit = tex_unit_map[i];
@@ -352,16 +400,17 @@ static void shader_glsl_load_psamplers(const struct wined3d_gl_info *gl_info,
     }
 }
 
-/* GL locking is done by the caller */
+/* Context activation is done by the caller. */
 static void shader_glsl_load_vsamplers(const struct wined3d_gl_info *gl_info,
         const DWORD *tex_unit_map, GLhandleARB programId)
 {
     GLint name_loc;
     char sampler_name[20];
-    int i;
+    unsigned int i;
 
-    for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
-        snprintf(sampler_name, sizeof(sampler_name), "Vsampler%d", i);
+    for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
+    {
+        snprintf(sampler_name, sizeof(sampler_name), "vs_sampler%u", i);
         name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
         if (name_loc != -1) {
             DWORD mapped_unit = tex_unit_map[MAX_FRAGMENT_SAMPLERS + i];
@@ -377,7 +426,7 @@ static void shader_glsl_load_vsamplers(const struct wined3d_gl_info *gl_info,
     }
 }
 
-/* GL locking is done by the caller */
+/* Context activation is done by the caller. */
 static inline void walk_constant_heap(const struct wined3d_gl_info *gl_info, const float *constants,
         const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
 {
@@ -437,7 +486,7 @@ static inline void walk_constant_heap(const struct wined3d_gl_info *gl_info, con
     checkGLcall("walk_constant_heap()");
 }
 
-/* GL locking is done by the caller */
+/* Context activation is done by the caller. */
 static inline void apply_clamped_constant(const struct wined3d_gl_info *gl_info, GLint location, const GLfloat *data)
 {
     GLfloat clamped_constant[4];
@@ -452,7 +501,7 @@ static inline void apply_clamped_constant(const struct wined3d_gl_info *gl_info,
     GL_EXTCALL(glUniform4fvARB(location, 1, clamped_constant));
 }
 
-/* GL locking is done by the caller */
+/* Context activation is done by the caller. */
 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info *gl_info, const float *constants,
         const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
 {
@@ -510,8 +559,7 @@ static inline void walk_constant_heap_clamped(const struct wined3d_gl_info *gl_i
     checkGLcall("walk_constant_heap_clamped()");
 }
 
-/* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
-/* GL locking is done by the caller */
+/* Context activation is done by the caller. */
 static void shader_glsl_load_constantsF(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
         const float *constants, const GLint *constant_locations, const struct constant_heap *heap,
         unsigned char *stack, UINT version)
@@ -520,7 +568,7 @@ static void shader_glsl_load_constantsF(const struct wined3d_shader *shader, con
 
     /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
     if (shader->reg_maps.shader_version.major == 1
-            && shader_is_pshader_version(shader->reg_maps.shader_version.type))
+            && shader->reg_maps.shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
         walk_constant_heap_clamped(gl_info, constants, constant_locations, heap, stack, version);
     else
         walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version);
@@ -541,8 +589,7 @@ static void shader_glsl_load_constantsF(const struct wined3d_shader *shader, con
     checkGLcall("glUniform4fvARB()");
 }
 
-/* Loads integer constants (aka uniforms) into the currently set GLSL program. */
-/* GL locking is done by the caller */
+/* Context activation is done by the caller. */
 static void shader_glsl_load_constantsI(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
         const GLint locations[MAX_CONST_I], const int *constants, WORD constants_set)
 {
@@ -579,37 +626,17 @@ static void shader_glsl_load_constantsI(const struct wined3d_shader *shader, con
     }
 }
 
-/* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
-/* GL locking is done by the caller */
+/* Context activation is done by the caller. */
 static void shader_glsl_load_constantsB(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
         GLhandleARB programId, const BOOL *constants, WORD constants_set)
 {
     GLint tmp_loc;
     unsigned int i;
-    char tmp_name[8];
+    char tmp_name[10];
     const char *prefix;
     struct list* ptr;
 
-    switch (shader->reg_maps.shader_version.type)
-    {
-        case WINED3D_SHADER_TYPE_VERTEX:
-            prefix = "VB";
-            break;
-
-        case WINED3D_SHADER_TYPE_GEOMETRY:
-            prefix = "GB";
-            break;
-
-        case WINED3D_SHADER_TYPE_PIXEL:
-            prefix = "PB";
-            break;
-
-        default:
-            FIXME("Unknown shader type %#x.\n",
-                    shader->reg_maps.shader_version.type);
-            prefix = "UB";
-            break;
-    }
+    prefix = shader_glsl_get_prefix(shader->reg_maps.shader_version.type);
 
     /* TODO: Benchmark and see if it would be beneficial to store the
      * locations of the constants to avoid looking up each time */
@@ -621,7 +648,7 @@ static void shader_glsl_load_constantsB(const struct wined3d_shader *shader, con
 
         /* TODO: Benchmark and see if it would be beneficial to store the
          * locations of the constants to avoid looking up each time */
-        snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
+        snprintf(tmp_name, sizeof(tmp_name), "%s_b[%i]", prefix, i);
         tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
         if (tmp_loc != -1)
         {
@@ -641,7 +668,7 @@ static void shader_glsl_load_constantsB(const struct wined3d_shader *shader, con
 
         TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
 
-        snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
+        snprintf(tmp_name, sizeof(tmp_name), "%s_b[%i]", prefix, idx);
         tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
         if (tmp_loc != -1) {
             /* We found this uniform name in the program - go ahead and send the data */
@@ -657,10 +684,7 @@ static void reset_program_constant_version(struct wine_rb_entry *entry, void *co
     WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry)->constant_version = 0;
 }
 
-/**
- * Loads the texture dimensions for NP2 fixup into the currently set GLSL program.
- */
-/* GL locking is done by the caller (state handler) */
+/* Context activation is done by the caller (state handler). */
 static void shader_glsl_load_np2fixup_constants(void *shader_priv,
         const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
 {
@@ -673,16 +697,16 @@ static void shader_glsl_load_np2fixup_constants(void *shader_priv,
     /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
     if (!use_ps(state)) return;
 
-    if (prog->ps_args.np2_fixup && prog->np2Fixup_location != -1)
+    if (prog->ps.np2_fixup_info && prog->ps.np2_fixup_location != -1)
     {
         UINT i;
-        UINT fixup = prog->ps_args.np2_fixup;
+        UINT fixup = prog->ps.np2_fixup_info->active;
         GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
 
         for (i = 0; fixup; fixup >>= 1, ++i)
         {
             const struct wined3d_texture *tex = state->textures[i];
-            const unsigned char idx = prog->np2Fixup_info->idx[i];
+            const unsigned char idx = prog->ps.np2_fixup_info->idx[i];
             GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
 
             if (!tex)
@@ -703,16 +727,14 @@ static void shader_glsl_load_np2fixup_constants(void *shader_priv,
             }
         }
 
-        GL_EXTCALL(glUniform4fvARB(prog->np2Fixup_location, prog->np2Fixup_info->num_consts, np2fixup_constants));
+        GL_EXTCALL(glUniform4fvARB(prog->ps.np2_fixup_location,
+                prog->ps.np2_fixup_info->num_consts, np2fixup_constants));
     }
 }
 
-/**
- * Loads the app-supplied constants into the currently set GLSL program.
- */
-/* GL locking is done by the caller (state handler) */
+/* Context activation is done by the caller (state handler). */
 static void shader_glsl_load_constants(const struct wined3d_context *context,
-        char usePixelShader, char useVertexShader)
+        BOOL usePixelShader, BOOL useVertexShader)
 {
     const struct wined3d_gl_info *gl_info = context->gl_info;
     struct wined3d_device *device = context->swapchain->device;
@@ -739,10 +761,10 @@ static void shader_glsl_load_constants(const struct wined3d_context *context,
 
         /* Load DirectX 9 float constants/uniforms for vertex shader */
         shader_glsl_load_constantsF(vshader, gl_info, state->vs_consts_f,
-                prog->vuniformF_locations, &priv->vconst_heap, priv->stack, constant_version);
+                prog->vs.uniform_f_locations, &priv->vconst_heap, priv->stack, constant_version);
 
         /* Load DirectX 9 integer constants/uniforms for vertex shader */
-        shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations, state->vs_consts_i,
+        shader_glsl_load_constantsI(vshader, gl_info, prog->vs.uniform_i_locations, state->vs_consts_i,
                 stateBlock->changed.vertexShaderConstantsI & vshader->reg_maps.integer_constants);
 
         /* Load DirectX 9 boolean constants/uniforms for vertex shader */
@@ -751,7 +773,7 @@ static void shader_glsl_load_constants(const struct wined3d_context *context,
 
         /* Upload the position fixup params */
         shader_get_position_fixup(context, state, position_fixup);
-        GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, position_fixup));
+        GL_EXTCALL(glUniform4fvARB(prog->vs.pos_fixup_location, 1, position_fixup));
         checkGLcall("glUniform4fvARB");
     }
 
@@ -761,44 +783,46 @@ static void shader_glsl_load_constants(const struct wined3d_context *context,
 
         /* Load DirectX 9 float constants/uniforms for pixel shader */
         shader_glsl_load_constantsF(pshader, gl_info, state->ps_consts_f,
-                prog->puniformF_locations, &priv->pconst_heap, priv->stack, constant_version);
+                prog->ps.uniform_f_locations, &priv->pconst_heap, priv->stack, constant_version);
 
         /* Load DirectX 9 integer constants/uniforms for pixel shader */
-        shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations, state->ps_consts_i,
+        shader_glsl_load_constantsI(pshader, gl_info, prog->ps.uniform_i_locations, state->ps_consts_i,
                 stateBlock->changed.pixelShaderConstantsI & pshader->reg_maps.integer_constants);
 
         /* Load DirectX 9 boolean constants/uniforms for pixel shader */
         shader_glsl_load_constantsB(pshader, gl_info, programId, state->ps_consts_b,
                 stateBlock->changed.pixelShaderConstantsB & pshader->reg_maps.boolean_constants);
 
-        /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
-         * It can't be 0 for a valid texbem instruction.
-         */
-        for(i = 0; i < MAX_TEXTURES; i++) {
+        /* Upload the environment bump map matrix if needed. The needsbumpmat
+         * member specifies the texture stage to load the matrix from. It
+         * can't be 0 for a valid texbem instruction. */
+        for (i = 0; i < MAX_TEXTURES; ++i)
+        {
             const float *data;
 
-            if(prog->bumpenvmat_location[i] == -1) continue;
+            if (prog->ps.bumpenv_mat_location[i] == -1)
+                continue;
 
             data = (const float *)&state->texture_states[i][WINED3D_TSS_BUMPENV_MAT00];
-            GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data));
+            GL_EXTCALL(glUniformMatrix2fvARB(prog->ps.bumpenv_mat_location[i], 1, 0, data));
             checkGLcall("glUniformMatrix2fvARB");
 
             /* texbeml needs the luminance scale and offset too. If texbeml
              * is used, needsbumpmat is set too, so we can check that in the
              * needsbumpmat check. */
-            if (prog->luminancescale_location[i] != -1)
+            if (prog->ps.bumpenv_lum_scale_location[i] != -1)
             {
                 const GLfloat *scale = (const GLfloat *)&state->texture_states[i][WINED3D_TSS_BUMPENV_LSCALE];
                 const GLfloat *offset = (const GLfloat *)&state->texture_states[i][WINED3D_TSS_BUMPENV_LOFFSET];
 
-                GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale));
+                GL_EXTCALL(glUniform1fvARB(prog->ps.bumpenv_lum_scale_location[i], 1, scale));
                 checkGLcall("glUniform1fvARB");
-                GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location[i], 1, offset));
+                GL_EXTCALL(glUniform1fvARB(prog->ps.bumpenv_lum_offset_location[i], 1, offset));
                 checkGLcall("glUniform1fvARB");
             }
         }
 
-        if (prog->ycorrection_location != -1)
+        if (prog->ps.ycorrection_location != -1)
         {
             float correction_params[4];
 
@@ -811,8 +835,32 @@ static void shader_glsl_load_constants(const struct wined3d_context *context,
                 correction_params[0] = (float) context->current_rt->resource.height;
                 correction_params[1] = -1.0f;
             }
-            GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
+            GL_EXTCALL(glUniform4fvARB(prog->ps.ycorrection_location, 1, correction_params));
+        }
+    }
+    else if (priv->fragment_pipe == &glsl_fragment_pipe)
+    {
+        float col[4];
+
+        for (i = 0; i < MAX_TEXTURES; ++i)
+        {
+            GL_EXTCALL(glUniformMatrix2fvARB(prog->ps.bumpenv_mat_location[i], 1, 0,
+                        (const float *)&state->texture_states[i][WINED3D_TSS_BUMPENV_MAT00]));
+            GL_EXTCALL(glUniform1fARB(prog->ps.bumpenv_lum_scale_location[i],
+                        *(const float *)&state->texture_states[i][WINED3D_TSS_BUMPENV_LSCALE]));
+            GL_EXTCALL(glUniform1fARB(prog->ps.bumpenv_lum_offset_location[i],
+                        *(const float *)&state->texture_states[i][WINED3D_TSS_BUMPENV_LOFFSET]));
         }
+
+        D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
+        GL_EXTCALL(glUniform4fARB(prog->ps.tex_factor_location, col[0], col[1], col[2], col[3]));
+
+        if (state->render_states[WINED3D_RS_SPECULARENABLE])
+            GL_EXTCALL(glUniform4fARB(prog->ps.specular_enable_location, 1.0f, 1.0f, 1.0f, 0.0f));
+        else
+            GL_EXTCALL(glUniform4fARB(prog->ps.specular_enable_location, 0.0f, 0.0f, 0.0f, 0.0f));
+
+        checkGLcall("fixed function uniforms");
     }
 
     if (priv->next_constant_version == UINT_MAX)
@@ -896,17 +944,17 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
         struct wined3d_shader_buffer *buffer, const struct wined3d_shader *shader,
         const struct wined3d_shader_reg_maps *reg_maps, const struct shader_glsl_ctx_priv *ctx_priv)
 {
+    const struct wined3d_shader_version *version = &reg_maps->shader_version;
     const struct wined3d_state *state = &shader->device->stateBlock->state;
     const struct ps_compile_args *ps_args = ctx_priv->cur_ps_args;
     const struct wined3d_gl_info *gl_info = context->gl_info;
     const struct wined3d_fb_state *fb = &shader->device->fb;
     unsigned int i, extra_constants_needed = 0;
     const struct wined3d_shader_lconst *lconst;
+    const char *prefix;
     DWORD map;
 
-    /* There are some minor differences between pixel and vertex shaders */
-    char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
-    char prefix = pshader ? 'P' : 'V';
+    prefix = shader_glsl_get_prefix(version->type);
 
     /* Prototype the subroutines */
     for (i = 0, map = reg_maps->labels; map; map >>= 1, ++i)
@@ -918,20 +966,25 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
     if (shader->limits.constant_float > 0)
     {
         unsigned max_constantsF;
-        /* Unless the shader uses indirect addressing, always declare the maximum array size and ignore that we need some
-         * uniforms privately. E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup and immediate values, still
-         * declare VC[256]. If the shader needs more uniforms than we have it won't work in any case. If it uses less, the
-         * compiler will figure out which uniforms are really used and strip them out. This allows a shader to use c255 on
-         * a dx9 card, as long as it doesn't also use all the other constants.
+
+        /* Unless the shader uses indirect addressing, always declare the
+         * maximum array size and ignore that we need some uniforms privately.
+         * E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup
+         * and immediate values, still declare VC[256]. If the shader needs
+         * more uniforms than we have it won't work in any case. If it uses
+         * less, the compiler will figure out which uniforms are really used
+         * and strip them out. This allows a shader to use c255 on a dx9 card,
+         * as long as it doesn't also use all the other constants.
          *
-         * If the shader uses indirect addressing the compiler must assume that all declared uniforms are used. In this case,
-         * declare only the amount that we're assured to have.
+         * If the shader uses indirect addressing the compiler must assume
+         * that all declared uniforms are used. In this case, declare only the
+         * amount that we're assured to have.
          *
          * Thus we run into problems in these two cases:
-         * 1) The shader really uses more uniforms than supported
-         * 2) The shader uses indirect addressing, less constants than supported, but uses a constant index > #supported consts
-         */
-        if (pshader)
+         * 1) The shader really uses more uniforms than supported.
+         * 2) The shader uses indirect addressing, less constants than
+         *    supported, but uses a constant index > #supported consts. */
+        if (version->type == WINED3D_SHADER_TYPE_PIXEL)
         {
             /* No indirect addressing here. */
             max_constantsF = gl_info->limits.glsl_ps_float_constants;
@@ -981,68 +1034,22 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
             }
         }
         max_constantsF = min(shader->limits.constant_float, max_constantsF);
-        shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF);
+        shader_addline(buffer, "uniform vec4 %s_c[%u];\n", prefix, max_constantsF);
     }
 
     /* Always declare the full set of constants, the compiler can remove the
      * unused ones because d3d doesn't (yet) support indirect int and bool
      * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
     if (shader->limits.constant_int > 0 && reg_maps->integer_constants)
-        shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, shader->limits.constant_int);
+        shader_addline(buffer, "uniform ivec4 %s_i[%u];\n", prefix, shader->limits.constant_int);
 
     if (shader->limits.constant_bool > 0 && reg_maps->boolean_constants)
-        shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, shader->limits.constant_bool);
+        shader_addline(buffer, "uniform bool %s_b[%u];\n", prefix, shader->limits.constant_bool);
 
-    if (!pshader)
-    {
-        shader_addline(buffer, "uniform vec4 posFixup;\n");
-        shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT);
-    }
-    else
+    for (i = 0; i < WINED3D_MAX_CBS; ++i)
     {
-        for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
-        {
-            if (!(map & 1)) continue;
-
-            shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
-
-            if (reg_maps->luminanceparams & (1 << i))
-            {
-                shader_addline(buffer, "uniform float luminancescale%d;\n", i);
-                shader_addline(buffer, "uniform float luminanceoffset%d;\n", i);
-                extra_constants_needed++;
-            }
-
-            extra_constants_needed++;
-        }
-
-        if (ps_args->srgb_correction)
-        {
-            shader_addline(buffer, "const vec4 srgb_const0 = vec4(%.8e, %.8e, %.8e, %.8e);\n",
-                    srgb_pow, srgb_mul_high, srgb_sub_high, srgb_mul_low);
-            shader_addline(buffer, "const vec4 srgb_const1 = vec4(%.8e, 0.0, 0.0, 0.0);\n",
-                    srgb_cmp);
-        }
-        if (reg_maps->vpos || reg_maps->usesdsy)
-        {
-            if (shader->limits.constant_float + extra_constants_needed
-                    + 1 < gl_info->limits.glsl_ps_float_constants)
-            {
-                shader_addline(buffer, "uniform vec4 ycorrection;\n");
-                extra_constants_needed++;
-            }
-            else
-            {
-                /* This happens because we do not have proper tracking of the constant registers that are
-                 * actually used, only the max limit of the shader version
-                 */
-                FIXME("Cannot find a free uniform for vpos correction params\n");
-                shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
-                        context->render_offscreen ? 0.0f : fb->render_targets[0]->resource.height,
-                        context->render_offscreen ? 1.0f : -1.0f);
-            }
-            shader_addline(buffer, "vec4 vpos;\n");
-        }
+        if (reg_maps->cb_sizes[i])
+            shader_addline(buffer, "uniform vec4 %s_cb%u[%u];\n", prefix, i, reg_maps->cb_sizes[i]);
     }
 
     /* Declare texture samplers */
@@ -1050,43 +1057,46 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
     {
         if (reg_maps->sampler_type[i])
         {
+            BOOL shadow_sampler = version->type == WINED3D_SHADER_TYPE_PIXEL && (ps_args->shadow & (1 << i));
             const struct wined3d_texture *texture;
 
             switch (reg_maps->sampler_type[i])
             {
                 case WINED3DSTT_1D:
-                    if (pshader && ps_args->shadow & (1 << i))
-                        shader_addline(buffer, "uniform sampler1DShadow %csampler%u;\n", prefix, i);
+                    if (shadow_sampler)
+                        shader_addline(buffer, "uniform sampler1DShadow %s_sampler%u;\n", prefix, i);
                     else
-                        shader_addline(buffer, "uniform sampler1D %csampler%u;\n", prefix, i);
+                        shader_addline(buffer, "uniform sampler1D %s_sampler%u;\n", prefix, i);
                     break;
                 case WINED3DSTT_2D:
                     texture = state->textures[i];
-                    if (pshader && ps_args->shadow & (1 << i))
+                    if (shadow_sampler)
                     {
                         if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
-                            shader_addline(buffer, "uniform sampler2DRectShadow %csampler%u;\n", prefix, i);
+                            shader_addline(buffer, "uniform sampler2DRectShadow %s_sampler%u;\n", prefix, i);
                         else
-                            shader_addline(buffer, "uniform sampler2DShadow %csampler%u;\n", prefix, i);
+                            shader_addline(buffer, "uniform sampler2DShadow %s_sampler%u;\n", prefix, i);
                     }
                     else
                     {
                         if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
-                            shader_addline(buffer, "uniform sampler2DRect %csampler%u;\n", prefix, i);
+                            shader_addline(buffer, "uniform sampler2DRect %s_sampler%u;\n", prefix, i);
                         else
-                            shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i);
+                            shader_addline(buffer, "uniform sampler2D %s_sampler%u;\n", prefix, i);
                     }
                     break;
                 case WINED3DSTT_CUBE:
-                    if (pshader && ps_args->shadow & (1 << i)) FIXME("Unsupported Cube shadow sampler.\n");
-                    shader_addline(buffer, "uniform samplerCube %csampler%u;\n", prefix, i);
+                    if (shadow_sampler)
+                        FIXME("Unsupported Cube shadow sampler.\n");
+                    shader_addline(buffer, "uniform samplerCube %s_sampler%u;\n", prefix, i);
                     break;
                 case WINED3DSTT_VOLUME:
-                    if (pshader && ps_args->shadow & (1 << i)) FIXME("Unsupported 3D shadow sampler.\n");
-                    shader_addline(buffer, "uniform sampler3D %csampler%u;\n", prefix, i);
+                    if (shadow_sampler)
+                        FIXME("Unsupported 3D shadow sampler.\n");
+                    shader_addline(buffer, "uniform sampler3D %s_sampler%u;\n", prefix, i);
                     break;
                 default:
-                    shader_addline(buffer, "uniform unsupported_sampler %csampler%u;\n", prefix, i);
+                    shader_addline(buffer, "uniform unsupported_sampler %s_sampler%u;\n", prefix, i);
                     FIXME("Unrecognized sampler type: %#x\n", reg_maps->sampler_type[i]);
                     break;
             }
@@ -1094,12 +1104,13 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
     }
 
     /* Declare uniforms for NP2 texcoord fixup:
-     * This is NOT done inside the loop that declares the texture samplers since the NP2 fixup code
-     * is currently only used for the GeforceFX series and when forcing the ARB_npot extension off.
-     * Modern cards just skip the code anyway, so put it inside a separate loop. */
-    if (pshader && ps_args->np2_fixup) {
-
-        struct ps_np2fixup_info* const fixup = ctx_priv->cur_np2fixup_info;
+     * This is NOT done inside the loop that declares the texture samplers
+     * since the NP2 fixup code is currently only used for the GeforceFX
+     * series and when forcing the ARB_npot extension off. Modern cards just
+     * skip the code anyway, so put it inside a separate loop. */
+    if (version->type == WINED3D_SHADER_TYPE_PIXEL && ps_args->np2_fixup)
+    {
+        struct ps_np2fixup_info *fixup = ctx_priv->cur_np2fixup_info;
         UINT cur = 0;
 
         /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
@@ -1123,7 +1134,8 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
         }
 
         fixup->num_consts = (cur + 1) >> 1;
-        shader_addline(buffer, "uniform vec4 %csamplerNP2Fixup[%u];\n", prefix, fixup->num_consts);
+        fixup->active = ps_args->np2_fixup;
+        shader_addline(buffer, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix, fixup->num_consts);
     }
 
     /* Declare address variables */
@@ -1138,25 +1150,88 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
         if (map & 1) shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i);
     }
 
-    /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
-     * helper function shader that is linked in at link time
-     */
-    if (pshader && reg_maps->shader_version.major >= 3)
+    if (version->type == WINED3D_SHADER_TYPE_VERTEX)
     {
-        UINT in_count = min(vec4_varyings(reg_maps->shader_version.major, gl_info), shader->limits.packed_input);
+        /* Declare attributes. */
+        for (i = 0, map = reg_maps->input_registers; map; map >>= 1, ++i)
+        {
+            if (map & 1)
+                shader_addline(buffer, "attribute vec4 %s_in%u;\n", prefix, i);
+        }
 
-        if (use_vs(state))
-            shader_addline(buffer, "varying vec4 IN[%u];\n", in_count);
-        else
-            /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
-             * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
-             * pixel shader that reads the fixed function color into the packed input registers. */
-            shader_addline(buffer, "vec4 IN[%u];\n", in_count);
+        shader_addline(buffer, "uniform vec4 posFixup;\n");
+        shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", shader->limits.packed_output);
+    }
+    else if (version->type == WINED3D_SHADER_TYPE_GEOMETRY)
+    {
+        shader_addline(buffer, "varying in vec4 gs_in[][%u];\n", shader->limits.packed_input);
+    }
+    else if (version->type == WINED3D_SHADER_TYPE_PIXEL)
+    {
+        if (version->major >= 3)
+        {
+            UINT in_count = min(vec4_varyings(version->major, gl_info), shader->limits.packed_input);
+
+            if (use_vs(state))
+                shader_addline(buffer, "varying vec4 %s_in[%u];\n", prefix, in_count);
+            else
+                /* TODO: Write a replacement shader for the fixed function
+                 * vertex pipeline, so this isn't needed. For fixed function
+                 * vertex processing + 3.0 pixel shader we need a separate
+                 * function in the pixel shader that reads the fixed function
+                 * color into the packed input registers. */
+                shader_addline(buffer, "vec4 %s_in[%u];\n", prefix, in_count);
+        }
+
+        for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
+        {
+            if (!(map & 1))
+                continue;
+
+            shader_addline(buffer, "uniform mat2 bumpenv_mat%u;\n", i);
+
+            if (reg_maps->luminanceparams & (1 << i))
+            {
+                shader_addline(buffer, "uniform float bumpenv_lum_scale%u;\n", i);
+                shader_addline(buffer, "uniform float bumpenv_lum_offset%u;\n", i);
+                extra_constants_needed++;
+            }
+
+            extra_constants_needed++;
+        }
+
+        if (ps_args->srgb_correction)
+        {
+            shader_addline(buffer, "const vec4 srgb_const0 = vec4(%.8e, %.8e, %.8e, %.8e);\n",
+                    srgb_pow, srgb_mul_high, srgb_sub_high, srgb_mul_low);
+            shader_addline(buffer, "const vec4 srgb_const1 = vec4(%.8e, 0.0, 0.0, 0.0);\n",
+                    srgb_cmp);
+        }
+        if (reg_maps->vpos || reg_maps->usesdsy)
+        {
+            if (shader->limits.constant_float + extra_constants_needed
+                    + 1 < gl_info->limits.glsl_ps_float_constants)
+            {
+                shader_addline(buffer, "uniform vec4 ycorrection;\n");
+                extra_constants_needed++;
+            }
+            else
+            {
+                /* This happens because we do not have proper tracking of the constant registers that are
+                 * actually used, only the max limit of the shader version
+                 */
+                FIXME("Cannot find a free uniform for vpos correction params\n");
+                shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
+                        context->render_offscreen ? 0.0f : fb->render_targets[0]->resource.height,
+                        context->render_offscreen ? 1.0f : -1.0f);
+            }
+            shader_addline(buffer, "vec4 vpos;\n");
+        }
     }
 
     /* Declare output register temporaries */
     if (shader->limits.packed_output)
-        shader_addline(buffer, "vec4 OUT[%u];\n", shader->limits.packed_output);
+        shader_addline(buffer, "vec4 %s_out[%u];\n", prefix, shader->limits.packed_output);
 
     /* Declare temporary variables */
     for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
@@ -1164,21 +1239,16 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
         if (map & 1) shader_addline(buffer, "vec4 R%u;\n", i);
     }
 
-    /* Declare attributes */
-    if (reg_maps->shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
+    /* Declare loop registers aLx */
+    if (version->major < 4)
     {
-        for (i = 0, map = reg_maps->input_registers; map; map >>= 1, ++i)
+        for (i = 0; i < reg_maps->loop_depth; ++i)
         {
-            if (map & 1) shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
+            shader_addline(buffer, "int aL%u;\n", i);
+            shader_addline(buffer, "int tmpInt%u;\n", i);
         }
     }
 
-    /* Declare loop registers aLx */
-    for (i = 0; i < reg_maps->loop_depth; i++) {
-        shader_addline(buffer, "int aL%u;\n", i);
-        shader_addline(buffer, "int tmpInt%u;\n", i);
-    }
-
     /* Temporary variables for matrix operations */
     shader_addline(buffer, "vec4 tmp0;\n");
     shader_addline(buffer, "vec4 tmp1;\n");
@@ -1191,29 +1261,32 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
     {
         LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
         {
-            shader_addline(buffer, "uniform vec4 %cLC%u;\n", prefix, lconst->idx);
+            shader_addline(buffer, "uniform vec4 %s_lc%u;\n", prefix, lconst->idx);
         }
     }
 
-    /* Start the main program */
-    shader_addline(buffer, "void main() {\n");
-    if(pshader && reg_maps->vpos) {
-        /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
-         * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
-         * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
-         * precision troubles when we just subtract 0.5.
-         *
-         * To deal with that just floor() the position. This will eliminate the fraction on all cards.
-         *
-         * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
-         *
-         * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
-         * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
-         * coordinates specify the pixel centers instead of the pixel corners. This code will behave
-         * correctly on drivers that returns integer values.
-         */
-        shader_addline(buffer, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
-    }
+    /* Start the main program. */
+    shader_addline(buffer, "void main()\n{\n");
+
+    /* Direct3D applications expect integer vPos values, while OpenGL drivers
+     * add approximately 0.5. This causes off-by-one problems as spotted by
+     * the vPos d3d9 visual test. Unfortunately ATI cards do not add exactly
+     * 0.5, but rather something like 0.49999999 or 0.50000001, which still
+     * causes precision troubles when we just subtract 0.5.
+     *
+     * To deal with that, just floor() the position. This will eliminate the
+     * fraction on all cards.
+     *
+     * TODO: Test how this behaves with multisampling.
+     *
+     * An advantage of floor is that it works even if the driver doesn't add
+     * 0.5. It is somewhat questionable if 1.5, 2.5, ... are the proper values
+     * to return in gl_FragCoord, even though coordinates specify the pixel
+     * centers instead of the pixel corners. This code will behave correctly
+     * on drivers that returns integer values. */
+    if (version->type == WINED3D_SHADER_TYPE_PIXEL && reg_maps->vpos)
+        shader_addline(buffer,
+                "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
 }
 
 /*****************************************************************************
@@ -1304,70 +1377,92 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
         char *register_name, BOOL *is_color, const struct wined3d_shader_instruction *ins)
 {
     /* oPos, oFog and oPts in D3D */
-    static const char * const hwrastout_reg_names[] = {"OUT[10]", "OUT[11].x", "OUT[11].y"};
+    static const char * const hwrastout_reg_names[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
 
     const struct wined3d_shader *shader = ins->ctx->shader;
     const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
+    const struct wined3d_shader_version *version = &reg_maps->shader_version;
     const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
-    char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
+    const char *prefix = shader_glsl_get_prefix(version->type);
+    struct glsl_src_param rel_param0, rel_param1;
 
+    if (reg->idx[0].offset != ~0U && reg->idx[0].rel_addr)
+        shader_glsl_add_src_param(ins, reg->idx[0].rel_addr, WINED3DSP_WRITEMASK_0, &rel_param0);
+    if (reg->idx[1].offset != ~0U && reg->idx[1].rel_addr)
+        shader_glsl_add_src_param(ins, reg->idx[1].rel_addr, WINED3DSP_WRITEMASK_0, &rel_param1);
     *is_color = FALSE;
 
     switch (reg->type)
     {
         case WINED3DSPR_TEMP:
-            sprintf(register_name, "R%u", reg->idx);
+            sprintf(register_name, "R%u", reg->idx[0].offset);
             break;
 
         case WINED3DSPR_INPUT:
             /* vertex shaders */
-            if (!pshader)
+            if (version->type == WINED3D_SHADER_TYPE_VERTEX)
             {
                 struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
-                if (priv->cur_vs_args->swizzle_map & (1 << reg->idx)) *is_color = TRUE;
-                sprintf(register_name, "attrib%u", reg->idx);
+                if (priv->cur_vs_args->swizzle_map & (1 << reg->idx[0].offset))
+                    *is_color = TRUE;
+                sprintf(register_name, "%s_in%u", prefix, reg->idx[0].offset);
                 break;
             }
 
-            /* pixel shaders >= 3.0 */
-            if (reg_maps->shader_version.major >= 3)
+            if (version->type == WINED3D_SHADER_TYPE_GEOMETRY)
             {
-                DWORD idx = shader->u.ps.input_reg_map[reg->idx];
-                unsigned int in_count = vec4_varyings(reg_maps->shader_version.major, gl_info);
-
-                if (reg->rel_addr)
+                if (reg->idx[0].rel_addr)
                 {
-                    struct glsl_src_param rel_param;
+                    if (reg->idx[1].rel_addr)
+                        sprintf(register_name, "gs_in[%s + %u][%s + %u]",
+                                rel_param0.param_str, reg->idx[0].offset, rel_param1.param_str, reg->idx[1].offset);
+                    else
+                        sprintf(register_name, "gs_in[%s + %u][%u]",
+                                rel_param0.param_str, reg->idx[0].offset, reg->idx[1].offset);
+                }
+                else if (reg->idx[1].rel_addr)
+                    sprintf(register_name, "gs_in[%u][%s + %u]",
+                            reg->idx[0].offset, rel_param1.param_str, reg->idx[1].offset);
+                else
+                    sprintf(register_name, "gs_in[%u][%u]", reg->idx[0].offset, reg->idx[1].offset);
+                break;
+            }
 
-                    shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
+            /* pixel shaders >= 3.0 */
+            if (version->major >= 3)
+            {
+                DWORD idx = shader->u.ps.input_reg_map[reg->idx[0].offset];
+                unsigned int in_count = vec4_varyings(version->major, gl_info);
 
-                    /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
-                     * operation there */
+                if (reg->idx[0].rel_addr)
+                {
+                    /* Removing a + 0 would be an obvious optimization, but
+                     * OS X doesn't see the NOP operation there. */
                     if (idx)
                     {
                         if (shader->u.ps.declared_in_count > in_count)
                         {
                             sprintf(register_name,
-                                    "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
-                                    rel_param.param_str, idx, in_count - 1, rel_param.param_str, idx, in_count,
-                                    rel_param.param_str, idx);
+                                    "((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])",
+                                    rel_param0.param_str, idx, in_count - 1, rel_param0.param_str, idx, in_count,
+                                    prefix, rel_param0.param_str, idx);
                         }
                         else
                         {
-                            sprintf(register_name, "IN[%s + %u]", rel_param.param_str, idx);
+                            sprintf(register_name, "%s_in[%s + %u]", prefix, rel_param0.param_str, idx);
                         }
                     }
                     else
                     {
                         if (shader->u.ps.declared_in_count > in_count)
                         {
-                            sprintf(register_name, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
-                                    rel_param.param_str, in_count - 1, rel_param.param_str, in_count,
-                                    rel_param.param_str);
+                            sprintf(register_name, "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])",
+                                    rel_param0.param_str, in_count - 1, rel_param0.param_str, in_count,
+                                    prefix, rel_param0.param_str);
                         }
                         else
                         {
-                            sprintf(register_name, "IN[%s]", rel_param.param_str);
+                            sprintf(register_name, "%s_in[%s]", prefix, rel_param0.param_str);
                         }
                     }
                 }
@@ -1375,52 +1470,52 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
                 {
                     if (idx == in_count) sprintf(register_name, "gl_Color");
                     else if (idx == in_count + 1) sprintf(register_name, "gl_SecondaryColor");
-                    else sprintf(register_name, "IN[%u]", idx);
+                    else sprintf(register_name, "%s_in[%u]", prefix, idx);
                 }
             }
             else
             {
-                if (!reg->idx) strcpy(register_name, "gl_Color");
-                else strcpy(register_name, "gl_SecondaryColor");
+                if (!reg->idx[0].offset)
+                    strcpy(register_name, "gl_Color");
+                else
+                    strcpy(register_name, "gl_SecondaryColor");
                 break;
             }
             break;
 
         case WINED3DSPR_CONST:
             {
-                const char prefix = pshader ? 'P' : 'V';
-
                 /* Relative addressing */
-                if (reg->rel_addr)
+                if (reg->idx[0].rel_addr)
                 {
-                    struct glsl_src_param rel_param;
-                    shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
-                    if (reg->idx) sprintf(register_name, "%cC[%s + %u]", prefix, rel_param.param_str, reg->idx);
-                    else sprintf(register_name, "%cC[%s]", prefix, rel_param.param_str);
+                    if (reg->idx[0].offset)
+                        sprintf(register_name, "%s_c[%s + %u]", prefix, rel_param0.param_str, reg->idx[0].offset);
+                    else
+                        sprintf(register_name, "%s_c[%s]", prefix, rel_param0.param_str);
                 }
                 else
                 {
-                    if (shader_constant_is_local(shader, reg->idx))
-                        sprintf(register_name, "%cLC%u", prefix, reg->idx);
+                    if (shader_constant_is_local(shader, reg->idx[0].offset))
+                        sprintf(register_name, "%s_lc%u", prefix, reg->idx[0].offset);
                     else
-                        sprintf(register_name, "%cC[%u]", prefix, reg->idx);
+                        sprintf(register_name, "%s_c[%u]", prefix, reg->idx[0].offset);
                 }
             }
             break;
 
         case WINED3DSPR_CONSTINT:
-            if (pshader) sprintf(register_name, "PI[%u]", reg->idx);
-            else sprintf(register_name, "VI[%u]", reg->idx);
+            sprintf(register_name, "%s_i[%u]", prefix, reg->idx[0].offset);
             break;
 
         case WINED3DSPR_CONSTBOOL:
-            if (pshader) sprintf(register_name, "PB[%u]", reg->idx);
-            else sprintf(register_name, "VB[%u]", reg->idx);
+            sprintf(register_name, "%s_b[%u]", prefix, reg->idx[0].offset);
             break;
 
         case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
-            if (pshader) sprintf(register_name, "T%u", reg->idx);
-            else sprintf(register_name, "A%u", reg->idx);
+            if (version->type == WINED3D_SHADER_TYPE_PIXEL)
+                sprintf(register_name, "T%u", reg->idx[0].offset);
+            else
+                sprintf(register_name, "A%u", reg->idx[0].offset);
             break;
 
         case WINED3DSPR_LOOP:
@@ -1428,19 +1523,19 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
             break;
 
         case WINED3DSPR_SAMPLER:
-            if (pshader) sprintf(register_name, "Psampler%u", reg->idx);
-            else sprintf(register_name, "Vsampler%u", reg->idx);
+            sprintf(register_name, "%s_sampler%u", prefix, reg->idx[0].offset);
             break;
 
         case WINED3DSPR_COLOROUT:
-            if (reg->idx >= gl_info->limits.buffers)
-                WARN("Write to render target %u, only %d supported.\n", reg->idx, gl_info->limits.buffers);
+            if (reg->idx[0].offset >= gl_info->limits.buffers)
+                WARN("Write to render target %u, only %d supported.\n",
+                        reg->idx[0].offset, gl_info->limits.buffers);
 
-            sprintf(register_name, "gl_FragData[%u]", reg->idx);
+            sprintf(register_name, "gl_FragData[%u]", reg->idx[0].offset);
             break;
 
         case WINED3DSPR_RASTOUT:
-            sprintf(register_name, "%s", hwrastout_reg_names[reg->idx]);
+            sprintf(register_name, "%s", hwrastout_reg_names[reg->idx[0].offset]);
             break;
 
         case WINED3DSPR_DEPTHOUT:
@@ -1448,22 +1543,24 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
             break;
 
         case WINED3DSPR_ATTROUT:
-            if (!reg->idx) sprintf(register_name, "OUT[8]");
-            else sprintf(register_name, "OUT[9]");
+            if (!reg->idx[0].offset)
+                sprintf(register_name, "%s_out[8]", prefix);
+            else
+                sprintf(register_name, "%s_out[9]", prefix);
             break;
 
         case WINED3DSPR_TEXCRDOUT:
             /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
-            sprintf(register_name, "OUT[%u]", reg->idx);
+            sprintf(register_name, "%s_out[%u]", prefix, reg->idx[0].offset);
             break;
 
         case WINED3DSPR_MISCTYPE:
-            if (!reg->idx)
+            if (!reg->idx[0].offset)
             {
                 /* vPos */
                 sprintf(register_name, "vpos");
             }
-            else if (reg->idx == 1)
+            else if (reg->idx[0].offset == 1)
             {
                 /* Note that gl_FrontFacing is a bool, while vFace is
                  * a float for which the sign determines front/back */
@@ -1471,7 +1568,7 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
             }
             else
             {
-                FIXME("Unhandled misctype register %d\n", reg->idx);
+                FIXME("Unhandled misctype register %u.\n", reg->idx[0].offset);
                 sprintf(register_name, "unrecognized_register");
             }
             break;
@@ -1480,13 +1577,49 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
             switch (reg->immconst_type)
             {
                 case WINED3D_IMMCONST_SCALAR:
-                    sprintf(register_name, "%.8e", *(const float *)reg->immconst_data);
+                    switch (reg->data_type)
+                    {
+                        case WINED3D_DATA_FLOAT:
+                            sprintf(register_name, "%.8e", *(const float *)reg->immconst_data);
+                            break;
+                        case WINED3D_DATA_INT:
+                            sprintf(register_name, "%#x", reg->immconst_data[0]);
+                            break;
+                        case WINED3D_DATA_RESOURCE:
+                        case WINED3D_DATA_SAMPLER:
+                        case WINED3D_DATA_UINT:
+                            sprintf(register_name, "%#xu", reg->immconst_data[0]);
+                            break;
+                        default:
+                            sprintf(register_name, "<unhandled data type %#x>", reg->data_type);
+                            break;
+                    }
                     break;
 
                 case WINED3D_IMMCONST_VEC4:
-                    sprintf(register_name, "vec4(%.8e, %.8e, %.8e, %.8e)",
-                            *(const float *)&reg->immconst_data[0], *(const float *)&reg->immconst_data[1],
-                            *(const float *)&reg->immconst_data[2], *(const float *)&reg->immconst_data[3]);
+                    switch (reg->data_type)
+                    {
+                        case WINED3D_DATA_FLOAT:
+                            sprintf(register_name, "vec4(%.8e, %.8e, %.8e, %.8e)",
+                                    *(const float *)&reg->immconst_data[0], *(const float *)&reg->immconst_data[1],
+                                    *(const float *)&reg->immconst_data[2], *(const float *)&reg->immconst_data[3]);
+                            break;
+                        case WINED3D_DATA_INT:
+                            sprintf(register_name, "ivec4(%#x, %#x, %#x, %#x)",
+                                    reg->immconst_data[0], reg->immconst_data[1],
+                                    reg->immconst_data[2], reg->immconst_data[3]);
+                            break;
+                        case WINED3D_DATA_RESOURCE:
+                        case WINED3D_DATA_SAMPLER:
+                        case WINED3D_DATA_UINT:
+                            sprintf(register_name, "uvec4(%#xu, %#xu, %#xu, %#xu)",
+                                    reg->immconst_data[0], reg->immconst_data[1],
+                                    reg->immconst_data[2], reg->immconst_data[3]);
+                            break;
+                        default:
+                            sprintf(register_name, "<unhandled data type %#x>", reg->data_type);
+                            break;
+                    }
                     break;
 
                 default:
@@ -1495,8 +1628,20 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
             }
             break;
 
+        case WINED3DSPR_CONSTBUFFER:
+            if (reg->idx[1].rel_addr)
+                sprintf(register_name, "%s_cb%u[%s + %u]",
+                        prefix, reg->idx[0].offset, rel_param1.param_str, reg->idx[1].offset);
+            else
+                sprintf(register_name, "%s_cb%u[%u]", prefix, reg->idx[0].offset, reg->idx[1].offset);
+            break;
+
+        case WINED3DSPR_PRIMID:
+            sprintf(register_name, "uint(gl_PrimitiveIDIn)");
+            break;
+
         default:
-            FIXME("Unhandled register name Type(%d)\n", reg->type);
+            FIXME("Unhandled register type %#x.\n", reg->type);
             sprintf(register_name, "unrecognized_register");
             break;
     }
@@ -1581,7 +1726,36 @@ static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *i
 
     shader_glsl_get_register_name(&wined3d_src->reg, glsl_src->reg_name, &is_color, ins);
     shader_glsl_get_swizzle(wined3d_src, is_color, mask, swizzle_str);
-    shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, glsl_src->param_str);
+
+    if (wined3d_src->reg.type == WINED3DSPR_IMMCONST || wined3d_src->reg.type == WINED3DSPR_PRIMID)
+    {
+        shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, glsl_src->param_str);
+    }
+    else
+    {
+        char param_str[200];
+
+        shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, param_str);
+
+        switch (wined3d_src->reg.data_type)
+        {
+            case WINED3D_DATA_FLOAT:
+                sprintf(glsl_src->param_str, "%s", param_str);
+                break;
+            case WINED3D_DATA_INT:
+                sprintf(glsl_src->param_str, "floatBitsToInt(%s)", param_str);
+                break;
+            case WINED3D_DATA_RESOURCE:
+            case WINED3D_DATA_SAMPLER:
+            case WINED3D_DATA_UINT:
+                sprintf(glsl_src->param_str, "floatBitsToUint(%s)", param_str);
+                break;
+            default:
+                FIXME("Unhandled data type %#x.\n", wined3d_src->reg.data_type);
+                sprintf(glsl_src->param_str, "%s", param_str);
+                break;
+        }
+    }
 }
 
 /* From a given parameter token, generate the corresponding GLSL string.
@@ -1606,8 +1780,31 @@ static DWORD shader_glsl_append_dst_ext(struct wined3d_shader_buffer *buffer,
     struct glsl_dst_param glsl_dst;
     DWORD mask;
 
-    mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst);
-    if (mask) shader_addline(buffer, "%s%s = %s(", glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
+    if ((mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst)))
+    {
+        switch (dst->reg.data_type)
+        {
+            case WINED3D_DATA_FLOAT:
+                shader_addline(buffer, "%s%s = %s(",
+                        glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
+                break;
+            case WINED3D_DATA_INT:
+                shader_addline(buffer, "%s%s = %sintBitsToFloat(",
+                        glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
+                break;
+            case WINED3D_DATA_RESOURCE:
+            case WINED3D_DATA_SAMPLER:
+            case WINED3D_DATA_UINT:
+                shader_addline(buffer, "%s%s = %suintBitsToFloat(",
+                        glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
+                break;
+            default:
+                FIXME("Unhandled data type %#x.\n", dst->reg.data_type);
+                shader_addline(buffer, "%s%s = %s(",
+                        glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
+                break;
+        }
+    }
 
     return mask;
 }
@@ -1670,7 +1867,7 @@ static void shader_glsl_get_sample_function(const struct wined3d_shader_context
 {
     enum wined3d_sampler_texture_type sampler_type = ctx->reg_maps->sampler_type[sampler_idx];
     const struct wined3d_gl_info *gl_info = ctx->gl_info;
-    BOOL shadow = shader_is_pshader_version(ctx->reg_maps->shader_version.type)
+    BOOL shadow = ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_PIXEL
             && (((const struct shader_glsl_ctx_priv *)ctx->backend_data)->cur_ps_args->shadow & (1 << sampler_idx));
     BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
     BOOL texrect = flags & WINED3D_GLSL_SAMPLE_RECT;
@@ -1949,22 +2146,20 @@ static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
     if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
 }
 
-static void shader_glsl_color_correction(const struct wined3d_shader_instruction *ins, struct color_fixup_desc fixup)
+static void shader_glsl_color_correction_ext(struct wined3d_shader_buffer *buffer,
+        const char *reg_name, DWORD mask, struct color_fixup_desc fixup)
 {
-    struct wined3d_shader_dst_param dst;
     unsigned int mask_size, remaining;
-    struct glsl_dst_param dst_param;
+    DWORD fixup_mask = 0;
     char arguments[256];
-    DWORD mask;
+    char mask_str[6];
 
-    mask = 0;
-    if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
-    if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
-    if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
-    if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
-    mask &= ins->dst[0].write_mask;
-
-    if (!mask) return; /* Nothing to do */
+    if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) fixup_mask |= WINED3DSP_WRITEMASK_0;
+    if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) fixup_mask |= WINED3DSP_WRITEMASK_1;
+    if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) fixup_mask |= WINED3DSP_WRITEMASK_2;
+    if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) fixup_mask |= WINED3DSP_WRITEMASK_3;
+    if (!(mask &= fixup_mask))
+        return;
 
     if (is_complex_fixup(fixup))
     {
@@ -1973,51 +2168,52 @@ static void shader_glsl_color_correction(const struct wined3d_shader_instruction
         return;
     }
 
+    shader_glsl_write_mask_to_str(mask, mask_str);
     mask_size = shader_glsl_get_write_mask_size(mask);
 
-    dst = ins->dst[0];
-    dst.write_mask = mask;
-    shader_glsl_add_dst_param(ins, &dst, &dst_param);
-
     arguments[0] = '\0';
     remaining = mask_size;
     if (mask & WINED3DSP_WRITEMASK_0)
     {
-        shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.x_sign_fixup, fixup.x_source);
+        shader_glsl_append_fixup_arg(arguments, reg_name, fixup.x_sign_fixup, fixup.x_source);
         if (--remaining) strcat(arguments, ", ");
     }
     if (mask & WINED3DSP_WRITEMASK_1)
     {
-        shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.y_sign_fixup, fixup.y_source);
+        shader_glsl_append_fixup_arg(arguments, reg_name, fixup.y_sign_fixup, fixup.y_source);
         if (--remaining) strcat(arguments, ", ");
     }
     if (mask & WINED3DSP_WRITEMASK_2)
     {
-        shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.z_sign_fixup, fixup.z_source);
+        shader_glsl_append_fixup_arg(arguments, reg_name, fixup.z_sign_fixup, fixup.z_source);
         if (--remaining) strcat(arguments, ", ");
     }
     if (mask & WINED3DSP_WRITEMASK_3)
     {
-        shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.w_sign_fixup, fixup.w_source);
+        shader_glsl_append_fixup_arg(arguments, reg_name, fixup.w_sign_fixup, fixup.w_source);
         if (--remaining) strcat(arguments, ", ");
     }
 
     if (mask_size > 1)
-    {
-        shader_addline(ins->ctx->buffer, "%s%s = vec%u(%s);\n",
-                dst_param.reg_name, dst_param.mask_str, mask_size, arguments);
-    }
+        shader_addline(buffer, "%s%s = vec%u(%s);\n", reg_name, mask_str, mask_size, arguments);
     else
-    {
-        shader_addline(ins->ctx->buffer, "%s%s = %s;\n", dst_param.reg_name, dst_param.mask_str, arguments);
-    }
+        shader_addline(buffer, "%s%s = %s;\n", reg_name, mask_str, arguments);
+}
+
+static void shader_glsl_color_correction(const struct wined3d_shader_instruction *ins, struct color_fixup_desc fixup)
+{
+    char reg_name[256];
+    BOOL is_color;
+
+    shader_glsl_get_register_name(&ins->dst[0].reg, reg_name, &is_color, ins);
+    shader_glsl_color_correction_ext(ins->ctx->buffer, reg_name, ins->dst[0].write_mask, fixup);
 }
 
 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins,
         DWORD sampler, const struct glsl_sample_function *sample_function, DWORD swizzle,
         const char *dx, const char *dy, const char *bias, const char *coord_reg_fmt, ...)
 {
-    const char *sampler_base;
+    const struct wined3d_shader_version *version = &ins->ctx->reg_maps->shader_version;
     char dst_swizzle[6];
     struct color_fixup_desc fixup;
     BOOL np2_fixup = FALSE;
@@ -2025,11 +2221,10 @@ static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_s
 
     shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
 
-    if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
+    if (version->type == WINED3D_SHADER_TYPE_PIXEL)
     {
         const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
         fixup = priv->cur_ps_args->color_fixup[sampler];
-        sampler_base = "Psampler";
 
         if(priv->cur_ps_args->np2_fixup & (1 << sampler)) {
             if(bias) {
@@ -2038,14 +2233,16 @@ static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_s
                 np2_fixup = TRUE;
             }
         }
-    } else {
-        sampler_base = "Vsampler";
+    }
+    else
+    {
         fixup = COLOR_FIXUP_IDENTITY; /* FIXME: Vshader color fixup */
     }
 
     shader_glsl_append_dst(ins->ctx->buffer, ins);
 
-    shader_addline(ins->ctx->buffer, "%s(%s%u, ", sample_function->name, sampler_base, sampler);
+    shader_addline(ins->ctx->buffer, "%s(%s_sampler%u, ",
+            sample_function->name, shader_glsl_get_prefix(version->type), sampler);
 
     va_start(args, coord_reg_fmt);
     shader_vaddline(ins->ctx->buffer, coord_reg_fmt, args);
@@ -2058,7 +2255,7 @@ static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_s
             const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
             const unsigned char idx = priv->cur_np2fixup_info->idx[sampler];
 
-            shader_addline(ins->ctx->buffer, " * PsamplerNP2Fixup[%u].%s)%s);\n", idx >> 1,
+            shader_addline(ins->ctx->buffer, " * ps_samplerNP2Fixup[%u].%s)%s);\n", idx >> 1,
                            (idx % 2) ? "zw" : "xy", dst_swizzle);
         } else if(dx && dy) {
             shader_addline(ins->ctx->buffer, ", %s, %s)%s);\n", dx, dy, dst_swizzle);
@@ -2076,23 +2273,27 @@ static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_s
  * Begin processing individual instruction opcodes
  ****************************************************************************/
 
-/* Generate GLSL arithmetic functions (dst = src1 + src2) */
-static void shader_glsl_arith(const struct wined3d_shader_instruction *ins)
+static void shader_glsl_binop(const struct wined3d_shader_instruction *ins)
 {
     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     struct glsl_src_param src0_param;
     struct glsl_src_param src1_param;
     DWORD write_mask;
-    char op;
+    const char *op;
 
     /* Determine the GLSL operator to use based on the opcode */
     switch (ins->handler_idx)
     {
-        case WINED3DSIH_MUL: op = '*'; break;
-        case WINED3DSIH_ADD: op = '+'; break;
-        case WINED3DSIH_SUB: op = '-'; break;
+        case WINED3DSIH_ADD:  op = "+";  break;
+        case WINED3DSIH_AND:  op = "&";  break;
+        case WINED3DSIH_DIV:  op = "/";  break;
+        case WINED3DSIH_IADD: op = "+";  break;
+        case WINED3DSIH_MUL:  op = "*";  break;
+        case WINED3DSIH_SUB:  op = "-";  break;
+        case WINED3DSIH_USHR: op = ">>"; break;
+        case WINED3DSIH_XOR:  op = "^";  break;
         default:
-            op = ' ';
+            op = "<unhandled operator>";
             FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
             break;
     }
@@ -2100,7 +2301,124 @@ static void shader_glsl_arith(const struct wined3d_shader_instruction *ins)
     write_mask = shader_glsl_append_dst(buffer, ins);
     shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
     shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
-    shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
+    shader_addline(buffer, "%s %s %s);\n", src0_param.param_str, op, src1_param.param_str);
+}
+
+static void shader_glsl_relop(const struct wined3d_shader_instruction *ins)
+{
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+    struct glsl_src_param src0_param;
+    struct glsl_src_param src1_param;
+    unsigned int mask_size;
+    DWORD write_mask;
+    const char *op;
+
+    write_mask = shader_glsl_append_dst(buffer, ins);
+    mask_size = shader_glsl_get_write_mask_size(write_mask);
+    shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
+    shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
+
+    if (mask_size > 1)
+    {
+        switch (ins->handler_idx)
+        {
+            case WINED3DSIH_EQ:  op = "equal"; break;
+            case WINED3DSIH_GE:  op = "greaterThanEqual"; break;
+            case WINED3DSIH_IGE: op = "greaterThanEqual"; break;
+            case WINED3DSIH_LT:  op = "lessThan"; break;
+            default:
+                op = "<unhandled operator>";
+                ERR("Unhandled opcode %#x.\n", ins->handler_idx);
+                break;
+        }
+
+        shader_addline(buffer, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n",
+                mask_size, op, src0_param.param_str, src1_param.param_str);
+    }
+    else
+    {
+        switch (ins->handler_idx)
+        {
+            case WINED3DSIH_EQ:  op = "=="; break;
+            case WINED3DSIH_GE:  op = ">="; break;
+            case WINED3DSIH_IGE: op = ">="; break;
+            case WINED3DSIH_LT:  op = "<"; break;
+            default:
+                op = "<unhandled operator>";
+                ERR("Unhandled opcode %#x.\n", ins->handler_idx);
+                break;
+        }
+
+        shader_addline(buffer, "%s %s %s ? 0xffffffffu : 0u);\n",
+                src0_param.param_str, op, src1_param.param_str);
+    }
+}
+
+static void shader_glsl_imul(const struct wined3d_shader_instruction *ins)
+{
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+    struct glsl_src_param src0_param;
+    struct glsl_src_param src1_param;
+    DWORD write_mask;
+
+    /* If we have ARB_gpu_shader5 or GLSL 4.0, we can use imulExtended(). If
+     * not, we can emulate it. */
+    if (ins->dst[0].reg.type != WINED3DSPR_NULL)
+        FIXME("64-bit integer multiplies not implemented.\n");
+
+    if (ins->dst[1].reg.type != WINED3DSPR_NULL)
+    {
+        write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1]);
+        shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
+        shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
+
+        shader_addline(ins->ctx->buffer, "%s * %s);\n",
+                src0_param.param_str, src1_param.param_str);
+    }
+}
+
+static void shader_glsl_udiv(const struct wined3d_shader_instruction *ins)
+{
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+    struct glsl_src_param src0_param, src1_param;
+    DWORD write_mask;
+
+    if (ins->dst[0].reg.type != WINED3DSPR_NULL)
+    {
+
+        if (ins->dst[1].reg.type != WINED3DSPR_NULL)
+        {
+            char dst_mask[6];
+
+            write_mask = shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
+            shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
+            shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
+            shader_addline(buffer, "tmp0%s = %s / %s;\n",
+                    dst_mask, src0_param.param_str, src1_param.param_str);
+
+            write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1]);
+            shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
+            shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
+            shader_addline(buffer, "%s %% %s));\n", src0_param.param_str, src1_param.param_str);
+
+            shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
+            shader_addline(buffer, "tmp0%s);\n", dst_mask);
+        }
+        else
+        {
+            write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
+            shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
+            shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
+            shader_addline(buffer, "%s / %s);\n", src0_param.param_str, src1_param.param_str);
+        }
+    }
+    else if (ins->dst[1].reg.type != WINED3DSPR_NULL)
+    {
+        write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1]);
+        shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
+        shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
+        shader_addline(buffer, "%s %% %s);\n", src0_param.param_str, src1_param.param_str);
+    }
 }
 
 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
@@ -2117,7 +2435,7 @@ static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
     /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
      * shader versions WINED3DSIO_MOVA is used for this. */
     if (ins->ctx->reg_maps->shader_version.major == 1
-            && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
+            && ins->ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_VERTEX
             && ins->dst[0].reg.type == WINED3DSPR_ADDR)
     {
         /* This is a simple floor() */
@@ -2202,6 +2520,11 @@ static void shader_glsl_cross(const struct wined3d_shader_instruction *ins)
     shader_addline(ins->ctx->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
 }
 
+static void shader_glsl_cut(const struct wined3d_shader_instruction *ins)
+{
+    shader_addline(ins->ctx->buffer, "EndPrimitive();\n");
+}
+
 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
  * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
  * GLSL uses the value as-is. */
@@ -2278,6 +2601,7 @@ static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
         case WINED3DSIH_EXP: instruction = "exp2"; break;
         case WINED3DSIH_DSX: instruction = "dFdx"; break;
         case WINED3DSIH_DSY: instruction = "ycorrection.y * dFdy"; break;
+        case WINED3DSIH_ROUND_NI: instruction = "floor"; break;
         default: instruction = "";
             FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
             break;
@@ -2301,6 +2625,8 @@ static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
     shader_addline(buffer, "));\n");
 }
 
+static void shader_glsl_nop(const struct wined3d_shader_instruction *ins) {}
+
 static void shader_glsl_nrm(const struct wined3d_shader_instruction *ins)
 {
     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
@@ -2371,6 +2697,40 @@ static void shader_glsl_expp(const struct wined3d_shader_instruction *ins)
     }
 }
 
+static void shader_glsl_to_int(const struct wined3d_shader_instruction *ins)
+{
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+    struct glsl_src_param src_param;
+    unsigned int mask_size;
+    DWORD write_mask;
+
+    write_mask = shader_glsl_append_dst(buffer, ins);
+    mask_size = shader_glsl_get_write_mask_size(write_mask);
+    shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
+
+    if (mask_size > 1)
+        shader_addline(buffer, "ivec%u(%s));\n", mask_size, src_param.param_str);
+    else
+        shader_addline(buffer, "int(%s));\n", src_param.param_str);
+}
+
+static void shader_glsl_to_float(const struct wined3d_shader_instruction *ins)
+{
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+    struct glsl_src_param src_param;
+    unsigned int mask_size;
+    DWORD write_mask;
+
+    write_mask = shader_glsl_append_dst(buffer, ins);
+    mask_size = shader_glsl_get_write_mask_size(write_mask);
+    shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
+
+    if (mask_size > 1)
+        shader_addline(buffer, "vec%u(%s));\n", mask_size, src_param.param_str);
+    else
+        shader_addline(buffer, "float(%s));\n", src_param.param_str);
+}
+
 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
 static void shader_glsl_rcp(const struct wined3d_shader_instruction *ins)
 {
@@ -2469,79 +2829,108 @@ static void shader_glsl_compare(const struct wined3d_shader_instruction *ins)
     }
 }
 
-/** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
-static void shader_glsl_cmp(const struct wined3d_shader_instruction *ins)
+static void shader_glsl_conditional_move(const struct wined3d_shader_instruction *ins)
 {
+    const char *condition_prefix, *condition_suffix;
+    struct wined3d_shader_dst_param dst;
     struct glsl_src_param src0_param;
     struct glsl_src_param src1_param;
     struct glsl_src_param src2_param;
-    DWORD write_mask, cmp_channel = 0;
+    BOOL temp_destination = FALSE;
+    DWORD cmp_channel = 0;
     unsigned int i, j;
     char mask_char[6];
-    BOOL temp_destination = FALSE;
+    DWORD write_mask;
 
-    if (shader_is_scalar(&ins->src[0].reg))
+    switch (ins->handler_idx)
     {
-        write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
+        case WINED3DSIH_CMP:
+            condition_prefix = "";
+            condition_suffix = " >= 0.0";
+            break;
+
+        case WINED3DSIH_CND:
+            condition_prefix = "";
+            condition_suffix = " > 0.5";
+            break;
+
+        case WINED3DSIH_MOVC:
+            condition_prefix = "bool(";
+            condition_suffix = ")";
+            break;
+
+        default:
+            FIXME("Unhandled instruction %#x.\n", ins->handler_idx);
+            condition_prefix = "<unhandled prefix>";
+            condition_suffix = "<unhandled suffix>";
+            break;
+    }
 
-        shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
+    if (shader_is_scalar(&ins->dst[0].reg) || shader_is_scalar(&ins->src[0].reg))
+    {
+        write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
+        shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
         shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
         shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
 
-        shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
-                       src0_param.param_str, src1_param.param_str, src2_param.param_str);
-    } else {
-        DWORD dst_mask = ins->dst[0].write_mask;
-        struct wined3d_shader_dst_param dst = ins->dst[0];
-
-        /* Cycle through all source0 channels */
-        for (i=0; i<4; i++) {
-            write_mask = 0;
-            /* Find the destination channels which use the current source0 channel */
-            for (j=0; j<4; j++) {
-                if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
-                {
-                    write_mask |= WINED3DSP_WRITEMASK_0 << j;
-                    cmp_channel = WINED3DSP_WRITEMASK_0 << j;
-                }
-            }
-            dst.write_mask = dst_mask & write_mask;
-
-            /* Splitting the cmp instruction up in multiple lines imposes a problem:
-            * The first lines may overwrite source parameters of the following lines.
-            * Deal with that by using a temporary destination register if needed
-            */
-            if ((ins->src[0].reg.idx == ins->dst[0].reg.idx
-                    && ins->src[0].reg.type == ins->dst[0].reg.type)
-                    || (ins->src[1].reg.idx == ins->dst[0].reg.idx
-                    && ins->src[1].reg.type == ins->dst[0].reg.type)
-                    || (ins->src[2].reg.idx == ins->dst[0].reg.idx
-                    && ins->src[2].reg.type == ins->dst[0].reg.type))
-            {
-                write_mask = shader_glsl_get_write_mask(&dst, mask_char);
-                if (!write_mask) continue;
-                shader_addline(ins->ctx->buffer, "tmp0%s = (", mask_char);
-                temp_destination = TRUE;
-            } else {
-                write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
-                if (!write_mask) continue;
-            }
+        shader_addline(ins->ctx->buffer, "%s%s%s ? %s : %s);\n",
+                condition_prefix, src0_param.param_str, condition_suffix,
+                src1_param.param_str, src2_param.param_str);
+        return;
+    }
 
-            shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
-            shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
-            shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
+    dst = ins->dst[0];
 
-            shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
-                        src0_param.param_str, src1_param.param_str, src2_param.param_str);
+    /* Splitting the instruction up in multiple lines imposes a problem:
+     * The first lines may overwrite source parameters of the following lines.
+     * Deal with that by using a temporary destination register if needed. */
+    if ((ins->src[0].reg.idx[0].offset == dst.reg.idx[0].offset
+                && ins->src[0].reg.type == dst.reg.type)
+            || (ins->src[1].reg.idx[0].offset == dst.reg.idx[0].offset
+                && ins->src[1].reg.type == dst.reg.type)
+            || (ins->src[2].reg.idx[0].offset == dst.reg.idx[0].offset
+                && ins->src[2].reg.type == dst.reg.type))
+        temp_destination = TRUE;
+
+    /* Cycle through all source0 channels. */
+    for (i = 0; i < 4; ++i)
+    {
+        write_mask = 0;
+        /* Find the destination channels which use the current source0 channel. */
+        for (j = 0; j < 4; ++j)
+        {
+            if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
+            {
+                write_mask |= WINED3DSP_WRITEMASK_0 << j;
+                cmp_channel = WINED3DSP_WRITEMASK_0 << j;
+            }
         }
+        dst.write_mask = ins->dst[0].write_mask & write_mask;
 
-        if(temp_destination) {
-            shader_glsl_get_write_mask(&ins->dst[0], mask_char);
-            shader_glsl_append_dst(ins->ctx->buffer, ins);
-            shader_addline(ins->ctx->buffer, "tmp0%s);\n", mask_char);
+        if (temp_destination)
+        {
+            if (!(write_mask = shader_glsl_get_write_mask(&dst, mask_char)))
+                continue;
+            shader_addline(ins->ctx->buffer, "tmp0%s = (", mask_char);
         }
+        else if (!(write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst)))
+            continue;
+
+        shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
+        shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
+        shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
+
+        shader_addline(ins->ctx->buffer, "%s%s%s ? %s : %s);\n",
+                condition_prefix, src0_param.param_str, condition_suffix,
+                src1_param.param_str, src2_param.param_str);
     }
 
+    if (temp_destination)
+    {
+        shader_glsl_get_write_mask(&ins->dst[0], mask_char);
+        shader_glsl_append_dst(ins->ctx->buffer, ins);
+        shader_addline(ins->ctx->buffer, "tmp0%s);\n", mask_char);
+    }
 }
 
 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
@@ -2549,13 +2938,10 @@ static void shader_glsl_cmp(const struct wined3d_shader_instruction *ins)
  * the compare is done per component of src0. */
 static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins)
 {
-    struct wined3d_shader_dst_param dst;
     struct glsl_src_param src0_param;
     struct glsl_src_param src1_param;
     struct glsl_src_param src2_param;
-    DWORD write_mask, cmp_channel = 0;
-    unsigned int i, j;
-    DWORD dst_mask;
+    DWORD write_mask;
     DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
             ins->ctx->reg_maps->shader_version.minor);
 
@@ -2576,31 +2962,8 @@ static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins)
         }
         return;
     }
-    /* Cycle through all source0 channels */
-    dst_mask = ins->dst[0].write_mask;
-    dst = ins->dst[0];
-    for (i=0; i<4; i++) {
-        write_mask = 0;
-        /* Find the destination channels which use the current source0 channel */
-        for (j=0; j<4; j++) {
-            if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
-            {
-                write_mask |= WINED3DSP_WRITEMASK_0 << j;
-                cmp_channel = WINED3DSP_WRITEMASK_0 << j;
-            }
-        }
 
-        dst.write_mask = dst_mask & write_mask;
-        write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
-        if (!write_mask) continue;
-
-        shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
-        shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
-        shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
-
-        shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
-                src0_param.param_str, src1_param.param_str, src2_param.param_str);
-    }
+    shader_glsl_conditional_move(ins);
 }
 
 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
@@ -2671,7 +3034,7 @@ static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
     {
         tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
         shader_glsl_dot(&tmp_ins);
-        ++tmp_src[1].reg.idx;
+        ++tmp_src[1].reg.idx[0].offset;
     }
 }
 
@@ -2788,28 +3151,68 @@ static void shader_glsl_dst(const struct wined3d_shader_instruction *ins)
  */
 static void shader_glsl_sincos(const struct wined3d_shader_instruction *ins)
 {
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     struct glsl_src_param src0_param;
     DWORD write_mask;
 
-    write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
-    shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
+    if (ins->ctx->reg_maps->shader_version.major < 4)
+    {
+        shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
 
-    switch (write_mask) {
-        case WINED3DSP_WRITEMASK_0:
-            shader_addline(ins->ctx->buffer, "cos(%s));\n", src0_param.param_str);
-            break;
+        write_mask = shader_glsl_append_dst(buffer, ins);
+        switch (write_mask)
+        {
+            case WINED3DSP_WRITEMASK_0:
+                shader_addline(buffer, "cos(%s));\n", src0_param.param_str);
+                break;
 
-        case WINED3DSP_WRITEMASK_1:
-            shader_addline(ins->ctx->buffer, "sin(%s));\n", src0_param.param_str);
-            break;
+            case WINED3DSP_WRITEMASK_1:
+                shader_addline(buffer, "sin(%s));\n", src0_param.param_str);
+                break;
 
-        case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
-            shader_addline(ins->ctx->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str);
-            break;
+            case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
+                shader_addline(buffer, "vec2(cos(%s), sin(%s)));\n",
+                        src0_param.param_str, src0_param.param_str);
+                break;
 
-        default:
-            ERR("Write mask should be .x, .y or .xy\n");
-            break;
+            default:
+                ERR("Write mask should be .x, .y or .xy\n");
+                break;
+        }
+
+        return;
+    }
+
+    if (ins->dst[0].reg.type != WINED3DSPR_NULL)
+    {
+
+        if (ins->dst[1].reg.type != WINED3DSPR_NULL)
+        {
+            char dst_mask[6];
+
+            write_mask = shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
+            shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
+            shader_addline(buffer, "tmp0%s = sin(%s);\n", dst_mask, src0_param.param_str);
+
+            write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1]);
+            shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
+            shader_addline(buffer, "cos(%s));\n", src0_param.param_str);
+
+            shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
+            shader_addline(buffer, "tmp0%s);\n", dst_mask);
+        }
+        else
+        {
+            write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
+            shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
+            shader_addline(buffer, "sin(%s));\n", src0_param.param_str);
+        }
+    }
+    else if (ins->dst[1].reg.type != WINED3DSPR_NULL)
+    {
+        write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1]);
+        shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
+        shader_addline(buffer, "cos(%s));\n", src0_param.param_str);
     }
 }
 
@@ -2837,68 +3240,78 @@ static void shader_glsl_sgn(const struct wined3d_shader_instruction *ins)
 static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
 {
     struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     const struct wined3d_shader *shader = ins->ctx->shader;
     const struct wined3d_shader_lconst *constant;
     struct glsl_src_param src1_param;
     const DWORD *control_values = NULL;
 
-    shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
-
-    /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
-     * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
-     * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
-     * addressing.
-     */
-    if (ins->src[1].reg.type == WINED3DSPR_CONSTINT)
+    if (ins->ctx->reg_maps->shader_version.major < 4)
     {
-        LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
+        shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
+
+        /* Try to hardcode the loop control parameters if possible. Direct3D 9
+         * class hardware doesn't support real varying indexing, but Microsoft
+         * designed this feature for Shader model 2.x+. If the loop control is
+         * known at compile time, the GLSL compiler can unroll the loop, and
+         * replace indirect addressing with direct addressing. */
+        if (ins->src[1].reg.type == WINED3DSPR_CONSTINT)
         {
-            if (constant->idx == ins->src[1].reg.idx)
+            LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
             {
-                control_values = constant->value;
-                break;
+                if (constant->idx == ins->src[1].reg.idx[0].offset)
+                {
+                    control_values = constant->value;
+                    break;
+                }
             }
         }
-    }
 
-    if (control_values)
-    {
-        struct wined3d_shader_loop_control loop_control;
-        loop_control.count = control_values[0];
-        loop_control.start = control_values[1];
-        loop_control.step = (int)control_values[2];
-
-        if (loop_control.step > 0)
-        {
-            shader_addline(ins->ctx->buffer, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d) {\n",
-                    loop_state->current_depth, loop_control.start,
-                    loop_state->current_depth, loop_control.count, loop_control.step, loop_control.start,
-                    loop_state->current_depth, loop_control.step);
-        }
-        else if (loop_control.step < 0)
+        if (control_values)
         {
-            shader_addline(ins->ctx->buffer, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d) {\n",
-                    loop_state->current_depth, loop_control.start,
-                    loop_state->current_depth, loop_control.count, loop_control.step, loop_control.start,
-                    loop_state->current_depth, loop_control.step);
+            struct wined3d_shader_loop_control loop_control;
+            loop_control.count = control_values[0];
+            loop_control.start = control_values[1];
+            loop_control.step = (int)control_values[2];
+
+            if (loop_control.step > 0)
+            {
+                shader_addline(buffer, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d)\n{\n",
+                        loop_state->current_depth, loop_control.start,
+                        loop_state->current_depth, loop_control.count, loop_control.step, loop_control.start,
+                        loop_state->current_depth, loop_control.step);
+            }
+            else if (loop_control.step < 0)
+            {
+                shader_addline(buffer, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d)\n{\n",
+                        loop_state->current_depth, loop_control.start,
+                        loop_state->current_depth, loop_control.count, loop_control.step, loop_control.start,
+                        loop_state->current_depth, loop_control.step);
+            }
+            else
+            {
+                shader_addline(buffer, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n",
+                        loop_state->current_depth, loop_control.start, loop_state->current_depth,
+                        loop_state->current_depth, loop_control.count,
+                        loop_state->current_depth);
+            }
         }
         else
         {
-            shader_addline(ins->ctx->buffer, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++) {\n",
-                    loop_state->current_depth, loop_control.start, loop_state->current_depth,
-                    loop_state->current_depth, loop_control.count,
-                    loop_state->current_depth);
+            shader_addline(buffer, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n",
+                    loop_state->current_depth, loop_state->current_reg,
+                    src1_param.reg_name, loop_state->current_depth, src1_param.reg_name,
+                    loop_state->current_depth, loop_state->current_reg, src1_param.reg_name);
         }
-    } else {
-        shader_addline(ins->ctx->buffer,
-                "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
-                loop_state->current_depth, loop_state->current_reg,
-                src1_param.reg_name, loop_state->current_depth, src1_param.reg_name,
-                loop_state->current_depth, loop_state->current_reg, src1_param.reg_name);
+
+        ++loop_state->current_reg;
+    }
+    else
+    {
+        shader_addline(buffer, "for (;;)\n{\n");
     }
 
     ++loop_state->current_depth;
-    ++loop_state->current_reg;
 }
 
 static void shader_glsl_end(const struct wined3d_shader_instruction *ins)
@@ -2932,7 +3345,7 @@ static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
     {
         LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
         {
-            if (constant->idx == ins->src[0].reg.idx)
+            if (constant->idx == ins->src[0].reg.idx[0].offset)
             {
                 control_values = constant->value;
                 break;
@@ -2982,6 +3395,11 @@ static void shader_glsl_else(const struct wined3d_shader_instruction *ins)
     shader_addline(ins->ctx->buffer, "} else {\n");
 }
 
+static void shader_glsl_emit(const struct wined3d_shader_instruction *ins)
+{
+    shader_addline(ins->ctx->buffer, "EmitVertex();\n");
+}
+
 static void shader_glsl_break(const struct wined3d_shader_instruction *ins)
 {
     shader_addline(ins->ctx->buffer, "break;\n");
@@ -3000,15 +3418,23 @@ static void shader_glsl_breakc(const struct wined3d_shader_instruction *ins)
             src0_param.param_str, shader_glsl_get_rel_op(ins->flags), src1_param.param_str);
 }
 
+static void shader_glsl_breakp(const struct wined3d_shader_instruction *ins)
+{
+    struct glsl_src_param src_param;
+
+    shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
+    shader_addline(ins->ctx->buffer, "if (bool(%s)) break;\n", src_param.param_str);
+}
+
 static void shader_glsl_label(const struct wined3d_shader_instruction *ins)
 {
     shader_addline(ins->ctx->buffer, "}\n");
-    shader_addline(ins->ctx->buffer, "void subroutine%u () {\n",  ins->src[0].reg.idx);
+    shader_addline(ins->ctx->buffer, "void subroutine%u()\n{\n", ins->src[0].reg.idx[0].offset);
 }
 
 static void shader_glsl_call(const struct wined3d_shader_instruction *ins)
 {
-    shader_addline(ins->ctx->buffer, "subroutine%u();\n", ins->src[0].reg.idx);
+    shader_addline(ins->ctx->buffer, "subroutine%u();\n", ins->src[0].reg.idx[0].offset);
 }
 
 static void shader_glsl_callnz(const struct wined3d_shader_instruction *ins)
@@ -3016,7 +3442,8 @@ static void shader_glsl_callnz(const struct wined3d_shader_instruction *ins)
     struct glsl_src_param src1_param;
 
     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
-    shader_addline(ins->ctx->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, ins->src[0].reg.idx);
+    shader_addline(ins->ctx->buffer, "if (%s) subroutine%u();\n",
+            src1_param.param_str, ins->src[0].reg.idx[0].offset);
 }
 
 static void shader_glsl_ret(const struct wined3d_shader_instruction *ins)
@@ -3043,8 +3470,10 @@ static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
 
     /* 1.0-1.4: Use destination register as sampler source.
      * 2.0+: Use provided sampler source. */
-    if (shader_version < WINED3D_SHADER_VERSION(2,0)) sampler_idx = ins->dst[0].reg.idx;
-    else sampler_idx = ins->src[1].reg.idx;
+    if (shader_version < WINED3D_SHADER_VERSION(2,0))
+        sampler_idx = ins->dst[0].reg.idx[0].offset;
+    else
+        sampler_idx = ins->src[1].reg.idx[0].offset;
     texture = device->stateBlock->state.textures[sampler_idx];
 
     if (shader_version < WINED3D_SHADER_VERSION(1,4))
@@ -3150,7 +3579,7 @@ static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
         return;
     }
 
-    sampler_idx = ins->src[1].reg.idx;
+    sampler_idx = ins->src[1].reg.idx[0].offset;
     texture = device->stateBlock->state.textures[sampler_idx];
     if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
         sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
@@ -3176,7 +3605,7 @@ static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
     DWORD swizzle = ins->src[1].swizzle;
     const struct wined3d_texture *texture;
 
-    sampler_idx = ins->src[1].reg.idx;
+    sampler_idx = ins->src[1].reg.idx[0].offset;
     texture = device->stateBlock->state.textures[sampler_idx];
     if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
         sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
@@ -3187,7 +3616,7 @@ static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
 
     if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4]
-            && shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
+            && ins->ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
     {
         /* Plain GLSL only supports Lod sampling functions in vertex shaders.
          * However, the NVIDIA drivers allow them in fragment shaders as well,
@@ -3210,12 +3639,12 @@ static void shader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
 
         shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
         shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
-                ins->dst[0].reg.idx, dst_mask);
+                ins->dst[0].reg.idx[0].offset, dst_mask);
     }
     else
     {
         enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
-        DWORD reg = ins->src[0].reg.idx;
+        DWORD reg = ins->src[0].reg.idx[0].offset;
         char dst_swizzle[6];
 
         shader_glsl_get_swizzle(&ins->src[0], FALSE, write_mask, dst_swizzle);
@@ -3256,8 +3685,8 @@ static void shader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
  * then perform a 1D texture lookup from stage dstregnum, place into dst. */
 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
 {
-    DWORD sampler_idx = ins->dst[0].reg.idx;
     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
+    DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
     struct glsl_sample_function sample_function;
     struct glsl_src_param src0_param;
     UINT mask_size;
@@ -3299,8 +3728,8 @@ static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
  * Take a 3-component dot product of the TexCoord[dstreg] and src. */
 static void shader_glsl_texdp3(const struct wined3d_shader_instruction *ins)
 {
-    DWORD dstreg = ins->dst[0].reg.idx;
     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
+    DWORD dstreg = ins->dst[0].reg.idx[0].offset;
     struct glsl_src_param src0_param;
     DWORD dst_mask;
     unsigned int mask_size;
@@ -3342,7 +3771,7 @@ static void shader_glsl_texdepth(const struct wined3d_shader_instruction *ins)
 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction *ins)
 {
     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
-    DWORD dstreg = ins->dst[0].reg.idx;
+    DWORD dstreg = ins->dst[0].reg.idx[0].offset;
     struct glsl_src_param src0_param;
 
     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
@@ -3356,7 +3785,7 @@ static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction *in
 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins)
 {
     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
-    DWORD reg = ins->dst[0].reg.idx;
+    DWORD reg = ins->dst[0].reg.idx[0].offset;
     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     struct glsl_src_param src0_param;
 
@@ -3369,9 +3798,9 @@ static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins)
 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins)
 {
     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
-    DWORD reg = ins->dst[0].reg.idx;
     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
+    DWORD reg = ins->dst[0].reg.idx[0].offset;
     struct glsl_src_param src0_param;
 
     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
@@ -3382,9 +3811,9 @@ static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins)
 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins)
 {
     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
-    DWORD reg = ins->dst[0].reg.idx;
     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     struct glsl_sample_function sample_function;
+    DWORD reg = ins->dst[0].reg.idx[0].offset;
     struct glsl_src_param src0_param;
 
     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
@@ -3403,8 +3832,8 @@ static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins)
     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
     struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
     struct glsl_sample_function sample_function;
+    DWORD reg = ins->dst[0].reg.idx[0].offset;
     struct glsl_src_param src0_param;
-    DWORD reg = ins->dst[0].reg.idx;
 
     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
     shader_addline(ins->ctx->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
@@ -3424,9 +3853,9 @@ static void shader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
 {
     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
     struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
+    DWORD reg = ins->dst[0].reg.idx[0].offset;
     struct glsl_src_param src0_param;
     char dst_mask[6];
-    DWORD reg = ins->dst[0].reg.idx;
 
     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
 
@@ -3443,11 +3872,11 @@ static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins
 {
     struct glsl_src_param src0_param;
     struct glsl_src_param src1_param;
-    DWORD reg = ins->dst[0].reg.idx;
     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
     struct glsl_sample_function sample_function;
+    DWORD reg = ins->dst[0].reg.idx[0].offset;
     char coord_mask[6];
 
     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
@@ -3473,11 +3902,11 @@ static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins
  * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins)
 {
-    DWORD reg = ins->dst[0].reg.idx;
     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
     struct glsl_sample_function sample_function;
+    DWORD reg = ins->dst[0].reg.idx[0].offset;
     struct glsl_src_param src0_param;
     char coord_mask[6];
 
@@ -3516,7 +3945,7 @@ static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins)
     DWORD flags;
     char coord_mask[6];
 
-    sampler_idx = ins->dst[0].reg.idx;
+    sampler_idx = ins->dst[0].reg.idx[0].offset;
     flags = (priv->cur_ps_args->tex_transform >> sampler_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
             & WINED3D_PSARGS_TEXTRANSFORM_MASK;
 
@@ -3555,7 +3984,7 @@ static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins)
     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &coord_param);
 
     shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
-            "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
+            "T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
             coord_param.param_str, coord_mask);
 
     if (ins->handler_idx == WINED3DSIH_TEXBEML)
@@ -3566,7 +3995,7 @@ static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins)
         shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &luminance_param);
         shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
 
-        shader_addline(ins->ctx->buffer, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
+        shader_addline(ins->ctx->buffer, "%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n",
                 dst_param.reg_name, dst_param.mask_str,
                 luminance_param.param_str, sampler_idx, sampler_idx);
     }
@@ -3574,14 +4003,14 @@ static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins)
 
 static void shader_glsl_bem(const struct wined3d_shader_instruction *ins)
 {
+    DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
     struct glsl_src_param src0_param, src1_param;
-    DWORD sampler_idx = ins->dst[0].reg.idx;
 
     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
     shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
 
     shader_glsl_append_dst(ins->ctx->buffer, ins);
-    shader_addline(ins->ctx->buffer, "%s + bumpenvmat%d * %s);\n",
+    shader_addline(ins->ctx->buffer, "%s + bumpenv_mat%u * %s);\n",
             src0_param.param_str, sampler_idx, src1_param.param_str);
 }
 
@@ -3589,9 +4018,9 @@ static void shader_glsl_bem(const struct wined3d_shader_instruction *ins)
  * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
 {
+    DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
     struct glsl_sample_function sample_function;
     struct glsl_src_param src0_param;
-    DWORD sampler_idx = ins->dst[0].reg.idx;
 
     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
 
@@ -3604,9 +4033,9 @@ static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
  * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
 {
+    DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
     struct glsl_sample_function sample_function;
     struct glsl_src_param src0_param;
-    DWORD sampler_idx = ins->dst[0].reg.idx;
 
     shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
 
@@ -3619,9 +4048,9 @@ static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
  * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins)
 {
+    DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
     struct glsl_sample_function sample_function;
     struct glsl_src_param src0_param;
-    DWORD sampler_idx = ins->dst[0].reg.idx;
 
     /* Dependent read, not valid with conditional NP2 */
     shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
@@ -3702,27 +4131,27 @@ static void shader_glsl_input_pack(const struct wined3d_shader *shader, struct w
         if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
         {
             if (semantic_idx < 8 && vertexprocessing == pretransformed)
-                shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
+                shader_addline(buffer, "ps_in[%u]%s = gl_TexCoord[%u]%s;\n",
                         shader->u.ps.input_reg_map[i], reg_mask, semantic_idx, reg_mask);
             else
-                shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
+                shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
                         shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
         }
         else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
         {
             if (!semantic_idx)
-                shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
+                shader_addline(buffer, "ps_in[%u]%s = vec4(gl_Color)%s;\n",
                         shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
             else if (semantic_idx == 1)
-                shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
+                shader_addline(buffer, "ps_in[%u]%s = vec4(gl_SecondaryColor)%s;\n",
                         shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
             else
-                shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
+                shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
                         shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
         }
         else
         {
-            shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
+            shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
                     shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
         }
     }
@@ -3736,10 +4165,9 @@ static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_sh
 {
     struct glsl_program_key key;
 
-    key.vshader = entry->vshader;
-    key.pshader = entry->pshader;
-    key.vs_args = entry->vs_args;
-    key.ps_args = entry->ps_args;
+    key.vs_id = entry->vs.id;
+    key.gs_id = entry->gs.id;
+    key.ps_id = entry->ps.id;
 
     if (wine_rb_put(&priv->program_lookup, &key, &entry->program_lookup_entry) == -1)
     {
@@ -3748,38 +4176,39 @@ static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_sh
 }
 
 static struct glsl_shader_prog_link *get_glsl_program_entry(const struct shader_glsl_priv *priv,
-        const struct wined3d_shader *vshader, const struct wined3d_shader *pshader,
-        const struct vs_compile_args *vs_args, const struct ps_compile_args *ps_args)
+        GLhandleARB vs_id, GLhandleARB gs_id, GLhandleARB ps_id)
 {
     struct wine_rb_entry *entry;
     struct glsl_program_key key;
 
-    key.vshader = vshader;
-    key.pshader = pshader;
-    key.vs_args = *vs_args;
-    key.ps_args = *ps_args;
+    key.vs_id = vs_id;
+    key.gs_id = gs_id;
+    key.ps_id = ps_id;
 
     entry = wine_rb_get(&priv->program_lookup, &key);
     return entry ? WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry) : NULL;
 }
 
-/* GL locking is done by the caller */
+/* Context activation is done by the caller. */
 static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const struct wined3d_gl_info *gl_info,
         struct glsl_shader_prog_link *entry)
 {
     struct glsl_program_key key;
 
-    key.vshader = entry->vshader;
-    key.pshader = entry->pshader;
-    key.vs_args = entry->vs_args;
-    key.ps_args = entry->ps_args;
+    key.vs_id = entry->vs.id;
+    key.gs_id = entry->gs.id;
+    key.ps_id = entry->ps.id;
     wine_rb_remove(&priv->program_lookup, &key);
 
     GL_EXTCALL(glDeleteObjectARB(entry->programId));
-    if (entry->vshader) list_remove(&entry->vshader_entry);
-    if (entry->pshader) list_remove(&entry->pshader_entry);
-    HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations);
-    HeapFree(GetProcessHeap(), 0, entry->puniformF_locations);
+    if (entry->vs.id)
+        list_remove(&entry->vs.shader_entry);
+    if (entry->gs.id)
+        list_remove(&entry->gs.shader_entry);
+    if (entry->ps.id)
+        list_remove(&entry->ps.shader_entry);
+    HeapFree(GetProcessHeap(), 0, entry->vs.uniform_f_locations);
+    HeapFree(GetProcessHeap(), 0, entry->ps.uniform_f_locations);
     HeapFree(GetProcessHeap(), 0, entry);
 }
 
@@ -3816,13 +4245,12 @@ static void handle_ps3_input(struct wined3d_shader_buffer *buffer,
             continue;
         }
 
-        if (in_idx == in_count) {
+        if (in_idx == in_count)
             sprintf(destination, "gl_FrontColor");
-        } else if (in_idx == in_count + 1) {
+        else if (in_idx == in_count + 1)
             sprintf(destination, "gl_FrontSecondaryColor");
-        } else {
-            sprintf(destination, "IN[%u]", in_idx);
-        }
+        else
+            sprintf(destination, "ps_in[%u]", in_idx);
 
         semantic_name_in = input_signature[i].semantic_name;
         semantic_idx_in = input_signature[i].semantic_idx;
@@ -3842,7 +4270,7 @@ static void handle_ps3_input(struct wined3d_shader_buffer *buffer,
             set[in_idx] = mask;
             shader_glsl_write_mask_to_str(mask, reg_mask);
 
-            shader_addline(buffer, "%s%s = OUT[%u]%s;\n",
+            shader_addline(buffer, "%s%s = vs_out[%u]%s;\n",
                     destination, reg_mask, j, reg_mask);
         }
     }
@@ -3863,9 +4291,12 @@ static void handle_ps3_input(struct wined3d_shader_buffer *buffer,
         if (!(set[i] & WINED3DSP_WRITEMASK_3)) reg_mask[size++] = 'w';
         reg_mask[size] = '\0';
 
-        if (i == in_count) sprintf(destination, "gl_FrontColor");
-        else if (i == in_count + 1) sprintf(destination, "gl_FrontSecondaryColor");
-        else sprintf(destination, "IN[%u]", i);
+        if (i == in_count)
+            sprintf(destination, "gl_FrontColor");
+        else if (i == in_count + 1)
+            sprintf(destination, "gl_FrontSecondaryColor");
+        else
+            sprintf(destination, "ps_in[%u]", i);
 
         if (size == 1) shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
         else shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
@@ -3874,7 +4305,7 @@ static void handle_ps3_input(struct wined3d_shader_buffer *buffer,
     HeapFree(GetProcessHeap(), 0, set);
 }
 
-/* GL locking is done by the caller */
+/* Context activation is done by the caller. */
 static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer *buffer,
         const struct wined3d_shader *vs, const struct wined3d_shader *ps,
         const struct wined3d_gl_info *gl_info)
@@ -3894,7 +4325,7 @@ static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer
 
     if (ps_major < 3)
     {
-        shader_addline(buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
+        shader_addline(buffer, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs->limits.packed_output);
 
         for (i = 0; map; map >>= 1, ++i)
         {
@@ -3910,15 +4341,15 @@ static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer
             if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
             {
                 if (!semantic_idx)
-                    shader_addline(buffer, "gl_FrontColor%s = OUT[%u]%s;\n",
+                    shader_addline(buffer, "gl_FrontColor%s = vs_out[%u]%s;\n",
                             reg_mask, i, reg_mask);
                 else if (semantic_idx == 1)
-                    shader_addline(buffer, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n",
+                    shader_addline(buffer, "gl_FrontSecondaryColor%s = vs_out[%u]%s;\n",
                             reg_mask, i, reg_mask);
             }
             else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION))
             {
-                shader_addline(buffer, "gl_Position%s = OUT[%u]%s;\n",
+                shader_addline(buffer, "gl_Position%s = vs_out[%u]%s;\n",
                         reg_mask, i, reg_mask);
             }
             else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
@@ -3928,7 +4359,7 @@ static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer
                     if (!(gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) || ps_major > 0)
                         write_mask |= WINED3DSP_WRITEMASK_3;
 
-                    shader_addline(buffer, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
+                    shader_addline(buffer, "gl_TexCoord[%u]%s = vs_out[%u]%s;\n",
                             semantic_idx, reg_mask, i, reg_mask);
                     if (!(write_mask & WINED3DSP_WRITEMASK_3))
                         shader_addline(buffer, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx);
@@ -3936,11 +4367,11 @@ static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer
             }
             else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE))
             {
-                shader_addline(buffer, "gl_PointSize = OUT[%u].%c;\n", i, reg_mask[1]);
+                shader_addline(buffer, "gl_PointSize = vs_out[%u].%c;\n", i, reg_mask[1]);
             }
             else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
             {
-                shader_addline(buffer, "gl_FogFragCoord = clamp(OUT[%u].%c, 0.0, 1.0);\n", i, reg_mask[1]);
+                shader_addline(buffer, "gl_FogFragCoord = clamp(vs_out[%u].%c, 0.0, 1.0);\n", i, reg_mask[1]);
             }
         }
         shader_addline(buffer, "}\n");
@@ -3949,8 +4380,8 @@ static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer
     {
         UINT in_count = min(vec4_varyings(ps_major, gl_info), ps->limits.packed_input);
         /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
-        shader_addline(buffer, "varying vec4 IN[%u];\n", in_count);
-        shader_addline(buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
+        shader_addline(buffer, "varying vec4 ps_in[%u];\n", in_count);
+        shader_addline(buffer, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs->limits.packed_output);
 
         /* First, sort out position and point size. Those are not passed to the pixel shader */
         for (i = 0; map; map >>= 1, ++i)
@@ -3962,12 +4393,12 @@ static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer
 
             if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION))
             {
-                shader_addline(buffer, "gl_Position%s = OUT[%u]%s;\n",
+                shader_addline(buffer, "gl_Position%s = vs_out[%u]%s;\n",
                         reg_mask, i, reg_mask);
             }
             else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE))
             {
-                shader_addline(buffer, "gl_PointSize = OUT[%u].%c;\n", i, reg_mask[1]);
+                shader_addline(buffer, "gl_PointSize = vs_out[%u].%c;\n", i, reg_mask[1]);
             }
         }
 
@@ -3985,26 +4416,66 @@ static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer
     return ret;
 }
 
-/* GL locking is done by the caller */
+static void shader_glsl_generate_srgb_write_correction(struct wined3d_shader_buffer *buffer)
+{
+    shader_addline(buffer, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
+    shader_addline(buffer, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
+    shader_addline(buffer, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
+    shader_addline(buffer, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
+    shader_addline(buffer, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
+    shader_addline(buffer, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
+}
+
+static void shader_glsl_generate_fog_code(struct wined3d_shader_buffer *buffer, enum fogmode mode)
+{
+    switch (mode)
+    {
+        case FOG_OFF:
+            return;
+
+        case FOG_LINEAR:
+            /* Fog = (gl_Fog.end - gl_FogFragCoord) / (gl_Fog.end - gl_Fog.start) */
+            shader_addline(buffer, "float Fog = (gl_Fog.end - gl_FogFragCoord) / (gl_Fog.end - gl_Fog.start);\n");
+            break;
+
+        case FOG_EXP:
+            /* Fog = e^-(gl_Fog.density * gl_FogFragCoord) */
+            shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
+            break;
+
+        case FOG_EXP2:
+            /* Fog = e^-((gl_Fog.density * gl_FogFragCoord)^2) */
+            shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
+            break;
+
+        default:
+            ERR("Invalid fog mode %#x.\n", mode);
+            return;
+    }
+
+    shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, clamp(Fog, 0.0, 1.0));\n");
+}
+
+/* Context activation is done by the caller. */
 static void hardcode_local_constants(const struct wined3d_shader *shader,
-        const struct wined3d_gl_info *gl_info, GLhandleARB programId, char prefix)
+        const struct wined3d_gl_info *gl_info, GLhandleARB programId, const char *prefix)
 {
     const struct wined3d_shader_lconst *lconst;
     GLint tmp_loc;
     const float *value;
-    char glsl_name[8];
+    char glsl_name[10];
 
     LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
     {
         value = (const float *)lconst->value;
-        snprintf(glsl_name, sizeof(glsl_name), "%cLC%u", prefix, lconst->idx);
+        snprintf(glsl_name, sizeof(glsl_name), "%s_lc%u", prefix, lconst->idx);
         tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
         GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
     }
     checkGLcall("Hardcoding local constants");
 }
 
-/* GL locking is done by the caller */
+/* Context activation is done by the caller. */
 static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context,
         struct wined3d_shader_buffer *buffer, const struct wined3d_shader *shader,
         const struct ps_compile_args *args, struct ps_np2fixup_info *np2fixup_info)
@@ -4023,21 +4494,16 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context
 
     shader_addline(buffer, "#version 120\n");
 
+    if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
+        shader_addline(buffer, "#extension GL_ARB_shader_bit_encoding : enable\n");
     if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
-    {
         shader_addline(buffer, "#extension GL_ARB_shader_texture_lod : enable\n");
-    }
+    /* The spec says that it doesn't have to be explicitly enabled, but the
+     * nvidia drivers write a warning if we don't do so. */
     if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
-    {
-        /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
-         * drivers write a warning if we don't do so
-         */
         shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
-    }
     if (gl_info->supported[EXT_GPU_SHADER4])
-    {
         shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
-    }
 
     /* Base Declarations */
     shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
@@ -4057,44 +4523,11 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context
     }
 
     if (args->srgb_correction)
-    {
-        shader_addline(buffer, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
-        shader_addline(buffer, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
-        shader_addline(buffer, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
-        shader_addline(buffer, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
-        shader_addline(buffer, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
-        shader_addline(buffer, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
-    }
-    /* Pixel shader < 3.0 do not replace the fog stage.
-     * This implements linear fog computation and blending.
-     * TODO: non linear fog
-     * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
-     * -1/(e-s) and e/(e-s) respectively.
-     */
+        shader_glsl_generate_srgb_write_correction(buffer);
+
+    /* SM < 3 does not replace the fog stage. */
     if (reg_maps->shader_version.major < 3)
-    {
-        switch(args->fog) {
-            case FOG_OFF: break;
-            case FOG_LINEAR:
-                shader_addline(buffer, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
-                shader_addline(buffer, "float fogend = gl_Fog.end * -fogstart;\n");
-                shader_addline(buffer, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
-                shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
-                break;
-            case FOG_EXP:
-                /* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
-                shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
-                shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
-                shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
-                break;
-            case FOG_EXP2:
-                /* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
-                shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
-                shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
-                shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
-                break;
-        }
-    }
+        shader_glsl_generate_fog_code(buffer, args->fog);
 
     shader_addline(buffer, "}\n");
 
@@ -4105,7 +4538,7 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context
     return shader_obj;
 }
 
-/* GL locking is done by the caller */
+/* Context activation is done by the caller. */
 static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context,
         struct wined3d_shader_buffer *buffer, const struct wined3d_shader *shader,
         const struct vs_compile_args *args)
@@ -4120,6 +4553,8 @@ static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context
 
     shader_addline(buffer, "#version 120\n");
 
+    if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
+        shader_addline(buffer, "#extension GL_ARB_shader_bit_encoding : enable\n");
     if (gl_info->supported[EXT_GPU_SHADER4])
         shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
 
@@ -4133,7 +4568,7 @@ static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context
     shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
 
     /* Unpack outputs */
-    shader_addline(buffer, "order_ps_input(OUT);\n");
+    shader_addline(buffer, "order_ps_input(vs_out);\n");
 
     /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
      * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
@@ -4175,16 +4610,48 @@ static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context
     return shader_obj;
 }
 
+/* Context activation is done by the caller. */
+static GLhandleARB shader_glsl_generate_geometry_shader(const struct wined3d_context *context,
+        struct wined3d_shader_buffer *buffer, const struct wined3d_shader *shader)
+{
+    const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
+    const struct wined3d_gl_info *gl_info = context->gl_info;
+    const DWORD *function = shader->function;
+    struct shader_glsl_ctx_priv priv_ctx;
+    GLhandleARB shader_id;
+
+    shader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_GEOMETRY_SHADER_ARB));
+
+    shader_addline(buffer, "#version 120\n");
+
+    if (gl_info->supported[ARB_GEOMETRY_SHADER4])
+        shader_addline(buffer, "#extension GL_ARB_geometry_shader4 : enable\n");
+    if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
+        shader_addline(buffer, "#extension GL_ARB_shader_bit_encoding : enable\n");
+    if (gl_info->supported[EXT_GPU_SHADER4])
+        shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
+
+    memset(&priv_ctx, 0, sizeof(priv_ctx));
+    shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
+    shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
+    shader_addline(buffer, "}\n");
+
+    TRACE("Compiling shader object %u.\n", shader_id);
+    shader_glsl_compile(gl_info, shader_id, buffer->buffer);
+
+    return shader_id;
+}
+
 static GLhandleARB find_glsl_pshader(const struct wined3d_context *context,
         struct wined3d_shader_buffer *buffer, struct wined3d_shader *shader,
         const struct ps_compile_args *args, const struct ps_np2fixup_info **np2fixup_info)
 {
     struct wined3d_state *state = &shader->device->stateBlock->state;
+    struct glsl_ps_compiled_shader *gl_shaders, *new_array;
+    struct glsl_shader_private *shader_data;
+    struct ps_np2fixup_info *np2fixup;
     UINT i;
     DWORD new_size;
-    struct glsl_ps_compiled_shader *new_array;
-    struct glsl_pshader_private    *shader_data;
-    struct ps_np2fixup_info        *np2fixup = NULL;
     GLhandleARB ret;
 
     if (!shader->backend_data)
@@ -4197,6 +4664,7 @@ static GLhandleARB find_glsl_pshader(const struct wined3d_context *context,
         }
     }
     shader_data = shader->backend_data;
+    gl_shaders = shader_data->gl_shaders.ps;
 
     /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
      * so a linear search is more performant than a hashmap or a binary search
@@ -4204,10 +4672,11 @@ static GLhandleARB find_glsl_pshader(const struct wined3d_context *context,
      */
     for (i = 0; i < shader_data->num_gl_shaders; ++i)
     {
-        if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)))
+        if (!memcmp(&gl_shaders[i].args, args, sizeof(*args)))
         {
-            if (args->np2_fixup) *np2fixup_info = &shader_data->gl_shaders[i].np2fixup;
-            return shader_data->gl_shaders[i].prgId;
+            if (args->np2_fixup)
+                *np2fixup_info = &gl_shaders[i].np2fixup;
+            return gl_shaders[i].prgId;
         }
     }
 
@@ -4216,10 +4685,12 @@ static GLhandleARB find_glsl_pshader(const struct wined3d_context *context,
         if (shader_data->num_gl_shaders)
         {
             new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
-            new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
-                                    new_size * sizeof(*shader_data->gl_shaders));
-        } else {
-            new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
+            new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders.ps,
+                    new_size * sizeof(*gl_shaders));
+        }
+        else
+        {
+            new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders));
             new_size = 1;
         }
 
@@ -4227,21 +4698,22 @@ static GLhandleARB find_glsl_pshader(const struct wined3d_context *context,
             ERR("Out of memory\n");
             return 0;
         }
-        shader_data->gl_shaders = new_array;
+        shader_data->gl_shaders.ps = new_array;
         shader_data->shader_array_size = new_size;
+        gl_shaders = new_array;
     }
 
-    shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
+    gl_shaders[shader_data->num_gl_shaders].args = *args;
 
-    memset(&shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup, 0, sizeof(struct ps_np2fixup_info));
-    if (args->np2_fixup) np2fixup = &shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup;
+    np2fixup = &gl_shaders[shader_data->num_gl_shaders].np2fixup;
+    memset(np2fixup, 0, sizeof(*np2fixup));
+    *np2fixup_info = args->np2_fixup ? np2fixup : NULL;
 
     pixelshader_update_samplers(&shader->reg_maps, state->textures);
 
     shader_buffer_clear(buffer);
     ret = shader_glsl_generate_pshader(context, buffer, shader, args, np2fixup);
-    shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
-    *np2fixup_info = np2fixup;
+    gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
 
     return ret;
 }
@@ -4253,99 +4725,858 @@ static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const str
     return stored->fog_src == new->fog_src;
 }
 
-static GLhandleARB find_glsl_vshader(const struct wined3d_context *context,
-        struct wined3d_shader_buffer *buffer, struct wined3d_shader *shader,
-        const struct vs_compile_args *args)
+static GLhandleARB find_glsl_vshader(const struct wined3d_context *context,
+        struct wined3d_shader_buffer *buffer, struct wined3d_shader *shader,
+        const struct vs_compile_args *args)
+{
+    UINT i;
+    DWORD new_size;
+    DWORD use_map = shader->device->strided_streams.use_map;
+    struct glsl_vs_compiled_shader *gl_shaders, *new_array;
+    struct glsl_shader_private *shader_data;
+    GLhandleARB ret;
+
+    if (!shader->backend_data)
+    {
+        shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
+        if (!shader->backend_data)
+        {
+            ERR("Failed to allocate backend data.\n");
+            return 0;
+        }
+    }
+    shader_data = shader->backend_data;
+    gl_shaders = shader_data->gl_shaders.vs;
+
+    /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
+     * so a linear search is more performant than a hashmap or a binary search
+     * (cache coherency etc)
+     */
+    for (i = 0; i < shader_data->num_gl_shaders; ++i)
+    {
+        if (vs_args_equal(&gl_shaders[i].args, args, use_map))
+            return gl_shaders[i].prgId;
+    }
+
+    TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
+
+    if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
+        if (shader_data->num_gl_shaders)
+        {
+            new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
+            new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders.vs,
+                    new_size * sizeof(*gl_shaders));
+        }
+        else
+        {
+            new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders));
+            new_size = 1;
+        }
+
+        if(!new_array) {
+            ERR("Out of memory\n");
+            return 0;
+        }
+        shader_data->gl_shaders.vs = new_array;
+        shader_data->shader_array_size = new_size;
+        gl_shaders = new_array;
+    }
+
+    gl_shaders[shader_data->num_gl_shaders].args = *args;
+
+    shader_buffer_clear(buffer);
+    ret = shader_glsl_generate_vshader(context, buffer, shader, args);
+    gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
+
+    return ret;
+}
+
+static GLhandleARB find_glsl_geometry_shader(const struct wined3d_context *context,
+        struct wined3d_shader_buffer *buffer, struct wined3d_shader *shader)
+{
+    struct glsl_gs_compiled_shader *gl_shaders;
+    struct glsl_shader_private *shader_data;
+    GLhandleARB ret;
+
+    if (!shader->backend_data)
+    {
+        if (!(shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data))))
+        {
+            ERR("Failed to allocate backend data.\n");
+            return 0;
+        }
+    }
+    shader_data = shader->backend_data;
+    gl_shaders = shader_data->gl_shaders.gs;
+
+    if (shader_data->num_gl_shaders)
+        return gl_shaders[0].id;
+
+    TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
+
+    if (!(shader_data->gl_shaders.gs = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders))))
+    {
+        ERR("Failed to allocate GL shader array.\n");
+        return 0;
+    }
+    shader_data->shader_array_size = 1;
+    gl_shaders = shader_data->gl_shaders.gs;
+
+    shader_buffer_clear(buffer);
+    ret = shader_glsl_generate_geometry_shader(context, buffer, shader);
+    gl_shaders[shader_data->num_gl_shaders++].id = ret;
+
+    return ret;
+}
+
+static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_shader_buffer *buffer,
+        DWORD argnum, unsigned int stage, DWORD arg)
+{
+    const char *ret;
+
+    if (arg == ARG_UNUSED)
+        return "<unused arg>";
+
+    switch (arg & WINED3DTA_SELECTMASK)
+    {
+        case WINED3DTA_DIFFUSE:
+            ret = "gl_Color";
+            break;
+
+        case WINED3DTA_CURRENT:
+            if (!stage)
+                ret = "gl_Color";
+            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 = "<invalid texture>";
+                    break;
+            }
+            break;
+
+        case WINED3DTA_TFACTOR:
+            ret = "tex_factor";
+            break;
+
+        case WINED3DTA_SPECULAR:
+            ret = "gl_SecondaryColor";
+            break;
+
+        case WINED3DTA_TEMP:
+            ret = "temp_reg";
+            break;
+
+        case WINED3DTA_CONSTANT:
+            FIXME("Per-stage constants not implemented.\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 = "<invalid constant>";
+                    break;
+            }
+            break;
+
+        default:
+            return "<unhandled arg>";
+    }
+
+    if (arg & WINED3DTA_COMPLEMENT)
+    {
+        shader_addline(buffer, "arg%u = vec4(1.0) - %s;\n", argnum, ret);
+        if (argnum == 0)
+            ret = "arg0";
+        else if (argnum == 1)
+            ret = "arg1";
+        else if (argnum == 2)
+            ret = "arg2";
+    }
+
+    if (arg & WINED3DTA_ALPHAREPLICATE)
+    {
+        shader_addline(buffer, "arg%u = vec4(%s.w);\n", argnum, ret);
+        if (argnum == 0)
+            ret = "arg0";
+        else if (argnum == 1)
+            ret = "arg1";
+        else if (argnum == 2)
+            ret = "arg2";
+    }
+
+    return ret;
+}
+
+static void shader_glsl_ffp_fragment_op(struct wined3d_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;
+
+    if (color && alpha)
+        dstmask = "";
+    else if (color)
+        dstmask = ".xyz";
+    else
+        dstmask = ".w";
+
+    if (dst == tempreg)
+        dstreg = "temp_reg";
+    else
+        dstreg = "ret";
+
+    arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, dw_arg0);
+    arg1 = shader_glsl_get_ffp_fragment_op_arg(buffer, 1, stage, dw_arg1);
+    arg2 = shader_glsl_get_ffp_fragment_op_arg(buffer, 2, stage, dw_arg2);
+
+    switch (op)
+    {
+        case WINED3D_TOP_DISABLE:
+            if (!stage)
+                shader_addline(buffer, "%s%s = gl_Color%s;\n", dstreg, dstmask, dstmask);
+            break;
+
+        case WINED3D_TOP_SELECT_ARG1:
+            shader_addline(buffer, "%s%s = %s%s;\n", dstreg, dstmask, arg1, dstmask);
+            break;
+
+        case WINED3D_TOP_SELECT_ARG2:
+            shader_addline(buffer, "%s%s = %s%s;\n", dstreg, dstmask, arg2, dstmask);
+            break;
+
+        case WINED3D_TOP_MODULATE:
+            shader_addline(buffer, "%s%s = %s%s * %s%s;\n", dstreg, dstmask, arg1, dstmask, arg2, dstmask);
+            break;
+
+        case WINED3D_TOP_MODULATE_4X:
+            shader_addline(buffer, "%s%s = clamp(%s%s * %s%s * 4.0, 0.0, 1.0);\n",
+                    dstreg, dstmask, arg1, dstmask, arg2, dstmask);
+            break;
+
+        case WINED3D_TOP_MODULATE_2X:
+            shader_addline(buffer, "%s%s = clamp(%s%s * %s%s * 2.0, 0.0, 1.0);\n",
+                    dstreg, dstmask, arg1, dstmask, arg2, dstmask);
+            break;
+
+        case WINED3D_TOP_ADD:
+            shader_addline(buffer, "%s%s = clamp(%s%s + %s%s, 0.0, 1.0);\n",
+                    dstreg, dstmask, arg1, dstmask, arg2, dstmask);
+            break;
+
+        case WINED3D_TOP_ADD_SIGNED:
+            shader_addline(buffer, "%s%s = clamp(%s%s + (%s - vec4(0.5))%s, 0.0, 1.0);\n",
+                    dstreg, dstmask, arg1, dstmask, arg2, dstmask);
+            break;
+
+        case WINED3D_TOP_ADD_SIGNED_2X:
+            shader_addline(buffer, "%s%s = clamp((%s%s + (%s - vec4(0.5))%s) * 2.0, 0.0, 1.0);\n",
+                    dstreg, dstmask, arg1, dstmask, arg2, dstmask);
+            break;
+
+        case WINED3D_TOP_SUBTRACT:
+            shader_addline(buffer, "%s%s = clamp(%s%s - %s%s, 0.0, 1.0);\n",
+                    dstreg, dstmask, arg1, dstmask, arg2, dstmask);
+            break;
+
+        case WINED3D_TOP_ADD_SMOOTH:
+            shader_addline(buffer, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s%s, 0.0, 1.0);\n",
+                    dstreg, dstmask, arg1, dstmask, arg2, dstmask, arg1, dstmask);
+            break;
+
+        case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
+            arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_DIFFUSE);
+            shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s.w);\n",
+                    dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0);
+            break;
+
+        case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
+            arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_TEXTURE);
+            shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s.w);\n",
+                    dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0);
+            break;
+
+        case WINED3D_TOP_BLEND_FACTOR_ALPHA:
+            arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_TFACTOR);
+            shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s.w);\n",
+                    dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0);
+            break;
+
+        case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
+            arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_TEXTURE);
+            shader_addline(buffer, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
+                    dstreg, dstmask, arg2, dstmask, arg0, arg1, dstmask);
+            break;
+
+        case WINED3D_TOP_BLEND_CURRENT_ALPHA:
+            arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_CURRENT);
+            shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s.w);\n",
+                    dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0);
+            break;
+
+        case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
+            shader_addline(buffer, "%s%s = clamp(%s%s * %s.w + %s%s, 0.0, 1.0);\n",
+                    dstreg, dstmask, arg2, dstmask, arg1, arg1, dstmask);
+            break;
+
+        case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
+            shader_addline(buffer, "%s%s = clamp(%s%s * %s%s + %s.w, 0.0, 1.0);\n",
+                    dstreg, dstmask, arg1, dstmask, arg2, dstmask, arg1);
+            break;
+
+        case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
+            shader_addline(buffer, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
+                    dstreg, dstmask, arg2, dstmask, arg1, arg1, dstmask);
+            break;
+        case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
+            shader_addline(buffer, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s.w, 0.0, 1.0);\n",
+                    dstreg, dstmask, arg1, dstmask, arg2, dstmask, arg1);
+            break;
+
+        case WINED3D_TOP_BUMPENVMAP:
+        case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
+            /* These are handled in the first pass, nothing to do. */
+            break;
+
+        case WINED3D_TOP_DOTPRODUCT3:
+            shader_addline(buffer, "%s%s = vec4(clamp(dot(%s.xyz - 0.5, %s.xyz - 0.5) * 4.0, 0.0, 1.0))%s;\n",
+                    dstreg, dstmask, arg1, arg2, dstmask);
+            break;
+
+        case WINED3D_TOP_MULTIPLY_ADD:
+            shader_addline(buffer, "%s%s = clamp(%s%s * %s%s + %s%s, 0.0, 1.0);\n",
+                    dstreg, dstmask, arg1, dstmask, arg2, dstmask, arg0, dstmask);
+            break;
+
+        case WINED3D_TOP_LERP:
+            /* MSDN isn't quite right here. */
+            shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s%s);\n",
+                    dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0, dstmask);
+            break;
+
+        default:
+            FIXME("Unhandled operation %#x.\n", op);
+            break;
+    }
+}
+
+/* Context activation is done by the caller. */
+static GLuint shader_glsl_generate_ffp_fragment_shader(struct wined3d_shader_buffer *buffer,
+        const struct ffp_frag_settings *settings, const struct wined3d_gl_info *gl_info)
+{
+    BOOL tempreg_used = FALSE, tfactor_used = FALSE;
+    BYTE lum_map = 0, bump_map = 0, tex_map = 0;
+    const char *final_combiner_src = "ret";
+    UINT lowest_disabled_stage;
+    GLhandleARB shader_obj;
+    DWORD arg0, arg1, arg2;
+    unsigned int stage;
+
+    shader_buffer_clear(buffer);
+
+    /* Find out which textures are read */
+    for (stage = 0; stage < MAX_TEXTURES; ++stage)
+    {
+        if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
+            break;
+
+        arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
+        arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
+        arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
+
+        if (arg0 == WINED3DTA_TEXTURE || arg1 == WINED3DTA_TEXTURE || arg2 == WINED3DTA_TEXTURE)
+            tex_map |= 1 << stage;
+        if (arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR)
+            tfactor_used = TRUE;
+        if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP)
+            tempreg_used = TRUE;
+        if (settings->op[stage].dst == tempreg)
+            tempreg_used = TRUE;
+
+        switch (settings->op[stage].cop)
+        {
+            case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
+                lum_map |= 1 << stage;
+                /* fall through */
+            case WINED3D_TOP_BUMPENVMAP:
+                bump_map |= 1 << stage;
+                /* fall through */
+            case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
+            case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
+                tex_map |= 1 << stage;
+                break;
+
+            case WINED3D_TOP_BLEND_FACTOR_ALPHA:
+                tfactor_used = TRUE;
+                break;
+
+            default:
+                break;
+        }
+
+        if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
+            continue;
+
+        arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
+        arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
+        arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
+
+        if (arg0 == WINED3DTA_TEXTURE || arg1 == WINED3DTA_TEXTURE || arg2 == WINED3DTA_TEXTURE)
+            tex_map |= 1 << stage;
+        if (arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR)
+            tfactor_used = TRUE;
+        if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP)
+            tempreg_used = TRUE;
+    }
+    lowest_disabled_stage = stage;
+
+    shader_addline(buffer, "#version 120\n");
+
+    shader_addline(buffer, "vec4 tmp0, tmp1;\n");
+    shader_addline(buffer, "vec4 ret;\n");
+    if (tempreg_used || settings->sRGB_write)
+        shader_addline(buffer, "vec4 temp_reg;\n");
+    shader_addline(buffer, "vec4 arg0, arg1, arg2;\n");
+
+    for (stage = 0; stage < MAX_TEXTURES; ++stage)
+    {
+        if (!(tex_map & (1 << stage)))
+            continue;
+
+        switch (settings->op[stage].tex_type)
+        {
+            case tex_1d:
+                shader_addline(buffer, "uniform sampler1D ps_sampler%u;\n", stage);
+                break;
+            case tex_2d:
+                shader_addline(buffer, "uniform sampler2D ps_sampler%u;\n", stage);
+                break;
+            case tex_3d:
+                shader_addline(buffer, "uniform sampler3D ps_sampler%u;\n", stage);
+                break;
+            case tex_cube:
+                shader_addline(buffer, "uniform samplerCube ps_sampler%u;\n", stage);
+                break;
+            case tex_rect:
+                shader_addline(buffer, "uniform sampler2DRect ps_sampler%u;\n", stage);
+                break;
+            default:
+                FIXME("Unhandled sampler type %#x.\n", settings->op[stage].tex_type);
+                break;
+        }
+
+        shader_addline(buffer, "vec4 tex%u;\n", stage);
+
+        if (!(bump_map & (1 << stage)))
+            continue;
+        shader_addline(buffer, "uniform mat2 bumpenv_mat%u;\n", stage);
+
+        if (!(lum_map & (1 << stage)))
+            continue;
+        shader_addline(buffer, "uniform float bumpenv_lum_scale%u;\n", stage);
+        shader_addline(buffer, "uniform float bumpenv_lum_offset%u;\n", stage);
+    }
+    if (tfactor_used)
+        shader_addline(buffer, "uniform vec4 tex_factor;\n");
+    shader_addline(buffer, "uniform vec4 specular_enable;\n");
+
+    if (settings->sRGB_write)
+    {
+        shader_addline(buffer, "const vec4 srgb_const0 = vec4(%.8e, %.8e, %.8e, %.8e);\n",
+                srgb_pow, srgb_mul_high, srgb_sub_high, srgb_mul_low);
+        shader_addline(buffer, "const vec4 srgb_const1 = vec4(%.8e, 0.0, 0.0, 0.0);\n",
+                srgb_cmp);
+    }
+
+    shader_addline(buffer, "void main()\n{\n");
+
+    if (lowest_disabled_stage < 7 && settings->emul_clipplanes)
+        shader_addline(buffer, "if (any(lessThan(gl_texCoord[7], vec4(0.0)))) discard;\n");
+
+    /* Generate texture sampling instructions) */
+    for (stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage)
+    {
+        const char *texture_function, *coord_mask;
+        char tex_reg_name[8];
+        BOOL proj, clamp;
+
+        if (!(tex_map & (1 << stage)))
+            continue;
+
+        if (settings->op[stage].projected == proj_none)
+        {
+            proj = FALSE;
+        }
+        else if (settings->op[stage].projected == proj_count4
+                || settings->op[stage].projected == proj_count3)
+        {
+            proj = TRUE;
+        }
+        else
+        {
+            FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
+            proj = TRUE;
+        }
+
+        if (settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP
+                || settings->op[stage].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
+            clamp = FALSE;
+        else
+            clamp = TRUE;
+
+        switch (settings->op[stage].tex_type)
+        {
+            case tex_1d:
+                if (proj)
+                {
+                    texture_function = "texture1DProj";
+                    coord_mask = "xw";
+                }
+                else
+                {
+                    texture_function = "texture1D";
+                    coord_mask = "x";
+                }
+                break;
+            case tex_2d:
+                if (proj)
+                {
+                    texture_function = "texture2DProj";
+                    coord_mask = "xyw";
+                }
+                else
+                {
+                    texture_function = "texture2D";
+                    coord_mask = "xy";
+                }
+                break;
+            case tex_3d:
+                if (proj)
+                {
+                    texture_function = "texture3DProj";
+                    coord_mask = "xyzw";
+                }
+                else
+                {
+                    texture_function = "texture3D";
+                    coord_mask = "xyz";
+                }
+                break;
+            case tex_cube:
+                texture_function = "textureCube";
+                coord_mask = "xyz";
+                break;
+            case tex_rect:
+                if (proj)
+                {
+                    texture_function = "texture2DRectProj";
+                    coord_mask = "xyw";
+                }
+                else
+                {
+                    texture_function = "texture2DRect";
+                    coord_mask = "xy";
+                }
+                break;
+            default:
+                FIXME("Unhandled texture type %#x.\n", settings->op[stage].tex_type);
+                texture_function = "";
+                coord_mask = "xyzw";
+                break;
+        }
+
+        if (stage > 0
+                && (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP
+                || settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE))
+        {
+            shader_addline(buffer, "ret.xy = bumpenv_mat%u * tex%u.xy;\n", stage - 1, stage - 1);
+
+            /* With projective textures, texbem only divides the static
+             * texture coord, not the displacement, so multiply the
+             * displacement with the dividing parameter before passing it to
+             * TXP. */
+            if (settings->op[stage].projected != proj_none)
+            {
+                if (settings->op[stage].projected == proj_count4)
+                {
+                    shader_addline(buffer, "ret.xy = (ret.xy * gl_TexCoord[%u].w) + gl_TexCoord[%u].xy;\n",
+                            stage, stage);
+                    shader_addline(buffer, "ret.zw = gl_TexCoord[%u].ww;\n", stage);
+                }
+                else
+                {
+                    shader_addline(buffer, "ret.xy = (ret.xy * gl_TexCoord[%u].z) + gl_TexCoord[%u].xy;\n",
+                            stage, stage);
+                    shader_addline(buffer, "ret.zw = gl_TexCoord[%u].zz;\n", stage);
+                }
+            }
+            else
+            {
+                shader_addline(buffer, "ret = gl_TexCoord[%u] + ret.xyxy;\n", stage);
+            }
+
+            if (clamp)
+                shader_addline(buffer, "tex%u = clamp(%s(ps_sampler%u, ret.%s), 0.0, 1.0);\n",
+                        stage, texture_function, stage, coord_mask);
+            else
+                shader_addline(buffer, "tex%u = %s(ps_sampler%u, ret.%s);\n",
+                        stage, texture_function, stage, coord_mask);
+
+            if (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
+                shader_addline(buffer, "tex%u *= clamp(tex%u.z * bumpenv_lum_scale%u + bumpenv_lum_offset%u, 0.0, 1.0);\n",
+                        stage, stage - 1, stage - 1, stage - 1);
+        }
+        else if (settings->op[stage].projected == proj_count3)
+        {
+            if (clamp)
+                shader_addline(buffer, "tex%u = clamp(%s(ps_sampler%u, gl_TexCoord[%u].xyz), 0.0, 1.0);\n",
+                        stage, texture_function, stage, stage);
+            else
+                shader_addline(buffer, "tex%u = %s(ps_sampler%u, gl_TexCoord[%u].xyz);\n",
+                        stage, texture_function, stage, stage);
+        }
+        else
+        {
+            if (clamp)
+                shader_addline(buffer, "tex%u = clamp(%s(ps_sampler%u, gl_TexCoord[%u].%s), 0.0, 1.0);\n",
+                        stage, texture_function, stage, stage, coord_mask);
+            else
+                shader_addline(buffer, "tex%u = %s(ps_sampler%u, gl_TexCoord[%u].%s);\n",
+                        stage, texture_function, stage, stage, coord_mask);
+        }
+
+        sprintf(tex_reg_name, "tex%u", stage);
+        shader_glsl_color_correction_ext(buffer, tex_reg_name, WINED3DSP_WRITEMASK_ALL,
+                settings->op[stage].color_fixup);
+    }
+
+    /* Generate the main shader */
+    for (stage = 0; stage < MAX_TEXTURES; ++stage)
+    {
+        BOOL op_equal;
+
+        if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
+        {
+            if (!stage)
+                final_combiner_src = "gl_Color";
+            break;
+        }
+
+        if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
+                && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
+            op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
+        else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
+                && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
+            op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
+        else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
+                && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
+            op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
+        else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
+                && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
+            op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
+        else
+            op_equal = settings->op[stage].aop == settings->op[stage].cop
+                    && settings->op[stage].carg0 == settings->op[stage].aarg0
+                    && settings->op[stage].carg1 == settings->op[stage].aarg1
+                    && settings->op[stage].carg2 == settings->op[stage].aarg2;
+
+        if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
+        {
+            shader_glsl_ffp_fragment_op(buffer, stage, TRUE, FALSE, settings->op[stage].dst,
+                    settings->op[stage].cop, settings->op[stage].carg0,
+                    settings->op[stage].carg1, settings->op[stage].carg2);
+            if (!stage)
+                shader_addline(buffer, "ret.w = gl_Color.w;\n");
+        }
+        else if (op_equal)
+        {
+            shader_glsl_ffp_fragment_op(buffer, stage, TRUE, TRUE, settings->op[stage].dst,
+                    settings->op[stage].cop, settings->op[stage].carg0,
+                    settings->op[stage].carg1, settings->op[stage].carg2);
+        }
+        else
+        {
+            shader_glsl_ffp_fragment_op(buffer, stage, TRUE, FALSE, settings->op[stage].dst,
+                    settings->op[stage].cop, settings->op[stage].carg0,
+                    settings->op[stage].carg1, settings->op[stage].carg2);
+            shader_glsl_ffp_fragment_op(buffer, stage, FALSE, TRUE, settings->op[stage].dst,
+                    settings->op[stage].aop, settings->op[stage].aarg0,
+                    settings->op[stage].aarg1, settings->op[stage].aarg2);
+        }
+    }
+
+    shader_addline(buffer, "gl_FragData[0] = gl_SecondaryColor * specular_enable + %s;\n", final_combiner_src);
+
+    if (settings->sRGB_write)
+        shader_glsl_generate_srgb_write_correction(buffer);
+
+    shader_glsl_generate_fog_code(buffer, settings->fog);
+
+    shader_addline(buffer, "}\n");
+
+    shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
+    shader_glsl_compile(gl_info, shader_obj, buffer->buffer);
+    return shader_obj;
+}
+
+static struct glsl_ffp_fragment_shader *shader_glsl_find_ffp_fragment_shader(struct shader_glsl_priv *priv,
+        const struct wined3d_gl_info *gl_info, const struct ffp_frag_settings *args)
+{
+    struct glsl_ffp_fragment_shader *glsl_desc;
+    const struct ffp_frag_desc *desc;
+
+    if ((desc = find_ffp_frag_shader(&priv->ffp_fragment_shaders, args)))
+        return CONTAINING_RECORD(desc, struct glsl_ffp_fragment_shader, entry);
+
+    if (!(glsl_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*glsl_desc))))
+        return NULL;
+
+    glsl_desc->entry.settings = *args;
+    glsl_desc->id = shader_glsl_generate_ffp_fragment_shader(&priv->shader_buffer, args, gl_info);
+    list_init(&glsl_desc->linked_programs);
+    add_ffp_frag_shader(&priv->ffp_fragment_shaders, &glsl_desc->entry);
+
+    return glsl_desc;
+}
+
+
+static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info *gl_info,
+        GLhandleARB program_id, struct glsl_vs_program *vs)
 {
-    UINT i;
-    DWORD new_size;
-    struct glsl_vs_compiled_shader *new_array;
-    DWORD use_map = shader->device->strided_streams.use_map;
-    struct glsl_vshader_private *shader_data;
-    GLhandleARB ret;
+    unsigned int i;
+    char name[32];
 
-    if (!shader->backend_data)
+    vs->uniform_f_locations = HeapAlloc(GetProcessHeap(), 0,
+            sizeof(GLhandleARB) * gl_info->limits.glsl_vs_float_constants);
+    for (i = 0; i < gl_info->limits.glsl_vs_float_constants; ++i)
     {
-        shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
-        if (!shader->backend_data)
-        {
-            ERR("Failed to allocate backend data.\n");
-            return 0;
-        }
+        snprintf(name, sizeof(name), "vs_c[%u]", i);
+        vs->uniform_f_locations[i] = GL_EXTCALL(glGetUniformLocationARB(program_id, name));
     }
-    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)) {
-            return shader_data->gl_shaders[i].prgId;
-        }
+    for (i = 0; i < MAX_CONST_I; ++i)
+    {
+        snprintf(name, sizeof(name), "vs_i[%u]", i);
+        vs->uniform_i_locations[i] = GL_EXTCALL(glGetUniformLocationARB(program_id, name));
     }
 
-    TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
+    vs->pos_fixup_location = GL_EXTCALL(glGetUniformLocationARB(program_id, "posFixup"));
+}
 
-    if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
-        if (shader_data->num_gl_shaders)
-        {
-            new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
-            new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
-                                    new_size * sizeof(*shader_data->gl_shaders));
-        } else {
-            new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
-            new_size = 1;
-        }
+static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info *gl_info,
+        GLhandleARB program_id, struct glsl_ps_program *ps)
+{
+    unsigned int i;
+    char name[32];
 
-        if(!new_array) {
-            ERR("Out of memory\n");
-            return 0;
-        }
-        shader_data->gl_shaders = new_array;
-        shader_data->shader_array_size = new_size;
+    ps->uniform_f_locations = HeapAlloc(GetProcessHeap(), 0,
+            sizeof(GLhandleARB) * gl_info->limits.glsl_ps_float_constants);
+    for (i = 0; i < gl_info->limits.glsl_ps_float_constants; ++i)
+    {
+        snprintf(name, sizeof(name), "ps_c[%u]", i);
+        ps->uniform_f_locations[i] = GL_EXTCALL(glGetUniformLocationARB(program_id, name));
     }
 
-    shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
+    for (i = 0; i < MAX_CONST_I; ++i)
+    {
+        snprintf(name, sizeof(name), "ps_i[%u]", i);
+        ps->uniform_i_locations[i] = GL_EXTCALL(glGetUniformLocationARB(program_id, name));
+    }
 
-    shader_buffer_clear(buffer);
-    ret = shader_glsl_generate_vshader(context, buffer, shader, args);
-    shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
+    for (i = 0; i < MAX_TEXTURES; ++i)
+    {
+        snprintf(name, sizeof(name), "bumpenv_mat%u", i);
+        ps->bumpenv_mat_location[i] = GL_EXTCALL(glGetUniformLocationARB(program_id, name));
+        snprintf(name, sizeof(name), "bumpenv_lum_scale%u", i);
+        ps->bumpenv_lum_scale_location[i] = GL_EXTCALL(glGetUniformLocationARB(program_id, name));
+        snprintf(name, sizeof(name), "bumpenv_lum_offset%u", i);
+        ps->bumpenv_lum_offset_location[i] = GL_EXTCALL(glGetUniformLocationARB(program_id, name));
+    }
 
-    return ret;
+    ps->tex_factor_location = GL_EXTCALL(glGetUniformLocationARB(program_id, "tex_factor"));
+    ps->specular_enable_location = GL_EXTCALL(glGetUniformLocationARB(program_id, "specular_enable"));
+    ps->np2_fixup_location = GL_EXTCALL(glGetUniformLocationARB(program_id, "ps_samplerNP2Fixup"));
+    ps->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(program_id, "ycorrection"));
 }
 
-/** Sets the GLSL program ID for the given pixel and vertex shader combination.
- * It sets the programId on the current StateBlock (because it should be called
- * inside of the DrawPrimitive() part of the render loop).
- *
- * If a program for the given combination does not exist, create one, and store
- * the program in the hash table.  If it creates a program, it will link the
- * given objects, too.
- */
-
-/* GL locking is done by the caller */
-static void set_glsl_shader_program(const struct wined3d_context *context,
-        struct wined3d_device *device, BOOL use_ps, BOOL use_vs)
+/* Context activation is done by the caller. */
+static void set_glsl_shader_program(const struct wined3d_context *context, struct wined3d_device *device,
+        enum wined3d_shader_mode vertex_mode, enum wined3d_shader_mode fragment_mode)
 {
     const struct wined3d_state *state = &device->stateBlock->state;
-    struct wined3d_shader *vshader = use_vs ? state->vertex_shader : NULL;
-    struct wined3d_shader *pshader = use_ps ? state->pixel_shader : NULL;
     const struct wined3d_gl_info *gl_info = context->gl_info;
+    const struct ps_np2fixup_info *np2fixup_info = NULL;
     struct shader_glsl_priv *priv = device->shader_priv;
-    struct glsl_shader_prog_link *entry    = NULL;
+    struct glsl_shader_prog_link *entry = NULL;
+    struct wined3d_shader *vshader = NULL;
+    struct wined3d_shader *gshader = NULL;
+    struct wined3d_shader *pshader = NULL;
     GLhandleARB programId                  = 0;
     GLhandleARB reorder_shader_id          = 0;
     unsigned int i;
-    char glsl_name[8];
     struct ps_compile_args ps_compile_args;
     struct vs_compile_args vs_compile_args;
+    GLhandleARB vs_id, gs_id, ps_id;
+    struct list *ps_list;
+
+    if (vertex_mode == WINED3D_SHADER_MODE_SHADER)
+    {
+        vshader = state->vertex_shader;
+        find_vs_compile_args(state, vshader, &vs_compile_args);
+        vs_id = find_glsl_vshader(context, &priv->shader_buffer, vshader, &vs_compile_args);
+
+        if ((gshader = state->geometry_shader))
+            gs_id = find_glsl_geometry_shader(context, &priv->shader_buffer, gshader);
+        else
+            gs_id = 0;
+    }
+    else
+    {
+        vs_id = 0;
+        gs_id = 0;
+    }
+
+    if (fragment_mode == WINED3D_SHADER_MODE_SHADER)
+    {
+        pshader = state->pixel_shader;
+        find_ps_compile_args(state, pshader, &ps_compile_args);
+        ps_id = find_glsl_pshader(context, &priv->shader_buffer,
+                pshader, &ps_compile_args, &np2fixup_info);
+        ps_list = &pshader->linked_programs;
+    }
+    else if (fragment_mode == WINED3D_SHADER_MODE_FFP && priv->fragment_pipe == &glsl_fragment_pipe)
+    {
+        struct glsl_ffp_fragment_shader *ffp_shader;
+        struct ffp_frag_settings settings;
 
-    if (vshader) find_vs_compile_args(state, vshader, &vs_compile_args);
-    if (pshader) find_ps_compile_args(state, pshader, &ps_compile_args);
+        gen_ffp_frag_op(device, state, &settings, FALSE);
+        ffp_shader = shader_glsl_find_ffp_fragment_shader(priv, gl_info, &settings);
+        ps_id = ffp_shader->id;
+        ps_list = &ffp_shader->linked_programs;
+    }
+    else
+    {
+        ps_id = 0;
+    }
 
-    entry = get_glsl_program_entry(priv, vshader, pshader, &vs_compile_args, &ps_compile_args);
-    if (entry)
+    if ((!vs_id && !gs_id && !ps_id) || (entry = get_glsl_program_entry(priv, vs_id, gs_id, ps_id)))
     {
         priv->glsl_program = entry;
         return;
@@ -4358,12 +5589,11 @@ static void set_glsl_shader_program(const struct wined3d_context *context,
     /* Create the entry */
     entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
     entry->programId = programId;
-    entry->vshader = vshader;
-    entry->pshader = pshader;
-    entry->vs_args = vs_compile_args;
-    entry->ps_args = ps_compile_args;
+    entry->vs.id = vs_id;
+    entry->gs.id = gs_id;
+    entry->ps.id = ps_id;
     entry->constant_version = 0;
-    entry->np2Fixup_info = NULL;
+    entry->ps.np2_fixup_info = np2fixup_info;
     /* Add the hash table entry */
     add_glsl_program_entry(priv, entry);
 
@@ -4373,7 +5603,6 @@ static void set_glsl_shader_program(const struct wined3d_context *context,
     /* Attach GLSL vshader */
     if (vshader)
     {
-        GLhandleARB vshader_id = find_glsl_vshader(context, &priv->shader_buffer, vshader, &vs_compile_args);
         WORD map = vshader->reg_maps.input_registers;
         char tmp_name[10];
 
@@ -4386,8 +5615,8 @@ static void set_glsl_shader_program(const struct wined3d_context *context,
          */
         GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
 
-        TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
-        GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
+        TRACE("Attaching GLSL shader object %u to program %u.\n", vs_id, programId);
+        GL_EXTCALL(glAttachObjectARB(programId, vs_id));
         checkGLcall("glAttachObjectARB");
 
         /* Bind vertex attributes to a corresponding index number to match
@@ -4403,24 +5632,43 @@ static void set_glsl_shader_program(const struct wined3d_context *context,
         {
             if (!(map & 1)) continue;
 
-            snprintf(tmp_name, sizeof(tmp_name), "attrib%u", i);
+            snprintf(tmp_name, sizeof(tmp_name), "vs_in%u", i);
             GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
         }
         checkGLcall("glBindAttribLocationARB");
 
-        list_add_head(&vshader->linked_programs, &entry->vshader_entry);
+        list_add_head(&vshader->linked_programs, &entry->vs.shader_entry);
+    }
+
+    if (gshader)
+    {
+        TRACE("Attaching GLSL geometry shader object %u to program %u.\n", gs_id, programId);
+        GL_EXTCALL(glAttachObjectARB(programId, gs_id));
+        checkGLcall("glAttachObjectARB");
+
+        TRACE("input type %s, output type %s, vertices out %u.\n",
+                debug_d3dprimitivetype(gshader->u.gs.input_type),
+                debug_d3dprimitivetype(gshader->u.gs.output_type),
+                gshader->u.gs.vertices_out);
+        GL_EXTCALL(glProgramParameteriARB(programId, GL_GEOMETRY_INPUT_TYPE_ARB,
+                gl_primitive_type_from_d3d(gshader->u.gs.input_type)));
+        GL_EXTCALL(glProgramParameteriARB(programId, GL_GEOMETRY_OUTPUT_TYPE_ARB,
+                gl_primitive_type_from_d3d(gshader->u.gs.output_type)));
+        GL_EXTCALL(glProgramParameteriARB(programId, GL_GEOMETRY_VERTICES_OUT_ARB,
+                gshader->u.gs.vertices_out));
+        checkGLcall("glProgramParameteriARB");
+
+        list_add_head(&gshader->linked_programs, &entry->gs.shader_entry);
     }
 
     /* Attach GLSL pshader */
-    if (pshader)
+    if (ps_id)
     {
-        GLhandleARB pshader_id = find_glsl_pshader(context, &priv->shader_buffer,
-                pshader, &ps_compile_args, &entry->np2Fixup_info);
-        TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
-        GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
+        TRACE("Attaching GLSL shader object %u to program %u.\n", ps_id, programId);
+        GL_EXTCALL(glAttachObjectARB(programId, ps_id));
         checkGLcall("glAttachObjectARB");
 
-        list_add_head(&pshader->linked_programs, &entry->pshader_entry);
+        list_add_head(ps_list, &entry->ps.shader_entry);
     }
 
     /* Link the program */
@@ -4428,63 +5676,19 @@ static void set_glsl_shader_program(const struct wined3d_context *context,
     GL_EXTCALL(glLinkProgramARB(programId));
     shader_glsl_validate_link(gl_info, programId);
 
-    entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0,
-            sizeof(GLhandleARB) * gl_info->limits.glsl_vs_float_constants);
-    for (i = 0; i < gl_info->limits.glsl_vs_float_constants; ++i)
-    {
-        snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
-        entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
-    }
-    for (i = 0; i < MAX_CONST_I; ++i)
-    {
-        snprintf(glsl_name, sizeof(glsl_name), "VI[%i]", i);
-        entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
-    }
-    entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0,
-            sizeof(GLhandleARB) * gl_info->limits.glsl_ps_float_constants);
-    for (i = 0; i < gl_info->limits.glsl_ps_float_constants; ++i)
-    {
-        snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
-        entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
-    }
-    for (i = 0; i < MAX_CONST_I; ++i)
-    {
-        snprintf(glsl_name, sizeof(glsl_name), "PI[%i]", i);
-        entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
-    }
-
-    if(pshader) {
-        char name[32];
-
-        for(i = 0; i < MAX_TEXTURES; i++) {
-            sprintf(name, "bumpenvmat%u", i);
-            entry->bumpenvmat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
-            sprintf(name, "luminancescale%u", i);
-            entry->luminancescale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
-            sprintf(name, "luminanceoffset%u", i);
-            entry->luminanceoffset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
-        }
-
-        if (ps_compile_args.np2_fixup) {
-            if (entry->np2Fixup_info) {
-                entry->np2Fixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "PsamplerNP2Fixup"));
-            } else {
-                FIXME("NP2 texcoord fixup needed for this pixelshader, but no fixup uniform found.\n");
-            }
-        }
-    }
-
-    entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
-    entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
+    shader_glsl_init_vs_uniform_locations(gl_info, programId, &entry->vs);
+    shader_glsl_init_ps_uniform_locations(gl_info, programId, &entry->ps);
     checkGLcall("Find glsl program uniform locations");
 
     if (pshader && pshader->reg_maps.shader_version.major >= 3
             && pshader->u.ps.declared_in_count > vec4_varyings(3, gl_info))
     {
         TRACE("Shader %d needs vertex color clamping disabled\n", programId);
-        entry->vertex_color_clamp = GL_FALSE;
-    } else {
-        entry->vertex_color_clamp = GL_FIXED_ONLY_ARB;
+        entry->vs.vertex_color_clamp = GL_FALSE;
+    }
+    else
+    {
+        entry->vs.vertex_color_clamp = GL_FIXED_ONLY_ARB;
     }
 
     /* Set the shader to allow uniform loading on it */
@@ -4499,20 +5703,20 @@ static void set_glsl_shader_program(const struct wined3d_context *context,
      * fixed function fragment processing setups. So once the program is linked these samplers
      * won't change.
      */
-    if (vshader) shader_glsl_load_vsamplers(gl_info, device->texUnitMap, programId);
-    if (pshader) shader_glsl_load_psamplers(gl_info, device->texUnitMap, programId);
+    shader_glsl_load_vsamplers(gl_info, device->texUnitMap, programId);
+    shader_glsl_load_psamplers(gl_info, device->texUnitMap, programId);
 
     /* If the local constants do not have to be loaded with the environment constants,
      * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
      * later
      */
     if (pshader && !pshader->load_local_constsF)
-        hardcode_local_constants(pshader, gl_info, programId, 'P');
+        hardcode_local_constants(pshader, gl_info, programId, "ps");
     if (vshader && !vshader->load_local_constsF)
-        hardcode_local_constants(vshader, gl_info, programId, 'V');
+        hardcode_local_constants(vshader, gl_info, programId, "vs");
 }
 
-/* GL locking is done by the caller */
+/* Context activation is done by the caller. */
 static GLhandleARB create_glsl_blt_shader(const struct wined3d_gl_info *gl_info, enum tex_types tex_type, BOOL masked)
 {
     GLhandleARB program_id;
@@ -4622,8 +5826,9 @@ static GLhandleARB create_glsl_blt_shader(const struct wined3d_gl_info *gl_info,
     return program_id;
 }
 
-/* GL locking is done by the caller */
-static void shader_glsl_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
+/* Context activation is done by the caller. */
+static void shader_glsl_select(const struct wined3d_context *context, enum wined3d_shader_mode vertex_mode,
+        enum wined3d_shader_mode fragment_mode)
 {
     const struct wined3d_gl_info *gl_info = context->gl_info;
     struct wined3d_device *device = context->swapchain->device;
@@ -4631,13 +5836,9 @@ static void shader_glsl_select(const struct wined3d_context *context, BOOL usePS
     GLhandleARB program_id = 0;
     GLenum old_vertex_color_clamp, current_vertex_color_clamp;
 
-    old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
-
-    if (useVS || usePS) set_glsl_shader_program(context, device, usePS, useVS);
-    else priv->glsl_program = NULL;
-
-    current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
-
+    old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vs.vertex_color_clamp : GL_FIXED_ONLY_ARB;
+    set_glsl_shader_program(context, device, vertex_mode, fragment_mode);
+    current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vs.vertex_color_clamp : GL_FIXED_ONLY_ARB;
     if (old_vertex_color_clamp != current_vertex_color_clamp)
     {
         if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
@@ -4659,13 +5860,13 @@ static void shader_glsl_select(const struct wined3d_context *context, BOOL usePS
     /* In case that NP2 texcoord fixup data is found for the selected program, trigger a reload of the
      * constants. This has to be done because it can't be guaranteed that sampler() (from state.c) is
      * called between selecting the shader and using it, which results in wrong fixup for some frames. */
-    if (priv->glsl_program && priv->glsl_program->np2Fixup_info)
+    if (priv->glsl_program && priv->glsl_program->ps.np2_fixup_info)
     {
         shader_glsl_load_np2fixup_constants(priv, gl_info, &device->stateBlock->state);
     }
 }
 
-/* GL locking is done by the caller */
+/* Context activation is done by the caller. */
 static void shader_glsl_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
         enum tex_types tex_type, const SIZE *ds_mask_size)
 {
@@ -4694,7 +5895,7 @@ static void shader_glsl_select_depth_blt(void *shader_priv, const struct wined3d
     }
 }
 
-/* GL locking is done by the caller */
+/* Context activation is done by the caller. */
 static void shader_glsl_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info)
 {
     struct shader_glsl_priv *priv = shader_priv;
@@ -4709,103 +5910,105 @@ static void shader_glsl_deselect_depth_blt(void *shader_priv, const struct wined
 
 static void shader_glsl_destroy(struct wined3d_shader *shader)
 {
+    struct glsl_shader_private *shader_data = shader->backend_data;
     struct wined3d_device *device = shader->device;
     struct shader_glsl_priv *priv = device->shader_priv;
     const struct wined3d_gl_info *gl_info;
     const struct list *linked_programs;
     struct wined3d_context *context;
 
-    char pshader = shader_is_pshader_version(shader->reg_maps.shader_version.type);
-
-    if (pshader)
+    if (!shader_data || !shader_data->num_gl_shaders)
     {
-        struct glsl_pshader_private *shader_data = shader->backend_data;
-
-        if (!shader_data || !shader_data->num_gl_shaders)
-        {
-            HeapFree(GetProcessHeap(), 0, shader_data);
-            shader->backend_data = NULL;
-            return;
-        }
+        HeapFree(GetProcessHeap(), 0, shader_data);
+        shader->backend_data = NULL;
+        return;
+    }
 
-        context = context_acquire(device, NULL);
-        gl_info = context->gl_info;
+    context = context_acquire(device, NULL);
+    gl_info = context->gl_info;
 
-        if (priv->glsl_program && priv->glsl_program->pshader == shader)
-        {
-            ENTER_GL();
-            shader_glsl_select(context, FALSE, FALSE);
-            LEAVE_GL();
-        }
-    }
-    else
+    TRACE("Deleting linked programs.\n");
+    linked_programs = &shader->linked_programs;
+    if (linked_programs->next)
     {
-        struct glsl_vshader_private *shader_data = shader->backend_data;
+        struct glsl_shader_prog_link *entry, *entry2;
+        UINT i;
 
-        if (!shader_data || !shader_data->num_gl_shaders)
+        switch (shader->reg_maps.shader_version.type)
         {
-            HeapFree(GetProcessHeap(), 0, shader_data);
-            shader->backend_data = NULL;
-            return;
-        }
+            case WINED3D_SHADER_TYPE_PIXEL:
+            {
+                struct glsl_ps_compiled_shader *gl_shaders = shader_data->gl_shaders.ps;
 
-        context = context_acquire(device, NULL);
-        gl_info = context->gl_info;
+                LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
+                        struct glsl_shader_prog_link, ps.shader_entry)
+                {
+                    delete_glsl_program_entry(priv, gl_info, entry);
+                }
 
-        if (priv->glsl_program && priv->glsl_program->vshader == shader)
-        {
-            ENTER_GL();
-            shader_glsl_select(context, FALSE, FALSE);
-            LEAVE_GL();
-        }
-    }
+                for (i = 0; i < shader_data->num_gl_shaders; ++i)
+                {
+                    TRACE("Deleting pixel shader %u.\n", gl_shaders[i].prgId);
+                    if (priv->glsl_program && priv->glsl_program->ps.id == gl_shaders[i].prgId)
+                        shader_glsl_select(context, WINED3D_SHADER_MODE_NONE, WINED3D_SHADER_MODE_NONE);
+                    GL_EXTCALL(glDeleteObjectARB(gl_shaders[i].prgId));
+                    checkGLcall("glDeleteObjectARB");
+                }
+                HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders.ps);
 
-    linked_programs = &shader->linked_programs;
+                break;
+            }
 
-    TRACE("Deleting linked programs\n");
-    if (linked_programs->next) {
-        struct glsl_shader_prog_link *entry, *entry2;
+            case WINED3D_SHADER_TYPE_VERTEX:
+            {
+                struct glsl_vs_compiled_shader *gl_shaders = shader_data->gl_shaders.vs;
 
-        ENTER_GL();
-        if(pshader) {
-            LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) {
-                delete_glsl_program_entry(priv, gl_info, entry);
-            }
-        } else {
-            LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) {
-                delete_glsl_program_entry(priv, gl_info, entry);
+                LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
+                        struct glsl_shader_prog_link, vs.shader_entry)
+                {
+                    delete_glsl_program_entry(priv, gl_info, entry);
+                }
+
+                for (i = 0; i < shader_data->num_gl_shaders; ++i)
+                {
+                    TRACE("Deleting vertex shader %u.\n", gl_shaders[i].prgId);
+                    if (priv->glsl_program && priv->glsl_program->vs.id == gl_shaders[i].prgId)
+                        shader_glsl_select(context, WINED3D_SHADER_MODE_NONE, WINED3D_SHADER_MODE_NONE);
+                    GL_EXTCALL(glDeleteObjectARB(gl_shaders[i].prgId));
+                    checkGLcall("glDeleteObjectARB");
+                }
+                HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders.vs);
+
+                break;
             }
-        }
-        LEAVE_GL();
-    }
 
-    if (pshader)
-    {
-        struct glsl_pshader_private *shader_data = shader->backend_data;
-        UINT i;
+            case WINED3D_SHADER_TYPE_GEOMETRY:
+            {
+                struct glsl_gs_compiled_shader *gl_shaders = shader_data->gl_shaders.gs;
 
-        ENTER_GL();
-        for(i = 0; i < shader_data->num_gl_shaders; i++) {
-            TRACE("deleting pshader %u\n", shader_data->gl_shaders[i].prgId);
-            GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
-            checkGLcall("glDeleteObjectARB");
-        }
-        LEAVE_GL();
-        HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
-    }
-    else
-    {
-        struct glsl_vshader_private *shader_data = shader->backend_data;
-        UINT i;
+                LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
+                        struct glsl_shader_prog_link, gs.shader_entry)
+                {
+                    delete_glsl_program_entry(priv, gl_info, entry);
+                }
+
+                for (i = 0; i < shader_data->num_gl_shaders; ++i)
+                {
+                    TRACE("Deleting geometry shader %u.\n", gl_shaders[i].id);
+                    if (priv->glsl_program && priv->glsl_program->gs.id == gl_shaders[i].id)
+                        shader_glsl_select(context, WINED3D_SHADER_MODE_NONE, WINED3D_SHADER_MODE_NONE);
+                    GL_EXTCALL(glDeleteObjectARB(gl_shaders[i].id));
+                    checkGLcall("glDeleteObjectARB");
+                }
+                HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders.gs);
+
+                break;
+            }
 
-        ENTER_GL();
-        for(i = 0; i < shader_data->num_gl_shaders; i++) {
-            TRACE("deleting vshader %u\n", shader_data->gl_shaders[i].prgId);
-            GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
-            checkGLcall("glDeleteObjectARB");
+            default:
+                ERR("Unhandled shader type %#x.\n", shader->reg_maps.shader_version.type);
+                break;
         }
-        LEAVE_GL();
-        HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
     }
 
     HeapFree(GetProcessHeap(), 0, shader->backend_data);
@@ -4819,16 +6022,15 @@ static int glsl_program_key_compare(const void *key, const struct wine_rb_entry
     const struct glsl_program_key *k = key;
     const struct glsl_shader_prog_link *prog = WINE_RB_ENTRY_VALUE(entry,
             const struct glsl_shader_prog_link, program_lookup_entry);
-    int cmp;
 
-    if (k->vshader > prog->vshader) return 1;
-    else if (k->vshader < prog->vshader) return -1;
+    if (k->vs_id > prog->vs.id) return 1;
+    else if (k->vs_id < prog->vs.id) return -1;
 
-    if (k->pshader > prog->pshader) return 1;
-    else if (k->pshader < prog->pshader) return -1;
+    if (k->gs_id > prog->gs.id) return 1;
+    else if (k->gs_id < prog->gs.id) return -1;
 
-    if (k->vshader && (cmp = memcmp(&k->vs_args, &prog->vs_args, sizeof(prog->vs_args)))) return cmp;
-    if (k->pshader && (cmp = memcmp(&k->ps_args, &prog->ps_args, sizeof(prog->ps_args)))) return cmp;
+    if (k->ps_id > prog->ps.id) return 1;
+    else if (k->ps_id < prog->ps.id) return -1;
 
     return 0;
 }
@@ -4865,12 +6067,21 @@ static const struct wine_rb_functions wined3d_glsl_program_rb_functions =
     glsl_program_key_compare,
 };
 
-static HRESULT shader_glsl_alloc(struct wined3d_device *device)
+static HRESULT shader_glsl_alloc(struct wined3d_device *device, const struct fragment_pipeline *fragment_pipe)
 {
     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
     struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
     SIZE_T stack_size = wined3d_log2i(max(gl_info->limits.glsl_vs_float_constants,
             gl_info->limits.glsl_ps_float_constants)) + 1;
+    struct fragment_caps fragment_caps;
+    void *fragment_priv;
+
+    if (!(fragment_priv = fragment_pipe->alloc_private(&glsl_shader_backend, priv)))
+    {
+        ERR("Failed to initialize fragment pipe.\n");
+        HeapFree(GetProcessHeap(), 0, priv);
+        return E_FAIL;
+    }
 
     if (!shader_buffer_init(&priv->shader_buffer))
     {
@@ -4904,6 +6115,10 @@ static HRESULT shader_glsl_alloc(struct wined3d_device *device)
     }
 
     priv->next_constant_version = 1;
+    fragment_pipe->get_caps(gl_info, &fragment_caps);
+    priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
+    device->fragment_priv = fragment_priv;
+    priv->fragment_pipe = fragment_pipe;
 
     device->shader_priv = priv;
     return WINED3D_OK;
@@ -4913,6 +6128,7 @@ fail:
     constant_heap_free(&priv->vconst_heap);
     HeapFree(GetProcessHeap(), 0, priv->stack);
     shader_buffer_free(&priv->shader_buffer);
+    fragment_pipe->free_private(device);
     HeapFree(GetProcessHeap(), 0, priv);
     return E_OUTOFMEMORY;
 }
@@ -4924,7 +6140,6 @@ static void shader_glsl_free(struct wined3d_device *device)
     struct shader_glsl_priv *priv = device->shader_priv;
     int i;
 
-    ENTER_GL();
     for (i = 0; i < tex_type_count; ++i)
     {
         if (priv->depth_blt_program_full[i])
@@ -4936,13 +6151,13 @@ static void shader_glsl_free(struct wined3d_device *device)
             GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program_masked[i]));
         }
     }
-    LEAVE_GL();
 
     wine_rb_destroy(&priv->program_lookup, NULL, NULL);
     constant_heap_free(&priv->pconst_heap);
     constant_heap_free(&priv->vconst_heap);
     HeapFree(GetProcessHeap(), 0, priv->stack);
     shader_buffer_free(&priv->shader_buffer);
+    priv->fragment_pipe->free_private(device);
 
     HeapFree(GetProcessHeap(), 0, device->shader_priv);
     device->shader_priv = NULL;
@@ -4952,27 +6167,26 @@ static void shader_glsl_context_destroyed(void *shader_priv, const struct wined3
 
 static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
 {
-    if (gl_info->supported[EXT_GPU_SHADER4] && gl_info->supported[ARB_GEOMETRY_SHADER4]
-            && gl_info->glsl_version >= MAKEDWORD_VERSION(1, 50))
-    {
-        caps->VertexShaderVersion = 4;
-        caps->PixelShaderVersion = 4;
-    }
+    UINT shader_model;
+
+    if (gl_info->supported[EXT_GPU_SHADER4] && gl_info->supported[ARB_SHADER_BIT_ENCODING]
+            && gl_info->supported[ARB_GEOMETRY_SHADER4] && gl_info->glsl_version >= MAKEDWORD_VERSION(1, 50)
+            && gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX] && gl_info->supported[ARB_DRAW_INSTANCED])
+        shader_model = 4;
     /* ARB_shader_texture_lod or EXT_gpu_shader4 is required for the SM3
      * texldd and texldl instructions. */
     else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD] || gl_info->supported[EXT_GPU_SHADER4])
-    {
-        caps->VertexShaderVersion = 3;
-        caps->PixelShaderVersion = 3;
-    }
+        shader_model = 3;
     else
-    {
-        caps->VertexShaderVersion = 2;
-        caps->PixelShaderVersion = 2;
-    }
+        shader_model = 2;
+    TRACE("Shader model %u.\n", shader_model);
+
+    caps->vs_version = min(wined3d_settings.max_sm_vs, shader_model);
+    caps->gs_version = min(wined3d_settings.max_sm_gs, shader_model);
+    caps->ps_version = min(wined3d_settings.max_sm_ps, shader_model);
 
-    caps->MaxVertexShaderConst = gl_info->limits.glsl_vs_float_constants;
-    caps->MaxPixelShaderConst = gl_info->limits.glsl_ps_float_constants;
+    caps->vs_uniform_count = gl_info->limits.glsl_vs_float_constants;
+    caps->ps_uniform_count = gl_info->limits.glsl_ps_float_constants;
 
     /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
      * Direct3D minimum requirement.
@@ -4986,12 +6200,13 @@ static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct s
      * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
      * offer a way to query this.
      */
-    caps->PixelShader1xMaxValue = 8.0;
+    caps->ps_1x_max_value = 8.0;
 
-    caps->VSClipping = TRUE;
-
-    TRACE("Hardware vertex shader version %u enabled (GLSL).\n", caps->VertexShaderVersion);
-    TRACE("Hardware pixel shader version %u enabled (GLSL).\n", caps->PixelShaderVersion);
+    /* Ideally we'd only set caps like sRGB writes here if supported by both
+     * the shader backend and the fragment pipe, but we can get called before
+     * shader_glsl_alloc(). */
+    caps->wined3d_caps = WINED3D_SHADER_CAP_VS_CLIPPING
+            | WINED3D_SHADER_CAP_SRGB_WRITE;
 }
 
 static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
@@ -5015,113 +6230,117 @@ static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
 
 static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
 {
-    /* WINED3DSIH_ABS           */ shader_glsl_map2gl,
-    /* WINED3DSIH_ADD           */ shader_glsl_arith,
-    /* WINED3DSIH_AND           */ NULL,
-    /* WINED3DSIH_BEM           */ shader_glsl_bem,
-    /* WINED3DSIH_BREAK         */ shader_glsl_break,
-    /* WINED3DSIH_BREAKC        */ shader_glsl_breakc,
-    /* WINED3DSIH_BREAKP        */ NULL,
-    /* WINED3DSIH_CALL          */ shader_glsl_call,
-    /* WINED3DSIH_CALLNZ        */ shader_glsl_callnz,
-    /* WINED3DSIH_CMP           */ shader_glsl_cmp,
-    /* WINED3DSIH_CND           */ shader_glsl_cnd,
-    /* WINED3DSIH_CRS           */ shader_glsl_cross,
-    /* WINED3DSIH_CUT           */ NULL,
-    /* WINED3DSIH_DCL           */ NULL,
-    /* WINED3DSIH_DEF           */ NULL,
-    /* WINED3DSIH_DEFB          */ NULL,
-    /* WINED3DSIH_DEFI          */ NULL,
-    /* WINED3DSIH_DIV           */ NULL,
-    /* WINED3DSIH_DP2ADD        */ shader_glsl_dp2add,
-    /* WINED3DSIH_DP3           */ shader_glsl_dot,
-    /* WINED3DSIH_DP4           */ shader_glsl_dot,
-    /* WINED3DSIH_DST           */ shader_glsl_dst,
-    /* WINED3DSIH_DSX           */ shader_glsl_map2gl,
-    /* WINED3DSIH_DSY           */ shader_glsl_map2gl,
-    /* WINED3DSIH_ELSE          */ shader_glsl_else,
-    /* WINED3DSIH_EMIT          */ NULL,
-    /* WINED3DSIH_ENDIF         */ shader_glsl_end,
-    /* WINED3DSIH_ENDLOOP       */ shader_glsl_end,
-    /* WINED3DSIH_ENDREP        */ shader_glsl_end,
-    /* WINED3DSIH_EQ            */ NULL,
-    /* WINED3DSIH_EXP           */ shader_glsl_map2gl,
-    /* WINED3DSIH_EXPP          */ shader_glsl_expp,
-    /* WINED3DSIH_FRC           */ shader_glsl_map2gl,
-    /* WINED3DSIH_FTOI          */ NULL,
-    /* WINED3DSIH_GE            */ NULL,
-    /* WINED3DSIH_IADD          */ NULL,
-    /* WINED3DSIH_IEQ           */ NULL,
-    /* WINED3DSIH_IF            */ shader_glsl_if,
-    /* WINED3DSIH_IFC           */ shader_glsl_ifc,
-    /* WINED3DSIH_IGE           */ NULL,
-    /* WINED3DSIH_IMUL          */ NULL,
-    /* WINED3DSIH_ITOF          */ NULL,
-    /* WINED3DSIH_LABEL         */ shader_glsl_label,
-    /* WINED3DSIH_LD            */ NULL,
-    /* WINED3DSIH_LIT           */ shader_glsl_lit,
-    /* WINED3DSIH_LOG           */ shader_glsl_log,
-    /* WINED3DSIH_LOGP          */ shader_glsl_log,
-    /* WINED3DSIH_LOOP          */ shader_glsl_loop,
-    /* WINED3DSIH_LRP           */ shader_glsl_lrp,
-    /* WINED3DSIH_LT            */ NULL,
-    /* WINED3DSIH_M3x2          */ shader_glsl_mnxn,
-    /* WINED3DSIH_M3x3          */ shader_glsl_mnxn,
-    /* WINED3DSIH_M3x4          */ shader_glsl_mnxn,
-    /* WINED3DSIH_M4x3          */ shader_glsl_mnxn,
-    /* WINED3DSIH_M4x4          */ shader_glsl_mnxn,
-    /* WINED3DSIH_MAD           */ shader_glsl_mad,
-    /* WINED3DSIH_MAX           */ shader_glsl_map2gl,
-    /* WINED3DSIH_MIN           */ shader_glsl_map2gl,
-    /* WINED3DSIH_MOV           */ shader_glsl_mov,
-    /* WINED3DSIH_MOVA          */ shader_glsl_mov,
-    /* WINED3DSIH_MOVC          */ NULL,
-    /* WINED3DSIH_MUL           */ shader_glsl_arith,
-    /* WINED3DSIH_NOP           */ NULL,
-    /* WINED3DSIH_NRM           */ shader_glsl_nrm,
-    /* WINED3DSIH_PHASE         */ NULL,
-    /* WINED3DSIH_POW           */ shader_glsl_pow,
-    /* WINED3DSIH_RCP           */ shader_glsl_rcp,
-    /* WINED3DSIH_REP           */ shader_glsl_rep,
-    /* WINED3DSIH_RET           */ shader_glsl_ret,
-    /* WINED3DSIH_ROUND_NI      */ NULL,
-    /* WINED3DSIH_RSQ           */ shader_glsl_rsq,
-    /* WINED3DSIH_SAMPLE        */ NULL,
-    /* WINED3DSIH_SAMPLE_GRAD   */ NULL,
-    /* WINED3DSIH_SAMPLE_LOD    */ NULL,
-    /* WINED3DSIH_SETP          */ NULL,
-    /* WINED3DSIH_SGE           */ shader_glsl_compare,
-    /* WINED3DSIH_SGN           */ shader_glsl_sgn,
-    /* WINED3DSIH_SINCOS        */ shader_glsl_sincos,
-    /* WINED3DSIH_SLT           */ shader_glsl_compare,
-    /* WINED3DSIH_SQRT          */ NULL,
-    /* WINED3DSIH_SUB           */ shader_glsl_arith,
-    /* WINED3DSIH_TEX           */ shader_glsl_tex,
-    /* WINED3DSIH_TEXBEM        */ shader_glsl_texbem,
-    /* WINED3DSIH_TEXBEML       */ shader_glsl_texbem,
-    /* WINED3DSIH_TEXCOORD      */ shader_glsl_texcoord,
-    /* WINED3DSIH_TEXDEPTH      */ shader_glsl_texdepth,
-    /* WINED3DSIH_TEXDP3        */ shader_glsl_texdp3,
-    /* WINED3DSIH_TEXDP3TEX     */ shader_glsl_texdp3tex,
-    /* WINED3DSIH_TEXKILL       */ shader_glsl_texkill,
-    /* WINED3DSIH_TEXLDD        */ shader_glsl_texldd,
-    /* WINED3DSIH_TEXLDL        */ shader_glsl_texldl,
-    /* WINED3DSIH_TEXM3x2DEPTH  */ shader_glsl_texm3x2depth,
-    /* WINED3DSIH_TEXM3x2PAD    */ shader_glsl_texm3x2pad,
-    /* WINED3DSIH_TEXM3x2TEX    */ shader_glsl_texm3x2tex,
-    /* WINED3DSIH_TEXM3x3       */ shader_glsl_texm3x3,
-    /* WINED3DSIH_TEXM3x3DIFF   */ NULL,
-    /* WINED3DSIH_TEXM3x3PAD    */ shader_glsl_texm3x3pad,
-    /* WINED3DSIH_TEXM3x3SPEC   */ shader_glsl_texm3x3spec,
-    /* WINED3DSIH_TEXM3x3TEX    */ shader_glsl_texm3x3tex,
-    /* WINED3DSIH_TEXM3x3VSPEC  */ shader_glsl_texm3x3vspec,
-    /* WINED3DSIH_TEXREG2AR     */ shader_glsl_texreg2ar,
-    /* WINED3DSIH_TEXREG2GB     */ shader_glsl_texreg2gb,
-    /* WINED3DSIH_TEXREG2RGB    */ shader_glsl_texreg2rgb,
-    /* WINED3DSIH_UDIV          */ NULL,
-    /* WINED3DSIH_USHR          */ NULL,
-    /* WINED3DSIH_UTOF          */ NULL,
-    /* WINED3DSIH_XOR           */ NULL,
+    /* WINED3DSIH_ABS                   */ shader_glsl_map2gl,
+    /* WINED3DSIH_ADD                   */ shader_glsl_binop,
+    /* WINED3DSIH_AND                   */ shader_glsl_binop,
+    /* WINED3DSIH_BEM                   */ shader_glsl_bem,
+    /* WINED3DSIH_BREAK                 */ shader_glsl_break,
+    /* WINED3DSIH_BREAKC                */ shader_glsl_breakc,
+    /* WINED3DSIH_BREAKP                */ shader_glsl_breakp,
+    /* WINED3DSIH_CALL                  */ shader_glsl_call,
+    /* WINED3DSIH_CALLNZ                */ shader_glsl_callnz,
+    /* WINED3DSIH_CMP                   */ shader_glsl_conditional_move,
+    /* WINED3DSIH_CND                   */ shader_glsl_cnd,
+    /* WINED3DSIH_CRS                   */ shader_glsl_cross,
+    /* WINED3DSIH_CUT                   */ shader_glsl_cut,
+    /* WINED3DSIH_DCL                   */ shader_glsl_nop,
+    /* WINED3DSIH_DCL_CONSTANT_BUFFER   */ shader_glsl_nop,
+    /* WINED3DSIH_DCL_INPUT_PRIMITIVE   */ shader_glsl_nop,
+    /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY   */ shader_glsl_nop,
+    /* WINED3DSIH_DCL_VERTICES_OUT      */ shader_glsl_nop,
+    /* WINED3DSIH_DEF                   */ shader_glsl_nop,
+    /* WINED3DSIH_DEFB                  */ shader_glsl_nop,
+    /* WINED3DSIH_DEFI                  */ shader_glsl_nop,
+    /* WINED3DSIH_DIV                   */ shader_glsl_binop,
+    /* WINED3DSIH_DP2ADD                */ shader_glsl_dp2add,
+    /* WINED3DSIH_DP3                   */ shader_glsl_dot,
+    /* WINED3DSIH_DP4                   */ shader_glsl_dot,
+    /* WINED3DSIH_DST                   */ shader_glsl_dst,
+    /* WINED3DSIH_DSX                   */ shader_glsl_map2gl,
+    /* WINED3DSIH_DSY                   */ shader_glsl_map2gl,
+    /* WINED3DSIH_ELSE                  */ shader_glsl_else,
+    /* WINED3DSIH_EMIT                  */ shader_glsl_emit,
+    /* WINED3DSIH_ENDIF                 */ shader_glsl_end,
+    /* WINED3DSIH_ENDLOOP               */ shader_glsl_end,
+    /* WINED3DSIH_ENDREP                */ shader_glsl_end,
+    /* WINED3DSIH_EQ                    */ shader_glsl_relop,
+    /* WINED3DSIH_EXP                   */ shader_glsl_map2gl,
+    /* WINED3DSIH_EXPP                  */ shader_glsl_expp,
+    /* WINED3DSIH_FRC                   */ shader_glsl_map2gl,
+    /* WINED3DSIH_FTOI                  */ shader_glsl_to_int,
+    /* WINED3DSIH_GE                    */ shader_glsl_relop,
+    /* WINED3DSIH_IADD                  */ shader_glsl_binop,
+    /* WINED3DSIH_IEQ                   */ NULL,
+    /* WINED3DSIH_IF                    */ shader_glsl_if,
+    /* WINED3DSIH_IFC                   */ shader_glsl_ifc,
+    /* WINED3DSIH_IGE                   */ shader_glsl_relop,
+    /* WINED3DSIH_IMUL                  */ shader_glsl_imul,
+    /* WINED3DSIH_ITOF                  */ shader_glsl_to_float,
+    /* WINED3DSIH_LABEL                 */ shader_glsl_label,
+    /* WINED3DSIH_LD                    */ NULL,
+    /* WINED3DSIH_LIT                   */ shader_glsl_lit,
+    /* WINED3DSIH_LOG                   */ shader_glsl_log,
+    /* WINED3DSIH_LOGP                  */ shader_glsl_log,
+    /* WINED3DSIH_LOOP                  */ shader_glsl_loop,
+    /* WINED3DSIH_LRP                   */ shader_glsl_lrp,
+    /* WINED3DSIH_LT                    */ shader_glsl_relop,
+    /* WINED3DSIH_M3x2                  */ shader_glsl_mnxn,
+    /* WINED3DSIH_M3x3                  */ shader_glsl_mnxn,
+    /* WINED3DSIH_M3x4                  */ shader_glsl_mnxn,
+    /* WINED3DSIH_M4x3                  */ shader_glsl_mnxn,
+    /* WINED3DSIH_M4x4                  */ shader_glsl_mnxn,
+    /* WINED3DSIH_MAD                   */ shader_glsl_mad,
+    /* WINED3DSIH_MAX                   */ shader_glsl_map2gl,
+    /* WINED3DSIH_MIN                   */ shader_glsl_map2gl,
+    /* WINED3DSIH_MOV                   */ shader_glsl_mov,
+    /* WINED3DSIH_MOVA                  */ shader_glsl_mov,
+    /* WINED3DSIH_MOVC                  */ shader_glsl_conditional_move,
+    /* WINED3DSIH_MUL                   */ shader_glsl_binop,
+    /* WINED3DSIH_NOP                   */ shader_glsl_nop,
+    /* WINED3DSIH_NRM                   */ shader_glsl_nrm,
+    /* WINED3DSIH_PHASE                 */ shader_glsl_nop,
+    /* WINED3DSIH_POW                   */ shader_glsl_pow,
+    /* WINED3DSIH_RCP                   */ shader_glsl_rcp,
+    /* WINED3DSIH_REP                   */ shader_glsl_rep,
+    /* WINED3DSIH_RET                   */ shader_glsl_ret,
+    /* WINED3DSIH_ROUND_NI              */ shader_glsl_map2gl,
+    /* WINED3DSIH_RSQ                   */ shader_glsl_rsq,
+    /* WINED3DSIH_SAMPLE                */ NULL,
+    /* WINED3DSIH_SAMPLE_GRAD           */ NULL,
+    /* WINED3DSIH_SAMPLE_LOD            */ NULL,
+    /* WINED3DSIH_SETP                  */ NULL,
+    /* WINED3DSIH_SGE                   */ shader_glsl_compare,
+    /* WINED3DSIH_SGN                   */ shader_glsl_sgn,
+    /* WINED3DSIH_SINCOS                */ shader_glsl_sincos,
+    /* WINED3DSIH_SLT                   */ shader_glsl_compare,
+    /* WINED3DSIH_SQRT                  */ NULL,
+    /* WINED3DSIH_SUB                   */ shader_glsl_binop,
+    /* WINED3DSIH_TEX                   */ shader_glsl_tex,
+    /* WINED3DSIH_TEXBEM                */ shader_glsl_texbem,
+    /* WINED3DSIH_TEXBEML               */ shader_glsl_texbem,
+    /* WINED3DSIH_TEXCOORD              */ shader_glsl_texcoord,
+    /* WINED3DSIH_TEXDEPTH              */ shader_glsl_texdepth,
+    /* WINED3DSIH_TEXDP3                */ shader_glsl_texdp3,
+    /* WINED3DSIH_TEXDP3TEX             */ shader_glsl_texdp3tex,
+    /* WINED3DSIH_TEXKILL               */ shader_glsl_texkill,
+    /* WINED3DSIH_TEXLDD                */ shader_glsl_texldd,
+    /* WINED3DSIH_TEXLDL                */ shader_glsl_texldl,
+    /* WINED3DSIH_TEXM3x2DEPTH          */ shader_glsl_texm3x2depth,
+    /* WINED3DSIH_TEXM3x2PAD            */ shader_glsl_texm3x2pad,
+    /* WINED3DSIH_TEXM3x2TEX            */ shader_glsl_texm3x2tex,
+    /* WINED3DSIH_TEXM3x3               */ shader_glsl_texm3x3,
+    /* WINED3DSIH_TEXM3x3DIFF           */ NULL,
+    /* WINED3DSIH_TEXM3x3PAD            */ shader_glsl_texm3x3pad,
+    /* WINED3DSIH_TEXM3x3SPEC           */ shader_glsl_texm3x3spec,
+    /* WINED3DSIH_TEXM3x3TEX            */ shader_glsl_texm3x3tex,
+    /* WINED3DSIH_TEXM3x3VSPEC          */ shader_glsl_texm3x3vspec,
+    /* WINED3DSIH_TEXREG2AR             */ shader_glsl_texreg2ar,
+    /* WINED3DSIH_TEXREG2GB             */ shader_glsl_texreg2gb,
+    /* WINED3DSIH_TEXREG2RGB            */ shader_glsl_texreg2rgb,
+    /* WINED3DSIH_UDIV                  */ shader_glsl_udiv,
+    /* WINED3DSIH_USHR                  */ shader_glsl_binop,
+    /* WINED3DSIH_UTOF                  */ shader_glsl_to_float,
+    /* WINED3DSIH_XOR                   */ shader_glsl_binop,
 };
 
 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction *ins) {
@@ -5141,6 +6360,13 @@ static void shader_glsl_handle_instruction(const struct wined3d_shader_instructi
     shader_glsl_add_instruction_modifiers(ins);
 }
 
+static BOOL shader_glsl_has_ffp_proj_control(void *shader_priv)
+{
+    struct shader_glsl_priv *priv = shader_priv;
+
+    return priv->ffp_proj_control;
+}
+
 const struct wined3d_shader_backend_ops glsl_shader_backend =
 {
     shader_glsl_handle_instruction,
@@ -5157,4 +6383,309 @@ const struct wined3d_shader_backend_ops glsl_shader_backend =
     shader_glsl_context_destroyed,
     shader_glsl_get_caps,
     shader_glsl_color_fixup_supported,
+    shader_glsl_has_ffp_proj_control,
+};
+
+static void glsl_fragment_pipe_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
+{
+    /* Nothing to do. */
+}
+
+static void glsl_fragment_pipe_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
+{
+    caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL
+            | WINED3D_FRAGMENT_CAP_SRGB_WRITE;
+    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;
+    caps->MaxTextureBlendStages = 8;
+    caps->MaxSimultaneousTextures = min(gl_info->limits.fragment_samplers, 8);
+}
+
+static void *glsl_fragment_pipe_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
+{
+    struct shader_glsl_priv *priv;
+
+    if (shader_backend == &glsl_shader_backend)
+    {
+        priv = shader_priv;
+
+        if (wine_rb_init(&priv->ffp_fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
+        {
+            ERR("Failed to initialize rbtree.\n");
+            return NULL;
+        }
+
+        return priv;
+    }
+
+    FIXME("GLSL fragment pipe without GLSL shader backend not implemented.\n");
+
+    return NULL;
+}
+
+struct glsl_ffp_destroy_ctx
+{
+    struct shader_glsl_priv *priv;
+    const struct wined3d_gl_info *gl_info;
+};
+
+static void shader_glsl_free_ffp_fragment_shader(struct wine_rb_entry *entry, void *context)
+{
+    struct glsl_ffp_fragment_shader *shader = WINE_RB_ENTRY_VALUE(entry,
+            struct glsl_ffp_fragment_shader, entry.entry);
+    struct glsl_shader_prog_link *program, *program2;
+    struct glsl_ffp_destroy_ctx *ctx = context;
+
+    LIST_FOR_EACH_ENTRY_SAFE(program, program2, &shader->linked_programs,
+            struct glsl_shader_prog_link, ps.shader_entry)
+    {
+        delete_glsl_program_entry(ctx->priv, ctx->gl_info, program);
+    }
+    ctx->gl_info->gl_ops.ext.p_glDeleteObjectARB(shader->id);
+    HeapFree(GetProcessHeap(), 0, shader);
+}
+
+/* Context activation is done by the caller. */
+static void glsl_fragment_pipe_free(struct wined3d_device *device)
+{
+    struct shader_glsl_priv *priv = device->fragment_priv;
+    struct glsl_ffp_destroy_ctx ctx;
+
+    ctx.priv = priv;
+    ctx.gl_info = &device->adapter->gl_info;
+    wine_rb_destroy(&priv->ffp_fragment_shaders, shader_glsl_free_ffp_fragment_shader, &ctx);
+}
+
+static void glsl_fragment_pipe_shader(struct wined3d_context *context,
+        const struct wined3d_state *state, DWORD state_id)
+{
+    context->last_was_pshader = use_ps(state);
+
+    context->select_shader = 1;
+    context->load_constants = 1;
+}
+
+static void glsl_fragment_pipe_fog(struct wined3d_context *context,
+        const struct wined3d_state *state, DWORD state_id)
+{
+    BOOL use_vshader = use_vs(state);
+    enum fogsource new_source;
+
+    context->select_shader = 1;
+    context->load_constants = 1;
+
+    if (!state->render_states[WINED3D_RS_FOGENABLE])
+        return;
+
+    if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
+    {
+        if (use_vshader)
+            new_source = FOGSOURCE_VS;
+        else if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
+            new_source = FOGSOURCE_COORD;
+        else
+            new_source = FOGSOURCE_FFP;
+    }
+    else
+    {
+        new_source = FOGSOURCE_FFP;
+    }
+
+    if (new_source != context->fog_source)
+    {
+        context->fog_source = new_source;
+        state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
+    }
+}
+
+static void glsl_fragment_pipe_tex_transform(struct wined3d_context *context,
+        const struct wined3d_state *state, DWORD state_id)
+{
+    context->select_shader = 1;
+    context->load_constants = 1;
+}
+
+static void glsl_fragment_pipe_invalidate_constants(struct wined3d_context *context,
+        const struct wined3d_state *state, DWORD state_id)
+{
+    context->load_constants = 1;
+}
+
+static const struct StateEntryTemplate glsl_fragment_pipe_state_template[] =
+{
+    {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR),                    {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR),                     glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
+    {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP),               {STATE_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),           glsl_fragment_pipe_invalidate_constants}, 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),          glsl_fragment_pipe_invalidate_constants}, 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),           glsl_fragment_pipe_invalidate_constants}, 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),          glsl_fragment_pipe_invalidate_constants}, 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),           glsl_fragment_pipe_invalidate_constants}, 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),          glsl_fragment_pipe_invalidate_constants}, 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),           glsl_fragment_pipe_invalidate_constants}, 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),          glsl_fragment_pipe_invalidate_constants}, 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),           glsl_fragment_pipe_invalidate_constants}, 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),          glsl_fragment_pipe_invalidate_constants}, 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),           glsl_fragment_pipe_invalidate_constants}, 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),          glsl_fragment_pipe_invalidate_constants}, 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),           glsl_fragment_pipe_invalidate_constants}, 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),          glsl_fragment_pipe_invalidate_constants}, 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),           glsl_fragment_pipe_invalidate_constants}, 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),          glsl_fragment_pipe_invalidate_constants}, 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,                                          glsl_fragment_pipe_shader              }, WINED3D_GL_EXT_NONE },
+    {STATE_RENDER(WINED3D_RS_FOGENABLE),                        {STATE_RENDER(WINED3D_RS_FOGENABLE),                         glsl_fragment_pipe_fog                 }, WINED3D_GL_EXT_NONE },
+    {STATE_RENDER(WINED3D_RS_FOGTABLEMODE),                     {STATE_RENDER(WINED3D_RS_FOGENABLE),                         NULL                                   }, WINED3D_GL_EXT_NONE },
+    {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE),                    {STATE_RENDER(WINED3D_RS_FOGENABLE),                         NULL                                   }, WINED3D_GL_EXT_NONE },
+    {STATE_RENDER(WINED3D_RS_FOGSTART),                         {STATE_RENDER(WINED3D_RS_FOGSTART),                          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), glsl_fragment_pipe_tex_transform       }, WINED3D_GL_EXT_NONE },
+    {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform       }, WINED3D_GL_EXT_NONE },
+    {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform       }, WINED3D_GL_EXT_NONE },
+    {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform       }, WINED3D_GL_EXT_NONE },
+    {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform       }, WINED3D_GL_EXT_NONE },
+    {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform       }, WINED3D_GL_EXT_NONE },
+    {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform       }, WINED3D_GL_EXT_NONE },
+    {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform       }, WINED3D_GL_EXT_NONE },
+    {STATE_RENDER(WINED3D_RS_SPECULARENABLE),                   {STATE_RENDER(WINED3D_RS_SPECULARENABLE),                    glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
+    {0 /* Terminate */,                                         {0,                                                          0                                      }, WINED3D_GL_EXT_NONE },
+};
+
+const struct fragment_pipeline glsl_fragment_pipe =
+{
+    glsl_fragment_pipe_enable,
+    glsl_fragment_pipe_get_caps,
+    glsl_fragment_pipe_alloc,
+    glsl_fragment_pipe_free,
+    shader_glsl_color_fixup_supported,
+    glsl_fragment_pipe_state_template,
 };